Hello All.
I hope everyone has had a good summer or at least a restful one. And to all those who are not at a place to enjoy or take time out for a summer break, I hope you do get some form of rest some of the time to recharge.
There were questions on Discord and Steam about these, and I've been modding again to switch contexts from my other pursuits.
Questions 1 - translations
"Translations not picked up in mod" post from Steam forums
Can we revisit this, please? Or, did I screw up somewhere and didn't build the mod properly?
Questions 2 - modding New Specialists
Question via Discord:
And I realize it is quite easy:
I've actually started with the images being in the EllaBelle folder with names like "portrait_specialist_32_ellabelle.jpg" for the 32px variety etc.
That's when the red X is the result as in the image.
My Unity screen and localization.loc file added for anyone who wants to replicate and test it.

Next I tried to put it in subfolders as show in the image for martian specialist as an example. That's when the "Build Mod" step crashed Unity.

Help please, Iceflake Devs. What folder structure and filenames do the thumbnails need to be in?
I hope everyone has had a good summer or at least a restful one. And to all those who are not at a place to enjoy or take time out for a summer break, I hope you do get some form of rest some of the time to recharge.
There were questions on Discord and Steam about these, and I've been modding again to switch contexts from my other pursuits.
Questions 1 - translations
"Translations not picked up in mod" post from Steam forums
I recall bringing this up during Early Access, I think the consensus at that time was modding issues are the lowest priority before game release.My findings:
1. Italian language key not picked up, is expected outcome
2. Mod's Name and Description not in loc file to be translated, so 2nd screen not having translations is expected outcome
3. Translations not picked up, NOT expected outcome
As a mod, translations don't work.
Can we revisit this, please? Or, did I screw up somewhere and didn't build the mod properly?
Questions 2 - modding New Specialists
Question via Discord:
After checking that "Yes, we can" being my answer, the next question was how easy or difficult is it to do?can you make a new specialist with the unity editor?
And I realize it is quite easy:
- download modtool in zip file and extract
- rename FishFactory folder to your Specialist name
- remove FishFactory's model and the other stuff, just retaining 3 things:
- the .loc file
- the main.script file
- the mod file
- edit the 3 above files to suit your needs
- edit .loc and .script files in a text editor like Notepad or Notepad++
- edit the mod.asset file in Unity; input your mod details to how it would appear in the game's Mod List where you enable or disable the mod in-game
- add the Specialist template from Unity's Create menu as follows in image
-
- create the thumbnails for the avatars in 3 sizes: 32px, 64px & 128px
I've actually started with the images being in the EllaBelle folder with names like "portrait_specialist_32_ellabelle.jpg" for the 32px variety etc.
That's when the red X is the result as in the image.
My Unity screen and localization.loc file added for anyone who wants to replicate and test it.


Next I tried to put it in subfolders as show in the image for martian specialist as an example. That's when the "Build Mod" step crashed Unity.

Help please, Iceflake Devs. What folder structure and filenames do the thumbnails need to be in?
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