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Dyes and Painting

Posted: Wed Mar 27, 2013 5:20 am
by Sparhawk
My suggestion is Flower or Berry farms to make dyes for clothing, and possibly a paint for stuff such as metal plating on your clothing or your armor.

With the painting you should be able to paint a symbol of your own design onto it, and make a worker copy a certain symbol you have painted on papyrus or on an armor piece already.

Re: Dyes and Painting

Posted: Wed Mar 27, 2013 6:07 pm
by iSuck345
Yeah, theese may be used for luxury stuff.

Re: Dyes and Painting

Posted: Wed Mar 27, 2013 6:23 pm
by Tolwrath
Like it. Love it! Want it! It seems like it would go well with Faction Icons: Giving an Identity to Names. I think we need to be able to use them to dye the whole piece of armor/clothing to a color though (maybe with a secondary highlight color too), not just add icons.

The only real problem I see with this, which already is a problem in the game, is showing colored items in the inventory. Not only do the colors not show up on the item icon, but they also just change the name to have "(colored)" at the end. There's also problems with how they would stack. Does anyone know if the colors are preserved when you stack a red coat on top of a blue coat on top of a yellow coat? Or does it override all coats in that stack to the same color? (I'll test this when I get home from work if someone hasn't answered it already.)

Re: Dyes and Painting

Posted: Thu Mar 28, 2013 2:06 am
by Sparhawk
Yes, but remember it is in Alpha and he has not implement all icons yet, so it wont be a problem in the future.

Re: Dyes and Painting

Posted: Sun Mar 31, 2013 6:23 pm
by Tolwrath
Okay so I finally got around to testing this. I had 6 coats, 2 blue, 2 red, 2 yellow (I wasn't even trying to get even numbers, I seriously don't know how that happened)

So I stacked all 6 into a trader's backpack, putting a blue one on last.
As I pulled them out and equipped them, I watched as they turned white.
The last one (when there wasn't a stack number anymore), was blue when equipped.
So I took the remaining blue one, and stacked a white on top of it, and it had become white.

in short. they all turn white when stacked, except the top of the stack, which is preserved as the bottom of the stack.

Re: Dyes and Painting

Posted: Fri Apr 12, 2013 5:40 am
by theunfrailhale
I had this same idea, so I will res the thread to add a few items. I think it would be cool to have small gardens where you grow indigo, or whatever small red flower to use as dyes, then you could have an alchemy bench where you research new dye techniques etc. You could also grow medicines like aloe and other herbs and use the same bench for crafting your own medkits (with some textiles included).

Re: Dyes and Painting

Posted: Wed May 08, 2013 2:33 am
by cniht
Sparhawk wrote:My suggestion is Flower or Berry farms to make dyes for clothing, and possibly a paint for stuff such as metal plating on your clothing or your armor.

With the painting you should be able to paint a symbol of your own design onto it, and make a worker copy a certain symbol you have painted on papyrus or on an armor piece already.
+1 to this. You could also take it a step further by adding banners and other flag type things to hang from walls or station outside buildings and around towns.

No true game play value but definitely something players will spend hours messing with.

Re: Dyes and Painting

Posted: Wed May 08, 2013 2:58 am
by Borran
Support the idea. +1

Re: Dyes and Painting

Posted: Wed May 08, 2013 10:29 pm
by Clawdius Talonious
Dyes could be interesting, especially if at higher research levels other liquid plant compounds were able to be created. Antibacterial compounds to create advanced medkits, and perhaps some sort of poisons you could coat weapons with could be interesting. That way rather than having a limited use Dye workstation you could have something more like a chemists station, distilling rum into ethanol for fuel etc. Could use a combination science skill and labor skill to determine rate of production.

