RimWorld

RimWorld

Self Dyeing
336 Comments
Szczygiel Jul 22 @ 3:28pm 
Yeah, I am sure. I fixed that.
Had to manually verify files. This mod was active in rimpy, somehow on unstable branch so 1.6 it was white so 1.6, but acted like 1.4 or 1.5 so in fact, wasn't active. Same for few other mods.
Domine Mortis Jul 22 @ 1:47pm 
There is no mod settings in mod settings - cant set to default "dye self enabled" :(
avil  [author] Jul 22 @ 1:44am 
It should be listed in mod options. So something strange is going on. Are you sure you added the mod to the mod list? (asking just in case)
Szczygiel Jul 21 @ 6:21pm 
I don't have any error in log, I have this mod active and rimpy sorted. There is no self dye gizmo in styling station. Also, not listed in mod options. Maybe it was never there, but there is no gizmo, and no error. Any idea how to fix it?
avil  [author] Jul 17 @ 2:01pm 
From styling station.
rav Jul 17 @ 2:00pm 
hello, how do i change settings for the mod ?

Thanks
Thor Jul 16 @ 5:56pm 
Thanks for bearing with me and my silly antics
avil  [author] Jul 16 @ 5:51pm 
They should do it at least once a day.
Thor Jul 16 @ 5:50pm 
Actually, nevermind. I think I discovered that it was just my rules that needed tweaking.
avil  [author] Jul 16 @ 5:29pm 
No. Point of the mod is so pawns do it at all. That's their default interval for changing their style in vanilla.
Thor Jul 16 @ 5:28pm 
I've come to really enjoy this mod. But is there a way to increase the frequency of colonists dying their clothes?

I find that my colonists tend to pump out new equipment much faster than they dye their existing clothes. So a lot of the time they just wander around undyed. It would be amazing if as soon as they had their clothes dyed that they went straight to the styling station to recolor.
Thor Jul 16 @ 12:15pm 
Ah, I understand it now! Okay thank you!
avil  [author] Jul 16 @ 8:42am 
@Thor According to your rules your pawns can dye only "headgear" that also counts as "outer". Check the guidlines:
- patterns without rules do nothing (except for pattern "do not dye");
You don't need to set an outfit or a layer for "do not dye" pattern;
- using multiple layer rules in the same pattern makes so ALL layers should be a part of the same piece of apparel;
You can't make a blanket pattern that covers all appareal. You should make a separate pattern for each piece with its own set of layers.
Arlington Jul 16 @ 8:36am 
thanks for upadating this :btd6salute:
Thor Jul 16 @ 4:25am 
Please break it down for me. I attempted this but now it seems pawns simply do not color anything at all.

What I did:

Pattern Color: Custom
Layer: Outer Layer: Headgear

Pattern color: Do not dye
C. Outfit: Anything

Without "do not dye" pawns ignore the custom color and simply use their favorite or ideology color.
With "do not dye" they simply do not dye anything.
avil  [author] Jul 16 @ 3:34am 
You can use a rule to use a color "do not dye". Make so anything uncovered by your rules defaults to that rule.
Thor Jul 16 @ 3:32am 
Maybe I am stupid and don't know how to use this mod, but I can't stop colonists from ignoring my rules and dying either their favorite or ideology colors, when I literally just want them to automatically color their clothes blue.

Is there a way to stop them from dying to either ideology or favorite color?
Renzor Jul 13 @ 7:53am 
thanks for update! This should be in vanilla imo
Joren Jul 12 @ 12:52pm 
Yeah, Steam really should have some sort of button to check workshop mods for updates. Having to verify all game files is too hidden away, and not clearly related to workshop mods.
Lethargic Gorge Jul 11 @ 12:42pm 
Soooo, yeah - verify integrity of game files force updates mods.

Today I learned something I've seen referred to in the past but had no idea. :P

Well, thanks for the awesome mods - saw the same response in common sense one after my post and then... spent 10 minutes staring at things trying desperately to find the right button to force update.
avil  [author] Jul 11 @ 12:31pm 
You just need to force update it. It's normal for steam workshop to be slow or not work correctly when there're mass updating thousands of mods at the same time and a hundred of thousands of people are downloading.
Lethargic Gorge Jul 11 @ 12:28pm 
Am I just confused since it says 1.6 in the workshop but 1.5 ingame?

