How Clothing was built

Raw game files read

Processing

The 14 itemtypes/wearable/seraph/*.json files (one per wearable slot: head, face, neck, shoulder, upperbody, ...) are each fully variant-expanded. Clothing has no recipe/drop table of its own in survival (worldgen placement inside a container, the creative inventory, or a character class's starting gear are the only sources), so -- like paintings/tapestries -- it never joins the main item index and gets its own dedicated catalog instead.

"Found in structures" is left empty for every clothing item: worn/stored items live inside a schematic's opaque block-entity inventory data (a wardrobe, a chest, ...), which isn't decoded for this content type the way tapestries' own block-entity attributes are.

Pipeline code