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AddPrefabPostInit("minisign",function(inst)
	if inst.qyt_customimagefix~=true and inst.components.drawable~=nil then
		local _OnDrawn_Old = inst.components.drawable.OnDrawn or (function() return end) 
		inst.components.drawable.OnDrawn = function(self,imagename,imagesource, ...)
			_OnDrawn_Old(self,imagename,imagesource, ...)
			if imagesource~=nil and imagesource.components.inventoryitem~=nil and imagesource.components.inventoryitem.atlasname~=nil then
				inst.AnimState:OverrideSymbol("SWAP_SIGN",GLOBAL.resolvefilepath(imagesource.components.inventoryitem.atlasname),(imagesource.components.inventoryitem.imagename or imagesource.prefab)..".tex")
			end
		end
	end
end)

place in modmain.lua

The script above lets you draw custom inventory images on minisigns. By default, the minisigns will just appear empty because the drawable component doesn't check if the item has a custom atlas.

On 3/16/2018 at 3:54 AM, JohnWatson said:

make sure that the 'inventoryitem' component of your item has an 'atlasname' variable whose value is the path of an xml file

If you're referring to "inst.components.inventoryitem.atlasname", my items have that in their scripts.

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