Starbound

Starbound

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Tanz Lighting Overhaul
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141.157 KB
22 Jul, 2016 @ 11:21am
30 Jul, 2016 @ 11:48am
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Tanz Lighting Overhaul

Description
Makes every light cast shadows. May negatively affect performance.
311 Comments
Sir Greaves  [author] 21 Aug, 2024 @ 11:53am 
You want one of the "Ore glow" mods. I have a couple variants in my workshop. :D
Miha_metan 21 Aug, 2024 @ 3:47am 
how can you see where is ore or a cave if you are mining? great looking, but bad for gameplay.
MeVII 13 Jun, 2024 @ 7:19pm 
I hate clutter & like organization so I cleaned out my posts & summarized here for everyone.

- This lighting mod is such a vast improvement it should be universally used by all players. Supreme work. :MooIdea:

Sir Greaves was kind enough to answer my questions :steamhappy: and tell me the following...

- No Passthrough and Lighting Overhaul may appear very similar.
NP affects mostly ambient lights which dont cast shadows.

NP does not make lights cast shadows .
Light rays just dont passthrough to illuminate items behind.

- LO makes most lights now cast shadows.
So blocks in LO will cast shadows on blocks behind them looking alot like NP.

Together, underground with little ambient light, NP will have no impact, but non-shadow casting ambient lights during the day, NP will have its effect.

- Lastly, NP will not reduce the CPU demands of LO, since rays process regardless of how much, or how little they pass through other objects.
Sir Greaves  [author] 12 Jun, 2024 @ 11:33pm 
Since it (only?) affects ambient light, if you use both, No Passthrough will mostly only be visible on planet surfaces during daytime. Since the sunlight is ambient. Underground, where most lights you'll be using will cast shadows, No Passthrough is functionally useless.

But it can help with other ambient lights (that don't cast shadows) looking less strange.
Sir Greaves  [author] 8 Jun, 2024 @ 2:37pm 
Also- they are different screenshots, just the same area. If you look closely, No Passthrough has a more harsh falloff. More blocky, one could say.

in the No Passthrough screenshot, you can see the whole first tile in each area, no matter how dim the light is. (Look right in the small opening on the left.)
Sir Greaves  [author] 8 Jun, 2024 @ 2:34pm 
It's because the blocks are casting shadows behind them, you are correct. "No Passthrough" mostly affects lights that don't already cast shadows, but it also won't cause those lights to cast shadows. Less light will pass through blocks, but you'll still be able to see the walls behind them, basically.

NP won't help with the resources this mod takes- my rudimentary understanding is that each shadow-casting light casts "rays" out and doesn't illuminate beyond where the rays hit stuff.

Since the rays will still be cast, even with NP, it won't affect anything.
Kerik 26 Apr, 2024 @ 4:28pm 
ok, thanks
Sir Greaves  [author] 26 Apr, 2024 @ 11:33am 
Look for "No Passthrough" from my workshop, and use that in combination with this mod. That's about as close as you're gonna get, as far as I know.
Kerik 26 Apr, 2024 @ 6:17am 
hey, is there a way to make light not seep through blocks?
Sir Greaves  [author] 19 Mar, 2024 @ 4:02pm 
Nothing I can do about the performance, that's on the game and its engine. All I do is turn ambient lights into point lights.