They finally removed dyes from armor

So woth the latest from what I can tell is a experimental update the tags for dye to be used for armor are gone. You can even check armor and the slot for dyes has been removed

Me lacking any faith in the team I am curious is this a temporary thing or did they just give up on fixing the problem and removed it completely? Wouldn't be shocked if they introduced a way to color cosmetics but we would have to pay real world money for it.

I am going with them just giving up on it since the same was done with so many other features like temperature, zip lines and big boss type zombies.
 
Players: The dyes don't work on armor. Is this a bug? If so when will it get fixed?
TFP: We fixed the problem.
Players: Great. We can dye armor now?
TFP: No. We fixed the descriptor.
Players: Oh. :confused:
 
So woth the latest from what I can tell is a experimental update the tags for dye to be used for armor are gone. You can even check armor and the slot for dyes has been removed

Me lacking any faith in the team I am curious is this a temporary thing or did they just give up on fixing the problem and removed it completely? Wouldn't be shocked if they introduced a way to color cosmetics but we would have to pay real world money for it.

I am going with them just giving up on it since the same was done with so many other features like temperature, zip lines and big boss type zombies.
Players: The dyes don't work on armor. Is this a bug? If so when will it get fixed?
TFP: We fixed the problem.
Players: Great. We can dye armor now?
TFP: No. We fixed the descriptor.
Players: Oh. :confused:

The actual answer...

Dyes for armor were never available for the new armor and the cosmetic slot was already not there. TFP has said they may add them at some point, but they are low priority. The change in 2.1 was because there was a bug if someone tried to add the dye to armor using W or by dragging it to a mod slot. It would throw a red error, and it could be used to duplicate a mod that is in the slot you tried to move it to. To avoid that bug, they removed the tags. This hasn't changed whether or not dyes for armor will be added in the future. It just fixes a bug.

Also, since you mentioned it, temperature is only removed until they can work on it. They plan to add it back.
 
The actual answer...

Dyes for armor were never available for the new armor and the cosmetic slot was already not there. TFP has said they may add them at some point, but they are low priority. The change in 2.1 was because there was a bug if someone tried to add the dye to armor using W or by dragging it to a mod slot. It would throw a red error, and it could be used to duplicate a mod that is in the slot you tried to move it to. To avoid that bug, they removed the tags. This hasn't changed whether or not dyes for armor will be added in the future. It just fixes a bug.

Also, since you mentioned it, temperature is only removed until they can work on it. They plan to add it back.
So basically instead of fixing the problem they removed the feature. This dye thing was a problem for like almost a year. An entire year and all they did was say we are removing the feature and maybe fixing the problem.

The temperature thing is just another example of them removing a feature instead of fixing the problem.

This seems to be a constant thing with them that instead of fixing a feature already in the game they remove it and say we might fix it eventually.
 
Lol. If they fixed everything before releasing updates, you wouldn't get an update for years. Things take priority over other things, and some things need more time to fix or improve. If you don't like playing a game that is in development, maybe you should wait to play until everything is finished. Your posts are always very negative about the game and TFP. If you don't like it that much, why spend so much time talking about it? :)

There's nothing wrong with not liking something. I have posted about many things I don't like about the game or changes being made. But you're always quick to accuse them of some kind of intentional attack against the players or inability to make a game, even though there are more and more people playing the game with each update, and the game gets more average hours played than just about any game that isn't an MMO. Clearly something is working even if you don't like the direction of the game.
 
So basically instead of fixing the problem they removed the feature. This dye thing was a problem for like almost a year. An entire year and all they did was say we are removing the feature and maybe fixing the problem.

The temperature thing is just another example of them removing a feature instead of fixing the problem.

This seems to be a constant thing with them that instead of fixing a feature already in the game they remove it and say we might fix it eventually.

Developer comments seem to suggest that the whole armor code was replaced with a new method. A version where the coloration would (assumably) have to be done differently, i.e. the code for that feature would have to be done again. With limited time they did not get to it.

What I am saying is that they basically did not remove that feature on purpose, it got replaced by the new armor code that still is incomplete and doesn't have all the features the former code had.
 
