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RimWorld => Mods => Releases => Topic started by: mabor0shi on October 18, 2016, 05:18:43 PM

Poll
Question: Should there be any other changes in the special PaintBench version?
Option 1: A small research requirement. votes: 3
Option 2: Painting job should take time and give xp. votes: 4
Option 3: Both of the above. votes: 9
Option 4: Other (suggest via post in this thread). votes: 0
Option 5: No other changes. Just add a bench. votes: 2
Option 6: Don't want special bench. Sticking with Normal Version. votes: 2
Title: [1.0] Pick a Color! (Update Dec. 26)
Post by: mabor0shi on October 18, 2016, 05:18:43 PM
[1.0] Pick a Color!
(https://staticdelivery.nexusmods.com/mods/424/images/154-0-1478934155.jpg)
Along the left side of the picture are the plain (unpainted) materials. From the top: wood, granite, limestone, marble, sandstone, and slate. To the right of each, you can see the material in it's shade of each color after a colonist has colored it.

Description:
Adds bills to the stonecutting table that colonists can use to change the color of stone blocks by "painting" them 20 at a time & adds bills to the sculpting table for changing the color of wood logs by "painting" them 25 at a time. Colors can be removed the same way. New special version with seperate bench just for painting now available on NexusMods page (https://www.nexusmods.com/rimworld/mods/154/?)! See next post for details.
Here's why: Things made by colonists (walls, sculptures, furniture, swords, etc.) are the same color as the stuff they are made from.
You want to build yet another dull, grayish-brown fortress/ compound/ shanty town/ cannibal village/ flakehead trailer park/ intergalactic hippie commune? Of course not. That was a stupid question. Nobody wants their colony to look just like every other dust and dirt colored colony. The goal of this mod is to add some colorful customization options to RimWorld in an unobtrusive way that doesn't affect balance(difficulty).

Details:
ම Changing stone/wood colors does not change ANY other stats and can be undone by an "unpaint" (or "strip paint" for wood) bill. Any mix of colors can go into a recipe and all come out as one color (including plain), as long as they're the same kind of material. Example: 5 plain marble + 5 blue marble + 3 black marble + 7 red marble = any color you want.
ම Painting takes almost no time, gives almost no XP, and requires no skill level. However, painting stone is a crafting job and painting wood is an art job, so only colonists capable of either job type can do either job.
ම The different stone types come out slightly different shades of whatever color they are painted. Marble will be lighter, Slate darker, Limestone has a greenish tint, etc. Wood is somewhere between Marble and Slate in brightness. See demo pic.
ම This mod changes wood logs and stone blocks to make them look better & have 3 levels of appearance (single, stack, & full stack all look different) instead of 2 levels for wood and 1 for stone. There is a version without this feature at the NexusMods link.
ම Except for flooring (unless you have Fluffy's Mods mentioned below) & a few "building" items, colored stuff can be used to make anything ordinary stuff can. Painted wood can be used as fuel.
ම The PaintBench version has all the painting bills on a new bench instead of on pre-existing benches. More info in the next post down.
There is a pair of mods that, together, allow you to make floors out of the colored blocks & logs. They are called StuffedFloors & ArchitectSense. They can be downloaded from Fluffy's Mods page. THIS IS A LINK TO IT (https://ludeon.com/forums/index.php?topic=16120.0). Thanks Fluffy!

(http://i1032.photobucket.com/albums/a409/wingbull/NexusDownloadButton_zpsshev5yzq.png) (https://www.nexusmods.com/rimworld/mods/154/?tab=files)
Request: I want to see how people use Pick a Color! If you made a colony while using this mod, take a screenshot and post it here in this thread. Be proud, show everyone!


Modteam: Mabor0shi (https://ludeon.com/forums/index.php?action=profile;u=62040)
Inspiration:Extended Woodworking by ItchyFlea (https://ludeon.com/forums/index.php?topic=7893.0)
Special Thanks:kaptain_kavern (https://ludeon.com/forums/index.php?action=profile;u=43580) & zlj (https://ludeon.com/forums/index.php?action=profile;u=60652)

Disclaimer:Pick a Color works fine with existing saves. a]This mod adds several new items and bills, but all it changes are 1)the labels of the plain wood & plain stone blocks 2)the textures of wood logs & stone blocks. It will interfere with any mod that also changes these. b]Uninstalling this mod will have no effect on anything except colored stuff and things made from it. Rid your colony of that crap before you deactivate/remove this mod, or it will get ugly. Literally.

License
Do whatever you want with this mod other than directly copying it and telling people you made it yourself. Please let me know if you do incorporate it into a larger mod or modpack. Doesn't even have to be beforehand. Soon after would be alright. And mention my name wherever appropriate. For my ego.
Title: Re: [1.0] Pick a Color!
Post by: mabor0shi on October 18, 2016, 05:19:55 PM
Information on PaintBench version: This version adds a new workbench to the game. All painting jobs are done on this bench. It takes the same space/resources/time to make as a hand tailoring bench. That affects the balance of the game, making it slightly harder. This is because, instead of using benches you would already have anyway, you have to invest in this other workbench and find a place to put it. Remember, changing the color of blocks and logs doesn't change anything else about them or the things made out of them. It doesn't make them any better. It just makes them easier to look at for dozens of hours while you play with your colony. That being said, a cheap workbench is a small price to pay. Here's what the bench looks like in a variety of colors and rotated at different angles:
(https://staticdelivery.nexusmods.com/mods/424/images/154-0-1507493830.jpg) Get it from the NexusMods page (https://www.nexusmods.com/rimworld/mods/154/?tab=files).


