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: CubetoDrawType: CubeWithModel: every beacon now consists of a transparent colored glass shell (the nativeCubepart, 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>.pngfor 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.pngwith 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_Tallfor white,Beam_Goldfor 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.
IconPropertiesfield 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 mainGlymeraBeaconsclass — all untouched. Recipes (1× Gold Bar + 1× matching-color Crystal + 1× Concentrated Life Essence at the Arcane Bench) preserved unchanged.
Notes
- The old
ConnectedBlockRuleSetandState.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: Cubewith bespoke wood-style textures and pre-generated stack-state textures (Bottom/Middle/Top) tied viaConnectedBlockRuleSet.- 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.