Oh, goodie! The handlers have been fixed. I no longer need to shadow so this mod is less prone to breaking you PA now. Also I was that @burntcustard claims that the secondary colours are back. Neat! I need to build that in again.
This mod is very stubborn! If I try to change my color in the lobby, the mod takes over and puts it back t whatever it likes best. This can be a problem when both the first and second choices are already taken.
Oh? If both the colours are taken, it shouldn't even try to do anything at all. I did build in an infinite-loop-prevention check, so if you change your colour 50 times, the mod will just give up. (Although your fellow players in the lobby will be wondering what that heck you are doing ) The previous pre-gamma version of my mod was able to detect when the user itself would change the colour and stop interfering. It did that by hijacking the go-to-next-colour command, but they put that function in a new viewmodel inside a new viewmodel inside the main viewmodel. I'll find a way though.
Doh! I tested it briefly in FFA's it seemed to work fine, or so I thought. I guess I just got 'lucky' and already got my favourite colour on joining. Looking at my code, it should certainly account for it. Oh well, I'll try it out when I'm home again. Testing is harder ever since AI's don't pick colours anymore.
There's a new settings manager that you can switch it too: https://forums.uberent.com/threads/wip-more-settings-manager.61034
Yeah, I noticed that one. I may just follow @burntcustard's example though and just use the built-in "api.settings". I'll see.
The only issue is the settings types and such are really limited in the default API. That mod extends it with more options.
Latest stable build of the game and I can't get colors to save and when I select secondary colors the only option is random.