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Totally will (and probably should've already ^^'). It's just that I've been caught up in exams and my own Odyssee run... But i am gonna add it once I have more time (soon-ish)
I literally used the Ludeon public art assets, so it totally should match the vanilla colors...
Had a quick look, but this is probably because of the Fog effect covering the natural tiles - and it not reapplying upon stone wall construction.
Also, i found that the roof-type impacts the shading/shadow/color of the tile below: "Overhead mountain" and "Void metal ceiling" throw a shadow unto the tile below;
This could also be a cause to the discoloring you found.
Sorry, but i don't plan on adding anything to explicitly prevent this;
The roof-thing was totally not the scope of this mod, and there (are / were / should be) other mods around that allow mountain roof (de-)construction,
and the fog can be set via Dev-mode>Debug actions>Fog (rect).
I don't think the effort of reinventing the wheel and tacking it on this is worth it
Guys I think i found something.
Mechanoids mostly ignore the build natural walls and raiders also treat them like normal mountains however if you decide to mine them and have auto rebuild struktures in home area you will mine and rebuild the same rocks over and over again (if there are chunks left).
Poor Sebaty, the mechanoids probably ate him.
It should work like you have described, since these walls ARE the vanilla entities.
So will raiders prefer to walk around instead of mining straight trough?
It is realy anoying when i build anything with a big open gap and raiders go and start mining right next to said hole.
I can only assume this has to do how the game reacts when these types of wall are created on the map.
After all, these walls are supposed to be only created by the map generation.
I'll have to see if this is either controllable or if I can place these floors directly.
Until then, you'll have to place a rock wall, then mine it.