Vanessa Ezekowitz
726bb75e1d
add recolor-on-place helper
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if you add `after_place_node = unifieddyes.recolor_on_place,`
to your node def, UD will automatically colorize the node when
placed, using the last dye you colored that kind of node with.
If you switch to some other colorable node, or you run out of whatever
color dye you were using at the time, a warning message will be printed
and the autocolor will be reset back to neutral.
If a player signs off, autocolor for him/her is reset to neutral
(this also helps prevent a minor memory leak)
also get rid of one or two debug prints.
2017-03-18 03:26:05 -04:00
Vanessa Ezekowitz
8fc5468212
remove outdated comment
2017-03-17 22:26:51 -04:00
Vanessa Ezekowitz
63153f1093
protection check on_use
2017-03-17 03:18:06 -04:00
Vanessa Ezekowitz
15b6016f0f
on_construct for nodes that were 89-color or static,
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but now use an LBM to convert to the 256-color palette
2017-03-14 02:05:52 -04:00
Vanessa Ezekowitz
978e88bda5
don't crash if the dye target is an unknown node :P
2017-03-11 21:20:10 -05:00
Vanessa Ezekowitz
70b1f9fbc9
made base_color_crafts, shade_crafts,
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and greymixes tables globally accessible
2017-02-26 22:32:56 -05:00
Vanessa Ezekowitz
2804327825
get rid of some redundant variables
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(just directly reference the table elements instead)
2017-02-26 18:56:12 -05:00
Vanessa Ezekowitz
315dfb8283
add another recipe
2017-02-26 18:39:41 -05:00
Vanessa Ezekowitz
f852fb6861
add more hue recipes
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also fix a variable that got capitalized for some reason
2017-02-26 18:37:34 -05:00
Vanessa Ezekowitz
2b9831a869
add more "direct" recipes
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for the more esoteric colors
2017-02-26 17:57:44 -05:00
Vanessa Ezekowitz
0cd0758c08
only use the node def's palette entry to check palette type
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(don't assume it has to be paramtype2="color", otherwise that screws up
uncolored nodes that need this check for on_use)
2017-02-26 10:55:49 -05:00
Vanessa Ezekowitz
46a55946ef
define on_use for default dyes
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(forgot to include the overrides)
2017-02-25 16:45:57 -05:00
Vanessa Ezekowitz
dcf9bf648f
override default dyes to keep their hues/shades consistent
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with how this mod uses them. Also fix missing aliases for same.
2017-02-25 16:41:16 -05:00
Vanessa Ezekowitz
58cac62bf4
clean up greyscale portion of extended palette
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remap greys slightly, tweak related recipes
2017-02-25 15:41:14 -05:00
Vanessa Ezekowitz
22243fa684
add grey crafts and consolidate slightly
2017-02-25 14:41:53 -05:00
Vanessa Ezekowitz
9f36afaf50
greys were mapped slightly wrong, fixed
2017-02-25 14:07:35 -05:00
Vanessa Ezekowitz
3f9e8e4554
fix missing full-s50 defs,
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fix a couple more broken recipes
2017-02-25 13:22:08 -05:00
Vanessa Ezekowitz
92da3a5345
add crafting recipes for all hues and some greys
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also fix broken light grey registration
2017-02-25 12:44:22 -05:00
Vanessa Ezekowitz
91d260b538
make some color tables globally accessible (in unifieddyes namespace)
2017-02-24 22:52:05 -05:00
Vanessa Ezekowitz
e3f73e07e7
remove some debug statements
2017-02-24 21:56:29 -05:00
Vanessa Ezekowitz
fe455a7e44
dyes -> not in creative inv
2017-02-24 20:42:04 -05:00
Vanessa Ezekowitz
d2819353c2
fix greys in palette conversion table
2017-02-24 20:13:43 -05:00
Vanessa Ezekowitz
fbe762cf19
it's okay to use an oversized palette
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also formula for 89->256 table was wrong
2017-02-24 19:57:48 -05:00
Vanessa Ezekowitz
e0c87656ed
Mark the node via its metadata if it's been painted with 256-color palette
2017-02-24 19:21:15 -05:00
Vanessa Ezekowitz
cf89bc6a24
translate new dye names to old for 89-color palette check
2017-02-24 18:48:02 -05:00
Vanessa Ezekowitz
50013d21d1
Add detection and setting of new palette
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(with any luck, all that's left now is to update the mods that use
Unified Dyes, where the new palette is wanted)
2017-02-24 18:38:15 -05:00
Vanessa Ezekowitz
9ad1f28ae1
auto-generate the various dye craftitems
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and base them all on a single colorized texture.
