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Glintsmith

Outlines and custom enchantment glints for every item from every mod, plus a fix for gaps in item models. Rules, colours and presets in one in-game screen. Client-side Fabric 1.21.1, works with Sodium and Iris.
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glintsmith-2.0.0.jar

File nameglintsmith-2.0.0.jar
Uploader
NavrelisNavrelis
Uploaded
Oct 18, 2026
Downloads
4
Size
388.1 KB
Mod Loaders
Fabric
File ID
9235330
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:glintsmith-1751215:9235330"

Learn more about Curse Maven

What's new

2.0.0 (Fabric 1.21.1) — 2026-10-18

Added

  • Live preview in the settings screen: a framed panel right of the options shows the item in your main hand, drawn as it looks in first person with the settings on screen, before you save. It follows every change at once, including unsaved edits in the rule editor, the colour style screen and the colour picker, and it turns slowly on its own. Drag to turn the item, right click resets the view, and a strip under the panel switches between the held item and an enchanted netherite sword (a plain glinting sword when no world is loaded). Short notes under the item say why something is not shown: outlines off, no outline for this item, a map, a shader pack, an empty hand, or a rule that does not match. In narrow windows the panel moves next to the footer buttons of the main screen, and it is hidden when there is no room. The model gap fix is not part of the preview, because it only changes after a resource reload.
  • Glint option "Atlas-independent scale" (on by default, also for existing configs): customised item glints keep the vanilla pattern density when mods or resource packs make the block texture atlas larger. Before, in big modpacks (for example an 8192 x 4096 atlas) a preset at Scale 1.00 looked like a flat colour wash on items and Scale had to be lowered to about 0.13 by hand. The correction is read from the block atlas after every resource reload and applies to items in hand, on the ground, in item frames and in the GUI; armor and entity models use their own textures and are not changed. High-resolution resource packs are not affected. Glints you did not customise stay exactly vanilla. If you lowered Scale for a large atlas in 1.0.0, set it back to 1.00.
  • Outline thickness per place: Outline tab > "Thickness per place" gives first person, third person, armor, dropped items, item frames, GUI and other places an optional own thickness. Places without one use the global thickness, and rules that set a thickness still win. Config: outline.targetThickness.
  • Proportional outlines (Outline tab, on by default): the thickness is measured on the item held in first person at a window height of 1080 pixels; every other item (inventory icons, third-person and dropped items, item frames, armor, the settings preview) gets an outline proportional to its size on screen, so far items get thinner bands and inventory icons a thin line instead of a thick glow. "Minimum width" (outline.minThickness, default 1 px at 1080p, scales with the window height, never wider than the look's own width) keeps small and far items outlined. Off gives the same pixel width everywhere.
  • Five new detailed glint presets: inferno (rising flame tongues), nebula (swirling clouds with stars), starlight (four-pointed sparkles), opal (iridescent flashes), storm (branching lightning).

Changed

  • New built-in defaults for fresh and reset configs: slow rainbow outline (white, speed 0.5), thickness 8.5 px, opacity 25 %, frost item glint with a light purple rainbow tint (speed 0.5, strength 90 %), fire glint on entities and in the GUI, armor glint off. Existing config files keep their values (keys missing from a file get the new defaults).
  • The seven glint presets (rainbow, aurora, fire, frost, sparkle, gold, void) are redrawn: soft diagonal streaks like the vanilla glint over an even glow in each preset's colours, so the whole item shimmers instead of patches of glint on black.
  • "Scale with window size" only applies while Proportional is off; proportional widths follow the window size by themselves.
  • With more than 255 outline styles on screen, a new width of a colour already on screen reuses its nearest style instead of losing the outline.

Fixed

  • GUI outlines (inventory, hotbar, settings preview) were scaled by the GUI scale instead of the window height, so they came out wider or thinner than the same outline in first person and in the world.
  • With ImmediatelyFast installed, items in inventories, menus and the hotbar kept the vanilla glint whatever the GUI layer said: ImmediatelyFast draws the GUI and the batched HUD into its own buffer sources, which bypassed Glintsmith's glint swap. Both are hooked now; the HUD batch is still drawn only by ImmediatelyFast, so the hotbar is not affected. Without ImmediatelyFast nothing changes.