I am using the CutoutComplex Shader Type, I meant that I used a Gaussian Blur filter on the texture itself to remove the harsh edges. Anyways, I've tried with my own textures and I'm running into the same blue tint.

I'm gonna try to load the game with only custom beds and see what happens.
Also, I'm using the vanilla Furniture XML as a base:
Edit: Tried again with the majority of mods removed (Kept my mod that adds "eroded" soil flooring) and no difference.

Edit: It looks like changing a bed to "Medical" adds another layer of the blue tint and doesn't change the "main" texture

I'm gonna try to load the game with only custom beds and see what happens.
Also, I'm using the vanilla Furniture XML as a base:
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<thingClass>Building</thingClass>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
</ThingDef>
----------------------------------------------------------------------
<ThingDef ParentName="BuildingBase">
<defName>Bed</defName>
<EType>Bed</EType>
<label>bed</label>
<Description>A cozy mattress and sheets on a frame for resting. Rest effectiveness: 10/10</Description>
<ThingClass>Building_Bed</ThingClass>
<graphicPathMulti>Things/Building/Bed/BedWIP</graphicPathMulti>
<shaderType>CutoutComplex</shaderType>
<AltitudeLayer>Waist</AltitudeLayer>
<statBases>
<MaxHealth>150</MaxHealth>
<Flammability>1.0</Flammability>
<Beauty>15</Beauty>
<WorkToBuild>580</WorkToBuild>
<BedRestEffectiveness>1</BedRestEffectiveness>
</statBases>
<Size>(1,2)</Size>
<madeFromStuff>true</madeFromStuff>
<costStuffCount>25</costStuffCount>
<Overdraw>True</Overdraw>
<building>
<Bed_ShowSleeperBody>False</Bed_ShowSleeperBody>
<Bed_HealTickInterval>2100</Bed_HealTickInterval>
</building>
<fillPercent>0.4</fillPercent>
<PathCost>60</PathCost>
<LeaveResourcesWhenKilled>True</LeaveResourcesWhenKilled>
<killedLeavings>
<ChunkSlag>1</ChunkSlag>
</killedLeavings>
<StaticSunShadowHeight>0.17</StaticSunShadowHeight>
<CastEdgeShadows>True</CastEdgeShadows>
<DesignationCategory>Furniture</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<DrawGUIOverlay>True</DrawGUIOverlay>
<designationHotKey>B</designationHotKey>
</ThingDef>Edit: Tried again with the majority of mods removed (Kept my mod that adds "eroded" soil flooring) and no difference.

Edit: It looks like changing a bed to "Medical" adds another layer of the blue tint and doesn't change the "main" texture




