Changes items in the inventory when grabbing them
Also changes the items according to their stored block state if given with one (a powered redstone lamp, a toggled copper bulb, etc)

(Particles need the Item interactions mod)
Currently implemented:
1.0
- Chests and chest minecart (no chest boats yet)
- Redstone lamp
- All copper bulbs
- Comparator, repeater, redstone torch and lever
- The crafter
- All furnaces
- Pistons
- Sculk sensors and the shrieker
- Daylight sensor
- Tnt and tnt minecart
1.1
- Chest boats
- All trapdoors
- All fence gates
- Enchanting table
- Armor stand
1.2
- All Doors
1.3
- Chiseled bookshelves
- Buttons
- Fences
- Walls
- Sculk catalyst
- Pressure plates
- Small and big dripleaf
- Lectern
- Lightning rod
1.4
- Observer
- Mushroom blocks
- Bells
- All signs
- Lantern and soul lantern
- Snowy grass, mycelium and podzol blocks
1.5
- Campfires
- Creaking heart
- Waterlogged and powered states
- [POLYTONE ONLY] Custom creative tabs for certain items
1.6
- Falling leaves
- Spawn eggs
2.0
Particles (Requires the Item interactiions mod):
- Leaves
- Firefly bushes
- Buckets
- Torches, repeaters and comparato
- Sculk sensors
- Campfires
- Note blocks and jukeboxes
- Pots
- Dispensers, droppers and crafter
- Open Eyeblossom
- Enchanting table
- Brewing stand
- End rod
- Tnt and tnt minecart
- End crystal
- Firework rockets
- Ender eyes
- Soul sand and soil




## Changelog
+ Fixed lightning rod missing its view angles

The texture pack will now be split into *Item interactions* and *Item interactions Vanilla*
The main pack will have compatibility with the Item interactions mod, while Vanilla will be strictly vanilla.
## Added particles:
+ Leaves
+ Firefly bushes
+ Buckets
+ Torches, repeaters and comparators
+ Sculk sensors
+ Campfires
+ Note blocks and jukeboxes
+ Pots
+ Dispensers, droppers and crafters
+ Open Eyeblossom
+ Enchanting table
+ Brewing stand
+ End rod
+ Tnt and tnt minecart
+ End crystal
+ Firework rockets
+ Ender eyes
+ Soul sand and soil
- Spawn eggs interaction
+ Setting the
variant block_state to "warm" or "cold" will reflect its change on cow, pig and chicken spawn eggs.+ Setting the
Color (Uppercase C) block_state to the color strings or a number between 0-15 will also reflect on the sheep spawn egg- Leaves
If you want the new stuff in 1.21.4 you can change the pack.mcmeta to lower the bounds of the addition to the main version.

## Additions
- Campfires
- Creaking heart
+ Stairs states
+ Waterlogging for stairs, walls, signs, ladders, chests, fences, slabs, campfires, big dripleaves and some others probably
+ Powered overlay for hoppers, note blocks, doors, trapdoors, fence gates, bells, observers, dispensers, droppers
- [POLYTONE ONLY] Custom creative tab with certain blockstates and items. Currently only used for lit redstone lamp my beloved and the custom armor stands
## Changes
- fixed brick and tile walls
- changed tnt overlay so that its fullbright in the inventory


- Observer (it works without any other resource packs, but preferably add one that changes the observer more when active to see changes in the gui)
- Mushroom blocks
- Bell
- All signs
- Lantern and soul lantern
Also added snowy grass, mycelium and podzol blocks. All of the above have their blockstates reflected (except signs since those are separate blocks)

- All Buttons and pressure plates
- All fences, and walls (with their respective blockstates aswell)
- Sculk catalyst
- Big dripleaf and blockstate for the small dripleaf
- Lectern
- Lightning rod
Also changed the sculk sensor to also use its blockstates
With that, most of the redstone tab is now done

- fixed chests breaking due to christ
late because i didnt have internet
Yes, all 17 of them, with their open, half, and hinge states (If i had a nickel for every time I've wrote a python script for a minecraft resource pack I'd have 2 nickels)

## Changelog
### Added carry animations and blockstates if applicable for the following:
- All boats
- All trapdoors and fence gates
- Structure blocks
- Enchanting table
- Armor stands

For the armor stands, you can get the variants with the following commands:
``
/give @p armor_stand[minecraft:block_state={ShowArms:"false", NoBasePlate: "false"}, minecraft:entity_data={ShowArms:false, NoBasePlate: false, id: "armor_stand"}]
/give @p armor_stand[minecraft:block_state={ShowArms:"false", NoBasePlate: "true"}, minecraft:entity_data={ShowArms:false, NoBasePlate: true, id: "armor_stand"}, lore=['{color: gray, text: "No base plate"}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"true", NoBasePlate: "false"}, minecraft:entity_data={ShowArms:true, NoBasePlate: false, id: "armor_stand"}, lore=['{color: gray, text: "Shows arms"}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"true", NoBasePlate: "true" }, minecraft:entity_data={ShowArms:true, NoBasePlate: true, id: "armor_stand"}, lore=['{"text": "No base plate", color: gray}', '{color: gray, text: "Shows arms"}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"false", NoBasePlate: "false", Invisible:"true"}, minecraft:entity_data={ShowArms:false, NoBasePlate: false, Invisible:true, id: "armor_stand"}, lore=['{color: gray, text: "Invisible"}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"false", NoBasePlate: "true", Invisible:"true"}, minecraft:entity_data={ShowArms:false, NoBasePlate: true, Invisible:true, id: "armor_stand"}, lore=['{color: gray, text: "Invisible"}', '{"text": "No base plate", color: gray}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"true", NoBasePlate: "false", Invisible:"true"}, minecraft:entity_data={ShowArms:true, NoBasePlate: false, Invisible:true, id: "armor_stand"}, lore=['{color: gray, text: "Invisible"}', '{color: gray, text: "Shows arms"}']]
/give @p armor_stand[minecraft:block_state={ShowArms:"true", NoBasePlate: "true", Invisible:"true"}, minecraft:entity_data={ShowArms:true, NoBasePlate: true, Invisible:true, id: "armor_stand"}, lore=['{color: gray, text: "Invisible"}', '{"text": "No base plate", color: gray}', '{color: gray, text: "Shows arms"}']]
`
There were also some internal changes. You can now get most carry textures by giving the item with block_state={display: ui}`, mostly the ones that dont have a placed block model