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[TextureReplacer] USI Kolonization Class Suits


fast_de_la_speed

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On 24/03/2017 at 4:00 AM, fast_de_la_speed said:

I'm not sure you posted this in the right topic but no I don't experience this. maybe your resolution/display is not wide enough? mine is 16:10 1680*1050 and I don't have this problem

3100*980 and I'm running into this as well.

Other than that, the suits are well-made, but so far are not aligning with the kolonists; Jeb, for example, seems to like wearing the geologist suit.  Does this mod require the class suit mod as well?

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On 23.3.2017 at 6:40 PM, ItsSeanBroleson said:

Alright, sorry about about.

The UI Overflow is a known bug through Class Integration by USI's new method to integrate the Classes ingame.

To avoid it don't scale the UI below 100%

@fast_de_la_speed

Thank you Chummer realy nice set, ty for your work and i was on search for something like this One.

Godspeed

Funny Kabooms 

Urses

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On 28/03/2017 at 10:44 PM, fast_de_la_speed said:

did you make sure to assign the suits to the classes in texture replacer? If you didn't it assigns random suits to kerbals.

I had done, but I'm unable to reproduce on my latest play.  I'll assume kraken & will advise if that changes.

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  • 3 weeks later...
On 24.1.2017 at 11:42 AM, Li0n said:

Edit : you use a red cross as symbol for the medic class, do you feel like a war criminal ?

If you will be hated by everybody in the world than work as a lavyer...

After the reeding this artikel i realy curious how many of my money is misused this way...

But for be true i worked a long time as medic for a nonprofit organisation and i seen in witch way the money are "reinvested" for be nonprofit... if you think the worker get higher sallarie this is the point where you are absolitely wrong....

Ty @Li0n for the info

Urses

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  • 4 weeks later...
  • 4 weeks later...
  • 2 weeks later...
  • 5 months later...

Not sure why, but the latest update (1.1a) won't install through CKAN. The 'Apply changes' button stays greyed out when it's checked. It's the first time I've seen this happen.

Both updating it, and removing + installing it doesn't work for me.

I'll just install it manually for now.

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1 minute ago, Samapico said:

Not sure why, but the latest update (1.1a) won't install through CKAN. The 'Apply changes' button stays greyed out when it's checked. It's the first time I've seen this happen.

Both updating it, and removing + installing it doesn't work for me.

I'll just install it manually for now.

for some reason, this happened to me as well when the update first came out. i waited an hour or so and it went through. i assume it's happening again, unfortunately i don't know any fix for it other than wait

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2 minutes ago, fast_de_la_speed said:

for some reason, this happened to me as well when the update first came out. i waited an hour or so and it went through. i assume it's happening again, unfortunately i don't know any fix for it other than wait

Hmm... I removed TextureReplacer, then installed TextureReplacerReplaced, and then it worked. I'm guessing it needed that dependency, but it couldn't add it because it conflicted with TextureReplacer.

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  • 2 weeks later...

Hi All,

I have just installed this mod and I loved the suits, they really are so great. Much love for TRR as well, of course!

Anyhow, I noticed that TRR now supports 3 different situations for EVA suits and that this mod supplies only 2. So as far as I could tell, when on EVA on the ground on an atmosphereless body, your kerbals put on the default TRR suit, and not their proper class suits. I have also noticed that this mod provides 2 copies of each texture in order to supply suits for 2 different situations.

This all can be solved with a simple configuration patch file. The config also includes the class settings as provided previously by @Vive_moi in this thread.

Just save the contents below in USI Kolonization Class Suits.cfg and drop it in your TRR Suits folder (GameData\TextureReplacerReplaced\Suits) and click reset defaults in the suits configuration window in game.

@fast_de_la_speed thank you for the awesome suits!

TextureReplacerReplaced
{
    ClassSuits
    {
        Biologist     = Biologist
        Engineer      = Engineer
        Farmer        = Farmer
        Geologist     = Geologist
        Kolonist      = Kolonist
        Mechanic      = Mechanic
        Medic         = Medic
        Miner         = Miner
        Pilot         = Pilot
        Quartermaster = Quartermaster
        Scientist     = Scientist
        Scout         = Scout
        Technician    = Technician
        Tourist       = Tourist
    }

    SuitSettings
    {
        Biologist
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Engineer
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Farmer
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Geologist
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Kolonist
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Mechanic
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Medic
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Miner
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Pilot
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Quartermaster
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Scientist
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Scout
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Technician
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }

        Tourist
        {
            // suits
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE

            suit_Iva_Safe = 2
            suit_Iva_Unsafe = 2
            suit_EvaGround_Atmo = 2
            suit_EvaGround_NoAtmo = 2
            suit_EvaSpace = 2

            // helmets
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            helmet_Iva_Safe = 3
            helmet_Iva_Unsafe = 2
            helmet_EvaGround_Atmo = 3
            helmet_EvaGround_NoAtmo = 2
            helmet_EvaSpace = 2

            // visors
            // 0 = IVA
            // 1 = EVA GROUND
            // 2 = EVA SPACE
            // 3 = NONE

            visor_Iva_Safe = 3
            visor_Iva_Unsafe = 0
            visor_EvaGround_Atmo = 3
            visor_EvaGround_NoAtmo = 1
            visor_EvaSpace = 2

            // jetpacks
            // 0 = EVA GROUND
            // 1 = EVA SPACE
            // 2 = NONE

            jetpack_EvaGround_Atmo = 2
            jetpack_EvaGround_NoAtmo = 1
            jetpack_EvaSpace = 1
        }
    }
}

