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Here you go, I am having the mentioned problem. if you need my mod list let me know
From what I can tell, with a lot of the recipes I found after the search is that I would have the recipe purchased but the color option wouldn't show up. Later on though I would find the same recipe in a shop saying I hadn't learned it (even though I could craft the uncolored version fine). Buying the second one seemed to fix it for a good amount of items. (From memory the armored faceplates are an example of one that did this)
I don't know much about mods or coding and what not but it seems like the game is creating duplicate recipes in the stores and if you purchase the wrong one, it leaves you without the color option.
In the save I have a character (Bet) at the great library if you want to search for more recipes to test for the ones I am missing, otherwise Hobbs and Tre are the fastest characters I have if you need to travel.
Obviously you don't have to do anything about this, just an inconvenience more than anything having to find both recipes, figured I'd do my part to help though.
The first thing I did with the mod was create the research entries and replace all of the armour blueprints in the shop list. This sorted out the research requirements, as the original mod just gave you a bunch of coloured armour without knowing how to make the vanilla version. Then more items were added to the game, plus more shops.
What's happened to some people, I'm guessing you included, is that they will have learnt to craft the item from the armour blueprint, so the coloured research can never be unlocked. I added some text to the research I created, so I could try to keep track of it, but I'm at a bit of a standstill. The only way I've been able to sort it 100% is importing with research reset, but that's a crap solution and is too destructive for people with a lot of time invested in saves.
I have seen an issue in justincase's save file where the armour dying is set as "paid" not "finished", but I'm not sure of a nice way around it yet.