Mods / Easy Light Levels 2025
Author: InsolvenzJetzt
Side: Client
Created: Aug 3rd at 11:52 AM
Last modified: Aug 3rd at 11:57 AM
Downloads: 1341
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Latest release (for Vintage Story 1.20.12, outdated):
easylightlevels.dll
1-click install
This is an updated version of the mod Easy Light Levels by stinky_lizard_. Big shout-out to him! ❤️
Easy Light Levels 2025 is a small mod that allows you to quickly and easily view the light levels of the surrounding blocks.
Sunlit blocks are highlighted yellow, and pitch black blocks are highlighted red.
Use F7 as he default hotkey to toggle the mod on and off.
Commands:
Enter '.lightlvl radius' to get the current radius of the highlighted area. Enter '.lightlvl radius n' to change the radius to n.
Enter '.lightlvl update' to update the loaded mod configuration from the config file.
Enter '.lightlvl abort' to kill the current highlights, in case it's stuck and won't update.
Enter '.lightlvl help' to see the above in game.
Enter '.lightlvl colorAid' to enable color aid mode.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.1.0 | 1341 | Aug 3rd at 11:57 AM | Empty | easylightlevels.dll | 1-click install |
I want to use it to check if its too dark for farm animals. Is that possible?
Pro tip if you have a repository, enable crash reports and not just link it and call it a day. 🤡
Info for other players:
The mod ish works but has potential stability issues. If you ponder about using it, you should enable backups and not install it on your server, just a local client and test it out. It works on clientside only, too. Connect to your own server and go ham.
I have to spam F7 a few times until the overlay takes effect but it works sort of. The blocks that have enough light have no overlay for me which I consider fine.
Info for the dev:
Crash on Vintage 1.21.5
If you have trouble reading the log please use a translator from German to English. Hope this is fixable. I was standing in our base on a dedicated server and pressed D to move, game closed itself and crashed. We were figuring the light levels in our base and I was streaming it to my friend because they don't have the mod (yet). Let me know if you need more info I will try to see if this happens again.
According to the log openal32.dll had a problem with your mod? Not sure. Based on my knowledge an array had a length/size mismatch and made the game fold. Your end or somebody else's?
System.ArgumentException: Destination array was not long enough. Check the destination index, length, and the array's lower bounds. (Parameter 'destinationArray')
at System.Array.CopyImpl(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
Running on 64 bit Windows 10.0.19045.0 with 32719 MB RAM
Game Version: v1.21.5 (Stable)
25.11.2025 23:57:19: Critical error occurred in the following mod: easylightlevels2025@1.1.0
Loaded Mods: atsps@1.1.0, atwatersedge@1.5.1, barkbeetle@1.0.4, betterandimprovedweather@0.1.5, bettercrates@1.9.0, BetterGrass@0.0.3, cavesymphony@1.2.1, chickenfeed@1.1.10, cbr@1.0.0, chiseltools@1.15.3, containersbundle@1.2.0, craftablecompanion@1.3.2, decor@1.3.1, driedpeat@1.1.1, vichnybackpack@2.5.3, expandedmolds@1.2.0, explosive@0.1.2, extrachests@1.10.0, feverstonehorses@2.2.0, forestsymphony@1.0.6, fagreenwich@1.4.1, fatemplar@1.4.3, glowtorns@1.0.1, hangingoillamps@1.0.5, flowercirclet@1.1.0, jacksgrass@1.0.0, japanesearchitecture@0.9.4, longtermfood@0.5.3, manualquenching@1.0.8, millwright@1.3.0, molds@0.2.7, monsternuggetdrops@1.4.0, moreiconscs@1.1.1, morebanners@1.2.2, moremeadoptions@2.0.1, overhaullib@1.13.4, pigfeed@1.0.9, primitivesurvival@4.0.0, repairablelocust@1.5.0, ripenedwildcrops@1.0.0, soaplyeandbloom@1.3.6, sortablestorage@2.4.3, temporalsymphony@2.2.2, traderssellborax@1.1.0, translocatorengineeringredux@1.6.1, game@1.21.5, vsimgui@1.1.15, warmgambeson@1.0.0, alchemy@1.7.21, anafkstory@0.9.7, apegrapes@1.3.1, attributerenderinglibrary@2.4.0, awearablelight@1.1.4, betterjonasdevicesfixed@2.1.4, betterruins@0.5.3, bettertraders@0.1.0, boattags@1.0.1, carryon@1.12.1, cartwrightscaravan@1.7.3, combatoverhaul@0.10.16, commonlib@2.8.0, configlib@1.10.10, easylightlevels2025@1.1.0, elkvariants@1.0.1, entitycolortint@2.1.3, entitynametag@1.4.0, tackandequipment@1.0.0, farseer@1.3.2, fieldsofsalt@1.2.4, foodshelves@2.3.2, foragersgamble@1.2.4, fromgoldencombs@1.9.4, genelib@2.1.5, glassroof@1.2.0, hazchakram@1.0.2, hazlentils@1.0.0, hidenametagsmod@1.21.5, hpspinningwheel@1.0.6, improvedsheepupdate@1.0.2, jaunt@2.1.1, krpgenchantment@1.2.20, liquidcontainers@1.3.1, maltiezcrossbows@1.6.8, medievalexpansionpatch@1.3.4, meteoricexpansion@1.2.6, ndlberrygrowth@1.0.0, ndlcoralgrowth@1.0.0, ndlflowergrowth@1.0.1, ndlgrassgrowth@1.0.0, ndlmushroomgrowth@1.0.1, ndltreegrowth@1.0.0, noticeboard@1.2.2, pelaguswinds@1.2.2, claywheel@1.1.7, purposefulstorage@1.5.1, realsmoke@1.1.10, rebuildablebloomery@1.0.6, rustboundmagic@3.1.4, scarecrow@1.7.1, smallspectacle@1.1.0, smithingplus@1.8.3, substrate@1.1.4, th3expansion@2.0.0, toolsmith@1.2.14, uraniumexpanded@1.0.2, vanity@2.4.6, versionchecker@1.2.2, creative@1.21.5, survival@1.21.5, wildgrass@1.3.4, windchimes@1.4.1, woodenshuttersandmore@1.2.31, workbenchexpansionpatch@1.1.0, armory@1.5.4, betterhoneymod@1.0.0, tradercamps@1.1.7, em@3.3.3, fruitintroughs@1.0.2, helvehammerext@1.8.0, morearrows@1.1.2, pegasus@1.0.1, playercorpse@1.12.0, quiversandsheaths@0.5.4, shearlib@1.2.0, snowshoes@2.1.3, stonequarry@3.5.1, wwaymarkers@1.0.2, bricklayers@3.1.2, exoskeletons@0.4.3, tailorsdelight@2.1.2, wool@1.8.1, dressmakers@1.7.4
System.ArgumentException: Destination array was not long enough. Check the destination index, length, and the array's lower bounds. (Parameter 'destinationArray')
at System.Array.CopyImpl(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Array.Copy(Array sourceArray, Array destinationArray, Int32 length)
at Vintagestory.Client.NoObf.ClientMain.HighlightBlocks(IPlayer player, Int32 slotId, List`1 blocks, List`1 colors, EnumHighlightBlocksMode mode, EnumHighlightShape shape, Single scale) in VintagestoryLib\Client\Systems\Render\HighlightBlocks.cs:line 17
at EasyLightLevels.BlockPainter.<>c__DisplayClass9_0.b__0()
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
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
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 21.11.2025 20:36:16, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.5.0, Zeitstempel: 0x67fe0000
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.6456, Zeitstempel: 0x7ec9c15d
Ausnahmecode: 0xc0000374
Fehleroffset: 0x00000000000ff489
ID des fehlerhaften Prozesses: 0x163c0
Startzeit der fehlerhaften Anwendung: 0x01dc5b25b38b063e
Pfad der fehlerhaften Anwendung: F:\Games\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Windows\SYSTEM32\ntdll.dll
Berichtskennung: 1cc0d649-e81d-4bad-9f2c-ed8717b94694
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 14.11.2025 05:00:27, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.5.0, Zeitstempel: 0x67fe0000
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0xf3c4
Startzeit der fehlerhaften Anwendung: 0x01dc552114e539b3
Pfad der fehlerhaften Anwendung: F:\Games\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: F:\Games\Vintagestory\Lib\openal32.dll
Berichtskennung: 32cc4af7-f81f-4211-892b-a1d6eebc642c
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
I ended up installing it anyway. I didn't need the commands, it works for whatever it's worth for just the color coding highlights. No error logs and no crashing that I have seen in two weeks.
Xordaii works at a first glance, though have not tried any commands yet
Does this work for 1.21?
Judgedmental - yellow means it is sunlit, per mod description, so no, they won't spawn, but you need to check during the night to see if your other sources are lighting that spot
Hi InsolvenzJetzt, can you confirm if Drifters will spawn on yellow highlighted blocks? Thank you :)
Sorry I meant the pitch black blocks that are highlighted red like in the mod description.
I'm mostly trying to use this to troubleshoot my base to find where the accursed drifters keep spawning from.
Arahas
No there should not be black blocks, can you send me a screenshot.
Thanks for updating this. Stupid question are the "pitch black" blocks the same as whatever light level that can spawn drifters?