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Lol. If they fixed everything before releasing updates, you wouldn't get an update for years. Things take priority over other things, and some things need more time to fix or improve. If you don't like playing a game that is in development, maybe you should wait to play until everything is finished. Your posts are always very negative about the game and TFP. If you don't like it that much, why spend so much time talking about it? :)

There's nothing wrong with not liking something. I have posted about many things I don't like about the game or changes being made. But you're always quick to accuse them of some kind of intentional attack against the players or inability to make a game, even though there are more and more people playing the game with each update, and the game gets more average hours played than just about any game that isn't an MMO. Clearly something is working even if you don't like the direction of the game.
Well maybe if they didnt actually do things against players. Ultra speed vultures, disable vehicles on horde night, zombies do extra block damage when grouped, zombie rage mode when they cant path to player, zom ie rage mode if falling from a certain height and zombies cant die from fall damage.

Heck even the dew collector nonsense was because they got upset because they didn't want us making go glue meanwhile traders sell ridiculous amounts of glue and drinks are super abundant.

Let's not act as if the devs dont also go out of their way to ruin certain base designs in what's supposed to be a open world sandbox.

So yes I am negative towards because they do deserve the criticism. Especially with so many ridiculous changes over the years. Maybe if they had more employees they would actually get things done on time and done correctly. They sure as hell seem to not test things out considering how unbalanced sledgehammers are now but my mistake thinking these people now what they are doing after making the same game for over 10 years.
 
Ultra speed vultures, disable vehicles on horde night, zombies do extra block damage when grouped, zombie rage mode when they cant path to player, zom ie rage mode if falling from a certain height and zombies cant die from fall damage.
All of these are relatively fine. They don't want people to avoid horde nights, so they have to break the AFK designs. They still got ways to go, and I doubt they'll ever really get there; full AFK bases will likely always be a thing. But for these examples, they're against obvious silly cheese.
- driving circles in a horde
- standing at the end of a beam above ground
- looping zeds to their death by dropping them

None of those make for interesting gameplay, they just take the "defense" out of "tower defense". That's more of a bug than a feature. Could each of the lame things be fixed "better"? Sure. But there's a whole decision tree for each.
 
You can try getting hold of @redbeardt and beg him to update his Dyable mod; he fixed the armor dye problem after v1.0, but it stopped working with 2.0. I don't know if he's still modding anymore, though.
 
Well maybe if they didnt actually do things against players. Ultra speed vultures, disable vehicles on horde night, zombies do extra block damage when grouped, zombie rage mode when they cant path to player, zom ie rage mode if falling from a certain height and zombies cant die from fall damage.

Heck even the dew collector nonsense was because they got upset because they didn't want us making go glue meanwhile traders sell ridiculous amounts of glue and drinks are super abundant.

Let's not act as if the devs dont also go out of their way to ruin certain base designs in what's supposed to be a open world sandbox.

So yes I am negative towards because they do deserve the criticism. Especially with so many ridiculous changes over the years. Maybe if they had more employees they would actually get things done on time and done correctly. They sure as hell seem to not test things out considering how unbalanced sledgehammers are now but my mistake thinking these people now what they are doing after making the same game for over 10 years.
Lol. If you want to call adding challenge to the game to be "against players", then they might as well just remove all zombies from the game, right? After all, the zombies are against the players. You want to believe that anything that doesn't fit your own agenda is wrong and targeted against you, but it isn't. Enemies should be able to find and attack the player and reach the player whenever possible. That's the point of the game. If you don't like fighting zombies, disable them, or disable horde night. You are upset because you have to adjust your base designs to handle new challenges instead of using the same design from many years ago, but it's an evolving game since it's under development, and that means your base designs need to evolve as well. It isn't like you can't build a base to handle the changes to zombies. They didn't make it so you can't defend against the zombies just as easily as you could in the past. It just requires a different design. There is absolutely nothing wrong with that.

They removed jars because they didn't want them since other containers also disappeared. Any other reason was just a bonus for them. Yes, they didn't want players to just fill hundreds of jars in the first few days. That was additional to just wanting the jars gone, though. And I don't see any reason why you should be able to fill so many so quickly in the game anyhow. As you pointed out, people can still get plenty of water for making glue. They just can't do it in seconds, which is a good thing.

No, they don't go out of their way to ruin things for people. You can tell that by just looking at the different cheesy things you can do in this game that the devs allow to remain. However, if something is broken, or is against the design they are going for, or is an exploit, they'll change or fix it. That's what happens during development.

Early access and alpha access are clearly not something you should be doing since you seem not to be willing to accept that things change. Either wait until the game is complete, or play an older alpha, or use mods. Spending so much time being negative about things that changed years ago and will never go back hurts only you.
 
