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Sable Light&Gunfire Overhaul
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A series of light sources have been created to enhance the visual experience of the Sable physics object and CBC Muzzle Flash. The entire project relies on Iris and mostly runs on the GPU
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Sable Light Overhaul
Only tested on Minecraft 1.21.1 · NeoForge
>>>AI GENERATED CODE INCLUDED<<<
What it is
Create Big Cannons gives you smoke and fire. This mod gives the shot light that actually illuminates the scene, and turns lamps into per-lamp editable light sources.
- Muzzle flashes and tracers with their own shape and lifetime per weapon (big cannon, tank cannon, autocannon); recoil, shockwaves, dust and smoke all carry light
- Editable lamps: open a lamp's page and set colour, radius, brightness, emitting faces, shadow (none / hard / soft), cloud reach and cones — per lamp
- Two lighting models: a ray model (sharp shadows, cones, emitting faces) and the vanilla field model (spreads like block light, good for large areas). Colour and range apply to both
- Lamps on ships: lamps on physics bodies (Sable / Create contraptions) can be registered, edited and light the hull; the field is bounded by the body
- Screen-space shadows with a matching shader patch: shadow slots are assigned per lamp; field lamps never cast (by design), ray lamps do
- Explosions and craters, including a far-LOD refresh for Voxy / LSS
- Per-cannon profiles: every cannon can have its own muzzle light, smoke and recoil, and what the page says is what happens
Lighting tiers
Tier What it does Legacy Vanilla light only, no area lights (cheapest) Compatible Area lights with the simple layout; no shader patch needed DynamicOnly Area lights with the custom layout; no extra rendering Advanced Area lights + screen-space shadows + field sampling; requires the shader patch Install
- NeoForge 21.1.228+ on Minecraft 1.21.1
- Required: Create Big Cannons 5.11.7, LDLib2 2.2.17+
- Optional: Sable (physics bodies), Voxy + LSS (far-LOD refresh), Iris + Photon (Advanced tier)
- Drop the jar into
mods/- Advanced tier: put the bundled shader pack folder into
shaderpacks/and select it. After any shader change, re-select the pack —F3+Rdoes not reload GLSLConfiguration
- Client:
config/sablelightoverhaul-client.toml(light shapes, lifetimes, shadow budget, UI, particles)- Server:
config/sablelightoverhaul-server.toml(lamp registry, explosions, LOD refresh, debug) On a server, far-LOD updates for a distant impact can feel late: LSS broadcasts on roughly a ten-second cycle. Setvoxy.immediateRangeto your engagement distance (e.g. 256–512), or lowervoxy.nudgeDelay.Known limitations
- Field lamps do not cast shadows. That is a design decision, not a bug; switch the lamp to the ray model if you want a shadow
- A registered-only lamp (no stand-in block) clicked on a ship may read as "unregistered" when the click arrives as a rendered position: this is a deliberate refusal to guess rather than risk writing to the wrong lamp
- The per-cannon page has many parameters; start from the defaults
- Experimental: behaviour may change between builds — back up important worlds
Credits
Create Big Cannons · Sable · Iris / Photon · Voxy / LSS · LDLib2 · NeoForge
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