# Other [Home](Home) ## Run a clothing shop A clothing shop needs a Cash Register, a seated shopkeeper, and linked storage containing garments to sell. 1. Place a Cash Register. 2. Put a Create Seat directly in front of it, at the same height or one block lower, and seat a living entity there. Citizens, Villagers, and other living mobs can staff the shop. 3. Use a Smart Phone on the register to select it. 4. Keep that phone in the same hand and hotbar slot. Sneak-use the storage you want to sell from. 5. Sneak-use mannequins or advertisements to link their displayed outfits to the shop. 6. Use the register again to end setup. Repeat a link action while the same register is selected to unlink the target. Changing the selected hotbar slot or putting the phone away ends setup. A register can link up to eight storages within 64 blocks in the same dimension. Double chests and supported Create Item Vaults count as whole storages. The register itself has no stock slots. Wear Engineer's Goggles and look at the register to check OPEN/CLOSED, shopkeeper presence, and storage connections. Holding a Smart Phone while looking at it highlights linked targets. ### Stock the displayed outfit Citizens can notice a mannequin or advertisement, decide they like an outfit, and visit its linked shop. Their preferences and local climate affect interest. Mannequins and advertisements can be observed through supported glass windows. Stock the same garment, material, colors, and design as the display. A different-colored copy is a different product. The register's Goggles display warns when displayed clothing cannot be supplied from linked stock. A successful purchase removes a real garment from storage and equips it on the Citizen. Its replaced clothing is not returned or dropped. Keep production connected to your shop storage to replenish stock. ## Photography and advertisements ### Take a photo Use a Camera on a Citizen to open a modeling session. The standard fee is 20–30 emeralds. Use the Camera in the air for a free self-portrait; another player must approve before you photograph them. In the Camera menu, try clothing from your inventory, adjust supported wearing styles, and choose the pose, body direction, background, and framing. Outfit changes are temporary previews and do not alter anyone's real clothes. For a paid session, put the required emeralds into the payment slot. Take the Advertising Photo from the output slot to complete payment and capture it. Merely opening the menu does not charge you, and unused payment is returned when you close it. ### Edit and copy Use an Advertising Photo to edit its background, framing, fit or fill, alignment, and mirroring, then save. Clothing, wearing styles, pose, and body direction are fixed when the photo is captured. Player head skins follow the player's current Minecraft skin. Craft one photo by itself to obtain two identical copies. Photos with identical data can stack. Editing a stack changes every photo in it, so split it first if you want a separate version. ### Print a poster or billboard 1. Give an Advertising Photo to a Deployer. 2. Place an unprinted Fashion Poster or Billboard Panel on a Depot or belt beneath it. 3. Run the Deployer to print one item. The master photo is kept. 4. Place the printed advertisement and link it to a shop if you want Citizens to find the displayed clothing there. Printing uses the Deployer rather than a crafting-grid combination. Printed items have an enchantment glint to distinguish them. A Fashion Poster occupies one block of width and two blocks of height on a supported wall. Add blank Billboard Panels around a printed panel to expand its rectangular advertisement. The default group limit is 64 panels. When collecting a printed billboard, only the final panel carries the photo; earlier recovered panels are blank. ### Broadcast digital signage Place a Signage Broadcaster and choose a channel name using lowercase letters, digits, and underscores. Put up to nine photos in its grid, then close the menu to publish them in reading order. Set Digital Signage Panels to the same channel. The channel works across dimensions in the same world. Each scene runs for ten seconds, fading into the next during its final second. Each screen can adjust its own framing and alignment. Unconfigured signage cycles through three built-in photos. Breaking a broadcaster returns its stored photos but does not erase the published channel. Existing channels can be updated by their creator or an authorized Creative player or administrator. ## Jewelry Necklaces and Bracelets use metal and gem choices rather than fabric dyes. 1. Compact nuggets in a Basin with a Mechanical Press to make a Gold or Silver base. 2. Use a Deployer to attach a gem material to the base. The six gem looks are Diamond, Emerald, Amethyst, Ruby, Sapphire, and Pearl. The built-in recipes allow Redstone for Ruby, Lapis Lazuli for Sapphire, and Quartz for Pearl. Silver-colored bases can be made with Iron Nuggets, so the complete jewelry range is available without another material mod. ## Tailors and recycling An unemployed adult Villager can take the Tailor profession using a Sewing Machine as its workstation. The machine still works for clothing production; it does not need rotational power for the Villager to recognize it as a job site. Put recyclable garments through Create Crushing Wheels. One garment produces one Old Cloth regardless of its color, design, or material. Glasses, Sunglasses, Watches, Necklaces, and Bracelets cannot be recycled this way. Tailors offer Old Cloth buying at Novice level and material trades as they gain levels. | Base trade | You give | You receive | | --- | --- | --- | | Sell Old Cloth | 2 Old Cloth | 1 Emerald | | Sell thread | 8 of the requested thread | 1 Emerald | | Buy thread | 1 Emerald | 4 of the offered thread | | Sell fabric | 4 of the requested undyed fabric | 1 Emerald | | Buy fabric | 1 Emerald | 2 of the offered undyed fabric | Individual material offers are selected when the Villager's trades are generated. Prices follow vanilla demand, reputation, and discount rules. Tailors do not trade finished garments or dyed fabrics, and their trading system is separate from Cash Registers. ## Optional mod support ### Create: Destroy Destroy is optional. All built-in garments can be made with vanilla and Create materials when Destroy is absent. #### Synthetic Fiber - Without Destroy: heated mixing of Sugar, a Slimeball, and water produces Synthetic Fiber. - With Destroy: craft Nylon into Synthetic Fiber; one Nylon gives two fibers. World owners can enable `recipes.forceSyntheticFiberFallback` in the server configuration to retain the heated-mixing route alongside the Destroy route. Restart the world or server after changing this setting. #### Mirror Coating Fluid When Destroy and materials in the common Silver Ingot tag are available, mirror coating can use the Destroy chemistry route. Without either prerequisite, the heated Zinc Nugget, Glowstone Dust, and water recipe is available automatically. World owners can enable `recipes.forceMirrorCoatingFallback` in the server configuration to add that heated recipe while keeping an available Destroy route. Restart the world or server after changing it. Check JEI for the chemistry steps and active recipes in your installation. ## Armor and moving builds Apparel Body Mode hides standard humanoid armor rendering while preserving armor functionality. Equipment mods using their own render layers may need separate compatibility work. Citizen routes use fixed world positions. They do not follow moving Create contraptions or Valkyrien Skies ships. Keep town routes and advertising setups on stationary builds when relying on their movement and shop behavior.