Contraption Lights (Bi-directional Coloured Dynamic Lights)

⭐ — (42 endorsements) 📥 12,595 downloads 📌 v1.5.0-beta.3 📅 7/4/2026
🟡 Updated this year

By the_atmerek · decoration

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 8/25/2026 📅 Created: 7/4/2026
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.3% endorsement rate
  • 🏆 #171 of 343 decoration mods in this game by downloads

📋 About This Mod

# Contraption Lights **Bi-directional Coloured Dynamic Lights for Create and Sable.** Put a lantern, glowstone, or any glowing block on a Create contraption or a (https://modrinth.com/mod/sable) sub-level, and the light travels with it as it drives, flies, rotates, tilts, or sails. No more pitch-black cabins and tunnels. Light also passes between your builds and the world in both directions, so a torch on the shore lights a passing ship and the ship's lanterns light the shore. Turn on coloured light and every glowing block lights in its own colour, on your builds and throughout the world. Every dependency is optional: install a backend, something to light, and nothing else. ## What can carry light - **Create contraptions** - carts, gantries, elevators, bearings: anything assembled and moving, rotating parts included. - **Create kinetics** - rotating shafts and cogs, rendered in place by Flywheel. - **Sable sub-levels** - physics-driven structures such as ships and dynamic trees. - **Other Flywheel content** - blocks and entities drawn by non-Create mods such as Vanillin. Needs Flywheel 1.0.6+, no Create. - **Sable Ragdolls limbs** - a ragdolled player keeps carrying their light: a torch in hand still lights the scene while they are limp. Glowing blocks hidden inside Create copycats and items framed in placards count too, casting the light of whatever they hold. ## How light travels | Direction | What you get | Turn it on | | --- | --- | --- | | **Build lights the world** | A moving build throws its own light onto the terrain, following every turn of a bearing and roll of a ship. A beacon riding a sub-level casts its beam out along the sub-level's up axis, like a steerable searchlight. | On by default | | **World lights the build** | Held torches, glowing mobs, dropped items, placed torches, glowstone and lava shine back onto a passing build. Directed sources count too, so another mod's flashlight or a beacon beam lights what it sweeps across. | The `...WorldTo...` options | | **Builds light each other** | A lit ship lights a nearby contraption or kinetic, and a lit contraption lights nearby kinetics. | Nothing extra. A build already emits, so the option that lets it receive from the world lets it receive from another build. | | **Builds riding builds** | A bearing-driven propeller with a lantern, spinning on a moving ship, lights the deck, the world and other structures, and is lit by all of them in return, tracked to where it is actually drawn. | Automatic once the relevant options above are on | ## Coloured light Off by default, and one option turns it on. A torch then glows warm, a soul lantern blue, a redstone torch red, and a froglight the pastel shade of its own texture. Where two lights overlap their colours blend: a redstone torch beside a soul torch reads purple between them, and a coloured light near a white one still tints it. Colours fade smoothly with distance. It reaches everything the mod already lights, and the rest of the world with it: blocks, entities, block entities, particles and lava, the lights your builds carry, held items, contraptions and kinetics and anything else Flywheel renders, and anything lighting the world through LambDynamicLights. The one `enableColoredLight` option covers every mode, VEIL included. A shaderpack does its own lighting, so coloured light turns itself off while one is loaded and comes back when you unload it. While it is off it costs nothing: no extra memory in Sodium's terrain and none in Flywheel's lighting. Colours come from data files, so a resource pack or another mod can change any of them or add its own. See (#adding-light-colours). ## Modes Client lighting has one `mode` setting. The server option is separate and needs no client mod. | Mode | Light it produces | Shaders | Needs | Covers | | --- | --- | --- | --- | --- | | **LAMB** (default) | Smooth per frame and cheap, no shadows. Vanilla-coloured until you turn on coloured light, which this mode supports in full. | Yes | (https://modrinth.com/mod/lambdynlights) | Every direction above. | | **VEIL** (experimental) | Crisp angled shadows cast by a tilted sub-level's own blocks, which no other mode does. Follows the same `enableColoredLight` option as LAMB. | No. Veil stands down whenever Iris is installed, so this mode disables itself. | (https://modrinth.com/mod/veil) | Your build lighting the world, plus a rougher take on the reverse. No cross-build light, no riding builds, no Flywheel kinetics. **Not meant for normal play.** | | **Server light blocks** | Real invisible light blocks placed as a build moves and cleaned up behind it, so **every player sees it with no client mod**. | Yes | Nothing on the client | Your build lighting the world. Heavier, so off by default and meant for server admins. | ## Setup | Mod | Enables | | --- | --- | | (https://modrinth.com/mod/lambdynlights) | LAMB mode. | | (http

# Contraption Lights

Bi-directional Coloured Dynamic Lights for Create and Sable.

