Can confirm I am also having this issue
#starlight-github
1 messages ยท Page 1 of 1 (latest)
Starlight x Create is a third party mod that has nothing to do with the Starlight creator
This does not have starlight x create. That was for forge 1.16.5
This is 1.18.2
This is intentional as your โfixโ is hard to read :)
Few Changes I disagree with :)
This is a Java 14 enhanced Switch its supposed to make it look nicer
but I can revert that if you guys want to
Minecraft: 1.18.2
Forge: 40.1.68
Starlight: 1.0.2+forge.546ae87
True Darkness Mod: 2.0.91
The true Darkness Mod get's fully disabled by Starlight. Is there a way to fix that?
I have addressed the things needing changes however I have a concern for the LevelLightEngineMixin
if (((Object)this).getClass() != LevelLightEngine.class) {
throw new IllegalStateException("This hook is for the CLIENT ONLY");
} this is always true so everything below it never runs
Hello, please put a note on CurseForge that it is compatible with 1.19.2, I need it for the Modpack.
When playing Ars Nouveau the floating items on top of pedestals (used for various rituals) won't render if starlight is being used. Ars Nouveau's developer's theory was something about how item entities are handled in Starlight.
It's not a critical incompatibility but it does make performing rituals a fair bit harder since there's no way to tell what you have where but pure blind memory.
Move forge 1.19 to stable version
As described in the title, this PR's only change is swapping ChunkTasks's changedPositions field's default implementation from java.util to fastutil โ Its main purpose is to synchronise with Paper PR #8377, as requested by NoahvdAa.
The future call can also be updated for the mod, see this mixin:
The future call can also be updated for the mod, see this mixin:
Ah, I didn't notice that! I'll update it tomorrow. Thanks :)

Me drives are blacked out when using starlight
Looking over the code now, you could actually just remove this logic - the ticket should keep the chunks from unloading.
Alright, I'll remove the logic ASAP :)
Still, I wonder what the original rationale for this code was โ under what conditions does the server consider a world safe to save? Considering this code applies to neighbours, would it be necessary to add tickets for the neighbours as well?
The chunk cannot unload until the chunkToSave is completed, so the idea was to stop the unload until the light task was done. But the ticket level should ensure that the chunk shouldn't unload, and the ticket cannot be removed until at least the light task is done.
Since the ticket level is 33, the neighbours will have ticket level 34. Chunks only unload once they exceed somewhere around 46, I don't remember off the top of my head, but given the chunk and its neighbours are above the thresho...
I'm not interested in changes you aren't even bothering to look over yourself, and especially not changes you haven't even bothered to test. Take a look at what you did to the client hooks for example.
Do not open PRs unless you bother to put at least a little effort into them, because this is unacceptable.
Crash starts at line 7614: https://mclo.gs/cILs5tm
This is an error me and foka have been trying to solve ourselves for days thinking it's a problem with his pack. But he's fixed basically every other problem we were getting crashes for aside from this one which still lingers. While we thought it was a worldgen issue I am starting to believe it's a problem with starlight as removing it seems to prevent the crash. If you have any ideas as to what is causing this we would love to hear it as th...
This could be a compatibility issue sense the server is running geyser! It is a fabric 1.19.2 server (fabric 0.14.10)
Mods on server:
- carpet-tis-addition-mc1.19.2-v1.41.1.jar | 1.31MB | 08/11/2022 07:10:49 |
- Chunky-1.3.38.jar | 299.67kB | 08/11/2022 07:35:02 |
- fabric-api-0.64.0+1.19.2.jar | 1.67MB | 08/11/2022 07:10:50 |
- fabric-carpet-1.19.2-1.4.84+v221018.jar | 1.46MB | 08/11/2022 07:10:50 |
- fabric-language-kotlin-1.8.5+kotlin.1.7.20.jar | 6.13MB | 08/11/2022 07:10:...
- You don't need Optifine for shaders
- Optifine is extremely incompatible with our modpacks
- This has literally nothing to do with Starlight
Looks fine. I changed the version to 1.1.1 since there really don't seem to be any breaking changes for .3
Since this pull request tries to update to 1.19.3, Wanna point out that this actually breaks starlight because it can't invoke as SWMRNibbleArray's "this.field_12866" is null.
Where?
Since this pull request tries to update to 1.19.3, Wanna point out that this actually breaks starlight because it can't invoke as SWMRNibbleArray's "this.field_12866" is null.
Where?
Since this pull request tries to update to 1.19.3, Wanna point out that this actually breaks starlight because it can't invoke as SWMRNibbleArray's "this.field_12866" is null.
The link on line 85 of TECHNICAL_DETAILS.md goes to an ad page now, consider replacing it with an archive.org link: https://web.archive.org/web/20210622035752/https://www.seedofandromeda.com/blogs/29-fast-flood-fill-lighting-in-a-blocky-voxel-game-pt-1
Allow Starlight to have compatibility with the Vanilla Tweaks Warm Glow texture pack and other lighting capabilities via resource packs.
Closing this since the error isn't related to Starlight, as pointed out by chorbintime.
This should be reopened as the original issue has not had any updates.
No, there is already an issue for it. If there are any updates, they will be added to the original issue. There is no use in making multiple issues for the same problem.
I think that there hasn't been any progress on it, and although it isn't a huge deal, others like myself would love to see this feature added. I just felt as the original issue was ignored.
Hello, i have this mod on my fabric server. After flying a bit ram goes to full, i have 6gb allocated to my mc server on my vps, any ideas?
how are you measuring memory usage?
Warning: Memory usage on modern garbage collectors is not a stable value and it is perfectly normal to see it reach max. Please do not pay it much attention.
Or something. The issue is more than likely you flying and loading chunks.
Commenting as no progress has been made. Hopefully this can be fixed soon! :)
Every time I explore chunks in my single player I get micro stutters.
does this happen without starlight?
No, but I think that i fixed it, somehow it works fine now.
Thank you for your time
Description
With only ProjectRed Illumination (and dependencies), lights work fine. When I add Starlight x Create, the light sources which aren't a full block stop emitting light. CBMultipart seems more likely to cause an incompatibility than ProjectRed.
Screenshots
Without Starlight x Create



It seems the domain that hosted the blog page about light decreases has been compromised. It now leads to a website that is meant to phish the user.
Note: this is a link that is contained in the text of TECHNICAL_DETAILS.md
https://github.com/PaperMC/Starlight/issues/176
Yeah I should have done something about this sooner. I'll update it now.
5954ecc Use webarchive link for seedofandromeda - Spottedleaf
9be13e3 Use webarchive link for seedofandromeda - Spottedleaf
resolved by 5954ecc4bf4bac5d1644272ec7e01de7e08fde6c and 9be13e3f138f6573f6cc1aa2818c556a5b30805d
resolved by 5954ecc4bf4bac5d1644272ec7e01de7e08fde6c and 9be13e3f138f6573f6cc1aa2818c556a5b30805d
When creating a world, generation freezes. Sometimes it turns out to generate a world, but in the spawn area all caves are illuminated without a light source. Everything works without starlight.
[net.minecraft.server.level.ThreadedLevelLightEngine/]: Failed to light chunk
latest.log
mod list.txt
forge: 1.18.2-forge-40.2.0
mod: _starlight-1....
incompatibility with the smoothchunk mod-1.18.2-1.9
Both mods work fine together, but there is a problem in the modpack
On spawn, all caves are light

If you move a little further away, everything becomes fine

Is there any possible chance to add colored lighting based on the block's ID?

as seen. whenever i pickup blocks those appear around me.
version 1.0.2+forge.83663de , forge 40.2.1
starlight-1.0.2+forge.546ae87

This is not a vanilla Minecraft feature so very most likely this won't be added to Starlight.
Technical data:
Minecraft Version 1.18.2
Forge 40.2.0
starlight-1.0.2+forge.546ae87 - lighting
cherryblossomgrotto-0.4.6-v1.18.2 - cherry_blossom_petals
connectedglass-1.1.6-forge-mc1.18 - glass covers
skylightlanterns-1.18.2-1.0.0 - Skylight Lanterns
FruitTrees-1.18.2-forge-5.0.1 - carpets
Oh_The_Biomes_You'll_Go-forge-1.18.2-1.4.7 - Therium Glass (glows)
BiomesOPlenty-1.18.2-16.0.0.109-universal - White Cherry Blossoms
betterfoliage-3.1.4 -
Problem
Hi, I am trying to ...
This is not a vanilla Minecraft feature so very most likely this won't be added to Starlight.
"Fabric mod for completely rewriting the vanilla light engine."
