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Author Topic: Make many more dye colors + improve dying interface  (Read 841 times)

Orange-of-Cthulhu

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Make many more dye colors + improve dying interface
« on: August 27, 2023, 02:41:35 pm »

The wiki says there's just 4 colours - blue, green, red, black.

I propose to add all the rest - white, yellow, orange, purple, pink, grey, brown and so on. Lots of colors.

Give them a variety of origins, so you can't just get your hands on all of them. Orange is from a plant only elves can grow, yellow is from a tropical plant, purple is from a tropical sea slug that can be fished on tropical coasts, pink is another elven plant, and so on.

So that you will need to trade and go on the lookout for the dyes if you want them.

Secondly, improve the interface for the clothiers shop, so that after choosing material you can choose colors. For instance -

"Make silk hood" becomes (in the case the player has dyed some cloth blue and yellow)

Make any color silk hood
Make uncolored silk hood
Make blue silk hood
Make yellow silk hood

This makes it possible to customize the color palette of your dwarves. You can like give them blue clothes with a yellow hood and cape or green above the was and red below. You can make them look like your favorite sports team or just roleplay them looking in a certain way.

(The shop change on it's own would make it possible to customize the look. You could choose to spare the blue dye from dimple cups for cloaks and then you can get a fort of blue cloads if you like that.)

In theory it could also be used to make it visible what sort of dwarf you're looking at. If it some day becomes possible to choose who wears what, you could have yellow hoods for nobles, red hoods for soldiers, blue hoods for valuable workers and white hoods for peasants and cheesemakers, or whatever the player wants. I'd find that nead and practical myself.
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BlueManedHawk

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Re: Make many more dye colors + improve dying interface
« Reply #1 on: August 27, 2023, 04:00:10 pm »

"All the rest" is a vague term that varies from person to person, dialect to dialect, and language to language.  For example, Russian has two words for different hues of what most English speakers would consider to be both blue.  If you're going by just color names in English, then a) you'll be subject to the weird inconsistencies of English color names, such as how we have specific words for light red and dark orange (pink and brown), but not one for e.g. dark green, 2. you'll be subject to dialectal differences, such as what exactly counts as "cerulean" or "emerald green", and ④ it will run into issues with localization.  One could instead use a more robust system, such as the standard 16-color VGA palette or the 27 colors of a 3×3×3 cube of hues—but if one will be so robust with such a thing, why not just implement the mixing of dyes with the existing hues?  Sure, having the dyes be additive instead of subtractive would be a little weird, but i think that most people would consider it an acceptable break from reality.  (Besides, it's still a much better system than the horseshit dye systems some games have.)  Finally, i'm going to say that i don't think that things that make the game less frustrating for the player outside of the game, such as color coding, should be locked behind a technological barrier in the game—it should entirely be an interface thing unless it has a tangible effect on the way that the game behaves outside of player input.
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A_Curious_Cat

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Re: Make many more dye colors + improve dying interface
« Reply #2 on: August 27, 2023, 04:54:40 pm »

I think it would be a good idea to add additional dyestuffs.  This article lists a large number of natural dyestuffs and the colors they produce:  https://en.wikipedia.org/wiki/Natural_dye

I also think it’d be cool if dwarves could “overdye” items (I.e. dye them with one color, and then dye them with a second color so that the two colors blend together to produce a third color).

Not sure if mordant should be required (the only mordant that I’m sure was used before the cut-off was alum).
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DPh Kraken

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Re: Make many more dye colors + improve dying interface
« Reply #3 on: August 27, 2023, 10:20:48 pm »

"All the rest" is a vague term that varies from person to person, dialect to dialect, and language to language.

Colors in DF are objective, there's a hundred or so color names with associated hex codes and palette ramps. This does mean mixing them gets more complicated especially as the raws are set up to easily add more basic dyes but adding mixing would need a hardcoded system or an inordinate number of reactions (which currently can't be added to the DYER building)

Dyes currently look at the basic solid state rather than the powder state for coloring the item, that should be looked at too.

That being said, I do have a couple suggestions for a couple of dyes and new dye sources to cover the inbuilt color names.

Quern-derived dyes:
cinnabar -> minium/vermillion
chalk -> [BEIGE]
realgar -> [COPPER]
orpiment -> [AMBER]
graphite -> [TAUPE_DARK]
lapis lazuli -> ultramarine, [DARK_BLUE]
rutile, ilmenite -> titania,
galena -> massicot, [SAFFRON]
limonite -> yellow ochre, [OCHRE]
hematite -> red ochre, [BURNT_SIENNA]
stibnite -> kohl, [CHARCOAL]

Kiln-roasted dyes
cobaltite -> zaffre, [COBALT]

Botanical dyes
woad (isatis tinctoria) -> [CERULEAN]
madder (rubia tinctorum) -> [CARDINAL] (sorta redundant with hide root? but fantasy crops coexist with real ones)
weld (reselda luteola) -> [AMBER]
goldenrod (solidago) -> [GOLDENROD]
indigo (indigofera tinctoria) -> [INDIGO]

Animal dyes (yay for fish dissectors!)
squid, octopus -> [BLACK]
cuttlefish -> sepia ink
kermes beetle (kermes vermilio) -> crimson (tropical dry broadleaf forests)
cochineal beetle (dactlyopius coccus) -> carmine (deserts)
murex snail -> imperial purple, [FUSCHIA] or [RED-PURPLE] (whatever looks better in Premium)
« Last Edit: August 28, 2023, 11:42:23 pm by DPh Kraken »
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A_Curious_Cat

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Re: Make many more dye colors + improve dying interface
« Reply #4 on: August 28, 2023, 12:26:42 am »

"All the rest" is a vague term that varies from person to person, dialect to dialect, and language to language.

Colors in DF are objective, there's a hundred or so color names with associated hex codes and palette ramps. This does mean mixing them gets more complicated especially as the raws are set up to easily add more basic dyes but adding mixing would need a hardcoded system or an inordinate number of reactions (which currently can't be added to the DYER building)

Dyes currently look at the basic solid state rather than the powder state for coloring the item, that should be looked at too.

That being said, I do have a couple suggestions for a couple of dyes and new dye sources to cover the inbuilt color names.

Quern-derived dyes:
cinnabar -> minium/vermillion
chalk -> [BEIGE]
realgar -> [COPPER]
orpiment -> [AMBER]
graphite -> [TAUPE_DARK]
lapis lazuli -> ultramarine, [DARK_BLUE]
rutile, ilmenite -> titania,
galena -> massicot, [SAFFRON]
limonite -> yellow ochre, [OCHRE]
hematite -> red ochre, [BURNT_SIENNA]
stibnite -> kohl, [CHARCOAL]

Kiln-roasted dyes
cobaltite -> zaffre, [COBALT]

Botanical dyes
woad (isatis tinctoria) -> [CERULEAN]
madder (rubia tinctorum) -> [CARDINAL] (sorta redundant with hide root? but fantasy crops coexist with real ones)
weld (reselda luteola) -> [AMBER]
goldenrod (solidago) -> [GOLDENROD]
indigo (indigofera tinctoria) -> [INDIGO]

Animal dyes (yay for fish dissectors!)
squid, octopus ->
cuttlefish -> sepia ink
kermes beetle (kermes vermilio) -> crimson (tropical dry broadleaf forests)
cochineal beetle (dactlyopius coccus) -> carmine (deserts)
murex snail -> imperial purple, [FUSCHIA] or [RED-PURPLE] (whatever looks better in Premium)

I think you’ve got a formatting problem that you might want to fix…
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Ziusudra

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Re: Make many more dye colors + improve dying interface
« Reply #5 on: August 28, 2023, 01:46:01 am »

Animal dyes (yay for fish dissectors!)
squid, octopus -> [BLACK]
cuttlefish -> sepia ink
kermes beetle (kermes vermilio) -> crimson (tropical dry broadleaf forests)
cochineal beetle (dactlyopius coccus) -> carmine (deserts)
murex snail -> imperial purple, [FUSCHIA] or [RED-PURPLE] (whatever looks better in Premium)
Can be fixed by surrounding the color code like so [nobbc][BLACK][/nobbc]
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Bumber

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Re: Make many more dye colors + improve dying interface
« Reply #6 on: August 28, 2023, 07:09:19 am »

Not sure if mordant should be required (the only mordant that I’m sure was used before the cut-off was alum).

Wikipedia says tin(IV) oxide was used in ancient Egypt. Seems like the idea was introduced to Europe late, but it's not a technology issue, and dwarves know their minerals.
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A_Curious_Cat

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Re: Make many more dye colors + improve dying interface
« Reply #7 on: August 28, 2023, 10:56:54 am »

Not sure if mordant should be required (the only mordant that I’m sure was used before the cut-off was alum).

Wikipedia says tin(IV) oxide was used in ancient Egypt. Seems like the idea was introduced to Europe late, but it's not a technology issue, and dwarves know their minerals.

Assuming we did use mordant, tin(IV) oxide is cassiterite, and alum could be made by processing alunite at a kiln.  In any case, both of the necessary minerals are already in the game.

Also, the only source of alunite in Europe was in central Italy, and cassiterite wasn’t exactly laying around everywhere either…
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brewer bob

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Re: Make many more dye colors + improve dying interface
« Reply #8 on: August 28, 2023, 01:14:46 pm »

Not sure if mordant should be required (the only mordant that I’m sure was used before the cut-off was alum).

