Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Inkorporated
Custom tattoo framework. Mods ship tattoo packs (a PNG folder + manifest, or via the API) and Inkorporated adds them to the tattoo shop - rendered, saved and co-op-synced like vanilla.
CHANGELOG
Changelog
All notable changes to Inkorporated are documented here. This project adheres to Semantic Versioning.
[1.1.0] - 2026-06-21
Added
Inkorporated.API.RegisterTattooFromResource(...)- register a tattoo from a PNG embedded in your mod's DLL with one call (the calling assembly is detected automatically; a trailing-suffix resource-name match is accepted), so code mods no longer need to write the embedded-resource-loading boilerplate.
[1.0.0] - 2026-06-21
Initial release.
Added
- Custom tattoo framework for the in-game tattoo shop, built on S1API. Tattoos register through the game's
own
Resources.Loadpipeline, so they render, persist in saves and sync in multiplayer like vanilla. - Drop-in pack format:
UserData/Inkorporated/Packs/<Pack>/manifest.json+ PNGs. Placementschest,leftarm,rightarm,face; optional per-tattoo price; transparent PNGs at any size. - Public API (
Inkorporated.API.RegisterTattoo/RegisterTattooFromFile) for code mods, with aTattooPlacementenum. Lazy registration so PNG/texture work happens when the shop first opens. - Shop integration: custom tattoos are injected into the matching tattoo-shop category by cloning an existing option, with the game's own selection/price/persistence handling reused.
- Bundled example pack (8 UV-aligned designs across all placements) gated behind the
LoadExamplePackpreference (default off); extracted to disk as a copyable template, never overwriting an existing folder. - Correct face-vs-body routing (face layers register under a
/Face/path so the game applies them to the face mesh). - Debug build only: a built-in-tattoo UV template exporter (
UserData/Inkorporated/Templates/) and a shop layout diagnostic; neither ships in the release.