This mod is not rewritting/improving the vanilla light engine and therefor there might be an open door for SpottedLeaf to add per-block (RGB) light. At this current time only a default set color is apply to everything and a light intensity rule the light amount.
Starlight does not touch rendering code which is a very good thing. It only touches the light engine, and I have no plans to make any non-vanilla feature changes.
If you fixed it, can you close the issue and maybe state how you fixed it?
https://www.curseforge.com/minecraft/mc-mods/starlight-forge/files/3836016
This file is perfectly compatible with 1.19.4.
It would be nice if you can do that.
In the latest snapshot, mojang redesigned the light engine, and this is a basic bug that will be fully fixed in 1.20, however it may take longer to develop Starlight due to the changes made.
Please, add forge support to this mod to support 1.19.4 mc version
[PaperMC/Starlight] New branch created: master
[PaperMC/Starlight] branch deleted: master
[PaperMC/Starlight] branch deleted: fabric\-dev/1\.20
It's just my experinence s I'm not sure: When I use Starlight in 1.20.1, although it's true that FPS gap between have and no-have Starlight is really close (seem cannot notice if FPS under 100), the total performance is better when I have Starlight. It's about:
- Chunk-Gen: idk but is faster, actually, and can be see ingame.
- Input-lag: My laptop have an issue about input-lag when game just launched. Though Starlight can not fix it (obviously :V) but it's seem reduce it, somehow.
- FPS St...
Are you sure it's not placebo effect? I'm sure the dev knows what he is talking about when he says that Starlight isn't needed.
Are you sure it's not placebo effect? I'm sure the dev knows what he is talking about when he says that Starlight isn't needed.
Sure man. At first I play 1.20.1 without Starlight, it good, but sometimes doesn't. And then with Starlight, everything seem better.
[PaperMC/Starlight] New comment on issue #142: [Fabric 1.18.2] Whenever light updates world flickers
whenever the light updates, like when i place a lightsource, use dynamic lights, or break/place a block, the terrain flickers for a moment, have tested without starlight, no issue
I have the same issue and im unable to find a solution for it, its really annoying when it does that
Spend a full hour searching on which mod was crashing my game, and it's Starlight :(
- Minecraft 1.20.1 with just two mods installed:
- Create (create-1.20.1-0.5.1.d.jar)
- Starlight (starlight-1.1.2+forge.1cda73c.jar)
- Forge 47.1.0
I can reproduce a crash by creating a simple elevator and then right clicking on the elevator pulley block to activate the elevator.
I can provide a Create schematic as an .nbt file to easily reproduce the issue.
[crash-2023-07-15_17.31.26-client...
Describe the bug
The game crashes when viewing a scene in ae2s guide book
How to reproduce the bug
- Install ae2
- hold w on a sky stone block to open the guide
Expected behavior
It should show the guide page, with a rendered scene
Additional details
originally reported on ae2s issue tracker:
https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7275, https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7246
Which minecraft versio...
closes #187
This prevents the crash with ae2.
I don't really know about the inner workings of starlight, this could lead to rendering issues, but only ever in cases where it previously would just have crashed.
The ae2 guide book renders correctly with this patch.
I Have No Idea Why My Game Crash When I Join Server It Is 1.20.1 And Updated From 1.19.2 Fabric
crash-2023-07-27_11.27.45-client.txt
Here Is Mod List
Problem Whit Starlight Prob Incompat
Having both FramedBlocks and Starlight installed, glowing blocks from FramedBlocks won't emit light anymore after a relog into the world. I hope you're still active because I love both mods and it would be awesome to be able to use both together. (:
Title ^
What happened:
Getting crashes server side with Framed Blocks. Something with Light.
Crash Report:
Versions:
Starlight: 1.1.2+forge.1cda73c
MC: 1.20.1
Forge: 47.1.3
Framed Blocks: 9.0.3
Other info:
Fixed by removing Starlight as a temporary workaround.
My issue is with the Windmill bearing with Starlight installed I get an immediate crash when starting the windmill. Disable Starlight and no issues.
LambDynamicLights is a mod that that adds more stuff to the Lights and stuff idk what to put here just can you flx it?
Minecraft version: 1.20.1 (server side)
Mod version 1.1.2 (Fabric)
Brown & red mushrooms don't generate in swamps or underground in caves.
Red and blue mushrooms generate fine in the nether. Most likely cause is light level is too high for them to generate when generating the chunk, it only becomes correct after the chunk has been populated.
Steps to reproduce:
- Create a new world with a set seed. (In vanilla)
- Locate a swamp.
- Try to find mushrooms.
- Repeat with mod enabled.
mod appears to be incompatible with anything that changes how lighting works, eg true darkness, and is set to override them
LambDynamicLights was compatible with Starlight, and you didn't provide any diagnostic info.
See here https://github.com/PaperMC/Paper/issues/8018, still encounter this bug in 1.20.1
Maybe try this case: build a piston (normal or sticky), and then keep this piston running. Then build a nether portal nearby, and wait random times. StarLight will receive a ChunkPos#toLong = -1, and then crash the server.
java.lang.ArrayIndexOutOfBoundsException: Index -1 out of bounds for length 33
at it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap.rehash(Long2ObjectOpenHashMap.java:1297)...
<img width="815" alt="Screenshot 2023-09-20 at 14 31 12" src="https://github.com/PaperMC/Starlight/assets/1228900/f01ded09-b45c-4a6f-a90c-7a139f9a7168">
Given mojangs improvements to the vanilla server software, I really doubt that there is any interest in porting the software to more platforms given the current state of this mod
When pressing [G] on AE2 Sky Block to get AE2 internal database information.
The game crahes.
Minecraft v1.20.1
Forge v47.1.46
AE2 v15.0.11
Splash Screen Error
`The game crashed whilst tesselating block model Error: java.lang.AbstractMethodError: Receiver class appeng.client.guidebook.scene.level.GuidebookLevel does not define or inherit an implementation of the resolved method 'abstract net.minecraft.world.level.chunk.ChunkAccess getAnyChunkImmediately(int, int)' of interface ca....
Same issue, but on fabric
tl-logger8955619784843542567.txt
Only client crashed, not server :heart_decoration:
I was able to replicate this on Fabric:
Minecraft 1.20.1
starlight-1.1.2+fabric.dbc156f
create-fabric-0.5.1-d-build.1161+mc1.20.1
fabric-api-0.88.1+1.20.1
Better MC v16/ Forge
Would crash the server when trying to join. When i removed the mod it worked fine.
same with me when i make a train i dont have a crash log right now but i hope starlight fixes this isue becuss then i can have good preformance
There is nothing I can do to resolve this issue. The problem lies with Forge's implementation of IForgeBlockGetter#getExistingBlockEntity:
The Vanilla Level#getBlockEntity method will avoid loading a chunk unless on the main thread, specifically because it knows the light engine can indirectly make calls to this method. It's certainly an awful fix from Vanilla but it's the one that has worked since 1.14.
Forge's method does no such thread check and as a result blows up here - causing a de...
Something is modifying ticket levels async. Starlight always schedules these to happen on the main server thread. It's likely that the repeated ticket additions from Starlight (which is to ensure that chunks do not unload during lighting, which Vanilla doesn't do) is revealing a race condition caused by an improperly programmed mod.
You can find out which mod is doing this by inserting a thread check (i.e at-Inject on HEAD) into DistanceManager for all methods that modify the tickets fie...
Something is modifying ticket levels async. Starlight always schedules these to happen on the main server thread. It's likely that the repeated ticket additions from Starlight (which is to ensure that chunks do not unload during lighting, which Vanilla doesn't do) is revealing a race condition caused by an improperly programmed mod.
You can find out which mod is doing this by inserting a thread check (i.e at-Inject on HEAD) into DistanceManager for all methods that modify the _ticket...
Well this sucks. Mojang used to not check the light value during generation (as it is invalid at that stage), and instead relied on post-processing to remove mushrooms if the light level was too high (and the code to do the post-processing still exists).
This still happens in Vanilla, but there is a chance in Vanilla that the lightmaps for the section are partially initialised, which will result in the light value being 0 (incorrect, but now it is in range for the mushroom). Starlight do...
I don't see any code that would make it incompatible, without any logs either I don't think I can do anything.
Just a more detailed look at this:
The Forge implementation:
@Nullable
default BlockEntity getExistingBlockEntity(BlockPos pos)
{
if (this instanceof Level level)
{
if (!level.hasChunk(SectionPos.blockToSectionCoord(pos.getX()), SectionPos.blockToSectionCoord(pos.getZ())))
{
return null;
}
return level.getChunk(pos).getExistingBlockEntity(pos);
}
// removed all...
