MCPatcher HD 1.9, — Reference
Random Mobs
The Random Mobs feature allows for multiple skins to be assigned to a single entity type. This adds significant immersion by ensuring that every creature encountered in the world does not look identical.
Entity Customization
| Feature | Functionality |
|---|---|
| Skin Variation | Assigns an unlimited number of textures (e.g., zombie2.png, zombie3.png) to a mob. |
| Biome Specificity | Restricts certain skins to specific biomes (e.g., white wolves in snowy biomes). |
| Height Mapping | Changes mob appearance based on the Y-level (e.g., darker creepers in deep caves). |
| Weighting | Controls the rarity of specific skins using a numerical weight system. |
Behavior and Spawning
Random Mobs does not change the AI or spawn rates of entities; it purely intercepts the rendering process. When a mob spawns, the mod checks the associated .properties file in mcpatcher/mob/ to determine which skin to apply based on the world conditions at that coordinate.
Custom Item Textures (CIT)
Custom Item Textures (CIT) allows items to change their look based on their metadata, name, or enchantments. This is widely used to create unique 'legendary' weapons or specialized tools within a resource pack.
Item Property Triggers
| Trigger | Effect |
|---|---|
| Item Name | Changes the texture if the item is renamed in an anvil (e.g., a sword named 'Excalibur'). |
| Enchantments | Applies a specific texture or glint if the item has certain enchantments. |
| Stack Size | Changes the texture based on how many items are in the stack (e.g., a single arrow vs. a quiver). |
| Damage/Durability | Changes the texture as a tool loses durability (e.g., a cracked pickaxe). |
| NBT Data | Advanced matching based on any NBT tag present on the item. |
Implementation
Texture overrides are placed in mcpatcher/cit/. A typical sword.properties file might look like this:
type=item
items=diamond_sword
texture=excalibur.png
nbt.display.Name=ipattern:Excalibur