# Mutations and monsters to Chesty's icons

**URL:** https://discourse.cataclysmdda.org/t/mutations-and-monsters-to-chestys-icons/13194
**Category:** The Toolbox
**Created:** [December 27, 2016, 9:49am UTC](https://discourse.cataclysmdda.org/t/mutations-and-monsters-to-chestys-icons/13194 "2016-12-27T09:49:05Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![CK\_Kirbi](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ck_kirbi/32/584_2.png) [@CK\_Kirbi](https://discourse.cataclysmdda.org/u/CK_Kirbi)
#### Post date: [December 27, 2016, 9:49am UTC](https://discourse.cataclysmdda.org/t/mutations-and-monsters-to-chestys-icons/13194/1 "2016-12-27T09:49:05Z")

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Quick question here. I’ve been working on a custom mutation branch, complete with source code sorcerery, and some monsters/badguys to go with it. I’m hoping to chain the mutations to icon changes in the windows graphical version of the latest experimental, but I haven’t the slightest clue how to pull that off.

Does anyone here know how to make your mod’s items, mutations, and monsters show up in the game with tileset assets?
