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Slightly off topic question, but I felt cowardice at privately messaging/mailing.
What are the exact properties needed for Caves of Qud to recognize custom .png's? I have been having a difficult time including custom tiles/artwork for a few silly mods I have made. Applications I have tried; Piskel, GIMP2, Paint.net , paint-- in order to export simple 16x24 pixel .png files observing the alpha channel, but no matter, Caves of Qud won't recognize my pngs. I have tried multiple pathings, from inside the mod (mymod_textures\items), to right clicking and "Copy as Path"-ing the tile location, to trying to path the png by placing it within "Caves of Qud\CoQ_Data\Textures\Items" But nothing, unrecognized.
What programs have you had success with? Is there any information you could provide?
- being broken
- emp
- normality field
- ontological anchor
- in the case of a powered sphere, having no energy cell or an exhausted one
I tested Reverse Engineer too and it doesn't work either.
It has small random chance of detonation, explodes if damaged or something else?