Variants-CIT
An alternative CIT format designed to handle large amounts of variants.
This mod excels in scenarios where one item has many variants all based on the same pieces of data. It yields better performances when extreme amounts of CITs are available, and uses a resource format that is less redundant, requiring only one short file to configure all possible variants of an item at once.
Assigning models on a case-by-case basis (similar to how Optifine-CIT handles it) is still possible, but does not boast the same performances.
Resource Pack Format
This is a quick showcase. Refer to The Wiki for a complete guide.
The format revolves around item variants being automatically associated to models or textures with matching names. Instead of defining separate conditions for every variants, you define a single rule that governs all variants in a collection, (so-called modules). This module defines what item is affected, how to figure out its variants, and where the variant models are located.
Fully automatic variants-to-model association
Here's a simple module that would change the texture of enchanted books :
{
"items": "enchanted_book", // The affected item type(s)
"modelPrefix": "book_cit/", // The folder containing the possible models/textures.
"assetGen": "item_model/generated", // Auto-generate models from textures (if missing)
"type": "stored_entchantment", // How to compute the item's "variant ID"
"parameters": { // Extra options specific to the module's type
"levelSeparator": "_lvl_" // Include enchantment level in the variant ID
}
}
Here, a book with the enchantment minecraft:unbreaking at level 2 will have the variant ID minecraft:unbreaking_lvl_2, and thus use the texture stored at /assets/minecraft/textures/item/book_cit/unbreaking_lvl_2.png.
This single module will work for every possible enchantment, vanilla or modded, so long as a corresponding texture exists.
Automatic variants based on custom data
The module above has a purpose-made type for enchanted books. If no type exists for a specific use-case, you can still use more generic modules to get a variant from any component:
{
"items": "minecraft:suspicious_stew",
"modelPrefix": "item/suspicious_stew_cit/",
"assetGen": "item_model/generated",
"type": "component_data",
"parameters": {
"componentType": "suspicious_stew_effects", // The component containing the variant ID
"nbtPath": "[0].id" // The location of the variant ID in the component.
}
}
Processing data that can't be used as-is:
{
"items": "diamond_sword",
"modelPrefix": "item/named_swords/",
"assetGen": "item_model/handheld",
"type": "component_data",
"parameters":
{
"componentType": "custom_name",
"transform": [
{
"function": "regex",
// Pattern matching,..
"regex": "(?i)(.*'s )?(Great |Grand )?(?<var>.*(sword|dagger))( of doom)?",
// ... and preserve only a portion of the name.
"substitution": "$var"
// (E.g: "steev18's great Steel Sword" => "Steel Sword")
}
{
// Turns any text into a valid identifier
"function": "sanitize"
// (E.g: "Steel Sword" => "minecraft:steel_sword")
}
]
}
}
Combining multiple pieces of data from different sources:
{
"items": "minecraft:diamond_sword",
"modelPrefix": "item/trimmed_diamond_sword/",
"assetGen": "item_model/handheld",
"type": "component_format",
"parameters":
{
// How to combine various pieces of data into a variant ID
// (E.g: sentry_diamond)
"format": "${pattern}_${material}",
// Where to find those pieces of data.
"variables": {
"pattern": {
"componentType": "trim",
"nbtPath": ".pattern"
},
"material": {
"componentType": "trim",
"nbtPath": ".material",
"transform": "discard_namespace"
}
}
}
}
Case-by-case variants
For systems that don't really follow any rules, (or if you have too few variants to care about automatism), you can use a format closer to Optifine-CIT's paradigms:
{
"items": "trident",
"modelPrefix": "item/godly_tridents/",
"assetGen": "item_model/trident",
"type": "predicates",
"parameters": {
"predicates":
[
{
"variantId": "zeus_smite",
"precondition": {
"enchantments.channeling": { "greater_or_equals": 1 }
}
},
{
"variantId": "jupiter_syphon",
"precondition": {
"enchantments.riptide": { "greater_or_equals": 1 }
}
}
// etc
]
}
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- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Added item property:
dyed_color**.
nbtPathkeys are more lenient** and will be treated as identifiers whenever possible.
enchantments.sharpness will now work for the enchantment minecraft:sharpness.- Added transform:
translate**.
- Transforms
whitelist,blacklistandremapnow have_idand_numberversions. - Transform
remapcan now output numbers. - Added equipment assetGen presets:
horse,wolf,llama - Added equipment assetGen preset:
ghast(MC 1.21.6+) - Added equipment assetGen preset:
nautilus(MC 1.21.11+) - Added equipment layers
nautilus_saddleandcamel_husk_saddleto the saddle preset (MC 1.21.11+) - Added equipment layer
humanoid_babyto the humanoid preset (MC 26.1+) - Added module field
item(singular) as an alias foritems(plural). - Fixed command
module model-idshowing a misleading message for missing intrinsic models.
