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I remember a really, really, really old version waaaaay before electricity and when you destroyed a lightbulb, the tiny little glowing light would remain.
But yeah. There are some lights that work. You can change the model of the light too, but I forgot which lightbulb and light models work if you model swap them with the player created light.
On the other hand, lights have never been easier and better to get than in this update, get the Lamps that the traders sell every now and then. They can be glued to any surface, even the ceiling, upside down, and they have a very large lighting radius, and need no power to work.
Cut and pasting my post from another thread:
Could you also delete them afterwards? As to not overpopulate the area? Or is it stuck there forever?
Thanks
you can search for
<property name="Class" value="Light"
and do a replace all
<property name="Class" value="PoweredLight"
save and all lights can now be powered form the CM menu
Unless you meant that "PoweredLight" makes them work with being connected to the electric power/battery system. That might make sense, but I didn't test that at all since I never use battery/electrical stuff - too much trouble, dont like it.. That would be something at least I suppose. Still, if you want oodles of deco lights like you see in POI's, I think the Replacer Wrench is still the main option (outside of 'beautiful block' mods or some such).
One thing I did notice since 1.0 (vs. what I wrote above) is that dm/teleporting does not remove the copied light from the Replacer Wrench anymore. Or at least, it hasn't yet so far, for me. So one can now copy a light/block and teleport everywhere without it disappearing off the replacer-wrench - as long as you don't remove it from the main hotbar/copy something else, of course, at least.
Edit: I don't actually light-deco my bases, headlight/nightvision is enough. Occasionally it used to be funny to deco-add tons of lit streetlamps and such. Too many POI copied lights tend to ruin FPS now, where it didn't before, too. Don't know why - candles are the least fps-intensive once again, now. Also, light distance visibility is so low now it's just meh. Ah well.