RimWorld

RimWorld

VGP Garden Dyes Expanded
31 Comments
dismarzero  [author] Apr 14, 2024 @ 9:22am 
Dyed Fabrics / Extended
-Dye Vat now uses Dye as a fuel.
--Uses around 1 dye for a 1x craft. 3-4 dye for a 10x craft. Depending on skill.
-Cloth Coding updated for base game changes from updates.
-Fabrics coding updated to allow Savage apparel from Garden Fabrics Mod.
dismarzero  [author] Mar 16, 2024 @ 1:06pm 
1.5!
dismarzero  [author] Oct 8, 2022 @ 8:55am 
1.4 unstable is here! I'll be working on my mods over the week. I am back :P

I have found no bugs in the day of testing I have done.

Errors may happen as other mods are updated. And features for new version ie.. new coding may not be there as the coding changes can be missed.

Please let me know if you find core coding that needs updating in my mod and I'll put it in!
dismarzero  [author] Jul 24, 2021 @ 3:10pm 
Dyes / Expanded
-Updated coding for 1.3 and DLC
dismarzero  [author] Jul 8, 2021 @ 6:38pm 
1.3 UNSTABLE released!
Note use at your own risk, As unstable receives updates I will follow with updates as I can. All my mods will be pushed up over the next week and monitored till full release. I try and find all the coding and feature updates in the coding be will miss some. As just last weekend I found a coding change from 1.2... lol Please leave feed back if you find something not working in 1.3 correctly
dismarzero  [author] Mar 19, 2021 @ 7:25pm 
Oh i changed the value in the base mod, enjoy
VisseNekku Mar 19, 2021 @ 4:56pm 
Yeah I did eventually disable the usage of undyed cloth for each recipe.
It's a bit of extra work though, especially since with a few clothing mods there's alot of those recipes active.
I doubt anyone would mind if you set it above tailoring. ^^ There's no downside to it. It would just make pawns dye all cloth if they can, and use it if they can not dye it.

It should work well with Work Tab mod, since it's already working well enough to actually show dyeing as one of the possible priorities when looking into specifics of tailoring.

Thanks for quick answer! These are great mods.
dismarzero  [author] Mar 19, 2021 @ 4:28pm 
i'm not sure. Why not turn off cloth in your recipes? if you want dyed clothing. I can also raise the priority above tailoring, i do not know if that will change things in that mod tho :)
VisseNekku Mar 18, 2021 @ 10:31pm 
Hey, this is great. ^^
Slight issue though. The work priorities with "Work Tab" mod have dyeing as a lower priority to tailoring. Which means that if you have cloth, they will automatically use it for tailoring and practically never dye it unless there's nothing to tailor.

Not sure if I'm doing something wrong, but if so is there a help for that?
dismarzero  [author] Oct 10, 2020 @ 6:09pm 
Dyed Expanded
-stuffProps/statFactors updated
dismarzero  [author] Sep 28, 2020 @ 4:14pm 
the coding is based on vanilla. and vanilla changes without and notice. But thanks for letting me know. I'll add it to the work notes and check on the code next time I work on the game :)
DMoney159 Sep 27, 2020 @ 6:54pm 
There's a few missing values in the dyed fabrics (under stuffProps/statFactors in the xml, for those who want to manually edit it). I'll put them here for easy reference :)
Devilstrand - Beauty: 3.2
Synthread (this xml has no statFactors entry, you have to add it) - Flammability: 0.7, Beauty: 2.3, MaxHitPoints: 1.3
Hyperweave - Beauty: 5.5
DarkArtistryNKP Jun 16, 2020 @ 10:29am 
lol Yeah i missed that part apparently
dismarzero  [author] Jun 16, 2020 @ 10:21am 
The required mod is over in the required items on the right side.

The mod it needs is VGP Garden Dyes but the full name of the mod is : VGP Garden Dyes and Colored Apparel ...
DarkArtistryNKP Jun 16, 2020 @ 9:20am 
So the description says it requires color apparel, but i'm assuming thats research and not mod dependency.
Katsu.I May 9, 2020 @ 6:45am 
Yea the beauty value seems to be missing from dye'd fabrics which reduces the beauty of crafted items greatly.
Rheia/kingo Apr 29, 2020 @ 11:11am 
you also forgot to add a beauty value to the different cloth, its a simple fix tho :)
Winterbottom Apr 29, 2020 @ 11:00am 
Yup, it works now, thanks for the hotifx!
dismarzero  [author] Apr 29, 2020 @ 10:12am 
ok i just needed to know if that was the issue
Winterbottom Apr 29, 2020 @ 9:35am 
I seem to be able to bleach devilstrand/synthread/hyperwave if it's 10 of one color, but not if it's a mix. Pretty strange, considering I can bleach a mix of cloths.
dismarzero  [author] Apr 29, 2020 @ 9:02am 
like a mix of colors? or 10 of one color?
Winterbottom Apr 26, 2020 @ 1:47am 
I'm having issues trying to bleach any of the fabrics from this mod, even though there's more than 10 of them in total each, the pawns treat them as if there wasn't enough.
Bleaching cloth from the main Garden Dyes mod seems to work fine.
namidasechi Mar 21, 2020 @ 6:30am 
Thank you very much.
dismarzero  [author] Mar 21, 2020 @ 6:19am 
3/21/2020
Dyes / Expanded
-Lime textile Recipes Restored.
namidasechi Mar 21, 2020 @ 2:11am 
Thank you for cool mod.
Recipe doesn't have "Dye Lime".
dismarzero  [author] Mar 19, 2020 @ 3:14pm 
From Mod Manager:
Fluffy [author] 20 minutes ago
the 'fake' dependencies should now be gone. Turns out I was treating incompatibilities as if they were dependencies, which is apparently not a good idea.

I've also added back in a bunch of resolvers to issues identified, we're slowly getting back to the state we were in before 1.1! :D
Nathual Mar 18, 2020 @ 11:00pm 
Having a issue with the mod, keeps popping up with a flag even though I have the requires prequest mod right above it. Doesn't pop in the logs though on restart.
dismarzero  [author] Mar 1, 2020 @ 10:53am 
Fabrics / Fabrics Simple / Dyes clothing / Dyes Expanded
-fixed coding for the Burn Cothing Recipes

dismarzero  [author] Feb 29, 2020 @ 7:32pm 
Dyes Expanded
-Minor Patch Adjustment
Enlonwhite Feb 29, 2020 @ 7:46am 
NVM, I found the other mod that this one expands on.....i feel dumb now didnt know you had both of these mods
Enlonwhite Feb 29, 2020 @ 7:44am 
Just one color or options/multiple colors to get?