Variants-CIT
Modby Estecka
Alternative CIT format for large and extensible collections of variants.
Type
Mod
CurseForge Downloads
69,509
CurseForge ID
Modrinth Downloads
1,863,899
Modrinth ID
Last Updated
Oct 31, 2026
Description
Variants-CIT
A streamlined CIT format for items with standardized variants.
This mod isn't as flexible as optifine, but excels in scenarios where one item has many variants based on the same piece of data. It yields better performances when extreme amounts of CITs are available, and uses a resource format that is less redundant, requiring only a short file to configure all possible variants at once.
Ready-to-use forks of resource packs for this mod:
- Even Better Enchants (original pack)
- Xali's Enchanted Books(original pack)
- Xali's Potions (original pack)
- Axolotl Bucket Variants (original pack)
Resource Pack Format
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"
}
}
}
}
Compatibility
Mod Loaders
Game Versions
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Screenshots
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