Put a lantern, glowstone, or any glowing block on a Create contraption or a (https://modrinth.com/mod/sable) sub-level, and the light travels with it as it drives, flies, rotates, tilts, or sails. No more pitch-black cabins and tunnels.

Light also passes between your builds and the world in both directions, so a torch on the shore lights a passing ship and the ship's lanterns light the shore. Turn on coloured light and every glowing block lights in its own colour, on your builds and throughout the world. Every dependency is optional: install a backend, something to light, and nothing else.

## What can carry light

  • Create contraptions - carts, gantries, elevators, bearings: anything assembled and moving, rotating parts included.
  • Create kinetics - rotating shafts and cogs, rendered in place by Flywheel.
  • Sable sub-levels - physics-driven structures such as ships and dynamic trees.
  • Other Flywheel content - blocks and entities drawn by non-Create mods such as Vanillin. Needs Flywheel 1. 0. 6+, no Create.
  • Sable Ragdolls limbs - a ragdolled player keeps carrying their light: a torch in hand still lights the scene while they are limp.

Glowing blocks hidden inside Create copycats and items framed in placards count too, casting the light of whatever they hold.

## How light travels

| Direction | What you get | Turn it on | | --- | --- | --- | | Build lights the world | A moving build throws its own light onto the terrain, following every turn of a bearing and roll of a ship. A beacon riding a sub-level casts its beam out along the sub-level's up axis, like a steerable searchlight. | On by default | | World lights the build | Held torches, glowing mobs, dropped items, placed torches, glowstone and lava shine back onto a passing build. Directed sources count too, so another mod's flashlight or a beacon beam lights what it sweeps across. | The `... WorldTo...` options | | Builds light each other | A lit ship lights a nearby contraption or kinetic, and a lit contraption lights nearby kinetics. | Nothing extra. A build already emits, so the option that lets it receive from the world lets it receive from another build. | | Builds riding builds | A bearing-driven propeller with a lantern, spinning on a moving ship, lights the deck, the world and other structures, and is lit by all of them in return, tracked to where it is actually drawn. | Automatic once the relevant options above are on |

## Coloured light

Off by default, and one option turns it on. A torch then glows warm, a soul lantern blue, a redstone torch red, and a froglight the pastel shade of its own texture.

Where two lights overlap their colours blend: a redstone torch beside a soul torch reads purple between them, and a coloured light near a white one still tints it. Colours fade smoothly with distance.

It reaches everything the mod already lights, and the rest of the world with it: blocks, entities, block entities, particles and lava, the lights your builds carry, held items, contraptions and kinetics and anything else Flywheel renders, and anything lighting the world through LambDynamicLights. The one `enableColoredLight` option covers every mode, VEIL included.

A shaderpack does its own lighting, so coloured light turns itself off while one is loaded and comes back when you unload it. While it is off it costs nothing: no extra memory in Sodium's terrain and none in Flywheel's lighting.

Colours come from data files, so a resource pack or another mod can change any of them or add its own. See (#adding-light-colours).

Client lighting has one `mode` setting. The server option is separate and needs no client mod.

| Mode | Light it produces | Shaders | Needs | Covers | | --- | --- | --- | --- | --- | | LAMB (default) | Smooth per frame and cheap, no shadows. Vanilla-coloured until you turn on coloured light, which this mode supports in full. | Yes | (https://modrinth.com/mod/lambdynlights) | Every direction above. | | VEIL (experimental) | Crisp angled shadows cast by a tilted sub-level's own blocks, which no other mode does. Follows the same `enableColoredLight` option as LAMB. | No. Veil stands down whenever Iris is installed, so this mode disables itself. | (https://modrinth.com/mod/veil) | Your build lighting the world, plus a rougher take on the reverse. No cross-build light, no riding builds, no Flywheel kinetics. Not meant for normal play. | | Server light blocks | Real invisible light blocks placed as a build moves and cleaned up behind it, so every player sees it with no client mod. | Yes | Nothing on the client | Your build lighting the world. Heavier, so off by default and meant for server admins. |

| Mod | Enables | | --- | --- | | (https://modrinth.com/mod/lambdynlights) | LAMB mode. | | (http

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
the_atmerek
Version
1.5.0-beta.3
Downloads
12,595
Endorsements
42
Category
decoration
Created
7/4/2026
Updated
8/25/2026
Game Versions
1.21.1
Tags
decoration, utility

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

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Visit the official mod page for specific installation instructions for this mod.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Contraption Lights (Bi-directional Coloured Dynamic Lights) support?

The author lists 1.21.1. Other versions may work but are untested by the author.

What is the latest version of Contraption Lights (Bi-directional Coloured Dynamic Lights)?

Version 1.5.0-beta.3, published 2026-08-25 with 12,595 downloads recorded at the source.

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