#User content expansion via resource packs

1 messages · Page 1 of 1 (latest)

full hill
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Some mods like CIT or item swapper (mostly clientside mod) allow to load and deploy custom content: like new models without overwriting any existing resources, or block swapper palettes trough resourcepacks.

What if that can create new cosmetic (or even structural) entries to conductor skins, bogies, tracks, maybe even sounds and condition they played at.
Using that stuff on a server is probably other can of worms, I think it's gonna bound to ehatever resourcepack is on a server.

And just to clarify, I'm not talking about just changung textures or models that resourcepacks do already by default.

pallid basin
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yeah idk what this means

blissful rapids
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so you want datapack support for snr?

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so you are not limited in resource packs

full hill
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There is some coding wiggle-room to make new resources with resourcepacks, as mentioned item swapper: https://youtu.be/jpJxeDg9daU?si=y6a2FcxC3x53FBwe

Minecraft 1.19 Tutorial Playlist ► http://www.youtube.com/playlist?list=PLEB388783144C45A8
This Minecraft Tutorial will show you how to make you're own pallets for the Item Swapper Mod.

ItemSwapper
https://modrinth.com/mod/itemswapper

Default Resource Pack
https://xisumavoid.com/downloads2/ItemSwapperDefault.zip

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▶ Play video
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Some might argue it's just changing registry entries for item combinations, but that's at least something

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And the other example is CIT by infamous mod Optifine https://optifine.readthedocs.io/cit.html

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CIT isn't exclusive to optifine, there are plenty open source cit loaders

blissful rapids
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ah i see

full hill
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I use cit all the time while making models, because it's just one F3+T to see the changes

gritty warren
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Semi-off topic, is there a CIT loader for Forge/NeoForge that uses the MCPatcher format but also isn’t optifine?