2017-02-24 17:40:37 -05:00
Vanessa Ezekowitz
68f8c18bc3
get rid of HUES2 table (use string ops to replace it)
2017-02-24 14:28:38 -05:00
Vanessa Ezekowitz
0ceb8f0afe
add extended palette
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full 256-color range:
24 full hues, with four lighter shades and two darker shades, plus
low-saturation versions of the full and darker shades,
and 16 levels of greyscale
2017-02-24 14:21:59 -05:00
adrido
34299b01a0
fix not being able to pick up dropped objects while wielding dye
2017-02-21 07:46:38 -05:00
Vanessa Ezekowitz
295cd027f2
add on_rotate handler
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to correct rotation for "fake wallmounted" nodes so that they always appear
to be on the floor, pointing at one of the four NSEW directions.
2017-02-18 13:00:06 -05:00
Vanessa Ezekowitz
aacb377f8c
"widen" the range for floor/ceiling placement checking
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in fix_rotation function
2017-02-17 23:13:22 -05:00
Vanessa Ezekowitz
80e5429bf3
add helper functions for rotation correction
2017-02-17 23:04:47 -05:00
Vanessa Ezekowitz
b0ccff164d
add light_blue to wallmounted palette
2017-02-06 09:30:04 -05:00
Vanessa Ezekowitz
4d11406f8d
Pink/brown color translation tweaks
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Only perform pink -> light_red and brown -> dark_orange translations if
not using the "colorwallmounted" palette.
2017-02-06 09:22:10 -05:00
Vanessa Ezekowitz
e3b7e9d534
fix broken check-for-colorable
2017-02-05 20:21:04 -05:00
Vanessa Ezekowitz
e981b29cd2
use on_use instead of on_rightclick to apply dyes
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also add some useful messages if the target was already
the same color as the dye, can't be colored, can't take
the requested color, etc.
2017-02-04 19:40:15 -05:00
Vanessa Ezekowitz
935f15c343
don't set a custom param2 if the placed node has no facedir/wallmount
2017-01-30 05:50:02 -05:00
Vanessa Ezekowitz
de61a1333b
fix wallmounted grey numbering
2017-01-30 05:32:17 -05:00
Vanessa Ezekowitz
1b0e384278
fix messed-up grayscale color select logic
2017-01-29 00:06:08 -05:00
Vanessa Ezekowitz
3b942c352f
remove some debug statements
2017-01-28 21:57:14 -05:00
Vanessa Ezekowitz
8ea8b01dcc
add API option for "colorwallmounted" paramtype2
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(pass "wallmounted" to the "is_color_fdir" field where needed)
Comes with an abridged, 32-color version of the master palette,
containing Red, Orange, Yellow, Green, Cyan, Blue, Violet, and Magenta,
in three shades each, plus the usual black/three greys/white, plus pink
and brown in two of the extrs spaces.
2017-01-28 21:51:46 -05:00
Vanessa Ezekowitz
966166b1b9
only crop the palleteidx if param2 is colorfacedir
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(prevent a potential bug later: some day, maybe there
will be more than 89 colors in UD)
2017-01-28 18:19:58 -05:00
Vanessa Ezekowitz
aef03c1932
colorfdir -> is_color_fdir
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(preparing for later inclusion of some kind of wallmounted palette)
2017-01-28 18:18:27 -05:00
Vanessa Ezekowitz
e146c55ca0
fix a couple more missing aliases
2017-01-28 09:37:10 -05:00
Vanessa Ezekowitz
2fcae9d17d
fix several dye-handling bugs
2017-01-28 09:02:14 -05:00
Vanessa Ezekowitz
aeb179a129
API CHANGE: after_dig_node instead of on_destruct
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This also fixes the case where digging a block just drops
the dye on the ground instead of putting it in the player's inv.
2017-01-28 08:05:44 -05:00
Vanessa Ezekowitz
0fbf6baa72
fix facedir not being set when simple node placement fall-through is called
2017-01-28 07:19:30 -05:00
Vanessa Ezekowitz
4622d25e76
fix wrong param2 setting
2017-01-26 19:02:55 -05:00
Vanessa Ezekowitz
3e93c10cfd
handle both cases of nodes being set with facedir
2017-01-26 15:49:06 -05:00
Vanessa Ezekowitz
2959698111
remove debug statements
2017-01-26 14:21:54 -05:00
Vanessa Ezekowitz
b42376ba3d
improve handling of greyscale in get-hsv function
2017-01-26 13:51:38 -05:00
Vanessa Ezekowitz
1c5d79800f
add an alternate "find HSV" function.
...
Note that if the result is greyscale, the name ("black", "grey", ...) is
returned in the "hue" field, sat is empty string, and val is "light",
"dark", or empty string.
