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Lumi \u003cimg src=\"src/main/resources/assets/lumi/lumi_logo_small.png\" align=\"right\" width=150\u003e\n\n\u003csup\u003e**[CurseForge](https://www.curseforge.com/minecraft/mc-mods/lumi) | [Modrinth](https://modrinth.com/mod/lumi1710)**\u003c/sup\u003e\n\n\u003ca rel=\"license\" href=\"https://www.gnu.org/licenses/lgpl-3.0.en.html\"\u003e\u003cimg alt=\"LGPLv3 logo\" style=\"border-width:0\" src=\"https://www.gnu.org/graphics/lgplv3-with-text-162x68.png\" /\u003e\u003c/a\u003e\n\nA full replacement of the Minecraft lighting engine with an extendable API, shipping\nwith [Phosphor](src/main/java/com/falsepattern/lumi/internal/lighting/phosphor/PhosphorLightingEngine.java) as a\nreference implementation.\n\n[Join us on Discord](https://discord.gg/h7XAeCSfbT)\n\n## Dependencies\n\n- [ChunkAPI 0.5.0+](https://github.com/FalsePattern/ChunkAPI)\n- [FalsePatternLib 1.2.0+](https://github.com/FalsePattern/FalsePatternLib)\n- [UniMixins 0.1.11+](https://github.com/LegacyModdingMC/UniMixins)\n\n## Performance\n\nThe main performance improvement comes from the fact that the lighting engine is evaluated \"lazily\", thus it is able to batch more lighting updates\ninto a single pass.\n\nHere are some simple to understand values, generated via profiling a pre-set test case:\n\n\u003cdetails\u003e\n\u003csummary\u003eTest Case\u003c/summary\u003e\n\n- World Type: Default\n- World Seed: 123\n- Game Mode: Creative\n- Render Distance: 16\n\nProfiler is started right before clicking Create New World, and stopped after 10 seconds of flying in a straight line in creative mode.\n\nWithout Lumi, the active server time spent in lighting engine is 34% of the total active server time (not counting when the server thread is sleeping).\n\nWith Lumi, this fraction goes down to 13%, or an approximately 2.5x performance increase over vanilla.\n\n\u003c/details\u003e\n\n\u003cdetails\u003e\n\u003csummary\u003eFlame Graphs\u003c/summary\u003e\n\nHorizontal axis is time, vertical axis is the call stack. The blue highlighted parts are calls to the lighting engine update method.\n\n![Flame Graph Without Lumi](docs/Flame_No_Lumi.png)\n\n![Flame Graph With Lumi](docs/Flame_Yes_Lumi.png)\n\n\u003c/details\u003e\n\n## Incompatibilities\n\n- [ArchaicFix](https://github.com/embeddedt/ArchaicFix): Config Change Needed\n  - As both mods replace the same parts of code, naturally you will need to set `enablePhosphor` to `false` in the\n    ArchaicFix config.\n- [CoreTweaks](https://github.com/makamys/CoreTweaks): Config Change Needed\n  - The `fix_heightmap_range` feature is already implemented in Lumi's lighting engine. Set it to `false` in the\n    CoreTweaks config.\n\nBoth of these configs will be automatically modified by Lumi automatically when you launch the game, so you shouldn't even\nneed to edit the config files manually.\n\n## Authors\n\n- [FalsePattern](https://github.com/FalsePattern)\n- [Ven](https://github.com/basdxz)\n\n## Credits\n\n- [embeddedt](https://github.com/embeddedt)\n  - The initial port\n    of [Phosphor into 1.7.10](https://github.com/embeddedt/ArchaicFix/blob/main/src/main/java/org/embeddedt/archaicfix/lighting/world/lighting/LightingEngine.java)\n- [CaffeineMC](https://github.com/CaffeineMC)\n  - Creating the original [Phosphor](https://github.com/CaffeineMC/phosphor-fabric)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgtmega%2Flumi","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fgtmega%2Flumi","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgtmega%2Flumi/lists"}