Pack editor
Create an editable pack
Section titled “Create an editable pack”Open Library → Editor → Add on the home screen. Create a blank pack, copy an installed pack, or import an archive into the editor. Select the editable pack to open it. Installed packs and editor copies are separate: edits are saved to the editor copy.
Work through the editor
Section titled “Work through the editor”| Section | What to edit |
|---|---|
| General | Name, author, version, and description |
| Textures | Import artwork and choose image regions |
| Figures | Card backs, named variations, categories, and the rollable flag |
| Boards | Texture region and tile dimensions |
| Decks | Figures, variations, boards, and their starting positions |
| Backgrounds | A table surface’s texture region |
| Scripts | Create and edit Luau source |
| Game Modes | Choose a script and configure starting teams, tables, backgrounds, and bounds |
Changes are saved to the editable pack as you work. Dialogs have their own Save controls. Deleting a definition does not automatically repair references from other definitions.
The Translations destination is currently a placeholder. Author translations/<locale>.json in an unpacked archive for localized names; see the translation format.
Install and export
Section titled “Install and export”Return to Library → Editor and open the pack’s context menu. Install adds the current archive to installed packs; Export writes a shareable .stnx file. To use the content, enable the installed pack in a new or existing world.
After changing an editable pack, install the new revision and update the world’s pack selection. The old installation has a different identifier. Export the final archive once and share that exact file with other players.
Check the result
Section titled “Check the result”Create a temporary Custom game with your pack enabled. Place every deck and board, inspect figure variations and backs, roll dice, and start each mode. For scripted modes, also save, leave, and reopen the game to check persistent state. Follow the format reference when an asset does not load.