forked from mtcontrib/unifieddyes
a9c803b14f
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.
102 lines
4.1 KiB
Plaintext
102 lines
4.1 KiB
Plaintext
Changelog
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2013-04-30: Multiple changes
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* Refactored the code to use default "common" dyes
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rather than directly from flowers.
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* This mod now depends on "default" and "dye" from the Minetest common
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sub-game. Since the default dye mod uses default flowers, this mod no
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longer checks for what version of flowers you're using, or even depends
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on it.
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* Bottle-based textures have been replaced with piles of dye powder, based
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on the default red dye texture.
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* All dyes are obtained by crafting, not cooking, for consistency with the
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default dye mod.
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* The somewhat-complicated method using separate "pigment" powders, glass
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bottles and "liquid dye base" has been done away with. Now it's just
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dry dye powders, as with the default dye mod.
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* Also, got rid of the whole paint scheme, in favor of dry powders.
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* All old dyes, paints, and Unified Dyes pigment powders have been aliased
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back to the standard dye powders.
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2012-07-26: Added a "version" check for the flowers dependency: If the
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flowers mod defines "flowers:flower_geranium" (as is the case with my
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update of 2012-08-01), then those will be used to get blue pigment
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powder, and violas will produce violet powder, both of which can be
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directly used to create their respective liquid dye colors. If it is
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not defined (e.g. the user has an older version of the flowers mod),
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then violas produce blue dye powder. Violet dye can still be formed by
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mixing blue and magenta or blue and red dyes, as before.
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2012-07-26: Better bottle textures. Note that these are blended against
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the 50% grey field they normally appear on in the inventory display, so
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they will show artifacts if you try to wield them. Don't do that. :-)
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2012-07-26: Split off glass bottles into a separate mod, "Vessels".
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This mod now depends on it.
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2012-07-25 (almost immediately after): Fixed a copy&paste error for
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black dye.
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2012-07-25: Replaced missing craftitem entries and got rid of some
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redundant code left over from last update. Added group settings for all
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dyes according to recently-published standard. Fixed a few typos in
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item descriptions, and straightened up capitalization.
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2012-07-24: Added some extra steps to the dye-making process, added
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recommendation that empty bottles be given back to the player on use.
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Dyes are still easy to make, they just require a more realistic (and
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this, harder) process now.
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2012-07-16 (a bit later): fixed a minor error in generation of medium
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grey.
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2012-07-16: Added a new set of colors, "light" (brightness of 150%
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versus the 'full' shade), for a total of 89. No 50% saturation version
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of this set. Added a palette image showing the full set of colors.
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2012-07-13: Fixed some missing commas.
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2012-07-13: Added a script to aid in the generation of new textures for
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mods that depend on unifieddyes. Moved this changelog from the forum
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into the distribution directory. Rewrote the README to contain
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everything from the forum post, and expanded it to document the new
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generation script.
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2012-07-12 (a bit later): added groups = {dye=1}, to each
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register_craftitem call, to make it easier for other mods to identify
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the dyes and categorize them.
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2012-07-12: moved project to github.
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2012-07-11 (continuing): Tweaked the script to remove titanium dioxide
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from the output, since it isn't intended to be directly used as a
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dye/paint (but rather, to make paint that can then be used).
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Regenerated colors.txt.
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2012-07-11 (immediately after): The script was reading the wrong pixel
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from the image, resulting in lighter-than-correct colors. Fixed it and
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regenerated the colors.txt file.
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2012-07-11: Added a script to list all of the colors and their RGB
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values and texture filenames, and a text file containing the output
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thereof.
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2012-07-08 (a bit later): deleted a few unused files (copy&paste error).
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2012-07-08: Major boost in the number of available colors - was 8, now
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77. Should cover pretty much the entire spectrum of colors one might
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use in this game.
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2012-07-02: Deleted a few redundant files (leftovers from when I wanted
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to merge in flowers and then changed my mind).
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2012-06-26: Initial upload.
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