This mod takes over how the game draws mechanoids, allowing you to fully customize their individual color and appearance to pre defined textures.
Ever wanted that special lifter which somehow managed to save your colony look special? Now you can.
[img]https://i.imgur.com/TgN92W5.png[/img]
This mod is mainly about:
[list]
[*] changing the textures of individual mechanoids
[*] changing the color of individual mechanoids
[*] automatically applying the color of mechanoids based on their faction / overseers ideology / overseers favorite color
[*] letting mechs remember their previous overseer and control group when they die
[*] allows ideology styles to change the textures of newly gestated mechs
[*] allows non-player factions to have different textures for their mechs
[/list]
[img]https://i.imgur.com/nHftucr.png[/img]
[img]https://i.imgur.com/Fvk4nOw.gif[/img]
As seen above you can customize any mech however you want.
This mod generates skinoptions from all available mechanoids - modded or not.
Add skins or colors you like as favorites to remember them inbetween saves.
When applying a skin the mech will keep its size* and shadow - meaning if you apply a centipede skin to a lifter you will have a mini centipede looking at you.
[img]https://i.imgur.com/wDd1vrA.png[/img]
*size can now be adjusted as well (without gameplay impact)
Apply standard rules for the coloring of mechs based on their faction or change them for individual mechs.
This mod also allows to change the favorite color or the ideology color of the overseer. To ensure maximum compatibility the color selection for both of them is restricted to only vanilla colors. Changing them may impact other mods.
[img]https://i.imgur.com/p0WlEtl.png[/img]
Note that the preview color is a bit off compared to the real mech. For technical reasons the preview is drawn a bit differntly than the real mechanoid. Additionally the mech is effected by light or darkness from the game world. For the most accurate color picking put the mech right next to your color selector.
[img]https://i.imgur.com/oevyzHH.png[/img]
Optional resurrection restriction
Mechanoids can now [b]remember[/b] their last [b]overseer[/b] and [b]control group[/b] after they got destroyed.
Mechanoid corpses get a switch where you can select that only the previous overseer can resurrect the mechanoid. After resurrection the mech gets assigned back to its previous control group.
This feature is [b]disabled by default[/b] , you can enable it in the mods settings.
[img]https://i.imgur.com/WWbaiQC.png[/img]
Planned features (not implemented yet)
[list]
[*] show ideology based skins in ideology menu Done!
[*] show chosen skin when the mech is inside a mechgestator Done!
[*] more accurate preview (long term project)
[*] rework how color is applied, so that less detail gets lost with high paint density (long term project)
[/list]
[img]https://i.imgur.com/Q2Jhv0q.png[/img]
Loadorder
Treat this mod like a framework - put it on the top of your modlist after the basegame and dlcs - right next to other framework mods. Harmony and Biotech DLC are required. Ideology DLC is optional but some features are locked behind it.
Incompatibilities
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=2929236759]Mech colors[/url] - features overlap - choose one, not both.
How does this mod interact with modded mechs?
Every mech will genereate skinoptions for other mechs to use.
The majority of modded mechs can use skins. In my test modlist with over 450 different mechanoid types only 8 could not use skins and in all of those cases these mechs had fancy graphical stuff going on that I don't even want to override.
Should they be able to use a paintjob you can still change their color the vanilla (or rather biotech) way.
In more technical terms:
This mod is patching the rendertrees of every mechanoid ThingDef as long as it has no custom RenderTree.
How does this interact with Retexture mods?
Not much. Most retexture mods override the textures they're retexturing - so the skinoptions generated will use the retextured version instead.
Does this work for drones?
No, this is only for proper mechanoids. This mod will ignore drones.
Gestalt engine?
Yes, works. It even has a favorite color.
Can this be safly added to an ongoing save?
Yes.
Can this be safly removed from an ongoing save?
Probably not.
[img]https://i.imgur.com/2ZTOZy8.png[/img]
I've found a bug!
Please post it in the pinned discussion for bugs.
Can you add xyz as a skinoption or another paintjob?
Maybe, but not as a part of this mod. This is meant to be the base framework for changing mechanoid skins.
Can I make my own skinoptions?
Yes. This mod is made so other people (more graphicly talented than me) can easily extend this and add their own skin options with minimal xml knowledge [b]as a seperate mod[/b] .
If you are interested in making your own skins check out my [url=http://steamcommunity.com/sharedfiles/filedetails/?id=3681163766]example mod[/url].
[img]https://i.imgur.com/qo2JBHn.png[/img]
Me, myself and I.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.