I didn't try it with a new game as then I will need to collect the recipes and spend points in crafting(which can take some time).
Do you actually have to find the recopies in the Scales mod? You don't in the main game.
You can add a couple levels of crafting in character creation, as well as the Scientist talent, and the bonus from the Pragmatic trait after the dual dialogue from reading the diary on the body on the starting beach. A new game on Explorer would take 10 or 15 minutes to get to town; there are penny bun mushrooms in the graveyard and empty bottles in the King Crab tavern (use the scoundrel Walk in Shadows to get the latter; that will also let you bypass the first fight, though on Explorer Midnight Oil + Staff of Magus with a fire staff will end the fight). There is a fly agaric mushrooms in the tutorial dungeon, beside the tomb (so not very far in, if you want to take a quick detour).
Thanks. I will try it today.
@FrauBlake
Thanks. Which crafting mod are you using?
I don't use any crafting mod and I don't play currently.
I did my own little crafting changes - that I never published anywhere - before my last playthrough some time last january, only to avoid the game crashes when npc inventories got too full. (That had 'cost' me two almost finished playthroughs before, each time I was already in Hunter's Edge, AND had finished everything that had come before, including the 'cleanup of Sacred Stone and the Goblin Village', I was so happy .... grrr ;-)
I work on a mod project currently and I might include the dye recipes if they are so popular and if I do, they will work out of the box ... or I will not release any recipe, but who knows, what can happen ;-)
If I include crafting in my mod at all, the number of added recipes will probably be small (because that is not the main 'goal' of the mod), the list of added recipe in the mentioned mod is impressively huge but I don't like it personally, because it adds way too many buff recipes for everything.
(Looks like the mod's author created a recipe for EVERY buff that can possibly appear on gear that drops, but I just quickly looked into the file, I may be wrong. And ... malachit + diamond == ruby, really ??).
The recipe code for the white dye in the file is correct and uses the ingredients Baardvark mentioned in the Scales README: One Fly Agaric + one empty bottle.
Needs an empty regular bottle, not the empty potion bottle.
The reason it does not work is not in the crafting file's code, must be something else, either the missing preview XML or the file is not in the correct directory or you renamed MainLSF.pak into AnyOtherName.pak, keeping the file's .pak extension and thus 'encouraging' the game engine to still pick it up, I can't say.
By the way, I'm sure that none of the added recipes use any new code or 'DoNothing', at least white dye does not. And if used standalone, no possible story code could interfere with crafting - and I also doubt that Scales uses any Osiris code, because it was started long before the editor was released. And I can imagine no other way than story code to 'hide' a recipe from being used.
(In fact, the only way I can imagine to initially 'hide' a recipe is the way the Weresheep set is made: use DoNothing and do the actual 'crafting' in Osiris only when some prerequisites are met. But I'd be willing to learn of such a way if it existed of course. ;-)
So none of the added recipes can possibly require 'discovering'.