Stormworks: Build and Rescue

Stormworks: Build and Rescue

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AridColourReplacement
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Mods: Mod
标签: v1.14.4
文件大小
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更新日期
53.507 MB
4 月 27 日 下午 7:28
6 月 7 日 上午 9:40
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AridColourReplacement

描述
Do not re-upload
Made by Bw-Chan
Idea by Cap'n Leonard
Please rate it up if you liked this.

If there are any issues please let me know.

A complete colour replacement of arid and on top of that trees have been added.

Most of the process has been automated using python for mass colour conversion and a batch file for mass .ply to .mesh conversion.

A grand total of 40 tiles had to be done manually by me because of some quirks with arid's colours.

I ended up placing well over 40,000 trees but that was made quicker by an Auto Clicker.

Arid has two major issues with its colours.
1) The section with the volcano there is a hilly/mountainous bit next to the river at the southern side where there is sand which is a slightly different RGB value to the salt flats.
2) The entirety of Arid's train line is NOT Concrete like on sawyer, arctic and donkk. It is the same colour as the salt flats making it annoying to remove the salt flat colour from certain tiles.

Now knowing that it annoys me.
60 条留言
YoBoiZarko 10 月 12 日 上午 4:16 
oh, I did not know that.
but tbf, I.. don't know much about Stormworks modding.
It was just a funny thought.
BW  [作者] 10 月 12 日 上午 2:56 
Well the colour is the correct grass colour so when winter rolls around it will be snowy.
I could make a snowy arid but the problem is, is the trees. I'd either need to make a separate mod for em or include them in this one to replace the trees to snowy ones.
YoBoiZarko 10 月 11 日 下午 9:37 
Imagine a snow-version of this.
Though it would be kinda funny since it would probably still be hot lmao.
BW  [作者] 7 月 11 日 下午 12:49 
nothing I can do about it, as far as I am aware tiles are locked behind some hard coded tile algorithm and tile grouping.
mattstang9 7 月 11 日 下午 12:35 
not going to lie, but i feel like arid is way better with this if it wasn't inside the hot temperature zones.
GalaxyHero 7 月 3 日 下午 2:30 
brochacho cooked with ts 💔🥀
BW  [作者] 6 月 26 日 上午 11:02 
and the dev tool is great for, map logic, placing assets/buildings and doing the train line logic.
BW  [作者] 6 月 26 日 上午 11:01 
the problem here is you need to load each tile with the dev tool, so code leopard's tool is actually faster with an autoclicker especially for a huge area like arid which is 300+ tiles big
Microsoft Teams 6 月 26 日 上午 10:27 
@Bw-chan whilst in the middle of making my own map upgrades (rocket launch complex in Sawyer Island) I have been using roughly the same tools as you. I have realised that if you want to 'paint' trees over large areas, you can use the 'Tile Editor' after getting stormworks dev tools through cheat engine. You might have to put the mesh and phys files in the main directory for the time being, but move back to the mod after, and verify game integrity. I have so far found this way quicker than manually placing each tree with CodeLeopards stormworks editor? The tile editor is top right after getting dev mode, once a tile is selected, at the bottom of the list of buttons is a tree paintbrush which quite literally paints trees in a specified density, size etc, and can also be used as an eraser. This is also helpful for adding lootboxes, workbenches and other game logic although I haven't tried lighting or train track through it yet.
BW  [作者] 6 月 24 日 上午 6:05 
but certainly faster than clicking the mouse myself and also for the longevity of my mouse too