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ArmorRenderLib: Directors Cut
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An updated small extension library to Fabric API's ArmorRenderer, with more targeted and specific implementation to dynamically change armor texture and color.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Adds extra features or content to an existing mod.
Provides a framework or library for other mods to use.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Armor Render Lib: Directors Cut, a port of Armor Render Lib is a lightweight extension library to Fabric API's fabric-rendering-v1 ArmorRenderer. Since the Fabric API implementation is quite abstract, a more targeted implementation is needed for some specific use cases. These use cases are present across more than one of my mods, so in the spirit of code reuse this library was created. It is robust, using only a few very targeted mixins and is fully compatible with Cosmetic Armor and GeckoLib.
• Build
To include this library in your project, copy the following into your build.gradle:
repositories {
maven {
name = "Modrinth"
url = "" rel="noopener nofollow" target="_blank">https://api.modrinth.com/maven"
content {
includeGroup "maven.modrinth"
}
}
}
dependencies {
modImplementation "maven.modrinth:armor-render-lib:<version>"
include "maven.modrinth:armor-render-lib:<version>"
}
• Use
Armor Render Lib adds armor render layers. These are objects containing a dynamic texture location, color and glint boolean that render armor for an item (or items). They are roughly equivalent to Fabric API's ArmorRenderer#renderPart, but the texture, color and glint can be dynamically specified based on the ItemStack, LivingEntity and EquipmentSlot.
They should be registered like so:
public class ExampleMod implements ClientModInitializer {
private static ArmorRenderProvider render(ItemStack stack, LivingEntity entity, EquipmentSlot slot) {
// Dynamic texture path
String texture = "examplemod:textures/model/armor/example_chestplate.png";
// Dynamic color
int color = 0xFF00FF;
return data -> data.accept(texture, color, stack.hasGlint());
}
@Override
public void onInitializeClient() {
ArmorRenderLib.register(ExampleMod::render, Items.IRON_CHESTPLATE);
}
}
• Notes
- An item can have multiple different armor render layers registered to it.
- Multiple items can have the same armor render layer registered to them.
- Registering a render layer to a vanilla item (or other armor item) overrides the default armor rendering.
- This means that the texture, color and/or enchantment glint of vanilla armor can be modified.

Armor Render Lib: Directors Cut, a port of Armor Render Lib is a lightweight extension library to Fabric API's fabric-rendering-v1 ArmorRenderer. Since the Fabric API implementation is quite abstract, a more targeted implementation is needed for some specific use cases. These use cases are present across more than one of my mods, so in the spirit of code reuse this library was created. It is robust, using only a few very targeted mixins and is fully compatible with Cosmetic Armor and GeckoLib.
• Build
To include this library in your project, copy the following into your build.gradle:
repositories {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
content {
includeGroup "maven.modrinth"
}
}
}
dependencies {
modImplementation "maven.modrinth:armor-render-lib:<version>"
include "maven.modrinth:armor-render-lib:<version>"
}
• Use
Armor Render Lib adds armor render layers. These are objects containing a dynamic texture location, color and glint boolean that render armor for an item (or items). They are roughly equivalent to Fabric API's ArmorRenderer#renderPart, but the texture, color and glint can be dynamically specified based on the ItemStack, LivingEntity and EquipmentSlot.
They should be registered like so:
public class ExampleMod implements ClientModInitializer {
private static ArmorRenderProvider render(ItemStack stack, LivingEntity entity, EquipmentSlot slot) {
// Dynamic texture path
String texture = "examplemod:textures/model/armor/example_chestplate.png";
// Dynamic color
int color = 0xFF00FF;
return data -> data.accept(texture, color, stack.hasGlint());
}
@Override
public void onInitializeClient() {
ArmorRenderLib.register(ExampleMod::render, Items.IRON_CHESTPLATE);
}
}
• Notes
- An item can have multiple different armor render layers registered to it.
- Multiple items can have the same armor render layer registered to them.
- Registering a render layer to a vanilla item (or other armor item) overrides the default armor rendering.
- This means that the texture, color and/or enchantment glint of vanilla armor can be modified.

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