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GD656LightCore
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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.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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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.
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