GlymeraBeacons

Place colored beacon blocks that project towering light beams into the sky. 8 colors, Arcane Bench crafting, ownership protection and configurable placement limits.

File Details

GlymeraBeacons-2.0.0.jar

  • R
  • Apr 30, 2026
  • 219.08 KB
  • 72
  • Early Access

File Name

GlymeraBeacons-2.0.0.jar

Supported Versions

  • Early Access

GlymeraBeacons - Changelog

v2.0.0 (2026-04-30)

Visual Overhaul

  • Block render switched from DrawType: Cube to DrawType: CubeWithModel: every beacon now consists of a transparent colored glass shell (the native Cube part, sitting pixel-perfect in the block slot) with a glowing custom-geometry core inside (8×8×8 voxel cube, fullbright shading, centered).
  • Glass shells use textures from the GlymeraGlass plugin: Glass_<Color>.png for each of the 8 beacons (White, Red, Blue, Green, Yellow, Cyan, Pink, Purple). The chosen glass color matches the beacon's light color, giving a coherent look.
  • Beacon core texture is generated by tinting Beacon.png with the beacon's light color via per-pixel multiply, producing concentric rings of color at the heart of each block.

Particle Improvements

  • Color-cycle in all Orb_* particle spawners: the inner glow particles now shimmer through a knallig white → red/pink → blue → green → yellow → white cycle over their lifetime. Applied uniformly to all 9 spawners (Blue, Cyan, Gold, Green, Orange, Pink, Purple, Red, White) for visual consistency across all beacon colors.
  • Orb particle volume increased: emit-offset bumped from ±0.2 to ±0.45 per axis (≈ 2.25× linear, ≈ 11× volume), particle scale increased ≈1.5×. The inner glow now fills the beacon core much more visibly.
  • Beam color preserved per beacon: each beacon retains its colored vertical beam (Beam_Red, Beam_Blue, …; Beam_Tall for white, Beam_Gold for yellow).

Inventory Icons

  • All 8 icons replaced with in-game screenshots of the placed block (32×32 PNG, center-cropped from the source photos). Native Hytale convention (32×32) — using larger PNGs caused the engine to scale-stripe them into unreadability.
  • IconProperties field removed from all 8 JSONs to prevent the engine from auto-rendering an icon from the model and ignoring the supplied PNG.

Plugin Logic

  • Java logic completely unchanged vs v1.0.0. BeaconBreakSystem, BeaconDamageSystem, BeaconPlaceSystem, the main GlymeraBeacons class — all untouched. Recipes (1× Gold Bar + 1× matching-color Crystal + 1× Concentrated Life Essence at the Arcane Bench) preserved unchanged.

Notes

  • The old ConnectedBlockRuleSet and State.Definitions (Bottom/Middle/Top stacking states with different per-state textures) were dropped: with the new transparent glass shell, all stacking states would render identically, so the complexity is no longer warranted.
  • No client-side cache flush needed; version bump (1.0.0 → 2.0.0) invalidates existing asset caches automatically.

v1.0.0 (2026-04-13)

  • Initial release.
  • 8 colored beacon blocks (White, Red, Blue, Green, Yellow, Cyan, Pink, Purple).
  • DrawType: Cube with bespoke wood-style textures and pre-generated stack-state textures (Bottom/Middle/Top) tied via ConnectedBlockRuleSet.
  • Custom particle systems per color (Beam_<Color>): tall ray + center beam + orb particles, anchored 160 units above block top.
  • Per-color light source (Light.Color + Radius: 10).
  • ECS systems for placement / break / damage handling.
  • Crafting recipe at the Arcane Bench: 1× Gold Bar + 1× matching Crystal + 1× Concentrated Life Essence.