Skip to content
hp-1e edited this page Oct 31, 2026 · 1 revision

English | 中文

Parts

Register new part shapes in startup_scripts; a restart is needed after changes. The part item, casts, recipes, tags, models and per-material textures are all generated for you.

StartupEvents.registry('item', event => {
  event.create('kubejs:great_blade', 'tinkers_kubejs_arsenal:part')
    .statType('head')
    .cost(4)
    .casts()
    .displayName('Great Blade')
    .name('zh_cn', '巨刃')
})
Method Description
.statType(type) Required. The material stat type, which decides which materials can make the part and what stats it gives. Tinkers types such as head handle binding limb grip bowstring plating_* maille skull arrow_head arrow_shaft fletching, or a new type from Stat Types (full ID)
.cost(n) Material cost, 1 = one ingot, default 1
.casts() Also registers gold, sand and red sand casts; without it the part can only be made in the Part Builder from material items
.partTexture(texture) Grey base texture, default <namespace>:item/part/<path>
.name(lang, text) Name in other languages; set English with KubeJS's .displayName(...). Pattern and cast names follow it

What gets generated

Kind Contents
Items The part; with .casts() also <path>_cast, <path>_sand_cast, <path>_red_sand_cast
Part recipes Part Builder (blank pattern, or the gold cast as pattern), composite casting, gold and sand cast casting
Cast recipes Pour 90 mB of molten gold on the part for a gold cast; sand and red sand casts from the Part Builder and the casting table
Tags tconstruct:parts, `tconstruct:casts/gold
Creative tabs and JEI Parts per material in the Tinkers "Tool Parts" tab, casts in the "Smeltery" tab; JEI picks them up automatically

Registered parts can be used directly in a tool with .part(...).

Textures

See Textures: a grey part texture, a Part Builder pattern icon, and the three casts if you used .casts().

Clone this wiki locally