LightFixer
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.
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Posted Apr 19, 2016@Cayorion I see you are updating this on GitHub. Would you be willing to drop a recent release build on here please?
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Posted Aug 30, 2014Awesome Plugin! Does this work with 1.7.9? If not, could you update please?
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Posted Jun 14, 2014Could not load 'plugins/LightFixer.jar' in folder 'plugins'
Could not load 'plugins/LightFixer.jar' in folder 'plugins'
Could not load 'plugins/LightFixer.jar' in folder 'plugins'
Could not load 'plugins/LightFixer.jar' in folder 'plugins'
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Posted Jun 4, 2014Please Update! :D
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Posted Jun 4, 2014The plugin does not load on startup on Spigot 1.7.9. It also does not appear in /plugins and /about
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Posted Apr 8, 2014Bukkit R0.3
>Could not load 'plugins/LightFixer.jar' in folder 'plugins'-
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Posted Nov 23, 2012Would 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.
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Posted Nov 10, 2012Requesting an update to this essential plugin!
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Posted Nov 9, 2012So, we can't do anything? Maybe, someone could write a clientside mod?
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Posted Aug 14, 2012Since 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.
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Posted Aug 7, 2012I 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. :(
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Posted Aug 5, 2012Dose 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.
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Posted May 23, 2012@diggormortis
Yes, though I can't imagine this reply is of much use to you 2 weeks late.
@StuckingFoned
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
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.
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Posted May 21, 2012An 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.
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Posted May 15, 2012"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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Posted May 7, 2012Can 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?
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Posted Apr 17, 2012This is great, and works well. Thanks a bunch!