How to Mod Islands
This tutorial will explain how to create a new island in Ero Hunters. It requires your version to be 0.5.6 or above.
You can find the mod we're making attached to this tutorial.
Creating a Mod
First, create a new mod by selecting the mod manager and pressing the "Create Mod" button.



Once the mod is created, activate it and afterwards press "Edit Mod".

Filling in the Island Data
Pressing "Edit Mod" brings you to the Data Editor. Find and select Islands and create a new subfile (name doesn't matter) by writing its name to the right and pressing enter.

Now fill out the island data. You can leave the "texture", "position", and "start" cells empty, we'll fill them out later using a visual editor. If you use an ID that already exists in the base game your island will fully override the base game island.

The "unlock" and "visibility" cells are conditions for when the player can unlock the island and when the player can see the island. While as a player it may look like laws unlock islands, that's actually not the case, islands decide themselves when they are unlocked. We put everything to "always" so you can and play the island from the start.
Folder refers to a folder you have to make in your mod file itself. Open your mod folder (you can find the mods location in the Mod Manager) and add a Map folder under Data then a folder under Map with your island's folder name.


If anything went wrong, the cell in the Data Editor will be red.
Creating the Island
After writing down the island data, select the MapViewer from Debug Views in the menu (note that this isn't visible in the demo).


Select your mod. This is important, if you don't select your mod, you're editing the base game and your changes won't be changed!

Then select your new island. Note that you can modify base game islands as well.

Now you can draw your island, you can toggle the different sliders to have multiple layers visible at once. Visuals shows what your island will look. Back allows you to add an image in case you want to recreate a real-world island.

Startup defines the start location of the port, it is placed one tile above the actual port location. It fills in the "start" cell of your island data.
Dungeons define the dungeon locations on the island. The tile is put on the topleft of the dungeon location.

Don't forget to save! Click save to save.
Press shift-click to area fill, use shift-ctrl-click to area fill taking other layers into account.
If everything went well, your island should now show up in-game. It will just be floating in the middle though.

Placing the Island on the World Map
Go back to the map viewer. Be sure to select your mod. And select the World.

Click the "Startup" button on the right, select your island and move the tile to where you want the island to be. The little pin in-game is placed on the bottomleft corner of the tile. Don't forget to save!

And now your island is located correctly, but it doesn't have a neat texture yet. This fills the "position" cell in the island data.
Adding an Island Texture
Under your mod folder, under Textures, create a folder named Icons. In this folder place an overworld texture for your island. You can create this by drawing over the in-game map texture, which you can find at https://gitgud.io/madodev/ero-hunters/-/tree/master/Textures/UI/Map. You can find the other island textures at https://gitgud.io/madodev/ero-hunters/-/tree/master/Textures/Icons/Map.

Then go back to your island data and fill in the name of your texture. Your texture must be named map_<YOURNAMEHERE<.png, and you should fill in <YOURNAMEHERE> into the texture cell in the data editor.


That's it. If anything is unclear, head over to the Discord. It has a modding channel for all modding related questions.
Files
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Ero Hunters Mods
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