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Craft, color and recharge a headlamp

Fit a lamp to your helmet, choose its color, switch it on and carry the right fuel to recharge it.

Dynamic Item Lighting 1.3.1Java 1.21.1NeoForge

These guides describe the October 23, 2026 source snapshot. Two different downloads share the 1.3.1 label; neither was confirmed to match this snapshot.

Fit a lamp to a helmet

A headlamp keeps your helmet’s armor while adding rechargeable visual light. You craft onto the helmet you already have; there is no separate headlamp item to find.

This light does not change mob spawning or other world-light mechanics. Use placed lighting wherever those mechanics matter. The instructions below use the reported 1.3.1 defaults; a server can change lamp brightness and capacity for future crafts and recharges.

Craft the helmet

At a crafting table, gather six glass blocks of the same exact item, one glass pane, one power source, and one helmet. Choose a torch, soul torch, redstone lamp or redstone torch as the power source.

Place each ingredient in this exact 3×3 arrangement. Rows run from the top of the crafting grid to the bottom.

Headlamp recipe: glass-pane-glass across the top, glass-power-glass across the middle, and glass-helmet-glass across the bottom

Recipe illustration from the reported 1.3.1 rules. Clear glass, a torch and an iron helmet illustrate the slots; the four power choices are shown below the grid. The output is your original helmet with a fitted lamp. Vanilla artwork © Mojang/Microsoft; original wiki layout.

Grid rowLeft slotMiddle slotRight slot
TopGlass blockGlass paneGlass block
MiddleGlass blockPower sourceGlass block
BottomGlass blockHelmetGlass block

All six glass blocks must match. Even one different glass block rejects the recipe. The pane in the top middle slot does not choose the lens color.

Take the resulting helmet and equip it in your head slot. It starts fully charged and switched on. The input helmet’s type, armor, toughness, existing damage, enchantments, trim, custom name and other custom data are retained. The lamp adds an item-name label. Obtaining a helmet, or already knowing the recipe, supplies the recipe-book unlock.

Historical first-person light and a lamp mounted on a worn helmet

Historical version 1.1 capture from the supplied development record. It illustrates the worn lamp; it is not a new 1.3.1 gameplay check or a picture of the current crafting recipe.

All standard helmet types qualify. Third-party helmets need the appropriate tag; recipe eligibility does not prove that the lamp model aligns with every custom head shape.

Choose power and carry the right recharge item

Power sourceLight levelClear-glass colorFull chargeAccepted recharge item
Torch14Warm20 minutesTorch or soul torch
Soul torch10Blue20 minutesSoul torch or torch
Redstone lamp14Warm40 minutesRedstone lamp only
Redstone torch7Red60 minutesRedstone torch only

These are the 1.3.1 defaults for both crafting and recharging. A held redstone lamp has a separate level-15 item rule; it does not give a helmet lamp level 15.

Recharge recipe: accepted fuel directly above the headlamp in a 2 by 2 crafting grid, all other slots empty, with the four fuel families and their durations

Recharge placement illustration. The same column is required in either crafting grid; use the accepted fuel for your lamp family. The example helmet represents an existing headlamp. Vanilla artwork © Mojang/Microsoft; original wiki layout.

To recharge, put one accepted fuel directly above the headlamp, in the same column, with no extra ingredients. The 2×2 inventory grid works. Beside, below and diagonal placements fail. The fuel is consumed; the helmet returns fully charged and switched on, keeping its damage and glass.

Torch and soul-torch fuel can switch between those two modes. They cannot recharge either redstone family. Redstone dust is not valid fuel. Older 1.3 claims about arbitrary redstone fuel and 60-minute redstone-lamp recharges were superseded by 1.3.1.

Recharging does not repair armor. Anvil repair does not recharge the lamp. If you want different glass or a different power family, use the full nine-slot recipe again with fresh ingredients and the existing lamp helmet; that also gives a fresh charge.

Historical crafting screens show invalid torch and redstone-dust recharges on the left and valid family-specific recharges on the right

Historical version 1.3.1 recharge checks, supplied development record. The accepted redstone-lamp recharge shows 40 minutes; the redstone-torch recharge shows 60 minutes. These are prior recorded checks.

Choose glass separately from power

The six glass blocks set the lens and emitted hue. Clear glass follows the power-source color. Tinted or stained glass sets its own color without changing brightness or capacity. A red-glass soul-torch lamp is red, level 10, and has the default 20-minute capacity.

Glass choiceLight colorGlass choiceLight color
ClearPower-source colorTintedTinted-glass tint
WhiteWhite tintLight grayLight gray tint
GrayGray tintBlackBlack-glass tint
RedRed tintOrangeOrange tint
YellowYellow tintLimeLime tint
GreenGreen tintCyanCyan tint
Light blueLight blue tintBlueBlue tint
PurplePurple tintMagentaMagenta tint
PinkPink tintBrownBrown tint

These are all 18 vanilla glass choices. The exact color values are in the expandable reference below. Surface colors, ambient light and shaders affect the result on screen. Recharging preserves glass, including its color override when switching between torch and soul-torch power.

Switch it on and manage charge

Headlamp battery flow: on and worn drains charge, off or removed normally pauses, empty requires valid fuel, and recharging fills the lamp without repairing armor

Charge-lifecycle diagram; the documented cursor-drop and mob-unload exceptions remain below.

Press H while wearing the helmet, in the game with no screen open. You can rebind Toggle Headlamp under Gameplay. Alternatively, crouch and right-click with an empty main hand while wearing it. Release use before pressing again; this gesture consumes the normal interaction.

A toggle gives an action-bar message and a quiet lever click. H does not create charge, and toggling an empty lamp cannot light it. Check the tooltip for type, level, glass, charge and controls. A lamp-charge bar appears above the durability bar, with a lens-color corner marker.

Switching off or removing the helmet normally freezes its remaining charge. Switching back on resumes it. When charge reaches zero, only the lamp stops; the helmet keeps its armor properties. A charged, enabled lamp may still be hidden by a brighter source or an earlier equal-brightness source on the same entity. See source competition and troubleshooting.

The timer uses game ticks. The displayed minutes assume 20 ticks per second, so server lag can stretch the wall-clock duration. Documented exceptions still need checking: a lamp dropped straight from the cursor immediately after removal may keep draining until pickup, and a mob’s equipped lamp can drain while its chunk is unloaded. Logout/login timing and visibility between two players are also outstanding runtime checks.

Admin & server owner reference

Eligibility and stored data

Exact source RGB colors for all glass choices:

GlassRGBGlassRGB
ClearPower-source colorTinted#8C7AA8
White#F2F2F2Light gray#CFCFCF
Gray#9A9A9ABlack#7A5AA8
Red#FF3A3AOrange#FF8A1F
Yellow#FFE347Lime#8CF23A
Green#4FA83ACyan#2FD0D0
Light blue#6CC8FFBlue#3D5CFF
Purple#A65CFFMagenta#E054D8
Pink#FF9BC8Brown#A8703F

Crafting uses minecraft:head_armor, c:glass_blocks and c:glass_panes. Modded glass must qualify through the tag; color extraction additionally recognizes beacon-color glass behavior. A colored texture alone is insufficient. The stored component is dynamicitemlights:headlamp.

Clear-glass colors by power are torch #FFB54A, soul torch #4FD6FF, redstone lamp #FFB070, and redstone torch #FF3B2F.

The component stores mode, brightness, remaining and maximum charge, a time anchor, on/off state and glass color. When on and anchored, it subtracts elapsed game ticks and clamps remaining charge at zero. The server anchors a worn lamp and settles elapsed charge every 200 ticks, about 10 seconds at normal speed. Inventory/cursor checks freeze removed player lamps; logout handling freezes the worn lamp. Clients calculate countdowns from synchronized game time.

The server accepts at most one toggle per player per four ticks and changes only the sender’s head slot. Lamps saved without on/off or glass fields default to on and clear glass; this is implementation evidence, not certification of every migration.

Server balance changes

Headlamp settings take effect when a helmet is next crafted or recharged. Existing stored brightness and capacity remain unchanged until then. Lamp data is independent of helmet durability.

Figure source notes

Historical version 1.1 capture from the supplied project, also used on report page 7. It illustrates the worn lamp; it is not a new 1.3.1 gameplay check or a picture of the current crafting recipe.

Historical version 1.3.1 recharge checks, supplied project/report page 8. The accepted redstone-lamp recharge shows 40 minutes; the redstone-torch recharge shows 60 minutes. These are prior recorded checks.

Sources & verification

Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.

Dynamic-Item-Lighting-Complete-Mod-Breakdown.pdf

PDF pages 5, 7-10, 13-14, 17-18, 22, 24 · 03, 05-08, 11-12, 15-16, 20, 22 · DIL-PDF:S01; DIL-PDF:S02; DIL-PDF:S03; DIL-PDF:S08; DIL-PDF:S09; DIL-PDF:S10; DIL-PDF:S11; DIL-PDF:S14

October 23, 2026 source-based 1.3.1 snapshot. Historical checks are attributed; neither same-version JAR is proven equivalent. No new gameplay, build, multiplayer or compatibility verification.

The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.

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