Inkorporated changelog
All notable changes to Inkorporated are documented here. This project adheres to Semantic Versioning.
[1.1.3] - 2026-08-01
Section titled “[1.1.3] - 2026-08-01”Changed
Section titled “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
Section titled “[1.1.2] - 2026-07-23”Changed
Section titled “Changed”- The shipped READMEs now link the per-product support page (support.doodesch.de/inkorporated). No gameplay changes.
[1.1.1] - 2026-07-23
Section titled “[1.1.1] - 2026-07-23”- 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
Section titled “[1.1.0] - 2026-06-21”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
Section titled “[1.0.0] - 2026-06-21”Initial release.
- 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.