Stellaris

Stellaris

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Dark Fungoid Shipsets (Recolored)
   
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260.539 MB
Nov 25, 2016 @ 6:12pm
Dec 8, 2017 @ 11:08am
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Dark Fungoid Shipsets (Recolored)

In 1 collection by Crusader Vanguard
Dark Species Shipsets
7 items
Description
ATTENTION! I am no longer able to maintain or update my mods going into Patch 2.0. My PC has crashed and I don't know when I will be able to replace the broken parts. Furthermore, my personal life is in the middle of an important crossroads and I'm going to be focusing on reality. This means NONE of my mods will be updated further. They will remain as they are for Patch 1.9.

DISCLAIMER: If anyone wishes to maintain/update/continue this mod, they have my permission to do so with the understanding that credit must be given in the description of your updated mod to the original author. Always give credit where credit is due. Also, my next goal before having to stop was to streamline this mod down from 12 cultures to 1 by carefully making sure the tinting system worked with these shipsets. If anyone wants to attempt that, you have my blessing.

Original description follows:

ATTENTION!

This is just a recoloring of the Fungoid ships to match the 12-color pallatte of the Dark Species Collection, and the Fungoid ships you see are NO DARKER than their vanilla counterparts.






The Dark Fungoid Shipsets (Recolored) mod adds 12 new, same-dark-hull Fungoid ship appearance types to the game, each equipped with appropriately color coordinated engines, lights, and forcefields. These new ship appearances will only be useable by the player. The only way to get the AI to use them is to create a custom empire with one of these 12 ship appearance types selected and adding said empire into your new game via the Phoenix looking symbol next to that empire in the empire creation screen. The 12 colors available with this mod are seen in the image right above this paragraph.

NOTE: This mod is only meant to introduce a new graphical culture for shipsets and citysets. This means that it will create a new portrait tab that will be blank. There is nothing I can do about this without removing the culture entirely (which includes the shipset and cityset). If I ever find a way to remove the portrait tabs I will, but these are NOT glitches.





While it's technically not a required mod, it is very highly recommended that you use Antharis' Stellar Trails Disabler mod in conjuction with this mod. The Disabler mod removes the blue "streak" behind ships whenever they move. This looks particularly strange behind all but the blue-based Dark Fungoid variations, and thus the need for the mod.

Stellar Trails Disabler mod works with the latest patch. Ignore outdated version warnings!

Or you can use Clean Space - No Exhaust Trails by ButtJunkie if you want the same thing that doesn't throw warnings.



This Dark Fungoid Shipsets (Recolored) mod is part of a series of dark hull based ship mods in a collection called "Dark Species Shipsets". This collection adds shipsets with a dark hull and 12 color choices to all 7 main species for your enjoyment. You can visit the Dark Species Collection link at the top of this description to be able to subscribe to all the mods together, or you can look through this listing below and mix and match as you like. Other than Dark Fungoid here you have:



Below is a listing of all mods that this Dark Fungoid mod currently has support for:

NOTICE 1: All the mods supported here may not be compatible with each other, please check each mod page before using them together.

NOTICE 2: Any requests for additional mods to become compatible with this Dark Fungoid Shipset mod will receive due consideration, however, I make zero promises on if the request will be fulfilled. For example, some other ship mods may not be able to become compatible because of a conflict with an already supported mod.
43 Comments
That Random Alien Jul 29, 2020 @ 5:47pm 
You still alive over there?
Dukhat Feb 5, 2018 @ 11:35pm 
Most excellent CV! :steamhappy:
Crusader Vanguard  [author] Nov 3, 2017 @ 1:54pm 
@EVERYONE - I'm overhauling and revamping my Dark Species Collection. There are currently 84 different cultures in my Collection (12 colors * 7 cultures) and that's unsustainable, especially with Patch 1.9 being basically a complete overhaul of the time. I've got to cut the fat off these mods before that patch comes out.

Therefore, I've found a way (finally) to adapt my Dark Species Collection to Paradox's crappy-but-all-I-got recolor system, which means each of these mods will be cut down from 12 cultures to one, which will change colors with the Flag. The one remaining Cityset will be dark and white, the survey beam will be white, and the engine exhaust/blinky lights will be vanilla values.

