Features
Library
- Rendering utils derived from Lodestone (by Sammy; and Lodestar, removed with 1.21.1)
- Cosmetics customization util: Made for my supporter cosmetics but can also be used out of the box for more general cosmetic mods who need simple customization
- Item custom hit sound and particle utils
- First person feature rendering util: Allows adding features that render on the player's hand in first person by implementing the
RendersArmInFirstPersoninterface in your feature renderer. - Custom model armor util: Allows adding armor with custom models with a single method call (and custom model), bypassing the requirements of making a model layer, feature renderer, mixins to inject said feature renderer into player and armor stand rendering, coding display conditions, etc... as well as automatically display said custom armor on a player's hands in first person. A usage guide can be found further down.
Additional Goodies
- RAT Plushies (Rat Maid, Folly and Mauve)
- Can be honked
- Noteblocks can be placed on top to play the plush's honk sound as the instrument
- Mobs can be given items and armor by interacting with them while in creative and sneaking with an item in hand. Hitting them in creative while sneaking with an empty hand will make them drop all their equipped items.
Supporter Cosmetics
- For Ko-Fi or YouTube members
- Icon next to your name as well as colored name
- Head plushies: Sneak-use any plush item while not aiming at a block to open the cosmetics screen
Gallery
Expand gallery

Documentation
Expand documentation
Setup (build.gradle)
Expand Gradle details
repositories {
maven {
name = 'Ladysnake Mods'
url = 'https://maven.ladysnake.org/releases'
}
dependencies {
modImplementation "dev.doctor4t:ratatouille:${project.ratatouille_version}"
}
Custom model armor util
Expand Custom model armor util details
This util allows you to easily register new armor sets that use a custom model with a single method call (and that custom model as the game does need to know what you wish to render).
Step 1: Defining the model
Before we can add our custom armor, we need a model that respects a few rules. You can find an armor template model (Blockbench model file) and texture in the RESOURCES folder of the repository. While you can edit this model and texture freely in order to shape up the armor of your dreams, please note that the existing groups are very important and while you can add new sub-groups to them, you cannot and should not delete any existing group as they allow the library to know what should be displayed when a player (or armor stand or mob) dons armor pieces:
helmetdisplays when the helmet item is equippedbody_chestplate,right_arm_chestplateandleft_arm_chestplatedisplay when the chestplate item is equippedbody_leggings,right_leg_leggingsandleft_leg_leggingsdisplay when the leggings item is equippedright_leg_bootandleft_leg_bootdisplay when the boots item is equipped
Once you have finalized your model, you can export it with Blockbench: File -> Export -> Export Java Entity. Open the generated Java class and copy the lines between ModelPartData modelPartData = modelData.getRoot(); and the line right before the return (included) in getTexturedModelData(). Ratatouille adds a new model class type that simplifies armor model definition called CustomArmorModelDefinition; extend that class and implement the addModelParts method by pasting the snippet you copied from the generated model class. Then implement getTexture(); the simplest way to do so is to have a static Identifier for your armor texture in your Model Definition class and return that, but if you wish to do a special logic that varies the returned texture you can naturally do so as well.
Step 2: Registering the custom armor with Ratatouille
The second - and last - step is to register your custom armor rendering in your client initialization. Call CustomModelArmorUtil.registerCustomArmor and give it the required parameters:
Identifier id: The id of the custom armor. This is used in order to automatically generate and register the model layer of your armor, it should therefore be unique.ArmorDisplayConditions displayConditions: The display conditions that need to be met for your armor parts to render. If you want a simple armor that displays its parts for each item you equip, theItemSetDisplayConditionsallows you to define the helmet, chestplate, leggings and boots items and will automatically check which armor items are equipped and need to be displayed, as well as prevent the rendering of the vanilla armor model with a missing texture. If you wish to have a custom logic for displaying different pieces that is not just checking whether the item is being worn, you can implement theArmorDisplayConditionsand its fourshouldDisplaymethods.CustomArmorModelDefinition armorModelDefinition: The model definition we created in Step 1, simply create a new instance of it.int textureWidth, int textureHeight: The armor's texture width and height.
Registering your armor through this method call will take care of everything for you, like creating the textured model data, model layer and appending the feature to the player / armor stand / mob renderers. If you need to access the model data or model layer of the armor, you can find them in the CustomModelArmorUtil.CUSTOM_ARMOR_MODELS HashMap by using the armor's displayConditions as the key.
Ambience util
Expand Ambience util details
This util allows you to easily register ambient loops as general background audio or block entity dependant audio.Registering background ambience
To register a background ambience, all you need to do is call the AmbienceUtil.registerBackgroundAmbience method in your client initializer class and give it a new BackgroundAmbience object with the required parameters:
SoundEvent soundEvent: The ambient loop sound to play.SoundCategory soundCategory: The audio category to play the sound in.PlayPredicate predicate: The predicate determining whether the sound is allowed to play or not. Takes aClientPlayerEntityand must return a boolean.int fadeIn: The fade-in time of the ambient loop when it starts playing (in ticks).int fadeOut: The fade-out time of the ambient loop when it stops playing (in ticks).
Registering Block entity ambience
To register a block entity ambience, all you need to do is call the AmbienceUtil.registerBlockEntityAmbience method in your client initializer class and give it the BlockEntityType<? extends BlockEntity> that should play said ambience and a new BlockEntityAmbience object with the required parameters:
SoundEvent soundEvent: The ambient loop sound to play.SoundCategory soundCategory: The audio category to play the sound in.PlayPredicate predicate: The predicate determining whether the sound is allowed to play or not. Takes aBlockEntityand must return a boolean.int fadeIn: The fade-in time of the ambient loop when it starts playing (in ticks).int fadeOut: The fade-out time of the ambient loop when it stops playing (in ticks).