- Trim textures that are applied via Variants-CIT no longer require their own mcmeta file. (The auto-generated trim models now include a fallback palette used on textures that don't already have their own palette.)
- Ported to MC 26.3-pre-2
In this version of Minecraft, each trim texture requires its own mcmeta file. This replaces the armor_trim atlas of previous versions:
``
json
{
"palette" : {
"base_palette" : "trim_base"
}
}
``- The module type
predicatesno longer requires amodelPrefixormodelListto operate.** Simply use"modelId":instead of"variantId":in that module's parameters. - Added commands
module variant-idandmodule model-idto debug specific models within a module. - Command
module dumpnow show the same output for every module type. - Fixed crash when trying to encode a non-encodable component.
- The module type
predicatesno longer requires amodelPrefixormodelListto operate.** Simply use"modelId":instead of"variantId":in that module's parameters. - Added commands
module variant-idandmodule model-idto debug specific models within a module. - Command
module dumpnow show the same output for every module type. - Fixed crash when trying to encode a non-encodable component.
- The module type
predicatesno longer requires amodelPrefixormodelListto operate.** Simply use"modelId":instead of"variantId":in that module's parameters. - Added commands
module variant-idandmodule model-idto debug specific models within a module. - Command
module dumpnow show the same output for every module type. - Fixed crash when trying to encode a non-encodable component.
- The module type
predicatesno longer requires amodelPrefixormodelListto operate.** Simply use"modelId":instead of"variantId":in that module's parameters. - Added commands
module variant-idandmodule model-idto debug specific models within a module. - Command
module dumpnow show the same output for every module type. - Fixed crash when trying to encode a non-encodable component.
- The module type
predicatesno longer requires amodelPrefixormodelListto operate.** Simply use"modelId":instead of"variantId":in that module's parameters. - Added commands
module variant-idandmodule model-idto debug specific models within a module. - Command
module dumpnow show the same output for every module type. - Fixed crash when trying to encode a non-encodable component.
- Fixed number-like components not automatically casting to string.
- Commands under
modulenow shows info on modules that failed to load. - Added
"expect":"snbt"for parity with v2. (Still, prefer usingget_snbton this version.)
- Fixed number-like components not automatically casting to string.
- Commands under
modulenow shows info on modules that failed to load. - Added
"expect":"snbt"for parity with v2. (Still, prefer usingget_snbton this version.)
- Fixed number-like components not automatically casting to string.
- Commands under
modulenow shows info on modules that failed to load. - Added
"expect":"snbt"for parity with v2. (Still, prefer usingget_snbton this version.)
- Fixed number-like components not automatically casting to string.
- Commands under
modulenow shows info on modules that failed to load. - Added
"expect":"snbt"for parity with v2. (Still, prefer usingget_snbton this version.)
- Fixed number-like components not automatically casting to string.
- Commands under
modulenow shows info on modules that failed to load. - Added
"expect":"snbt"for parity with v2. (Still, prefer usingget_snbton this version.)
- Added
"expect":"snbt"as an equivalent of v5'sget_snbt
- Fixed
priorityworking in reverse order.** (Bug introduced in v5.0.0) - Command
crawlnow gives more informations about skipped modules. - Command
crawlno longer list internal module types.
- Fixed
priorityworking in reverse order.** (Bug introduced in v5.0.0) - Command
crawlnow gives more informations about skipped modules. - Command
crawlno longer list internal module types.
- Fixed
priorityworking in reverse order.** (Bug introduced in v5.0.0) - Command
crawlnow gives more informations about skipped modules. - Command
crawlno longer list internal module types.
- Fixed
priorityworking in reverse order.** (Bug introduced in v5.0.0) - Command
crawlnow gives more informations about skipped modules. - Command
crawlno longer list internal module types.
- Fixed
priorityworking in reverse order.** (Bug introduced in v5.0.0) - Command
crawlnow gives more informations about skipped modules. - Command
crawlno longer list internal module types.
- Fixed gui lighting on custom shields
- Fixed gui lighting on custom shields
- Fixed gui lighting on custom shields
- Fixed gui lighting on custom shields
- Fixed gui lighting on custom shields
- Added hook:
trim_pattern(See: [Wiki](https://github.com/Estecka/mc-Variants-CIT/wiki/Equipped-Armor#trim-patterns)) - Added options
modelNamespaceandmodelPathes, as a way to further restrict what models can be collected bymodelPrefix - Added option
modelListas a plainer alternative tomodelPrefix, intended for modules with few variants. - Added assetGen preset:
item_model/shield_no_pattern. - Added command
modultree crawl, to help figure out which module succesfully applied to an item, which ones failed, and by inference, which ones were skipped. - Asset generator's
inputPathnow defaults to^.*$instead of.*, fixing weird substitutions when using$0inoutputPath