COZY LIGHTS
Improves the way light sources(torches etc) behave and allows to create huge lights, literal projectors with just a mouse click, light map will be computed for you.https://i.imgur.com/aa11IJA.mp4
https://content.minetest.net/packages/S ... ozylights/
Early alpha, but at least NotSoWow, Sumi, MisterE, Agura and Sharp have expressed curiosity, that already makes six of us, good enough for release. Feedback, suggestions, bug reports are very welcome. Somebody please also provide feedback for GUI in particular on mobile, is it usable at all? At this dev stage Cozy Lights can be good for builders in creative mode, singleplayer survival is ok, and multiplayer is not so ok just yet, unless you have a few players.
Voxel light maps are a complete game changer - it is almost like going from 2d to 3d in terms of depth. You now have 14 shades for every visible building block, and it does not have to register 14 versions of every building block. Cobble only challenge has got a whole lot easier, something fun to look at with the least fun texture is possible now with just this mod :> Btw, disabling smooth lighting can make for an interesting aesthetic in some cases. Btw, nothing stops you from using cozy lights schematics on multiplayer servers.
You can also build these lights just like you do with any structures, in other words, place invisible blocks of light of all possible engine light levels block-by-block. Tools are coming soon to make this process more user-friendly, right now you will need to make them visible and interactable in debug mode.
Coloseum schematic is apparently by AMMOnym Frosthold schematic by MisterE
WARNING:
1. after removing Cozy Lights from your world you will be left with spheres of unknown nodes. Easiest could be to reenable the mod and call /clearlights in all locations Cozy Lights are active.
2. if you have override_engine_light_sources enabled, then in case you ever remove Cozy Lights mod from your world, you will be left with broken lights. To fix it, you will need to use the mod fixmap or anything that updates/fixes engine lights. override_engine_light_sources is disabled by default, so it should be safe.
For what it does it's quite fast, it is supposed to somehow get even faster. I have recently discovered that my CPU is 10(!) years old and it's actually usable on my PC. Would appreciate if somebody with a beast PC would try this mod out and post a couple of benchmarks, and also if some phone poster will try to do the same
Supported mods and games
All on paper, but its early alpha, so it can still be broken. It's not just popular ones, actually no idea how many it supports, some of them are not even on ContentDB.For definitely supported games, check the section of supported games on ContentDB, or mod.conf, if the game is in a list then support is full for what the mod can currently do, current *known* exceptions are:
Nodecore - partial support, light map does not update for dynamic light sources(the ones that change brightness over time)
Age of Mending - partial support, too many light sources in caves sometimes, and so far Cozy Lights cant process that without completely freezing everything for some time
Piranesi - does not seem to work at all yet, probably something schematic related
Shadow Forest - it works as intended, but there is only campfire to make cozy, wont feel like an upgrade
If a mod or a game you like is not supported or there are some problems not listed here, tell me immediately. You can just drop a list of games/mods you have issues with in review. Eventually cozy lights' support will attempt to balance the overall feel and look of the game/mod with meticulous consideration, but we are not at that stage yet.
Known issues:
1. worldedit:placeholder nodes can prevent light map from generating correctly and this currenly happens without notice or options provided. Current workaround is to define a worldedit region and run //replace worldedit:placeholder air before adding lights to the scene. There can be other invisible nodes from some mods and games which would interfere with light map.2. Nodecore dynamic lights do not update cozy light map after changing charge for now.
3. Cozy Lights together with K Ambient Light are not recommended until resolved.
Light Brush
Click or hold left mouse button to draw light with given settings. Light Brush' reach is 100 nodes, so you can have perspective. Note: with radius over 30 nodes as of now only mouse click will work and mouse hold won't have any effect.On right click settings menu opens up. The menu has hopefully useful tooltips for each setting. You can set radius, brightness, strength and draw mode. There are 6 draw modes so far: default, erase, override, lighten, darken and blend.
Chat Commands
/cozysettings opens a global settings menu for cozy lights, here you can adjust node light sources like torches, meselamps, fireflies, etc to make it work better with potato or make light reach mad far and stuff. Some settings which you can find in Minetest game settings for the mod are still not present here(like override_engine_lights which makes everything nicer). These changes persist after exiting and re-entering the world again.Currently max radius is 120 for commands provided below, if your value is invalid it will adjust to closest valid or display an error. Eventually max radius will be much bigger.
/clearlights <number> removes invisible light nodes in area with specified radius. Helpful to remove lights created with light brush. Example usage: /clearlights 120
/rebuildlights <number> rebuilds light map in an area with specified radius. Useful in case you changed the settings or accidentally broke some lights by other commands or by mining in debug. This can be slow if there are lots of light sources in the area with far reaching light. Example usage: /rebuildlights 40
/fixedges <number> fixes obstacles' opposite edges for light map in an area with specified radius. Default algorithm sacrifices accuracy for speed, because of that the lights can still go through diagonal walls if they are only one node thick, and as of now they can sometimes light up an edge(1 block from a corner) of the opposite side of an obstacle. With this command you are supposed to be able to fix it, but currently it's weird, broken. You can use it but the result wont necessarily look good.