Changelog
v1.0 (12/26/18)
updated   ⸎Just a compatibility update.


v1.19.53 (11/01/18)
updated   ⸎Full Beta 19 compatibility.

v1.18.52 (01/29/18)
updated   i   ⸎fully compatible with B18
changed  i    ⸎no more "staining". colonists now "paint" stone, same as wood, because it simplifies some things to just use that one word.
new         i   ⸎released v1.18.52pb (special version with paint bench)
fixed            ⸎gave marble <tradeability>Sellable</tradeability> like the other stone types.
unimportant ⸎for streamlining, removed <jobString> from each wood recipe, added to abstract parent instead.


v1.17.5 (06/02/17)
updated   ⸎proper xpathing has made mod incompatibility chance almost 0%
improved ⸎Painted wood now works as fuel for anything regular wood does, including stove and smithy.

v1.17.4 (05/31/17)
updated   ⸎Full Alpha 17 compatibility.
v1.16.4 (01/15/17)
fixed      ⸎No colored blocks & wood in traders' inventories or random resource pod drops.
             ⸎Reset <commonality>.

v1.16.3 (01/01/17)
updated  ⸎Full Alpha 16 compatibility.
v1.15.3 (11/11/16)
added  i   ⸎Wood!
              ⸎New triple-stack textures for wood and stone.
improved ⸎Any 25 pieces of wood or 20 blocks of the same stone type can be used for recipes, regardless of color: So any mix of colors (5 plain + 6 blue + 3 black + 7 red, etc.) can go into a recipe and all come out as one color.
changed  ⸎Increased color difference between the different materials, made some material/color combos better looking.
reverted  ⸎No more carved stone floor tiles. They were not up to my standards of quality. Them not being "terrain" meant the real terrain's beauty and walk speed came through. Fixin' impossible.
              ⸎Returned beauty modifiers to stone-types. Removing them skewed balance. Things will once again be more or less beautiful depending on what kind of stone they are made from, just like in the unmodified game.

v1.15.2 (10/20/16)
fixed        ⸎Floor tile now takes 18 work to make.
               ⸎Floor tile now has proper beauty rating of 3.
               ⸎Floor tile construction looks/sounds like vanilla tile construction.
added      ⸎Orange blocks! Happy Halloween!

v1.15.1 (10/18/16)
First Version
Title: Re: [A15] Pick a Color!
Post by: kaptain_kavern on October 18, 2016, 07:18:00 PM
 8) Neat
Congratulation on your ?first? release buddy.

I'm gonna build a disco-colored-colony I think  :D
Title: Re: [A15] Pick a Color!
Post by: SteelRev on October 18, 2016, 11:10:56 PM
So why is carved stone not a flooring?
Title: Re: [A15] Pick a Color!
Post by: EldVarg on October 19, 2016, 12:40:35 AM
Because you can't set different colors/materials on a floor. It has to have a big texture (and taking up a slot in build list) for each type.
Title: Re: [A15] Pick a Color!
Post by: mabor0shi on October 19, 2016, 01:00:56 AM
Quote from: EldVarg on October 19, 2016, 12:40:35 AM
Because you can't set different colors/materials on a floor. It has to have a big texture (and taking up a slot in build list) for each type.
Not sure why you can only make floors out of one set of ingredients, but that's how the XML is set up. I wish I could ask why. Either way, when it comes to XML, modders can only do as much as Ludeon allows us to. I tried some ways around it, no go. Maybe someone who reads this can tell me a secret.
Title: Re: [A15] Pick a Color!
Post by: Dingo on October 19, 2016, 01:26:09 AM
You sure about that? You can do stuffCategories with TerrainDefs. I may have to test it to see if you're right on that one.

EDIT: It seems that stuffCategories doesn't work on TerrainDef even though it inherits from the BuildableDef abstract. That's odd. My best guess is it's because it doesn't use a class so it doesn't satisfy MadeFromStuff.

While testing my theory I also noticed that walls will spawn with random colours when you generate a new map. This is because walls take their properties from whatever material they're using, and since your coloured blocks are all within <li>Stony</li> you get this result:

(http://i.imgur.com/yaBKuPG.png)

Whether or not that's desired I leave up to you. :P
Title: Re: [A15] Pick a Color!
Post by: mabor0shi on October 19, 2016, 02:46:13 AM
Thanks Dingo. I wasn't thorough enough in my testing, it seems. I just fixed another bug. I'm still obsessing over <coversFloor>true</coversFloor> working for walls, vents, and coolers but not my tiles. I'll fine tune it a bit more and release an update tomorrow. It's midnight in my time zone.
Title: Re: [A15] Pick a Color!
Post by: Dingo on October 19, 2016, 02:51:28 AM
Try <CoexistsWithFloors>true</CoexistsWithFloors>, though I did not test it.
Title: Re: [A15] Pick a Color!
Post by: mabor0shi on October 19, 2016, 03:17:44 AM
Quote from: Dingo on October 19, 2016, 02:51:28 AM
Try <CoexistsWithFloors>true</CoexistsWithFloors>, though I did not test it.
I tested it, its not for <ThingDefs>.
Quote from: Dingo on October 19, 2016, 01:26:09 AM
While testing my theory I also noticed that walls will spawn with random colours when you generate a new map. This is because walls take their properties from whatever material they're using, and since your coloured blocks are all within <li>Stony</li> you get this result:
I should be able to solve this by figuring out why walls don't spawn made out of jade. Tomorrow.

edit: No luck. I found that ItchyFlea's Woodworking will cause maps to generate with the "New Woodtypes", but never with "Painted Wood". So, it's not <li>stony</i> that causes this. Examining the XML + trial & error has gotten me nowhere on this or on tiles not covering the floor whereas coolers do.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 20, 2016, 03:28:37 AM
It IS <coversFloor> that allows 'buildings' to cover floors, but it needs to also have <fillPercent> set to 1 (can't even be .99) or it does nothing. Why someone decided the two must be linked is beyond my ability to imagine. <fillPercent> determines cover effectiveness, so that "fix" made my tiles give 100% cover :-[ I noted 2 more minor issues in this last round of testing; I will be working on those. fixed
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: Dingo on October 20, 2016, 03:43:09 AM
It kinda makes sense because you don't even need fillPercent for flooring. It might as well be 1 (if that's the default). It doesn't COMPLETELY make sense though as it might as well by anything, too.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 20, 2016, 04:16:58 PM
Quote from: Dingo on October 20, 2016, 03:43:09 AM
It kinda makes sense because you don't even need fillPercent for flooring. It might as well be 1 (if that's the default). It doesn't COMPLETELY make sense though as it might as well by anything, too.
You misunderstand me. I was saying in order for <coversfloor> to function, the field <fillPercent> has to be there & has to be set to 1. A building cannot cover a floor unless it can 100% cover a pawn from gunfire. My question was, why make the two fields codependent? It seems like an arbitrary limitation. Why not set up the code so that you can't have <coversfloor> without <holdsroof>? That is a sarcastic, rhetorical question. Do you feel me now?
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: Dingo on October 20, 2016, 04:48:29 PM
I did understand. I was talking in general, but it doesn't really matter. I should've phrased it differently - you shouldn't need to control what fillPercent is for floors because floors don't offer cover. The interaction itself is still weird.

