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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.

Date uploaded 2 weeks ago
Version 1.1.1
Download link DooDesch-Inkorporated-1.1.1.zip
Downloads 20
Dependency string DooDesch-Inkorporated-1.1.1

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
ifBars-S1API_Forked-3.1.1 icon
ifBars-S1API_Forked

S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.

Preferred version: 3.1.1

README

Inkorporated - Custom Tattoos for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de.

The tattoo framework for Schedule I. Mods add their own PNG tattoos to the in-game tattoo shop - via a drop-in pack folder or an API - and the game treats them like vanilla: they render on the avatar, persist in saves and sync in co-op. On its own this mod adds no tattoos; it's the dependency tattoo packs are built on.

Version Game MelonLoader S1API

What it does

  • Adds custom tattoos to the tattoo shop under their placement category (Chest, Left/Right Arm, Face).
  • Real avatar layers via the game's own pipeline - they render, save and sync in multiplayer like built-in tattoos (everyone needs the same mod + pack to see them; others just don't render them).
  • Tattoo packs are plain folders of PNGs + a tiny manifest.json - no code required. Code mods can also register tattoos through the API.

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+.
  • S1API (pulled in as a dependency).
  • Optional: Mod Manager & Phone App for the in-game settings UI.

Using it

Install Inkorporated plus any tattoo pack that depends on it; the new tattoos show up in the tattoo shop. Packs live in UserData/Inkorporated/Packs/<PackName>/.

Want a quick look at the format (and a few free tattoos)? Set LoadExamplePack to true (in the Mod Manager & Phone App UI or UserData/MelonPreferences.cfg under Inkorporated_01_Main) and restart - a bundled example pack with a working folder/manifest template is dropped into Packs/Examples to copy.

Making a pack

A manifest.json lists tattoos with a placement (chest | leftarm | rightarm | face), an optional price, and a transparent PNG. The design's opaque pixels must sit at the correct UV region of that body part (a tattoo is a full skin-texture layer, not a centered sticker - so you can do anything from a small mark to a full sleeve). See the example pack and the full guide on GitHub.

Settings

LoadExamplePack (default false) - drop the bundled example pack on disk as a template. Editable in the Mod Manager & Phone App UI or UserData/MelonPreferences.cfg.

License

MIT. See the included LICENSE.md.

CHANGELOG

Changelog

All notable changes to Inkorporated are documented here. This project adheres to Semantic Versioning.

[1.1.3] - 2026-08-01

Changed

  • Runs on Schedule I 0.4.6f11.
  • Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.

[1.1.2] - 2026-07-23

Changed

[1.1.1] - 2026-07-23

Fixed

  • Custom tattoo prices in the shop now read "$250" like the built-in ones, instead of a bare "250" - the rows use the game's own money formatting again.

[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.Load pipeline, so they render, persist in saves and sync in multiplayer like vanilla.
  • Drop-in pack format: UserData/Inkorporated/Packs/<Pack>/manifest.json + PNGs. Placements chest, leftarm, rightarm, face; optional per-tattoo price; transparent PNGs at any size.
  • Public API (Inkorporated.API.RegisterTattoo / RegisterTattooFromFile) for code mods, with a TattooPlacement enum. 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 LoadExamplePack preference (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.