Thanks for the awesome work, without you no tinctoria will ever be grown in my colonies. :D
avil  [author] Jul 11 @ 12:21pm 
I've been updating since 1.0, there's little that can upset me.
Joren Jul 11 @ 12:20pm 
@avil Thank you so much! Ignore the assholes, some of us really appreciate your work!
Senjai Jul 11 @ 10:43am 
>Because the game is going to hit 1.6 today, and you have had a month to do so.
Bro acts like he paid for this mod or something.
Deathstar Jul 11 @ 10:31am 
Based
Spoont Jul 11 @ 9:13am 
based mod author
avil  [author] Jul 11 @ 4:52am 
No I didn't, I was busy playing other games!
CosmicAggressor Jul 11 @ 4:52am 
Because the game is going to hit 1.6 today, and you have had a month to do so.
avil  [author] Jul 11 @ 4:43am 
What? Why?
Black_Dragoni Jul 11 @ 4:42am 
Please update to 1.6
VitaKaninen Jun 30 @ 6:40am 
You can dye clothes at the styling station. Select a colonist, right click the styling station, and tell them to change their style.
CosmicAggressor Jun 30 @ 6:37am 
It is sort of anoying that as far as I can tell this mod is the only way to dye clothes.
slimeform Jun 25 @ 4:55pm 
It would be really cool if there was an ability to set palettes. If I could just pick a limited number of colors and then have my pawn dye their clothes a random assortment of those colors I'd be the happiest rimworld player in existence.
a slow player Jun 17 @ 10:11pm 
updateeeeeeeee!!! plsssss
VitaKaninen Apr 27 @ 2:56am 
Ok
avil  [author] Apr 27 @ 2:38am 
I personally prefer when pawns prioritize work. It's generally not advisable to interfere with pawn ai and priorities in simple mods. That's why I never made a thought node of it's own for the self-dyeing either. So I'm still not convinced.
VitaKaninen Apr 27 @ 2:31am 
It does take multiple dyes and multiple job, so I suppose I was misremembering. Is it possible to still have them prioritize as a normal job like any other job? If they need to go eat or sleep, they will take care of it, but when they get up and go to work the next day, it would be nice if dying their clothes would be the first thing they do until they are done with it.
avil  [author] Apr 27 @ 2:18am 
Go check it?
VitaKaninen Apr 27 @ 2:18am 
I thought when I do it manually, it takes the same amount of time to dye one piece of gear as it does to dye 5 pieces. Is this not the case?
avil  [author] Apr 27 @ 2:16am 
If a hungry pawn goes dyeing all their clothes at one they'll throw a tantrum.
VitaKaninen Apr 27 @ 2:14am 
If you are updating the mod, would you consider making them dye all their equipment at once? When I get a new recruit, they will go put on all new gear, and then dye one piece of gear per day for the next 5 or more days. It wastes a lot of time and I think it wastes dye as well.
avil  [author] Apr 26 @ 11:05pm 
Sounds doable.
Nomad Apr 26 @ 11:02pm 
Could you add a "contains material" setting? for example if I have two simple helmets, one made of steel and one made of plasteel, paint the steel one red and the plasteel one green. That way the helmet is part of the outfit but i know at a glance who is wearing what material.
avil  [author] Mar 11 @ 3:28pm 
That's not quite a mod that lets you paint stuff, but rather a mod that makes currenly existing feature to paint stuff automatic. So no, without ideology it won't work.
Psycho Mar 11 @ 1:48pm 
Can this mod work in base game? Or its only for ideology? I am looking for a mod that lets me dye without idelology dlc
Shaneizm Feb 21 @ 9:40pm 
Is there a guide for this mod?
llunak Jan 26 @ 4:26am 
In case you're annoyed that pawns waste a lot of dye when you switch apparel policies and pawns just randomly wear apparel items regardless of color, I have written a mod that helps there: https://steamcommunity.com/sharedfiles/filedetails/?id=3414931639
VitaKaninen Jan 21 @ 1:38pm 
@Neopolitan Daze, I added it mid-game and did not have any issues.
Neopolitan Daze Jan 21 @ 1:11pm 
can this be added mid game?