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ZenRowe

ReassertColorization: Lock in those nice color mutations

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A couple of months ago there was a change that went out that had some unexpected consequences for PC unofficial servers and singleplayer. We made an optimization that cut down on color definitions being duplicated over and over by mods, and a lot of people that had done a lot of breeding for color mutations lost those colors. We understand that a lot of time and effort and planning went in to get these so we wanted to provide a way to prevent this problem from occurring in the future.

Today we have added the ReassertColorization command to address this. There will now be some protections in place for your creature colors.

admincheat ReassertColorization


Now when you tame a creature, the color definition names will be stored as well. Beyond this nothing else will happen automatically.
The command can be run in singleplayer, or on servers by an admin.
This command can potentially be very expensive for servers with a lot of tamed creatures, do not be surprised if the game seems to lock up for a little bit.


When the command is run, it will try to find a color definition by the same name as was originally saved, this does not actually guarantee the same color though. If you switch between mods using the same color names but with different colors, for example, you get the new color that is under the same name. If it can't find a color definition matching the name it will reroll a new mutation color for you from all available colors.

As a secondary side effect, it became known that people were intentionally using the duplication of color definitions to bloat the array so high that actual dye color indices were being rolled in mutations. Since our optimization, this is no longer as easy to do… So we just decided to make it a feature. Now whenever the game tries to roll a color for a mutation it has a chance to roll dye colors now. It is no longer necessary to bloat the color definitions array in order to get these colors. As a bonus for everyone, this will affect all platforms, SP/MP, official and unofficial.

All of the changes around this means that it is now much more feasible to add new colors to the game for mod authors and even the core game if we were to decide to. Nobody has to worry about whether or not adding new colors to the game will unexpectedly shift all the color assignments because now they can be reasserted.

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1 hour ago, coldino said:

Can we get the names included in the creature export file?

I think they get serialized out with those files now as well. Didn't specifically test for that, but I expect they would. Any tools the community uses for that though would have to update to actually read in those values.

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1 hour ago, ZenRowe said:

I think they get serialized out with those files now as well. Didn't specifically test for that, but I expect they would. Any tools the community uses for that though would have to update to actually read in those values.

Nope 😑  Feature request!

Also while you're in there... ancestry data is only included in the export file if you first open the Ancestry tab (while on a server). Can that be fixed too?

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Ah I see now.
That outputs the actual color values though and not just an index so I am not sure why the names would be needed in this case.
As for the ancestry thing, possibly... That's pretty low priority right now but I'll put a request task for that

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