More colors for Behemoth's Crystal Ridgeback?

BadDragoon

Well-Known Member
Apr 19, 2021
93
217
Can we please get an option to change the color for the Crystal Ridgeback perk or at least add more variety of colors to the TF so we can savescum a result we'd be satisfied with? The default green really clashes with the color theme I'm going for with my character.
 
  • Like
Reactions: lopbat and razor777

Theron

Well-Known Member
Nov 8, 2018
3,946
1,477
45
Fun fact: The original design did call for a variety of Crystal Ridgeback colors. The color was likely hard-coded because making it customizable was considered more of a pain than it was worth. (IIRC, it was coded by Fenoxo, who has the authority to make those kinds of calls.)
 
  • Like
Reactions: Hurshana

XBoxMaster131

Well-Known Member
Oct 18, 2016
5,143
1,468
Fun fact: The original design did call for a variety of Crystal Ridgeback colors. The color was likely hard-coded because making it customizable was considered more of a pain than it was worth. (IIRC, it was coded by Fenoxo, who has the authority to make those kinds of calls.)
Wait seriously? Sorry for saying so, but that's kinda bs imo, especially since there's in game behemoths with other color crystals.
 
  • Like
Reactions: lopbat and razor777

razor777

Active Member
May 12, 2017
29
13
27
The color was likely hard-coded because making it customizable was considered more of a pain than it was worth.
Which doesn't make sense when you consider parts involved with other perks(like the hair flower that gives you flower power) can be obtained in a variety of different colors.

How would that not be considered "more of a pain to code then it is worth", but alternate colors for the crystal ridgeback back spikes would?
 
Last edited:

Theron

Well-Known Member
Nov 8, 2018
3,946
1,477
45
Wait seriously? Sorry for saying so, but that's kinda bs imo, especially since there's in game behemoths with other color crystals.
That's why the original design allowed for the player to choose from a variety of colors.

How would that not be considered "more of a pain to code then it is worth", but alternate colors for the crystal ridgeback back spikes would?
I don't know, I'm speculating. Cerespirin might have been coded by someone else.
 

XBoxMaster131

Well-Known Member
Oct 18, 2016
5,143
1,468
Which doesn't make sense when you consider parts involved with other perks(like the hair flower that gives you flower power) can obtained in a variety of different colors.
Yeah no I'm with you on this one. They've done very unique tfs with variable colors and stuff before, what's so different and difficult about this one?
 

Wafflesnake

Well-Known Member
Nov 4, 2023
607
221
23
because it's a perk, not an actual body part or a status effect. status effects like the hair flower have additional fields to denote extra information such as color. the parser system actually has something to look at.

a perk is functionally just a switch, the game sees it as either off or on, no other information.

the question then is why it was chosen to be a perk and not a status effect. i would speculate that it may have to do with the radiation resistance component and how it interacts with the rest of the game's systems. alternatively, it being a status effect may have created too many cases where other things interact with it improperly, something like the immunobooster just removing your spikes (as the immunobooster does remove the hair flower).

therefore, the "more of a pain to code then it is worth" would likely be those cases. there could be any number of reasons that internally they don't want to use status effects for something like this.

on the other hand, vanae markings are a perfectly functional cosmetic status effect. the main difference between the two being vanae markings uses accent color, a parameter stored with Steele's body itself rather than in the status effect. the spikes do not have such a corresponding parameter, unless accent color is reused in which we are back to the problem of limiting customization. vanae markings also do not have any other mechanics to them, while the spikes have the radiation resistance component.
 

Theron

Well-Known Member
Nov 8, 2018
3,946
1,477
45
because it's a perk, not an actual body part or a status effect. status effects like the hair flower have additional fields to denote extra information such as color. the parser system actually has something to look at.
That's not actually true. Perks also have 4 fields to store data in, though they probably can't be Strings. Dumb4Cum uses 2, Heat/Rut Cycle uses 3. Status Effects have a Minutes Remaining and Icon field, but I don't see anywhere but the Tooltip to store Strings.

You could theoretically have each color correspond to an integer, or possibly store it as a Flag (which can be Strings). I don't know if there's a technical reason one or the other wouldn't work.
 
Last edited:

Wafflesnake

Well-Known Member
Nov 4, 2023
607
221
23
That's not actually true. Perks also have 4 fields to store data in, though they probably can't be Strings. Dumb4Cum uses 2, Heat/Rut Cycle uses 3. Status Effects have a Minutes Remaining and Icon field, but I don't see anywhere but the Tooltip to store Strings.
that's what you get for doing a quick and dirty check I guess.

I do think that vanae markings should be the indicator that it should all work. personally I would've done it as the radiation resistance stuff is a perk and the cosmetics as a status effect.