Yeah this must be because they route their TileEntity retrieval to the Vanilla method, which will return null server-side due to the light engine being run off-main. So their methods to retrieve the correct light source value will not work serverside, and so when you log in again you will see the server's computed light value.
I think the correct fix is to default to using the ChunkSource with the boolean parameter set to false. I have done that locally already, and will push it soon.
It's hard for me to measure the chunk system (TACS) performance of Starlight vs Vanilla due to some technical details about how both light engines manage state (although it is true that Starlight manages state in a far more performant manner) - for example, it actually does matter how many chunks are loaded and I've not really figured out at what chunk count threshold it matters. However, the Vanilla light engine state management may be prone to cause GC issues, but again it depends on the nu...
I'm willing to bet unfortunately that the mod hooks into the Vanilla light engine to add the skylight lantern feature, which means it will not work without a specific hook for Starlight as well as Starlight replaces the Vanilla light engine.
This is likely a result of the behavior in 1.19 that sends light data directly when the number of blocks broken in a chunk section exceeds 64. This is specific to how Vanilla manages block syncing to the client, so nothing to do with Starlight. I used to have some fixes that would alleviate the issue slightly, but I dropped them and didn't bother to improve them as it's really a Vanilla problem unrelated to the lighting engine.
However, in 1.20.something they removed the behavior I describ...
I don't see anything running through Starlight's code path (ignore the failed to light log, that's just how an error may propagate through the Vanilla chunk system), so I honestly don't know. And given this happened 1 year ago...
Starlight doesn't affect item entities.
I don't see how Starlight would conflict with True Darkness. They don't appear to be modifying anything to do with the light values computed by the light engine or have any hooks.
Starlight affects the computation of light values, which interacting with (i.e not destroying) these blocks shouldn't affect...
Appears to work for me locally - Starlight doesn't affect rendering. Are you able to produce screenshots showing that it does not work with only Starlight installed?
May be related to the other issues I'm about to fix, if they still happen on 1.20.2 can re-open with a new log.
[PaperMC/Starlight] New comment on issue #142: [Fabric 1.18.2] Whenever light updates world flickers
You may want to set the Chunk Builder option to Fully Blocking, I cannot recall whether there were issues with the default option on this for 1.18.2. If you can provide a video showing this behavior with and without starlight (and the corresponding Chunk Builder option) I can look at this again.
I don't remember why I archived it. So I'm not going to unarchive it at this stage unfortunately, there may have been a bug or compatibility problem with later versions.
I would need client sparks to identify an issue, given that my local benchmarking doesn't really show anything.
Yeah it looks like they may have created a world with 0 sections by accident which was resolved.
I don't see Starlight causing this, we don't do anything with the mod loading order, the mod loading screen, or really anything to do with that.
The light engine can outpace the chunk system on these versions especially unfortunately.
The light arrays are only referenced by the LevelChunk, so the chunk system is not unloading chunks which is exactly what's happening in https://github.com/PaperMC/Starlight/issues/88
Duplicate of https://github.com/PaperMC/Starlight/issues/88
Resolved by https://github.com/PaperMC/Starlight/commit/fef9eb9aef5c1b22c5e35a5766ae27b21902cace, I should have mentioned the fix was to download the mod again (although really I should have just made a new release).
Looks like it was fixed on their end
If you can produce it on 1.20.2 I can look at this.
I need client sparks to figure this out, unfortunately. https://www.curseforge.com/minecraft/mc-mods/spark
After looking at the code again, it's become clear to me that I can't fix this. The TileEntity data is not actually available until the chunk has completely loaded into the world, and so as long as Starlight does edge checks this may happen.
I'm pretty sure if you were to wipe the light data without Starlight installed it would also happen, as the Vanilla light engine doesn't do anything different when calculating values - just that Starlight performs checks on loading that Vanilla doesn't....
I'm willing to bet unfortunately that the mod hooks into the Vanilla light engine to add the skylight lantern feature, which means it will not work without a specific hook for Starlight as well as Starlight replaces the Vanilla light engine.
Thank you for the reply. Is there a certain way one would have to address the Starlight light engine? I'm reaching out to the other dev now, in hope of a compatibility fix. If you'd be so kind to provide a bit of information, it might help to find a ...
Starlight handles skylight very differently from Vanilla in 1.18.2. The light generation done by the chunk generator will basically set skylight sources from the top of the world downwards until a block with opacity > 0 is hit. The only way I can see this being compatible is if a injection is done to add in sources from those blocks in that method (SkyStarLightEngine#lightChunk).
The edge checks done by the skylight engine assume that the sources are correct in a given chunk, so nothing r...
Correction: I meant interacting as in breaking and placing the mangrove roots.
With that being said, I haven't used Starlight in over a year, so things could have changed since then.
Also, my testing at the time may have been inconsistent and may have resulted in false positives, but I cannot tell for sure.
Feel free to close this issue if you think it's no longer relevant.
Thanks.
Added a new icon. I hope you consider it :)
The current icon resonates deeply with us, embodying each thread of sweat, commitment, and passion we've invested into this endeavor. The icon is more than just a visual representation; it's an emblem of our identity, history, and shared memories. Therefore, foregoing a transformation at this juncture is in our best interest while we focus on the continued development and improvement of Starlight.
When I loaded my Minecraft world, the world stayed open for a bit and then crashed, it was night time.
I got this crash report: crash-2023-11-09_20.51.33-client.txt
The log shows a illegal exception here:
https://github.com/PaperMC/Starlight/blob/5867eae3b82abe3ef1387e60bc86752d9cda63fb/src/main/java/ca/spottedleaf/starlight/common/light/BlockStarLightEngine.java#L78
This is probably a compatibility issue because I have a dozen other mods.
If you wanna know what mods I use let me know
Without providing any logs or mod list we won't be able to help you ^^"
Just experienced the same issue. I'm using Starlight in ATM 9. It was working fine up until last night. Then today the instance wouldn't load. I've attached what i think is the correct log. If not I can get something else. FWIW the last mod I was playing with was EnderIO.
debug-2.log
Yeah seems to be EnderIO's Flywheel Compat I think
Minecraft version: 1.20.1
Fabric version 0.14.24
Starlight version: 1.1.2+1.20
Create version: 0.5.1-d-build.1161+mc1.20.1
Description:
When creating create contraption (tested with Elevator Pulley) minecraft crashes
Log:
crash-on-create-contraption.txt
Then when loading into same world it crashes again
[crash-on-world-load.txt](https://gith...
This looks like https://github.com/PaperMC/Starlight/issues/186, which is fixed in Starlight 1.1.3.
This looks like https://github.com/PaperMC/Starlight/issues/186, which is fixed in Starlight 1.1.3.
Re-opened as I can't do anything about it but it's still an issue
[PaperMC/Starlight] New branch created: neoforge
[PaperMC/Starlight] New branch created: forge-scripts
You uploaded the wrong file under 1.1.3 1.20.2 (Fabric). The 1.20.3 version was uploaded instead
Can you please re-release for 1.20.4, is just has a major bugfix: https://feedback.minecraft.net/hc/en-us/articles/22046600558221-Minecraft-Java-Edition-1-20-4
It's back. latest.log
no.
the fix was only released for 1.20.2+
I must be tripping then. Could have sworn at some point it was working a week ago or so.
Not the mod author and sorry for reviving this old post, but I'm pretty interested in continuing the Skylight mod in some form. Just wondering if I could a little bit more info on how I could get Starlight to recognize the lantern as a skylight source? I've done a little bit of testing and I've only seen SkyStarLightEngine#lightChunk getting called on the first load of a world. Any info would be greatly appreciated!
I get a "Async chunk load took way too long, this needs to be reported to the appropriate mod."
When trying to load a world, removing the mod lets me join the world,
Last thing I did was place a primitive alloy smelter down,
but I tried to recreate it in another world and nothing happened.
I did see "at com.enderio.machines.common.block.MachineBlock.getLightEmission"
and "at ca.spottedleaf.starlight.common.light.BlockStarLightEngine.calculateLightValue"
Here is the log (no cr...
I seem to be having a similar issue with it, saying something about async took too long and something starlight chunk loading as well. also stops when I remove starlight.
https://pastebin.com/RcEBB6yg
Crash Report Details:
Culprit: A conflict between Applied Energistics 2's Guidebook and a lighting optimization mod (Starlight or Sodium).
Trigger: Rendering a chest block within the Guidebook.
Root Cause: Missing implementation of a method required for light calculation.
Affected block: Chest
Affected screen: Guidebook
Crash Log:
[crash-2024-01-03_00.59.49-client.txt](https://github.com/PaperMC/Starlight/files/13812311/crash-2024-01-03_00.59.49-client.tx...
