How it works#
Every item that can go in the Infinity Gauntlet has a file in data/, including the six Infinity
Stones. Once an item has one:
- It fits in any of the gauntlet's six slots (but not twice), in custom gauntlets and in the Cosmi-Rod.
- Everything is drawn from what's actually in each slot. The gauntlet's inventory icon colors that slot's pixel
(
textures/), and the worn, held and ground models draw the stone on that slot's socket (item/ gauntlet_slots/ slot_[n].png geo/).gauntlet_slots/ slot_[n].geo.json - It looks like a 1.12.2 stone everywhere: its texture tinted with
color, unlit, with two scrolling glints inglint_color. - Its
poweris given while it's in any slot of the active gauntlet and taken away as soon as it comes out. - The gauntlet's tooltip lists it as " - Name" in
tooltip_color, sorted bytooltip_order.
Fields#
| Key | Default | Meaning |
|---|---|---|
item | required | The stone's item. It has to be registered, and an item can only be one stone. |
color | #FFFFFF | #RRGGBB. Tints the stone everywhere (item, gauntlet worn, held, on the ground, inventory icon, head) and colors its tooltip line and insert particles. |
glint | true | Whether the two scrolling glints are drawn. |
glint_color | color | #RRGGBB color of the glints. |
tooltip_color | color | Color of its line in the gauntlet tooltip. A chat color name (aqua, light_purple…) or #RRGGBB. |
tooltip_order | 100 | Where it goes in the tooltip. Lower comes first. The six stones use 0 to 5. |
power | none | Palladium power given while the stone is in any slot of the active gauntlet (off hand or Curios hands), and while it's held if hand is on. In a Cosmi-Rod, a stone without power gives the power with the same ID as the item. |
hand | true | Gives the stone's power while the stone itself is held in either hand. The six built-in stones set it to false, because their held power comes from their own item powers. |
head | false | Lets the stone go in the Curios head slot, where it's drawn on the forehead and gives its power. |
texture | infinity: | The stone cube's texture, tinted by color. Uses the 1.12.2 layout, a 6×6×6 box UV cube on a 32×16 texture. |
Example#
Stone file
The Test Stone from the test pack:
{
"item": "infinity_test_stone:test_stone",
"color": "#FF69B4",
"glint_color": "#FFC2E2",
"tooltip_order": 6,
"power": "infinity_test_stone:test_stone"
}Item model
To give the item the stone look in your inventory, use the mod's stone model as its parent:
{
"parent": "infinity:item/infinity_stone"
}The real Time Stone
{
"item": "infinity:time_stone",
"color": "#13CF55",
"glint_color": "#12E772",
"tooltip_color": "green",
"tooltip_order": 4,
"power": "infinity:time_stone",
"hand": false
}The six built-in stones name their own power like any addon stone, so the gauntlet gives it out the same way.
Drawing a stone yourself#
Palladium render layers can draw any stone with the stone look using the layer type infinity:stone:
{
"type": "infinity:stone",
"stone": "infinity_test_stone:test_stone",
"model": "infinity_test_stone:geo/test_stone_socket.geo.json"
}Checking for a stone#
Use the infinity: condition (or infinity: for a held gauntlet) in other powers.
See Conditions.
{
"type": "infinity:gauntlet_slot",
"item": { "item": "infinity_test_stone:test_stone" }
}Making it act like a stone on the ground#
Add a ground item file with "unique": true so dropped copies can't be duplicated.

Curios