(to handle cases where the node has more than just the standard-format
nodename:[shade_]hue[_s50] naming, e.g. stairsplus nodes like:
nodename:stair_[shade_]hue[_s50][_some_extra_details]
rather than directly from flowers.
This mod now depends on "default" and "dye" from the Minetest common
sub-game. Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.
Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.
All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.
The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with. Now it's just
dry dye powders, as with the default dye mod.
Also, got rid of the whole paint scheme, in favor of dry powders.
All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
If the flowers mod defines "flowers:flower_geranium" (as is the case with my update of 2012-08-01), then those will
be used to get blue pigment powder, and violas will produce violet powder, both of which can be directly used to
create their respective liquid dye colors. If it is not defined (e.g. the user has an older version of the flowers
mod), then violas produce blue dye powder. Violet dye can still be formed by mixing blue and magenta or blue and
red dyes, as before.
left over from last update. Added group settings for all dyes according
to recently-published standard. Fixed a few typos in item descriptions, and
straightened up capitalization.
Now, you craft 5 glass blocks in a U shape, which gives 15 bottles.
Use 6 plus jungle grass and water bucket to get 6 dye base,
craft three to get back a glass block.
full/base colors - no low-saturation versions here). Re-generated all of the
dyes using my gentextures.sh script, to keep them consistent. Re-added the
gentextures script to this mod, it's too useful not to include it.