AutoSwitch [Fabric]

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AutoSwitch [Fabric]

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Automatic switching of tools when you perform an action.

No Theme
No Genre
QoL & Tweaks
Mod Loaders
Forge
NeoForge
Fabric
Minecraft
26.2

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About

Project Details

Type
Mod
License
GNU Lesser General Public License v3.0 only
Latest Version
autoswitch 16.0.0
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

client Fabric API

AutoSwitch

AutoSwitch is a Minecraft mod (for Fabric / NeoForge) that automatically swaps the held item based on what you’re about to do - mining, attacking, interacting, or when specific stats change and what is available on your hotbar (i.e. you hit a stone block with your fist, it will switch to a pickaxe).

It’s rule-driven and highly configurable via a HOCON config file autoswitch.conf, located in the config folder which is next to the resource pack folder. A quick way to navigate there is by going to Options > Resource Packs > navigate up one folder.

The mod can be toggled on/off dynamically in game by pressing R.


Configuration

This section only applies to AutoSwitch 12+. Earlier versions used a different config format.

There are four sections in the config file - three for defining selectors and targets when various actions occur, and one for general feature configuration:

  • attack-action - rules used when attacking (entities or blocks).
  • interact-action - rules used when interacting (right-click-like actions).
  • stat-change-action - rules triggered by stat events (e.g., using a totem of undying).
  • feature-config - Controls the overall behaviour of the mod.

Each rule contains:

  • priority - integer; higher values are given precedence what multiple targets match.
  • target - what this rule matches (types: BLOCK, ENTITY, STAT, or an EXPRESSION allowing the combination of other targets). Targets can reference tags or specific explicit IDs (minecraft:ender_chest, sugar_cane).
  • tools - ordered array of candidates to switch to. Each must be an ITEM or an EXPRESSION of ITEMs, or be an empty list (to disable switching for that target).

EXPRESSIONs can have as many elements or as much depth as you wish, allowing for a great deal of control. The default config covers a wide range of cases and should serve as a great basis for expanding.

Tools and targets can have an optional data field to control things like enchantments or blockstates that should be matched.

Live edits

Simply resave the config file when ingame for it to be automatically reloaded.

The Gritty Details

Expressions

Expressions can be nested to any depth you desire.

Expressions support the following operations:

  • OR - Match any one of its children
  • AND - Match all of its children
  • NOT - Match none of its children
  • XOR - Match only one of its children

Data

Currently, the following data types are supported:

  • BlockState - The block state to match
  • Component - Currently only supports POTION_CONTENTS on items
  • Enchantment - The enchantments an item has
  • EntityEquipment - The equipment an entity is wearing, such as a pig with a saddle

Selection Priority

Decision order (first thing that differs wins):

  1. Target Priority - rules with higher priority are preferred.
  2. Target Rating (multi-level) - compare rating level 0 - n up to the configured maximum. At each level compare, in order:
    • isGroup (prefer non-groups)
    • hasData (prefer those with data)
    • typeRating (higher preferred, e.g. weapon DPS or mining level)
    • dataRating (higher preferred, e.g. normalized enchantment level)
  3. Tool Priority - prefer tools that are intrinsically prioritized higher.
  4. Tool Rating (multi-level) - same multi-level comparison logic as Target Rating (isGroup → hasData → typeRating → dataRating).
  5. Is the slot currently selected? - prefer the currently held slot if tied so far.
  6. Smallest slot index - final tie-breaker: lowest (leftmost) inventory slot wins.
Text-based Flowchart
START: candidate inventory slots (all slots that matched a selector)
|
v
Compare Target Priority
|-- if different --> choose highest Target Priority --> END
|
v (same)
Compare Target Rating (levels 0..N)
For each level:
- compare: isGroup? (non-group preferred)
- compare: hasData? (with data preferred)
- compare: typeRating (higher wins)
- compare: dataRating (higher wins)
|-- if difference found --> choose winner --> END
|
v (no difference)
Compare Tool Priority
|-- if different --> choose highest Tool Priority --> END
|
v (same)
Compare Tool Rating (levels 0..N)
(same per-level rules as Target Rating)
|-- if difference found --> choose winner --> END
|
v (still tied)
Prefer currently selected slot?
|-- Yes --> choose currently selected --> END
|-- No  --> choose smallest (leftmost) slot --> END

client Fabric API

AutoSwitch

AutoSwitch is a Minecraft mod (for Fabric / NeoForge) that automatically swaps the held item based on what you’re about to do - mining, attacking, interacting, or when specific stats change and what is available on your hotbar (i.e. you hit a stone block with your fist, it will switch to a pickaxe).