Wikipedia says tin(IV) oxide was used in ancient Egypt. Seems like the idea was introduced to Europe late, but it's not a technology issue, and dwarves know their minerals.

Assuming we did use mordant, tin(IV) oxide is cassiterite, and alum could be made by processing alunite at a kiln.  In any case, both of the necessary minerals are already in the game.

Also, the only source of alunite in Europe was in central Italy, and cassiterite wasn’t exactly laying around everywhere either…

There's also blue and green vitriol (copper & iron), which were known before the tech cutoff, iirc. (Not sure how common they were as mordants.)

Then there's also tannins and urine which have been used.

Azerty

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Re: Make many more dye colors + improve dying interface
« Reply #9 on: August 28, 2023, 02:24:27 pm »

More variety in dyes is a good idea, especially after fashion is made even deeper. Religion, class, administration, decorum, etc.. all need more detailled clothing.

In an old mod I made, I added several dyes and plans to add further ones once I know how to add materials and will get enough motivation to update this mod and add animal-sourced materials.
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A_Curious_Cat

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Re: Make many more dye colors + improve dying interface
« Reply #10 on: August 28, 2023, 02:25:44 pm »

Not sure if mordant should be required (the only mordant that I’m sure was used before the cut-off was alum).

Wikipedia says tin(IV) oxide was used in ancient Egypt. Seems like the idea was introduced to Europe late, but it's not a technology issue, and dwarves know their minerals.

Assuming we did use mordant, tin(IV) oxide is cassiterite, and alum could be made by processing alunite at a kiln.  In any case, both of the necessary minerals are already in the game.

Also, the only source of alunite in Europe was in central Italy, and cassiterite wasn’t exactly laying around everywhere either…

There's also blue and green vitriol (copper & iron), which were known before the tech cutoff, iirc. (Not sure how common they were as mordants.)

Then there's also tannins and urine which have been used.

Where/how would the dwarves obtain these things, and would they need any further processing before they could be used for dyeing?
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brewer bob

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Re: Make many more dye colors + improve dying interface
« Reply #11 on: August 28, 2023, 03:43:44 pm »

There's also blue and green vitriol (copper & iron), which were known before the tech cutoff, iirc. (Not sure how common they were as mordants.)

Where/how would the dwarves obtain these things, and would they need any further processing before they could be used for dyeing?

I'd assume by mining in DF? Further processing would be required and using only a kiln wouldn't suffice, as far as I can tell from what De Re Metallica says of the process:

Quote from: De Re Metallica
Vitriol[11] can be made by four different methods; by two of these methods from water containing vitriol; by one method from a solution of melanteria, sory and chalcitis; and by another method from earth or stones mixed with vitriol.

The vitriol water is collected into pools, and if it cannot be drained into them, it must be drawn up and carried to them in buckets by a workman. In hot regions or in summer, it is poured into out-of-door pits which have been dug to a certain depth, or else it is extracted from shafts by pumps and poured into launders, through which it flows into the pits, where it is condensed by the heat of the sun. In cold regions and in winter these vitriol waters are boiled down with equal parts of fresh water in rectangular leaden caldrons; then, when cold, the mixture is poured into vats or into tanks, which Pliny calls wooden fish-tanks. In these tanks light cross-beams are fixed to the upper part, so that they may be stationary, and from them hang ropes stretched with little stones; to these the contents of the thickened solutions congeal and adhere in transparent cubes or seeds of vitriol, like bunches of grapes.

The related footnote states that "While Pliny gives prominence to blue vitriol, his solution for colouring leather must have been the iron sulphate. There can be no doubt from the above, however, that both iron and copper sulphates were known to the Ancients."

But these probably would require more work to add than just alum (some new minerals, a new workshop?), which anyway seems to have been the most common mordant. If/when alchemy is introduced, maybe that'd be a better time to add these two then?

BlueManedHawk

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Re: Make many more dye colors + improve dying interface
« Reply #12 on: August 28, 2023, 04:04:44 pm »

"All the rest" is a vague term that varies from person to person, dialect to dialect, and language to language.

Colors in DF are objective, there's a hundred or so color names with associated hex codes and palette ramps.<snip/>

That just shifts the problem into those color names instead.
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SixOfSpades

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Re: Make many more dye colors + improve dying interface
« Reply #13 on: August 28, 2023, 07:48:21 pm »

Not just colors, and sources of colors, but uses for color. Paints for statues & engravings. Stains for wood, dyes for leather. Whitewash for interior walls. Inks for writing with (illuminated manuscripts!). Cosmetics (pastes & powders) for personal beautification. Syndromes for when dwarves regularly apply cosmetics containing lead & mercury.
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