Duplicate of https://github.com/PaperMC/Starlight/issues/187
This is fixed in Starlight 1.1.3
Crashes me too
Is there a backport planned?
Crashes me too
Is there a backport planned?
So I get the same (presumably) crash as in https://github.com/PaperMC/Starlight/issues/186
As stated, the issue was fixed in 1.1.3, however it is marked for 1.20.2 and not 1.20.1
I was wandering whether 1.1.3 is compatible with 1.20.1 and if so, why it's not marked as compatible.
Thank you.
The original bug was described for 1.20.1, where the bug still persists. I don't think this issue should be marked as closed, although a wontfix would suck :(
with starlight, when i join server with UNLIMITED FPS, an without V-SYNC, The Game Crash :
The game crashed whilst rendering entity in world
Error: java.lang.NoSuchMethodError: 'net.minecraft.class_266 net.minecraft.class_269.method_1189(int)'
Is it possible to run it on the Purpur kernel? It seems to support Bukkit.
Paper has starlight built in
Linking to issue reported there so you are also aware https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7683
Not sure exactly which mod is causing this but a minecraft instance with just AE2 and this mod installed confirmed there is an interaction
It seems to still happen even after I build the latest commit and then do pregenning based on that. I did more rigorous testing and let it run longer. It seems to be that UAD isn't need at all. It's only some strange interaction between Fabric Chunk Pregenerator and Starlight. Here's my results and view of the memory usage over time

Starlight doesn't modify any of this. You must have been on a paper or derivative server, as I don't expect it to work there.
I'm going to need a heapdump, I cannot produce this locally.
Someone gave me a heapdump that looked similar to the issue here.
This looks like one of the many chunk system bugs fixed by paper or tuinity. Chunks are not unloading. That much is evident in your initial screenshot with ChunkHolder at 600k. For reference, I don't even see servers running 200+ players with that many chunk holders. That is an absurd amount.
Starlight pushes chunk gen much harder because the light engine is no longer slowing the whole process down. This unfortunately p...
One of the things you can do is pre-generate your world on the bukkit side of things and just copy the world files over (please note that bukkit stores multiworld differently, due to... reasons), as this is very much a solved problem over there.
This is now fixed in 1.0.0. You can get that from CurseForge when it's been published.
Sorry but this icon on curseforge is worse then phantoms seriously. Maybe someone can do something about this
Uhh yes, without starlight it's working smoothly
I fully understand this is probably out of scope for the project, so this this is more of a question of curiosity.
How capable would this engine be at transforming the lighting into a 4 channel RGB+Intensity setup?
A compatible client mod would obviously have to be made, along with an index of light emitting blocks and their corresponding colors.
Kibe has an a tile-entity called the Big Torch. You can place torches inside of this big torch in stacks which disables hostile mob spawns in a radius up to 8 chunks. At one point this did work with Starlight but I know it broke with at least RC3 but probably before that as I know its also broken with 1.16. The Big Torch basically returns 15 light level during spawn checking. Perhaps there is a more compatible way for them to change this behavior with Starlight?
https://github.com/lucaargol...
I have no idea how it would work, the intensity part is the trouble.
At that point you might as well just use standard lighting that games have seen to have figured out over the past decade or so.
Not sure why intensity is necessary?
Maybe record some video and grab some logs. Also share a list of all of the mods you're running.
Weird, but can't reproduce it too.
Oh, i think that some of my mod is doing this, but not sure what mod

With Sodium + Starlight + lazyDFU only it's working pretty well
Current modlist:
Video:
Latest.log:
It seems like you're not using the latest version if Starlight. Get the latest build [here](https://modrinth.com/mod/sta...
Not sure if it would solve your issue though.
Current modlist:
Video:2021-09-06.18-38-15.mp4Latest.log:
latest.logIt seems like you're not using the latest version if Starlight. Get the latest build [here](https://modr...
And yeah, fps drops even with latest version from modrinth
So if I can not use Bukkit then my only option to pregen chunks and not have this issue is to pull Starlight while I gen chunks and then re-add it after?
Yes. Although you should also forward this issue to the pregen mod author, as it's a bug in their mod - it's continuing to load chunks when the server is not able to keep up with unloading (although the TRUE blame lies on the chunk system, but unless you feel like asking Mojang to fix it...).
[PaperMC/Starlight] New comment on issue #45: Starlight Forge 1\.0\.0\-RC \+ Create 0\.3\.1 conflict
crash-2021-08-27_14.05.56-client.txt
Get this crashlog witch Create 0.3.2d, so it doesn't fixed(
Yeah I get the same thing, from what I can tell its fixed in starlight rc3 but that's only for 1.17.
https://github.com/PaperMC/Starlight/issues/56 has the same issue which was fixed in rc3.
ccb3466 Rewrite FPS impact section in TECHNICAL_DETAILS.md - Spottedleaf
ceda1e2 Rewrite FPS impact section in TECHNICAL_DETAILS.md - Spottedleaf
My pull request #45 attempts to fix this issue
Now I can't help but also think of the LoD mod, FarPlane2. I wonder if Starlight and/or Bobby will also have problems with that.
Shouldn't this be section == null? Otherwise, this would could cause NPEs.
Cannot reproduce with latest compiled starlight for 1.17.x, even with every mod updated that i could find.
Any progress on this front?
[PaperMC/Starlight] New comment on issue #45: Starlight Forge 1\.0\.0\-RC \+ Create 0\.3\.1 conflict
crash-2021-08-27_14.05.56-client.txt
Get this crashlog witch Create 0.3.2d, so it doesn't fixed(Yeah I get the same thing, from what I can tell its fixed in starlight rc3 but that's only for 1.17. #56 has the same issue which was fixed in rc3.
Well that sucks, I guess I will have to wait until all the other mods I like update to forge 1.17...
This may be considered as intended, but starlight seems to "break" existing light-suppressed areas.
Normally, these should only break if the light gets updated, I am bringing this up because phosphor doesn't seem to affect that.
How to reproduce :
- Open minecraft without starlight
- Reproduce this bug : https://bugs.mojang.com/browse/MC-164281
- Close the game
- Open minecraft with phosphor
- Reopen the world (the light-suppressed area should still "work")
- Close the gam...
Phosphor isnโt a rewrite while Starlight is, which explains the difference
This may be considered as intended
You are correct, fixing bugs like this is a goal of Starlight, "fixing" this isn't something the team is interested in.
Bump bc I would like this feature to be fixed
Starlight is an open-source project.
Now I can't help but also think of the LoD mod, FarPlane2. I wonder if Starlight and/or Bobby will also have problems with that.
Isn't that a Forge mod for 1.12 only? Or is there a fabric port?
Any progress with this issue?
@DragonEggBedrockBreaking I don't think this issue was ever merged thinking both were dupe?
@DragonEggBedrockBreaking I don't think this issue was ever merged thinking both were dupe?
What? I donโt understand what you mean. Could you please rephrase?
Perhaps add github actions for 1.18 branch as that version uses JDK 17 now?
Perhaps add github actions for 1.18 branch as that version uses JDK 17 now?
When 1.18 is released, and the 1.18 branch is merged into this branch, I will edit actions to use Java 17.
leaf certified dumb
Since commit https://github.com/PaperMC/Starlight/commit/440547d96828cc89e2ffaf8ea4b9f9406d4f80f7, enderman have not been able to spawn in the end dimension.
I have tested this on newer commits aswell, but that doesn't change anything.
The end world was also tested when completely regenerated, without any other mods installed - and reverting to an older commit afterwards seems to fix the issue aswell.
I'm running Arch Linux with the Mesa 22 graphics library, but it doesn't appear to be a driver issue given that I've had the same result from different drivers (tested with Mesa RADV, LLVMPipe, and Zink).
The error logs give tons of errors like this :
java.lang.IllegalStateException: Tried to mark light data as ready for chunk [0, 0] but it hasn't been loaded yet
at me.jellysquid.mods.sodium.client.render.chunk.ChunkTracker.onLightDataAdded(ChunkTracker.java:92)
at me.jellysqu...
Just realized that this issue has already been addressed. Closing now.
Okay, just letting you know that it worked all fine on 1.18 for me.
Can you clarify (esp on the readme): is starlight primarily intended for use on a server or client? Are there client-side-only benefits to be had? I assume light rendering is done client-side, but I'm not really sure.
starlight is a lighting engine replacement, it's the mechanism that calculates the light levels, etc; Both the client and the server has this logic, and both of them recalculate the light level here and there; starlight has nothing to do with rendering, that's still all on the rendering mechanism, etc
the server is primarily what deals with lighting, but, the client also updates lighting on its own, so, there are benefits to having starlight on both of them
I believe there is a an incompatibility between BCLib and Starlight, causing the server to crash.
