Community listing page, reviews may not be monitored by the author.
Razer Lights Control
No reviews yet
When using the mod, the game sends game events—such as HP, damage, status effects, biomes, and weather—to the Razer Synapse controller.
Community voices
Reviews
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
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.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
=====================================================================
RAZER LIGHTS CONTROL - CAPABILITIES
Minecraft NeoForge 1.21.1 Mod
=====================================================================
OVERVIEW
--------
Razer Lights Control connects Minecraft with Razer Chroma SDK, making your RGB
lights react dynamically to everything happening in the game. The mod uses a
9-layer system where each layer modifies the color from the previous one,
creating rich, context-aware lighting effects.
Requirements: Razer Synapse running with Chroma SDK enabled.
DEBUG VISUAL (F9): - Press F9 to toggle an on-screen overlay showing the current state of every layer in real time. - Displays each layer's input/output color, active modifiers, blend percentages, and final computed RGB value. - Shows the final color that is actually being sent to the Chroma SDK. - Useful for diagnosing why a specific color is being shown on the LEDs and for tuning palette constants in RGBPalette. - Default state: OFF (toggle persists only for the current session).
=====================================================================
LAYER 1: BASE ENVIRONMENT
=====================================================================
Determines the base color according to your current location.
DIMENSIONS:
- Overworld: Biome grass color adjusted by time of day
- Nether: Red-orange glow based on local light level
- The End: Purple glow based on local light level
SURFACE (Overworld):
- Daytime: Full biome grass color at 85% brightness
- Dusk: Warm orange-red transition tones
- Dawn: Cool blue-purple transition tones
- Night: Dark blue tones that vary with moon phase
(Full moon = brighter blue, New moon = nearly off)
UNDER TREES (Shade):
- Daytime: Biome color heavily dimmed (35% brightness)
- Night: Nearly off, very faint blue-green glow
CAVES:
- Blue-green dim glow that darkens with depth
- Minimum 15% brightness even in total darkness (LEDs never fully turn off)
- Brighter near torches or other light sources
WATER:
- Blue tones from biome water color
- Darkens progressively with depth (up to 20 blocks deep)
- Surface water: Brighter blue
- Deep water: Dark navy blue
- Night underwater: Very dark blue
=====================================================================
LAYER 2: BIOME MODIFIERS
=====================================================================
Blends specific colors based on biome type (Overworld only).
Biome Color Blend
------------------------------------------------
Desert Sandy yellow 60%
Snowy Plains Ice white-blue 50%
Ice Spikes Ice white-blue 50%
Snowy Taiga Ice white-blue 50%
Snowy Slopes Ice white-blue 50%
Frozen Peaks Ice white-blue 50%
Jagged Peaks Ice white-blue 50%
Jungle Vivid green 60%
Bamboo Jungle Vivid green 60%
Sparse Jungle Vivid green 60%
Cherry Grove Soft pink 50%
Swamp Dark green 40%
Mangrove Swamp Dark green 40%
Mushroom Fields Purple-pink 50%
Badlands Red-orange 60%
Eroded Badlands Red-orange 60%
Wooded Badlands Red-orange 60%
Deep Dark Near-black blue 70%
Lush Caves Bright green 50%
Dripstone Caves Brown 40%
=====================================================================
LAYER 3: WEATHER
=====================================================================
Modifies lighting based on current weather conditions.
RAIN:
- Gray-blue tint
- Overall brightness reduced to 65%
SNOW:
- White-blue tint
- Overall brightness reduced to 70%
THUNDERSTORM:
- Heavy darkening (40-50% brightness)
- Random white lightning flashes (3% chance per tick)
=====================================================================
LAYER 4: PLAYER SITUATION
=====================================================================
Changes color based on what the player is doing.
FLYING WITH ELYTRA:
- Sky blue color that intensifies with altitude
- Low altitude: Lighter blue
- High altitude (256+ blocks): Deep bright blue
SLEEPING:
- Warm dim orange glow (campfire feeling)
- Very low brightness (50%)
SPRINTING:
- Subtle yellow tint indicating speed
CROUCHING/SNEAKING:
- All colors dimmed to 60% (stealth mode)
RIDING A MOUNT:
- Subtle brown tint (leather/saddle feeling)
=====================================================================
LAYER 5: PROXIMITY DETECTION
=====================================================================
Detects nearby entities and blocks within 16 blocks (entities) or 5 blocks (blocks).
