HumankindAssetFramework

HAF documentation

HAF gives a Humankind unit a genuinely custom 3D model — a ship, vehicle, creature, or mech, animated and textured — not just a reskin of the game’s existing (human) units, which is where modding stopped before. It also handles districts, pawn props, projectiles, textures, sounds, formations, and unit scaling, all from a JSON pack registry. You supply the model (a licensed download, a commission, or your own build); HAF bakes and injects it, coexisting with other mods’ asset packs. Within engine bounds (rotation-only animation, a shared GPU budget).

Everything HAF documents is below, grouped by what you’re trying to do. New here? This index is the map; the project overview and feature list live on the repo home, then come back here to go deep.


Get started

Author content

The core authoring workflows — bake a model, animate it, texture it, add sound.

The injection axes

Each axis adds custom content in a different place, from the same JSON registry.

Ship a pack

Understand the internals

How the runtime actually works, for anyone extending the plugin.

Project & roadmap

Development-facing docs — status, review, testing, and the wider ecosystem.


For AI agents — the machine-readable map is llms.txt (public raw Markdown, no auth, fully crawlable), or the browsable site at https://sswelm.github.io/HumankindAssetFramework/.

Project history — the dated milestone log (what was proven when, and the war stories behind it) lives in ../CHANGELOG.md.