Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated last week
All versions
1.3.7-1024px
Release
DynamicSkins 1.3.7last week 116
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Unavailable version
Changes
DynamicSkins 1.3.7 — Forge (changes since 1.3.4)
Faster skin changes
- Uploads go up at about 640 KB/s (was about 240 KB/s), so a typical 130 KB skin reaches the server in about 0.2 s. Still paced, so the uploader's own ping stays steady.
- Priority lane: players within 32 blocks of the uploader receive the new skin at about 480 KB/s (was about 160 KB/s), so a typical skin appears for them in about 0.3 s after the server accepts it. It applies only when the viewer's ping is 150 ms or lower and the skin is 512 KiB or smaller; everyone else stays at about 160 KB/s so slow connections are not flooded.
- Server-wide limit of about 4 MB/s for all skin traffic together. When it is reached, the closest viewers are served first.
- Each player's queue holds at most 64 pending skins. Beyond that, the farthest one that has not started sending is dropped and sent again when that player next comes into range. A skin that has not started sending is also dropped when its owner leaves the viewer's tracking range.
- Your own skin is still applied only after the server accepts it.
Added
- Upload toast on the uploader's own screen: one toast, updated in place, from "Uploading skin…" to "Waiting for server…" to the server's result ("✓ Skin applied" or "✗" with the reason). A progress bar appears only for skins larger than 320 KB. It works with the editor closed, other players never see it, and no toast appears when other players' skins arrive.
- The toast widens to fit its message (up to 300 px), so reasons such as "Please wait before uploading again" are no longer cut off. Anything longer ends with "…".
- An upload with no server answer within 30 seconds now shows "No response from server" instead of waiting silently.
- New config file
config/dynamicskins-common.tomlwith two debug options, both off by default and applied without a restart:debug.f3Overlay: DynamicSkins lines on the F3 screen (upload state and progress, last result, skins being received, loaded textures, GPU queue).debug.logging: one log line per upload or delivery event, never per chunk (upload start, receive, validation and save time, every result sent, delivery to nearby players, per-player delivery time and lane, dropped transfers; on the client: upload timing, skins received, textures uploaded).
Compatibility
- Network protocol unchanged (version 2); 1.3.2 and newer clients and servers can connect to each other.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:RQtFfZ30:qojMT1jX"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:RQtFfZ30:qojMT1jX"
}

