Each Infinity Gauntlet skin goes into a separate file in the 'data/[namespace]/infinity/gauntlet_skins' folder, where namespace is your mod or pack ID; the skin ID is '[namespace]:[file name]' (a-z, 0-9, _, - and .), so it can't replace another mod's skin. The old 'data/infinity/gauntlet_skins' folder still works, with just the file name as the ID. Files starting with _ are ignored. Textures named after the file are found automatically in the skin's namespace: '[namespace]:textures/models/[name].png' for the model and '[namespace]:textures/item/gauntlet_skins/[name].png' for the icon and item. Invalid or missing values fall back to their defaults, a skin without a valid unlock item is skipped, and missing textures or models fall back to the normal gauntlet's. Problems are logged as 'Gauntlet skin [id]: ...'. Restart the game after changes.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| title | String | Name shown in the skill tree and ability bar | false | ID in title case |
| unlock_item | ResourceLocation | Item held in the main hand to apply the skin. One is consumed, and given back when the skin is removed ("Return to Original Gauntlet" or /infinity gauntlet skin clear) | true | / |
| description | Component | Text shown in the skill tree, usually how to unlock the skin | false | ability.infinity.gauntlet.[id].description |
| apply_on | String | 'right_click' applies the skin when right-clicking with the unlock item, 'hold' as soon as it is held | false | right_click |
| apply_sound | ResourceLocation | Sound played when the skin is applied | false | minecraft:block.anvil.land |
| bar_color | String | Ability bar color: white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black | false | black |
| hidden_in_bar | Boolean | Hides the apply ability from the ability bar, for secret skins | false | false |
| gui_position | JsonArray | [x, y] in the gauntlet's skill tree. Without it, the first free slot in rows of five (x = -1 to 1, step 0.5) from y = 2.5 is used | false | next free slot |
| can_replace | JsonArray | Skin IDs this skin may be applied over; normally the gauntlet must have no skin | false | [] |
| apply_commands | JsonArray | Extra commands run as the player after the skin is applied | false | [] |
| icon | ResourceLocation | Skill tree icon and inventory item texture, as a sprite under textures/item or textures/block (no 'textures/' or '.png') | false | infinity:item/gauntlet_skins/[id] |
| render | JsonObject | How the gauntlet looks when worn, held and on the ground. 'texture': model texture. 'model': geo model without .geo.json; _mainhand and _ground variants are needed too. 'glow': true for an emissive [texture]_glow.png layer, or an object with 'texture', 'enchantment_glint', 'conditions' and 'positions' (worn, mainhand, ground). 'layers': Palladium render layers replacing the generated one per position | false | infinity:textures/models/[id].png, infinity:geo/gauntlet, no glow |
{"title":"Cheeselander Gauntlet","unlock_item":"minecraft:sponge","description":"Unlock by right-clicking with a Sponge in your main hand.","apply_on":"right_click","bar_color":"yellow","gui_position":[1,4],"render":{"texture":"infinity:textures/models/cheeselander.png","model":"infinity:geo/gauntlet"}}