Dwarf Fortress

Dwarf Fortress

Actually Red Redroot Dye
16 Comments
Artwr 14 Aug, 2024 @ 7:24pm 
Tests complete - it kinda is.
Specific reactions make the old "red dye", while normal "mill plants" bring this beauty red out.
Artwr 7 Aug, 2024 @ 9:04am 
Going to test if this is compatible with modest mod
STABSTABSTABSTABSTABSTABSTABSTAB 23 Jul, 2024 @ 2:39am 
For anyone who wants to install this mid-save, here's what you do (noob guide):

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
Juniper & Sanae & Friends  [author] 25 Apr, 2024 @ 7:14pm 
Droseran, you the GOAT. :3c
Droseran 23 Apr, 2024 @ 5:05pm 
Dwarf Fortress version 50.13 has added the SELECT_MATERIAL token for plants. Instead of using CUT and redefining the plant (which makes this mod incompatible with other mods that affect the hide root plant), you can now use

[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.
Juniper & Sanae & Friends  [author] 13 Dec, 2023 @ 2:36am 
GOOD.

Nothing to update except that I added the Graphics tag to it. Why wasn't that there before?
Arcanua 25 Mar, 2023 @ 8:08pm 
@Nautilus I could see it as both honestly. We do know there are features that are intended but not in game yet, and I don't mean Adventure mode there's a good few things people have asked about and they are aware of. I'm not sure if dye was ever brought up yet though.
Nautilus 2 Mar, 2023 @ 1:15pm 
this mod looks cool, it's unfortunate that we can't mod clothing graphics to follow dyes instead of profession. the devs even left dye tags in graphics_creatures_layered.txt but they don't do anything. Idk if that means they are going to their own dye update in the future and put that as a placeholder, or if it's just there to tease modders.
Juniper & Sanae & Friends  [author] 27 Feb, 2023 @ 9:12am 
@Levvy Yep! Well, half-true. Dwarves all appear to be wearing the colors of their profession, but the clothing itself in the menus and on the floor does get colored by any dye applied to it. This mainly matters for when they take off the clothes or you trade the clothes, but it does matter to the visuals of the game.

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.
Levvy 26 Feb, 2023 @ 3:48am 
Ah, so dyeing clothing actually does make a difference to visuals? I was told by many that it did not!
Droseran 22 Feb, 2023 @ 12:05pm 
No problem, the new modding tokens aren't entirely well documented, so it's pretty easy to get tripped up by them even for experienced modders right now. There's some lively conversations on the Kitfox Discord regarding modding and token usage, but a lot of it is still trial and error or asking Putnam to clarify things.

Thanks for the compliment, and I'm glad my mods are inspiring others to have fun with modding. Especially since I apparently can't even notice the difference between brown and red, I think playing the pre-Steam version has made me graphics-blind.
Juniper & Sanae & Friends  [author] 22 Feb, 2023 @ 11:17am 
Also, Droseran, I just wanted you to know you're the GOAT who inspired me to make this mod.
Juniper & Sanae & Friends  [author] 22 Feb, 2023 @ 10:40am 
Ah~ thank you. It's my first DF mod, so I need this. Thank you so much.
Droseran 22 Feb, 2023 @ 6:44am 
I put a referral to this mod on my Dye Value Equality mod as this one has more features. However, there are a few improvements that can be made:

Since the mod is using the CUT_PLANT: function, it's a good idea to place a notification in the description that this mod needs to be early in the load order and that it may have compatibility issues with other mods that interact with the hide root plant.

The EARLIEST_COMPATIBLE_ tokens are for version compatibility within the mod itself, not the game version, so right now the mod is generating errors that it's not compatible with itself. This will also cause issues if you need to update the mod in the future, since it won't consider updated versions compatible with previous versions until the mod version reaches 5008 or higher. Changing the EARLIEST_COMPATIBLE versions to match the current mod version will fix this.

This is a great mod, I'm using it instead of my own mod now.
pete8719 21 Feb, 2023 @ 11:47pm 
The hero we didn't know we need. Take notes Toady
Vystral 21 Feb, 2023 @ 4:27pm 
Literally unplayable without this