Cozy Lights

Description

Watch quick brush video with audio

Watch quick huge light video with audio

Cozy Lights 🔗

I am asking you to please briefly examine the definition of Early Alpha before installing and reviewing: https://www.google.com/search?client=firefox-b-lm&channel=entpr&q=early+alpha+definition Further development depends on feedback and bug reports, it depends on if you would like to provide feedback and therefore not guaranteed. Documentation is lacking, ask around if this page is not enough. At this dev stage Cozy Lights can be good for builders in creative mode, singleplayer survival is somewhat okayish too, but it has a bit of issues

This particular mod is definitely not ready for multiplayer yet, however you can use this: https://content.luanti.org/packages/SingleDigitIQ/cozylights_schem_loader/

Just to clarify, early alpha means that some stuff might not work at all, or work incorrectly, and there can be bugs. This mod can ruin your old world, so use it in a new world.

You dont have to do anything to set it up, default settings will make almost all light sources in Luanti illuminate bigger areas:

Buildable 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.

Cozy wielded light:

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, or if its too many then /uncozymode.

2. if you have override_engine_lights enabled(a setting which makes light distribution prettier), 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_lights is disabled by default, so it should be safe.

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.

  3. Cozy Lights together with K Ambient Light are not recommended until resolved.

  4. Can crash your server with out of memory error if you are too potato. Typical limit is about 1-2 GB for LuaJIT because of how it uses 32bit virtual registers or something, and in some cases it can be exceeded, especially in multiplayer, or with very particular mods that place too many light sources on the map

  5. If a mod or a game you like is not supported or there are some problems, tell me, I will see what can be done. You can just drop a list of mods you have issues with in review

  6. The mod might not work out of the box for light sources that where already generated/placed before the mod was enabled, right now you will have to make those cozy manually by running /rebuildlights 80 or something like that. Probably wont fix this

For what it does it's quite fast, and supposed to get even faster, what you see is only a fraction of speed it can have. I have recently discovered that one of my machines has CPU is 12(!) years old and it's actually usable on that PC.

Light Brush 🔗

Not craftable, available only in creative.

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 radiuses over 30 nodes as of now only mouse click works, and mouse hold won't have any effect.

Right click is undo for last stroke, up to 200 last strokes per player is possible to undo.

if you enter chat command /cozybrushsettings or it's short version /zbs, Light Brush settings menu opens. 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 or /zs 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 below, if your value is invalid it will adjust to closest valid or report an error. Eventually max radius will be much higher.

/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, basically might make some places darker.

/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.

/uncozymode <number> - calls clear lights continuously at all players' positions in an area with provided radius. When done, you can disable it by typing /cozymode or go to /cozysettings and adjust there

Memorizing shortcuts for all commands is supposed to be easy, they attempt to follow a convention:

zcl - clearlights

zrl - rebuildlights

zfe - fixedges

zdon - cozydebugon

zdoff - cozydebugoff

zofm - optimizeformobile

zsl - spawnlight

zs - cozysettings

zdnr - daynightratio

za - cozyadjust

LICENSE

MIT+(you are not legally allowed to infect it with GPL, AGPL or EUPL) for my code, will appreciate reasonable attribution

Schematics for screenshots: FB_frosthold.mts by MisterE and coloseum.we by AMMOnym, angel statue is by Wyvern :>

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

Reviews

Review

Do you recommend this mod?

  • English

    Basically a sophisticated light brush

    This mod is really not only for 'kozy' environments, but in reality it adds a cool brush for lighting up the world.

    It is pretty sophisticated, featuring customizable radius, brighness and strength with modes, such as 'darken', 'blend' or 'erase'. There are even a few commands, and short aliases for them.

    It even incudes a random mod wheel! Just go to the mod's optional dependencies and scroll to a random location, because this mod optionally depends on basically everything!

    However, if you wanna use something like this in survival, it's better to just place light emitting blocks, since at the time of writing this the brush is uncraftable, but even if you would get it it would be OP for dark nights and caves (9999RPM extra-light torch bomb minigun with infinite ammo is possible).

    Overall, this provides a nice customizable light brush for lighting up buildings in creative mode, not only for 'cozy' environments as the name suggests (really, the only slightly 'kozy and funky cat face or whatever 2 upside-down Vs next to an underscore' is the purple color of info boxes in the brush menu). However in non creative this would be OP for dark places such as caves.

    1 comments
  • English

    Lights game changer

    Hi, thanks for your work. The latest version from the past few days is amazing. I like playing in caves for the first time. I hope that this mod will develop over time and become the basis of most servers.

    1 comments
  • English

    good but bad but good but bad :']

    pretty good for what it is but also pretty glitchy and if you disable it (because it causes lag) the world is full of unknown nodes

    9 comments

Releases

2026-06-17 16:37 UTC

0.3.4 alpha 🔗

  • fixed server crashes during teleport with wielded light
  • fixed some chat command crashes
  • better tooltip for brush
2026-06-15 03:33 UTC

0.3.3 alpha 🔗

  • added history for light brush that persists over server reboots, remembers up to 200 last strokes
  • now every light brush has its own item metadata that persists over server reboots
  • added some basic hud for better ux during swaps of many brushes
  • light brush settings were moved to /zbs chat command, right click for light brush is now undo last stroke
  • now cozylights reference manual drops to player inventory only once
2026-06-14 22:44 UTC

0.3.2 alpha 🔗

  • fixed light clearance when global_radius adjusted to be smaller than previous
  • fixed most failures to update light maps when new obstruction is placed in voxelibre/mineclonia
  • fixed most issues with overlapping wield_light and node_light light maps incorrectly resolving destruction, it can still leave artifacts though
  • greatly sped up partial light map updates
  • brought the wield_light speed back, not great, not terrible
  • now utilizing mod storage to keep lights data and sparsely traverse that data incredibly inefficiently, all for better accuracy in behavior and upcoming undo for light brush
  • sacrificed single light_source update speed for dense area update speed
  • fixed a few bugs
  • now light_source origin is the node itself for accuracy, before it was elevated or depressed as a basic optimization that avoids a branch in hot path
  • added turbo slow algos now its kind of unusable
  • overall made it worse. take potatoes to the infirmary
2026-06-13 19:44 UTC

0.3.1 alpha 🔗

some more potential crash fixes

  • now handling malformed data that some mobs mods might send correctly, so less crashes with more obscure mods
  • better potato stability during large areas with many light_sources generation
  • better compatibility

2026-06-13

Download

2026-06-13 02:13 UTC

2026-06-13 🔗

  • some more potential crash fixes
  • comment clarity
All releases

Information

Provides

cozylights

Dependencies

Required
No required dependencies

Information

Type
Mod
Technical Name
cozylights
Languages
English
License
MIT for code,
CC0-1.0 for media.
Maintenance State
Work in Progress
Added
2024-07-18 01:51 UTC
Maintainers
SingleDigitIq