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Details
Licensed MIT
Published 6 months ago
Updated last week
All versions
1.4.0
Release
Custom Glints 1.4.05 months ago 132
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
[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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:EPurgfyc:QPJWtMFL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:EPurgfyc:QPJWtMFL"
}

