Mod

GD656LightCore

Quick rating

GD656LightCore

No reviews yet

Install this mod with TACZ: every shot lights up surroundings with realistic world light; explosions and rocket trails also cast area light. Fully client-side, though in multiplayer, other players' muzzle flashes require server sync.

Mod Loaders
Forge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Optional
Server Optional

About

Project Details

Type
Mod
License
MIT License
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Overview

GD656LightCore is a client-side Minecraft mod that adds dynamic lighting to TACZ firearms — providing real-time muzzle flash, bullet trail, bullet impact, and explosion lighting effects with high configurability.

Last updated: July 18, 2026. Some features may not be fully documented or are subject to change.

Compatibility

  • TACZ (Timeless and Classics Zero) 1.1.7-hotfix or later is required;
  • Soft compatibility with Explosive Enhancement — detects its explosion particles for additional lighting effects;
  • Currently supports Minecraft 1.20.1 Forge only.

Server Installation

This mod is split into client-side and server-side functionality. The vast majority of features work with only a client installation.

Features that work without server installation:

Feature Notes
Own muzzle flash lighting Listens to client-side GunFireEvent, processed locally
Bullet trail lighting Iterates over EntityKineticBullet entities in client rendering
Bullet impact lighting Mixin-injected into client LevelRenderer.addParticle, detects bullet hole particles
Explosion lighting Mixin-injected into client LevelRenderer.levelEvent / particle events, covers vanilla, TACZ, and Explosive Enhancement explosions
Config & command system /gd656lightcore client commands, pure client-side configuration

Feature that requires server installation:

Feature Notes
Other players' muzzle flash lighting Server broadcasts muzzle position and gun ID via MuzzleFlashSyncPacket to nearby clients

In short: single-player or standalone use is fully unaffected. In multiplayer, only other players' muzzle flash lighting is missing without the server mod — bullet trails, impact lights, and explosion lights all render normally. Server sync data is minimal (only coordinates and gun ID), with negligible server load.

Configuration & Commands

All parameters can be adjusted via the Forge mod config screen, or through in-game client commands:

/gd656lightcore config list              List all config entries with current values
/gd656lightcore config edit <key> <value>  Modify a config entry
/gd656lightcore config reset             Reset all settings to defaults
/gd656lightcore config reset <key>        Reset a specific setting to default

The alias /gdlc works identically. All changes take effect immediately and are saved automatically.

Notes

  • All visual effects are client-side rendered and do not affect server stability;
  • This mod is in early development (0.x); features may continue to evolve;
  • Portions of the code were assisted by AI technology;
  • Licensed under the MIT License.

Features

Muzzle Flash Lighting

When a player fires, a transient light source is generated at the muzzle position, with brightness randomly chosen between the configured minimum and maximum.

  • Per-weapon-type duration scaling: sniper/DMR default 3×, heavy/RPG default 7×;
  • Single-shot weapons (semi-auto only) always use maximum brightness (level 15);
  • Automatic weapon type detection via gun ID path keywords (e.g., sniper, rpg, heavy);
  • Default muzzle flash duration 40ms (adjustable 1–200ms);
  • Per-block deduplication prevents stacking from rapid repeated flashes.

Bullet Trail Lighting

Dynamic lights are placed along bullet trajectories during flight, simulating tracer or friction glow effects.

  • 7 weapon categories with independent settings: rifle, shotgun, SMG, heavy, MG, pistol, sniper, plus a fallback default — each brightness adjustable 0–15;
  • Trail sampling at ~0.4 block intervals, up to 24 samples per bullet, ensuring continuous trail lighting for long-range shots;
  • A 2-block exclusion zone around the muzzle avoids overlap with muzzle flash lighting;
  • Trail lights default to 80ms duration, decaying naturally.

Bullet Impact Lighting

Bullet hole particles generated on block impact trigger a single flash of light.

  • Reads the gun ID from TACZ bullet hole particles to match the appropriate brightness config;
  • Single-shot weapons automatically use max brightness 15, sharing the forced-light logic with muzzle flash.

Explosion Lighting

A spherical area of dynamic light is generated around explosion centers, with intensity fading by distance.

  • Covers vanilla explosions (TNT, Creepers, etc.), TACZ weapon explosions, and Explosive Enhancement particle effects;
  • Explosion radius ~4.5 blocks, intensity fades from level 15 outward, edges below level 2 are trimmed;
  • Independent toggle and duration config (default 0.3s, max 60s);
  • Frame-split processing: up to 3 pending explosions processed per frame, max 96 queued, preventing lag spikes from mass explosions.

Performance Controls

  • Max simultaneous lights: adjustable 64–65536 (default 4096); when exceeded, higher-brightness lights are kept while lower-brightness ones are trimmed;
  • Independent toggles for each light type, allowing you to disable unused effects;
  • Dimension switch automatically clears light data to prevent cross-dimension lighting artifacts.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Created
Last synced
When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
Next pipeline sync