Music & Art
Warning
If using assets found online, always review licenses of copyrighted materials, and give credit to your sources.
Mod Pathing
Whenever a key or function asks for an image asset path, the game expects it to be in a base game directory by default. This means game/music/, game/sfx/, or game/images/.
This is a problem if you want to use assets stored within your mod folder since the game won’t find it if it’s looking for the asset file like this:
"images/Mods/<modName>/folder/file.png"
To correct this behavior, one has to prepend the file path to their asset file with ../
.
This will tell the game to go back up by one folder directory, landing it in /game. It will look like so:
"../Mods/<modName>/folder/file.extensiontype"
Map related assets are the exception, as they’re two directories deep for the base game assets: images/map/.
You will need to use ../
twice in cases where you are making a new location on the map:
"../../Mods/<modName>/folder/file.extensiontype"
Images
MGD supports the following image file types:
PNG: .png (recommended, and also specifically required for Location image backgrounds)
WEBP: .webp (comparatively smaller at the same levels of quality as PNG)
JPG/JPEG .jpg (not recommended due to transparency being unsupported by JPG files)
Audio
Supported audio file types:
Opus: .opus
Ogg Vorbis: .ogg
MP3: .mp3
WAV: .wav (uncompressed 16-bit signed PCM only)
Other
Additionally, when your mod is extracted in the Mods screen in-game, the following file types will be extracted as well:
Plain text: .txt (Plain text files you’d write in a text editor, often for documentation purposes.)
Markdown: .md (Like plain text, except it adheres to the Markdown markup standard.)
Avif: .avif (A recently standardized image format, though it can’t yet be used by the game.)