Magical gene / phase 3 + overlay
Light
Gold hooves, a gold mane, gold eyes — and a horse that lights a stable like a torch. Three variant alleles, each dominant to the wild type and to none of each other, so a horse shows everything it carries. It is the clearest demonstration in the mod of why this model has no dominance property.
What it does
What to look for: gold hooves, a gold mane, or gold eyes — and a horse that glows, brightly enough to light a stable.
You can have more than one at a time. There are three versions and none of them overrides another, so a horse carrying two different ones shows both. That makes it unusually easy to breed toward a horse with the exact combination you want.
Crossing two of them
Its gene carrot
- Gene key
- horsegenetics.light
- Priority
- 160 (magical band)
- Alleles
- Lthf Ltmn Lteye n
- Combinations
- 10, all carryable — 7 outcomes
- Default allele
- n
- Wild frequency
- 0.5% per variant allele → ~3% of wild horses glow
- Founder draws
- 1 × nextFloat()
- Deterministic
- yes — one gold, no per-horse variation
- Light level
- 14 (a torch)
- Colour
#ffcf47, the same gold Suntouched uses
The gold regions and the eye recolour are confirmed in sample bakes; the emissive render and the trailing light block have not been seen at all. Checklist on To be verified.
The combination table
| Combination | Outcome | What glows |
|---|---|---|
n/n | wild | Nothing |
Lthf/Lthf, Lthf/n | hooves | All four hooves |
Ltmn/Ltmn, Ltmn/n | mane | The mane |
Lteye/Lteye, Lteye/n | eyes | The eyes |
Lthf/Ltmn | hooves-mane | Both |
Lthf/Lteye | hooves-eyes | Both |
Ltmn/Lteye | mane-eyes | Both |
Each variant is dominant to n. None of them is dominant to
either of the others — a horse carrying Lthf and
Ltmn shows both, in full. There is no ordering of three
alleles that describes that, and a “codominant” flag would still
have to say codominant with what. The table says all of it, one row
at a time, and needs no vocabulary at all.
The one thing the locus cannot make is all three at once — for the honest reason that a horse has two copies of the chromosome and not three.
Where the alleles do not differ
Every glowing combination emits the same torch-strength light. What the alleles
decide is where the glow shows, not how much of it there is: a horse with
one gold mane lights a stable exactly as well as one with four gold hooves,
because in both cases the horse is the light source. Doubling a copy adds nothing
either — Lthf/Lthf and Lthf/n are the same horse.
The world light is granted through the ordinary
glow verb, so it reuses the
trailing minecraft:light block the translator already maintained for
Suntouched — with all of that mechanism’s known jank: it lags a
gallop, it needs air to sit in, and it is skipped in the horse dimension.
Two halves, in two phases
The gold on the mane and hooves is ordinary phase-3 paint, walked toward the colour so the strands and the hoof shading survive.
The eyes cannot be. CoatRegions.redrawEyes copies
them back from the template as the last act of the bake, precisely so that a gene
painting a wide white pattern can never blind a horse — so a gene that wants
to colour them on purpose has to run after that. That is what the
overlay phase is for, and this gene is its
first inhabitant.
@Override
public void overlay(AllelePair pair, CoatBuildContext ctx, CoatOverlay out) {
Set<Region> which = regionsOf(pair);
if (which.contains(Region.EYES)) {
out.shadeEyes(GOLD, EYE_STRENGTH);
out.markEmissiveEyes();
}
if (which.contains(Region.MANE)) {
out.markEmissivePart(Part.MANE);
}
if (which.contains(Region.HOOVES)) {
for (Part leg : CoatRegions.LEGS) {
out.markEmissiveLowerLeg(leg, HOOF_FRACTION);
}
}
}
shadeEyes rather than a flat blend, because an eye is a bright sclera
and a dark pupil: a straight lerp turns both into one gold rectangle that stops
reading as an eye. Shading scales the target by the texel’s own brightness,
so the sclera goes gold and the pupil stays black.
Emissiveness is not a colour
“This texel glows” has no channel in either accumulator, so the
overlay phase carries it as its own mask — a boolean per texel, handed to
the renderer, which draws exactly those texels a second time at full brightness
through EmissiveCoatLayer.
A texel mask rather than a part list is the whole reason this gene can do what
Suntouched cannot. Suntouched’s glow effect names body
parts, so the finest thing it can light is a whole leg. Light needs to
glow four hooves and two eyes, neither of which
is a part, and both of which the bake already knows exactly.
It lights a cutie mark too
Light is the first user of CutieMarkContribution: a horse that carries
any variant copy here and is also
Cutmrk/Cutmrk wears a
glowing emblem, drawn full-bright by the render layer.
Same rule as the light itself — where the glow shows is the alleles’ business, whether the horse is a light source is not. And it is the case that makes the modifier hook obviously right rather than merely general: a horse with four burning gold hooves wearing the one dull thing on its body would read as a bug. Nothing else about the emblem moves, so a light horse and its unlit full sibling wear the same mark, lit differently.
Not modelled yet
One gold, no per-horse variation. An epigenetic colour is the obvious extension — mane colour already does exactly that — but it runs straight into a question the game cannot answer: vanilla light has no hue, so a blue-glowing horse would still cast plain white light. That is a real limitation rather than an oversight, and it is why the gene commits to one colour for now.
common/genetics/genes/LightGene.java,
coat/pattern/CoatOverlay.java