It MIGHT have something to do with FillCategory, from the ThingDef assembly:

public FillCategory Fillage
{
get
{
if (this.fillPercent < 0.01f)
{
return FillCategory.None;
}
if (this.fillPercent > 0.99f)
{
return FillCategory.Full;
}
return FillCategory.Partial;
}
}
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 20, 2016, 05:40:35 PM
Quote from: Dingo on October 20, 2016, 04:48:29 PM
I did understand. I was talking in general, but it doesn't really matter. I should've phrased it differently - you shouldn't need to control what fillPercent is for floors because floors don't offer cover. The interaction itself is still weird.

It MIGHT have something to do with FillCategory, from the ThingDef assembly:

public FillCategory Fillage
{
get
{
if (this.fillPercent < 0.01f)
{
return FillCategory.None;
}
if (this.fillPercent > 0.99f)
{
return FillCategory.Full;
}
return FillCategory.Partial;
}
}

I'm still not sure we r on the same page about fillPercent. I know "you shouldn't need to control what fillPercent is for floors",but if you want a building to function as a floor, you do need to control it's <fillPercent> or it won't <coverTheDamnedFloor!> Do you honestly believe I don't know that "floors don't offer cover"? I'm looking at one now, right between my feet. I'm not under the impression I could hide behind it, Dingo :P In vanilla all floors are terrain and therefore fillPercent and coversFloor are invalid for them anyway. It was only the reasoning behind making "the interaction" ( i.e. why did Tynan or whoever decide to impose that?) that I find baffling, so I think we are in agreement. That being said, thank u kindly for the bit of code :) It has shown me that I must learn how to make assemblies to overcome the limitations of XML. I appreciate that you took the time to look into that for me, buddy.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: Dingo on October 21, 2016, 02:15:15 AM
You're definitely not on the same page, yes. What I'm saying is talking in general about what is logical and should be the case for the base game (i.e. we're saying Tynan should change it). It has nothing to do with you specifically or coding this mod.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 21, 2016, 04:43:05 AM
Quote from: Dingo on October 21, 2016, 02:15:15 AM
You're definitely not on the same page, yes. What I'm saying is talking in general about what is logical and should be the case for the base game (i.e. we're saying Tynan should change it). It has nothing to do with you specifically or coding this mod.
OK. now I c wat u meant wen u sed "I was talking in general". It was what u sed after that: the "you" in "You shouldn't need..." that threw me off. You meant "One shouldn't need...". In my mind, you said u were speaking in general terms, then went right back to talking about me specifically. I think. I have trouble following my own logic sometimes. I had a traumatic brain injury that affects my memory :-\ Let's just agree to agree that we agree, which I'm pretty sure is true. Thank you for your patience.
In other news: ItchyFlea said I should add wood to this mod so we hav that to look forward to! I'm sure everybody in this thread is super excited to... oh, it's just me and Dingo talking in circles til I get dizzy. Well, someone else will turn up eventually :D
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: animagus_kitty on October 22, 2016, 05:30:48 AM
This looks wonderful! You've found a way to not make me loathe sandstone maps! You have done Rimworld, and all my future colonies, a great service.

Tynan just needs to add a painting table to the base game. Simple, fast, fun.

Just one thing--are you sure red sandstone walls aren't a *little* too bright? Not much, just a little.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 22, 2016, 06:31:34 PM
Quote from: animagus_kitty on October 22, 2016, 05:30:48 AM
This looks wonderful! You've found a way to not make me loathe sandstone maps! You have done Rimworld, and all my future colonies, a great service.

Tynan just needs to add a painting table to the base game. Simple, fast, fun.

Just one thing--are you sure red sandstone walls aren't a *little* too bright? Not much, just a little.
The colors won't be exactly the same in-game as they are in the demo picture, because lighting will change with time of day and stuff. Also, everyone's monitor settings differ slightly. So it wouldn't be a good idea to change it based on one person's opinion. However, I only have specific feedback from one person and that one person has flattered my so expertly, I will take a little red out of red sandstone in the next update.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: animagus_kitty on October 23, 2016, 07:33:17 PM
Quote from: mabor0shi on October 22, 2016, 06:31:34 PM

The colors won't be exactly the same in-game as they are in the demo picture, because lighting will change with time of day and stuff. Also, everyone's monitor settings differ slightly. So it wouldn't be a good idea to change it based on one person's opinion. However, I only have specific feedback from one person and that one person has flattered my so expertly, I will take a little red out of red sandstone in the next update.

Yay!

I noticed that an earlier post said something about adding wood to this mod. If you planned on doing anything besides adding 'paint wood' to the mod, keep in mind that VegGarden plays havoc with Extended Woodworking; something about wood drops doesn't like the added trees.  Just something to keep in mind. ^_^
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: kaptain_kavern on October 24, 2016, 12:03:46 AM
Modding/coding stuff :

An explanation could be the fact that the abstract/base used for treebase's def (and maybe the way they're coded in C# regarding the <harvestTag> they are using) make that any plants using <harvestTag> set on Wood to drop vanilla Wood by default (that's the bit of XML code that may trigger/involve C# code I don't know of *). If those mods are using custom/modded Wood resource, then compatibilities issues can happen.


* : Other plants are using <harvestTag> sets on Normal - But plants sets to inherit from treeBase AND with <harvestTag> on Normal will still be harvestable for say, fruits; while still dropping Wood if chopped.


