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[13:20:17.814] [1] [INFO] Material Colored Tiles and more's patched_method Rendering.BlockTileRenderer.GetCellColour matched in the stack trace, adding to referenced mods list
NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject.GetComponentFastPath(UnityEngine.GameObject,System.Type,intptr)
at UnityEngine.GameObject.GetComponent[T] () [0x00021] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at MaterialColoredTilesAndMore.Patches+BlockTileRendererPatches.Postfix (UnityEngine.Color& __result, System.Int32 cell, SimHashes element) [0x0002b] in <bd82e92423fe47ff949f535c754ef755>:0
at (wrapper dynamic-method) Rendering.BlockTileRenderer.Rendering.BlockTileRenderer.GetCellColour_Patch2(Rendering.BlockTileRenderer,int,SimHashes)
at Rendering.BlockTileRenderer+RenderInfo.Rebuild (Rendering.BlockTileRenderer renderer,
Aki, nice to hear that, thanks :) Personally I think they mostly look good, except from two cases: shiny metal tiles (they look a bit strange and too shiny with my colors, which with default brightness are much darker than yours) and obsidian tile (too black to see its beautiful texture well).
But the consensus from all my testers was that they really like your colors with my default tiles as is. :P
Perhaps note which ones are default enabled in the description? Otherwise looks great!
Unfortunately, gold sculptures still look like cement :'( (tested with true tiles disabled)
I can change only the hue. Changing textures is theoretically possible, but it's out from my competence.
How practical would it be to have this done through adding texture variations though? Or can you only change the hue?
Would be especially useful for something like an aqua tuner since you would rather have it be of gold amalgam (pale yellow) or steel (shiny blue) rather than anything else typically selected by accident like copper ore (dark orange). A lot of repetitive work for sure but it would be really useful overall to see color for things properly.