Carry your assets and whole built scenes from one game into the next. Every model, image, sound and animation clip sits on one searchable shelf with your own tags and a real picture of each thing — drag a card into the world to place it, or drop it onto what you have selected to…
Carry your assets and whole built scenes from one game into the next. Every model, image, sound and animation clip sits on one searchable shelf with your own tags and a real picture of each thing — drag a card into the world to place it, or drop it onto what you have selected to swap the model, skin the material or hand it new clips. Stretch the capture box over a market square, a camp, a room you already built, name it, and it becomes a set card that rebuilds the whole arrangement anywhere. Then copy the shelf as a crate, paste it into another project, and everything you have made is standing there waiting.
Versions
1.7.0
HYLLA home furnishings and full-body farm animals. 155 new furniture cards (sofas, chairs, tables, beds, storage, lamps, kitchen, bath, hearth, patio, kids, office, soft goods) as parametric scripted geometry plus 8 conjured soft pieces, and 10 set cards (nine showrooms + marketplace A/B) placed by reference from data/sets-furniture.json. Farm animals re-cast as full-body models with their own portraits. New in the panel: local shelf append, thumb capture, effect-kind staging for scripted-geometry rows, set placement on terrain-off places, and shard packing that no longer overflows on the shard header. Motion groups gained quadruped, serpent and military clips; military effects set (tracer, flare, impact dust, mud spray, artillery smoke, wreck fire).
Motions, effects and bodies that stay put.
- **Motions section on the shelf.** A library of authored humanoid clips — social, locomotion, combat and rest groups — plus quadruped and serpent sets. Drop a motion card on a placed character and it plays it, whatever skeleton it came with.
- **Effects shelf.** 15 particle programs (campfire, torch flame, rain, snow, fireflies, ground mist, smoke, steam, sparks, dust motes, waterfall spray, magic aura, explosion, flicker lamp). Each placed effect gets a creator-only handle so you can grab and move it.
- **Rig-free creatures move.** Skeleton-less conjured creatures (wolves, wyverns, wurms) get whole-body gaits instead of standing frozen.
- **Placed characters breathe.** A rigged body starts in its idle clip on placement, even when idle isn't first in its clip list, and keeps retrying until the model has actually served.
- **Attachments survive a restart.** Every attach and detach writes the body's behavior list into the spec alongside the live compile, merged so another tool's scripts are never dropped.
- **Capture box is two buttons**, not one toggle whose meaning depended on guessing world state.
- Catalog rows carry rig tags from a full audit; preview pictures, tag editing and crate share codes throughout.
1.4.0
Your whole shelf now travels. Every asset on the shelf ships with the mod, so installing or updating it in another game stands the entire library up there — models, images, sounds, animation clips, tags, previews and saved sets, all of it. And a game's own additions are safe forever: what you shelve inside an installed game is kept in its own file, merged with the shelf that arrived, so future updates keep bringing new assets in without ever overwriting yours. Plus: a body saved into a set keeps its AI Brains brain — route, home post, who it is watching and every knob — and wakes up thinking when the set is dropped somewhere else. Where AI Brains isn't installed, the same set lands as plain scenery instead of breaking.
1.3.0
Crates — pack a bundle of shelf assets, get one share code, hand it to a creator on another account and they unpack it onto their own shelf. New 🧰 Crates tab organizes the shelf by the crates things came in; a crate carries a name, who packed it, and a line describing it, all inside the code. The panel now sits on the left so it stops covering the chat.
Show 5 older versions
1.2.0
Project tab: + add selection. Pick anything in the world and every asset it wears joins the Project list — pinned in the game's own table, so it survives every later rescan.
1.1.2
Fresh installs now open on a starter sampler shelf — one row of every kind plus a saved sample set — instead of a bare panel.
1.1.1
Fix: the Project tab showed the assets of the game the mod was published from. It now scans the game it is actually installed in the moment the world wakes up, and rewrites its own list — no rescan needed. The tab also says so plainly when it has nothing scanned yet.
1.1.0
Sets: capture a whole scene and drop it anywhere. Stretch the capture box over your buildings, characters and props, name it, and the arrangement is saved as one shelf card — dropping it rebuilds every piece in place. Two ways to fill it: the box's "select inside", or shift + right-click piece by piece. New 🧹 clear the scene button wipes everything the library placed. Card pictures are real portraits now — each asset is stood up in a photo booth and shot, not screengrabbed. Plus a Project tab that scans what this game already uses, and fixes to the capture box controls (place and put-away are separate buttons now).
1.0.0
First release. A creator tab that shelves every asset in the game — models, images, sounds, animation clips — with kind categories, your own tags, and search. Cards draw their own preview (📷 snaps a live portrait of anything on screen). Drag a card into the world and a ghost of the real asset follows your cursor until you drop it. 📦 crate copies the whole shelf to your clipboard so another game can paste it in.