Cache updates every 20 ticks (1 second) for performance.
BOSS MOBS (highest priority):
- Ender Dragon: Intense purple glow
- Wither: Near-black with random white flashes (5% chance)
PORTALS:
- End Portal nearby: Deep purple glow
- Nether Portal nearby: Purple-red glow
MOBS:
- Hostile mobs nearby: Pulsing red glow (sinusoidal pulse)
- Passive mobs nearby: Subtle green tint
BLOCKS:
- Spawner nearby: Pulsing green glow
- Beacon nearby: Bright white boost
=====================================================================
LAYER 6: HELD ITEMS
=====================================================================
Changes color based on the item in your main hand.
Item Color
------------------------------------------------
Diamond (any tool) Cyan-blue
Emerald Bright green
Netherite (any tool) Dark gunmetal gray
Gold (any tool) Bright gold/yellow
Iron (any tool) Light silver gray
ENCHANTED ITEMS:
- Any enchanted item gets a purple glow overlay
- Combines with the base item color
=====================================================================
LAYER 7: STATUS EFFECTS
=====================================================================
Reacts to active potion effects and conditions.
Only one critical status applies at a time (priority order).
CRITICAL STATUS (blocks health layer):
- Frozen: Bright ice blue that intensifies with freeze level
(Starts light blue, becomes pure white-blue when fully frozen)
- On Fire: Intense orange glow
OTHER STATUS (priority order):
- Poison: Bright green
- Wither: Dark gray
- Nausea/Confusion: Purple swirl
ACCUMULATIVE EFFECTS (always apply on top):
- Blindness: Near-black (10% brightness)
- Darkness: Very dark (15-20% brightness)
- Night Vision: 150% brightness boost
=====================================================================
LAYER 8: HEALTH
=====================================================================
Progressive red tint based on remaining health.
Does NOT apply if player has critical status (frozen or on fire).
Health Range Effect
------------------------------------------------
100% No effect
60-100% No effect
40-60% Slight red tint (30% blend)
20-40% Moderate red (50% blend, green/blue reduced)
0-20% Intense red (80% blend, green/blue at 10%)
=====================================================================
LAYER 9: LOCAL ENVIRONMENT
=====================================================================
Detects immediate surroundings within 2 blocks.
LAVA NEARBY:
- Strong orange glow
- 50% blend with existing color
=====================================================================
TEMPORARY FLASH EVENTS
=====================================================================
These are independent from the layer system and override briefly.
PLAYER DAMAGE:
- Red flash (255, 40, 40)
- Duration: 350ms
- Triggered when player takes damage
EXPLOSION NEARBY:
- Orange flash (255, 180, 50)
- Duration: 300ms
- Triggered when explosion occurs within 20 blocks
MOB KILL:
- Yellow flash (220, 220, 100)
- Duration: 200ms
- Triggered when a mob dies within 10 blocks
=====================================================================
TECHNICAL DETAILS
=====================================================================
COMMUNICATION:
- Uses Razer Chroma SDK REST API
- Session-based connection with automatic heartbeat (3 second interval)
- Automatic reconnection if session is lost
COLOR ENCODING:
- Custom rotation mapping: (G<<16) | (R<<8) | B
- Ensures correct channel output through the ChromaLink pipeline
PERFORMANCE:
- Proximity cache updated every 20 ticks (1 second)
- Color requests throttled to minimum 150ms interval
- Background daemon thread for all Chroma SDK communication
- No impact on main game thread
COMPATIBILITY:
- Minecraft 1.21.1
- NeoForge 21.1.0 or higher
- Java 21+
- Requires Razer Synapse with Chroma SDK enabled
=====================================================================
EVENT LISTENERS
=====================================================================
ClientTickEvent.Post - Main color calculation loop
LivingIncomingDamageEvent - Damage flash
ExplosionEvent.Detonate - Explosion flash
LivingDeathEvent - Mob kill flash
Screenshots
Gallery
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
By the numbers
Statistics
Get it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources