From 28b429785cee3687bfdfddb836e0ee0d0fa0a225 Mon Sep 17 00:00:00 2001 From: Vanessa Dannenberg Date: Wed, 22 Aug 2018 22:27:07 -0400 Subject: [PATCH] more API.md tweaks --- API.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/API.md b/API.md index e19729f..9072a22 100644 --- a/API.md +++ b/API.md @@ -149,4 +149,6 @@ If your mod never has never used Unified Dyes at all, in short, do the following * Add the above recipes helper call (which replaces those delted recipes) -If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group. +If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group to that "someone else's" node. + +* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.