Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Supported environments
Client and server
Tags
Creators
Details
Licensed MIT
Published last month
Changelog
[1.4.0]
Added:
- Wand editor now has a Glow section: toggle glow on/off directly in the editor, pick glow colors (auto-matches glint or custom color swatches with hex input), and set a trim display name and name color — all without needing to open the crafting table.
- /glint extract — pulls the glint from the item in your main hand and gives you a Glint Trim pre-loaded with those settings, so you can transfer or inspect a glint without a wand.
- /glint export <name> — saves the current main-hand item's glint to config/customglint/trims/<name>.json so you can reload it later via the wand's Import picker.
- Custom glints can now be applied directly to living entities (mobs, players, animals) — shift-right-click a mob with the wand to apply the wand's current glint to it, or use /glint entity <targets> apply / remove / glow for selector-based application. Glints animate across the entity's body and any cosmetic overlays.
- Glow outlines also apply to entities, with the outline forming a single clean ring around the union of the entity's body and any clothing/armor layers instead of duplicating per layer.
- Black Tear can now be right-clicked on a mob to instantly clear that mob's glint and glow data (consumes one tear; does nothing if the mob has no glint applied).
- Spanish translation added.
- Applying a glow outline to any item outlines its item in the hotbar and inventory also applying cycling colors if any
Fixed:
- With an active shader pack (Iris/Oculus), armor glow outlines now correctly cut out transparent areas instead of filling the entire texture-space rectangle.
- With an active shader pack, glow outlines now draw in front of clouds instead of behind them.
- With an active shader pack, multiple glowing items (e.g. armor and a held sword) no longer bleed into each other's outlines — each item now uses its own independent stencil channel.
- With an active shader pack, sprite item outlines (tools, food, gems) now render in the chosen glow color instead of being tinted by the item's texture.
- With an active shader pack, armor glow outlines now also render in the chosen color instead of being tinted by the armor's own texture (e.g. red leather no longer turned a white outline red).
- With First-Person Mod and an active shader pack, held-item glow outlines no longer drift or misalign as the camera rotates; non-convex models (crossbow, bow) use per-vertex normal displacement and flat sprites use a separate filter pass for a clean ring at all angles.
- Held outlines on oversized modded sprites (greatswords, 32-pixel and higher item textures) no longer scale up proportionally — outline thickness now matches a vanilla sword regardless of the underlying sprite size.
[Compat]
- ElytraSlot: elytras placed in the dedicated elytra Curios slot (or routed back slot) now display their custom glint and glow outline, matching the vanilla chestplate elytra behavior.
- Epic Knights (Medieval Weapons): chest armor glow outlines no longer wrap around the invisible arm cuboids that EK chestplates carry, so the outline traces just the visible armor silhouette.
- Epic Knights Winged Hussar chestplate: the back wings no longer get a glow outline (they were previously producing a broken half-outline that stenciled onto only one wing face).
- Epic Knights armor decoration overlays now receive the glint and glow pass cleanly instead of being skipped or producing a doubled outline.
- Ice and Fire dragon armor (with a shader pack enabled): glints and glow outlines now stay on the actual armor instead of bleeding across the entire dragon body.
- Ice and Fire hippogryph and hippocampus armor (with a shader pack enabled): glow outlines now render as a single clean ring matching vanilla horse armor behavior.
- Ice and Fire troll weapons and death worm gauntlets: held-item glints now sit correctly on the weapon instead of drifting off-position.
- Iris/Oculus: glow outlines are now more consistent across armor, held items, sprites, and entities — the same outline look everywhere instead of one item type rendering differently from another with a shader pack on.
[Dev]
- Entity glint sync (server-to-client per-instance NBT) now ships in the api jar itself, so mods that bundle only custom-glint-api via jarJar get entity body glints working with no extra wiring.
- New entity-glint API on CustomGlint: registerEntityGlint(EntityType, Data) and the (type, design, colors) overload for auto-applying glints to entire entity types; ENTITY_GLINTS map exposed for inspection.
- Entity NBT API mirrors the item API: readEntity / hasEntity / writeEntity / removeEntity, isEntityGlowing / setEntityGlowing, getEntityGlowColors / hasEntityGlowColors / setEntityGlowColors / clearEntityGlowColors.
- Tag-level helpers for bundling glint data across the wire or NBT files: itemGlintTag(stack), entityGlintTag(entity), writeEntityTag(entity, tag), writeItemTag(stack, tag), fromTag(tag), tagGlowing(tag), tagGlowColors(tag), toTag(layers).
- Client-side entity glint mutations (writeEntity, setEntityGlowing, setEntityGlowColors) now render immediately without waiting for a server broadcast round-trip. Covers reconstructed entities (capture/release mods, replay viewers) and preview UIs. Use EntityGlintRender.refreshClientCache(entity) to force an explicit re-sync after a client-side mutation when needed.
- Applying a new Glint Trim to an item that already has a Glow Trim no longer erases the glow colors — the two systems are independent as documented.
Files
custom-glint-1.4.0.jar(455.25 KiB) Primary
Metadata
Release channel
ReleaseVersion number
1.4.0Loaders
Forge
Game versions
1.20.1Environment
Client and server, required on both


