Biome Models
Compbuild uses biome dependent models for builds with more repetitive assets. You're able to change a group of blocks to a certain biome which also changes the biome as well.
For example you can use //setbiome windswept_forest on a Chair in the plains biome and you'll get a more modern looking chair. Biomes are 4x4x4 and it can be a guessing game on where they are placed, we recommend setting biomes over a slightly large area than you need.
Dead Tube Coral Fan
No Biome
windswept_forest
jungle
flower_forest
sparse_jungle
beach
Dead Tube Coral
No Biome
windswept_forest
jungle
Horn Coral Fan, Brain Coral Fan, Fire Coral Fan, Bubble Coral Fan
No Biome
sparse_jungle
windswept_forest
desert
jungle
Dead Bubble Coral Fan
No Biome
beach
birch_forest
windswept_forest
desert
badlands
Tube Coral Fan
No Biome
windswept_forest
windswept_hills
Sticky Piston, Sticky Piston Head
No Biome
jungle
Dead Brain Coral Fan
No Biome
forest
No Biomes - has random color variants
jungle
sparse_jungle
desert​
windswept_hills
Blockstate Models
Blockstate models are models or blocks you can change with the debug stick, WorldEdit, or by hand. They're a lot more simpler to use than biome dependent models.
You can use WorldEdit commands like //set repeater[powered=true, delay=4] to get a bicycle. That's an example of one. There are a lot of blockstate models within Compbuild Textures and we'd recommend playing around with them.
Repeater, off
delay=1
delay=2
delay=3
delay=4
Repeater, powered=true
delay=1
delay=2
delay=3
delay=4 - has random color variants
Comparator, off
powered=false
mode=subtract
Comparator, powered=true
powered=true
mode=subtract
Cake
bites=0
bites=1
bites=2
bites=3
bites=4
bites=5 - has random variants
bites=6
Turtle Egg, no hatch
eggs=1
eggs=2
eggs=3
eggs=4
Turtle Egg, hatch=1
eggs=1
eggs=2
eggs=3
eggs=4
Dead Sea Pickle, waterlogged=false
pickles=1
pickles=2
pickles=3
pickles=4
Respawn Anchor
charge=0
charge=3
charge=1
charge=4
charge=2