Just my 2 cents. Keep up on the mod ;-)
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: animagus_kitty on October 24, 2016, 02:48:45 AM
Quote from: kaptain_kavern on October 24, 2016, 12:03:46 AM
Modding/coding stuff :

An explanation could be the fact that the abstract/base used for treebase's def (and maybe the way they're coded in C# regarding the <harvestTag> they are using) make that any plants using <harvestTag> set on Wood to drop vanilla Wood by default (that's the bit of XML code that may trigger/involve C# code I don't know of *). If those mods are using custom/modded Wood resource, then compatibilities issues can happen.


* : Other plants are using <harvestTag> sets on Normal - But plants sets to inherit from treeBase AND with <harvestTag> on Normal will still be harvestable for say, fruits; while still dropping Wood if chopped.


Just my 2 cents. Keep up on the mod ;-)

I have no idea what any of that means, but it *sounds* like it could be the problem, if I even kind of understood it.
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: kaptain_kavern on October 24, 2016, 03:06:52 AM
Oh I'm sorry mate, my wall of text was more intended to mabar0shi for NOT make the same kind of mistakes I've scratched my head about ;-)

About helping you directly about that I guess a mini mod with a recipe to convert one wood type to another would be sort of trade of solutions but those are both mods I haven't used in a while so I couldn't provide useful informations I guess, sorry
Title: Re: [A15] Pick a Color! (Update Oct. 20th)
Post by: mabor0shi on October 24, 2016, 04:50:06 AM
Quote from: kaptain_kavern on October 24, 2016, 03:06:52 AM
Oh I'm sorry mate, my wall of text was more intended to mabar0shi for NOT make the same kind of mistakes I've scratched my head about ;-)
Thanks, but this mod is just colors. Although, I've been exploring other mod ideas lately. Like my idea where animal filth can be used as fuel and, plus some other ingredient, to make planters (like hydroponics things) It falied only because I can't make poops uncleanable and have animals still produce it. They poop, colonists haul it to a stockpile, then colonists sweep it into nothingness. Unless stockpile is outside home area or they use the filth right away, but that's too much compromise. :( RIP Filthy Fertilizer AKA Fertile Feces AKA Poopy Power.
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: mabor0shi on November 12, 2016, 12:20:19 AM
Big update finally out:
colored wood. new textures for stoneblocks and woodlogs. deleted stupid floor tiles. full changelog in 1st post. I put painting wood at Sculpting Table because people already have one, it only has 3 bills on it, and it's already used for art.
Full version download link on front page.
Vanilla Texture Ver. (https://www.dropbox.com/s/wi8sizhugjqyusf/Pick%20a%20Color%21%5BVaniTex%5D%282016-11%29.zip?dl=0)
ItchyFlea's Extended Woodworking Mod Compatible Ver. (https://www.dropbox.com/s/7kt4ef1bzogn93v/Pick%20a%20Color%21%5BEWcomp%5D%282016-11%29.zip?dl=0)
Any other questions, even dumb ones, feel free to ask.
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: 123nick on November 12, 2016, 12:32:15 AM
does stained bricks have the same stats , for all of them, or different? like, pink marble bricks, or brown granite bricks, etc, with the stats the same of the base material, marble and granite respectively, just different appearance.
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: mabor0shi on November 12, 2016, 01:34:25 AM
Quote from: 123nick on November 12, 2016, 12:32:15 AM
does stained bricks have the same stats , for all of them, or different? like, pink marble bricks, or brown granite bricks, etc, with the stats the same of the base material, marble and granite respectively, just different appearance.
They keep the stats they started with. All that changes is the color of the blocks or logs and the color of whatever you make with them. For example, things get a higher beauty rating if they are made out of marble and more HP if made with granite. I didn't change that. Color is only a visual difference, just like with people 8)
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: jeeohlee on November 12, 2016, 05:52:32 AM
can i has a suggestion?? can u makes a new ui in which you can customize the colors?? like as if its in a powerpoint or something??
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: Killaim on November 12, 2016, 10:53:39 AM
now for pawns clothes too :D
Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: dismar on November 12, 2016, 10:15:58 PM
Quote from: Killaim on November 12, 2016, 10:53:39 AM
now for pawns clothes too :D

theres a mod that does that.

Title: Re: [A15] Pick a Color! (Update Nov. 11th)
Post by: mabor0shi on November 12, 2016, 11:05:53 PM
Quote from: dismar on November 12, 2016, 10:15:58 PM
Quote from: Killaim on November 12, 2016, 10:53:39 AM
now for pawns clothes too :D

theres a mod that does that.
That's good, because I have tried and failed to figure out how to change the color of existing apparel.
Quote from: jeeohlee on November 12, 2016, 05:52:32 AM
can i has a suggestion?? can u makes a new ui in which you can customize the colors?? like as if its in a powerpoint or something??
Yes: you can suggest. No: I can't make a UI. I think you mean something like the GUI in Recolor Stockpile (https://ludeon.com/forums/index.php?topic=25579.0) mod by theubie. I love that interface, but I don't know how to make them myself. It's too advanced for an amateur like me. Sorry, but thank you for asking.
edit:Hey, the Nexus Mods link was broken, I fixed it. Go there and click endorse if you have a NexusMods account, please.
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: mabor0shi on January 01, 2017, 10:59:49 PM
Updated for alpha 16 (vacation time is over) but the links for the "vanilla textures" and "EW Mod compatible" versions are still for A15 right now. Nothing new with the mod, just the required changes for A16. I'll add something to it soon, though.
Don't laugh, but I've never actually seen a colony built with my mod :-[ Oh, you're not laughing. Good. Post screenshots of your colony if it's colorful from using Pick a Color, please. I need some pics showing colonies, villages, fortresses etc. custom colored by this mod for NexusMods to show; if yours is cool, I might ask to use it. Even if I don't use it, I'll be happy to see it. Happy New Year!
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: animagus_kitty on January 01, 2017, 11:59:57 PM
Quote from: mabor0shi on January 01, 2017, 10:59:49 PM
Post screenshots of your colony if it's colorful from using Pick a Color, please. I need some pics showing colonies, villages, fortresses etc. custom colored by this mod for NexusMods to show; if yours is cool, I might ask to use it. Even if I don't use it, I'll be happy to see it. Happy New Year!

Oh, NOW you say something. lol I had a colony built with every room a different color, but it was for A15 and I've just deleted all my A15 saves.

