CoinBeams
Loot beams on coins, plus a rarity glow under valuables - white, blue, pale blue and purple by tier - and brighter in-game sparkles, so you can read a room's loot at a glance. Client-side visuals.
By Mentalize
| Date uploaded | a week ago |
| Version | 1.3.1 |
| Download link | Mentalize-CoinBeams-1.3.1.zip |
| Downloads | 703 |
| Dependency string | Mentalize-CoinBeams-1.3.1 |
This mod requires the following mods to function
Thunderstore-GrainRot_UE4SS
Grain Rot UE4SS community overlay for unreal-shimloader.
Preferred version: 1.0.1README
CoinBeams
Find the loot worth carrying, without hunting pixel by pixel.
Grain Rot marks valuable items with a small sparkle. It is easy to miss in a dark room, and telling a Rare from an Epic usually meant walking up to each one and inspecting it. CoinBeams makes the whole system readable at a glance.
What it does
Loot beams on coins. Every gold coin and artifact coin gets a soft, see-through pillar of light rising from it — gold beams on gold, purple on artifact. The beam always points straight up, however the coin lands, tumbles, or flies.
A rarity glow under valuables. Furniture, paintings, plants, lamps and treasures each get a small coloured light at their base, in the colour of their tier. A light has no shape and no up-vector, so it sits correctly on a hanging picture just as well as on a floor prop. It never casts shadows and the count is capped per level.
Brighter sparkles. The game's own rarity sparkle is amplified rather than replaced — bigger and faster, still scattered across the item's own surface, still in the game's own colours.
Rarity colours
| Tier | Colour |
|---|---|
| Common | White |
| Rare | Blue |
| Excellent | Pale cyan-blue |
| Epic | Purple |
All four tiers are marked by default.
Multiplayer and safety
Purely client-side visuals. Nothing is replicated, no gameplay value is changed, and friends do not need the mod installed. Lights never cast shadows, particle work is capped and spread across frames, and all cosmetic work waits for the level to finish streaming before it runs.
Configuration
Open Scripts/main.lua and edit the CFG block at the top.
| Setting | What it does |
|---|---|
ITEM_LIGHT |
Master switch for the rarity glow |
ITEM_LIGHT_INTENSITY |
Glow brightness in candelas |
ITEM_LIGHT_RADIUS |
How far the glow reaches, in cm |
MAX_ITEM_LIGHTS |
Ceiling on lights per level |
OUTLINE_MIN_QUALITY |
Lowest tier that gets marked — 0 Common, 1 Rare, 2 Epic |
OUTLINE_MAX_QUALITY |
Highest tier that counts as loot — 3 includes Excellent |
OUTLINE_COMMON / OUTLINE_RARE / OUTLINE_EXCELLENT / OUTLINE_EPIC |
Tier colours |
SPARKLE_SPEED |
Twinkle rate of the item sparkles |
SPARKLE_SIZE_MULT |
Sparkle size |
ITEM_BEAMS |
Optional upright beam on valuables (off — it misaligns on wall-mounted items) |
LAYER_COUNT, BASE_H, TIP_H |
Coin beam shape and height |
Install
Use a mod manager — it handles the dependency and the file layout for you.
Version catalog
1.3.1
- Lamp-type valuables now get their glow. Floor lights, lamps and anything else that emits light were skipped entirely — the check that prevents double-lighting asked whether the item already owned a light component, which is true of every lamp by definition. It now tracks only the lights this mod adds.
- Items no longer need to be approached or nudged first. The game puts particle systems to sleep when you are not near them, and sleeping sparkles were being ignored, so an item stayed dark until you walked up to it or picked it up. A room now lights up as you enter it.
- Added a fallback for items that refuse a light on the first attempt, and raised the per-level light ceiling from 28 to 64 now that far more valuables are found.
- New icon.
1.3.0
- Excellent tier now supported. The game has a fourth rarity above Epic that inspects as "Excellent" and carries its own pale-blue sparkle. Every earlier version discarded those items outright, so they never got a glow. They are now marked in their own colour.
- Furniture is marked properly. Chairs, tables, paintings, floor lamps and plant pots were being skipped because the mod only looked for treasure-class objects. It now treats anything the game attaches its rarity sparkle to as loot, which covers every sellable prop type.
- The sparkle boost actually applies. A component test was checking a property that does not exist, so the pass that enlarges and speeds up the game's own sparkles had never once run. Sparkles are now noticeably livelier.
- Glow retuned much softer after testing — it marks the item without lighting the room.
- Sparkle colours are correct on every tier. Extra sparkle copies are no longer added, because a spawned copy keeps the shared effect's purple tint regardless of colour settings and contaminated white and blue items.
1.2.2
- Description corrected to match what the mod actually does.
1.2.1
- New icon.
- Rarity light brightness doubled.
- Sparkle density scaled to each item's measured size, so a large item reads as clearly as a small one.
1.2.0
- Found the real item sparkle effect — earlier versions had been enhancing the coin effect, which is why item sparkles never changed.
- Item sparkles enhanced directly, so they stay glued to the item's surface and align correctly on wall-mounted pictures.
- Added the rarity light.
- Item beams turned off by default; they sprouted out of picture frames.
- Fixed an intermittent crash on loading in.
1.1.2
- Fixed a crash on load caused by building far too much geometry per item.
- Item markers made much smaller; the old ones punched through ceilings.
1.1.1
- Valuables given a rarity-coloured marker.
- Common items included alongside Rare and Epic.
1.1.0
- First pass at marking valuables by rarity.
- Bigger, faster coin sparkles.
1.0.2
- Beams on freshly dropped coins now appear instantly instead of seconds late.
