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Specific reactions make the old "red dye", while normal "mill plants" bring this beauty red out.
In your Steam Library menu, right-click on Dwarf Fortress, then click Manage > Browse local files
In the new folder that opened, go to data > vanilla > vanilla_plants > objects
Open plant_standard.txt in Notepad
CTRL + F ''hide'' (without quotation marks) and press enter
Scroll down a little. In the line [STATE_COLOR:ALL_SOLID:BROWN], replace BROWN with CARMINE
You can also replace the 10 in [MATERIAL_VALUE:10] with 20, to make the dye more valuable like in this mod
Save the file. Voilà.
Not as convenient as just installing this mod, but it works
[SELECT_PLANT:ROOT_HIDE]
[SELECT_MATERIAL:MILL]
[STATE_COLOR:ALL_SOLID:CARMINE]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:20]
This allows the mod to be compatible with other plant mods, and as long as it is loaded after them the changes will be applied. It should be compatible with previous saves (the end result is the same), but you may want to change EARLIEST_COMPATIBLE_NUMERIC_VERSION to match the new NUMERIC_VERSION just in case.
Nothing to update except that I added the Graphics tag to it. Why wasn't that there before?
The reason I uberhated redroot dye before was it made everything look like leather, which is not dyeable, so it really made all the other dyes appear to matter way less, since all you would see is brown clothes everywhere. Turns out though, if you were using redroot dye, it was unique in that you would never be able to perceive it at a glance even though it did do something visually, just not something good. Eventually that made me mad enough to want to do something. Nobody was making this mod, not even Droseran who fixed its dye value, so I wondered if it was even possible. After testing what I thought would work, turns out my initial suspicions were mostly correct.