Assets

Game development material — models, textures, tools and scripts. Nearly identical to a mod, with one important difference.

An asset is game development material: a model, a texture pack, a tool, a script, a sound library. It carries almost exactly the same fields as a mod, and the difference is a deliberate one.

The difference from a mod

appIdint

Optional, where a mod requires it. An asset can be engine-agnostic — a set of low-poly trees is not “for” any one game — so it may sit outside the app taxonomy entirely, or be filed under an engine rather than a game.

contentmarkdown

Optional, where a mod requires it. An asset is often adequately described by its name, its category and its screenshots.

Everything else is the same: license, environment, install-less body, virusScanLink, the visibility switches, the engagement switches, and the full set of relations.

Which should I publish it as?

If it changes how a specific game behaves, it is a mod. If it is raw material somebody builds with, it is an asset. A Unity editor extension is an asset; a Garry’s Mod addon is a mod. When it is genuinely both, file it as whichever one its audience will search for.

What can be attached

The same set as a mod, minus server maps:

Relation Notes
Releases Versions and files
Media Screenshots and videos
Sources Mirrors, and the repo it builds from
Dependencies Required, optional, recommended or conflicting
Contributors Credits
Permissions Usage policy and access grants
Tags and categories Taxonomy
Engagement Ratings, reviews, comments
Follows and favourites
Boards Discussions, feedback, bugs, roadmap, changelog

Assets do not take links — that relation exists on mods, servers and communities.

Through the API

POST/api/content/assetAPI keycanWrite

Create an asset. Only name is required.

curl -X POST https://api.moddingcommunity.com/api/content/asset \
  -H "Authorization: Bearer $TMC_TOKEN" \
  -H "Content-Type: application/json" \
  -d '{ "name": "Low-poly trees", "tags": ["nature", "lowpoly"] }'