 

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Hello there again, it seems that Portrait Stats's configuration has changed when they modularized the trait icons into Community Trait Icons, so the mm patch for the portrait icons need to be changed as follows:

@CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons]
{
	@Trait[Pilot]
	{
		@color = 0.69, 0, 0.04, 1
		@icon = TextureReplaceReplaced/Suits/Pilot/icon
	}
	
	@Trait[Engineer]
	{
		@color = 0.08, 0.08, 0.08, 1
		@icon = TextureReplaceReplaced/Suits/Engineer/icon
	}
	
	@Trait[Scientist]
	{
		@color = 0.22, 0.42, 0.59, 1
		@icon = TextureReplaceReplaced/Suits/Scientist/icon
	}
	
	@Trait[Tourist]
	{
		@color = 0.67, 0.67, 0.67, 1
		@icon = TextureReplaceReplaced/Suits/Tourist/icon
	}
	
	@Trait[Kolonist]
	{
		@color = 0.47, 0.4, 0.24, 1
		@icon = TextureReplaceReplaced/Suits/Kolonist/icon
	}
	
	@Trait[Geologist]
	{
		@color = 0.63, 0.13, 0.59, 1
		@icon = TextureReplaceReplaced/Suits/Geologist/icon
	}
	
	@Trait[Miner]
	{
		@color = 0.02, 0.67, 0.64, 1
		@icon = TextureReplaceReplaced/Suits/Miner/icon
	}
	
	@Trait[Mechanic]
	{
		@color = 0.32, 0.32, 0.32, 1
		@icon = TextureReplaceReplaced/Suits/Mechanic/icon
	}
	
	@Trait[Technician]
	{
		@color = 0.64, 0.67, 0.01, 1
		@icon = TextureReplaceReplaced/Suits/Technician/icon
	}
	
	@Trait[Biologist]
	{
		@color = 0.04, 0.72, 0, 1
		@icon = TextureReplaceReplaced/Suits/Biologist/icon
	}
	
	@Trait[Farmer]
	{
		@color = 0.66, 0.36, 0.01, 1
		@icon = TextureReplaceReplaced/Suits/Farmer/icon
	}
	
	@Trait[Medic]
	{
		@color = 0.82, 0, 0, 1
		@icon = TextureReplaceReplaced/Suits/Medic/icon
	}
	
	@Trait[Quartermaster]
	{
		@color = 0.08, 0, 0.69, 1
		@icon = TextureReplaceReplaced/Suits/Quartermaster/icon
	}
	
	@Trait[Scout]
	{
		@color = 0.506, 0.18, 0.184, 1
		@icon = TextureReplaceReplaced/Suits/Scout/icon
	}
}

This way mods like Airlock Plus can also show the correct icons, too.

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On 1/11/2018 at 1:05 PM, canisin said:

Hello there again, it seems that Portrait Stats's configuration has changed when they modularized the trait icons into Community Trait Icons, so the mm patch for the portrait icons need to be changed as follows:


@CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons]
{
	@Trait[Pilot]
	{
		@color = 0.69, 0, 0.04, 1
		@icon = TextureReplaceReplaced/Suits/Pilot/icon
	}
	
	@Trait[Engineer]
	{
		@color = 0.08, 0.08, 0.08, 1
		@icon = TextureReplaceReplaced/Suits/Engineer/icon
	}
	
	@Trait[Scientist]
	{
		@color = 0.22, 0.42, 0.59, 1
		@icon = TextureReplaceReplaced/Suits/Scientist/icon
	}
	
	@Trait[Tourist]
	{
		@color = 0.67, 0.67, 0.67, 1
		@icon = TextureReplaceReplaced/Suits/Tourist/icon
	}
	
	@Trait[Kolonist]
	{
		@color = 0.47, 0.4, 0.24, 1
		@icon = TextureReplaceReplaced/Suits/Kolonist/icon
	}
	
	@Trait[Geologist]
	{
		@color = 0.63, 0.13, 0.59, 1
		@icon = TextureReplaceReplaced/Suits/Geologist/icon
	}
	
	@Trait[Miner]
	{
		@color = 0.02, 0.67, 0.64, 1
		@icon = TextureReplaceReplaced/Suits/Miner/icon
	}
	
	@Trait[Mechanic]
	{
		@color = 0.32, 0.32, 0.32, 1
		@icon = TextureReplaceReplaced/Suits/Mechanic/icon
	}
	
	@Trait[Technician]
	{
		@color = 0.64, 0.67, 0.01, 1
		@icon = TextureReplaceReplaced/Suits/Technician/icon
	}
	
	@Trait[Biologist]
	{
		@color = 0.04, 0.72, 0, 1
		@icon = TextureReplaceReplaced/Suits/Biologist/icon
	}
	
	@Trait[Farmer]
	{
		@color = 0.66, 0.36, 0.01, 1
		@icon = TextureReplaceReplaced/Suits/Farmer/icon
	}
	
	@Trait[Medic]
	{
		@color = 0.82, 0, 0, 1
		@icon = TextureReplaceReplaced/Suits/Medic/icon
	}
	
	@Trait[Quartermaster]
	{
		@color = 0.08, 0, 0.69, 1
		@icon = TextureReplaceReplaced/Suits/Quartermaster/icon
	}
	
	@Trait[Scout]
	{
		@color = 0.506, 0.18, 0.184, 1
		@icon = TextureReplaceReplaced/Suits/Scout/icon
	}
}

This way mods like Airlock Plus can also show the correct icons, too.

i will put this in when i have some time :)

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