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.)