Report reply SGT_Imalas 630 Posted July 6, 2025 also affects gasses (if you have a modded recipe that consumes a gas) the bug sits in the ingredient loop in RefreshIngredientDescriptors(); Def.GetUISprite(newTag, "") is called, but the tint color (which is relevant for liquid/gas elements) is discarded, instead the image color is always set to white or a 55% opacity white when not enough material is available the following code (decompiled, but it should be findable) Image reference2 = component2.GetReference<Image>("Icon"); reference2.material = !hasEnoughMaterial ? GlobalResources.Instance().AnimMaterialUIDesaturated : GlobalResources.Instance().AnimUIMaterial; reference2.color = hasEnoughMaterial ? Color.white : new Color(1f, 1f, 1f, 0.55f); reference1.SetText(ingredientDescription); reference2.sprite = Def.GetUISprite(newTag, "").first; needs to be changed to Image reference2 = component2.GetReference<Image>("Icon"); Tuple<Sprite, Color> uiSpriteWithTint = Def.GetUISprite(newTag, ""); Color elementColor = uiSpriteWithTint.second; Sprite uiSprite = uiSpriteWithTint.first; reference2.material = !hasEnoughMaterial ? GlobalResources.Instance().AnimMaterialUIDesaturated : GlobalResources.Instance().AnimUIMaterial; reference2.color = hasEnoughMaterial ? elementColor : new Color(elementColor.r, elementColor.g, elementColor.b, 0.55f); reference1.SetText(ingredientDescription); reference2.sprite = uiSprite; or something similar Share this comment Link to comment Share on other sites More sharing options...
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