Recruits Skins 0.2.0 (Forge 1.20.1)
Curse Maven Snippet
What's new
0.2.0 — September 1, 2026
Added
Optional skin rules. You can now create rules that choose Recruit skins based on their type, faction, region, biome, dimension, equipment, and more.
Named skin pools. Group existing skins into custom pools without moving, copying, or renaming the skin files. A skin can belong to multiple pools.
Context-based skins. Rules can react to things like:
- Recruit type
- Region and original face
- Faction and faction color
- Current biome and dimension
- Items being held
- Weapon type
- Shield usage
- Any of the above in reverse/negated form
Weapon categories. Rules can recognize swords, axes, bows, crossbows, tridents, shields, melee weapons, ranged weapons, and more. Modpacks can also create their own categories for custom weapons.
Clothing layer controls. Rules can independently show or hide Recruits' team, biome, and companion clothing layers.
Flexible skin pools. Pools can be combined using union, intersection, or first-available selection.
Skin weights and exclusions. You can make certain skins more or less common, add them to specific pools, or prevent them from being selected without removing the skin file.
Mod-friendly rules. Rules can safely reference optional mods, tags, and custom items. Missing mods simply result in those rules not matching.
Rule diagnostics. Added commands for inspecting and troubleshooting skin rules:
/recruitsskins explain/recruitsskins rules validate/recruitsskins rules list/recruitsskins pools/recruitsskins pools show <pool>/recruitsskins status
Context change delay. Added an optional delay to prevent skins from rapidly changing when a Recruit crosses a biome border, switches weapons, or changes factions. The default is immediate changes.
Changed
- Existing behavior is unchanged by default.
selectionModeremainsflat, so players upgrading from 0.1.0 will keep the same skin-selection behavior and existing Recruit skins. - Added an optional
selectionconfiguration section for enabling the new rule system. - Skin assignments are now updated more reliably when relevant server data changes.
- Improved handling of configuration errors. If a rule file is temporarily broken or cannot be read, the last working version is kept instead of crashing or disabling the skin system.
- The skin configuration README now includes information about the optional rule system.
Compatibility
- No existing skin files need to be changed. Stable skin keys, texture locations, model markers, and the
config/recruits_skinsfolder remain compatible with 0.1.0. - The new rules system is completely optional.
- Using
selectionMode = "flat"preserves the original 0.1.0 skin-selection behavior. - A broken or unreadable rule file will not crash the game. The last known working rules are used when available.
- Existing mods and integrations do not require changes.
Known Limitations
- Rules cannot currently use complex nested conditions.
- Rules cannot react to a Recruit's level, kills, morale, hunger, orders, owner, or mount.
- Promoting a Recruit can change its skin because Recruits replaces the entity during promotion.
- Weapon durability, stack count, enchantments, custom names, and NBT do not affect skin selection.
- Skin weights are relative weights, not percentages. For example,
0.15does not mean a 15% chance. - Some complex combinations of rules and live gameplay still require manual testing.
This mod has no additional files