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.
Features
- Teammates see each other glowing (the vanilla
0x40glow flag, customized per viewer). - Glow is opt-in per team:
/teamglow team add <team>. - Nothing about vanilla behavior changes until you enable something.
| 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; vanilla clients on a server can connect without installing anything.
Quick start
/team add red
/team join red @a
/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, management commands fall back to OP level 2, read-only commands are available to everyone.
| Command | Permission node (fallback) | Description |
|---|---|---|
/teamglow on / off |
glow-my-teammates.command.on / .off (OP 2) |
Enable / 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 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 |
Mobs in a glow-enabled team glow for their teammates. Note: every dirty entity-data packet then 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 |
A viewer in a glow-enabled team sees only their own teammates on the locator bar; members of other teams and teamless players are hidden. Viewers outside glow-enabled teams see everyone, unchanged. |
Config file
Stored per world at <world>/glow-my-teammates.json (schema [1, 1]):
{
"enabled": true,
"teams": ["red", "blue"],
"configVersion": [1, 1],
"config": {
"locatorBarTeammatesOnly": false,
"nonPlayerGlow": false
}
}
- Legacy configs are migrated automatically on first load — never edit the file by hand.
- Command edits are written atomically (temp file + atomic move); a failed write is reported 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 — no stale glow until re-login.- No client mod needed — the glow flag is just an entity-data bit, vanilla clients render it natively; command feedback is translated server-side (English & Simplified Chinese).
- No self-glow in third person — deliberate; self always receives the no-glow variant.
- Network footprint — each data update sends one extra tiny packet per teammate. Negligible for small groups; on large servers keep glow enabled only for the teams that need it.
