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[AnyColourSets]
UseCustomGlobalSets=True
CustomGlobalColourSetChance=100
GlobalColourSets=DinoColorSet_Neon_DO_ACS_C,DinoColorSet_NeonDartFrog_DO_ACS_C,DinoColorSet_Vibrant_DO_ACS_C,DinoColorSet_Cosmic_DO_ACS_C
Dye colours are not supported in ASE (yet, I intend to backport it at some point). Need to see your whole config to see why the excludeclasses isn't working
I also have another question. If I set DisableDyeColours=True, Can I use dye sets on specifid dinos with "ColourSetsToUse="?
Are "colour sets" the groups of themed colours listed on the mod's wiki?
Will colours for each region be chosen from all possible themes or just one so it looks cohesive?
Also, are all these colour sets/themes enabled by default when I download the mod? I know there are many customization options but I can't edit any files as I play ASE through a cloud gaming service.
it's not even like it's easily clampable to 'only buffing 5% of dinos' since buff application is on a per-class, all or nothing basis
it's something i've given a lot of thought to, but there's no really good option
colours have 2 arrays in the PGD: normal colours, and dye colours. the normal colours array includes the value itself, and crucially, a name. the dyes list is a list of items, nothing more. not even the value of the colour, which is stored in the item itself.
defining the colours used in a set is strictly a set of colour names. so with no names, there's no integration. while i *could* duplicate the dye colours into the pgd, allowing identical colours to be used with the system, that
a) would make the mod not clean because removing the mod leaves dinos with IDs that are no longer assigned to a colour
b) additions don't stack nicely and things such as changing load order change the colours dinos have as a result
CustomGlobalColourSetChance=100
UseCustomGlobalSets=True
CustomGlobalColourSetChance=100
GlobalColourSets=DinoColorSet_Arkaeology_C,DinoColorSet_Christmas_C,DinoColorSet_Easter_C,DinoColorSet_ExtinctionChronicles_C,DinoColorSet_FearEvolved_C,DinoColorSet_Summer_C,DinoColorSet_Thanksgiving_C,DinoColorSet_Valentines_C,DinoColorSet_PAXParty_ACS_C,DinoColorSet_Ark7thBirthday_ACS_C
- Albino (8,18,19,32,36,55) Self explanatory, various whites and light gray with a touch of either red or yellow for flesh
-Melanism (14,20,27,29,31,34,35,56,,62,79,80,81,82) All of the darkest colors with some variation in hue
-Leucism/Erythrism (10,11,17,20,21,22,32,37,38,39,40,42,43,44,71,76) Blonde and red colorations
I hope these sound interesting enough to consider!
Ark: IT'S CHRISTMAAAAAAAAAS
Me: OH MERCY MY EYES
Me: (installs Eclipse's mod)
Me: Pretty Ark! Yay!
This is awesome. Thank you so much.
And I have an idea for potentially customising the ''biome'' sets via spawner colourset, so that might come at some point, but it would be limited to just one set per entry
DinosToUseCustomSets=Dodo_Character_BP_C,Para_Character_BP_C
ColourSetsToUse=DinoColorSet_ACSDusk_C,DinoColorSet_ACSVibrant_C
ChanceOfColourSet=100,100
You may also want to disable global sets with
UseCustomGlobalSets=False
If my ini looks like this:
[AnyColourSets]
UseAllSets=True
UseCustomGlobalSets=True
CustomGlobalColourSetChance=5
Will that allow all colour sets to spawn, both the vanilla/event ones and your custom ones?