Hi,
Is this mod still supported/active?
I have a problem: all the buildings I used "glow glass" on don't display the glass correctly. Can someone help me, or do I have to replace them all?
thanks


That's a weird bug, in the code there isn't even glow glass and all the textures and code look fine, could this be texture pack overwriting or some client problem?
hi, wow what do you tell me.....

Hi,TumeniNodes wrote: ↑Sun Aug 02, 2026 18:34It looks as though, someone changed from drawtype = nodebox to mesh somewhere in some code.. or something.
Can you use F5 and point the crosshair at it and at least get the modname/subname ? Even though your screenshot shows, it would be nice to see the actual debug info for the node.
It is not unusual for changes in a dependant mod cause issues for modes depending on them


.. the chase is on !! 8^DSquare70 wrote: ↑Mon Aug 03, 2026 20:12Hi,
it's definitely a conflict between mods: with a new world and only this one enabled, it works perfectly.... I should look into it and find who's creating this conflict, maybe enabling mods little by little until I find the guilty combination....
In a new world with only moreglass and a few other enabled mods
![]()
Thanks, I didn't know this tool: installed on the server (via git), enabled and hitting the moreglass/glow node with it.... this is what appears:
Code: Select all
===== node data =====
name = moreglass:glass_glow
param1 = 223 storing light: 15 with sun, 13 without sun
param2 = 0
light = 15 15 at noon, 12 at night
==== meta ====
meta.fields = {}
meta.inventory =
==== nodedef ====
buildable_to = false
climbable = false
damage_per_second = 0
-> description = "Glow Glass"
diggable = true
-> drawtype = "glasslike_framed_optional"
drowning = 0
floodable = false
-> groups = {
cracky = 3,
oddly_breakable_by_hand = 3,
}
inventory_image = ""
-> is_ground_content = false
legacy_facedir_simple = false
legacy_wallmounted = false
-> light_source = 13
liquid_alternative_flowing = ""
liquid_alternative_source = ""
liquid_viscosity = 0
liquids_pointable = false
liquidtype = "none"
-> mod_origin = "moreglass"
-> name = "moreglass:glass_glow"
on_dig = <function>
on_drop = <function>
on_pickup = <function>
on_place = <function>
on_punch = <function>
-> paramtype = "light"
paramtype2 = "none"
pointable = true
post_effect_color = {
a = 0,
b = 0,
g = 0,
r = 0,
}
selection_box = {
type = "regular",
}
-> sounds = {
dig = {
gain = 0.5,
name = "default_glass_footstep",
},
dug = {
gain = 1,
name = "default_break_glass",
},
footstep = {
gain = 0.3,
name = "default_glass_footstep",
},
place = {
gain = 1,
name = "default_place_node_hard",
},
}
stack_max = 99
-> sunlight_propagates = true
-> tiles = {
"glass.png",
"glass_detail.png",
}
-> type = "node"
usable = false
-> use_texture_alpha = false
visual_scale = 1
walkable = true
wield_image = ""
wield_scale = {
x = 1,
y = 1,
z = 1,
}
==== Location ====
position = (1252,9,3082)
heat = 92.176261901855
humidity = 10.080407142639
biome = desert {
depth_filler = 1,
depth_riverbed = 2,
depth_top = 1,
heat_point = 92,
humidity_point = 16,
name = "desert",
node_dungeon = "default:desert_stone",
node_dungeon_stair = "stairs:stair_desert_stone",
node_filler = "default:desert_sand",
node_riverbed = "default:sand",
node_stone = "default:desert_stone",
node_top = "default:desert_sand",
y_max = 31000,
y_min = 4,
}Alright now search all your mod folders (like using your file manager) for textures named glass.png and glass_detail.png and see if any ones with same names pop upSquare70 wrote: ↑Wed Aug 05, 2026 16:30Thanks, I didn't know this tool: installed on the server (via git), enabled and hitting the moreglass/glow node with it.... this is what appears:
Code: Select all
===== node data ===== name = moreglass:glass_glow param1 = 223 storing light: 15 with sun, 13 without sun param2 = 0 light = 15 15 at noon, 12 at night ==== meta ==== meta.fields = {} meta.inventory = ==== nodedef ==== buildable_to = false climbable = false damage_per_second = 0 -> description = "Glow Glass" diggable = true -> drawtype = "glasslike_framed_optional" drowning = 0 floodable = false -> groups = { cracky = 3, oddly_breakable_by_hand = 3, } inventory_image = "" -> is_ground_content = false legacy_facedir_simple = false legacy_wallmounted = false -> light_source = 13 liquid_alternative_flowing = "" liquid_alternative_source = "" liquid_viscosity = 0 liquids_pointable = false liquidtype = "none" -> mod_origin = "moreglass" -> name = "moreglass:glass_glow" on_dig = <function> on_drop = <function> on_pickup = <function> on_place = <function> on_punch = <function> -> paramtype = "light" paramtype2 = "none" pointable = true post_effect_color = { a = 0, b = 0, g = 0, r = 0, } selection_box = { type = "regular", } -> sounds = { dig = { gain = 0.5, name = "default_glass_footstep", }, dug = { gain = 1, name = "default_break_glass", }, footstep = { gain = 0.3, name = "default_glass_footstep", }, place = { gain = 1, name = "default_place_node_hard", }, } stack_max = 99 -> sunlight_propagates = true -> tiles = { "glass.png", "glass_detail.png", } -> type = "node" usable = false -> use_texture_alpha = false visual_scale = 1 walkable = true wield_image = "" wield_scale = { x = 1, y = 1, z = 1, } ==== Location ==== position = (1252,9,3082) heat = 92.176261901855 humidity = 10.080407142639 biome = desert { depth_filler = 1, depth_riverbed = 2, depth_top = 1, heat_point = 92, humidity_point = 16, name = "desert", node_dungeon = "default:desert_stone", node_dungeon_stair = "stairs:stair_desert_stone", node_filler = "default:desert_sand", node_riverbed = "default:sand", node_stone = "default:desert_stone", node_top = "default:desert_sand", y_max = 31000, y_min = 4, }
but I don't understand anything.... I have to get there and try to enable the various mods little by little
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