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1. Getting Started

June edited this page Aug 4, 2026 · 4 revisions

assets.zip

Since the update to the maybe engine, all assets are organized into one assets.zip. To look into what in the game is moddable, you will need to unzip it, which will take some time, as there are many individual files to unpack. However, once unpacked, you can see basically all of the game's inner workings, including GML code! The first step to embarking on a new mod is to understand what already exists, so it's helpful to have a copy of the assets folder unzipped somewhere on your computer.

TOML files

Most data that isn't images or code is formatted in TOML tables. If you're familiar with modding before the maybe engine, all the information that was previously provided by JSON files has now been neatly split into individual TOML files. For TOML's full documentation, see the official website.

Tools

Text Editors

The main thing you will need to mod Fields of Mistria is a good text editor. Each of the following options has pros and cons, so consider which choice is best for you based on the description.

  • Notepad++: Very beginner-friendly, however is not always the best for formatting, highlighting, and viewing many files at once. If you find the other options to be intimidating, this is probably your best option.
  • Sublime Text: Also relatively beginner-friendly, but has more features geared towards code. It is extremely lightweight and configurable, with many users creating public add-ons and syntax highlighting. The ability to view entire folders at once (such as the assets folder) is very helpful here.
  • Visual Studio Code: Also called VSCode, Visual Studio Code is a slightly less lightweight text editor made specifically for code. It has an easy to use extension library that you can use to add syntax highlighting for TOML and GML, and the folder viewing structure when viewing the assets folder is slightly more user friendly than with Sublime. I (June) would recommend this editor for anyone with any coding experience. If you're worried about their persistent advertising to use AI coding agents, you can turn off most of those features. I personally elect not to use them.

Image editors

If you already have a preferred image editor like Photoshop, Clip Studio Paint, etc, great! You can just skip ahead. If you don't, and want something made specifically for pixel art and pixel art animations and games, I would highly suggest using Aseprite. It is indie developed, much cheaper by comparison to other art programs, and its niche application for pixel art means it has extremely helpful features such as pixel-perfect lines and palette control. If you're very short on funds, Aseprite is also free if you compile it yourself. The only downside of Aseprite is for more complex editing involving many filters and blend modes.

Anyone who has a background in digital art usually already has a preferred program and toolset, so the purpose of this section isn't to convince anyone they're doing it wrong, Aseprite is just lesser known because it's a niche tool, so I figured the information would be helpful to provide.

Mod structuring

A handful of mod types have special structures, such as image replacement, outfits, and furniture. Outside of special formats that MOMI simplifies, you may just be adding to or editing existing TOML files. To overwrite values or add tables to a vanilla file, you will need to replicate the folder structure of that vanilla file within your mod directory. Your file should be the same name as the vanilla file, but contain only the changes you wish to make. For more information on modifying TOML files, see the next page on MOMI Operations.

What's new since maybe?

Besides going from JSON to TOML, many other parts of the game have been exposed since the engine switch. So, much more is possible! If you're looking to update your older mods for the new engine, the main differences you'll notice are the TOML files and the fact that animated sprites are now compiled as a singular sprite sheet, and not a folder of numbered frames. You can read more about it in the relevant wiki sections for the mod type you're working with.

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