Mods
Resource Packs
Data Packs
Modpacks
Shaders
Plugins
Mods Resource Packs Data Packs Plugins Shaders Modpacks
Get Modrinth App Upgrade to Modrinth+
Sign in
ModsPluginsData PacksShadersResource PacksModpacks
Sign in
Settings
AutoSwitch

AutoSwitch

Automatic switching of tools when you perform an action.

84.7k
311
Utility

Compatibility

Minecraft: Java Edition

1.21.x
1.20–1.20.5
1.19–1.19.3
1.18.x
1.17.x
1.16.x

Platforms

Fabric
NeoForge

Supported environments

Client-side

90% of ad revenue goes to creators

Support creators and Modrinth ad-free with Modrinth+

Links

Report issues View source Visit wiki Join Discord server

Creators

dexman545
dexman545 Owner

Details

Licensed LGPL-3.0-only
Published 4 years ago
Updated 3 days ago
DescriptionChangelogVersions

client Fabric API

AutoSwitch

AutoSwitch is a Minecraft mod (for Fabric / NeoForge) that automatically swaps the held item based on what you’re about to do - mining, attacking, interacting, or when specific stats change and what is available on your hotbar (i.e. you hit a stone block with your fist, it will switch to a pickaxe).

It’s rule-driven and highly configurable via a HOCON config file autoswitch.conf, located in the config folder which is next to the resource pack folder. A quick way to navigate there is by going to Options > Resource Packs > navigate up one folder.

The mod can be toggled on/off dynamically in game by pressing R.


Configuration

This section only applies to AutoSwitch 12+. Earlier versions used a different config format.

There are four sections in the config file - three for defining selectors and targets when various actions occur, and one for general feature configuration:

  • attack-action - rules used when attacking (entities or blocks).
  • interact-action - rules used when interacting (right-click-like actions).
  • stat-change-action - rules triggered by stat events (e.g., using a totem of undying).
  • feature-config - Controls the overall behaviour of the mod.

Each rule contains:

  • priority - integer; higher values are given precedence what multiple targets match.
  • target - what this rule matches (types: BLOCK, ENTITY, STAT, or an EXPRESSION allowing the combination of other targets). Targets can reference tags or specific explicit IDs (minecraft:ender_chest, sugar_cane).
  • tools - ordered array of candidates to switch to. Each must be an ITEM or an EXPRESSION of ITEMs, or be an empty list (to disable switching for that target).

EXPRESSIONs can have as many elements or as much depth as you wish, allowing for a great deal of control. The default config covers a wide range of cases and should serve as a great basis for expanding.

Tools and targets can have an optional data field to control things like enchantments or blockstates that should be matched.

Live edits

Simply resave the config file when ingame for it to be automatically reloaded.

The Gritty Details

Expressions

Expressions can be nested to any depth you desire.

Expressions support the following operations:

  • OR - Match any one of its children
  • AND - Match all of its children
  • NOT - Match none of its children
  • XOR - Match only one of its children

Data

Currently, the following data types are supported:

  • BlockState - The block state to match
  • Component - Currently only supports POTION_CONTENTS on items
  • Enchantment - The enchantments an item has
  • EntityEquipment - The equipment an entity is wearing, such as a pig with a saddle

Selection Priority

Decision order (first thing that differs wins):

  1. Target Priority - rules with higher priority are preferred.
  2. Target Rating (multi-level) - compare rating level 0 - n up to the configured maximum. At each level compare, in order:
    • isGroup (prefer non-groups)
    • hasData (prefer those with data)
    • typeRating (higher preferred, e.g. weapon DPS or mining level)
    • dataRating (higher preferred, e.g. normalized enchantment level)
  3. Tool Priority - prefer tools that are intrinsically prioritized higher.
  4. Tool Rating (multi-level) - same multi-level comparison logic as Target Rating (isGroup → hasData → typeRating → dataRating).
  5. Is the slot currently selected? - prefer the currently held slot if tied so far.
  6. Smallest slot index - final tie-breaker: lowest (leftmost) inventory slot wins.
Text-based Flowchart
START: candidate inventory slots (all slots that matched a selector)
|
v
Compare Target Priority
|-- if different --> choose highest Target Priority --> END
|
v (same)
Compare Target Rating (levels 0..N)
For each level:
- compare: isGroup? (non-group preferred)
- compare: hasData? (with data preferred)
- compare: typeRating (higher wins)
- compare: dataRating (higher wins)
|-- if difference found --> choose winner --> END
|
v (no difference)
Compare Tool Priority
|-- if different --> choose highest Tool Priority --> END
|
v (same)
Compare Tool Rating (levels 0..N)
(same per-level rules as Target Rating)
|-- if difference found --> choose winner --> END
|
v (still tied)
Prefer currently selected slot?
|-- Yes --> choose currently selected --> END
|-- No  --> choose smallest (leftmost) slot --> END

Modrinth is open source.

new-orgs-page@a27b5f4

© Rinth, Inc.

Company

TermsPrivacyRulesCareers

Resources

SupportBlogDocsStatus

Interact

Discord X (Twitter) Mastodon Crowdin
Get Modrinth App Settings
NOT AN OFFICIAL MINECRAFT SERVICE. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.