Recruits Skins 0.1.0 (Forge 1.20.1)
Curse Maven Snippet
What's new
0.1.0 - August 27th, 2026
First release.
Added
- Player skins are loaded from
config/recruits_skinsand worn by every Recruit that Recruits draws with its human renderer -- all twelve registered entity types. - Stable per-Recruit assignment by rendezvous hashing over the unit's UUID, so a Recruit keeps its face across frames, chunk reloads, reconnects and restarts, and adding or removing one skin moves only the Recruits that skin actually wins or loses.
- Classic and slim / Alex arm widths, detected from a filename suffix, a
slim/orclassic/folder, or the arm texels themselves. - Jacket, sleeve and trouser overlay layers, which Recruits' own
HumanoidModelcannot render. config/recruitsskins-client.toml, including policies for Recruits' team, biome and companion clothing./recruitsskins(alias/rskins) withreload,status,listandfolder.- Reloading with <kbd>F3</kbd>+<kbd>T</kbd> alongside ordinary resources.
- Corpse compatibility: bodies deliberately fall back to Recruits' own textures, because the stand-in entity Recruits draws them with does not carry the dead unit's UUID.
Notes
- Client-only. No packets, no entity data, no capabilities, no save data. A dedicated server that has this jar by accident loads it inertly.
- Requires Recruits
1.15.2exactly. Seedocs/dependencies.md. - Promoting a Recruit may change its skin: Recruits promotes by replacing the entity, and the replacement has a new UUID.
This mod has no additional files

