#widening the condition of a RenderLayer

2 messages · Page 1 of 1 (latest)

verbal bolt
#

[part 1 of 2]

For a bit of context, I'm using KubeJS alongside Accessories, Rubinated Nether, and a few other mods that are irrelevant to this discussion (yes, really — I have them disabled for the time being). My end-goal is to change the slots in which a number of items can be equipped. Most of these have been fairly easy to pull off, but while adding rubinated_nether:ruby_lens to #accessories:face is enough for the slot to accept the item, enabling the various renderers that would normally trigger when rubinated_nether:ruby_lens is placed in EquipmentSlot.HEAD is a bit more challenging to the point that I'm not sure if KubeJS is even capable of accomplishing it on its own.

While I have a few things in the data and assets folders for creating/binding a custom accessory slot, the only thing I'm doing with KubeJS that's actually relevant is the following server script:

// listen to item tag event
ServerEvents.tags('item', event => {
  // ~~move minecraft:spyglass from #curios:belt to #accessories:spyglass~~
  //event.remove('curios:belt', 'minecraft:spyglass');
  //event.add('accessories:spyglass', 'minecraft:spyglass');

  // ~~move create:goggles from the #curios:head to #accessories:face~~
  //event.remove('curios:head', 'create:goggles');
  //event.add('accessories:face', 'create:goggles');

  // add rubinated_nether:ruby_lens to #accessories:face ~~and disable the default renderer~~
  event.add('accessories:face', 'rubinated_nether:ruby_lens');
});

(I've run out of characters, so the other half of my post will be in a separate message to follow.)

formal lionBOT
#

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