This would be a nice aesthetic thing but it'd make such a huge difference in lighting and building (the gui part would be brilliant in creative mode at least):
[1] Being able to customise the light range of a redstone lamp - for example, a GUI where you can set how much the redstone lamp lights up the surrounding area, being able to make it brighter or darker. To extend that thought: controlling the light level of lamps based how powerful the redstone connection is. That would be interesting in city builds: For example, connect to a night sensor, which will gradually get stronger as it turns night time. Then the lamp will gradually fade up.
[2] Being able to extend the light range further than usual - I'm building a race track and it is almost impossible to light nicely because the track has to be a certain minimum width. That means there is always a shadow in the middle of the track that looks horrible and being able to extend the light range of lamps would hopefully erase that shadow. Of course, there are other applications this could be useful for but that's my pet peeve when it comes to lighting; its very restrictive especially in creative mode.
Either that, or I'd love a spotlight where I can accurately control the direction it points in
The Meaning of Life, the Universe, and Everything.
Join Date:
9/2/2018
Posts:
63
Member Details
In 1.17, Mojang created a new Light block that not only completely invisible and intangible, but also has adjustable brightness. You can read about it on the wiki here: https://minecraft.fandom.com/wiki/Light_Block
In 1.17, Mojang created a new Light block that not only completely invisible and intangible, but also has adjustable brightness. You can read about it on the wiki here: https://minecraft.fandom.com/wiki/Light_Block
Those are only available with cheats or creative. They would definitely work for his race track though, unless he is in survival.
This would be a nice aesthetic thing but it'd make such a huge difference in lighting and building (the gui part would be brilliant in creative mode at least):
[1] Being able to customise the light range of a redstone lamp - for example, a GUI where you can set how much the redstone lamp lights up the surrounding area, being able to make it brighter or darker. To extend that thought: controlling the light level of lamps based how powerful the redstone connection is.
I thought of having the light level match the redstone signal that powers it as well. I don't see the problem with it, as it allows for low light levels and high levels with a repeater.
[2] That means there is always a shadow in the middle of the track that looks horrible and being able to extend the light range of lamps would hopefully erase that shadow.
Endermage77 has a great fix for that in creative, but if you're in survival I'd just put sea lanterns or glowstone inside the track.
Either that, or I'd love a spotlight where I can accurately control the direction it points in
Light sources in Minecraft have a small area in which they emit light. So I can understand if you just want a brighter light source, but you can block all but one side of the light source to only allow for a single direction the light flows out. Not exactly what you're looking for, but in my opinion, spotlights don't really fit with Minecraft.
but there should be more redstone lamp or variants of the same item but with different textures and colors.
Automated street lighting with daylight sensors in night mode would be much better if we could use different ones in different sectors of our town or city.
It would also be nice if we had redstone lanterns, which had the same maximum luminosity as regular lanterns, at 15, but could be controlled in some way.
Unfortunately there is no miniature version of daylight sensors, you have to use the one item itself if you want automated lighting, which depending on the build can make it look bad.
A miniature version of daylight sensors could have a weaker redstone signal, causing the redstone lamps to emit a light level of 12 instead of 15, in exchange, you can make automated lighting more compact which would be great for park lamps.
Unfortunately for parks/gardens there are very limited lighting options and aesthetics wise, having too many lights can make a build look just as bad as not enough lights.
The only way to get around this problem if you don't want monsters on your grass, is to plant grass on top of farmland blocks.
Simply having a higher luminosity or more lighting options doesn't help if lights are spaced too far apart.
I believe this needs another topic though, more options to make gardens mob spawn free.
Glowstone, redstone lamps or torches with carpet on top still provide light even though they can't be seen.
(Unfortunately green carpet doesn't really look much like grass.)
You could try moss carpets over glowstone in the 1.17 update, but these don't have quite the same texture as grass does so it's a hit or miss with garden/park design.
Also it's expensive, and invisible lights so I've read are only currently available in adventure maps, so are a no go in survival legit.
A brighter light source would be useful like in the OP's suggestion, not just the ability to control luminosity of each light block, but that doesn't solve the problem either because it could create balancing issues in survival.
A brighter light source would be useful like in the OP's suggestion, not just the ability to control luminosity of each light block, but that doesn't solve the problem either because it could create balancing issues in survival.