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Lol. If you want to call adding challenge to the game to be "against players", then they might as well just remove all zombies from the game, right? After all, the zombies are against the players. You want to believe that anything that doesn't fit your own agenda is wrong and targeted against you, but it isn't. Enemies should be able to find and attack the player and reach the player whenever possible. That's the point of the game. If you don't like fighting zombies, disable them, or disable horde night. You are upset because you have to adjust your base designs to handle new challenges instead of using the same design from many years ago, but it's an evolving game since it's under development, and that means your base designs need to evolve as well. It isn't like you can't build a base to handle the changes to zombies. They didn't make it so you can't defend against the zombies just as easily as you could in the past. It just requires a different design. There is absolutely nothing wrong with that.

They removed jars because they didn't want them since other containers also disappeared. Any other reason was just a bonus for them. Yes, they didn't want players to just fill hundreds of jars in the first few days. That was additional to just wanting the jars gone, though. And I don't see any reason why you should be able to fill so many so quickly in the game anyhow. As you pointed out, people can still get plenty of water for making glue. They just can't do it in seconds, which is a good thing.

No, they don't go out of their way to ruin things for people. You can tell that by just looking at the different cheesy things you can do in this game that the devs allow to remain. However, if something is broken, or is against the design they are going for, or is an exploit, they'll change or fix it. That's what happens during development.

Early access and alpha access are clearly not something you should be doing since you seem not to be willing to accept that things change. Either wait until the game is complete, or play an older alpha, or use mods. Spending so much time being negative about things that changed years ago and will never go back hurts only you.
I agree that allowing players to exploit (operative word) the game in a way that negates the point of the game is a bad thing and should be patched out.

The jars thing is a moot point as you get the same amount of water through murky water thus negating dew collectors in the same way jars would anyway as you could have just made jars spawn mostly empty and then have them consumed on use. In that way water would be harder to come by and dew collectors might have a slight use as you would then have to go find water. But that is just a side idea, it's not like I am 100% for or against jars as I mostly don't mind now that it's been so long, but I can understand.

But yes, the game is evolving in a way that many may not like. I know I myself have been critical of changes and have proposed ways to make the game better in my opinion, but I don't think that I would say that exploitation to negate fundamental game design is taking away player freedom.
 
Lol. If you want to call adding challenge to the game to be "against players", then they might as well just remove all zombies from the game, right? After all, the zombies are against the players. You want to believe that anything that doesn't fit your own agenda is wrong and targeted against you, but it isn't. Enemies should be able to find and attack the player and reach the player whenever possible. That's the point of the game. If you don't like fighting zombies, disable them, or disable horde night. You are upset because you have to adjust your base designs to handle new challenges instead of using the same design from many years ago, but it's an evolving game since it's under development, and that means your base designs need to evolve as well. It isn't like you can't build a base to handle the changes to zombies. They didn't make it so you can't defend against the zombies just as easily as you could in the past. It just requires a different design. There is absolutely nothing wrong with that.

They removed jars because they didn't want them since other containers also disappeared. Any other reason was just a bonus for them. Yes, they didn't want players to just fill hundreds of jars in the first few days. That was additional to just wanting the jars gone, though. And I don't see any reason why you should be able to fill so many so quickly in the game anyhow. As you pointed out, people can still get plenty of water for making glue. They just can't do it in seconds, which is a good thing.

No, they don't go out of their way to ruin things for people. You can tell that by just looking at the different cheesy things you can do in this game that the devs allow to remain. However, if something is broken, or is against the design they are going for, or is an exploit, they'll change or fix it. That's what happens during development.

Early access and alpha access are clearly not something you should be doing since you seem not to be willing to accept that things change. Either wait until the game is complete, or play an older alpha, or use mods. Spending so much time being negative about things that changed years ago and will never go back hurts only you.
Early access or alpha? I thought this game was in full release already? If you feel zombies are a challenge turn them off, turn off blood moon and play creative. Oh wait that means a player has the option on how to handle something weird huh? Would be kinda stupid to tell a player how to battle the horde also.

Last I checked this is an open world sandbox but I guess the devs have no clue what that means. So yes I gave you plenty of examples of how they go out of their way to eliminate things players do. I fail to see how driving vehicle around during a blood moon the option to turn the blood moon off is in the options an issue. Eliminating how a player decides to deal with the horde when they literally put the option to turn off the horde is them going out of their way to tell the players how the player in an open world sandbox game.

