Map Colors - Electric131/Sandustry-CustomMapLoader GitHub Wiki

This page is up to date as of v4.1.3

Map Colors

The colors property allows you to change what pixel a given color represents.

Each value in the colors override is optional, and any specified tiles will override their default color. (similar to how the meta as a whole works)

The colors property has several fields for the different images colors can appear in. The only 2 so far are elements and pixels.

Elements

The elements property modifies the colors used for solid cells in map_blueprint_playtest.png.

Important Note: You are not confined to just using the base game combinations of foreground/background! You can redefine the default combinations easily, but you can just as easily define new colors and specify what foreground/background to use! (Foreground is the physical element, background is the pattern behind it - refer to the chart below)

Note that technically certain colors, such as Empty, Bedrock, SurfaceWater, Ice, and RevealedFog, are replaced in such a way that the original color will still work unless another element uses that color instead

Example of redefining + adding new combination:

{
	"colors": {
		"elements": {
			"Bedrock": "100, 100, 100",
			"38, 0, 0": {
				"bg": "SandSoil",
				"fg": "Obsidian"
			}
		}
	}
}

Some general tips:

  • Elements with the "Fog" foreground are only revealed when a pixel next to them is destroyed (whether by the player or not)

Default Color Chart

Note: I did take some creative liberties since some of the tiles are repeated with different colors, so I named some based on how they're used and their background/foreground

Name Default Color Foreground Background Clarifying Info
Empty (255, 255, 255) / 0xffffff Empty Empty N/A
Bedrock (170, 170, 170) / 0xaaaaaa Bedrock N/A N/A
SurfaceWater (102, 0, 255) / 0x6600ff Water SandSoil N/A
Ice (102, 204, 255) / 0x66ccff Ice Empty N/A
RevealedFog (153, 0, 0) / 0x990000 Empty SandSoil N/A
CaveSandsoil (0, 0, 0) / 0x000000 SandSoil SandSoil N/A
Grass (0, 255, 0) / 0x00ff00 Grass SandSoil N/A
Moss (0, 224, 0) / 0x00e000 Moss SandSoil N/A
Divider (0, 102, 0) / 0x006600 Divider SandSoil The weird burnable walls in the artifact rooms
SporeSoil (255, 255, 0) / 0xffff00 SporeSoil SandSoil N/A
JetpackFrostBed (204, 255, 255) / 0xccffff FrostBed FogJetpackBlock N/A
CaveFrostBed (153, 255, 255) / 0x99ffff FrostBed SandSoil N/A
Fog (153, 51, 0) / 0x993300 Fog SandSoil N/A
JetpackFog (255, 0, 153) / 0xff0099 Fog FogJetpackBlock It's fancy fog to show the jetpack is blocked
JetpackFogWater (102, 102, 255) / 0x6666ff FogWater FogJetpackBlock N/A
BedrockFog (102, 102, 102) / 0x666666 Fog Bedrock N/A
FogWater (153, 102, 255) / 0x9966ff FogWater SandSoil N/A
FogLava (255, 102, 0) / 0xff6600 FogLava SandSoil N/A
Fluxite (175, 0, 224) / 0xaf00e0 Fluxite SandSoil N/A
RedsandSoil (255, 85, 0) / 0xff5500 RedsandSoil SandSoil N/A
Crackstone (205, 139, 139) / 0xcd8b8b Crackstone SandSoil N/A
AlternateFog (51, 51, 51) / 0x333333 Fog (166, 166, 166) / 0xa6a6a6 N/A
RevealedFogWater (0, 0, 255) / 0x0000ff Water SandSoil I think it's just surface water...

Particles

Particles are very similar to elements, but are the cells that can actually move around, such as Sand, Petalium (internal name for Amethelis), or Slag.

This system uses whatever elements the game is aware of, so even modded elements will work.

Note that these particles will always be visible, so there is no way to hide them underground without using script triggers.

None of these exist by default, so you'll have to define them yourself as shown below:

{
	"colors": {
		"particles": {
			"100, 100, 100": "Gold"
		}
	}
}