It also isn't possible with how light is currently handled; the game allocates 4 bits per block for lighting, which allows for 16 distinct levels - hence the range of 0-15. Extending the range would either require using a whole byte, doubling memory requirements, or require much more bit-fiddling to store e.g. 5 bits per block, which would be slower to access (allowing for 31 blocks of range, where levels above 15 would be treated the same as 15). The game already does manipulate bytes, the smallest unit of storage available in most programming languages, to store two values per byte but it is pretty simple to do since a byte divides evenly into 4 bits. Another issue is that even just a doubling of the range increases the volume by a factor of 8-fold since light spreads in 3D space, consequently taking 8 times longer to perform lighting calculations (at least for blocks that have a larger range; the game only updates light levels out to the actual range of a light source, so e.g. torches would still only require updating light to 13 blocks away from the block itself).
This would be a nice aesthetic thing but it'd make such a huge difference in lighting and building (the gui part would be brilliant in creative mode at least):
[1] Being able to customise the light range of a redstone lamp - for example, a GUI where you can set how much the redstone lamp lights up the surrounding area, being able to make it brighter or darker. To extend that thought: controlling the light level of lamps based how powerful the redstone connection is. That would be interesting in city builds: For example, connect to a night sensor, which will gradually get stronger as it turns night time. Then the lamp will gradually fade up.
[2] Being able to extend the light range further than usual - I'm building a race track and it is almost impossible to light nicely because the track has to be a certain minimum width. That means there is always a shadow in the middle of the track that looks horrible and being able to extend the light range of lamps would hopefully erase that shadow. Of course, there are other applications this could be useful for but that's my pet peeve when it comes to lighting; its very restrictive especially in creative mode.
Either that, or I'd love a spotlight where I can accurately control the direction it points in
In 1.17, Mojang created a new Light block that not only completely invisible and intangible, but also has adjustable brightness. You can read about it on the wiki here: https://minecraft.fandom.com/wiki/Light_Block
Those are only available with cheats or creative. They would definitely work for his race track though, unless he is in survival.
I thought of having the light level match the redstone signal that powers it as well. I don't see the problem with it, as it allows for low light levels and high levels with a repeater.
Endermage77 has a great fix for that in creative, but if you're in survival I'd just put sea lanterns or glowstone inside the track.
Light sources in Minecraft have a small area in which they emit light. So I can understand if you just want a brighter light source, but you can block all but one side of the light source to only allow for a single direction the light flows out. Not exactly what you're looking for, but in my opinion, spotlights don't really fit with Minecraft.
I agree with this
but there should be more redstone lamp or variants of the same item but with different textures and colors.
Automated street lighting with daylight sensors in night mode would be much better if we could use different ones in different sectors of our town or city.
It would also be nice if we had redstone lanterns, which had the same maximum luminosity as regular lanterns, at 15, but could be controlled in some way.
Unfortunately there is no miniature version of daylight sensors, you have to use the one item itself if you want automated lighting, which depending on the build can make it look bad.
A miniature version of daylight sensors could have a weaker redstone signal, causing the redstone lamps to emit a light level of 12 instead of 15, in exchange, you can make automated lighting more compact which would be great for park lamps.
Unfortunately for parks/gardens there are very limited lighting options and aesthetics wise, having too many lights can make a build look just as bad as not enough lights.
The only way to get around this problem if you don't want monsters on your grass, is to plant grass on top of farmland blocks.
Simply having a higher luminosity or more lighting options doesn't help if lights are spaced too far apart.
I believe this needs another topic though, more options to make gardens mob spawn free.
Glowstone, redstone lamps or torches with carpet on top still provide light even though they can't be seen.
(Unfortunately green carpet doesn't really look much like grass.)
Just testing.
You could try moss carpets over glowstone in the 1.17 update, but these don't have quite the same texture as grass does so it's a hit or miss with garden/park design.
Also it's expensive, and invisible lights so I've read are only currently available in adventure maps, so are a no go in survival legit.
A brighter light source would be useful like in the OP's suggestion, not just the ability to control luminosity of each light block, but that doesn't solve the problem either because it could create balancing issues in survival.
It also isn't possible with how light is currently handled; the game allocates 4 bits per block for lighting, which allows for 16 distinct levels - hence the range of 0-15. Extending the range would either require using a whole byte, doubling memory requirements, or require much more bit-fiddling to store e.g. 5 bits per block, which would be slower to access (allowing for 31 blocks of range, where levels above 15 would be treated the same as 15). The game already does manipulate bytes, the smallest unit of storage available in most programming languages, to store two values per byte but it is pretty simple to do since a byte divides evenly into 4 bits. Another issue is that even just a doubling of the range increases the volume by a factor of 8-fold since light spreads in 3D space, consequently taking 8 times longer to perform lighting calculations (at least for blocks that have a larger range; the game only updates light levels out to the actual range of a light source, so e.g. torches would still only require updating light to 13 blocks away from the block itself).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?