Adding challenges? What challenges? Its easier now to max out builds than before, Water like before is a no issue hell if anything its even easier since it doesnt require the player to go out and refill jars and instead we have a at home system or we can go to the trader and buy it. Food has been made even easier since farms aren't needed at all, food is easily sold at vendors.

Any challenges they attempted to add in this update has been met with so much criticism because of how badly it was implemented.

Fan boys really need to learn what criticism is instead of bending over and accepting whatever low quality stuff is pushed out. Says a lot when the modders get more praise than the team or folks are hoping and praying modder fix the bad decisions made by the team.
 
The jars thing is a moot point as you get the same amount of water through murky water thus negating dew collectors in the same way jars would anyway as you could have just made jars spawn mostly empty and then have them consumed on use. In that way water would be harder to come by and dew collectors might have a slight use as you would then have to go find water. But that is just a side idea, it's not like I am 100% for or against jars as I mostly don't mind now that it's been so long, but I can understand.
I'm not sure if you played the game with jars? You could literally fill hundreds of jars in a few seconds, and crafting jars was cheap. It was possible to have a lot more water in the early game than you can now, even with water being abundant in loot. Especially if you're suggesting negating the dew collectors and relying solely on what you loot. The jars did spawn entirely empty (you could still find murky water). As far as consumed on use, you'd get the same people complaining because the jars still disappear on use as they do now. Yes, you could fill water at a water source if they were there, but you could do that even without jars if they wanted to make it possible. But once again, you would be able to fill hundreds in seconds in the first few days if jars were there, even if you consumed them on use.

To be clear, I'm not a huge fan of dew collectors. They work and they give enough water without needing many of them unless you're going crazy with crafting. And even then, you can just make more dew collectors to cover the crafting. But they aren't really a great idea, imo. I think there were other options that could have been better, but this is what we have. People will have a much better chance of improving how water works if they focus on ways to improve what we have now instead of trying to get devs to bring back empty jars, which is never going to happen. And yes, I am happy empty jars and cans are gone.
 
With the DLC armor set I truly believe TFP are shooting themselves in the foot not adding dyes to armor, even two layers as a primary and highlight. If you are nickel and diming us on cosmetics - at least allow us to customize the colors TFP ?
 
Early access or alpha? I thought this game was in full release already? If you feel zombies are a challenge turn them off, turn off blood moon and play creative. Oh wait that means a player has the option on how to handle something weird huh? Would be kinda stupid to tell a player how to battle the horde also.

Last I checked this is an open world sandbox but I guess the devs have no clue what that means. So yes I gave you plenty of examples of how they go out of their way to eliminate things players do. I fail to see how driving vehicle around during a blood moon the option to turn the blood moon off is in the options an issue. Eliminating how a player decides to deal with the horde when they literally put the option to turn off the horde is them going out of their way to tell the players how the player in an open world sandbox game.

Adding challenges? What challenges? Its easier now to max out builds than before, Water like before is a no issue hell if anything its even easier since it doesnt require the player to go out and refill jars and instead we have a at home system or we can go to the trader and buy it. Food has been made even easier since farms aren't needed at all, food is easily sold at vendors.

Any challenges they attempted to add in this update has been met with so much criticism because of how badly it was implemented.

Fan boys really need to learn what criticism is instead of bending over and accepting whatever low quality stuff is pushed out. Says a lot when the modders get more praise than the team or folks are hoping and praying modder fix the bad decisions made by the team.
No, this is not full release. That's pretty obvious, and I'm sure you know that and are just being snarky about it. The game clearly tells you it is pre-release on the menu screen and the roadmap clearly shows that 4.0 is full release.

This game is not an open world sandbox. It is not and RPG. It is not a survival game. It is a hybrid of many different genres, which means it is not fully any one of those genres. You will have certain parts of each genre, but not everything. So yes, this game has sandbox elements, but it isn't just a sandbox game. You can still play it that way if you want, though. God mode and creative menu gives you a completely sandbox experience.

As far as challenges go... you were the one who listed fast vultures, extra block damage, etc. If you were not considering those to be some kind of challenge, then fine... reword what I labeled as challenges to whatever you considered those things you mentioned. It doesn't change things in any way and is just semantics.

Anyhow, there's never any reason to talk to you about things because you are so focused on everything being an attack on what you want out of the game. The game is being designed based on what the devs want, not what you want.
 
