RimWorld

RimWorld

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VGP Garden Dyes Expanded
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
750.940 KB
25 Feb, 2020 @ 5:39am
14 Apr @ 9:22am
14 Change Notes ( view )

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VGP Garden Dyes Expanded

In 1 collection by dismarzero
Vegetable Garden Project 1.1
25 items
Description
Garden Extended Dyes
(does not require Vegetable Garden or Area Rugs)

(Requires Garden Dyes and Colored Apparel!)

Adds colored Hyperweave
Adds colored Devilstrand
Adds colored Synthread





Old versions of my mod:

I do keep the last stable version of each version of the game on my Nexus mods page. And 1.0 and older mod downloads can be found on my Dropbox / Forum / Nexus accounts.

Forum:
Forum Download Link[ludeon.com]
Dropbox 1.0 version
DropBox Download Link[www.dropbox.com]
Nexus mods:
Nexus Mods Download Link[www.nexusmods.com]
Steam News and Credits For my mods:
Vegetable Garden 1.0 / 1.1 Collection On Steam

Wanna support the mod? Buy me a Coffee! [ko-fi.com]
31 Comments
dismarzero  [author] 14 Apr @ 9:22am 
Dyed Fabrics / Extended
-Dye Vat now uses Dye as a fuel.
--Uses around 1 dye for a 1x craft. 3-4 dye for a 10x craft. Depending on skill.
-Cloth Coding updated for base game changes from updates.
-Fabrics coding updated to allow Savage apparel from Garden Fabrics Mod.
dismarzero  [author] 16 Mar @ 1:06pm 
1.5!
dismarzero  [author] 8 Oct, 2022 @ 8:55am 
1.4 unstable is here! I'll be working on my mods over the week. I am back :P

I have found no bugs in the day of testing I have done.

Errors may happen as other mods are updated. And features for new version ie.. new coding may not be there as the coding changes can be missed.

Please let me know if you find core coding that needs updating in my mod and I'll put it in!
dismarzero  [author] 24 Jul, 2021 @ 3:10pm 
Dyes / Expanded
-Updated coding for 1.3 and DLC
dismarzero  [author] 8 Jul, 2021 @ 6:38pm 
1.3 UNSTABLE released!
Note use at your own risk, As unstable receives updates I will follow with updates as I can. All my mods will be pushed up over the next week and monitored till full release. I try and find all the coding and feature updates in the coding be will miss some. As just last weekend I found a coding change from 1.2... lol Please leave feed back if you find something not working in 1.3 correctly
dismarzero  [author] 19 Mar, 2021 @ 7:25pm 
Oh i changed the value in the base mod, enjoy
VisseNekku 19 Mar, 2021 @ 4:56pm 
Yeah I did eventually disable the usage of undyed cloth for each recipe.
It's a bit of extra work though, especially since with a few clothing mods there's alot of those recipes active.
I doubt anyone would mind if you set it above tailoring. ^^ There's no downside to it. It would just make pawns dye all cloth if they can, and use it if they can not dye it.

It should work well with Work Tab mod, since it's already working well enough to actually show dyeing as one of the possible priorities when looking into specifics of tailoring.

Thanks for quick answer! These are great mods.
dismarzero  [author] 19 Mar, 2021 @ 4:28pm 
i'm not sure. Why not turn off cloth in your recipes? if you want dyed clothing. I can also raise the priority above tailoring, i do not know if that will change things in that mod tho :)
VisseNekku 18 Mar, 2021 @ 10:31pm 
Hey, this is great. ^^
Slight issue though. The work priorities with "Work Tab" mod have dyeing as a lower priority to tailoring. Which means that if you have cloth, they will automatically use it for tailoring and practically never dye it unless there's nothing to tailor.

Not sure if I'm doing something wrong, but if so is there a help for that?
dismarzero  [author] 10 Oct, 2020 @ 6:09pm 
Dyed Expanded
-stuffProps/statFactors updated