Haven't gotten around to playing 16 yet, but I'll keep tthis in mind. Any specific requests?
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: asquirrel on January 02, 2017, 03:47:42 PM
Cool color mod!  Thanks!! :)
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: mabor0shi on January 05, 2017, 07:51:59 PM
Quote from: animagus_kitty on January 01, 2017, 11:59:57 PM
Quote from: mabor0shi on January 01, 2017, 10:59:49 PM
Post screenshots of your colony if it's colorful from using Pick a Color, please. I need some pics showing colonies, villages, fortresses etc. custom colored by this mod for NexusMods to show; if yours is cool, I might ask to use it. Even if I don't use it, I'll be happy to see it. Happy New Year!

Oh, NOW you say something. lol I had a colony built with every room a different color, but it was for A15 and I've just deleted all my A15 saves.

Haven't gotten around to playing 16 yet, but I'll keep tthis in mind. Any specific requests?
So everyone is deleting their A15 colonies before coming here for A16 update, then only returning to this thread once A17 comes out, right after deleting the A16 colonies. No one will ever see this request while they have a colony they are proud of to show off!? :'( I'll put the request in the OP, maybe that will help.
No specific requests, I'm not asking anyone to do anything other than to take a screencap of a finished (or near-finished) colony. 1. Do everything as you want, build as normal. 2. If it's an example of this mod in action, take a picture and post it here. I want to see how people use Pick a Color!
Thank you for your comments, they give me motivation :)
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: Beathrus on January 12, 2017, 12:51:13 AM
I started using the mod, and I keep getting so many drop pods of colored stone. x.x Why is it so hiiigh.
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: mabor0shi on January 14, 2017, 04:55:28 AM
Quote from: Beathrus on January 12, 2017, 12:51:13 AM
I started using the mod, and I keep getting so many drop pods of colored stone. x.x Why is it so hiiigh.
I should have seen this coming. This mod adds 50 stone block items (5 stone types, 10 colors each) to the base game's 5 stone block items. So, you are much more likely to get stone blocks of some kind in a resource pod incident now. :(
That's still not a very high percentage. I've never heard any other complaints about this, so I hope that you are simply having a run of bad luck.
I want to fix this either way, because ideally colored stone blocks would only exist on a map if the player created them. However, it seems that the lower an item's MarketValue, the more commonly it appears in resource pods. It's based totally on the value, so I can't solve this problem without raising the value of the blocks extremely high. Believe me, I'm more upset about this than you are. I could offset the problem by making resource pods come more frequently. I just think that's not a change my mod should make. But I could make you a special version of the mod that does that or just tell you how to do it yourself.
edit: i'm working on a workaround
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: Darkmark8910 on January 14, 2017, 12:43:15 PM
Is this save game compatible? I have a luxury colony (11 colonists, value WELL over 100k, very impressive bedrooms in half the colony) and would love to use this for decoration in it :D
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: Beathrus on January 15, 2017, 01:39:07 AM
Quote from: mabor0shi on January 14, 2017, 04:55:28 AM
Quote from: Beathrus on January 12, 2017, 12:51:13 AM
I started using the mod, and I keep getting so many drop pods of colored stone. x.x Why is it so hiiigh.
I should have seen this coming. This mod adds 50 stone block items (5 stone types, 10 colors each) to the base game's 5 stone block items. So, you are much more likely to get stone blocks of some kind in a resource pod incident now. :(
That's still not a very high percentage. I've never heard any other complaints about this, so I hope that you are simply having a run of bad luck.
I want to fix this either way, because ideally colored stone blocks would only exist on a map if the player created them. However, it seems that the lower an item's MarketValue, the more commonly it appears in resource pods. It's based totally on the value, so I can't solve this problem without raising the value of the blocks extremely high. Believe me, I'm more upset about this than you are. I could offset the problem by making resource pods come more frequently. I just think that's not a change my mod should make. But I could make you a special version of the mod that does that or just tell you how to do it yourself.
edit: i'm working on a workaround

I thank you for thinking of me, but no need to go that far. I'll figure out something to do with them; I am not sure if Rimworld has it, but it would be nice if you could designate item types that could be part of the drop pod incident and such.

Such as allow plain blocks to drop, but not the colored/painted ones. :/

But either way, thank you for responding, I will just hoard them like all the things. ʕ•ᴥ•ʔ
Title: Re: [A16] Pick a Color! (Update Jan. 1st)
Post by: mabor0shi on January 15, 2017, 09:17:58 PM
Spring is coming soon! New wood color added: Spring Green. Here it is side by side with yellow & green一
(https://s29.postimg.org/kj8y21m7r/ylwspggrn.jpg)
Quote from: Beathrus on January 12, 2017, 12:51:13 AM
I started using the mod, and I keep getting so many drop pods of colored stone. x.x Why is it so hiiigh.
OK, this update should fix it so they never show up in drop pods from the "resource pod crash" incident or in trader inventories.
Quote from: Darkmark8910 on January 14, 2017, 12:43:15 PM
Is this save game compatible? I have a luxury colony (11 colonists, value WELL over 100k, very impressive bedrooms in half the colony) and would love to use this for decoration in it :D
LoL u sound like a real state agent. Yes, you can install it or remove it anytime without it breaking your save or anything. When you got that colony lookin good, post a screenshot here.
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: MarineStardust on January 24, 2017, 01:04:00 AM
is there any way to only use certain color? all the color option is nice but i doubt i will use them all since i have a fav color
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: mabor0shi on January 26, 2017, 02:00:37 AM
Quote from: MarineStardust on January 24, 2017, 01:04:00 AM
is there any way to only use certain color? all the color option is nice but i doubt i will use them all since i have a fav color
To eliminate the options of colors other than your favorite, one would have to edit the XMLs. It's just a matter of removing every line that is about other colors. That is making a custom version of the mod. You can customize it all you want, it would be a good intro to modding for you.
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: EldVarg on January 26, 2017, 08:57:38 AM
Would it be hard to add paint that you can use on walls and object (already placed) to paint them in that color?
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: b4d on January 26, 2017, 11:21:27 PM
just voted for a special "coloring" bench on the poll 

