Accessories

The base slot-system framework (by wisp-forest) that Jewelry and Artifacts quietly plug into — players never open an “Accessories” menu directly, they just see extra equipment slots appear next to the armor slots. It’s a data-driven successor to the older Trinkets API, built so any mod can register new slot types via datapack JSON instead of hardcoded Java.

By default every player entity gets 12 slots (defined in data/accessories/accessories/entity/default.json): hat, face, necklace, cape, back, hand, ring (this one holds 2 items — you get two ring fingers), wrist, belt, anklet, shoes, and charm. Each slot type ships its own GUI icon and validators (accessories:tag, accessories:component) that decide which items are legal in it — this is the mechanism that lets a Jewelry ring only go in the ring slot and an Artifacts trinket only go where it’s tagged for. Server-side config (config/accessories.json5) on this pack is mostly cosmetic tuning — equip requires not crouching (equipControl: MUST_NOT_CROUCH), hovered slots brighten and cycle, unused slots stay hidden by default — with no gameplay-affecting overrides.

Anticipated questions

How many accessory slots do players get, and what are they? Every player entity gets 12 slots by default: hat, face, necklace, cape, back, hand, ring, wrist, belt, anklet, shoes, and charm. They appear next to the armor slots rather than in a separate menu.

Which slot holds more than one item? The ring slot holds 2 items — you get two ring fingers.

How does a slot know which items are legal in it? Each slot type ships validators (accessories:tag, accessories:component) that decide which items fit. That’s the mechanism that lets a Jewelry ring only go in the ring slot and an Artifacts trinket only go where it’s tagged for.

Does this pack’s config change how accessories play? No — the server-side config (config/accessories.json5) is mostly cosmetic tuning: equipping requires not crouching (MUST_NOT_CROUCH), hovered slots brighten and cycle, and unused slots stay hidden. There are no gameplay-affecting overrides.