Guide: Adding Weapons to Veloren

\_ made by @BOB17368


What you need

  1. An IDE of your choice (A programme that lets you view and edit code)

    Examples: VSC, Atom, Notepad++

  2. A Voxel Editor (To create the weapon model)

    Example: Magicavoxel

  3. A compiled version of veloren(So you can edit the game's files)


  1. A character template. (Can be opened with any voxel-editor that supports layers; i.e. Magicavoxel.)

  2. Access to the veloren google drive model directory.

Some things you might want to know before you start creating your weapon

1. Veloren has 12 types of weapons:

  • Polearms
  • Tools
  • Shields
  • Daggers
  • Sword
  • Axe
  • Longbow/Shortbow
  • Staff

The non-bolded ones are either a work in progress or have not started their development yet.

2. The Veloren google drive files are useful because it allows you to use the existing weapon models as format

3. You need to have your model(s) approved by the core-devs if you want your model to make it into the actual game

4. The handelbar for the weapon has to be at the most, three voxels long and three voxels wide

Importing the model and adding it as an weapon to the game

To make the game actually load your creation there are several steps you have to follow.

They can be done in any order.

Step 1: Export and copy the .vox file into the asset folder

Before you export you models please double check that you have...

  1. Exported your model(s) as .vox and NOT just copied a saved .vox file from magicavoxel. Just copying will result in a ~10x bigger file size.

  2. Made sure that there is No extra space can be shaved of without sacrificing voxels.

Go to the file path below and paste your .vox file and rename it according to the naming scheme below.

assets/voxygen/voxel/weapons/<Weapon Type>/<Model Name>

The file path should look something like this by the time you finish


Naming scheme for .vox files

  • Single words are parted with an underscore (“_”)
  • Counting starts at zero.
  • Numbers are added with a single dash(“-”) in front of them.
  • Your weapon name should always end with a number, unless you are absolutely positive there isn't going to be an alternative version/design of the item

Step 2: Create a .ron file

1. Create a New Entry in

assets/common/items/weapons/<weapon type>

Copy and paste one of the existing .ron files of the same type of weapon you aim to create and edit the parts encapsoulated in [ ] to your preference

    name: "[Crude Mallet]",
    description: "[Two-Hand Hammer\n\nPower: 10-12\n\nBreaks bones like sticks and stones.\n\n<Right-Click to use>]",
    kind: Tool(
            kind: Hammer([BasicHammer]),    
            equip_time_millis: 500,
            power: 1.30,

Note: From now on when I refer to the "Weapon Kind" I am talking about the case-sensitive name you put for "BasicHammer"

Step 3: Create a new entry in the weapon manifest file

Go to this file path and open humanoid_main_weapon_manifest in a text editor


Copy and Paste a module of code where the same type of weapons you are adding are grouped (make sure to include the brackets and comma!)

Then adjust WornIronAxe0 with your "Weapon Kind"

Axe(WornIronAxe0): (
        vox_spec: ("weapon.axe.2haxe_worn_iron-0", (-1.5, -3.0, -4.0)),
        color: None

The offset will be explained at a later point!
Just keeping the numbers from the example you copied should be good for now.

Optional: color: None is used for giving a weapon a specific tint. Just specify the rgb values by replacing None with Some((<R>, <G>, <B>))

3. Step 4: Adding the armour style to

Open common/src/comp/inventory/item/ in a text editor

and add your "Weapon Kind" to the respective enum

#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ShortbowKind {

Step 5: Add a new item image in image manifest file

Find where the code for your weapon type is located and copypaste it in the same location

You can either use a .png or .vox file as an item image. But it is only practical to use a vox model for weapons.

Example for a .vox:

Tool(Longbow(WoodLongbow1)): VoxTrans(
        (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0,

In order to find the right positioning values for the weapon, it’s often a good idea to look for a similar item.

Armor(Back(NewCape)): VoxTrans(
    (0.0, 0.0, 0.0), (-90.0, 180.0, 0.0), 1.0,

You can use the same .vox as the actual 3D asset shown equipped on the character later.

Step 6: Finding the right offset for your item

In order to test your weapon in-game you need to compile your game now.

Your new item will only be available locally, so make sure to connect to a local server or choose “Singleplayer”.

Drop the weapon into your inventory by using the following chat command:

Full Command:

/give_item common.items.weapons.<weapon type(ex: staff)>.<Weapon Kind>

Tip: You can type /give_item common.items.weapons. and then press tab to cycle through available weapons

If you don't like how your character holds your weapon you have to mess with the weapons offsets.

To set the right offset you need to revisit assets/voxygen/voxel/humanoid_main_weapon_manifest.ron

And then tweak the offsets marked below until satisfied

Sword(LongFine4): (
    vox_spec: ("weapon.sword.long_2h_fine-4", (<x offset>, <y offset>, <z offset>)),
    color: None

The values in there can be hot-reloaded. That means just saving them will immediately take effect in-game.

They represent the coordinates:

(X, Y, Z)

X = Left (lower the number) and Right (increase the number)
Y = Back (lower the number) and Forth (increase the number)
Z = Up(increase the number) and Down (lower the number)

Change the numbers until you get the desired offset.

Done. You added a new weapon style and item to Veloren.