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.
Features small, self-contained games within Minecraft.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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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
0x40glow flag, customized per viewer). - Glow is opt-in per team: only teams you enable through
/teamglow team addparticipate. - 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
- Create teams with vanilla commands:
/team add red /team join red @a - Enable glow for the team:
/teamglow team add red - 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
}
}
configVersionis 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 glowingandsetGlowingTagstill 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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