# visuals.toml # # Rendering-only configuration, loaded once at startup by the UI. # The simulation does not read this file. # # Every BuildingType, ItemType, ship role, and station type must have an # entry here; missing or malformed entries abort startup (see architecture.md # "Visual Parameters"). # # Colors are "#rrggbb" or "#rrggbbaa" (alpha optional, last byte). # ----------------------------------------------------------------------------- # Tile backgrounds # ----------------------------------------------------------------------------- [tiles.asteroid] fill = "#4a4038" [tiles.space] fill = "#0a0a15" # ----------------------------------------------------------------------------- # Buildings # # One section per BuildingType enum value. `fill` colors every footprint tile # of the building; `outline` is drawn around the building's bounding box; # `glyph` is a short label drawn centered on the building. # ----------------------------------------------------------------------------- [buildings.hq] fill = "#2e5fb8" outline = "#ffffff" glyph = "HQ" [buildings.miner] fill = "#6b4a2c" outline = "#ffffff" glyph = "M" [buildings.smelter] fill = "#b85a1e" outline = "#ffffff" glyph = "Sm" [buildings.assembler] fill = "#3a6fa8" outline = "#ffffff" glyph = "A" [buildings.reprocessing_plant] fill = "#6a3a8a" outline = "#ffffff" glyph = "R" [buildings.shipyard] fill = "#385870" outline = "#ffffff" glyph = "Y" [buildings.salvage_bay] fill = "#b8a23a" outline = "#ffffff" glyph = "Sb" [buildings.belt] fill = "#5a5a5a" outline = "#7a7a7a" glyph = "" [buildings.splitter] fill = "#7a7a5a" outline = "#9a9a7a" glyph = "" [buildings.tunnel_entry] fill = "#4a6a5a" outline = "#8aaa9a" glyph = "Te" [buildings.tunnel_exit] fill = "#5a6a4a" outline = "#9aaa8a" glyph = "Tx" # ----------------------------------------------------------------------------- # Stations # # Player and enemy defence stations have their own entries rather than going # through [buildings.*] so the two sides can be color-coded at a glance. # ----------------------------------------------------------------------------- [stations.player] fill = "#2e5fb8" outline = "#ffffff" glyph = "P" [stations.enemy] fill = "#b82e2e" outline = "#ffffff" glyph = "E" # ----------------------------------------------------------------------------- # Items # # Items on belts are 10x10 squares. `fill` is the square color; `outline` is # drawn around it. One section per ItemType. # ----------------------------------------------------------------------------- [items.iron_ore] fill = "#8a5a4a" outline = "#201010" [items.copper_ore] fill = "#c47a3a" outline = "#3a1a0a" [items.iron_ingot] fill = "#b0b0b8" outline = "#202028" [items.copper_ingot] fill = "#d48a4a" outline = "#402010" [items.circuit_board] fill = "#2ea35a" outline = "#0a2a14" [items.advanced_alloy] fill = "#a06acc" outline = "#201030" [items.building_block] fill = "#c8b070" outline = "#302810" [items.scrap] fill = "#7a7268" outline = "#201a14" # ----------------------------------------------------------------------------- # Ships # # Ships are drawn as oriented triangles/arrows. Color is keyed to schematic id. # ----------------------------------------------------------------------------- [ships.fighter] fill = "#3366ff" outline = "#ffffff" [ships.sniper] fill = "#3366ff" outline = "#ffffff" [ships.gunship] fill = "#3366ff" outline = "#ffffff" [ships.salvage_ship] fill = "#33cc66" outline = "#ffffff" [ships.repair_ship] fill = "#66ccff" outline = "#ffffff" # ----------------------------------------------------------------------------- # Laser beams (REQ-SHP-FIRING-BEAM) # ----------------------------------------------------------------------------- [beams] color = "#ff6600" width_px = 2 # ----------------------------------------------------------------------------- # Build / demolish / selection overlays # # All overlay colors carry an alpha channel so they composite over the # underlying scene. # ----------------------------------------------------------------------------- [overlays] ghost_valid = "#ffffff44" # builder-mode ghost, placement allowed (REQ-BLD-GHOST) ghost_invalid = "#ff000044" # builder-mode ghost, placement invalid (REQ-BLD-PLACE-VALID) demolish_tint = "#ff000033" # demolish-mode hover tint selection_rect = "#00ff00" # box-drag selection rectangle (REQ-UI-MULTI-SELECT) tile_highlight = "#ffffff22" # tile under cursor selected_outline = "#ffff00" # outline drawn around currently-selected building(s) # ----------------------------------------------------------------------------- # Schematic-drop toasts (REQ-UI-SCHEMATIC-TOAST) # ----------------------------------------------------------------------------- [toast] bg = "#000000cc" fg = "#ffffff" font_size = 14