CHANGELOG
1.3.1
- Lamp-type valuables now get their glow. Floor lights, lamps and anything else that emits light were skipped entirely: the check that prevents double-lighting asked whether the item already owned a light component, which is true of every lamp by definition. It now tracks only the lights this mod adds.
- Items no longer need to be approached or nudged first. The game puts particle systems to sleep when you are not near them, and sleeping sparkles were being ignored, so an item stayed dark until you walked up to it or picked it up. Dormant sparkles are now included, and a room lights up as you enter it.
- Added a fallback for items that refuse a light on the first attempt, and raised the per-level light ceiling from 28 to 64 now that far more valuables are found.
- New icon.
1.3.0
- Excellent tier now supported. The game has a fourth rarity that inspects as "Excellent" and carries its own pale-blue sparkle. Every earlier version discarded those items outright, so they never got a glow. They are now marked in their own colour.
- Furniture is marked properly. Chairs, tables, paintings, floor lamps and plant pots were skipped because the mod only looked for treasure-class objects. It now treats anything the game attaches its rarity sparkle to as loot, which covers every sellable prop type.
- The sparkle boost actually applies. A component test checked a property that does not exist, so the pass that enlarges and speeds up the game's own sparkles had never once run.
- Glow retuned much softer after testing - it marks the item without lighting the room.
- Sparkle colours are correct on every tier. Extra sparkle copies are no longer added: a spawned copy keeps the shared effect's purple tint regardless of colour settings, which contaminated white and blue items.
1.2.2
- Description corrected. The package blurb claimed a rarity light and boosted sparkles "on every valuable", which overstated the mod. Beams are what CoinBeams adds, and they go on gold and artifact coins only.
- Carries the newer sparkle build (internal v25 -> v31). 1.2.1 was packaged from an older copy of the script than the one in use; this ships the current one, including the sparkle-density work and a new
MARK_SPARKLING_ACTORSswitch. - Package no longer embeds a source-repo link.
1.2.1
- New icon.
- Rarity light doubled - valuables glow twice as strongly.
- Even sparkle density across items. The game scatters its rarity sparkle over each item's mesh surface, so a single system spread across a big table read far sparser than the same system on a small trinket. Sparkle copies are now proportional to each item's measured size, so a wardrobe twinkles as readably as a candlestick.
1.2.0
- Found the actual item sparkle. Every previous version enhanced
NS_Loot_01, which is the coin / loot-spot effect. The sparkle on furniture, plants and pictures is a different system,NS_RareProp_01- which is why none of the earlier boosts ever touched it. - The game's own sparkles are now enhanced directly, so they stay glued to the item's mesh surface and keep aligning correctly on wall-mounted pictures: 2.2x bigger (scaled at the emitter's own size curve), faster twinkle, and two extra sparkle systems per item for density.
- New: rarity light. Each valuable gets a small colored point light - blue Rare, purple Epic, white Common. It has no shape or up-vector, so unlike a beam it cannot misalign on a hanging picture. Never casts shadows; capped per level.
- Item beams are off by default - they sprouted out of picture frames. Set
ITEM_BEAMS = trueto bring them back. - Fixed an intermittent crash on loading in. The sparkle pass walked every particle component in the level and touched them all, including blueprint archetypes and sequence-owned templates that are not live world components. It now requires a registered component with a real owner, and all cosmetic work waits for the level to finish streaming before it runs.
- Internal cleanup: removed dead diagnostic code left over from development, and the particle sweep now runs a third as often for the same result.
1.1.2
- Fixed crash on loading in. Valuables were being given the full 81-layer coin beam - roughly 1500 new components and 36 particle systems built across a couple of seconds, on top of a level already carrying 4000+ physics actors. Item beams are now 3 components each with no particles, built at a throttled rate and capped per level.
- Item beams are 65% smaller (67cm tall, ~6cm wide) - the old ones punched through ceilings.
- No more white rings or glitter on item beams. That came from the coin beam's attached particle system; item beams are pure geometry now.
1.1.1
- Valuables now get a rarity-colored loot beam, not just a glow shell. The 1.1.0 overlay applied correctly but drew nothing in game: it used the material behind the game's own character glow, which is authored for skeletal meshes and has no static-mesh shader permutation. Beams use the rendering path this mod already proves works.
- Beams on valuables are scaled ~6x the coin beam so they clear the item itself (a table or a potted plant is metres tall; a 32cm beam hid inside it).
- Common items are now marked too (the white-sparkle ones), matching Rare and Epic. Set
OUTLINE_MIN_QUALITY = 1for Rare+ only. - Overlay shell is still applied as a second layer, now using a static-mesh-safe material.
1.1.0
- New: rarity outlines on valuables. Carryable treasures now wear a constant, rarity-colored glow shell - blue for Rare, purple for Epic - so you can read a room's loot at a glance instead of flying into each sparkle and inspecting it. Uses the mesh overlay pass the game already uses for its own character glow, so it is always visible and costs nothing per frame once applied.
- Sparkles are bigger, faster, and doubled up (two desynced glitter layers per coin).
- Outlines are configurable:
OUTLINE_ENABLED,OUTLINE_MIN_QUALITY(set0to tag common items too),OUTLINE_RARE/OUTLINE_EPICcolors,OUTLINE_OPACITY,OUTLINE_HDR.
1.0.2
- Fixed: beams on freshly dropped coins (enemy kills, extractor output) now appear instantly instead of seconds late. Spawn notifications bind to the coin class object, which the game reinstances on level travel - the mod now re-registers them on every level change. The periodic catch-up sweep remains as a safety net.