Variants-CIT

⭐ ⭐ (346 endorsements) 📥 1.7M downloads 📌 v5.5.0+26.1.2 📅 8/6/2024
🟡 Updated this year

By Estecka · fabric

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 6/29/2026 📅 Created: 8/6/2024
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.0% endorsement rate
  • 🏆 #653 of 1284 fabric mods in this game by downloads

📋 About This Mod

# 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 (https://github.com/Estecka/mc-Variants-CIT/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 : ```jsonc { "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: ```jsonc { "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": ".id" // The location of the variant ID in the component. } } ``` #### Processing data that can't be used as-is: ```jsonc { "items": "diamond_sword", "modelPrefix": "item/named_swords/", "assetGen": "item_model/handheld", "type": "component_data", "parameters": { "componentType": "custom_name", "transform": } } ``` #### Combining multiple pieces of data from different sources: ```jsonc { "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: ```jsonc { "items": "trident", "modelPrefix": "item/godly_tridents/", "assetGen": "item_model/trident", "type": "predicates", "parameters": { "predicates": } } ```

# 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](https://github.com/Estecka/mc-Variants-CIT/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 : ```jsonc { "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:

```jsonc { "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": ".id" // The location of the variant ID in the component. } } ``` #### Processing data that can't be used as-is: ```jsonc { "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: ```jsonc { "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: ```jsonc { "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 ] } } ```

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
Estecka
Version
5.5.0+26.1.2
Downloads
1,693,508
Endorsements
346
Category
fabric
Created
8/6/2024
Updated
6/29/2026
Game Versions
26.1, 26.1.1, 26.1.2, 26.2
Tags
library

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Variants-CIT support?

The author lists 26.1, 26.1.1, 26.1.2, 26.2. Other versions may work but are untested by the author.

What is the latest version of Variants-CIT?

Version 5.5.0+26.1.2, published 2026-06-29 with 1.7M downloads recorded at the source.

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