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That being said, I find for me it creates the opposite issue visually when working on layers outside. It is kind of jarring to go up a layer from my embark point and suddenly it looks like its the middle of the night. For some people this will not be an issue, and for even more it may be overlooked completely if they never build higher than ground level, but for me I have found it more distracting than the blue hue of the vanilla fog. If this could somehow work that the blue hue remained when outside, but the dark hue was only for underground/inside, I think it'd be perfect for me, but based on what I've picked up that would not be feasible to pull off.
Great mod though! Seriously! Its BEAUTIFUL for underground use and I don't want to discourage anyone from using it!
What if you used different sized fogs on lower z-levels, just on the side of ramps to make it look like a proper down ramp?
*maybe. Probably safe. Ought to be fine.
If I find the answer before someone else, I'll post again. Merry Christmas, all! :)
There is currently no way to be selective.
You could possibly take the .png art assets out of my graphics folder and drop them into your vanilla environments graphics folder, rename them to the originals, and overwrite the vanilla files.
Liabilities for damages incurred by this technique shall be limited to one microcline mug. Frankly, I should even be putting this idea in your head. Its a bad idea. Don't do it. I warned you.
I could cut the blue out of the rough and smooth stone surfaces and make them flat grey, but I am going to hold off in hopes someone creates a graphics mod that applies mineral color to the floors just as we have to the constructed stone surfaces. If I cut the blue now, there would be compatibility problems with that future improvement.
The black zfog mod like you asked for like an hour ago :P
So you can actually see what tiles are above 1 z level