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Textures
hp-1e edited this page Oct 31, 2026
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Textures go under kubejs/assets/<namespace>/textures/. A missing texture does not cause an error; it just shows as a purple and black square.
- 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 usesitem/tool/pickaxe/head.png.
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.