I'm not sure if you played the game with jars? You could literally fill hundreds of jars in a few seconds, and crafting jars was cheap. It was possible to have a lot more water in the early game than you can now, even with water being abundant in loot. Especially if you're suggesting negating the dew collectors and relying solely on what you loot. The jars did spawn entirely empty (you could still find murky water). As far as consumed on use, you'd get the same people complaining because the jars still disappear on use as they do now. Yes, you could fill water at a water source if they were there, but you could do that even without jars if they wanted to make it possible. But once again, you would be able to fill hundreds in seconds in the first few days if jars were there, even if you consumed them on use.

To be clear, I'm not a huge fan of dew collectors. They work and they give enough water without needing many of them unless you're going crazy with crafting. And even then, you can just make more dew collectors to cover the crafting. But they aren't really a great idea, imo. I think there were other options that could have been better, but this is what we have. People will have a much better chance of improving how water works if they focus on ways to improve what we have now instead of trying to get devs to bring back empty jars, which is never going to happen. And yes, I am happy empty jars and cans are gone.
I have indeed. It wasn't that exaggerated. The issue was that jars would simply empty instead of being fully consumed allowing you to refill the jars used and as you collected more empty jars it would compound. Even if people complained about jars being consumed it would still be an upgrade over what we have now which is no water scarcity and lakes that offer no tangible benefit.
 
No, this is not full release. That's pretty obvious, and I'm sure you know that and are just being snarky about it. The game clearly tells you it is pre-release on the menu screen and the roadmap clearly shows that 4.0 is full release.

This game is not an open world sandbox. It is not and RPG. It is not a survival game. It is a hybrid of many different genres, which means it is not fully any one of those genres. You will have certain parts of each genre, but not everything. So yes, this game has sandbox elements, but it isn't just a sandbox game. You can still play it that way if you want, though. God mode and creative menu gives you a completely sandbox experience.

As far as challenges go... you were the one who listed fast vultures, extra block damage, etc. If you were not considering those to be some kind of challenge, then fine... reword what I labeled as challenges to whatever you considered those things you mentioned. It doesn't change things in any way and is just semantics.

Anyhow, there's never any reason to talk to you about things because you are so focused on everything being an attack on what you want out of the game. The game is being designed based on what the devs want, not what you want.
No, this is not full release. That's pretty obvious, and I'm sure you know that and are just being snarky about it. The game clearly tells you it is pre-release on the menu screen and the roadmap clearly shows that 4.0 is full release.

This game is not an open world sandbox. It is not and RPG. It is not a survival game. It is a hybrid of many different genres, which means it is not fully any one of those genres. You will have certain parts of each genre, but not everything. So yes, this game has sandbox elements, but it isn't just a sandbox game. You can still play it that way if you want, though. God mode and creative menu gives you a completely sandbox experience.

As far as challenges go... you were the one who listed fast vultures, extra block damage, etc. If you were not considering those to be some kind of challenge, then fine... reword what I labeled as challenges to whatever you considered those things you mentioned. It doesn't change things in any way and is just semantics.

Anyhow, there's never any reason to talk to you about things because you are so focused on everything being an attack on what you want out of the game. The game is being designed based on what the devs want, not what you want.
Not in full release? Guess their Twitter posts and advertisements about full release must have been false advertisement. The games in full release their roadmap shows future updates for content that will more than likely disappoint like this one has.

What I listed were ways they went out of their way to combat players. Those weren't challenges that were added despite you rewording it to fit your narrative. A challenge would have been if they added a zombie that slows you down like the bugs from the plague spitter do. Not vultures that can fly at Mach speeds during horde night or disabling vehicles during horde night or boosting zombie block damage if they group up by using the magic power of zombie friendship to combat the player. You really should learn what challenges are vs combating players.

Ah yes they didnt mean that this game was a sandbox or an rpg or anything else they meant it as a hybrid. They meant if you want a sandbox experience you need to be in creative mode.

Yeah it is being designed on how the devs want it from the looks of comments on most social media areas they are doing a bad job at it.

Well when folks like you respond with top tier gymnastics and nonsense as your usual form of attacking anyone who dares to criticize the team it kind of explains itself on your intentions.

Best thing they ever did was make this game so easy to mod because at this point most the community on PC uses mods and gives better praise to the modders than the devs which says a lot.
 
So it was removed to stop a duplicatation glitch.

Honestly with dupers in games you have a few choices:
bans
make everything harder
remove avenues to duplicate

Then you have the question does duping make the game better worse, more fun or less fun?
 
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