Sable Light&Gunfire Overhaul

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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

Mod Loaders
Minecraft

About

Description

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

  1. NeoForge 21.1.228+ on Minecraft 1.21.1
  2. Required: Create Big Cannons 5.11.7, LDLib2 2.2.17+
  3. Optional: Sable (physics bodies), Voxy + LSS (far-LOD refresh), Iris + Photon (Advanced tier)
  4. Drop the jar into mods/
  5. Advanced tier: put the bundled shader pack folder into shaderpacks/ and select it. After any shader change, re-select the pack — F3+R does not reload GLSL

Configuration

  • 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. Set voxy.immediateRange to your engagement distance (e.g. 256–512), or lower voxy.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