Images, Textures & Text
1. How images work
Any PNG in the mod's assets/ folder takes the same path in the game: the mod's assets/items/karambit.png is the game's
image assets/items/karambit.png. A new name adds an image; a name the game already has replaces it. Images are picked up when
the game starts.
2. Icons
| What | Path | Size |
|---|---|---|
| Weapons and items | assets/items/<id>.png | 16×16, pixel art |
| Icon glow | assets/items/<id>_e.png | 16×16: light parts glow in the dark, black does not |
| Abilities | assets/icons/ability_<id>.png | 64×64 |
| Shaman tree nodes | assets/icons/skill_<id>.png | 128×128 |
A weapon's icon shows in the bag, in hand, in the book and in tooltips. Keep to the game's sizes and palette so the item fits in: a black outline, few colours, no smoothing.
3. Model textures
The game's models are built from cubes, and their textures are plain PNGs next to the model. A mod can replace them and recolour an enemy or a boss:
assets/characters/<id>/<id>_<part>.png colour
assets/characters/<id>/<id>_<part>_e.png glowFor example, assets/characters/welder/welder_welder.png is the Welder's texture, 128×128. The layout (which pixel goes on which
face) is set by the model — change the colours without moving the regions. The models and animations themselves cannot be
replaced.
4. Text — locale/<language>.synx
One line per key: key text. The game's languages are ru and en; if the mod has no file for the player's language,
en.synx is used.
weapon_karambit karambit
sum_karambit A claw forged from a knife: it does not cut — it hooks and tears.
desc_karambit Melee: like a knife, but with a claw for an edge.
fx_karambit_main Strikes close and often; a crit nearly every other hit.
fx_karambit_alt_label RMB · throw
fx_karambit_alt The karambit flies almost straight and hits the first one in its way.
gear_bent_blade Bent blade
sum_bent_blade A shard the blast twisted out.
desc_bent_blade Crit chance +3%. Dropped by exploders.| Key | Where it shows |
|---|---|
weapon_<id> | Weapon name |
gear_<id> | Item or armour name |
sum_<id> | The line of lore under the name |
desc_<id> | What it does, in plain words |
fx_<id>_main | Left-click attack (weapons) |
fx_<id>_alt_label, fx_<id>_alt | Right-click label and description (weapons) |
ability_<id>, skill_<id> | Names of abilities and shaman nodes — to rename the game's ones |
The same key in a mod's file overrides the game's string — this way you can rename anything. \n in a string breaks the line.