mcpskins-1.1.2-neoforge-1.21.1.jar
Curse Maven Snippet
What's new
v 1.1.2
Added
- KubeJS support. Scripts get a
MCPSkinsbinding for reading and changing who owns what, plus seven events covering unlocks, revokes, completed collections, equipping and fusing. Unlock, equip and fuse can be cancelled, and fuse can override the roll. KubeJS stays optional: without it nothing changes and none of the code loads. - The same contract as a plain Java API, so another mod can use it with no KubeJS involved.
- Skins for LesRaisins Tactical Equipments. Knives, grenades and medical items reskin like weapons, using
"base_melee","base_throwable"or"base_consumable"in place of"base_gun". Texture and icon only, since geometry replacement runs through TACZ's model registry. The addon is optional. - Skins for a gun you do not have installed are hidden instead of rendering broken. They stay out of the Armory, the carousel, fuse pools,
give alland command suggestions, and grants refuse them. Ownership is untouched, so they return unchanged when the pack does.hideUnavailableSkinsturns it off.
Changed
- A skin file picks its base item from whichever
base_*key it uses, so the next addon is a table entry rather than a new code path. - The Armory groups everything that is not a gun into its own section, attachments and addon items together.
- The wiki went from 13 pages to 11, and the next addon extends a table there instead of adding another page.
Fixed
- Thin models no longer flicker in the Armory preview. The podium drew both sides of every surface, so on a knife blade the front and back sat at the same depth.
/mcpskins give skinchecks the id now. It used to accept anything and quietly put a dead entry in a player's unlocks.- Syncing skins to a fake player no longer throws, which used to take down whatever was walking the player list.
- Using an unlock item sent the ownership sync packet twice.
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