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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.
manifest.json - no code required. Code mods can also
register tattoos through the API.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.
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.
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.
MIT. See the included LICENSE.md.