Glow My Teammates

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Glow My Teammates

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Make teammates glow for each other — and decide exactly who sees that glow, on which entities, and whether the locator bar follows the same rules.

Minigame
Mod Loaders
Fabric
Minecraft
26.2

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Mod
Latest Version
1.1.1+26.2
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Description

Glow My Teammates

Make teammates glow for each other — and decide exactly who sees that glow, on which entities, and whether the locator bar follows the same rules.

A server-side Fabric mod for Minecraft 26.1 / 26.2 built on the vanilla /team system. No custom team management, no client mod required.

What it does

  • Players in the same team see each other glowing (the vanilla 0x40 glow flag, customized per viewer).
  • Glow is opt-in per team: only teams you enable through /teamglow team add participate.
  • Nothing about vanilla behavior changes until you enable something.

Feature overview

Feature How to enable
Team glow for players /teamglow team add <team>
Glow for non-player entities (mobs) /teamglow config non_player_glow true
Locator bar: viewers in glow-enabled teams see only teammates /teamglow config locator_bar_teammates_only true
Fine-grained command permissions Any LuckPerms-compatible permission mod

Requirements

Minecraft 26.1 Minecraft 26.2
Fabric Loader >= 0.18.4 >= 0.19.3
Fabric API any any
Java >= 25 >= 25

Works on dedicated servers, singleplayer and LAN worlds. The mod also loads on the client side of a singleplayer session, but all logic runs on the integrated server — vanilla clients on a server can connect without installing anything.

Quick start

  1. Create teams with vanilla commands:
    /team add red
    /team join red @a
    
  2. Enable glow for the team:
    /teamglow team add red
    
  3. Done — teammates now glow for each other.

Commands

Every command is gated by a permission node under glow-my-teammates.command.*, compatible with LuckPerms. Without a permission mod, commands fall back to vanilla OP checks: management commands need OP level 2, read-only commands are available to everyone.

Command Permission node (fallback) Description
/teamglow on glow-my-teammates.command.on (OP 2) Enable team glow globally
/teamglow off glow-my-teammates.command.off (OP 2) Disable team glow globally
/teamglow status glow-my-teammates.command.status (all) Show global state and enabled teams
/teamglow team add <team> glow-my-teammates.command.team.add (OP 2) Enable glow for a team
/teamglow team remove <team> glow-my-teammates.command.team.remove (OP 2) Disable glow for a team
/teamglow team list glow-my-teammates.command.team.list (all) List teams with glow enabled
/teamglow config glow-my-teammates.command.config (OP 2) Show current feature switches
/teamglow config <switch> <true|false> glow-my-teammates.command.config (OP 2) Toggle a feature switch

Feature switches

Switch Default Effect
non_player_glow false When on, mobs that are in a glow-enabled team glow for their teammates. Note: with this on, every dirty entity-data packet of every tracked entity goes through the mod's per-packet path — keep it off on mob-dense farms unless you actually need it.
locator_bar_teammates_only false When on, the locator bar follows asymmetric rules: a viewer who is in a glow-enabled team sees only their own teammates — members of other teams (glow-enabled or not) and teamless players are hidden from their locator bar. Viewers who are not in a glow-enabled team see everyone, unchanged.

Config file

Stored per world at <world>/glow-my-teammates.json. Example for mod version 1.1.1 (config schema [1, 1]):

{
  "enabled": true,
  "teams": [
    "red",
    "blue"
  ],
  "configVersion": [1, 1],
  "config": {
    "locatorBarTeammatesOnly": false,
    "nonPlayerGlow": false
  }
}
  • configVersion is the disk schema version. Configs written before it existed are migrated automatically on first load — you never have to edit the file by hand.
  • Edits made by commands are written atomically (temp file + atomic move); if writing fails, you are told in chat instead of silently losing the change.

How it interacts with vanilla

  • Vanilla glowing is untouched. Spectral arrows, potions, /effect glowing and setGlowingTag still work — the mod only adds or clears its own bit on top.
  • /team remove <team> cleans up immediately. When a team is deleted, viewers stop seeing the glow right away (no stale glow until re-login).
  • No client mod needed. The glow flag is just an entity-data bit; vanilla clients render it natively. Server-side translations (English & Simplified Chinese) mean even command feedback shows readable text on vanilla clients.
  • No self-glow in third person. A glowing player does not see their own glow in F5 view — only teammates do. Deliberate: self always receives the no-glow variant.
  • Network footprint. For each glowing entity, every data update sends one extra tiny packet per teammate. Negligible for small groups; on servers with dozens of players and many glowing entities (or mob glow on dense farms) the extra bandwidth adds up — keep glow enabled only for the teams that need it.

Built with

This mod was built with OpenCode and Claude Code using the DeepSeek V4 model.

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CC0-1.0

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