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Details
Licensed MIT
Published 6 months ago
Updated last week
All versions
1.3.0
Release
Custom Glints 1.3.05 months ago 54
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
[1.3.0]
Added:
- Now works on dedicated servers. Previously the mod would crash on server startup; the client and server code have been separated so you can install Custom Glints on any modded server.
- Compatible out of the box with almost every other mod. Glints and glow outlines now apply cleanly to modded armor, modded held items, and a growing list of specifically-supported mods (see [Compat] below).
- Glow Trim: a new craftable item that applies a colored outline glow to any item, with no glint pattern required. Combine with dyes to add colors (up to 8), merge two Glow Trims to combine their color lists, then smith onto any item with Glowstone Dust. The outline animates through the trim's full color list independently of any glint already on the item.
- Glowing Glint Trim: alternatively, surround any colored Glint Trim with 8 Glowstone Dust in a 3x3 crafting grid. Smith it onto any item to apply both the glint AND a matching outline glow.
- Glowing items and armor display a colored outline that animates through your chosen colors.
- Elytra now show custom glint when worn.
- Horse armor now shows custom glint.
- /glint glow <true|false> — toggles the glowing outline on the main-hand item.
[Compat]
- Glints now apply to modded armor sets that ship their own armor models (e.g. Ice and Fire dragon armor, Iron's Spellbooks robes), not just vanilla-shaped armor.
- Ice and Fire: troll weapons, death worm gauntlets, dragon armor, hippogryph armor, and hippocampus armor now all display custom glints.
- Epic Knights: armor decoration overlays now display custom glints alongside the base armor.
- Sophisticated Backpacks: backpacks now display custom glints across all their render passes.
- First-Person Model: glow outlines no longer render as flat planes in the 3.5D body view.
Fixed:
- Glint patterns now look correct on tridents and other held 3D models.
- Glint patterns on armor no longer stretch into squares — designs hold their original aspect ratio across all armor pieces.
- Re-writing a glint onto an already-glowing item no longer clears the glowing flag — the outline is preserved across edits in the wand UI, /glint apply, and CustomGlint.write().
- Data-pack designs now appear in the editor picker and command suggestions for all players on a server, not just the host.
- Changing resource packs no longer leaves stale glint textures behind.
- Black Glint Tear now fully resets a Glowing trim back to a plain blank trim.
[Devs]
- Mod is now distributed as two artifacts: custom-glint-api (common/client only — no wand, tab, recipes, or command) and custom_glint (full standalone, includes the api nested via jarJar). Devs depend on the api coord; players install the full jar.
- GitHub raw maven hosts both coords for devs at https://raw.githubusercontent.com/TunaMods/custom_glint/1.20.1/mcmodsrepo. See README.txt for the full devs build.gradle block.
- Modded armor with custom ArmorModels (e.g. Ice and Fire, Iron's Spellbooks) now receives glints automatically — HumanoidArmorLayerMixin resolves the model and texture through ForgeHooksClient instead of assuming vanilla.
- CustomGlint.forGlint() calibrates pattern scale per-axis against the actual block atlas dimensions, so designs hold aspect ratio when other mods inflate the atlas to non-square.
- CustomGlint.isGlowing() / setGlowing() — read/write the glowing flag on any ItemStack.
- CustomGlint.setGlowColors() / getGlowColors() / hasGlowColors() / clearGlowColors() — read/write an independent color array for the outline animation. When set, the outline cycles through these colors instead of tracking glint layer 0's animated color.
- The mod is now safe to load on dedicated servers: client-only rendering code lives in net.tunamods.customglint.common.client.CustomGlintRenderer (and module.client.* for the standalone). When bundling the api via jarJar, server-reachable code should only reference common.CustomGlint — never common.client.*.
- CustomGlint.PATTERNS[] — public ResourceLocation[] of all 55 built-in designs in order.
- CustomGlint.ALL_COLORS[] — public int[] of all 16 dye-named colors.
- CustomGlint.VIBRANT_COLORS[] — public int[] of the 11 vivid colors.
- Advanced rendering hooks added for mods that draw items or models outside the normal ItemRenderer / armor layer flow (outline render types, model/item outline helpers, public ThreadLocals). Documented under "ADVANCED — RENDERING HOOKS" in README.txt.
[Known Issues]
- Shader Support is implemented but not finished. Glow Outlines while using shaders are improperly rendering the entire texture space rather than cutting out on the texture.
- Some specially rendered modded armor/tools do not gain glint or outlines. Need specific targeted compatibility passes. (Mekanism 3d models etc etc)
- Glint Wand GUI missing Glowing application button
- Some item outlines are TOO THICK
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:tvP9jDvD"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:EPurgfyc:tvP9jDvD"
}

