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Textures

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

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Textures

Textures go under kubejs/assets/<namespace>/textures/. A missing texture does not cause an error; it just shows as a purple and black square.

Rules

  • Base textures for parts and tool layers must be greyscale. Tinkers maps grey values onto each material's palette, so colored base textures tint incorrectly.
  • Per-material part textures are generated on the client while resources load. Materials with .generator(...), and most built-in Tinkers materials, get detailed textures; the rest are tinted using fallback textures.
  • The Tinkers jar is a good reference. Part and tool base textures are at assets/tconstruct/textures/item/tool/<tool>/<layer>.png; for example the pick head part uses item/tool/pickaxe/head.png.

Required files

For namespace kubejs and item kubejs:xxx, paths are relative to kubejs/assets/kubejs/textures/:

Purpose Path
Part base texture (greyscale) item/part/xxx.png
Part Builder pattern icon gui/tinker_pattern/xxx.png
Casts (only with .casts()) item/cast/xxx.png, item/sand_cast/xxx.png, item/red_sand_cast/xxx.png
Tool layer base textures (greyscale) item/tool/xxx/<layer>.png
Broken layer (with .brokenPart) item/tool/xxx/<layer>_broken.png
Bow pull frames (with .pullFrames) item/tool/xxx/<layer>_1.png, _2.png, _3.png
Worn armor textures (64×32) tinker_armor/<setPath>/<layer>_armor.png, <layer>_leggings.png
Armor set station icon gui/tinker_pattern/<setPath>.png
Modifier icon Any block atlas sprite, e.g. item/xxx.png used as kubejs:item/xxx
Modifier overlays on tools (optional) Under item/tool/xxx/modifiers/, same file names as Tinkers
  • A tool layer pointed at an existing Tinkers texture with .partTexture(...) does not need its own file.
  • Worn armor only needs base textures; each material tints them by color.

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