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GD656LightCore

Мод Forge

Install this mod with TACZ: every shot lights up surroundings with realistic world light; explosions and rocket trails also cast area light. Fully client-side, though in multiplayer, other players' muzzle flashes require server sync.

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Overview

GD656LightCore is a client-side Minecraft mod that adds dynamic lighting to TACZ firearms — providing real-time muzzle flash, bullet trail, bullet impact, and explosion lighting effects with high configurability.

Last updated: July 18, 2026. Some features may not be fully documented or are subject to change.

Compatibility

  • TACZ (Timeless and Classics Zero) 1.1.7-hotfix or later is required;
  • Soft compatibility with Explosive Enhancement — detects its explosion particles for additional lighting effects;
  • Currently supports Minecraft 1.20.1 Forge only.

Server Installation

This mod is split into client-side and server-side functionality. The vast majority of features work with only a client installation.

Features that work without server installation:

Feature Notes
Own muzzle flash lighting Listens to client-side GunFireEvent, processed locally
Bullet trail lighting Iterates over EntityKineticBullet entities in client rendering
Bullet impact lighting Mixin-injected into client LevelRenderer.addParticle, detects bullet hole particles
Explosion lighting Mixin-injected into client LevelRenderer.levelEvent / particle events, covers vanilla, TACZ, and Explosive Enhancement explosions
Config & command system /gd656lightcore client commands, pure client-side configuration

Feature that requires server installation:

Feature Notes
Other players' muzzle flash lighting Server broadcasts muzzle position and gun ID via MuzzleFlashSyncPacket to nearby clients

In short: single-player or standalone use is fully unaffected. In multiplayer, only other players' muzzle flash lighting is missing without the server mod — bullet trails, impact lights, and explosion lights all render normally. Server sync data is minimal (only coordinates and gun ID), with negligible server load.

Configuration & Commands

All parameters can be adjusted via the Forge mod config screen, or through in-game client commands:

/gd656lightcore config list              List all config entries with current values
/gd656lightcore config edit <key> <value>  Modify a config entry
/gd656lightcore config reset             Reset all settings to defaults
/gd656lightcore config reset <key>        Reset a specific setting to default

The alias /gdlc works identically. All changes take effect immediately and are saved automatically.

Notes

  • All visual effects are client-side rendered and do not affect server stability;
  • This mod is in early development (0.x); features may continue to evolve;
  • Portions of the code were assisted by AI technology;
  • Licensed under the MIT License.

Features

Muzzle Flash Lighting

When a player fires, a transient light source is generated at the muzzle position, with brightness randomly chosen between the configured minimum and maximum.

  • Per-weapon-type duration scaling: sniper/DMR default 3×, heavy/RPG default 7×;
  • Single-shot weapons (semi-auto only) always use maximum brightness (level 15);
  • Automatic weapon type detection via gun ID path keywords (e.g., sniper, rpg, heavy);
  • Default muzzle flash duration 40ms (adjustable 1–200ms);
  • Per-block deduplication prevents stacking from rapid repeated flashes.

Bullet Trail Lighting

Dynamic lights are placed along bullet trajectories during flight, simulating tracer or friction glow effects.

  • 7 weapon categories with independent settings: rifle, shotgun, SMG, heavy, MG, pistol, sniper, plus a fallback default — each brightness adjustable 0–15;
  • Trail sampling at ~0.4 block intervals, up to 24 samples per bullet, ensuring continuous trail lighting for long-range shots;
  • A 2-block exclusion zone around the muzzle avoids overlap with muzzle flash lighting;
  • Trail lights default to 80ms duration, decaying naturally.

Bullet Impact Lighting

Bullet hole particles generated on block impact trigger a single flash of light.

  • Reads the gun ID from TACZ bullet hole particles to match the appropriate brightness config;
  • Single-shot weapons automatically use max brightness 15, sharing the forced-light logic with muzzle flash.

Explosion Lighting

A spherical area of dynamic light is generated around explosion centers, with intensity fading by distance.

  • Covers vanilla explosions (TNT, Creepers, etc.), TACZ weapon explosions, and Explosive Enhancement particle effects;
  • Explosion radius ~4.5 blocks, intensity fades from level 15 outward, edges below level 2 are trimmed;
  • Independent toggle and duration config (default 0.3s, max 60s);
  • Frame-split processing: up to 3 pending explosions processed per frame, max 96 queued, preventing lag spikes from mass explosions.

Performance Controls

  • Max simultaneous lights: adjustable 64–65536 (default 4096); when exceeded, higher-brightness lights are kept while lower-brightness ones are trimmed;
  • Independent toggles for each light type, allowing you to disable unused effects;
  • Dimension switch automatically clears light data to prevent cross-dimension lighting artifacts.
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