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FAQ
English | 中文
| 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 forces JEI to rebuild. When you only changed event logic, use /kubejs reload server_scripts.
A texture is missing; check the paths in Textures. Part and tool base textures must be greyscale.
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.
- If
.statTypeis 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 typeon the server.
Add .generator(...) listing the stat types it supports. Without it the material is tinted using fallback textures.
The vanilla smithing table does not accept Tinkers armor; apply trims in the Tinker Station. The armor set must also declare .trim().
They fire only for modifiers defined by this mod, and only on the server.
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.
- 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.