Removing either BCLib or Starlight fixes the crash.
To cause the crash, BCLib, Starlight and one of either BetterEnd or BetterNether must be present.
No other mod causes this conflict with BCLib on my modpack.
I created the same issue on BCLib's repo here.
Modlist:
- fabric@0.42.1+1.17
- fabricloader@0.11.7
- no_null_processors@1.0...
As @jpenilla pointed out in the Paper PR, this should also be PRed to Starlight to avoid being reverted for 1.19.
The codestyle in the rest of this file uses more lines breaks and always uses braces for if statements like this. I can't speak for leaf but I would prefer if this matched better.
now you're indenting with tabs while the rest uses spaces :p
in your defense there is no editorconfig
I've been able to reproduce this issue.
This issue seems to because caused by the new get RawBrightness method that was added/moved to this class in the commit. This method changed where it got the sky light value from, that being getSkyLightValue() as apposed to where it used to get it: skyReader.getLightValue().
This change causes this issue because getting the skylight value from the fo...
Perhaps add github actions for 1.18 branch as that version uses JDK 17 now?
When 1.18 is released, and the 1.18 branch is merged into this branch, I will edit actions to use Java 17.
1.18 has been updated since weeks now or so - just to point this one out i suppose.
6503621 Don't get block light level if the sky level is... - NoahvdAa
GH actions is generally too confusing for users to use. I also don't want to encourage people to use non-release builds.
[PaperMC/Starlight] branch deleted: fabric\-dev/1\.18
Hi, could you warn users on curseforge & modrinth's mod page description that the 1.17.1 version will always be incompatible with BCLib?
The title is self-explanatory- I was placing and breaking Glowstone, and the light from it seemed to flicker quickly at chunk borders each time I placed/broke it. You might need a high refresh rate to be able to see it, because it is quite fast- I doubt anyone playing with 60FPS or lower is going to see this.
Version is 1.18.
Are you able to reproduce this without Sodium?
My best guess is that this is from the threaded chunk updates in 1.18.
Make sure Always Defer Chunk Updates isn't checked in Sodium, and if the issue exists within Vanilla too, try setting Chunk Builder to something other than Threaded. Fully Blocking would be the behavior of 1.17 and earlier.
I've tried again with no mods aside from Starlight, apparently this only happens with Chunk Builder switched to Semi-Blocking.
I tried in vanilla and got the same result, which is odd, as I've never seen this before, and I've played it unmodded for a while.
The issue is with vanilla, so I'll close this issue now. Thank you for the help!
Update: Issue persists with latest 1.18 versions of both mods
Yes, bobby issue is very sad, I'm not sure what is better to choose for me: starlight or bobby :ั
I have a server running in 1.18, but when it starts crashes immediately. Is the unique mod in the server.
MC Version: 1.18
Java: OpenJDK 17.0.1 64-bits
Fabric loader: 0.12.9
Fabric Api: 0.44.0+1.18
startlight: 1.0.0+fabric.d0a3220
Here's the log:
[18:53:45] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.4 Source=file:/home/container/versions/118fabric/fabric-server-launch.jar Service=Knot/Fabric Env=SERVER
[18:53:45] [main/INFO]: Compatibility level set to JAVA_16
[1...
Unable to reproduce, please ensure you're using the right version of Starlight and Java 17 (check with java -version)
1.18 Starlight: https://cdn.modrinth.com/data/H8CaAYZC/versions/Starlight 1.0.0 1.18.x/starlight-1.0.0+fabric.d0a3220.jar
% java -jar fabric-server-launch.jar
Starting net.fabricmc.loader.impl.game.minecraft.BundlerClassPathCapture
[19:44:34] [INFO] [FabricLoader/GameProvider]: Loading Minecraft 1.18 with Fabric Loader 0.12.9
[19:44:34] [main/INFO]: Loading...
Starlight obviously?
I get the same issue here.
Update your server, known problem on older fabric stuff
You also need to update the fabric installer, as that has the actual fix.
Thx, it fixed updating the fabric installer and using the last loader
[PaperMC/Starlight] New comment on issue #45: Starlight Forge 1\.0\.0\-RC \+ Create 0\.3\.1 conflict
There is still a create/starlight incompatibility in Minecraft 1.18.1 : https://crashy.net/hyW1At23jTboxYBvOtu6 (generated using Not Enough Crashes)
The 1.18.1 release of Starlight on Modrinth, when installed on a server crashes the server with:
java.lang.IllegalArgumentException: The requested compatibility level JAVA_17 could not be set. Level is not supported by the active JRE or ASM version (Java 17.0, ASM 9.0 (ASM10_EXPERIMENTAL))
Farsight is a bobby replacement and works just fine with Starlight
It's not an error, you need to update to java 17 for Minecraft 1.18.x to work...
I do have java 17 installed, I have confirmed this with java --version Which returns:
openjdk 17.0.1 2021-10-19
OpenJDK Runtime Environment (build 17.0.1+12-39)
OpenJDK 64-Bit Server VM (build 17.0.1+12-39, mixed mode, sharing)
I do have java 17 installed, I have confirmed this with
java --versionWhich returns:openjdk 17.0.1 2021-10-19 OpenJDK Runtime Environment (build 17.0.1+12-39) OpenJDK 64-Bit Server VM (build 17.0.1+12-39, mixed mode, sharing)
Check if your instance is actually using Java 17 with whatever launcher you're using
I am able to reproduce this issue. Below is a log showing the installing the mod and then starting the server.
gavin@arch ~> sudo pacmc install -a server "Starlight"
Searching for installable mods matching 'Starlight'
1) modrinth/Starlight (Fabric) [H8CaAYZC] by spottedleaf
Rewrites the light engine to fix lighting performance and lighting errors
2) modrinth/Starlight (Forge) [iRfIGC1s] by spottedleaf
Rewrites the light engine to fix lighting performance and lighting errors
...
[12:12:02] [main/INFO]: Compatibility level set to JAVA_16
outdated mixin?
To be fair:
[04:42:51] [main/INFO]: Loading 42 mods:
...
- fabricloader 0.12.11
- fabrictailor 1.7.3
- java 17
- krypton 0.1.6
- minecraft 1.18.1
- starlight 1.0.0+fabric.d0a3220
I suppose ensure you can load up the 1.18 version? I was able to run it fine with Java 17 in #106
Can confirm updating installer and reinstalling the server jars fixed the issue. as per #106 .
This incompatibility was solved in bobby version 3.0.1 for 1.18.1 so this issue can be closed now.
Why is this issue still open?
Hello!
The forge version uses the fabric method for light "getLightEmission()" instead of "getLightEmission(blockState, level, pos)"
This causes for example in Supplementaries: lit candles on skulls don't emit light.
I don't think this is "forge vs fabric methods" as much as it is "vanilla vs forge-added methods"
https://github.com/MehVahdJukaar/Supplementaries/commit/e7963136441d873c401bd08493fc7b30b0561b0f resolves the specific conflict here, but technically I should use the hook anyways.
Yep the Supplementaries Dev said I should still report the issue as other Devs may use it. Thanks for looking into it !
Any news on Create compatibility ? On 1.18 it still crashes with starlight
When I play a 1.17.1 server using
multiconnect for 1.18 none of the blocks load in
https://user-images.githubusercontent.com/96537481/147115416-c30ea4ac-aa94-4da0-9773-4af8748b8ebc.png
Nevermind i fixed it by downloading latest multiconnect version
Did nothing to the file
This PR (in addition with a pending PR to Create) fixes the incompatibility issues between Starlight and Create (Refabricated).
Create's dependency, Flywheel, has a VirtualEmptyBlockGetter class which serves to ensure that everywhere in Create's fake world has 0 block light and 15 sky light. To accomplish this, the class uses a custom LevelLightEngine, passing to the constructor a LightChunkGetter whose getLevel method returns the VirtualEmptyBlockGetter itself, which does not inherit from...
We have run into a crash were its seems to not like Create mod. I have tested this twice so far even on a server.
This is a Client side crash.
Crashlogs:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 12/25/21, 6:45 PM
Description: Unexpected error
java.lang.ArrayIndexOutOfBoundsException: Index 16 out of bounds for length 16
at ca.spottedleaf.starlight.common.light.StarLightEngine.setBlocksForChunkInCache(StarLightEngine.java:229) ~[starlight-1.0.0+for...
I'd recommend moving the instanceof check into the StarLightInterface constructor.
That was the first fix I attempted, which resulted in a hang on world load.