The bills menu got cluttered too much it frightens me ;D
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: MarineStardust on February 09, 2017, 10:23:32 PM
Quote from: mabor0shi on January 26, 2017, 02:00:37 AM
Quote from: MarineStardust on January 24, 2017, 01:04:00 AM
is there any way to only use certain color? all the color option is nice but i doubt i will use them all since i have a fav color
To eliminate the options of colors other than your favorite, one would have to edit the XMLs. It's just a matter of removing every line that is about other colors. That is making a custom version of the mod. You can customize it all you want, it would be a good intro to modding for you.
don't want to be a modder, can anyone make a custom version for me? don't like having a color option showing that i will never use
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: MarineStardust on February 11, 2017, 07:07:55 PM
the black mark spot are the color i would never use, ignore the black spot on the wood. if anyone can do a custom XML for me with only the unmarked color, that would be sweet

[attachment deleted by admin due to age]
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: sindri335 on April 09, 2017, 08:56:09 PM
hey I have a problem with this mod. i can't actually color stain normal stone blocks. i can only stain stone blocks that have already been colored so the way I circumvent the problem is to spawn in a bunch of stained blocks and then color them the desired color.. obviously thats not ideal and i was wondering if anyone else has this problem? i have tried disabling all my mods and this still happens
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: mabor0shi on April 10, 2017, 05:16:32 PM
Quote from: sindri335 on April 09, 2017, 08:56:09 PM
hey I have a problem with this mod. i can't actually color stain normal stone blocks. i can only stain stone blocks that have already been colored so the way I circumvent the problem is to spawn in a bunch of stained blocks and then color them the desired color.. obviously thats not ideal and i was wondering if anyone else has this problem? i have tried disabling all my mods and this still happens
What happens when you try to color plain blocks? Is the option not there or do you get an error message, etc.? Did you try deleting the mod and reinstalling it?
Please, if anyone is having any issues report them here. Just make sure it's not caused by conflicting mods first and I'll do my best to fix the problem. And for Tynan's sake, will somebody post a pic of their colorful colony?! :D
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: sindri335 on April 10, 2017, 07:58:54 PM
Quote from: mabor0shi on April 10, 2017, 05:16:32 PM
Quote from: sindri335 on April 09, 2017, 08:56:09 PM
hey I have a problem with this mod. i can't actually color stain normal stone blocks. i can only stain stone blocks that have already been colored so the way I circumvent the problem is to spawn in a bunch of stained blocks and then color them the desired color.. obviously thats not ideal and i was wondering if anyone else has this problem? i have tried disabling all my mods and this still happens
What happens when you try to color plain blocks? Is the option not there or do you get an error message, etc.? Did you try deleting the mod and reinstalling it?
Please, if anyone is having any issues report them here. Just make sure it's not caused by conflicting mods first and I'll do my best to fix the problem. And for Tynan's sake, will somebody post a pic of their colorful colony?! :D

hey thanks for the quick reply. i tried deactivating all mods again and reinstalling the mod and this time it worked, so I must've done something wrong originally. since i realized it was a mod conflict i managed to get it working by changing the load order :) my bad.. either way here is a picture of my colony: http://i.imgur.com/pgEsUVf.jpg
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: SkyBlueMuffalo on May 15, 2017, 05:52:46 PM
I installed your mod and I love it! The colors are absolutely great and I can't wait to experiment more.

I've just started a new colony with a rich explorer and I've scavenged all the ruins on the map to build my first official buildings.

Here's a first pic: http://imgur.com/nJAxt5i (http://imgur.com/nJAxt5i) 

I'll definitely update (provided we survive - the last heat wave/raid/mad animal/solar flare combo was quite challenging).

Please ignore the dirt. I really need more people with time to clean but my last three prisoners and crashlanders were pyromaniacs.

Thanks for making this great mod!  :D
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: MarineStardust on May 21, 2017, 04:50:37 PM
:( i really want to use this mod but there are color i will never use and some that are my fav
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: animagus_kitty on May 28, 2017, 01:01:32 AM
Quote from: MarineStardust on May 21, 2017, 04:50:37 PM
:( i really want to use this mod but there are color i will never use and some that are my fav

Pardon, but is there a particular reason why you're requesting a variant of this mod with only the colors you want? I'm not saying you'd use the colors you don't like, but they're not really...an inconvenience. To get wood/stone in that color, you have to order a colonist to make it that color.
Do you think that the mountains will drop colored chunks? They don't, the just drop the normal slate/marble/sandstone/etc. chunks that you cut and then paint.
Just trying to help. :)

Hey OP, it's me again! Do you know if this mod works for A17 yet? and, uh, do you have any plans to make painted stone usable for even tile floors? The basic 'stone tile' recipe uses Plain [Stone], would it be too much to ask that it also use stained stone and appear whatever color you've painted it?
FYI, I don't mod, so maybe it is. I'm just asking the question. ^_^
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: mabor0shi on May 28, 2017, 07:16:22 PM
Quote from: SkyBlueMuffalo on May 15, 2017, 05:52:46 PM
Thanks for making this great mod!  :D
People thanking me in this thread are just about the only appreciation I get and the same goes for other modders with their mods' threads. Everybody likes to be appreciated, so thank you for setting a good example!
Quote from: animagus_kitty on May 28, 2017, 01:01:32 AM
Quote from: MarineStardust on May 21, 2017, 04:50:37 PM
:( i really want to use this mod but there are color i will never use and some that are my fav
I'm not saying you'd use the colors you don't like, but they're not really...an inconvenience.
+1
Quote from: animagus_kitty on May 28, 2017, 01:01:32 AM
Do you know if this mod works for A17 yet? and, uh, do you have any plans to make painted stone usable for even tile floors? The basic 'stone tile' recipe uses Plain [Stone], would it be too much to ask that it also use stained stone and appear whatever color you've painted it?
FYI, I don't mod, so maybe it is. I'm just asking the question. ^_^
I'm starting work on updating for A17 now.
About floors: Floors are a different kind of thing than walls, workbenches, furniture, etc. Floors are called "terrain", which only accepts one specific ingredient for construction rather than a whole category of stuff. For example, notice that the floor menu has "granite tile", "marble tile", "slate tile", etc. Players don't click "stone tile" and then choose which stone to make it from, the way they can click "Bed", then click what kind of material to make the bed from.
I don't know why terrain is programmed this way, but I couldn't change it. I could make separate menu options for each color of stone and wood, but that would badly clutter the menu up. So, I tried to make a furniture item that had the look and function of a floor tile. However, I couldn't get it to do all the things a floor does and none of the things a floor doesn't do.
TL;DR I'm starting on A17 update and I strongly doubt anything changed that will make it possible to do colored wood or tile floors.
Title: Re: [A16] Pick a Color! (Update Jan. 15th)
Post by: animagus_kitty on May 28, 2017, 07:22:24 PM
Understood. I'll just use T's for floors then; yours is still the best walls+stuff mod I've found. ^_^

