RimWorld

RimWorld

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Self Dyeing
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Mod, 1.3, 1.4, 1.5
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200.704 KB
31. juli 2021 kl. 23:00
6. apr. kl. 3:56
22 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Self Dyeing

Beskrivelse
Allow pawns to paint their clothes on their own.
Enable an option from Styling Station, and your pawns will paint their clothes bit by bit over time.

"I ain't got no time for this, do it yourself"

- you can make so pawns prefer ideology color over favorite;
- you can make pawns dye enough clothes for a buff OR dye all clothes with one color OR dye all clothes with ideo and favorite colors using one of them as primary;
- an option to make some fixed patters on how apparel should be dyed;

Some guidlines on how to control patterns:
- patterns without rules do nothing (except for pattern "do not dye");
- using multiple colonist outfits in the same pattern passes it to any one of selected outfits;
- 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;
- using multiple body part group rules in the same pattern makes so ALL of them should be a part of the same piece of apparel;
- patterns work by the rule of "first come first sirved", i.e. first pattern that gets applied to a piece of apparel cancels all the following;
- patterns have higher priority over "random" dyeing, so colonists might not be able to achieve a buff because patters don't allow it.

You can see layers and bodyparts that clothing covers in clothing stats.

Often asked questions:
Q: I see more colors in station menu than in the mod selection.
A: Other colors are from current colony ideologies and from favorite of current pawn. It seems that game may add multiple ideo colors. So styling station has extra "variable" colors, when pattern editor only offers fixed ones.

Languages:
- English;
- Chinese Simplified by gaogzs;
- Chinese Traditional by gaogzs;
- Russian by Reiquard, khoss;

External links: github[github.com]
Populære diskussioner Vis alle (1)
40
14. apr. kl. 8:42
FASTGJORT: Issues
avil
272 kommentarer
Ryo Pasternak 3. sep. kl. 12:06 
Even if it is not activated.
avil  [ophavsmand] 3. sep. kl. 12:03 
Not supposed. They have only 1 possible chance per day to check for "need" to dye. So that's some conflict that probably causes an error or something like that focing them to try again and again.
Ryo Pasternak 3. sep. kl. 11:59 
Colonists will never stop self-dying until they run out of colours... :rfacepalm:
Gary 7. aug. kl. 6:13 
Haha you're right. Further to my last comments, I have done even more digging and I think this is actually due to an issue with the game's defs.

I can see there's a colour introduced in version 1.5 to Data\Core\Defs\ColorDefs\ColorDefs.xml, called ReddishBrown. It's supposed to have a parent of HairColorDefBase, but they left it blank. I suspect this causes the game to consider it "Misc", which makes it appear on the styling station. Because your code doesn't show "Misc", only "Ideo", it doesn't show.

So this ReddishBrown I see on the native styling station for Apparel I am pretty sure shouldn't be there.
avil  [ophavsmand] 7. aug. kl. 6:03 
You're digging too deep. I've added faq to mod desription. In short, these're colors that pawns add, not "default" colors. (ideo colors, favorite colros, etc).
Gary 7. aug. kl. 5:58 
(continued)

I downloaded the source for the mod, and recompiled with "x.colorType == ColorType.Ideo || x.colorType == ColorType.Misc" in Dialog_ColorPatterns, and could then see that brown color in the mod's colour picker.

I am assuming there's some code in the game somewhere that adds this "Misc" ColorType to an existing definition at runtime, but I think it's a bit beyond my skills to find out how that's happening.

I would really appreciate it if you were able to do a sanity check on this for me, and update the mod so it matches the palette on the styling station dialog.

Here's a few screenshots to demonstrate: https://imgur.com/a/self-dyeing-stuff-nQTp7nI

Many thanks for this great mod, saves me a lot of time every play through.
Gary 7. aug. kl. 5:57 
Hi avil, The styling station seems to offer a dark brown colour for apparel that isn't available in the mod's colour picker interface. This dark brown is independent of those extra per-pawn favourite and ideo colors. I can observe this in 1.5 with no mods running except this one.

I think this is because the mod code looks for defs with ColorType "Ideo", but this brown colour doesn't have this property.

When I manually use the styling station to set this dark brown color, the apparel in the save game is set to RGBA(0.518, 0.325, 0.184, 1.000).

Seemed very bizarre to me, so I decompiled the games source code and had a look at Dialog_StylingStation. When building the list of colours, the game looks for a ColorType of "Misc", in addition to "Ideo", but I couldn't find any defs with this ColorType.

(to be continued)
Zenuge 5. aug. kl. 11:06 
2nd to Ken, never had a problem now colonist are just self dyeing even when disabled.
Nightfish 11. juli kl. 1:34 
I see. I use dyes to color code pawns with a psychic bond so I have an easier time with caravans and quests. That's why I want them to be diligent about dying themselves.
avil  [ophavsmand] 11. juli kl. 1:32 
I think it would be too much. In the first place I made this mod so I could actually use styling station more than once for the whole run. I though it's neat but too much work, and didn't want it to affect the flow of the game. If anything, I think I should add a check to skip the action when mood is close to breaking point.