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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.
Thanks for the awesome work, without you no tinctoria will ever be grown in my colonies. :D
Bro acts like he paid for this mod or something.
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?
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.
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.
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.