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My workaround now is unsub, run launcher, close launcher, resub, run launcher/game = works (for me)
But you got it to work. I guess I will take another look at it see if I can get it to work too.
https://www.reddit.com/r/Stellaris/comments/1ihirvc/anyway_way_to_fix_this_graphical_glitch/
I couldn't edit my initial post to add the info, and I had to run out and forgot about it.
And by messed up I mean it would be obvious if someone else had the issue, though I do mean all the symbols are warped and randomly used between the megastructures, wh, lg, etc
MDHansen:
The author recognized a hardcoded "galactic map symbols" issue (see Rage000), but apparently the author made a work around - please first check out the other mods you have. Also "messed up" mean nothing to people...
Anyone else?
@victor this doesn't conflict with anything that breaks the rules, no.
Stellaris uses sprite sheets to display galactic icons, and the colorized version of active wormholes and gates this mod puts out requires overwriting them.
So when Stellaris gets a new feature that shows up on the galaxy map, I need to update this mod, but it can sometimes slip by me because I don't track graphics changes as closely.
Anyway, should be good now.
I'm sorry to tell you that this mod has an icon anomaly.
("gfx\interface\icons"→"ship_classes" and "ship_classes_medium")
The primary purpose of the mod (making gateways more rare) remains.
Does it mean the gateway part was scrapped from this mod?
Note if you have anything that adds new ship classes, be sure this mod goes first so it can be overridden. All I do to the graphic is colorize a few icons.
spriteTypes = {
spriteType = {
name = "GFX_ship_class_small"
textureFile = "gfx/interface/icons/ship_classes.dds"
noOfFrames = 49
}
spriteType = {
name = "GFX_ship_class_medium"
textureFile = "gfx/interface/icons/ship_classes_medium.dds"
noOfFrames = 49
}
}
This system just seems far too RNG to me.