Icons and textures
Your own PNG icons, retextures of the game's images, and new or overridden resources, with no game file changed.
Kiln serves your files to the game from memory, like a resource pack. No game file changes.
| Kind | What | Shows on |
|---|---|---|
icon |
a PNG for an item, in inventory and crafting | client |
texture |
replaces a game texture with a PNG | client |
resource |
a new or overridden resource | server and client |
blob |
a new or overridden data block behind a resource | server and client |
Mods with icons or textures need "clients": "mod". A server skips those entries.
{
"format": 1,
"entries": [
{ "kind": "icon", "guid": "<item GUID>", "file": "icons/my_item.png" },
{ "kind": "texture", "guid": "<texture GUID>", "type": "keen::UiTextureResource",
"part": 0, "file": "retex/grenade.png" }
]
}
That’s assets/assets.json, with paths relative to assets/. Files load when the game starts.
A status or a perk block takes a PNG Icon the same way: see Building blocks.
For a new item, its own "icon": "icons/glacier.png" is simpler. See New items. Kiln’s render-icon.py
renders a matching icon from a glTF.
Limits
- Textures already on the graphics card keep their pixels until the game reloads them. Loading at start avoids that.
- Formats: RGBA8, BGRA8, BC1, BC3, BC4, BC5, BC7. No HDR (BC6H).
- Nothing goes into saves. Remove the mod and items fall back to their own look.