How do I change the enchantment glint color on my gear?
Open a smithing table and place your gear piece, a honeycomb, and any vanilla dye into the input slots. Pulling the finished item from the output slot will replace the default purple sheen with your chosen dye color.
How do I get the rainbow enchantment glint?
Use a smithing table and combine your equipment with a honeycomb and a nether star. Put the nether star in the slot where the dye normally goes to give your gear a glowing rainbow shine.
How do I remove a custom glint and get the normal purple shine back?
Place your gear into a smithing table along with a honeycomb and a glass pane in the dye slot. Crafting this wipes away the custom glint color.
What items can I put custom enchantment glints on?
You can apply custom glint colors to weapons, tools, armor pieces, and elytra.
Why can't I dye my enchantment glint in a crafting table or anvil?
All glint customization is handled exclusively through the smithing table. Make sure you bring a honeycomb along with your dye, nether star, or glass pane, or the recipe will not work.
Why isn't glass working to wipe away my custom glint?
You need to use a glass pane rather than a full glass block in the dye slot. Make sure you also include a honeycomb in the smithing table alongside your gear and the glass pane.
Do I still need a honeycomb when adding a rainbow glint or removing a color?
Yes, a honeycomb is required for every smithing table glint recipe. The nether star and glass pane only replace the vanilla dye in the recipe, not the honeycomb.
What glint colors are available?
You can use any standard vanilla dye to color your equipment's sheen, as well as a nether star if you want a multi-colored rainbow glint.
Can I change the glint color on an elytra?
Yes, elytra work in the smithing table just like weapons, tools, and armor. Combine your elytra with a honeycomb and any vanilla dye or a nether star to customize its shine.
Does this mod work with Vulkan renderers?
Yes, custom glints are built to render properly across both Vulkan and standard OpenGL renderers.
