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hp-1e edited this page Oct 31, 2026 · 3 revisions

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FAQ

My script change did nothing

Change Needs
startup_scripts (item registration, stat types, armor sets) Restart the game
Materials, modifiers, tool stats, recipes, tags /reload
Only event handler logic /kubejs reload server_scripts
Textures, client variants F3+T

Stat events (toolStats, attributes, ArsenalToolEvents.stats) run when a tool is rebuilt. Existing tools update after being rebuilt, gaining a modifier, or ArsenalTool.rebuild(item).

/reload is slow

/reload forces JEI to rebuild. When you only changed event logic, use /kubejs reload server_scripts.

Items show as purple and black squares

A texture is missing; check the paths in Textures. Part and tool base textures must be greyscale.

My tool cannot be built in the Tinker Station

Tools with more than 3 parts must be built on the Tinker's Anvil. A bow's limb layer counts as two parts, so a three-layer bow also needs the anvil.

My new part cannot be made

  • If .statType is a new stat type, only materials with .customStat(...) for it can make the part.
  • A misspelled stat type ID logs Part <id> uses unknown stat type on the server.

My new material has no detailed textures

Add .generator(...) listing the stat types it supports. Without it the material is tinted using fallback textures.

I cannot apply an armor trim

The vanilla smithing table does not accept Tinkers armor; apply trims in the Tinker Station. The armor set must also declare .trim().

Modifier events never fire

They fire only for modifiers defined by this mod, and only on the server.

Multiplayer

Clients need this mod and the same startup_scripts. Material and modifier names and appearance are synced from the server, so clients need no extra scripts.

Known limitations

  • New materials on worn armor are only tinted by color; there is no material-specific worn texture.
  • The Tinker Station preview runs server stat events on the client thread; handlers must not depend on world state.

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