each sign type has a separate table which now defines the nodebox
model and position of the text on that model, instead of separate
sets of tables for each.
MUCH more readable background texture for all signs
use exact-to-pixel dimensions on all signs
move sign models to start of signs_lib where they can be seen
make homedecor's brass/iron signs-on-posts use them
adjust all textures accordingly
Re-drew/re-rendered or just tweaked them to use alpha where appropriate,
since the inventory can use it reliably these days.
Other changes include better image for table legs, reduced the power
crystal image since it doesn't need to be so big now, and reduced the
height/diameter of the motor a little.
now leaves become oil extract, which is cooked into paraffin
this is then cooked into plastic sheets.
needed for future recipes that will need some kind of wax.
if technic is not installed, just define its brass ingot and use the standard
moreores silver/default copper craft recipe to make it.
if technic is installed, define no recipe for it - let technic's zinc/copper
alloy furnace recipe handle it.
First, craft a blank canvas from four sticks
and some white wool:
- s -
s W s
- s -
Then, combine that canvas with some black and white dyes in the right
pattern to get the painting you want.
Paintings are numbred in-game, from 1 to 20. Since there are so many
paintings, and so little crafting space, the only way I could think to
do it was to use binary for the recipe. Convert the number of the
painting you want into binary, then use black dye for each 0 and white for
each 1, and lay them down into the crafting grid in this pattern:
bit2 bit1 bit0
- bit4 bit3
- Canv. -
With the blank canvas in the bottom center slot. For example, if you
want painting number 9, that would be 01001 in binary, so you'd arrange
the crafting grid like so:
Black Black White ---> Painting #9
- Black White
- Canv. -