Re: Dyes and Painting

Posted: Sat May 11, 2013 5:44 am
by cniht
Clawdius Talonious wrote:Dyes could be interesting, especially if at higher research levels other liquid plant compounds were able to be created. Antibacterial compounds to create advanced medkits, and perhaps some sort of poisons you could coat weapons with could be interesting. That way rather than having a limited use Dye workstation you could have something more like a chemists station, distilling rum into ethanol for fuel etc. Could use a combination science skill and labor skill to determine rate of production.
That's an interesting concept and I like it. It also expands the functionality from a purely aesthetic feature to a game related feature. With the mentioning of an alchemy bench, or chemists station I'd like offer the suggestion in this moving into a much more intricate and layered crafting system. As in requiring metals, fabric, etc, to be 'treated' and then that resulting component utilizing in final armor crafting or advanced structure or interior station builds. As such you could tie this entire concept into the larger part of town building and item creation. Right now the crafting system like the game is very simple and we're in alpha so that's fine. But at the end of the day I'd like to see it as if you want to make that katana of bandit cleaving +25, or armor of god mode, that's fine, but you're going to have to utilize several different work stations in concert, and the items created from different tiered research from those work stations to do it.

Re: Dyes and Painting

Posted: Mon May 13, 2013 12:22 pm
by Wilcol
Clawdius Talonious wrote:Dyes could be interesting, especially if at higher research levels other liquid plant compounds were able to be created. Antibacterial compounds to create advanced medkits, and perhaps some sort of poisons you could coat weapons with could be interesting. That way rather than having a limited use Dye workstation you could have something more like a chemists station, distilling rum into ethanol for fuel etc. Could use a combination science skill and labor skill to determine rate of production.
A whole Chemistry/Alchemy tree would be brilliant. Not only advanced medicine, but maybe potions or something, things that would give your squad members boosts in combat. For example, a berserker potion which increases attack and move speed and stops soldiers from becoming crippled until they wear off.

Back onto the topic of dyes, yes, they would be good. Also, placeable flags would be neat too, and if you could design your own emblem, that would be icing on the cake.

Re: Dyes and Painting

Posted: Sun May 26, 2013 10:04 pm
by Malik-Ronin
Personally I love this idea and feel it should be implemented in the game. It would give that extra bit of customization people would look for to be able to pick your faction color and make a symbol specific for your faction. Honestly i wouldnt care if the symbols had to be chosen from a pre made list rather then make them your own, i understand it can make things complicated and there might be more bugs involved with that. However the ability of painting/ dying armor would be one more of many exciting features to players. My one addition to this is to give the ability to also have the color apply to the buildings in certain sections like highlights, example window panels and building supports. The idea of having flags and banners as well is an added bonus i would love to see but not worried about having.

Re: Dyes and Painting

Posted: Sun May 26, 2013 11:41 pm
by EvilTea
Along side this banners and flags! With the making your squads symbols this would be so cool! :shock:

Re: Dyes and Painting

Posted: Thu May 30, 2013 12:21 pm
by axbyte
This would be nice for customization of armor, clothing.
If you really wanted it to fit in the feel of the game lacquered armour would be a must. With all the katana, and other far east weapon selections we need, Menpo's kotes and all the other eastern armour's that where lacquered.

This would be a nice addition.

Re: Dyes and Painting

Posted: Mon Feb 17, 2014 4:34 pm
by PnzrNorm
Bumping this thread because...

+1 to adding industries that are dependent on crops other than wheat and hemp including but not limited to:
  • Dye Industry (trade good & aesthetics customization)
    Wine/Beer/Other Alcohol Breweries & Distilleries (trade good)
    Tobacco (trade good)
    Furniture (forest biome trade good)
    Coffee (trade good & food)
    Alchemy (pre-requisitie for standard & advanced first aid kits)
    & so on
I know this isn't exactly related to Dyes & Painting, but there is so much discussion about the different industrial possibilities (as well as banners and flags, but that is another topic) that I condensed them into the aforementioned group, since dyes and paints come from plants that aren't implemented yet.