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OR-Lib
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Create with ease 3d rendered trinkets and more
Provides a framework or library for other mods to use.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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OR-LIB – Wearables & Rendering Library (Fabric)
OR-LIB is a small Fabric library designed to make it easy and consistent to handle wearable items (rings, amulets, trinkets, etc.) and their rendering in both first and third person.
It’s meant to be reused by multiple mods in the same pack, so you don’t have to rewrite the same code every time for poses, transforms, and custom slots.
🎯 Purpose
Provide a clean set of APIs for defining Wearable Items with dedicated properties.
Centralize the logic for registration, rendering, and transformations of wearable items.
Offer convenient integration with external slot systems (trinket-like slots) without forcing a specific design on the mods that use it.
🔧 Requirements
-
Mod Loader: Fabric
-
Trinkets
It’s especially useful together with content mods that add rings, jewelry, or other trinkets.
Still Work in progress
The library is still work in progress, some feature may work not as inteded.
✨ Key Features
Some key features of the library:
- Wearable-focused API
- Classes and interfaces for WearableItem, WearableType, and related properties.
- Builder-style configuration for attributes, bonuses, and wearable behavior.
- Centralized registries
- WearablesRegistry and WearableContentRegistry to keep all OR-LIB-based content in one place.
- Tags and helper classes (ORLibItemTags, slot helpers, etc.) for clean integration.
- Advanced wearable rendering
- Simple ready-to-use renderers (SimpleWearableRenderer) for basic cases.
- A system of poses and transforms using SlotTransform, SlotTransforms, BodyAnchor, WearablePoseContext, and default transform providers.
- A dedicated first-person renderer (FirstPersonWearableRenderer) to keep player-view and external model in sync.
- Hooks & mixins included
- Client-side integrations for model loading (WearableModelLoaderMixin) and rendering items that are worn or held.
- Centralized rendering bootstrap (WearableRenderingBootstrap, WearableRenderRegistry) to initialize everything in an organized way.
- Trinket-like slot compatibility
- Utilities like TrinketSlotUtil to interact more easily with extra slot systems, so you can focus on how items look and behave, not the boilerplate.
🧑💻 For Mod Developers
Add OR-LIB as a dependency in your project (Gradle and loader metadata).
Create a new wearable by extending/implementing the provided classes (e.g. WearableItem) and configuring it with the builder.
Register your wearable in OR-LIB’s registries (wearable types, content, tags, and any custom slots).
(Optional) Attach a custom renderer via the client-side APIs if you need more advanced visuals.
(Optional) Hook into external slot systems (trinket-like) using OR-LIB’s utilities instead of writing your own glue code.
⚙️ Design & Extensibility
OR-LIB is designed as a foundation layer:
It does not add visible content by itself.
It focuses on APIs, registries, helpers, and rendering.
OR-LIB – Wearables & Rendering Library (Fabric)
OR-LIB is a small Fabric library designed to make it easy and consistent to handle wearable items (rings, amulets, trinkets, etc.) and their rendering in both first and third person. It’s meant to be reused by multiple mods in the same pack, so you don’t have to rewrite the same code every time for poses, transforms, and custom slots.
🎯 Purpose
Provide a clean set of APIs for defining Wearable Items with dedicated properties.
Centralize the logic for registration, rendering, and transformations of wearable items.
Offer convenient integration with external slot systems (trinket-like slots) without forcing a specific design on the mods that use it.
🔧 Requirements
-
Mod Loader: Fabric
-
Trinkets
It’s especially useful together with content mods that add rings, jewelry, or other trinkets.
Still Work in progress
The library is still work in progress, some feature may work not as inteded.
✨ Key Features
Some key features of the library:
-
Wearable-focused API
-
Classes and interfaces for WearableItem, WearableType, and related properties.
-
Builder-style configuration for attributes, bonuses, and wearable behavior.
-
Centralized registries
-
WearablesRegistry and WearableContentRegistry to keep all OR-LIB-based content in one place.
-
Tags and helper classes (ORLibItemTags, slot helpers, etc.) for clean integration.
-
Advanced wearable rendering
-
Simple ready-to-use renderers (SimpleWearableRenderer) for basic cases.
-
A system of poses and transforms using SlotTransform, SlotTransforms, BodyAnchor, WearablePoseContext, and default transform providers.
-
A dedicated first-person renderer (FirstPersonWearableRenderer) to keep player-view and external model in sync.
-
Hooks & mixins included
-
Client-side integrations for model loading (WearableModelLoaderMixin) and rendering items that are worn or held.
-
Centralized rendering bootstrap (WearableRenderingBootstrap, WearableRenderRegistry) to initialize everything in an organized way.
-
Trinket-like slot compatibility
-
Utilities like TrinketSlotUtil to interact more easily with extra slot systems, so you can focus on how items look and behave, not the boilerplate.
🧑💻 For Mod Developers
Add OR-LIB as a dependency in your project (Gradle and loader metadata).
Create a new wearable by extending/implementing the provided classes (e.g. WearableItem) and configuring it with the builder.
Register your wearable in OR-LIB’s registries (wearable types, content, tags, and any custom slots).
(Optional) Attach a custom renderer via the client-side APIs if you need more advanced visuals.
(Optional) Hook into external slot systems (trinket-like) using OR-LIB’s utilities instead of writing your own glue code.
⚙️ Design & Extensibility
OR-LIB is designed as a foundation layer:
It does not add visible content by itself.
It focuses on APIs, registries, helpers, and rendering.
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