It’s rule-driven and highly configurable via a HOCON config file autoswitch.conf, located in the config folder which is next to the resource pack folder. A quick way to navigate there is by going to Options > Resource Packs > navigate up one folder.

The mod can be toggled on/off dynamically in game by pressing R.


Configuration

This section only applies to AutoSwitch 12+. Earlier versions used a different config format.

There are four sections in the config file - three for defining selectors and targets when various actions occur, and one for general feature configuration:

  • attack-action - rules used when attacking (entities or blocks).
  • interact-action - rules used when interacting (right-click-like actions).
  • stat-change-action - rules triggered by stat events (e.g., using a totem of undying).
  • feature-config - Controls the overall behaviour of the mod.

Each rule contains:

  • priority - integer; higher values are given precedence what multiple targets match.
  • target - what this rule matches (types: BLOCK, ENTITY, STAT, or an EXPRESSION allowing the combination of other targets). Targets can reference tags or specific explicit IDs (minecraft:ender_chest, sugar_cane).
  • tools - ordered array of candidates to switch to. Each must be an ITEM or an EXPRESSION of ITEMs, or be an empty list (to disable switching for that target).

EXPRESSIONs can have as many elements or as much depth as you wish, allowing for a great deal of control. The default config covers a wide range of cases and should serve as a great basis for expanding.

Tools and targets can have an optional data field to control things like enchantments or blockstates that should be matched.

Live edits

Simply resave the config file when ingame for it to be automatically reloaded.

The Gritty Details

Expressions

Expressions can be nested to any depth you desire.

Expressions support the following operations:

  • OR - Match any one of its children
  • AND - Match all of its children
  • NOT - Match none of its children
  • XOR - Match only one of its children

Data

Currently, the following data types are supported:

  • BlockState - The block state to match
  • Component - Currently only supports POTION_CONTENTS on items
  • Enchantment - The enchantments an item has
  • EntityEquipment - The equipment an entity is wearing, such as a pig with a saddle

Selection Priority

Decision order (first thing that differs wins):

  1. Target Priority - rules with higher priority are preferred.
  2. Target Rating (multi-level) - compare rating level 0 - n up to the configured maximum. At each level compare, in order:
    • isGroup (prefer non-groups)
    • hasData (prefer those with data)
    • typeRating (higher preferred, e.g. weapon DPS or mining level)
    • dataRating (higher preferred, e.g. normalized enchantment level)
  • Tool Priority - prefer tools that are intrinsically prioritized higher.
  • Tool Rating (multi-level) - same multi-level comparison logic as Target Rating (isGroup → hasData → typeRating → dataRating).
  • Is the slot currently selected? - prefer the currently held slot if tied so far.
  • Smallest slot index - final tie-breaker: lowest (leftmost) inventory slot wins.
Text-based Flowchart
START: candidate inventory slots (all slots that matched a selector)
|
v
Compare Target Priority
|-- if different --> choose highest Target Priority --> END
|
v (same)
Compare Target Rating (levels 0..N)
For each level:
- compare: isGroup? (non-group preferred)
- compare: hasData? (with data preferred)
- compare: typeRating (higher wins)
- compare: dataRating (higher wins)
|-- if difference found --> choose winner --> END
|
v (no difference)
Compare Tool Priority
|-- if different --> choose highest Tool Priority --> END
|
v (same)
Compare Tool Rating (levels 0..N)
(same per-level rules as Target Rating)
|-- if difference found --> choose winner --> END
|
v (still tied)
Prefer currently selected slot?
|-- Yes --> choose currently selected --> END
|-- No  --> choose smallest (leftmost) slot --> END

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