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Lumos

TBy tehtelev

Reworking the game's lighting system and fixing related bugs

Lumos

Description

<span style="font-size: 2rem;">💡</span> Lumos

A comprehensive set of changes to block light and partial sunlight for Vintage Story.

☀️ Directional Light

Vanilla block light worked like a liquid, allowing it to spread in all directions without control. Now, each light source emits light in a sphere, illuminating everything the beam hits. Each beam can bounce off a surface once.

Other materials can reflect light like a matte surface. This takes into account chiseled blocks and their transmission along each axis.

Light is calculated deferred: first, all the lights are collected together, calculated, and then applied to the chunk.



▶ Lumos mod showcase on YouTube

⚡ Performance note: This mod puts a slightly higher CPU load than vanilla lighting. When measuring with mass-enabled lighting in the Archive, it takes about 2× longer. Lighting is only recalculated after placing or breaking blocks or light sources.

🚪 Doors, Gates &amp; Trapdoors

Doors, gates, and trapdoors now correctly trigger light recalculation: when closed, neither sunlight nor block light passes through.



▶ VintageStory - Lumos - Doors/trapdoors on YouTube

🌞 Sunlight

Sunlight is calculated the same way as in vanilla, but now it's always recalculated for the chunk where the block changed, and for its neighbors below it.

This eliminates any bugs where light remains where it shouldn't. These calculations are also deferred, so the player will only see the final result.

🐛 Bug Fixes

This mod fixes a bunch of bugs found in the vanilla game. You can find more details here:


⚠️ Intentionally not fixed for stability:

Read the full description on Vintage Story ModDB →

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