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Appendix: Post‐beta assets

June edited this page Aug 4, 2026 · 3 revisions

Note: This is a temporary page being used to centralize information as we start to piece together the new structure after the game engine was changed as of the June 3rd, 2026 Beta release. Information is subject to change, this is just so that we can have somewhere to point to and a reference point for everyone working on MOMI.

Cosmetics

(The following is adapted from Shugar's 6/10/26 message in #mod-development):

  • Most information for the TOML file can be copied from an existing vanilla cosmetic's TOML. For a specific cosmetic type (ex: hair), a lot of the information stays consistent within its type -- asset_kind, frame_size, frame_len, dimensions, filter_kind, mipmap_filter_kind, wrap, duration, atlas*, horizontal, and vertical.
  • The main reason that each item has its own TOML, despite these similarities, is the id at the very top of it. Each item has its own ID (a 16 character hexadecimal number), and this ID gets referenced in the Atlas, where its position on the atlas then gets dictated for each frame (See image 1: The first two numbers (3493, and 3514) refer to the top left corner of the frame, and then the second two numbers (40, and 40) refer to the frame size (each hair frames are 40x40 pixels). The ID's will need to be generated by MOMI to ensure no duplicates.
image
  • All player items appear to refer specifically to the atlas "Player", though the vanilla atlases are currently split into two different Player atlases due to how many Player sprites there are. It does not specify "PlayerAtlas0" or "PlayerAtlas1", just "atlas : Player".
  • As previously discussed, Atlases should be generated per mod by MOMI to avoid conflicts between mods.
  • For the UI portion of a new cosmetic, the information above is mostly the same except for them being under the UI atlases, and their individual sprite location being assets/animations/Item Icons/Wearable. The UI ID is separate from the Player Animation ID.
  • Next part is the Shapes data (/assets/shapes). [This is new for the beta!] Once again, information is pretty consistent within its type, only differing between ID's. And once again, the ID for an items Shape/Poly data is separate from its UI ID and its Player Animation ID. However, this one will also reference the corresponding Player Animation ID (ex: Shape data for the mid layer of sprites for the Dreadlock Twin Buns hair (Shape ID of 26db488062587db5) will have a code line that calls upon the Player Animation ID of the Dreadlock Twin Buns hair mid layer (Player ID of 9799deae66c22003) as it's required_assets.
[meta_properties]
id = "26db488062587db5"
asset_kind = "Shape"
required_assets = ["9799deae66c22003"]
  • Last part is the Player_Assets TOML file (/assets/fiddle) adds the specifications of what an item is named in game, what lut it uses, what UI slot it fits into, what sub category it goes into, and if it will be unlocked by default upon making a new save file.
[back_gear_basic_cape]
    name = "Basic Cape"
    lut = "spr_player_back_gear_basic_cape_lut"
    ui_slot = "back"
    default_unlocked = true
    ui_sub_category = "capes"

A complete, new cosmetic item will require (currently), the following: Player Animation sprite sheet (for your own sanity, tbh) and a TOML file for it (this is separated into each piece, such as hair_back and hair_mid being different), a UI sprite and a TOML file for it, a custom atlas and a TOML file for it, a shape TOML file, and then a (probably a new?) Player_Assets TOML file, and an edited stores TOML file (/assets/fiddle).

In the end, the modder should only need to provide the Player Animation sprite sheet, a UI sprite, and a Player_Assets TOML file to MOMI.

MOMI should in theory generate:

  • A Player Animation sprite sheet TOML file by creating a unique ID & copying the rest of the information from another cosmetic of the same category
  • A UI sprite TOML file by creating a unique ID
  • a custom atlas with the modder's sprite images
  • an atlas TOML file with unique ID
  • a shape TOML file with unique ID that points to the Player Animation ID
  • an appending to the stores TOML file to add the cosmetic to general by default

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