2017-01-26 13:42:36 -05:00
Vanessa Ezekowitz
b1ad76ab72
handle a few more color-to-grey and grey-to-color cases
2017-01-26 11:23:34 -05:00
Vanessa Ezekowitz
3f7fb1af74
Just do the node's color search manually
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(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]
2017-01-26 11:06:31 -05:00
Vanessa Ezekowitz
4f1303aac1
handle special cases for greyscale dyes and unpainted nodes
2017-01-26 07:10:48 -05:00
Vanessa Ezekowitz
1773af6868
rework how split palettes are handled
2017-01-26 06:18:37 -05:00
Vanessa Ezekowitz
1c7f403f29
add "split" palette for mods that need facedir + param2 color
2017-01-25 18:21:26 -05:00
Vanessa Ezekowitz
00459f8859
only allow placing the wielded thing if it's actually a node
2017-01-25 16:05:24 -05:00
Vanessa Ezekowitz
7c48587c6a
add a few missing aliases
2017-01-25 13:19:20 -05:00
Vanessa Ezekowitz
17522711de
Add some helper functions to support the new param2-style coloring
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Most of the code came from cheapie's plasticbox mod
2017-01-25 12:59:49 -05:00
Vanessa Ezekowitz
127caef5b3
use current intllib API
2014-12-27 01:02:35 -05:00
Xanthin
4191f40c7c
add support for intllib translation mod
2014-03-20 02:11:30 +01:00
Vanessa Ezekowitz
08fe211bde
local-ize a few variables/tables
2013-12-15 13:03:38 -05:00
Vanessa Ezekowitz
9ea6469506
fix brain-o (copy&paste error) in groups for light grey
2013-08-11 23:59:16 -04:00
Vanessa Ezekowitz
6d71b346a1
removed all dye colors from the creative inventory, to reduce clutter.
2013-07-21 05:04:05 -04:00
Vanessa Ezekowitz
58d07ae30e
Removed "Full" from descriptions - it's redundant if everything else says
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"light", "medium", or "dark".
2013-04-30 22:20:38 -04:00
Vanessa Ezekowitz
a9c803b14f
Refactored the code to use default "common" dyes
...
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.
2013-04-30 06:08:34 -04:00
Vanessa Ezekowitz
411cc8de39
Added licensing information headers and LICENSE file.
2013-02-07 01:38:34 -05:00
Vanessa Ezekowitz
04b07689da
fixed missing replacements for white paint -> empty bucket
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when crafting light colors.
2013-01-30 17:32:50 -05:00
Vanessa Ezekowitz
2f02d5c345
fixed incorrect groups setting for blue dye.
2012-08-19 21:05:00 -04:00
Vanessa Ezekowitz
1c8945b9d8
forgot to add in the recipes to make blue and violet dyes after adding the
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special case for the existence of geraniums.
2012-08-05 23:41:22 -04:00
Vanessa Ezekowitz
48356ea59c
Added a "version" check for the flowers dependency:
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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.
2012-08-01 19:14:49 -04:00
Vanessa Ezekowitz
821e64db90
Changed glass bottle recycling so that it uses the vessel mod's "glass
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fragments" in the process instead of direct-to-glass-blocks.
2012-07-31 20:12:00 -04:00
Vanessa Ezekowitz
d581057356
Reworked unifiedyes to use my vessels mod
2012-07-26 17:09:38 -04:00
Vanessa Ezekowitz
e826407580
moved groups setting for black to the dye instead of the carbon black powder.
2012-07-25 21:29:08 -04:00
Vanessa Ezekowitz
8359677e4e
Replaced missing craftitem entries and got rid of some redundant code
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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.
2012-07-25 20:55:45 -04:00
Vanessa Ezekowitz
14d8a71d18
Changes how glass bottles work and are made.
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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.
2012-07-24 21:55:35 -04:00
Vanessa Ezekowitz
bd11247b0c
Added some extra steps in the dye-making process (increases difficulty).
2012-07-24 17:56:03 -04:00
Vanessa Ezekowitz
711206099b
Added a new set of colors: "light" (brightness turned up to 150% over the
...
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.
2012-07-16 10:53:56 -04:00
Vanessa Ezekowitz
f63d48b6f2
fixed some missing commas caused byt he previous groups= change.
2012-07-13 23:23:39 -04:00
Vanessa Ezekowitz
398b39068b
Added groups = {dyes=1}, to all register_craftitem calls, to make it
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easier for worlflow's palette/easel mod to categorize the dyes.
2012-07-12 21:54:43 -04:00
Vanessa Ezekowitz
02313f504d
first commit
2012-07-12 17:49:46 -04:00