Performing the check in LeveLightEngineMixin fixed everything without issue.
My aforementioned PR to Create has been merged (albeit manually). If this PR is also merged, Create and Starlight will at last be compatible.
Hello, just seen your forge port for starlight, because I already played with starlight on fabric and seen th huge power of this mod, I jsut decided to add it to my little mopack, but I just encounter a crash at starting saying :
[18:15:00] [main/WARN]: LEGACY JDK DETECTED, SECURED JAR HANDLING DISABLED
[18:15:00] [main/INFO]: Added Lets Encrypt root certificates as additional trust
[18:15:00] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.4 Source=file:/C:/Users/HellNoThat'...
starlight-x-create.mixins.json isn't the name of starlight's mixin json, are you using an unofficial build?
Itโs actually the one that is available on curseforge : https://curseforge.com/minecraft/mc-mods/starlight-forge
does this happen with only starlight and no other mods
Well, it appears to be a compat problem, but it works well with about all my mods that affects render
I'll search what is the problematic mod tomorrow, but if you want check my modlist, here's the link :
https://curseforge.com/minecraft/modpacks/chococraft
1.16.5 is not supported
Hello! I still have a crash with Starlight and create with the StarLight version that AeiouEnigma shared in the last mentioned issue: (with Not enough crashes: https://crashy.net/WHlr6n9dlVa5sN9qHMf1)
(or here is the raw crash report https://bytebin.lucko.me/jXwpVXgMZU)
Tested without Optifine or Sodium
Hello! I still have a crash with Starlight and create with the StarLight version that AeiouEnigma shared in the last mentioned issue
Could you please share exactly what you tried to do that caused the crash?
Anything other than a ClassCastException when Pondering, at this point, would indicate that either I missed an important test case when making changes to Create, or that a necessary Create change was messed up when migrating some of those changes to Flywheel.
Most likely this...
@Matthysse please try this and confirm it fixes your issue.
@AeiouEnigma yes! your build resolves indeed the crash! thanks for the quick reaction!
The fix for that embarrassing error has been submitted as a pull request to Create.
Now this current PR to Starlight is really and truly the last piece of the compatibility puzzle.
Can confirm this fixed my crashes!
Provided a Create dev can approve this, I will merge it
As a Create developer, I approve this. โญ
d14adfc Add check in LevelLightEngineMixin::<init> for ... - AeiouEnigma
One last note: Starlight 1.0.1+ won't actually be compatible with Create until their next release.
I will wait to push 1.0.1 until then, as I want to verify locally it works
Issue Description
On the new version of Create (v0.4b) with Flywheel (v0.5.0a) running on Forge 39.0.9 a moving contraption (e.g. a piston) will cause the game to crash when it tries to move (this is on an existing world). After testing, this will already occur when trying to place down the piston.
Crash Report Here
Last part of stack trace:
`Caused by: java.lang.ClassCastException: class com.jozufozu.flywheel.core....
I apologize if youโre not interested, nor care about Forge 1.16.5 problems, but I figured Iโd bring it up anyways on the off chance.
What is strange is that I have what appears to be the exact same issue with the mod RoadRunner. If I install Starlight (or RoadRunner) on the client, itโs completely fine and shows huge performance improvements, considering my modpackโs lag and whatnot is almost entirely due to world gen and lighting! I already reported an issue to RoadRunner's author, but ...
I'm on mobile so I can't view your logs atm, but Create and Starlight are incompatible on 1.16, and that's probably the root of your issue.
So, I just tested something I should've before reporting, and I'm unsure if this relates to the incompatibility with Create.
If I make a new world on the server, it loads up just fine every time. It just won't load with pre-existing worlds. This is the same issue I was having with RoadRunner. I had it installed on my third server I use for events, but it always uses a new world. I added RoadRunner before, and it started up. I guess the same thing with Starlight.
If you have Create contraptions loaded in your existing world, then it could cause a crash on load.
I've instead decided to release an alpha build so that users can get updated beforehand, the alpha build will be marked as release once there is a corresponding compatible build of create on CF
The new Create update just dropped, you can test v0.4c with Starlight 1.0.1 now
do you have mcjty installed?
it saids Mcjty not installed and your mod list saids it's not installed
Unsure what the actual issue is, but while making and testing singleplayer worked excellently, when I attempted to start a server on Forge version 39.0.19, it would fail. There were a lot of mods in this pack but removing starlight allows it to run.
Log: https://pastebin.com/vvyaizPK
There's also an extra bit here that isn't caught in the log for some reason, but details the issue more: https://imgur.com/a/14h9wI3
I'm also running a modpack and can confirm that either removing or downgrading starlight fixes the issue.
I can confirm the same thing, and then downgrading to 1.0.0 causes a crash with Flywheel
---- Minecraft Crash Report ----
// I let you down. Sorry :(
Time: 1/14/22, 11:14 AM
Description: Unexpected error
com.google.common.util.concurrent.ExecutionError: java.lang.ExceptionInInitializerError
at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2053) ~[guava-31.0.1-jre.jar%2321!:?] {}
at com.google.common.cache.LocalCache.get(LocalCache.java:3966) ~[guava-31...
This pull request's commit is from Sodium's ".github" folder.It can help users to issue,and it can also help to build the .jar file.
If you merge,you should add a repo secret named "GITHUB_TOKEN",and it can help to upload a release.
Don't be surprised if my words don't conform to the grammatical norms. I am not a native speaker of English.Sorry.
- did jelly agree to this?
- you copied sodium-specific stuff too lol
1.I think Sodium is open-source,so I can use its.
2.If there's anything sodium-specific left here, you can do me a favor.
You can't just yank files from another repo because "it's open source", licensing doesn't work that way, and these files explicitly mention documentation irrelevant to this project as a nature of the copy&paste.
I can't start the client with Starlight enabled. It crashes with the error Unexpecteded ClassMetadataNotFoundException whilst transforming the mixin. Full log attached.
latest.log
Update to Starlight 1.0.1
You can find it listed as an alpha release on CurseForge.
It appears that you're using an outdated version of Starlight (1.0.0-RC3), which was released in July for 1.17. This is unfortunately the newest version available on GitHub releases. The Modrinth page for this mod should have the newest, 1.18 compatible, version based on d0a3220.
Update to 22w03a - current version crashes on startup since it Shadows a field that no longer exists, and this fixes that.
Starlight doesn't accept update PRs from outside contributors. Sorry.
jroy is an idiot
there's no 1.19 dev branch to merge this to, and right now i don't think it's worth updating, only diff is log4j, i will handle this on a later snapshot
jroy is an idiot
there's no 1.19 dev branch to merge this to, and right now i don't think it's worth updating, only diff is log4j, i will handle this on a later snapshot
22w03a is not a 1.19 snapshot, it is a 1.18.2 snapshot.
jroy is an idiot
you're literally french canadian
@Spottedleaf the fix is confirmed to work, 1.0.1 can be bumped to release
With latest version with flyweel support, magma blocks seems not emmiting any light.
Starlight X Create has a minor incompatibility with TARDIS mod - when using the interior lighting feature, the slider does not adjust the light level, I presume due to the rewrite of the lighting engine.
To reproduce:
- Install Starlight X Create v1.2 for 1.16.5
- Install New TARDIS mod v1.5.3 (latest 1.16 release)
- Place a "broken exterior" block
- Use clocks (minecraft:clock) on it until it opens
- Use the command ...
When Starlight X Create v1.2 is installed, the Miner's Helmets from the mod by the same name do not shed light, when equipped by players or mobs.

To reproduce:
- Install Starlight X Create v1.2 for Minecraft 1.16
- Install Miner's Helmet v2.0.1 for Minecraft 1.16
- Equip a Miner's Helmet, or spawn a Miner's He...
There is no Starlight release for 1.16. "Starlight x Create" is a separate project entirely unaffiliated with this one. You should report your issue on their GitHub page.
Hello fellow developers,
After some debugging we have experienced many server crashes with reason: Java heap space
We have generated heap report and seems like we have way to many chunks loaded.
Is there a way to tweak this LightingFeature from our side besides forking and removing this feature ?
Seems like starlight in 1.18.1 uses way to much RAM by loading chunks that are not unloaded then
Stacktrace:
`
java.util.concurrent.CompletionException: java.lang.OutOfMemoryError: Java h...
// close: Made issue in wrong repository
Whenever attempting to run this mod (regardless of other mods installed) the game instantly crashes to the launcher. No crash report is generated, and the minecraft window doesn't even appear, it just goes straight back to the launcher after hitting play.
whoops, this is meant for starlight & create, but there doesn't seem to be a place to submit issues for that. closing, since it's not relevant for this repository
On 1.18 you don't need any unofficial fork of Starlight. You can download Starlight 1.0.1 off of CurseForge, and it will be fully compatible with any version of Create from 0.4c onward.
