ETF Mod guide

Everything you need to use Entity Texture Features well, from your first resource pack to writing your own texture rules.

Beginner guide

Get your first ETF resource pack working.

Your first pack in four steps

  1. Install ETF using the installation guide.
  2. Find a pack that mentions ETF, random entity textures or OptiFine CEM support.
  3. Enable it under Options > Resource Packs and move it to the top of the list.
  4. Reload with F3 + T and look around.

Where ETF looks for textures

ETF reads textures from the same paths as vanilla, plus OptiFine's random folder:

assets/minecraft/textures/entity/
assets/minecraft/optifine/random/entity/

Folder names must match vanilla exactly, including singular or plural.

Advanced guide: writing rules

Rules live in .properties files named after the vanilla texture. Here are the most-used properties.

PropertyWhat it doesExample
skins.N / textures.NTextures this rule can choose fromskins.1=2-5
weights.NRelative chance of each textureweights.1=5 1 1
biomes.NBiomes where the rule appliesbiomes.1=desert badlands
heights.NY levels where it appliesheights.1=-64-0
name.NMatch a mob's custom namename.1=Sir Moo
baby.NOnly babies or only adultsbaby.1=true
health.NHealth range or percentagehealth.1=0-50%
weather.Nclear, rain or thunderweather.1=thunder
moonPhase.NMoon phases 0 to 7moonPhase.1=0
professions.NVillager professionprofessions.1=librarian

See the complete walkthrough in Random mob textures with ETF and the official docs on GitHub.

Blinking, skins and settings

The other ETF features and how to control them.

Blinking textures

Create mob_blink.png with the eyes closed, and optionally mob_blink2.png half closed. ETF swaps them in briefly at random.

Timing can be adjusted per mob in the properties file.

Player skin features

Use the player skin tool in ETF's settings to add a cape, transparency or emissive pixels to your skin, then upload it to your Minecraft profile.

Players with ETF see the features; others see a normal skin.

Settings reference

  • Random textures: variant selection on or off
  • Emissive: glow layers and shader mode
  • Blinking: blink textures
  • Skin features: read features from skins
  • Debug logging: texture details for pack makers

Best practices, tips and shortcuts

Best practices

  • Keep variant numbering continuous: 2, 3, 4.
  • Put specific rules (names) above general ones.
  • Test one change at a time.
  • Keep a copy of the vanilla texture as variant 1.

Shortcuts

  • F3+TReload resource packs
  • F3+BShow entity hitboxes
  • F1Hide the HUD
  • F2Take a screenshot