Mr. Mister wrote:One thing: I had the "Knogsock" or whatever his greasiness' name is hiring event in an industrial sector. Everything fine, except for one thing: while the background is that of a (normal and animated) nebula, the beacon itself doesn't have the nebula-characteristic blue outline, and therefore it doesn't slow down the fleet either.
This might be vanilla related, but I'll look into it... Also see below on how this is possible.
Mr. Mister wrote:Could you explain more detailledly how the sector nebula zone texture works? I'm not sure what you mean by "globally".
Nebula beacons on the map and actual beacons with real nebula on them are separate thing.
Beacons get their nebula texture on the map and their hardcoded nebula fleet delay if their events are placed within any eventlist that is named starting with NEBULA_. The appearance of this texture can only be changed for the entire game. Different nebula textures for certain sectors or events are not possible.
Beacons get an actual vanilla like nebula if their event contains the "nebula" hazard.
Therefore it is possible to create beacons that appear as nebula on the map and delay the fleet but feature various other things other than actual nebula in their event (and the other way around, like in the Slognock event). Technically you could have nebula entirely composed of sun events or whatever events that contain no hazard at all, but still delay the fleet and appear as nebula on the map.
CE now makes use of this to create fake nebula, by adding custom static nebula backgrounds and using events to simulate their unique hazards.
I'm pretty sure that was fixed a while ago... Ginger is not using the current version.