This plugin makes sure that light is calculated correctly when a chunk is generated.
Minecraft will per default use a fast light calculation algorithm for newly generated chunks. It is fast but does not look good. If you have ever seen very dark shadows under trees and cliff overhangs you know what I am talking about.
This plugin will no doubt slow down the world generator process but the result is nice.
Facts
- Date created
- Mar 07, 2012
- Categories
- Last update
- Nov 16, 2012
- Development stage
- Mature
- License
- MIT License
- Curse link
- LightFixer
- Downloads
- 967
- Recent files
- R: lightfixer 1.0.1 for CB 1.4.2-R0.2 Nov 16, 2012
- R: lightfixer 1.0.0 for CB 1.1-R6 Mar 07, 2012
- Reply
- #12
daveralph1234 Nov 23, 2012 at 16:15 UTC - 1 likeWould it be possible to have the plugin recalculate the lighting in existing chunks for the entire world? Preferable with some sort of status report every minute or so.
- Reply
- #11
Steinspisaren Nov 10, 2012 at 13:14 UTC - 1 likeRequesting an update to this essential plugin!
- Reply
- #10
poiNt3D Nov 09, 2012 at 10:21 UTC - 1 likeSo, we can't do anything? Maybe, someone could write a clientside mod?
- Reply
- #8
phliptrip Aug 14, 2012 at 09:14 UTC - 2 likesSince 1.2.3 lighting is calculated clientside not server side. I'm not sure this will fix anything anymore, be interesting if the author weighed in on it.
- Reply
- #7
Algent Aug 07, 2012 at 22:08 UTC - 1 likeI was able to get it to work by compiling it again from the sources, it had trouble loading a method who is still there -_-.
But the lightings doesn't seem to get fixed anymore. :(
- Reply
- #6
daveralph1234 Aug 05, 2012 at 10:02 UTC - 1 likeDose this need updating for 1.3? I'm getting errors in the console when terrain is generated and it caused dynmap to shutdown. I'm running bukkit dev build #2296. Would be a great plugin if I could get it working.
- Reply
- #5
getiron May 24, 2012 at 01:27 UTC - 1 like@diggormortis: Go
Yes, though I can't imagine this reply is of much use to you 2 weeks late.
@StuckingFoned: Go
A sensible thing to do would be to pre-generate a large amount of terrain using lightfixer. This helps save resources during normal play anyway, and helps reduce the frequency of chunk errors and other BS that can happen with a restart or crash
@thedeadlytao: Go
It works, but only on terrain generated after lightfixer is installed. AFAIK this plugin does not need to be updated to work with most Bukkit iterations currently out there.
- Reply
- #4
thedeadlytao May 21, 2012 at 15:31 UTC - 1 likeAn update for this plugin would be fantastic. I run Terrain Control on my server and need to fix the lighting errors that come with my more complex terrain.
- Reply
- #3
StuckingFoned May 15, 2012 at 20:06 UTC - 1 like"If you are running CB+ + with random light updates disabled it is a wise choice to use this plugin."
Doesn't that just defeat the point of CB+ +
I can imagine forcing thorough light calculations would rape the cpu
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- Reply
- #2
diggormortis May 07, 2012 at 17:49 UTC - 1 likeCan this be used in conjunction with TerrainControl to get it to generate properly the first time, instead of having to generate it, explore it, and then fix the lighting?