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remove mentions of on_construct
(outdated, no longer valid or necessary)
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12
API.md
12
API.md
@ -12,7 +12,6 @@ minetest.register_node("mymod:colored_node", {
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paramtype2 = "color",
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palette = "unifieddyes_palette_extended.png",
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groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
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on_construct = unifieddyes.on_construct,
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airbrush_replacement_node = "mymod:my_other_colored_node"
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})
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```
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@ -32,8 +31,6 @@ minetest.register_node("mymod:colored_node", {
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If your node if of the kind where you need the split palette, but you need to put the *full color name* into the node name, as opposed to just the hue, then add the keys `ud_color_start` and `ud_color_end` and set them to the positions of the first and last characters of the color name (where 1 is the first character of the mod name at the start of the node name, i.e. "mymod:foo_bar_orange_baz" would have the start set to 15 and the end at 20).
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`on_construct`: see below.
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`airbrush_replacement_node`: The node to swap in when the airbrush is used on this node. For example, you could `minetest.override_item()` on some default node to add this field, pointing to a colorable node of your own, so that when the default node is painted, it's replaced with yours in the new color.
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#### Function calls
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@ -86,10 +83,6 @@ This is called when a node is punched while wielding the airbrush.
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This one does just what it sounds like - it shows the color selector formspec.
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**`unifieddyes.on_construct(pos)`**
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This function, usually called from your node definition's `on_construct`, just sets the `palette = "ext"` metadata key for the node after it's been placed. This can then be read in an LBM to determine if this node needs to be converted from the old 89-color palette to the extended 256-color palette. Although it is good practice to call this for any node that uses the 256-color palette, it isn't actually necessary as long as the node has never used the 89-color palette, and won't be subjected to an LBM that changes its color.
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**`unifieddyes.register_color_craft(recipe)`**
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This will loop through all of Unified Dyes' color lists, generating one recipe for every color in the palette given in the call. Example usage:
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@ -167,10 +160,9 @@ If your mod used the old paradigm where you craft a neutral-colored item, place
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* Convert that remaining texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it and the node it'll be used to something neutral-sounding.
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* Add the `on_construct` and `palette` keys to your neutral node definition, for example:
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* Add the `palette` key to your neutral node definition, for example:
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`palette = "unifieddyes_palette_extended.png",`
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`on_construct = unifieddyes.on_construct,`
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* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
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@ -180,7 +172,7 @@ If your mod used the old paradigm where you craft a neutral-colored item, place
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* Add the above recipes helper call (which replaces those delted recipes)
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* 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 which has a properly-prepared grayscale texture image in addition to the above keys. Use `minetest.override_item()` to add the `on_construct`, `palette`, and `airbrush_replacement_node` keys, and the `ud_param2_colorable` group, to that "someone else's" node. Then use that node and your custom, hidden node in the craft helper call.
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* 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 which has a properly-prepared grayscale texture image in addition to the above keys. Use `minetest.override_item()` to add the `palette` and `airbrush_replacement_node` keys, and the `ud_param2_colorable` group, to that "someone else's" node. Then use that node and your custom, hidden node in the craft helper call.
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* 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.
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