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 | ||||
| 23h ago | 1 |
- Added getItemRegistrar() method to the block registrar
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.4.3-1.21.1/changelog.md "Changelog")
- Added getEntriesToRegister() method to registrars
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.4.2-1.21.1/changelog.md "Changelog")
- Fixed cosmetics screen being blurry and player preview being wrong
- Fixed a disconnect that would happen when changing plush cosmetics on a server
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.4.1-1.21.1/changelog.md "Changelog")
- Added a registrar util to streamline blocks, items, entity types, sound events, etc... registering
- Added an option locker util
- Added text utils
- Fixed plushies using a hand item renderer instead of a simple item renderer
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.4-1.21.1/changelog.md "Changelog")
- Added an ambience util: can be used to register background ambiences or block entity dependant ambiences
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.3-1.21.1/changelog.md "Changelog")
- Custom armor pieces using the custom model armor util now properly display glint
- Added four new methods to the ArmorDisplayConditions class that allows defining custom glint display conditions for armor pieces
- Added a custom test armor using the custom model armor util in dev environments
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.5-1.21.1/changelog.md "Changelog")
- Fixed custom armor rendering missing textures and vanilla armor no longer rendering (I accidentally inverted the check condition I'm so silly and incompetent)
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.4-1.21.1/changelog.md "Changelog")
- Removed the CustomRenderArmor interface and CustomRenderArmorItem class and made the CustomModelArmorUtil automatically not render items registered with ItemSetDisplayConditions
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.3-1.21.1/changelog.md "Changelog")
- Replaced CustomModelArmorUtil.SetItems record with the ArmorDisplayConditions abstract class
- This abstract class has no functionality on its own and needs to be extended and have its four shouldDisplay methods defined
- Added an ItemSetDisplayConditions class that works the same way CustomModelArmorUtil.SetItems did
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.2-1.21.1/changelog.md "Changelog")
- Removed getRightArm and getLeftArm from the RendersArmInFirstPerson interface
- Given the interface is supposed to be implemented on a BipedEntityModel, it will now automatically use the "right_arm" and "left_arm" parts of the biped model
- Tweaked the custom armor model and template to more closely match biped entity models
- Fixed custom armor models not properly matching baby biped mobs
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.1-1.21.1/changelog.md "Changelog")
- Added the ability to give items and armor to mobs by interacting with them while in creative and sneaking with an item in hand
- Added the ability to hit mobs in creative while sneaking with an empty hand to make them drop all their equipped items
- Added a custom model armor util
- Allows adding armor with custom models with a single method call (and custom model)
- Automatically displays said custom armor on a player's hands in first person.
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.2.0-1.21.1/changelog.md "Changelog")
- Changed getRightArm for the RendersArmInFirstPerson interface to take in a living entity parameter
- Changed getLeftArm for the RendersArmInFirstPerson interface to take in a living entity parameter
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.1.3-1.21.1/changelog.md "Changelog")
- Changed getTexture for the RendersArmInFirstPerson interface to take in a living entity parameter
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.1.2-1.21.1/changelog.md "Changelog")
- Added an interface and class for custom armor items that does not render the vanilla armor model when equipped
- Changed getModel for the RendersArmInFirstPerson interface to take in a living entity parameter
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.1.1-1.21.1/changelog.md "Changelog")
- Added an interface that allows feature renderers extending it to render on the arm in first person automatically
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.1.0-1.21.1/changelog.md "Changelog")
- Updated to Minecraft 1.21.7 thanks to HollowedWanderer!
- Make plushies bop to the beat when placed on top of a playing jukebox
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.9-1.21.7/changelog.md "Changelog")
- Fixed custom hit particle and sound items not always playing their effects when crits do
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.9-1.20.1/changelog.md "Changelog")
- Added item custom hit sound and particle utils
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.8-1.20.1/changelog.md "Changelog")
- Added a subtitle for the plush honk sounds
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.7-1.20.1/changelog.md "Changelog")
- Removed colored names from supporters for now, leaving only a folly red rat icon appended to the name
- Plan is to make supporters able to choose their own custom colors in the future
- Fixed supporter icons appearing for non-supporters
- Fixed supporter cosmetics screen not appearing locked to non-supporters
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.6-1.20.1/changelog.md "Changelog")
- Removed Cardinal Components, Satin API and Midnightlib from dependencies
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.5-1.20.1/changelog.md "Changelog")
- Fixed a desync between equipped cosmetics and indicated cosmetics when opening the plush cosmetics screen
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.3-1.20.1/changelog.md "Changelog")
- Added a cosmetics configuration screen util
- Added a text formatting util that capitalizes strings and replaces underscores with spaces
- Added a screen to adjust the plush on head cosmetic for supporters, accessible by sneak-right-clicking any plush in the air
- Fixed plush on head rendering rotating too much other feature renderers
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.2-1.20.1/changelog.md "Changelog")
- Fixed plush on head rendering messing up other feature renderers
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.1-1.20.1/changelog.md "Changelog")
Initial release
see full changelog [here](https://github.com/Doctor4t/Ratatouille/blob/1.0.0-1.20.1/changelog.md "Changelog")