What is CustomModelData and how does it work?
How one vanilla item can become a katana, mug, chainsaw, or any other model without mods.
Read articleMinecraft resource pack guides, CustomModelData explainers, and walkthroughs for the generator, skin editor, texture painter, potions, villager trade tools, and component-era item systems.
How one vanilla item can become a katana, mug, chainsaw, or any other model without mods.
Read articleA quick reference for textures, models, blockstates, and common file names.
Why a giant list of numbered CustomModelData values breaks down, and how a readable string ID in custom_data fixes it without giving up the model hook.
Read articleA category + family + variant pattern for internal IDs, visible names, and visual hooks that survives a server growing past a handful of items.
Read articleA step-by-step guide: choose a version, add items, blocks and armor, upload textures, preview the result, and download the ZIP.
Read guideHow the classic 64x64 layout works, what the overlay layer is for, and why painting directly on the model helps with sleeves, hats, and boots.
Read articleHow texture size changes detail, workload, and readability, and how to move exported PNGs into the resource-pack generator.
Read articleWhat we found inside the real Minecraft 26.x client jar: two texture layers, no editable model, and how to paint a replacement skin.
Read articleHow to build a potion with potion contents, custom effects, bottle color, lore, CustomModelData, and a give command for the right Minecraft version.
Read articleHow Offers, Recipes, prices, rewards, limits, CustomModelData, and summon commands work.
Read articleHow to stop forged notes, passes, and tokens from slipping into your villager economy.
Read articleHow to use the potion_contents component for custom colors, effects, and readable RP potions.
Read articleWhy loot tables and recipes cannot be made with a command, and the 1.21 folder rename that silently stops packs from doing anything.
Read articlePools, rolls and number providers, and why weight of 10 is not a 10% chance — the reason most "broken" tables are actually just mispriced.
Read articlePattern padding, item tags as ingredients, and the two JSON format changes that make a copied example fail for no visible reason.
Read articleWhy the trigger that never fires is the backbone of custom quests, and the reward that finally puts a recipe in the recipe book.
Read articleBasic vs advanced randomization, and /give vs a loot table entry with the ranges baked in as number providers.
Read articleEvery vanilla incompatibility group, treasure-only enchantments, and why level caps are a command-side choice, not a wall.
Read articleA practical checklist for moving old NBT-heavy pack workflows into the modern component format.
Read articleA deep explanation of how Mojang split visible text, hidden state, and model identity into explicit components.
Read articleA machine-body RP system with Gear Heart transformation, oxidation upkeep, copper metabolism, jetpacks, lasers, storm charge, and admin tuning.
Read articleA progression system built around Hunter's Fang upgrades and dozens of creature powers, with deliberate restrictions and death-loss balancing.
Read article| Type | Pack path | Example name |
|---|---|---|
| Item | assets/minecraft/textures/item | diamond_sword.png |
| Block | assets/minecraft/textures/block | oak_planks.png |
| Item model | assets/minecraft/models/item | custom_diamond_sword_1.json |
| Blockstate | assets/minecraft/blockstates | crafting_table.json |