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The very first order starts a fresh wardrobe at zero and counts up.
Custom clothing used to mean a Windows GUI, a paid license, and an admin hand-numbering garments. PackBot does it from Discord, headless on our engine, in seconds.
Watch an order runA PackBot ad for the actual automation: messy ydd/ytd files come in, the system maps slots, pairs textures, builds previews, appends safely, and writes the deploy log.
A buyer drops a clothing zip into Discord. PackBot sandboxes it, builds the resource on our headless engine, and replies with the exact in-game skin number. Press play.
Real pipeline: ~2GB in ~2s, GPU-less headless renders, byte-identical round-trip. (Discord caps uploads at 500MB — bigger packs go in parts.)
Numbers are always appended to the END of the wardrobe. Existing skin numbers never move — buyers can hand them out the day they order.
The very first order starts a fresh wardrobe at zero and counts up.
Existing numbers stay locked. New garments take the next free numbers.
The active pack tops out at #127. Only the overflow starts a fresh pack at #0 — nothing already assigned moves.
It reads the pack's own data, not your filenames — so it handles whatever buyers throw at it.
Reads the slot straight from the pack's game-data, never the filename. Messy names just work.
Auto-splits a mixed upload into separate male and female wardrobes — no manual sorting.
Packs fill to exactly 128, then overflow opens a new pack. Existing numbers stay put.
End-to-end on our Linux engine: sandbox, build the addon .ymt, shop and manifest, split, fold onto the live wardrobe, and render every garment labeled with its skin number — about a second each, no GPU.
Proven, not promised
Drop a zip in Discord. Get the exact skin number back — and the picture to match. Live on the next restart.