Yes Steve Model Usage Guide: Toggles, Hotkeys, and Compatibility
Yes Steve Model lets you replace player models and control exactly which parts of the game still render them, and this guide explains every switch and control you can reach from the interface.
Opening the Interfaces
Two main screens are available through hotkeys you assign yourself in the controls menu: one action opens the Player Model GUI, and another opens the Animation Roulette. A third hotkey opens Animation Debug, and a fourth opens the Extra Player Render Config. Each of these is bound to the corresponding hotkey (set it in the controls menu) rather than a fixed key.
Inside the model browser, scroll to move through entries, and click to either copy or open what you have selected. You can also manipulate a displayed model directly: drag the Green Square to translate, drag the Blue Square to scale, and drag with the right mouse button to rotate. Alt + R resets your changes, and Esc exits. A Star Current Model option lets you mark a favourite, and enabling Show Model ID First changes how entries are listed.
Searching Models
The search box accepts more than plain names. By default it matches against the model, its info, the author, and the folder. Prefix your query with @ to search authors only, or with # to search folders only. A main model info panel breaks a model down into bones, cubes, and faces.
Toggling What Renders
Several settings decide which models appear at all:
- disable self model stops your own player model from rendering.
- disable other model stops other players' models from rendering.
- disable self hands hides your own hands.
- disable player render turns off the extra player render.
- disable projectile model hides projectile models.
- disable vehicle model hides vehicle models.
- Disable external first person animation turns off outside first-person animation.
- Disable loading state screen removes the loading screen, whose placement you can adjust with loading state position.
- Use compatibility renderer switches to a renderer meant for compatibility.
You can also toggle a specific player's model visibility, which produces a confirmation message stating whether YSM models are now shown or hidden for that player.
Animation Roulette and Debug
The roulette plays a random animation from a numbered set (Roulette Animation 0 through 7). If the roulette's path feels too long, that is a known remark about its layout. print animation roulette msg controls whether a message is printed when the roulette plays. Animation Debug can be switched on and off, and you can trigger Extra Animation 0 through Extra Animation 7 directly, each with its own hotkey you assign in the controls menu.
Hold and Swing States
The mod reacts to what is held in each hand. Recognised mainhand and offhand states include empty, charged crossbow, crossbow, axe, shovel, bow, hoe, pickaxe, shield, spear, sword, mace, and throwable potion. Swing animations exist for swords, spears, maces, throwable potions, and a default swing, separately for each hand. Use animations cover shields, bows, crossbows, spears, spyglasses, eating, and drinking, again per hand.
TAC and Mod Compatibility
TAC animations are grouped by weapon — pistol, rifle, and RPG — and by situation: hold, hold and fire, aim, aim and fire, climb while moving, climb while firing, climb while still, fire, reload, and sprint (upper and lower body separately). Grenade throws are covered for both hands.
Carry On integration adds actions for carrying a block, an entity, or a player, plus being carried.
Note that YSM is incompatible with TAC versions below 0.3.7. If the server's YSM version differs from yours, some features may be unavailable, and an incompatible mod version can disable integration features or cause fatal errors.