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magic-factorio/assets/generated/STYLE.md
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Mana Foundry original art contract

All generated icons, renders, and materials replace Kenney Factory Kit in the playable demo. The recipe book remains the ID authority; this folder is the art authority.

Shared look

  • Dark stone, aged brass, cyan ley-line light, violet high-tier charge.
  • Each biome only tints the accent, never the treatment: old kingdom cyan, forest sap-green, death soul-violet, ember slag-orange, mirror star-silver, rift gold, post-rift magenta.
  • No letters, numbers, UI chrome, watermark, or photographic people.
  • Isolated subject, generous margin, no ground plane, no baked contact shadow.

Icons (icons/items)

  • Hand-painted fantasy factory inventory icon.
  • Three-quarter object view, solid fill with a thin dark-stone rim, same visual weight.
  • Flat charcoal field #1A1612.
  • Must read at 32px: one silhouette, one accent glow.

Renders (renders)

  • Same orthographic south-east factory camera as the Godot scene (elevated, no perspective).
  • Machines sit on a hidden grid cell; the building is the only subject.
  • Logistics pieces match machine scale so a belt cell and a hopper share the same footprint language.

Materials (materials)

  • Seamless painted tiles, non-directional lighting, no landmark motifs.
  • Used as albedo/emission sources, not as Kenney colormap swaps.

Known defects

  • Several materials inherit the factory-stone crack layout, so a 2×2 tile of aged_brass still shows a seam.
  • A few late-game icons (clay_construct, walker_construct) read more sculpted than the painted crystal set, though they keep the charcoal field and padding.
  • Demo belt items map raw_crystalraw_mana_crystal, refined_crystalawakened_crystal, charged_crystalcharged_phase_medium, because the recipe book has no separate charged-crystal row.