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Alternative CIT format for large collections of variants with repeating patterns.
2.17.1+1.21.1 · 6 days ago · 164.01 KB
4.11.1+1.21.9 · 3 weeks ago · 272.50 KB
4.11.1+1.21.6 · 3 weeks ago · 272.47 KB
4.11.1+1.21.5 · 3 weeks ago · 272.43 KB
3.16.1+1.21.4 · 3 weeks ago · 284.12 KB
An alternative CIT format designed to handle large amounts of variants.
This mod isn't as flexible as optifine, but 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 at once.
Ready-to-use forks of resource packs for this mod:
This is an overview, please see 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 a condition for every CIT, you define a single rule that governs all CITs in a collection, (so-called modules). This modules defines what item is affected, how to figure out its variants, and where their models are located.
For example, here's a simple module that would change the texture of enchanted books :
{
"type": "stored_enchantment", // The behaviour of the module
"items": "minecraft:enchanted_book", // The affected item type(s)
"modelPrefix": "item/book_cit/", // The folder containing the possible models/textures.
"modelParent": "item/generated", // Automatically generate models from texture (if models are absent)
"parameters": { // Extra options specific to the module type
"levelSeparator": "_lvl_" // Include the 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/texture/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.
The module type above has a purpose-made logic for enchanted books. If no module type exists for a specific component, you can still use more generic modules to get a variant from any component:
{
"type": "component_data",
"items": "minecraft:suspicious_stew",
"modelPrefix": "item/suspicious_stew_cit/",
"parameters": {
"componentType": "suspicious_stew_effects", // The component containing the variant ID
"nbtPath": "[0].id" // The location of the variant ID in the component.
}
}
At a higher level, you can create variants by combining multiple pieces of data from multiple components:
{
"type": "component_format",
"items": "minecraft:diamond_sword",
"modelPrefix": "item/trimmed_diamond_sword/",
"parameters":{
"format": "${pattern}_${material}", // How to combine various pieces of data into a variant ID
"variables": { // Where to find those pieces of data.
"pattern": {
"componentType": "trim",
"nbtPath": ".pattern"
},
"material": {
"componentType": "trim",
"nbtPath": ".material",
"transform": "discard_namespace"
}
}
}
}
by modmuss50
Lightweight and modular API providing common hooks and intercompatibility measures utilized by mods using the Fabric toolchain.
by jellysquid3
The fastest and most compatible rendering optimization mod for Minecraft. Now available for both NeoForge and Fabric!
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by coderbot
A modern shader pack loader for Minecraft intended to be compatible with existing OptiFine shader packs
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About the creator
Owner · Variants-CIT
You may use mods I authored in your modpack, so long as that pack doesn't use an ai generated icon.
Member since May 2023
View profile on ModrinthExternal link
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