Not Enough Crashes intercepted your crash, but the client failed to load fonts beforehand. Happens quite often. Try disabling to get the actual crash.
Also disable OptiFine for the time being.
[I'm not the mod developer. Take my advices with a grain of salt.]
It looks like you're running a lot of GUI/HUD mods.
-
FancyMenu cannot be the issue as I'm running it too.
-
The One Probe created problems while loading, but I'm running it too as well.
-
Looks like the game is crashing while creating the Loading Screen, which means some mods are trying to access the same method, and Starlight may intercept with its rendering methods.
-
OdysseyHUD caused an error. Might check th...
Out of nowhere starlight seems to be compatible with both 0.7.6 and 0.7.7 versions of lithium, what makes it really stand out to me is that I was using these mods together fine until a few days ago when they seemingly out of nowhere didn't work together.
I've tried re-downloading both of these mods and have even tested on both
latest.log
I'm don't know much about development, so if my request is stupid forgive me. Since @Spottedleaf is on PaperMC it's kind of a bummer Starlight isn't available as a Spigot plugin. AFAIK Spigot forks are much more popular on servers than Fabric so a plugin would be much more impactful to Minecraft.
starlight isn't a plugin and requires fairly deep modification of the game which isn't supported in a spigot environment.
starlight already exists inside paper however
Ah, okay. Thank you for clarification and the work you've put in to this.
Hey there,
There seem to be some issues with starlight: Loading into any map takes about a minute and just seconds without. Furthermore, just walking around produces strong and frequent lag spikes:

Why is this?
Thanks!
wehn starlight and quark is installed on a dedicated server the server hangs up on befor world creation and right after mod loading
in hte log the crash does not apear only in the console

latest.log
Welp I traced down the lag spike issue to another mod but the world loading time is still horrendous
After a lot of headaches it poofed.
What a disapointment, I was so sure when I created this issue
Hey there, Been trying to trackdown a memory leak on my server while pregening.
My test server setup:
- JDK: Zulu 17
- Java Arguments: -Xms1024M -Xmx5G -XX:MaxMetaspaceSize=512M -XX:+UnlockExperimentalVMOptions -XX:+UseShenandoahGC -XX:ShenandoahGCMode=iu -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahUncommitDelay=20000 -XX:ShenandoahGarbageThreshold=10 -XX:ShenandoahAllocationThreshold=20 -XX:ShenandoahGuaranteedGCInterval=20000 -XX:ShenandoahUnloadClassesFrequency=60 -XX:MaxTenuri...
i had this modpack since create 1.18.1 dropped, downloaded the mod to get a better performance, i know it's probably a incompatibility error since the mod is in development, but wanted to report it anyway
crash report:
crash.txt
error on launcher:
this crash may be caused by an invalid java runtime configuration
starlight-x-create - that has nothing to do with us
If you're using the latest version of Create (0.4c or later) just download Starlight 1.0.1 from CurseForge (NOT "Starlight x Create"), and you should have no issues.
It's incompatible with Quark for some reason.
It's incompatible with Quark for some reason.
I no longer have this issue and using latest quark, starlight. Flywheel.
How? Im still having the issue, latest everything.
Not sure. There had to have been a conflicting mod that I had that possibly updated and unknowingly fixed the issue
Having just Starlight and Quark doesnt work tho
need full logs on latest version
[PaperMC/Starlight] New branch created: fabric\-dev/1\.18\.2
Using Starlight together with Immersive Engineering causes the displaying of how complex machines are crafted to be broken in the Engineering Manual. The corresponding issue on their Github can be found here, showing what happens when Starlight is installed: https://github.com/BluSunrize/ImmersiveEngineering/issues/5161.
Starlight version: starlight-1.0.1+forge.36a1c6c
Forge version: 39.0.79
https://imgur.com/a/owtdp2W This is the error that doesn't show up in logs
log: https://pastebin.com/EaMaEWLZ
Problem is: Starlight 1.0.1 is incompatible with quark (latest both mods, latest quark dependency and latest forge) but its only for server side. Starlight 1.0.1 and quark work fine client side.
The fact that something is causing a client class to attempt to be loaded on the server is highly sus, am not 100% sure how starlight would do that especially when involving others code, I'd suggest reporting it to them if you've not already
Other people already have, but I'm pretty sure it's starlight because starlight 1.0.0 works fine and when I upgrade to 1.0.1, servers just won't work
something is leaking a reference to client only classes, starlight does not appear to reference such classes anywhere
Somebody is leaking client references into the server classes somewhere, the fact that the issue on the quark repo appears to reference another class suggests that something is leaking somewhere and the fact that starlight is blowing up is not really a starlight issue, nor much that can be avoided here
Alright, i'm going to mention this in the quark issue :) thank you for your help
crash-2022-02-20_14.33.16-client.txt
crash-2022-02-20_14.38.57-client.txt
Mod Version: starlight-1.0.1+forge.36a1c6c
Tried to move a Mechanical Piston construct with another mechanical Piston. Dedicated Server keeps on running, but crashes client on relog as well
Versions:
Forge 39.0.79
Starlight 1.0.1 - starlight-1.0.1+forge.36a1c6c.jar
Mod list (ยฑStarlight):
Configured - configured-1.5.3-1.18.1.jar
Controlling - Controlling-forge-1.18.1-9.0+15.jar
FPS Monitor (provides FPS text when not in F3) - FPS-Monitor-1.18-1.0.2.jar
JEI - jei-1.18.1-9.2.1.69.jar
There is a noticeable, albeit slight, performance drop when the latest version of Starlight is installed. I underst...
Title. Since no crash report is made, I can only give a log file.
This repo is for starlight, not a mod which is an amalgumation of two different mods
Starlight and create apparently works now
Whats your forge version
Whats your forge version
Forge: net.minecraftforge:39.0.76
It says in the crash report.
Try updating forge to the latest version
a920f5a Update to 1.18.2 (Starlight 1.0.2) - Spottedleaf
[PaperMC/Starlight] branch deleted: fabric\-dev/1\.18\.2
Why was v1.0.1 archived on curseforge? this affects modpacks. is it due to a bug? and 1.0.0 is now the recommended version?
- When interacting with entities on a 1.18.2 paper server game crashes with "could not render player"
- Latest version of all mods installed as well as fabric
- I did double check to make sure it was starlight
- Phosphor not installed
- Iris, Sodium installed
actually seemed to be the "Okay zoomer mod" Ill close if I dont crash again
Except it is. That is forge.
Oh
https://www.curseforge.com/minecraft/mc-mods/starlight/files/3667443 is the raccomended version right now
Java Version: openjdk 17.0.2 2022-01-18
Minecraft version: 1.18.2
Fabric Version: 0.13.3
Starlight Version: 1.0.2+fabric.89b8d9f
console log:
OpenJDK Runtime Environment 21.9 (build 17.0.2+8)
OpenJDK 64-Bit Server VM 21.9 (build 17.0.2+8, mixed mode, sharing)
Starting net.fabricmc.loader.impl.game.minecraft.BundlerClassPathCapture
[21:57:01] [INFO] [FabricLoader/GameProvider]: Loading Minecraft 1.18.2 with Fabric Loader 0.13.3
[21:57:02] [mai...
Fixed in IE: BluSunrize/ImmersiveEngineering@4acd027f1826c72e1460671d480087ddfaa5e7a3
whenever the light updates, like when i place a lightsource, use dynamic lights, or break/place a block, the terrain flickers for a moment, have tested without starlight, no issue
Describe the Bug
Crashing upon pressing the button for create configuration.
Reproduction Steps
Install Create and Starlight on Fabric 0.13.3
Press the engineer's googles button on create
Crash
Expected Result
To just open the GUI like every other GUI
Screenshots and Videos
No response
Crash Report or Log
latest.log
Operating System
Windows 10 Home
Mod Version
0.4.0d
Minecraft Version
1.18...
can't even build starlight 1.0.1
Can confirm I was having the same issue when generating with Chunky. After testing by uninstalling each mod one by one, the memory leak issues disappeared when I removed Starlight and restarted the pregeneration.
So, my server is not starting up with Starlight on already excising worlds. This has happened to both servers that I have. Like it will work normal and everything is perfect, but on day it will just refuse to start up. It will get stuck on like 98% or something and then it will just stop.
It doesn't start generate a crash report, so I will add a log of that day, as that is the only information I can give
Thanks,
Sub
[2022-03-25-3.log](https://github.com/PaperMC/Starlight/files/8362320...
