File Details
Glow Ink Plus Mod-2.0
- R
- Jun 21, 2026
- 162.66 KB
- 25
- 26.1.2+2
- NeoForge
File Name
glow_ink_plus-neoforge-26.1-2.0.jar
Supported Versions
- 26.1.2
- 26.1.1
- 26.1
Curse Maven Snippet
Glowing Sheep
- Right-click interaction: Using a Glow Ink Sac on a sheep makes its wool glow. The sheep must not be sheared and must not already be glowing.
- Emissive wool rendering: A glowing sheep's wool renders at full brightness (light level
0xF000F0), making it visibly luminous regardless of ambient lighting. - Glow wool drops: Shearing a glowing sheep drops 1-3 Glow Wool items matching the sheep's dye color, instead of the normal wool drop. All 16 dye colors are supported.
- Persistent state: The glowing state is saved and loaded with the entity's data (NBT field
GlowingWool), so it survives world reloads and chunk unloads. - Network synchronization: The glowing state is synced between server and client via
SynchedEntityData, so all players see the glow in multiplayer.
Glowing Leather Armor
- Smithing recipe (no template): Place any leather armor piece (helmet, chestplate, leggings, or boots) in the
smithing table with a Glow Ink Sac as the addition — no template slot needed. The output is the same armor piece with
the
GLOWINGdata component attached. - Emissive armor rendering: Leather armor with the
GLOWINGcomponent renders at full brightness on the player model, making the armor visually luminous in dark environments. - Component system: Introduced a custom
DataComponentType<Unit>calledGLOWINGthat can be attached to any item. This is the backbone for all glowing item features. - Cauldron washing: Right-clicking a water cauldron while holding a glowing item (armor, banner, or shield) removes
the
GLOWINGcomponent, consuming one water level from the cauldron. This follows the same interaction pattern as washing dyed leather armor in vanilla.
Glowing Tooltip
- Universal "Glowing" indicator: Any item that has the
GLOWINGdata component displays a yellow "Glowing" text line in its tooltip (below the item name). This applies to armor, banners, shields, and any future items that receive the component.
Glowing Banners
- Crafting recipe (shapeless): Combine any banner (all 16 colors) with a Glow Ink Sac in a crafting table to produce a glowing version of that banner. All patterns, custom names, and color data are preserved on the result.
- Emissive placed banner rendering: When a glowing banner is placed in the world as a block (standing or wall-mounted), it renders at full brightness. The glow state is stored in the block entity's component map and persists through placement, breaking, and pick-block.
- Emissive item rendering: Glowing banners held in hand, displayed in item frames, or shown in the inventory render at full brightness.
- Already-glowing rejection: Banners that already have the
GLOWINGcomponent cannot be re-crafted with another Glow Ink Sac (the recipe won't match).
Glowing Shields
- Crafting recipe (shapeless): Combine a shield that already has a banner pattern applied (via the vanilla shield decoration recipe) with a Glow Ink Sac in a crafting table to make the shield glow.
- Glow transfer from banner: When combining a glowing banner with a shield using the vanilla shield decoration
recipe (shapeless: banner + shield), the resulting decorated shield automatically inherits the
GLOWINGcomponent from the banner. - Emissive shield rendering: A shield with the
GLOWINGcomponent renders at full brightness when held in hand ( both blocking and idle positions), including its banner pattern layer.
Localization
- Updated all 14 language files (en_us, es_es, es_mx, de_de, fr_fr, it_it, ja_jp, ko_kr, pt_br, ru_ru, tr_tr, uk_ua,
zh_cn, zh_tw) with the
"Glowing"tooltip translation key.