Recruits Skins

A client-side add-on for Recruits on Forge 1.20.1. Drop ordinary Minecraft player skins into a folder and your Recruits wear them; no resource pack, no server support, nothing uploaded or downloaded.
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Recruits Skins 0.2.0 (Forge 1.20.1)

File namerecruitsskins-0.2.0.jar
Uploader
OtectusOtectus
Uploaded
Sep 1, 2026
Downloads
24
Size
230.6 KB
Mod Loaders
Forge
File ID
8787808
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recruits-skins-1670634:8787808")

Learn more about Curse Maven

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. selectionMode remains flat, so players upgrading from 0.1.0 will keep the same skin-selection behavior and existing Recruit skins.
  • Added an optional selection configuration 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_skins folder 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, 0.15 does not mean a 15% chance.
  • Some complex combinations of rules and live gameplay still require manual testing.

This mod has no additional files