Stormworks: Build and Rescue

Stormworks: Build and Rescue

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AridColourReplacement
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Mods: Mod
Tags: v1.14.4
File Size
Posted
Updated
53.507 MB
27 Apr @ 7:28pm
7 Jun @ 9:40am
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AridColourReplacement

Description
Do not re-upload
Made by Bw-Chan
Idea by Cap'n Leonard
Please rate it up if you liked this.

If there are any issues please let me know.

A complete colour replacement of arid and on top of that trees have been added.

Most of the process has been automated using python for mass colour conversion and a batch file for mass .ply to .mesh conversion.

A grand total of 40 tiles had to be done manually by me because of some quirks with arid's colours.

I ended up placing well over 40,000 trees but that was made quicker by an Auto Clicker.

Arid has two major issues with its colours.
1) The section with the volcano there is a hilly/mountainous bit next to the river at the southern side where there is sand which is a slightly different RGB value to the salt flats.
2) The entirety of Arid's train line is NOT Concrete like on sawyer, arctic and donkk. It is the same colour as the salt flats making it annoying to remove the salt flat colour from certain tiles.

Now knowing that it annoys me.
57 Comments
Bw-chan  [author] 11 Jul @ 12:49pm 
nothing I can do about it, as far as I am aware tiles are locked behind some hard coded tile algorithm and tile grouping.
mattstang9 11 Jul @ 12:35pm 
not going to lie, but i feel like arid is way better with this if it wasn't inside the hot temperature zones.
GalaxyHero 3 Jul @ 2:30pm 
brochacho cooked with ts 💔🥀
Bw-chan  [author] 26 Jun @ 11:02am 
and the dev tool is great for, map logic, placing assets/buildings and doing the train line logic.
Bw-chan  [author] 26 Jun @ 11:01am 
the problem here is you need to load each tile with the dev tool, so code leopard's tool is actually faster with an autoclicker especially for a huge area like arid which is 300+ tiles big
Microsoft Teams 26 Jun @ 10:27am 
@Bw-chan whilst in the middle of making my own map upgrades (rocket launch complex in Sawyer Island) I have been using roughly the same tools as you. I have realised that if you want to 'paint' trees over large areas, you can use the 'Tile Editor' after getting stormworks dev tools through cheat engine. You might have to put the mesh and phys files in the main directory for the time being, but move back to the mod after, and verify game integrity. I have so far found this way quicker than manually placing each tree with CodeLeopards stormworks editor? The tile editor is top right after getting dev mode, once a tile is selected, at the bottom of the list of buttons is a tree paintbrush which quite literally paints trees in a specified density, size etc, and can also be used as an eraser. This is also helpful for adding lootboxes, workbenches and other game logic although I haven't tried lighting or train track through it yet.
Bw-chan  [author] 24 Jun @ 6:05am 
but certainly faster than clicking the mouse myself and also for the longevity of my mouse too
Bw-chan  [author] 24 Jun @ 6:05am 
Yesh, essentially I couldn't hold down the left mouse button and it would place trees so getting creative was my only other option. I essentially used it as a paint brush
MetalTank 24 Jun @ 5:38am 
autoclicker placed trees is crazy work
Bw-chan  [author] 13 Jun @ 1:15pm 
Utah in stormworks before GTA 6 Oh mah gawd