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Details
Licensed MIT
Published 3 months ago
Updated last month
All versions
1.0.7-neoforge-1.21.1
Release
TACZ: Advanced Skin System 1.0.7-neoforge-1.21.13 months ago 91
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
v 1.0.7
Changed
- Asset request retries now use exponential backoff with a single five-minute deadline instead of a fixed attempt cap. A slow or stuttering client no longer gives up on assets the server was perfectly willing to send.
Fixed
- Fixed the "detached hands" bug where a weapon rendered at its raw bind pose after switching skins in first person. Because a skin swap intentionally leaves the weapon's GunId untouched, the game never registered the held item as having changed and never reinitialized its animation state. Switching hotbar slots is no longer needed to recover.
- Fixed weapon animations momentarily resetting after reloading resources with F3+T. This is a TACZ issue that reproduces without this addon installed, but it is now patched from our side: first-person animation state recovers on its own instead of requiring a slot switch.
- Fixed a client crash (NullPointerException) when leaving a world while holding a skinned weapon, caused by an asset request being sent after the server connection had already closed.
- Fixed custom geometry from one server silently carrying over to another. Injected models were never removed on disconnect, so reconnecting elsewhere kept displaying the previous server's geometry while reporting success.
- Fixed skins permanently failing to load after ordinary client stutter. Asset requests are driven by the render loop, so a few multi-second hitches (chunk loading, shader compilation, GC pauses) were enough to exhaust the retry limit and blank a skin for the rest of the session.
- Fixed disconnecting mid-download breaking the next session. A reply arriving after leaving a world could mark an asset permanently missing, so the next server would never even request it.
- Fixed dead texture registrations accumulating for every asset of every server visited during a session.
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:NiMg4Heu:WCowS5Pe"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:NiMg4Heu:WCowS5Pe"
}

