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werecat    16

As someone with mild deuteranopia, the new deuteranopia color blind mode helps a lot with automation wires, especially ribbons. I was able to tell the difference between red and green wires in general before, but the ribbons were much harder and I had to look much closer at them to tell for sure. The blue and yellow coloring "pops" a lot more to me, as in they are much more differentiable than the red and green to me. I can now easily tell at a glance which parts of the ribbon are "on" and "off".

I never had a problem with the old decor overlay. I could always easily tell the difference between the nice green "good" decor glow and the angry red "bad" decor glow. I don't know how other people with more severe colorblindness see it though. I prefer the default red/green decor overlay personally, the colors read a lot better to me (green = good, red = bad), and I see blue more as being a "cool """hip""" color" instead of as a "bad decor" color.

I haven't really used to farming overlay (F10) much so I can't say I even know if anything has changed there. The red "plant growing" and the orange/yellow "harvest ready" colors look similar to me though so it might be worthwhile to differentiate them a bit.

The Harvest Plants (Y) tool overlay hasn't changed yet, but blue and yellow icons instead of red and green would help a lot for me here.

 

The previous post's point about pipes feels like something that would affect even someone with normal vision, and hence if they do get changed I feel it would make sense to include the change even without any color correction enabled. The problem I see with them is insulated and radiant piping being similar, with insulated being orange and radiant being more golden yellow. Making the insulated pipes a darker brown color would be a subtle change that could help in differentiating them. The pipe's texture also really helps in telling them apart, particularly when they are in "ghost form". Making those texture differences more apparent once the pipe is actually built could further help in telling radiant and insulated pipes apart.

 

EDIT: Also there are many strings in the game referencing things like a "green signal" or "red signal" (they might all be for automation things). It would make sense to re-localize them as "yellow" and "blue" signals when colorblind settings are enabled.

Edited by werecat
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GonDragon    5

Oh, pretty nice! Some time ago, I made a mod to enable a colorblind mode on the temperature overlay (I have a mild color blindness on the green-red spectrum), but as I forgot to publish the source on Github, I losed it and I couldnt update it to the current build. Is nice to see that Colorblind Mode is now an option on the core game.

 

I haven't played since then, so I can't provide many feedback... But testing this is a good excuse to get back to the game ;D

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Harryy    2

I'm glad you guys decided to add official colour blindness support instead of having to use a mod. I have tritanopia so the greens were a little confusing, but I've been using protanopia and that's helped me see things a little more clearly. If I am being honest, I would like a tritanopia option, but I can understand if you guys would rather spend time on more pressing issues. Thanks for the support though!

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GonDragon    5

Well, after a quick testing, both Deuteranopia and Protanopia were very ussefult. But there is one problem: The Temperature Overlay.

For me, the biggest problem is the Temperature Overlay, as it's the overlay I use the most, and for now it isn't covered by those colorblind settings. If I try to have a quick gasp of how my base is doing, it is very hard for me to differentiate Temperate and Warm temperatures. In fact, when tere is a lot of variance in temperatures, sometimes its even hard to tell Temperate from Hot.

If you guys want to extend the colorblind setting to the Temperature Overlay, I could suggest what seems to work on my mod: set the "Temperate" temperature to the color Black (Like how it is on the "Comfort Zone" of the thermal tolerance). Just by doing this, you are helping a lot in the task of diferentiate between "Temperate" and "Warm/Hot"...

 

I attached two screenshots as an example.

  • One contains a capture of the vanilla non-colorblind temperature overlay: Its most of it temperate? Its getting hotter? How much the heat advanced? I can't tell.
  • The other contains an example with the modded colorblind temperature overlay: Now I can clearly see it, the base is mostly temperate, just a little bit hotter further away of the printer. There are other biomes radiating heat, but the heat didn't advanced at all.

Normal_Overlay.png

Colorblind_Overlay.png

Edited by GonDragon
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werecat    16

I like the new plumbing coloring. I had actually initially thought about suggesting recoloring one of insulated or radiant pipes but I considered it too large a change at the time, but here we are. Something I did just notice (and it seems to be true of the stable branch as well) is that insulated pipes only have a unique texture when they are in "ghost"/blueprint mode. I thought they always had a unique texture but I suppose I was wrong, when built they just have the default pipe texture on them. It'd be nice if they had their unique texture when fully built though.

20200627160036_1.thumb.jpg.ead07e034b34d20c434feebc49be6744.jpg20200627160038_1.thumb.jpg.94b00b9c0b42c02ab26fc33a20be0328.jpg

Another peculiarity is that insulated pipes now have a different color depending on the colorblind settings. I'm sure this is likely on purpose, but it is strange that it goes from light blue on normal color to pink or purple on the other colorblind settings. I personally like the purple insulationy color from deuteranopia mode the best, and I think that color would make sense on normal color vision settings as well. (Though really I just think any pink or purple would read better as "insulated" than light blue)

Spoiler

Insulated Pipe colorings by colorblind setting

Normal Vision:

20200627160525_1.thumb.jpg.7c0a27fdf8b4d0b10f93a2016819cfaf.jpg

Protanopia:

20200627160537_1.thumb.jpg.12922220b131638cf6b58016cb3c069d.jpg

Deuteranopia:

20200627160548_1.thumb.jpg.a35b63ef8335e4f83c84444bef3ecaf9.jpg

The new germ overlay colors, particularly for slimelung, look good to me. Easier to tell it apart from food poisoning now.

New power overlay colors are also good and the generators now having a distinct color on the wire is also nice, I imagine that it might help players better see where their generators are.

Light overlay feels better.

 

The new room overlay isn't great in my opinion. I like that the dining hall and barracks have more vibrant colors, but then the bathroom, nature reserve, and stable/greenhouse all have these slightly different purples to them. And then the recreation room is very close to the "miscellaneous room" color. I'm not sure why the bathroom and hospital colors were basically switched either.

I played around in gimp a bit with the chroma and hue sliders to try to pick what I thought were better colors. I based it off of the default colors, but also took the colorblind bedroom and mess hall colors. I then also tried to make "upgraded" versions of rooms (i.e. mess hall -> great hall) have a more saturation. It is definitely not trivial to get good colors, especially when turning up one room's chroma slider makes other similar colors look desaturated. There is certainly room for improvement, I'm not too happy the nature reserve or the greenhouse/stable color, but it's workable.

Spoiler

Default Colors

20200627171527_1.thumb.jpg.6a967d13974afcda20bd7190c94f7695.jpg

Deuteranopia Colors (I believe protanopia is the same)

20200627171539_1.thumb.jpg.b9d2a18ad7610908a900c6d90cb0ed38.jpg

My reimagined colorsreimagined_colors.thumb.png.9a67d66896df68846d19a60358a3daeb.png

 

On 6/19/2020 at 8:38 PM, jambell said:

I considered this, but I wound up not doing so because I didn't want to complicate discussion of automation between players. That said, there is certainly some dissonance when looking at a wire being described as Red when it doesn't look Red... this is a tricky one -- if y'all feel strongly about it we can reconsider.

That is a good point about not wanting to complicate discussions. I think the current state of things, where the text says "Red" but it is colored blue/whatever, is acceptable.

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