Also, just so yall know, idk what changed between A16 and A17, but I haven't encountered any errors yet using the A16 version. Should tide us over til Mar gets it done.
Title: Re: [A17] Pick a Color! (Update May 31)
Post by: mabor0shi on May 31, 2017, 02:42:37 AM
Some very minor changes were made to the mod so that it's up to date with Alpha 17. You can still get A16 and even A15 versions on NexusMods (http://www.nexusmods.com/rimworld/mods/154/?). Pick a Color will have xpathing and patch operations as soon as I learn what those are :P They will decrease likelihood of incompatibility with other mods, which I have not heard any complaints about anyway. Also, Extended Woodworking Compatible (i.e. no colored wood) Version and VaniTex (i.e. vanilla wood and block textures left in) Version will be updated to A17 very soon.
Remember to post a picture here of the new colony you make in Alpha 17 with Pick a Color!
Title: Re: [A17] Pick a Color! (Update May 31)
Post by: Fluffy (l2032) on May 31, 2017, 02:53:44 AM
hey guys, just wanted to drop in to say that you can easily get a ton of floors in these colors as well by getting my StuffedFloors mod. It works around floors not being 'stuffable' by generating a terrainDef for each floor/color combination, then uses ArchitectSense (another mod of mine, required for StuffedFloors) to generate stuff-like build icons so you don't end up with massive amounts of floors in the build menus.
Title: Re: [A17] Pick a Color! (Update May 31)
Post by: Love on May 31, 2017, 03:16:25 AM
To expand on that, if you want to provide compatibility for Stuffed Floors instead of making it a dependency, you can do what CuproPanda did:

https://github.com/cuproPanda/STN/blob/master/Patches/Patches_StuffedFloors_STN.xml
https://github.com/cuproPanda/STN/blob/master/Source/CuprosStones/PatchOperationFindMod.cs
Title: Re: [A17] Pick a Color! (Update May 31)
Post by: MarineStardust on May 31, 2017, 04:05:29 PM
~Pardon, but is there a particular reason why you're requesting a variant of this mod with only the colors you want? I'm not saying you'd use the colors you don't like, but they're not really...an inconvenience. To get wood/stone in that color, you have to order a colonist to make it that color.
Do you think that the mountains will drop colored chunks? They don't, the just drop the normal slate/marble/sandstone/etc. chunks that you cut and then paint.
Just trying to help. :)~ animagus_kitty, the reason for that is it clutter up the stonecutting bench. why would there be a color option in the stonecutting bench if that person not going to use it, i did try the mod and there was way too much color option in the stonecutting plus some of the color i don't even use

Title: Re: [A17] Pick a Color! (Update June 2)
Post by: mabor0shi on June 03, 2017, 11:27:14 PM
MOD UPDATED JUNE 2! PLZ GET NEWEST VERSION!
I updated the mod to include xpathing. I did a good job of it, too. It's not sloppy, so it won't slow your startup. xpath patch operations are for reducing chance of incompatibility between mods, so there is very little chance of this mod interfering with others now. Also, now anything that takes fuel will accept colored wood. Smithies and Stoves wouldn't before. Now for replies:
Quote from: Love on May 31, 2017, 03:16:25 AM
To expand on that, if you want to provide compatibility for Stuffed Floors instead of making it a dependency, you can do what CuproPanda did
Maybe I'm wrong, but judging by the code at those links you posted, you (incorrectly) think my mod adds floors. This mod doesn't add floors.
However, Fluffy's StuffedFloors + ArchitectSense mods will let people make floors from the colored blocks/logs they make with Pick a Color. I put a link to Fluffy's Mods on the first post of this thread.

MarineStardust! You are a persistent fella! I get your point, too. Would you be satisfied with a separate bench just for coloring? I would make a version of the mod that has a special bench, but I have no art skills to draw it. I would be grateful if someone could whip one up for me! Here is my best effort:

(https://s17.postimg.org/gnycippyn/pac_Bench_back.png)(https://s4.postimg.org/yadk3pcot/pac_Bench_side.png)
Notice the bottles don't rotate? Because I suck at art. That garbage took me 2 hours to make, too.
Title: Re: [A17] Pick a Color! (Update May 31)
Post by: animagus_kitty on June 26, 2017, 08:04:46 PM
Quote from: MarineStardust on May 31, 2017, 04:05:29 PM
animagus_kitty, the reason for that is it clutter up the stonecutting bench. why would there be a color option in the stonecutting bench if that person not going to use it, i did try the mod and there was way too much color option in the stonecutting plus some of the color i don't even use

That sounds like a fair complaint, there are an awful lot of choices. Honestly, though, due to the way the Stuff system works, doing something about it would probably involve rewriting the whole mod. :/
I know apparel comes out the color of its material, but I think that works a little differently than painting stone, since you're giving it a different color.
The only way it might work is if you did 'Paint Stone [Color]', and then had to manually choose a material to paint, rather than all being selected.  I just don't think there's a way to do what you want with the way Rimworld is designed, let alone this mod, unfortunately.

