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 )?(?.*(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 ] } }
Jak zainstalować Variants-CIT
With Millida Launcher
Install Millida Launcher
The launcher is free: download it at millida.net/launcher and sign in with any nickname.
Click “Install” on this page
The launcher opens and installs the mod for Minecraft 1.21.4–26.3 on Fabric automatically, together with its dependencies: Fabric API.
Launch the game
A profile with it appears in the launcher: click “Play”.
Manually
Install Fabric
The loader must match the game version of the mod file, for example Minecraft 26.3. After installing it, a separate profile appears in your launcher.
Download the file for your version
In the version list above, pick the file variants-cit-5.7.1+26.3.jar (406 KB) for your game version.
Put it in the mods folder
The folder is inside .minecraft (Windows: %appdata%\.minecraft\mods). If it does not exist, create it. Required dependencies go there too: Fabric API.
Launch the loader profile
Open “Mods” in the main menu: Variants-CIT should be in the list.
Variants-CIT works on the player’s side only: there is no need to install it on a server.
Wersje
Z zależnościami
| Minecraft | Loader | Plik | Data | Akcje |
|---|---|---|---|---|
| 26.3 | Fabric | 26.3406 KB | ||
| 26.2 | Fabric | 26.2404 KB 1 | ||
| 1.21.11 | Fabric | 1.21.11405 KB 2 | ||
| 1.21.8 | Fabric | 1.21.8404 KB | ||
| 1.21.4 | Fabric | 1.21.4403 KB | ||
| 1.21.5 | Fabric | 1.21.5404 KB | ||
| 26.3 | Fabric | 26.3406 KB 1 | ||
| 26.2 | Fabric | 26.2404 KB |
Co jest potrzebne do działania
- Fabric APIwymagane
Materiały, które tego wymagają
Opinie
Oceń Variants-CIT jako pierwszy


