Adds a special torch which prevents mob spawning in a configurable radius.
Original idea by RWTema (Extra Utilities 1)
Note: The torch is supposed to only block "natural" spawning from low light levels. Mob Spawners should still work. I've added special handling for vanilla- and extra utilities 2 mob spawners. Spawners from other mods should work as well! If you find a mod that is not working with the mega torch, please open a ticket on my github repo.
| Version | Support | End-Of-Life |
| - | - | - |
| 1.19 | ✅ | atleast 2022-12-31 |
| 1.18 | ✅ | 2023-12-31 |
| 1.17 | 🪦 | 2022-06-01 |
| 1.16 | ✅ | 2022-12-31 |
| 1.15 | 🪦 | 2021-12-31 |
| 1.14 | 🪦 | 2021-12-31 |
| 1.13 | 🪦 | 2021-12-31 |
| 1.12 | 🪦 | 2021-12-31 |
| 1.11 | 🪦 | 2021-12-31 |
| 1.10 | 🪦 | 2021-12-31 |
A word on fabric and forge:
Torchmaster is currently forge only. I really dislike the disruptive effect of fabric on the modding community - that doesnt mean I dont like fabric or anything, just how modders and the community in general got split by it. Big kudos to anyone that actually develops their mods for both. Since I want people to play with the mods they want, I can't keep Torchmaster a Forge-Only mod.
I've started the development of a fabric version. I mainly play Forge, which inherently means that - if not done properly - the fabric version may fall behind.
In order to allow for feature parity (as far as possible), I'm rewriting a big chunk of the mod to work in a multiloader project. Progress is looking good, but I will only provide a 1.19+ version for fabric, no back ports to 1.18 or earlier.
Even though I aim for feature parity between the forge and fabric versions of Torchmaster, there may be little differences in how the mod works. Forge is just much more powerful in certain cases, which will stay that way until I figured out how to do certain things that are currently not possible with fabric alone.
Modpack Permissions
Yes. (If your players have issues with the mod, please make sure they are on the latest version available)