RimWorld

RimWorld

Self Dyeing
318 Comments
Joren 10 hours ago 
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 11 Jul @ 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] 11 Jul @ 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 11 Jul @ 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] 11 Jul @ 12:21pm 
I've been updating since 1.0, there's little that can upset me.
Joren 11 Jul @ 12:20pm 
@avil Thank you so much! Ignore the assholes, some of us really appreciate your work!
Senjai 11 Jul @ 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 11 Jul @ 10:31am 
Based
Spoont 11 Jul @ 9:13am 
based mod author
avil  [author] 11 Jul @ 4:52am 
No I didn't, I was busy playing other games!
CosmicAggressor 11 Jul @ 4:52am 
Because the game is going to hit 1.6 today, and you have had a month to do so.
avil  [author] 11 Jul @ 4:43am 
What? Why?
Black_Dragoni 11 Jul @ 4:42am 
Please update to 1.6
VitaKaninen 30 Jun @ 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 30 Jun @ 6:37am 
It is sort of anoying that as far as I can tell this mod is the only way to dye clothes.
slimeform 25 Jun @ 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 17 Jun @ 10:11pm 
updateeeeeeeee!!! plsssss
VitaKaninen 27 Apr @ 2:56am 
Ok
avil  [author] 27 Apr @ 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 27 Apr @ 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] 27 Apr @ 2:18am 
Go check it?
VitaKaninen 27 Apr @ 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] 27 Apr @ 2:16am 
If a hungry pawn goes dyeing all their clothes at one they'll throw a tantrum.
VitaKaninen 27 Apr @ 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] 26 Apr @ 11:05pm 
Sounds doable.
Nomad 26 Apr @ 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] 11 Mar @ 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 11 Mar @ 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 21 Feb @ 9:40pm 
Is there a guide for this mod?
llunak 26 Jan @ 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3414931639
VitaKaninen 21 Jan @ 1:38pm 
@Neopolitan Daze, I added it mid-game and did not have any issues.
Neopolitan Daze 21 Jan @ 1:11pm 
can this be added mid game?
Keisha 7 Jan @ 1:37am 
Welp, figured it out, I thought the "Dye Self" option was supposed to be enabled WITH patterns, but, either is not intended to happen like I experienced it, or its just the way it is and i misinterpreted it. Only ticking the "patterns" option seems to do the trick, and although I didnt try the "apart of" anymore and went with the "uses outfit", it works like wonders now. Thank you
avil  [author] 6 Jan @ 1:34pm 
If you put "do not dye" and pick what shouldn't be dyed, it should work. So at least you understand it right, can't really tell if you overlook something.
Keisha 6 Jan @ 5:07am 
Can someone tell me what am i doing wrong here?, pawns seem to ignore the pattern system on some apparel, even though i set the rules to that. For example, I want them to dye their clothes with their favorite color except some specific items i chose in an outfit, therefor my patterns are in the following order:

Do not dye: A. Outfit.GearA
Preffered Color: A.Anything

Based on: "- patterns work by the rule of "first come first sirved", i.e. first pattern that gets applied to a piece of apparel cancels all the following;" -the author

The do not dye should avoid the apparel i chose on that outfit to not be dyed, right?
avil  [author] 18 Dec, 2024 @ 12:26am 
There are two modes: just "dye self" and "dye self" with "coloring patterns".
First mode is basic, pawns only care for color mood bonus and dye a random piece of colorable cloth up until bonus is fulfilled. Second mode is complicated, you have to do a bit of leg work to set it up, but using it you can set up, which piece of cloth should be colored and how.
King 17 Dec, 2024 @ 2:34pm 
I'm not sure I understand how this mod works. If I set a pawns dye manually using the table, will they then replicate the colour when they swap their clothes, or does this mod mean that they just do their own thing, and you cant control which item is coloured in what colour, and get them to maintain it?
avil  [author] 12 Dec, 2024 @ 4:56am 
Not within scope of that mod.
wf1675 11 Dec, 2024 @ 11:01am 
could you automate more of ideology auto age reversal auto convertsion?
VitaKaninen 16 Oct, 2024 @ 1:00pm 
Thanks!
Yoann 16 Oct, 2024 @ 10:17am 
@VitaKaninen You can do it by setting an outfit policy for slaves, then set this policy with never dye.
VitaKaninen 16 Oct, 2024 @ 9:40am 
Great mod! I have a suggestion: Allow us to restrict dying to only colonists and forbid Slaves to use it.
Yoann 13 Oct, 2024 @ 6:03am 
Could you allow the opportunistic hauling for the auto-dyeing please?
My pawns keep going to the tinctoria field to bring only 1 dye for them instead of hauling one stack to the shelf just next to the styling station.
avil  [author] 30 Sep, 2024 @ 11:12pm 
Yeah, I think you've just got a bad trip... That mod can't do anything like that, at worst some pawn forgets what it was doing when you uninstall. Unless you have incompatible (for some reason) version of the game overall.
Saber 30 Sep, 2024 @ 10:07pm 
Okay well I booted my game today. (nothing changed) and it works again! So I can't say it's this mod 100%.
Saber 30 Sep, 2024 @ 4:55am 
I didn't see any problems listed about adding this mod mid-game, I added it. Broke my game. I can't even load my map or anything. No autosaves work either. I disabled the mod. Unsubscribed. To no avail my shit is broken. I don't have that crazy of a mod list either. I'm super bummed out and super sad :(
Ryo Pasternak 3 Sep, 2024 @ 12:06pm 
Even if it is not activated.
avil  [author] 3 Sep, 2024 @ 12:03pm 
Not supposed. They have only 1 possible chance per day to check for "need" to dye. So that's some conflict that probably causes an error or something like that focing them to try again and again.
Ryo Pasternak 3 Sep, 2024 @ 11:59am 
Colonists will never stop self-dying until they run out of colours... :rfacepalm:
Gary 7 Aug, 2024 @ 6:13am 
Haha you're right. Further to my last comments, I have done even more digging and I think this is actually due to an issue with the game's defs.

I can see there's a colour introduced in version 1.5 to Data\Core\Defs\ColorDefs\ColorDefs.xml, called ReddishBrown. It's supposed to have a parent of HairColorDefBase, but they left it blank. I suspect this causes the game to consider it "Misc", which makes it appear on the styling station. Because your code doesn't show "Misc", only "Ideo", it doesn't show.

So this ReddishBrown I see on the native styling station for Apparel I am pretty sure shouldn't be there.