While this will mean less coloring, it will also give a good opportunity to really update the coding and make sure everything functions properly, and this will be MUCH easier for me to maintain. I'm going to do the update on all 7 mods then release them all at once. Thanks for your patience.
Crusader Vanguard  [author] Aug 15, 2017 @ 6:45pm 
@EVERYONE - Mod updated to support the habitat diffuse introduced with Utopia. I apologize for the delay in it's support. I have also updated the mod to support CITYSETS for all cultures, so you can have a shipset and cityset to use for your cultures. Furthermore I updated the mod to support "Useful Stations 2.0 - Citadel Included" to further the Dark Species Collection's built-in support. Finally, I fixed numerous errors so hopefully my mod will cause you less trouble.
Crusader Vanguard  [author] Jun 7, 2017 @ 4:06pm 
@EVERYONE - Updated mod to support Ship Classes Extended - by Princess Stabbity & TheGrandN (Nessa)
Crusader Vanguard  [author] Apr 23, 2017 @ 8:56pm 
@A Big Hairy Monster - Exactly. What's happening here is in some color file, the game produces a color to place on top of the previous one, like a new layer, and then shifts the hue until it "thinks" it has the color that you asked for. It's neither efficient or good. Rarely does it work well. It seems to work decently on Avian, but that's about all I've tested for "good".

What they need is a color rotation, not a hue shift. They managed to "indentify" areas on diffuses that would need color changing. You know what I'd do? Have the tinting be the mechanic that actually applies color - not the diffuse itself. That way, the game can properly hue shift colors without strange layer mixing. It would also allow me to simple saturate out my diffuses, make it one culture per mod and call it a day. I would love that.

Of course, this is Paradox, so that (or any other "good" solution) will never happen. LOL
A Big Hairy Monster Apr 23, 2017 @ 8:33pm 
Alright, cool. Just wanted to know. I get what youre saying on the tinting; I used to mod Warcraft 3, and there was a way you could tint the textures you'd assigned to a unit. Some textures it worked just fine on, and others were absolutely awful as the thint seemed to blend with the other colors in a really awful way.

Too bad they didnt do what Ive seen elsewhere, which is have a paint range that the game considered 'variable' that would take on whatever your player color was, rather than just a flat blanket tint to the model.
Crusader Vanguard  [author] Apr 23, 2017 @ 8:20pm 
@A Big Hairy Monster - It's alright, and thank you for taking the time to search for an answer.

Right now - no. I could do it, but I feel like doing such a change would be worse than keeping the current color schemes. I realise that many of you would appriciate having 7 shipsets (one per species) instead of 84, and I tend to agree, however, due to how the color tinting works (as I have explained before), the results are horrid. If I say left only the red ones for each, then anything on the opposite end, greens/blues would look really bad with the tinting since it's an additive. I did a red tint on the Dark Green Arthropoid shipset... came out as this pee colored yellow with blotches of red/green in random places. Not happening.

So as for "future plans". That depends on if Paradox wants to upgrade from this cheap ass means of coloration, which I doubt. I won't ruin my ships with this horrible color tinting system.
A Big Hairy Monster Apr 23, 2017 @ 5:25pm 
Edit: To clarify, I know what you had mentioned now, about compatibility with ship trails and the like. Just wondering if you have future plans to EVENTUALLY hopefully get around to put them as single selections w/ empire coloration instead of individually designed types. I did read the page info ;P
A Big Hairy Monster Apr 23, 2017 @ 5:23pm 
I know you're working with a LOT of tuff right now, updating various things and working with NSC stuff, but I was wondering if you have any plans to eventually update all your dark ship types to simply be a single ship type that uses empire color?

This is to say, if I want to have all your various dark ship mods, it fills my ship type list with a vast number of different ship type selections for each color, rather than just having one single 'dark fungus', one single 'dark reptilian' and so on.

Not demanding, just wondering if you have any plans for this. I really like the look of these ships, want to be able to add em back into my massive ship type collection mods :)