RimWorld

RimWorld

Self Dyeing
355 Comments
avil  [author] 26 Sep @ 12:52am 
No problem. Glad you resolved it.
Mong 25 Sep @ 4:38pm 
Hey man, I need to retract my previous comment. With another attempt, I was able to get everything working. Turns out I had tried the AutoDye mod first, and decided I didn't like it, and installed yours instead. AutoDye makes permanent changes to colonist outfits that persist even when the mod was removed. That was what was causing the colonists to ignore all the patterns and go haywire. Mod is working great once I deleted and remade all outfits. Thanks a million.
avil  [author] 25 Sep @ 12:38am 
Yeah, understandable. I'm a potatoe at ui and can't be bothered to spend longer than bare minimum required to make it do what I want it to do.
Though people constantly do one and the same mistake when using this mod, so I think i should at least make a check if their setup does anything at all. The mistake is people trying to stick all types of clothes in the same pattern, while they're supposed to create one for each type.
Maddog 20 Sep @ 11:48am 
Hey, just wanted to say this is a great mod. Thank you for throwing it together
Solitude_Hold 4 Sep @ 11:22am 
Thank you for the clarification
avil  [author] 3 Sep @ 10:12pm 
Sigh.
>using multiple apparel outfits in the same patternt makes so ALL selected outfits should allow a piece of apparel
> using multiple layer rules in the same pattern makes so ALL layers should be a part of the same piece of apparel
don't be greedy and make rules for each layer ans outfit separately.
Solitude_Hold 3 Sep @ 6:04pm 
So i've got Dye Self: Enabled, Overriding: Never, Coloring Mode: Full, Coloring Patterns: Enabled, Prefer: Ideo Color. First pattern is set to Pattern Color:Custom (with the color set to navy blue) with pattern rules set as Pattern Color:Custom (color set to Lavender) A. Outfit:Soldier, A. Outfit: Vanguard, A. Outfit: Officer, Layer:Outer, Layer: Outer (head). Second pattern is set A. Outfit:Soldier, A.Outfit:Vanguard, A. Outfit: Officer, Layer:Skin, Layer:Webbing, Layer:Backpack,Layer:Strapped(head),Layer:Middle,Layer:Utility.
avil  [author] 3 Sep @ 12:55pm 
I don't know, can't see your setup.
Solitude_Hold 2 Sep @ 4:22pm 
I've got my setting set up so that my colonists are supposed to make their inner clothes (ex. pants shirts and flak vests) to be the ideo color, and their outer clothes (helmets and dusters) to be navy blue, but my colonists are bypassing the patterns and dying their outer clothes the ideo color. Is this a bug or did I set up the patterns wrong?
avil  [author] 20 Aug @ 4:25pm 
Create "slave" outfit, set slaves to that outfit, set outfit "slave" to "not dye".
Bode 20 Aug @ 9:13am 
is there any way to stop only slaves from dying their clothes? its really weird to see a slave walking around with a pink slave strap and collar, also "i'm being degraded but at least my slave bindings are my favorite color :3" mood buff really breaks my immersion lmao
Schadenfreude 15 Aug @ 8:37pm 
@avil
Can we get compatibility with "[MUS]太空基地家具Space Base Furniture"?

It has a Styling Station that works the same way as the vanilla one.
avil  [author] 9 Aug @ 2:12am 
I think it should be.
Wolfy910 8 Aug @ 7:15pm 
can this mod be removed or added to a current save without issues ?
avil  [author] 8 Aug @ 8:33am 
Not a job. It's triggered under a special think node that supposed to make pawns change their style on their own from time to time (yeah, it's vanilla).
It would be easier for me to tell what's up if you provided a screenshot.
Great mod, best mod for utility. My colonies tend towards strict uniforms, so this helps a lot. Thank you so much for your work!
Which job type does dyeing fall under?
And also, when I have more than one outfit for a pattern rule, the people on the second outfit won't dye unless I give them their own pattern. Here is the example:
My core apparel policy (outfit: uniform) is dyed jumpsuit with dyed apron, the extra policy has a lab coat on top. But the pattern won't recognise the second policy (research), so I have to make an extra pattern to dye it properly. Is this intended behaviour?
Again thank you very much!
avil  [author] 7 Aug @ 11:50am 
Some apparel have their paramater "Colorable" set to be not active. This option allows to ingonre that parameter. It's not "behind the scenes" kind of thing.
ptkato 7 Aug @ 9:53am 
What does the override for inactive coloring do exactly? Do the items' graphics actually change in colour or is it only a "behind the scenes" type of thing?
rav 24 Jul @ 4:16pm 
I just want to say that for me the mod works and i found the options in the styling station like you said.
Szczygiel 22 Jul @ 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 22 Jul @ 1:47pm 
There is no mod settings in mod settings - cant set to default "dye self enabled" :(
avil  [author] 22 Jul @ 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 21 Jul @ 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] 17 Jul @ 2:01pm 
From styling station.
rav 17 Jul @ 2:00pm 
hello, how do i change settings for the mod ?

Thanks
Thor 16 Jul @ 5:56pm 
Thanks for bearing with me and my silly antics
avil  [author] 16 Jul @ 5:51pm 
They should do it at least once a day.
Thor 16 Jul @ 5:50pm 
Actually, nevermind. I think I discovered that it was just my rules that needed tweaking.
avil  [author] 16 Jul @ 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 16 Jul @ 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 16 Jul @ 12:15pm 
Ah, I understand it now! Okay thank you!
avil  [author] 16 Jul @ 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 16 Jul @ 8:36am 
thanks for upadating this :btd6salute:
Thor 16 Jul @ 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] 16 Jul @ 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 16 Jul @ 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 13 Jul @ 7:53am 
thanks for update! This should be in vanilla imo
Jerek 12 Jul @ 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 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.
Jerek 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!
Guardian of Time 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