What is TorchMaster?
TorchMaster by Xalcon ends the torch-spam approach to base safety. Its Mega Torch blocks natural hostile mob spawns in a large radius around a single block, and it deliberately leaves spawners and (configurably) other spawn types functional.
The mod rounds out with the Dread Lamp for passive-mob suppression and the Feral Flare Lantern for automated area lighting, on Forge, NeoForge, and Fabric.
The Three Lights
- Mega Torch: suppresses natural hostile spawns in a cube around it (64-block radius by default, config-adjustable). Spawner-based and event spawns pass through by default, so mob farms keep working inside its zone. Craft cost sits at early-game levels.
- Dread Lamp: the passive counterpart — stops animal, bat, and squid spawns, keeping ocean bases and slime-adjacent builds free of entity clutter.
- Feral Flare Lantern: silently places invisible light sources up to a configured radius around itself over time, raising light levels without visible torches; great under large builds and glass domes. Breaking the lantern cleans up its lights.
Typical base setup: one Mega Torch central, Feral Flares for aesthetic lighting, and a Dread Lamp near animal-pen-free zones.
TorchMaster FAQ
What radius does the Mega Torch cover?
A 64-block radius cube by default in modern versions, tunable in the config. Check your pack's config for adjusted values.
Does the Mega Torch break mob farms?
No, spawner and spawn-egg mobs ignore it by default; only natural spawns suppress. Config flags can extend or narrow the exclusion list.