/cozydebugon <number> makes all cozy light nodes visible and interactable in an area with a specified radius. With it you can also basically build lights just as you would with any other structures before the tools for that are available.
/cozydebugoff <number> makes all cozy light nodes invisible and non-interactable again in an area with a specified radius.
/optimizeformobile <number> removes all cozy light nodes which do not touch a surface of some visible node, like cobble for example. It is maybe useful, because default algo spreads light in a sphere and lights up the air above the ground too, which might be a bit challenging for potato and mobile to render reliably, they might experience FPS drops. Good if you are building a schematic for a multiplayer server. This option might slightly decrease the quality of light map, example: you have a light node with strength of 7 above the ground, and that ground is visible because of that, but after using this option that light node will be removed, so that part of the ground might be left in complete darkness. Basically might make some places darker.
/spawnlight <brightness float> <reach_factor float> <dim_factor float> spawn a light at your position which does not use user friendly light brush algo, but ambient light algo.
/daynightratio <ratio float> change Minetest engine day_night_ratio for the player who used the command. 0 is the darkest night possible, you can observe how dark it can be on the screenshots, was useful in testing, probably will help with building too. 1 is the brightest possible day. Some gradations in between are maybe under appreciated and seem pretty moody, I guess that would depend on a texture pack.
/cozyadjust <size number> <adjust_by number> <keep_map number> change brightness of all cozy light nodes by adjust_by value in the area of size. Adjust_by can be negative. Keep_map is 1 by default and can be omitted, when it's 1 and adjust_by will result in a value out of bounds of 1-14(engine light levels) even for one node in the area, the command will revert(have no effect at all), so that light map will be preserved. If you are ok with breaking light map, type 0 for keep_map.
Shortcuts for all commands follow a convention to easier memorize them:
zcl - clearlights
zrl - rebuildlights
zfe - fixedges
zdon - cozydebugon
zdoff - cozydebugoff
zofm - optimizeformobile
zsl - spawnlight
zs - cozysettings
zdnr - daynightratio
za - cozyadjust
For Developers
There are like I think 5 algo versions of drawing lights or I refactored that, because I never heard of DRY, never happened. All algos sacrifice accuracy for speed and miss some nodes for huge spheres.Plans for API:
- You will be able to override cozylights' global step, disable it and call it from your global step
- You will be able to override any defaults
- Register unique settings for specific nodes
TODO:
- make dropped items to emit cozy light if they have light_source above 0, just like in original wielded light mod- fix a bug that creates light around an attempt of placing a node, instead of actually placed node
- stress test it with heavily modded worlds, possible problem: luajit ram limit for default luajit on linux?
- illuminate transparent liquids too, except dont make floodable light sources work underwater just like in original wielded light
- parse minetest forum for additional optional_depends
- add inventory images for lights and debug lights, make them only available in creative
- make darkness nodes, wielded darkness, Darkness Brush
- add static natural scene(stop the time, fix the sun/moon in one position, update the area accordingly)
- raytracing
- allow people to run cpu and memory-friendly minimal schematic support version, for multiplayer servers for example
- if certain treshold of light source commonality in an area is reached, those light sources should be ignored
- would it be possible without too much work to programatically determine global commonality of a node from mapgen? example: all water was made to be a light_source of 1 by a game/mod
- add undo
- add optional more pleasant day/night cycle
- add optional sky textures
- add priveleges so schematics can be used on multiplayer server
- add multiplayer/mobile settings(very little light nodes, very simple light map), and mid settings(more or less okayish), max is default
- move to base "unsafe" methods for tables? seems like luajit optimizes it all away and it's useless to bother?
- try spread work over several loops and try vector.add
- figure out what to do about lights going through diagonal, one node thick walls. also still somehow manage to keep algo cheap
- Optimize memory usage, use several voxel manipulators for biggest lights, will be slower but much more stable, also increase max radius to even more mentally challenged value
- maybe three types of darkness nodes, ones that are completely overridable with cozylights, and ones that arent(make a darker light shade), and ones that completely ignore cozylights
- lights auto rebuild on first load after settings change?
- make a table for existing decoration nodes
- make sure spheres of big sizes dont miss too many blocks
- give light sources metadata, so when nearby light sources are destroyed you can find and rebuild easily, also give metadata to light brush epicenter for the same reason
- maintain files in which you record light source positions, which can be quickly grabbed to rebuild lights if there is a removal
- add cone light blocks, so those lights can be built on top of each other to make static lights from old games
- add light grabber tool, Light Excavation Tool 9000 TURBO V3, so that the light wont be selectable without it
- add Consumer Grade Reality Bending Device to create preset nodes with chosen qualities
- add global step override api, ability to implement cozylights global step into a game/other mod global step more efficiently, maybe add generic global step call like mainloop or mainstep, see what other games do with it, choose or create convention for this i guess
- add handle_async where it makes sense
- ci for optional_depends auto update according to content db mods/games updates and releases
LICENSE
MIT for my code, will appreciate reasonable attributionAnd there is a texture from MTG, which will be eventually replaced:
default_glass.png is by Krock (CC0 1.0)
my debug textures are WTFPL if anything