Modding:Colors & Object Rendering

= Overview = Colors are defined in display.text.

Each color is defined by a single letter. & or

TileColor is identical to ColorString, but applies only to tiles. If this is not specified, a tile falls back to using the ColorString.

DetailColor changes the "third" color used only for tiles, not the ascii. DetailColor is always just a single character. Example:

So  would be foreground bright magenta with a background color of green, !

If you want to color an item's display name, you enter color codes directly in the display name itself, for example the beaded bracelet:

Note that if a detail color is not specified, it will default to the background viridian color.

Additional Notes
Most default text in the game is colored with the bright grey (&y) color, so you'll often see an  at the end of strings to reset the color back to normal.

For help formatting a string with colors, check out the super-useful qud-colorgen utility (created by crayon).

2.0.200.0+ Modding
Text can also be colored as follows using any of the color templates defined in StreamingAssets\Base\Colors.xml. Insert non-formatted text here

Anonymous Templates
To create a temporary template, the format is:

For example:

The list of possible types are:

=See Also=


 * Visual Style