You have created this mod to help people with performance. Then why do you not fix issues of the mod, but jump to the next version, cause it came out. If you really want to help people, you could maybe fix mod for other versions first and then go to the next one and not be like this. You are legit one of the only mods that does this to 1.16.5 to my knowledge. It doesn't matter if it's starlight or starlight x create, as it's still your mod by the end of the day. Saying that it has nothing to ...
starlight x create is not our mod, this is not a project I interact with much personally either, this is leafs project, and leaf doesn't generally wanna spend the time working on older versions of his mod, as do many other dozen mod authors, but, the fact is here is that you're still not even using our mod.
[PaperMC/Starlight] New comment on issue #129: World Fails To Load When Using Any Version Of Lithium
Not sure if this is related but how did you run Hydrogen on 1.18.1? It was only ever updated to 1.17.1 and is now archived
[PaperMC/Starlight] New comment on issue #129: World Fails To Load When Using Any Version Of Lithium
Firstly, I am unable to replicate this with Lithium 0.7.9 and Starlight 1.0.2 on Fabric Loader 0.13.3-1.18.2, this probably means there are other mods causing issues. I have sussed out C2ME, Better FPS Render Distance, and Hydrogen. Speaking of Hydrogen, how did you get it to work on 1.18? The latest version it supported was 1.17.1 and Hydrogen has been archived. Either its these mods or they fixed this incompatibility between Lithium 0.7.7 and 0.7.9
[PaperMC/Starlight] New comment on issue #129: World Fails To Load When Using Any Version Of Lithium
Firstly, I am unable to replicate this with Lithium 0.7.9 and Starlight 1.0.2 on Fabric Loader 0.13.3-1.18.2, this probably means there are other mods causing issues. I have sussed out C2ME, Better FPS Render Distance, and Hydrogen. Speaking of Hydrogen, how did you get it to work on 1.18? The latest version it supported was 1.17.1 and Hydrogen has been archived. Either its these mods or they fixed this incompatibility between Lithium 0.7.7 and 0.7.9
Hi, Thanks for replying, thankfully I...
[PaperMC/Starlight] New comment on issue #129: World Fails To Load When Using Any Version Of Lithium
Ah I see. Just a quick reminder that you should close issues after you've fixed them or found out that they're not related to this repository
Hi, I noticed Starlight is available for forge 1.16.5 (https://github.com/PaperMC/Starlight/releases/tag/1.0.0-RC2 at the bottom of the page) and I was wondering if you could make a file upload to Curse Forge for this version as I would love to include it into my mod pack thank you.
There is a mod called starlight+create https://www.curseforge.com/minecraft/mc-mods/starlight-x-create
Occasionally my server will crash during what seems to be light propagation, it seems to happen more frequently when people go to the nether. A bunch of
[07:56:46] [Worker-Main-425/FATAL]: Failed to light chunk [121, -104]
messages pop up in the log until ultimately the server crashes with
[07:56:46] [Server thread/ERROR]: Encountered an unexpected exception
java.util.concurrent.CompletionException: java.lang.ArrayIndexOutOfBoundsException: Index 512 out of bounds for length 500
...
i need a version of starlight for paper.
starlight is already in paper.
yes it is in papermc but this is fabric mod and i want for paper servers
papermc != paper;
paper is the software, papermc is the organisation
starlight is already inside of paper
but this mod is only for fabric and forge i want a version for paper servers so i can use on my paper server
but this mod is only for fabric and forge i want a version for paper servers so i can use on my paper server
Well, latest Paper servers are already using Starlight for their light engineโฆโฆ
This is the mod version of starlight, yes.
The starlight engine is already inside of the paper server software, as I keep trying to reiterate, you do not need to install it manually as it's already bundled as a core part of the server software.
This is the mod version of starlight, yes. The starlight engine is already inside of the paper server software, as I keep trying to reiterate, you do not need to install it manually as it's already bundled as a core part of the server software.
ok good
When switching my server from Starlight to Phosphor it seems that the light rewriting is having an issue where a given chunk is not checking for light being produced from sources in surrounding chunks, or maybe the opposite. Since Phosphor uses the vanilla format for saving light I assume this also happens switching back to vanilla but thats not tested by me.

You c...
Does this happen switching to Vanilla?
I'm seeing the same issue
Forge 39.1.0
Minecraft 1.18.1
mods: Create 0.4d + Starlight 1.0.0+forgeb1f6a10 (disabled everything else while narrowing down the issue)
crash-2022-05-08_09.18.43-client.txt
@cloudw233 bruh just use phosphor, starlight will never be backported to 1.12.2
@Romoslayer Use the Starlight x Create version
I've run into the same thing, but only with chunky and not with other pregeneration mods. It's probably an issue on starlight's end.
Here with the same issue. Mechanical piston facing down and pulling up causes a crash with starlight
Just to let others know in case you didn't think of it yourself, you can still play your modpack if you disable Starlight. That's what I had all my friends do so we can still play. It's not ideal of course, but it's still playable for us.
Context : I tried to switch from a 1.18.2 Paper server to a 1.19 Fabric server. I had a fully functional fabric server where I tested the mods used. When I transferred my world data from one to another, only the entities was correctly placed in the world, none of the players modifications were correct.
How I found the bug ? : I create a new server from scratch and then add the mods I want one at a time to test their impact. It was when Starlight was added that I lost the block modification...
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
I need logs and steps to how you transferred the world, what dimensions were lost, etc
Bukkit and vanilla do not have the same layout format, so it's possible if transferred incorrectly you will "lose" end/nether dimensions
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
I cannot really provide logs because there is no error showing inside the console. But my world data are incorrect due to the lack of blocks placed by players. It was as the world was again generated from seed : in place of a beautiful city, there was the originals mountains with all entities we placed suffocating in walls (villagers, wolfs, etc...).
The dimension were data were lost is The Overworld.
And I knew about the differences between end/nether in the type of servers. I did the corr...
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
Unfortunately I can produce this locally, but I can't do anything about it. You're using an outdated build of starlight, which is the cause.
Why has it happened? I don't know. I am now investigating, as there were no significant code changes in the light data handling and the lack of errors is worrying.
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
Oh I didn't know it was an outdated build, I downloaded the last one at the time on modrinth.
But now that I checked, yep I was using an outdated one... I will try with the latest version.
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
Ok so it works with the last version. Thank you for your help and good luck finding the source of this bug !
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
It appears the problem was because the kind of exceptions starlight catches wasn't the one that blew up when loading your old world data. In fact, it should have (and will) blow up on 1.19 regardless of what world data you put in there. Unfortunately for me, when I tested 1.18 starlight on 1.19 I did in a dev environment - where the exception wouldn't occur. So I thought it would have possibly just resulted in light data loss. Specifically, the problem was that a method mapping had changed du...
You can't change the license text
Litterally ignored the 6th line of the document...
I can confirm Chunky with starlight 0.2 CPS without starlight 12 CPS.
ETA for some chunk generation with starlight 400 hours without starlight 16 hours.
The weird thing about this. Is that they changed it on the referenced websites without assigning the license a new version.
https://www.gnu.org/licenses/gpl-3.0.html
It probably doesn't matter one way or the other.
ae22326 Make SaveUtil catch everything, except for Thre... - Spottedleaf
[PaperMC/Starlight] New comment on issue #150: \[Fabric 1\.19\] Starlight cause losses of world data
Resolved in starlight 1.1.1 ae22326fe24c21129236aa0945e1bb5dbd96358c
Issue does not occur with Radon, so that's another alternative (still at the cost of the performance Starlight brings). Have not checked with Phosphor & Create Refabricated
Starlight Version: 1.0.2+fabric.89b8d9f
Minecraft Version: 1.18.2
Loader Version: Quilt 0.17.1-beta.2
Create Version: mc1.18.2_v0.4.1+628
Reproduction:
Get that sticky mechanical piston
Get those piston extension poles
Get that hand CRANK (or creative motor)
That sticky mechanical piston? Put it into the air facing downwards
Those piston extension poles? Put it on top of the sticky mechanical piston!
That hand CRANK? Put it on the side, the right one
SPIN THAT HAND CRANK (or ...
Warp Glow resource pack doesn't work with Starlight
Greetings!
My experience with Starlight on the client side has been good so far except for one thing. My only problem (from what I've noticed) is that there are serious lag spikes when interacting with mangrove roots. This is especially noticable when interacting with mangrove roots in larger volumes.
Since mangrove roots aren't exactly opaque, this may not just be isolated to mangrove roots, but I'm not entirely sure.
I'm aware that Starlight was designed for server-side usage in mi...
Definitely some merit to this:


