Mods / Salty´s Immersive: Lanterns

Tags: #Cosmetics #Graphics
Author: SaltyWater
Side: Both
Created: Sep 13th at 11:24 PM
Last modified: 6 days ago
Downloads: 22864
Follow Unfollow 683

Recommended download (for Vintage Story 1.21.5):
ImmersiveLanterns_0.3.1.zip  1-click install


image

Pet the floppa to buy me a coffee!

Immersive Lanterns

Wiggly Lanterns!

 

This mod aims to make Lanterns and such more immersive and organic by adding cool speed/gravity/wind based wiggly 'physics' to lanterns and 'flicker' effect to dynamic lights.

image >Use the L menu to tweak flickering lights and placed lanterns sway to your taste< image

It also raises both arms a little for better visualization (only for immersive fp, normal fp is cool)
And the arms now follow player head rotation. This is also applied to torches.

Note that this mod only affects DYNAMIC LIGHTING. Why not add the same effect to placed blocks?

Those have light baked in the chunk data, so not the best idea to toy with. (but i'm trying a workaround let's see ;) )

 

Personal recommendation:

image

I love the mod, and crafted compatibility for it specificaly:

image

check out my other mods here:image

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.3.1 immersivelanterns 2084 6 days ago ImmersiveLanterns_0.3.1.zip 1-click install

 

Added a blocker to prevent lantern swing sounds from exhausting OpenAL sources in areas with many lanterns.

Added global rate limiting, distance gating, and failure backoff to stop sound load spam.

 

0.3.0 immersivelanterns 701 Nov 25th at 5:46 PM ImmersiveLanterns_0.3.0.zip 1-click install

Now targeting lantern block specifically to prevent false positives from other mods.
e.g: Walking stick

0.2.9 immersivelanterns 8223 Oct 23rd at 3:23 PM ImmersiveLanterns_0.2.9.zip 1-click install

-moved placed lanterns animation to main thread to prevent crashes.

-Fixed Placed lanterns/torchs etc.. getting random light levels.

0.2.8 immersivelanterns 2572 Oct 18th at 3:31 AM ImmersiveLanterns_0.2.8.zip 1-click install

another room check fix

0.2.7 immersivelanterns 589 Oct 17th at 1:56 PM ImmersiveLanterns_0.2.7.zip 1-click install

Fixed room check for lantern indoor sway.

Ditched exit count configs (wasn't doing nothing)

 


Indoors are full sealed rooms. Use /debug rooms hi to show if it's inside a room (if the highlight is green, then it's a room)

0.2.6 immersivelanterns 2535 Oct 10th at 6:11 PM ImmersiveLanterns_0.2.6.zip 1-click install

fixed flickering menu not taking effect instantly.

Added new tab for the menu

"sways"

to tweak placed lanters sway with wind to taste

0.2.5 immersivelanterns 762 Oct 9th at 5:06 PM ImmersiveLanterns_0.2.5.zip 1-click install

removed logs leftovers!
flickering lights features are now merged into immersive lights!
compatibility with wind chimes for placed chimes!

0.2.0 immersivelanterns 692 Oct 7th at 9:08 PM ImmersiveLanterns_0.2.0.zip 1-click install

Wall and ceiling lanterns now swing with wind.

0.1.1 immersivelanterns 3272 Sep 16th at 1:43 AM ImmersiveLanterns_0.1.1.zip 1-click install

Tweaked the physics system:

Now the lantern doesn't get stationary with a constant force.
Now wind affects the lantern.
Now gravity affects the lantern.

0.1.0 immersivelanterns 1402 Sep 13th at 11:31 PM ImmersiveLanterns_0.1.0.zip 1-click install

FIRRRRRST


108 Comments (oldest first | newest first)

💬 VoidKnight, 3 days ago

Forgot to ask, but is this mod compatable with https://news.kalataka.ru/fueledwearablelights now?

💬 SaltyWater , 5 days ago

Spookyheart

for all versions after it too! It will say 15 light level on the tooltip but placing it down corrects itself.

 

💬 Spookyheart, 5 days ago

We just installed this mod on the server and are having the same issue with lower light levels than vanilla. 0.3.1. Is it only fixed on 0.2.9?

💬 SaltyWater , 6 days ago

ChezWaldo

this was fixed on 0.2.9

💬 ChezWaldo, 6 days ago

Not sure if this is supposed to work like this or not. but i noticed that all the light levels are lower than they should be? my vanilla lantern with a  silver lining is normally at 20 but with the mod installed and in use its only 15. is that part of the mod or just a bug? But it looks like they still show the same distance away? 

💬 VessPell, Nov 25th at 6:46 PM (modified Nov 25th at 6:46 PM)

HighSpeedPolka We removed ImmersiveLanterns for now and the issue was resolved, it's definitely conflicting with Overhaul lib sadly. We wanted to keep firearms and crossbows so... If you're still having the issue I'm sorry I can't offer more.

💬 Halscion, Nov 24th at 7:17 PM

I've been playing on a multiplayer server that has Immersive Lanterns installed, and I noticed that I have to bring up the Settings Menu for the mod in order for it to 'remember' my settings. I'm not sure if this is something that can be hard fixed, and I have a working workaround, I just wanted to make you aware.

💬 HighSpeedPolka, Nov 22nd at 9:36 AM

VessPell

My partner has been having the exact same crash issue as you i have seen some of your posts on the 3 other mods involved in this and even tried removing Immersive lanterns my self but they're still getting the same crash just with out it are you still having this issue or have you figured it out. 

💬 SaltyWater , Nov 5th at 11:37 AM

DiogoIII

Yes, please try it with only immersive lanterns first! If the problem persists you can report back to me and I'll try to look into it! 🫡

💬 DiogoIII, Nov 5th at 6:02 AM

SaltyWater

damn, might be one of those mods that are conflicting with immersive lanterns then, because i dont have this problem when not using it, maybe ill take a look at this later, thanks for the reply i didn't know those chunk update were a problem but it makes sense, sometimes when im riding a dragon (draconis) the game starts freezing from time to time like 1 sec cooldown(running smooth around 240 fps) until I leave a certain area.

💬 SaltyWater , Nov 3rd at 4:37 PM

DiogoIII

Light level change was fixed in 0.2.9.

Game freezing when breaking blocks is a chunk updating problem. something is choking it. I personally do not get this freezing with Immersive Lanterns, you'll probably going to need to test it mod by mod!

💬 DiogoIII, Nov 3rd at 4:29 PM

so uh, I really love this mod, really wish I could play a smooth game with it, but that's not the case, someone already mentioned the bug where when placing or breaking a block changes the light level of light sources, BUT due to this(very probably, I tested and the next issue is caused by this mod so probably is because of this) whenever I place or break a block even when theres no light source around the game quickly freezes, it's almost unoticeable, but holy shit this is annoying as f***, I can't have a smooth gameplay with this mod enable which is a shame because I really really love it and it's compatibility with wind chimes, pls fix this your mod is amazing😭

I'm playing in 1.21.5 with the following mods:

A culinary artilery,  Adventure walking stick,  Animal cages,  More Lanterns,  unleaded windows,  Combat Overhaul/armory/lib, attribute rendering lib,  beamium, bed spawn,  better firepit,  Better ruins,  Better traders,  bigger pockets,  blackguard additions and CO compat redux,  Blood trail,  Bloomery full drops,  canadian winter clothes,  CAN jewelry,  canoe mod: circuits patch,  Carry on,  catch ledge,  Cats,  cave symphony,  chicken feed,  chiseltools,  CO reanimated,  Common lib,  compost tweaks,  config lib,  configurable room size,  Conquest blocklayer/landform overhaul,  crawl&dive,  dana can cook,  dana tweaks,  Darce's drifters redone,  diverse diet,  dodge master,  draconis,  elk jaunt integration,  expanded foods,  extra info,  farseer,  fast breeding,  flaoting fish,  food crate,  foodshelves,  footprint,  forest symphony,  from golden combs,  fueled wearable lights,  glass roof,  hanging baskets,   HazMonitors,  HeatRetention,  Heraldry/banners/capes,  JAUNT,  juicy ores,  knapster,  KRPGenchantment,  medieval expansion patch,  metal cookware,  meteoric steel/compat,  misakis immersive foliage,  millwright,  molds,  more animals,  mountcamerafix,  mycodiversity,  natural fertilizer,  one roof,  op door pack,  particle plus,  patAI,  pig feed,  primitive survival,  rivers,  salt and sand,  scaffolding,  seed harvesting,  shelf obsessed,  simple concrete,  slowtox,  smithing plus,  sortable storage,  spyglass,  status HUD, stepfix elk,  stepUP,  stick em up!,  sticks from firewood,  stone bake oven,  stone quarry,  substrate,  tabards,  tankards,  temporal symphony,  the critter pack,  translocator relocator,  true third person,  unchisel,  vault and rolls,  visored helmet,  dear im gui,  wind chimes, wolf taming,  rusty drops.

 

damn, that took me time, maybe it will help(prob not lol).     

💬 VessPell, Nov 2nd at 6:56 PM
Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32609 MB RAM
Game Version: v1.21.5 (Stable)
10/31/2025 8:27:34 PM: Critical error occurred
Involved Harmony IDs: CombatOverhaulAuto, immersivelanterns.wallsway.v1, Overhaul lib
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch0(ClientAnimator this, Int32 animVersion, Single dt, List`1 outFrame, ShapeElementWeights[][] weightsByAnimationAndElement, Single[] modelMatrix, List`1[] nowKeyFrameByAnimation, List`1[] nextInKeyFrameByAnimation, Int32 depth)
at Vintagestory.API.Common.ClientAnimator.calculateMatrices_Patch2(ClientAnimator this, Single dt)
at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 187
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch1(AnimationManager this, Single dt)
at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 33
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 50
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Getting this a lot, I can't tell which mod to report this to.

💬 SaltyWater , Nov 1st at 1:38 PM

bro 😂

💬 SnaiI, Oct 28th at 7:45 PM

image

💬 Deathscreton, Oct 26th at 4:54 AM

Dezz Can confirm, on 1.21.5 and I've got spinning lanterns. It's kinda adorable actually. If it projected the texture lining across the walls dynamically, it'd make quite a show. 

💬 Arasine, Oct 24th at 10:02 PM

Using Imgur for the images means everyone in the UK cant see anything ("content is blocked / Content not viewable in your region"). Would you consider using another image host as potentally 70 million of us will never be able to view anything uploaded here other than text (including not being able to donate to you !) ?

💬 Dezz, Oct 22nd at 9:24 PM

my lanterns keep spinning in place idk if theres a mod conflic somewhere or what but it is funny to see

 

💬 MailMan1001, Oct 20th at 2:39 AM

Trampek He removed the allowed exits setting a couple hours after responding. 

💬 Trampek, Oct 19th at 1:01 PM

hello, i also got problem with lanterns indoors 

i see your answer -

"It means the game is not registering your indoors as a enclosed space!

check the menu and set a higher number for allowed exits" 

got no idea tho what menu ? cant find config for this mod or any menu 

💬 egoanditspwn, Oct 19th at 5:30 AM

had same crash as MailMan1001, but happened as i was placing lantern instead. came here to report based on these additional errors happening immediately before the crash

Crash Report
18.10.2025 21:58:26 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BELantern@511990/116/512288. Block will probably not be rendered as intended.
18.10.2025 21:58:26 [Error] Exception: Texture uploads must happen in the main thread. We only have one OpenGL context.
at Vintagestory.Client.NoObf.ClientPlatformWindows.LoadOrUpdateCairoTexture(ImageSurface surface, Boolean linearMag, LoadedTexture& intoTexture) in VintagestoryLib\Client\ClientPlatform\GLImpl.cs:line 319
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 362
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 111
at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockChanged(ClientMain game, BlockPos pos, Block oldBlock) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 553
at Vintagestory.Client.NoObf.ClientWorldMap.MarkBlockDirty(BlockPos pos, Action OnRetesselated) in VintagestoryLib\Client\ClientWorldMap.cs:line 1261
at Vintagestory.Common.BlockAccessorBase.MarkBlockDirty(BlockPos pos, Action OnRetesselated) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 666
at Vintagestory.GameContent.BlockEntityAnimationUtil.OnAnimationsStateChange(Boolean animsNowActive) in VSEssentials\BlockEntityBehavior\BEBehaviorAnimatable.cs:line 166
at Vintagestory.API.Common.AnimationUtil.StartAnimation(AnimationMetaData meta) in VintagestoryApi\Common\Model\Animation\AnimationUtil.cs:line 136
at ImmersiveLanterns.LanternWallAnimatorPatches.AnimateWall(BELantern __instance, ITerrainMeshPool mesher, ITesselatorAPI tesselator, Boolean& __result)
at Vintagestory.GameContent.BELantern.OnTesselation_Patch2(BELantern this, ITerrainMeshPool mesher, ITesselatorAPI tesselator)
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 123
18.10.2025 21:58:27 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BELantern@511990/116/512288. Block will probably not be rendered as intended.
18.10.2025 21:58:27 [Error] Exception: Texture uploads must happen in the main thread. We only have one OpenGL context.
at Vintagestory.Client.NoObf.ClientPlatformWindows.LoadOrUpdateCairoTexture(ImageSurface surface, Boolean linearMag, LoadedTexture& intoTexture) in VintagestoryLib\Client\ClientPlatform\GLImpl.cs:line 319
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 362
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 111
at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockChanged(ClientMain game, BlockPos pos, Block oldBlock) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 553
at Vintagestory.Client.NoObf.ClientWorldMap.MarkBlockDirty(BlockPos pos, IPlayer skipPlayer) in VintagestoryLib\Client\ClientWorldMap.cs:line 1249
at ImmersiveLanterns.LanternWallAnimatorPatches.AnimateWall(BELantern __instance, ITerrainMeshPool mesher, ITesselatorAPI tesselator, Boolean& __result)
at Vintagestory.GameContent.BELantern.OnTesselation_Patch2(BELantern this, ITerrainMeshPool mesher, ITesselatorAPI tesselator)
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 123
💬 Xredrago, Oct 19th at 3:10 AM

SaltyWater How do we increase the amount of allowed exits? I can't see the option in the menu under the sway or flickering categories, just turn speeds and degrees (on version 0.2.8)

💬 MailMan1001, Oct 18th at 4:47 AM

Happens when picking up a lantern, not always but occasionally

Crash Report
Running on 64 bit Windows 10.0.22631.0 with 16085 MB RAM
Game Version: v1.21.5 (Stable)
10/18/2025 12:44:20 AM: Critical error occurred
Loaded Mods: altarmor@1.0.1, artskind121faces@1.0.0, atwatersedge@1.5.1, betterforest@0.1.1, boatiespeedie12@1.0.4, bola@1.3.1, buzzybees@1.1.7, cavesymphony@1.2.0, chiseltoolslite@1.15.1, cbr@1.0.0, clickuptorches@1.1.1, coldstorage@1.0.2, diversediets@1.0.3, fallingtree@0.4.6, fixedpaths@1.0.2, foodcrate@1.3.2, forestsymphony@1.0.6, hangingoillamps@1.0.5, immersivelanterns@0.2.8, immersivemining@0.2.17, juicyores@1.0.1, longtermfood@0.4.9, manualquenching@1.0.8, millwright@1.2.9, moretorchholders@1.0.1, overhaullib@1.12.10, shelfobsessed@1.8.3, snowcaps@0.0.0, sortablestorage@2.4.2, temporalsymphony@2.2.2, thatchexpanded@1.2.1, game@1.21.5, vsimgui@1.1.14, yeriksclothblocks@1.1.3, yeriksleatherblocks@1.0.2, zoombuttonreborn@2.0.0, aemonsessentials@0.0.3, arrowbarrels@1.2.1, bandageanimation@0.2.12, flags@1.1.12, beararmorrepair@1.0.2, betterfirepit@1.2.0, bloodtrail@1.1.3, carryon@1.12.1, climbablevines@1.0.0, commonlib@2.8.0, configlib@1.10.6, configurableroomsize@1.3.1, correctedbowanimation@1.0.1, danatweaks@3.6.0, easyhammermode@0.0.2, enhancedhandbook@1.7.0, extrainfo@1.10.1, farseer@1.3.2, fatcandles@1.0.1, firewoodtosticks@1.0.0, freedomunits@1.1.4, itempickuphighlighter@1.2.2, itempickupnotifier@1.8.0, mannequinstand@1.0.7, reyGearCrosshairMedium@1.0.1, metalpots@1.6.1, morepiles@2.2.0, ndlwoodentorchholder@2.0.3, oneroof@1.11.0, pelaguswinds@1.2.2, claywheel@1.1.4, realsmoke@1.1.9, rebuildablebloomery@1.0.4, roomtools@1.4.0, scorelogs@0.0.6, simplefootstepsredux@1.0.4, spawnhighlightcustom@1.1.0, statushudcont@4.0.1, stepfixelk@0.0.3, stickydirt@0.1.1, swapoffhandhotkey@0.1.1, terraprety@7.0.8, translocatorrelocator@1.0.3, unbindhotkeys@1.0.1, versionchecker@1.2.2, creative@1.21.5, survival@1.21.5, windchimes@1.3.2, woodenshuttersandmore@1.2.31, autoconfiglib@2.0.9, helvehammerext@1.8.0
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 402
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 111
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 836
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 ElegantChimp, Oct 17th at 4:57 PM

I did not know I needed this... I need this now.

💬 SaltyWater , Oct 16th at 11:32 PM (modified Oct 16th at 11:32 PM)

Tyga

It means the game is not registering your indoors as a enclosed space!

check the menu and set a higher number for allowed exits

💬 Tyga, Oct 16th at 11:28 PM (modified Oct 16th at 11:30 PM)

For some reason my lanterns even when placed indoors in my house are swaying with the wind, i would assume this is not intended. i have no windows and while its not considered a cellar, it is a functioning room

💬 SaltyWater , Oct 16th at 1:07 AM

Elijah_

I'll do it, if you enjoy it you can pet the floppa! No pressure ^^

💬 SaltyWater , Oct 14th at 1:21 PM

egoanditspwn

I am currently studying a fix for this!

💬 egoanditspwn, Oct 14th at 1:17 PM

ive noticed, at least with the oil lamp, if it is placed, the brightness changes whenever i place or break blocks nearby. is there a way to keep the flicker of held lights, but not have this?

💬 Elijah_, Oct 12th at 12:15 AM

Here's to hoping it wouldn't be too laborious to make happen, I'd be more than happy to put money towards it if it'd sweeten the pot at all!

💬 SaltyWater , Oct 11th at 11:58 PM

Elijah_

heey!

I'd say it is very difficult.

The shape of the lantern needs to be in a very specific way for it to run properly, which means I would have to go inside each custom lantern shape file of the mod and patch it manually to then make code for each to make it work!

I'll take a look, but can't make any promises!

💬 Elijah_, Oct 11th at 11:52 PM

As already mentioned that Conquest doesn't play nicely with this mod, is there any possibility of compatability between the two anywhere down the line? I absolutely adore this mod but I couldn't possibly choose between this or Conquest! 

💬 SaltyWater , Oct 11th at 8:56 PM

Hanatsuki

heey! Thanks!

There's a menu for that!

💬 Hanatsuki, Oct 11th at 8:39 PM

Hi Salty, loving the mods!

 

Would it be possible to add an option (either toggle or on the slider) to turn off the flickering? 

💬 Yelb, Oct 11th at 7:56 AM

Hi ! I think it doesn't work with greenhouse or large windows ?

I've set all indoor stuff to 0 via the menu (thanks for adding that !).

However, indoor, without any opening but large windows, lanterns still sway, but in my cellar with only hard walls, they stay still.

Rooms are rooms, i have the icon from another mod showing i'm indeed inside an enclosed room, so that's not the issue.

💬 NeoB, Oct 11th at 4:00 AM

SaltyWater I just realized that the problem is that your mod and Conquest vs. don't get along.

💬 SaltyWater , Oct 11th at 3:33 AM (modified Oct 11th at 3:33 AM)

MrGloopy

There is a whole menu for that 🙏

💬 MrGloopy, Oct 11th at 3:11 AM

A config to adjust the speed of the flickering would be nice, it's a bit too fast for me.

💬 SaltyWater , Oct 11th at 1:58 AM

NeoB

not a vanilla lantern i'm afraid

💬 NeoB, Oct 11th at 1:54 AM

uhhh

💬 SaltyWater , Oct 10th at 8:01 PM

TrippyTheO

it's a very nice idea 🤔

💬 TrippyTheO, Oct 10th at 7:54 PM

Any possibility for a crossover with the Hanging Oil Lamps mod (by Lodey) as well? That mod makes the oil lamps hang from wires, which looks much better than the vanilla solution. But now with swinging lanterns I'm staring at my oil lamps like, "c'mon! Do something!"

💬 TheFifthRider, Oct 10th at 7:12 PM

Ah! Makes sense. Thank you 🙂

💬 SaltyWater , Oct 10th at 6:49 PM (modified Oct 10th at 6:52 PM)

TheFifthRider

O sorry It is not a client side mod anymore.

 

You can edit to client, but chimes won't work.

💬 TheFifthRider, Oct 10th at 6:48 PM

SaltyWater I can't seem to get this mod working in multiplayer as a client side mod. I think the modinfo is not quite correct-- if it's "side": "universal" I think you want "requiredOnServer": false since it's purely aesthetic and doesn't need to be installed on the server to function. Alternatively, I suspect this mod would also work with "side": "client".

 

I changed it to "side": "client" on my end and it started working fine. Thanks for the mod! Very cool stuff, big fan of everything you do 😁

💬 SaltyWater , Oct 10th at 4:31 PM

Ryilo

Sure! I'll add a config option to disable it! :p

💬 Ryilo, Oct 10th at 2:50 PM

SaltyWater : would it be possible to make the lantern's wall/ceiling movement optional with a setting? I had to downgrade to 0.1.1 because it was too silly even for me (and frankly, the way the lanterns are attached in-game, they look like they're not going anywhere. It would have been nicer to have them have an effect if mounted to chains or rope)

💬 Yelb, Oct 10th at 1:38 PM

Hi, the lanterns inside my home or cells are moving too. Can it be fixed ?

💬 Ket, Oct 10th at 3:30 AM

This is not working as a client side mod anymore.

💬 SaltyWater , Oct 9th at 10:50 PM

Silentfox

No probs! Hit me up if you find the incompatibility! ^^

💬 Silentfox, Oct 9th at 10:48 PM

oh, I guess I have to check my mods then lol, sorry

💬 SaltyWater , Oct 9th at 10:25 PM

Silentfox

Tried here, not happening on my end!

💬 Silentfox, Oct 9th at 9:49 PM

The flickering settings from the newest update seem to reset every time the game restarted

💬 DrBubba, Oct 9th at 7:14 PM

Yeah, I'm having the same situation as Ryilo.  The indoor lanterns are spinning like disco balls in my house.

💬 LordReems, Oct 9th at 6:11 AM

Great mod! Is there any chance you could add a config option to reduce the intensity of the swaying? It feels a bit too strong, like these copper lanterns are made of paper instead of metal.

💬 Ryilo, Oct 8th at 9:17 PM (modified Oct 8th at 9:17 PM)

SaltyWater : I have them inside houses (that register as cellars) where in a room one is spinning slowly, upstairs it's spinning like crazy and in the next room is spinning very slowly, while in another room is wiggling as if it was outside... :D

💬 NeoB, Oct 8th at 8:50 PM

For some reason, the lantern glitches in parts when placed on a wall.

💬 Haubix, Oct 8th at 8:48 PM

Well... I have it in a "cellar" (lookout tower) at the ceiling, and it wiggles like there is no tomorrow xD

💬 SaltyWater , Oct 8th at 8:41 PM

Haubix

It does!

When in a fully enclosed room (the game needs to register as a room) it won't be affected by wind, it will only spin ever so slightly.

💬 Haubix, Oct 8th at 8:39 PM

@SaltyWater @Ryilo, Same here - could you add a check if the lantern is inside a room? ^^

Thanks!

💬 SaltyWater , Oct 8th at 8:39 PM

Ryilo

Definitely haunted 😂

 

💬 Ryilo, Oct 8th at 8:28 PM

SaltyWater : ehrm... are the lanterns supposed to spin when ceiling mounted and inside a building? Or is the building... haunted? :p

💬 ongandu, Oct 8th at 4:57 PM

I haven't tried the mod yet but it looks amazing, thanks for working on this!
It's amazing that it's just client side. 🎉

💬 Kokey, Oct 8th at 2:10 AM

Slight incompatibility with Conquest texturepack, the lantern model breaks.

💬 SaltyWater , Oct 7th at 7:30 PM

Beedy

simply remove the .ogg file inside the mod zip

💬 Beedy, Oct 5th at 10:36 PM

Amazing! Can you please allow us to disable the lantern sound in a config?

💬 Darvhin, Sep 27th at 8:46 PM

I literally just did the "looked up and closed my eyes then exhaled" emote, after watching the preview video. Just goes to show how immersive and good it is.
The only thing missing is a single tear, rolling down my cheek. Yes, it's that good.

💬 CherryRook, Sep 20th at 4:41 PM

Immersion: 100

💬 prototype464, Sep 16th at 10:19 PM

L A N T E R N   J I G G L E   P H Y S I C S

💬 MRGOOSE, Sep 16th at 6:48 PM

lantern jiggle physics

💬 LastXsile, Sep 16th at 3:15 PM

@Afroman726 you have to add this to the modinfo.json file in the mods zip file not the configuration file.

 

💬 Afroman726, Sep 16th at 2:54 PM (modified Sep 16th at 5:57 PM)

I added "requiredOnServer": true to modinfo.json and it still isn't allowing players to automatically download the mod when they join the server? SaltyWater

I know this is a client side mod but my friends are super lazy and don't want to manually download mods and i wanna force them to check out your mods LOL

💬 Verlia, Sep 16th at 7:12 AM

This is something I could see actually going into base game, I love immersion inclusion <3

💬 SaltyWater , Sep 16th at 2:12 AM (modified Sep 16th at 2:13 AM)

Afroman726

Because it's a client side mod! :p
but if you want that put this in the modinfo:

"requiredOnServer": true

💬 Afroman726, Sep 16th at 2:08 AM

This mod is AMAZING! I added it to a dedicated server im running and when my friends join the mod doesn't automatically download like other mods do you know why it would do that? SaltyWater

💬 osayra, Sep 15th at 8:32 PM

amazing concept wow

💬 b0mbyx, Sep 15th at 7:55 PM (modified Sep 15th at 7:58 PM)

hey there! i'm getting a consistent crash loading my world rn that seems to be the fault of this mod D: which sucks bc i juuust added it and it was really cool D: i'm not super sure what exactly is going on w this crash report, but i figured i'd let you know about it while i'm troubleshooting how to launch my world again without a crash haha

(edit: disabling it did fix my crashing!!! unfort :()

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 16253 MB RAM
Game Version: v1.21.1 (Stable)
9/15/2025 3:50:31 PM: Critical error occurred in the following mod: immersivelanterns@0.1.0
Loaded Mods: arrowheadsrecovery@1.0.3, barkbeetle@1.0.3, cbr@1.0.0, clickuptorches@1.1.1, crawlanddive@0.2.1, ds2468@1.2.0, daubwashes@1.0.0, dodgemaster@1.2.3, hqzlights@1.1.2, immersivelanterns@0.1.0, ezwolfsandbears@3.0.0, mbr@1.0.0, metalleaf@1.2.1, moreparchment@1.1.0, crockenheimer@2.1.5, oakysodroof@1.0.0, plasterwashes@1.1.0, plumpkins@1.1.2, fseasonedfirewood@1.2.5, shearsspeedscales@1.0.0, sheepdontfly@1.0.1, shelfobsessed@1.7.0, slowwalkmod@1.2.5, soaplyeandbloom@1.3.4, stoneharvesting@1.1.1, tankardsandgoblets@1.3.0-pre.1, temporalsymphony@2.2.1, vaultandroll@0.1.1, game@1.21.1, apeflowerpots@1.3.1, arrowbarrels@1.2.1, betterdeathmessages@1.0.1, carryon@1.10.9, cartwrightscaravan@1.7.1, cuniculture@1.0.3, entitynametag@1.4.0, glassroof@1.1.0, improvedsheepupdate@1.0.2, layer_of_sticks_drops_itself@1.0.1, manualrope@1.0.3, morepiles@2.2.0, ndlchiselpick@3.0.0, oreveintracers@1.2.0, petai@4.0.0, plainwallpapers@1.0.0, playermodellib@1.0.8, rackableplates@1.0.0, rebuildablebloomery@1.0.3, slowtox@3.0.1, sonitobackpackgroundaccess@1.0.0, sonitoshowbagsonback@1.0.7, thecritterpack@1.2.9, unchisel@1.1.2, vanity@2.4.4, versionchecker@1.2.2, visorhelmets@1.1.1, creative@1.21.1, survival@1.21.1, antlershorns@1.3.2, em@3.3.0, koboldrdx@1.0.11, roofrecycling@1.0.2, snowshoes@2.1.2, wolftaming@4.0.1, bricklayers@3.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at ImmersiveLanterns.LanternItemAnchorController.IsLantern(ItemStack stack)
at ImmersiveLanterns.LanternItemAnchorController.OnFrame(Single dt)
at Vintagestory.API.Common.PlayerAnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 33
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 50
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 panfucyl, Sep 15th at 7:02 PM

bkconn I guess it means "immersive first person mode" and it's vanilla. You can turn it on in settings

💬 bkconn, Sep 15th at 3:58 PM (modified Sep 15th at 3:58 PM)

When you say "It also raises both arms a little for better visualization (only for immersive fp, normal fp is cool)" is Immersive FP a mod? I'm not seeing my arms raised as high as the video example.
Thanks! Love it so far!

💬 Redumulis, Sep 15th at 2:52 PM

Is there any shot at this mod for 1.20? Or is the age of 1.20 over?

💬 NeoB, Sep 15th at 5:30 AM

What would this game be without your mods?
Just leave the job application in Anego.

💬 SaltyWater , Sep 14th at 7:54 PM (modified Sep 14th at 7:54 PM)

MRGOOSE

He's sipping Salty Water 

💬 SaltyWater , Sep 14th at 7:52 PM

MailMan1001

Sure! But uh.. there's no code that differenciates both hands in terms of sound 😅

💬 MRGOOSE, Sep 14th at 7:31 PM

why is the floppa thirsty now

💬 MailMan1001, Sep 14th at 7:30 PM (modified Sep 14th at 7:32 PM)

Love your mods and this is another great addion to the mod list! But would it be possible for you to add an option in the config for sound volume and frequency? In main hand its fine but just a little loud, but in the off hand it goes crazy and squeaks with every step. 

💬 PapitoPapz, Sep 14th at 5:36 PM

THE GOAT OF VS MODS 🙌

never stop never stop never stop

💬 Comeaves, Sep 14th at 4:22 PM

Mine who? Hold my what? Never heard of 'em. Salty's? Now that's a certified banger suffix to whatever mod.

💬 Andersh, Sep 14th at 3:12 PM

He simply can not miss

💬 animatiV, Sep 14th at 11:11 AM (modified Sep 14th at 11:12 AM)

It's a The Long Dark Vibe :D

Please also add animation for hanging lanterns if they are touched.
💬 Sneezingprince, Sep 14th at 10:37 AM

Another banger from Salty

💬 Nalier, Sep 14th at 9:44 AM

Love your mods, Salty <3

💬 Damage_Zedd, Sep 14th at 9:20 AM

he cooked again

💬 GenoMagala, Sep 14th at 5:58 AM (modified Sep 14th at 1:58 PM by a moderator)

heya lad! this works on 1.21.1 yes? looks great though

💬 Polis, Sep 14th at 4:21 AM

another banger. love your mods

💬 Afroman726, Sep 14th at 4:04 AM

Dude the fact they havent hired you is crazy keep up the good work love your mods! :D

💬 Rythillian, Sep 14th at 3:42 AM

Awesome 

💬 delphi, Sep 14th at 3:08 AM

loving your mods 

💬 MrApothic, Sep 14th at 2:51 AM

Question would it be possible to create these to sway in the wind depending on the wind speed \ direction as well when placed to give that wonderful sound?

💬 DecaByte, Sep 14th at 2:28 AM

At this point I need an auto-follow mod for all of Saltys mods!

💬 AgentOfChaos, Sep 14th at 1:13 AM

BOOM! Anotha one. Thanks so much salty!

💬 Nico_Nico_Nyx, Sep 14th at 1:00 AM

Insert Jesse Pinkman saying: "He can't keep getting away with it!" that's pretty much my reaction everytime Salty posts another BANGER mod :D

💬 Michaloid , Sep 14th at 12:33 AM

Salty out here making another game what? That's actually hyper impressive!

💬 TheSinisterRat, Sep 14th at 12:07 AM

Salty, you really are incredible. Pretty much every one of your mods is an instant add for me and my group, and every last one is loved and adored.

 

Thank you for another banger, and all of your tireless and extremely appreciated work!

💬 Skaface443, Sep 14th at 12:05 AM

Sheeeesh, you da goat

💬 Antonisky, Sep 13th at 11:55 PM

💯I would not be suprised if most of your mods find their way into the base game in a few years📎

💬 SaltyWater , Sep 13th at 11:40 PM

Antonisky

Akaston

 

Thanks guys! I'll rest once VS = Real life! 😎

💬 Akaston, Sep 13th at 11:37 PM

Damn, Salty never gets tired of sending these delicious things ^^

💬 Antonisky, Sep 13th at 11:32 PM

Salty's out here with another banger.

 (edit comment delete)
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