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authornea <nea@nea.moe>2023-09-09 04:50:29 +0200
committernea <nea@nea.moe>2023-09-09 04:50:29 +0200
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Add custom textures to placed skulls
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## Items by internal id (ExtraAttributes)
-Find the internal id of the item. This is usually stored in the ExtraAttributes tag (i will soon-ish add a command for
-finding the texture pack id specifically). Once you found it, create an item model in a resource pack like you would for
+Find the internal id of the item. This is usually stored in the ExtraAttributes tag (Check the Power User Config for
+keybinds). Once you found it, create an item model in a resource pack like you would for
a vanilla item model, but at the coordinate `firmskyblock:<internalid>`. So for an aspect of the end, this would be
`firmskyblock:models/item/aspect_of_the_end.json` (or `assets/firmskyblock/models/item/aspect_of_the_end.json`). Then,
just use a normal minecraft item model. See https://github.com/romangraef/BadSkyblockTP/blob/master/assets/firmskyblock/models/item/magma_rod.json
as an example.
+## (Placed) Skulls by texture id
+
+Find the texture id of a skull. This is the hash part of an url like
+`https://textures.minecraft.net/texture/bc8ea1f51f253ff5142ca11ae45193a4ad8c3ab5e9c6eec8ba7a4fcb7bac40` (so after the
+/texture/). You can find it in game for placed skulls using the keybinding in the Power User Config. Then place the
+replacement texture at `firmskyblock:textures/placedskulls/<thathash>.png`. Keep in mind that you will probably replace
+the texture with another skin texture, meaning that skin texture has it's own hash. Do not mix those up, you need to use
+the hash of the old skin.