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"
}
}
}