Custom Model Data can be used to define any block or items texture to display a certain way on the players head, except for helmets, whose vanilla models always take priority. This is a problem because if you want to use unique properties of helmets (such as the turtle shell's water breathing) with custom models, you can't.
Steps To Replicate:
Install the Resource Pack,
Run The Following Commands:
(Example of correct behavior on an item)
/give @s minecraft:stick[minecraft:custom_model_data={floats:[1]},minecraft:equippable={slot:head}]
(Example of correct behavior on a block)
/give @s minecraft:carved_pumpkin[minecraft:custom_model_data={floats:[1]}]
(Example of incorrect behavior on a helmet)
/give @s minecraft:diamond_helmet[minecraft:custom_model_data={floats:[1]}]
The correct behavior should be that defining custom model data to how a helmet's custom model looks on the head should overwrite the vanilla model on the head, like all other blocks and items, especially with the new display context system.
Attachments
Comments 5
id personally disagree; yes its possible but I personally see the way it works right now as a bug. at the end of the day i guess its up to mojang to decide whether its working as intended or custom model data should be given priority.
It's very simple: The item model is ignored if the equippable states an asset_id. It was even listed in the changelogs (when the field was still called model) that it behaves this way. Custom model data has nothing to do with this.
In case any mod is unsure about this being invalid:
/give @s minecraft:diamond_helmet[minecraft:custom_model_data={floats:[1]},minecraft:equippable={slot:head}]
achieves the desired result, all that's different is the equippable component getting overwritten (to remove the predefined asset_id field).
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Invalid, overwrite the equippable component on the helmet to prevent it from selecting an asset_id. By default, armor pieces provide an equippable component with corresponding asset_id, resulting in the armor rendering.