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Making a custom set

kyfex edited this page Feb 4, 2026 · 3 revisions

If you want to create a custom group of balls that can show up in the shop and is on display in the gallery, you want to create a custom set.

First, make sure you've set up your development environment. Make sure you've also created a mod; once both are done, you can move forward to making your custom set :3

Setup

To make a custom set, there are 1 or 2 files you need:

  • A BallSet resource at <mod folder>/overwrites/data/sets_data/<YourName-YourMod-YourSet>.tres
  • If you want the set to have a custom poster, a texture at <mod folder>/overwrites/ui/set-posters/<YourName-YourMod-YourSet>.png

Next, you want to make sure those files are loaded into the game. In your mod_main.gd inside the _init() function, CUE.take_over any necessary files. (See Making a custom ball for how to use CUE.take_over.)

Properties

Next, edit the BallSet with your desired properties. Here's a cheatsheet for what the properties do:

Cheatsheet
  • name: The translation key of your set's name. To keep things organized, it should be of the form SET_<your set name>
  • poster: The poster texture for your set.
  • description: Currently unused
  • can_be_chosen_by_shop: If a set can show up in the shop.
  • requires_achievement: Currently unused. If implemented, will probably be the achievement you have to get before the set is usable.
  • available_in_demo: If the set can show up if the game is in demo mode.
  • id: The id of this set. It should be the same as the set's filename (minus the .tres of course)
  • main_color: The color to tint your poster when displaying it

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