![]() This means that if our script file is located inside the player folder, it needs to up twice to get to the starbound folder (. Fear not, you can just add your new pair to the directive by adding a semicolon followed by the new pair right before the last quotation mark. An example for the Lyceen would be the two pixels that make the sclera of the eye. ![]() If the target value you want to change doesn't appear in your directives, it means that your character is using the default color from the template. Now you have the new color pairings for your directives: ![]() The mod uses an alpha channel that isn't used in the player file, pick only the first 6 digits of each color. In the screenshots, the destination colors have 8 digits. For each row, click the slot marked as "dest", then use the color sliders at the bottom to find a color you like and click "Set destination". For each row, in the slot marked as "target" fill the target colors we found (as a bonus I picked the chest fur color as well). On the right side, remove the 4 default colors with the tiny "-" button to the right of each one. If you are not using Dye's suite mod, you can use the tool at: to get the HEX values for the colors you want. For the guide I'll show the color testing process using Dye's suite. Remember, no matter what tool you use to get color values, you need the HEX representation of the color. If you don't use the mod, you are going to need some software like GIMP to test colors. One advantage of using Dye's suite, is that you can quickly test new colors. (Getting this from the player file is explained in the section "4 - DUMP PLAYER DATA") I underlined the pairs that involve our target colors. They can take multiple lines so be very careful to copy the whole thing. "Directives" (bodyDirectives, emoteDirectives and so on) define the palette color replacements for the character. They are self explanatory except for "Directives". This section contains a collection of key-value pairs for every aspect of the character.
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