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Core assets and ownership

core is the owner of Eclipse’s built-in content. You do not create a Mods/core/assets folder or unpack the game’s art to use it. Declare a core dependency, then pass an existing qualified asset ID to the appropriate lookup.

local model = sf2.assets.model("core:gamedata/models/mdl_weapon_katana_ritual")
local icon = sf2.assets.sprite("core:ui/items/armor12.img_armor_mantle_of_night")

Every core model, sound, music track, atlas and known icon is listed in the core catalog; see Finding core content.

In the icon reference above, core is the owner and the rest identifies the sprite. Many core sprites are members of an atlas: one texture containing several named images. Both the atlas and the named member must exist.

For your own loose assets, paths start inside the mod’s assets/ directory and omit the last extension. assets/sprites/weapon.asset becomes sprites/weapon; the current mod’s namespace is supplied automatically. See Sprites and textures for the descriptor format.

Reusing an asset means pointing a new definition at it. This does not change the original item or image. See Reusing core equipment for the difference between an item definition and its art.

Explicit asset replacement changes the supported target for consumers that resolve it. It requires assets.replace, a dependency on the target owner, matching asset kinds, and a unique claim on the target. A file in your mod cannot take ownership of core by using the same filename.

Two mods claiming the same replacement target conflict. Changing their folder order is not a way to select a replacement.