12-04-2017, 05:13 AM
(This post was last modified: 12-04-2017, 05:14 AM by Sundance. Edited 1 time in total.)
Mordent Wrote:Ignoring the fact that I don't think this idea is a good one (it's a whole new system for what amounts to temporary colorful reagent/paint), contusine () for magenta, asomna () for cyan (close enough). Make commol () your yellow and now you have a reason to grow herbs other than weed.
I understand your point mordent regarding a whole new system isn't a good idea for something so trivial, which is why this might be better as a specialized chem extractor. Just so i'm clear: A dye vat could work exactly like the distillery. Put in herb/plant -> Get unique chem. I hate using chemistry as a backbone to many things, but in this case it kind of makes the most sense. If you don't want to make it a seperate device, using the distillery isn't so bad, but new things are nice all the same.
There is three problems with coloring stuff in its current iteration:
1) Colorful reagent is completely random. It's great if you want to rainbow stuff, but as far as being actually aesthetically functional, it's pretty useless.
2) Painting cans and hairdyes work off a totally different system. Hairdyes seem a bit legacy code-ish and I'd understand leaving that be, but paint cans would really benefit from being chem based for future use.
3) Paintcans leave a lot to be desired. You receive them randomly when ordered, one paint can covers about 5 tiles, and paint is impossible to get off if you get it on you, essentially targeting you (in a game that's kinda stealthy, this sucks and makes paint an annoyance rather than it's proper function)
I dunno, making paints/dyes work off a system suggested where you produce magenta, yellow and cyan, where 10 units magenta to 10 units yellow makes red, and then tying this up with botany, I think is a solid suggestion.