Grain Rot
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Date Uploaded
2 weeks ago
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1.7K
Size
119KB
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Mentalize-CoinBeams-1.2.1

CoinBeams

Loot beams for Grain Rot's coins - inspired by the classic Borderlands / Diablo loot beam.

Every gold coin and artifact coin gets a soft, see-through pillar of light rising from it:

  • Gold beams on gold coins, purple beams on artifact coins
  • Smooth taper - wide soft glow at the coin, narrowing to a bright core that fades out with height
  • Beams always point straight up, no matter how a coin lands, tumbles, or flies
  • Subtle rising sparkles drift up along each beam (the game's own loot glitter, retinted)
  • Works on dispensed coins, enemy drops, chest and locker spawns, and dungeon loot piles

Spot your loot across a dark room without hunting pixel by pixel.

Brighter valuables

Coins get beams - but the carryable valuables (furniture, plants, pictures) only ever had the game's own sparse sparkle, so telling a Rare from an Epic meant flying into the sparkle and inspecting the item.

Two things fix that, and neither one bolts geometry onto your loot:

The game's own sparkles, turned up. Grain Rot scatters its rarity sparkle across each item's actual mesh surface, so it already sits correctly on a hanging picture. This mod amplifies that same effect rather than replacing it - 2.2x bigger sparkles, a faster twinkle, and two extra sparkle systems per item for density.

A rarity light on each valuable - blue for Rare, purple for Epic, white for Common. A light has no shape and no up-vector, so it reads the same on a floor prop, a tumbling item, or a picture on the wall. It never casts shadows, and the number of lights is capped per level.

By default everything valuable is marked, commons included. Set OUTLINE_MIN_QUALITY = 1 for Rare and Epic only, or 2 for Epic alone.

Install

Use a mod manager (r2modman / Thunderstore app) - it handles everything.

Manual install (UE4SS): copy mod/CoinBeams into your UE4SS Mods folder as Mods/CoinBeams, then add CoinBeams : 1 to Mods/mods.txt.

Multiplayer

Purely client-side visuals. Only players with the mod see the beams; it changes nothing about gameplay, loot, or networking. Safe to use whether or not the host has it.

Tweaking

All knobs live at the top of Scripts/main.lua in the CFG table:

Setting What it does
LAYER_COUNT Beam smoothness (more concentric layers = smoother, costs more draws)
BASE_W / TIP_W Beam width at the bottom / top (cm)
BASE_H / TIP_H Beam height profile (cm) - TIP_H is the overall height
BOOST_LO / BOOST_HI Glow intensity of the outer haze / hot core
COLOR_RARE / COLOR_EPIC Beam colors (linear RGB) for gold / artifact coins
FX_SCALE, FX_SPEED, FX_LIFT Sparkle size, drift speed, and height
FX_LAYERS Glitter systems per coin (2 = twice the sparkles, desynced)
SPARKLE_SIZE_MULT How much bigger the game's item sparkles get (2.2)
SPARKLE_COPIES Extra sparkle systems per valuable (2)
SPARKLE_SPEED Twinkle rate of the item sparkles
ITEM_LIGHT Master switch for the rarity light
ITEM_LIGHT_RADIUS / ITEM_LIGHT_INTENSITY Light falloff (cm) and brightness
MAX_ITEM_LIGHTS Ceiling on lights per level
OUTLINE_MIN_QUALITY Lowest rarity that gets marked - 0 Common, 1 Rare, 2 Epic
OUTLINE_RARE / OUTLINE_EPIC / OUTLINE_COMMON Rarity colors (linear RGB)
ITEM_BEAMS Optional upright beam on valuables (off - misaligns on wall items)

Performance note

Each beam is a stack of translucent layers. On very large coin hoards this adds overdraw - if your framerate dips around big piles, lower LAYER_COUNT (27 still looks great).

Credits

Made by Mentalize.

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