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-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.
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!
-Updated coding for 1.3 and DLC
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
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.
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?
-stuffProps/statFactors updated