EDIT:: is this post irrelevant now that Mar's posted? idk, leaving it here anyway. Probably should have actually read that post before I did this.
Title: Re: [A17] Pick a Color! (Update June 2)
Post by: Boxmanbr on September 29, 2017, 07:59:22 AM
So, I was changing some of the XML files to do what I wanted (Set the recipes to paint stones 75 by 75 instead of 20 by 20, and increased the workAmount based on how I increased the recipe output, same for wood), while doing that, I found some minor issues, those are:

  • Painting granite stones takes 33 workAmount while all the other stones takes 37 workAmount.
  • There is no recipe for spring green wood.
Title: Re: [A17] Pick a Color! (Update June 2)
Post by: mabor0shi on October 07, 2017, 08:30:37 PM
    Quote from: Boxmanbr on September 29, 2017, 07:59:22 AM
    So, I was changing some of the XML files to do what I wanted (Set the recipes to paint stones 75 by 75 instead of 20 by 20, and increased the workAmount based on how I increased the recipe output, same for wood)
    Stones go into the recipe by 20s because that way you can cut the stone (resulting in 20 blocks), then stain it at the same table right away. Also, 75 blocks is an inconveniently large amount. Suppose I only need 40? I like that you're customizing it, though. Modding is all about making the game how you want it, after all.


    Quote from: Boxmanbr on September 29, 2017, 07:59:22 AM

    • Painting granite stones takes 33 workAmount while all the other stones takes 37 workAmount.
    That was fixed in the new version (which I never finished), by making all the recipeDefs inherit <workAmount> and other things from one abstract. I had even changed the <workAmount> on wood to match stone, just like you did. Also changed the <jobStrings> and some other stuff. I had been planning to release an update, but 7 Days to Die and a new job I got took over my life. Sorry. A <workAmount> difference of 4 is totally negligible, though, and the other improvements are very minor.
    Quote from: Boxmanbr on September 29, 2017, 07:59:22 AM
    • There is no recipe for spring green wood.
    Congratulations, you found the Easter Egg! :P
    From the changelog:
    Quote from: mabor0shi on October 18, 2016, 05:19:55 PM
    v1.17.4 (05/31/17)
    updated   ⸎Full Alpha 17 compatibility.
    reverted  ⸎Accidentally removed Spring green wood, then decided to keep it out. I guess it was seasonal :)
    I don't remember why I left in the spring green wood item after removing it's recipe, but I know a)I did it on purpose and b) it wasn't hurting anything by being there. Maybe it had something to do with an idea I had at the time of doin' a different "seasonal" color every few months. Anyway, it's gone for good now. [/list]
    Title: Re: [A17] Pick a Color! (Update June 2)
    Post by: Boxmanbr on October 08, 2017, 03:26:49 AM
      Quote from: mabor0shi on October 07, 2017, 08:30:37 PM
      Stones go into the recipe by 20s because that way you can cut the stone (resulting in 20 blocks), then stain it at the same table right away. Also, 75 blocks is an inconveniently large amount. Suppose I only need 40? I like that you're customizing it, though. Modding is all about making the game how you want it, after all.
      I preferred to use 75 because it is how much a colonist can carry, can be convenient if you have a stockpile designed for bricks far away from the place where you stain bricks or if you have walls to build somewhere and you don't want to see a constructor hauling 20 bricks far away to construct some walls when they could bring 75 and construct more walls at once.

      Quote from: mabor0shi on October 07, 2017, 08:30:37 PM
      I don't remember why I left in the spring green wood item after removing it's recipe, but I know a)I did it on purpose and b) it wasn't hurting anything by being there. Maybe it had something to do with an idea I had at the time of doin' a different "seasonal" color every few months. Anyway, it's gone for good now. [/list]
      I think it is possible that a trader might arrive with a good stock of Spring Green Wood when a player is lacking wood in his colony, the problem is if the player buys that wood, he wouldn't be able to paint it with another color or remove the paint.
      Title: Re: [A18] Pick a Color! (Update Jan. 29)
      Post by: mabor0shi on January 29, 2018, 02:11:55 AM
      Finally updated to A18. Also, released special PaintBench version! I didn't put any research requirements or change anything else, it's just the bench. Full changelog for normal version of PaC and more information on the PaintBench version in reply #1 (the post below the first one in this thread).
      I have not updated the Extended Woodworking compatible version or the Vanilla texture versions. I will do so if someone requests it.
      Also, are you guys gonna get me those screenshots of your colonies made while using this mod? Come on, you promised :P
      Title: Re: [B18] Pick a Color! (Update Jan. 29)
      Post by: SkyBlueMuffalo on September 15, 2018, 01:35:21 PM
      I know that this post has gone silent, but (in case you're still reading this) I just wanted to tell you that I still love your mod and would definitely get a "+40 favorite mod got updated" if I could use it in B19.

      So far here's a screenshot of my current B18 archipelago colony. The thingy next to the hydroponics is supposed to be a carrot.

      I know that others create their colonies to be amazing pieces of art, but The They of The Bay seem to be happy with my rainbow rooms (and my hospital.) (I love my hospital.)

      [attachment deleted due to age]
      Title: Re: [B18] Pick a Color! (Update Jan. 29)
      Post by: alexus30f on October 27, 2018, 07:00:10 AM
      +1 for an update.
      Title: Re: [B19] Pick a Color! (Update Nov. 01) 1.0 coming soon
      Post by: mabor0shi on November 01, 2018, 01:39:08 AM
      Quote from: SkyBlueMuffalo on September 15, 2018, 01:35:21 PM
      I still love your mod and would definitely get a "+40 favorite mod got updated" if I could use it in B19.
      I don't know what a "+40 favorite mod got updated" is, but it sounds fantastic! I'll update the mod to 1.0 ASAP. I'm a very busy and important man (like Kim Jong-Un or Michael Jackson) so it will take a few days. I have updated to B19 , which I guess was pointless...
      Quote from: SkyBlueMuffalo on September 15, 2018, 01:35:21 PM
      So far here's a screenshot of my current B18 archipelago colony.
      I put your picture on the NexusMods page. It's very nice.
      Title: Re: [1.0] Pick a Color! (Update Dec. 26)
      Post by: mabor0shi on December 26, 2018, 09:26:20 PM
      So I finally got around to updating for v1.0 and it turned out there were no changes to make other than the name and the About file. I hope everyone who wants an update for Pick a Color gets this and puts it to good (or evil) use.
      Merry Christmas and Happy New Year!