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Author SHA1 Message Date
c6883a8300 Merge branch 'fix_drop_fix' into 'master'
prevent crash when dropping item

See merge request VanessaE/unifieddyes!3
2019-09-23 01:49:50 +00:00
22dc40cacc prevent crash when dropping item 2019-09-23 01:49:50 +00:00
9271f07f12 fix incorrect drop behavior when stipping bogus color
in the case of full inv.

Should be the same as normal Minetest behavior now:

In survival mode, the node is deleted, then:

* If there is room in your inv, you get whatever the node
  would normally give you.

* If there's no room, the node drops to the ground as an item
  entity.

In creative mode, the node is deleted, then:

* If you don't already have one of the item, you get one.

* If you already have one, or if there's no room in your
  inventory, "you'll get nothing and LIKE it!" :-)

Also: made sure to check for creative priv as well as proper
creative mode.
2019-09-15 23:57:58 -04:00
0082b1513a remove an obsolete function reference 2019-07-20 04:29:31 -04:00
d59ccd3298 document the new on_dig function 2019-07-20 04:28:53 -04:00
9ff40a7fe6 Add a helper function to reset a node's/item's color info
if a neutral node somehow ends up with different itemstack
meta when placed and then later dug.  Prevents look-alike stacks.
2019-07-18 02:00:56 -04:00
e048da9c3c remove mentions of on_construct
(outdated, no longer valid or necessary)
2019-07-07 15:53:03 -04:00
6c8a0b2387 Add Russian translations 2019-06-26 10:27:48 -04:00
10ab87bf65 prevent crash in setting sky color
if get color from name return nil
2019-05-25 04:14:12 -04:00
f59c8affc1 Merge branch 'master' into 'master'
Fixed yield for crafted dyes.

See merge request VanessaE/unifieddyes!2
2019-02-07 15:19:47 +00:00
667bce80b9 Fixed yield for crafted dyes.
Fix a bug that caused multiple inconsistent recipes to appear
(identical dye resources gave different dye output quantity).

Signed-off-by: Michal Cieslakiewicz <michal.cieslakiewicz@wp.pl>
2019-02-07 10:08:04 +01:00
5039a8ce07 Merge branch 'patch-1' into 'master'
Fix numbers relating to greys

See merge request VanessaE/unifieddyes!1
2018-12-16 00:09:21 +00:00
13a8cbb38f Some of the numbers relating to greys are used inconsistently, making three of the palette colours unreachable. This bug patch fixes the numbers and restores full usability of the palette. 2018-12-15 10:53:35 +00:00
58dd71e561 Add function to get the hex color from a dye name
(oh, and https://www.youtube.com/watch?v=OEVFbrEv83w too)
2018-12-01 17:59:00 -06:00
1fd850d37c change airbrush recipe
to 1 brass ingot, 2 steel ingots, and 1 plastic sheet
2018-11-23 10:38:05 -05:00
334de564fd fix crash
when trying to airbrush unknown nodes or nodes without palettes.
2018-10-19 16:00:05 -04:00
545968517b more strict checking of need to reset param2 on place
fixes wood (coloredwood mod), stone (blox mod), bricks (unified
bricks mod), etc.  being rotated wrong
2018-10-12 07:55:09 -04:00
368205d3b8 Add VALS_SPLIT for craft
Add faint + light.
2018-10-05 05:23:02 +02:00
feed6d5aae add human-readable color names to tooltips and "your selection
in airbrush form, plus minor re-arrangements and size adjustment to fit.
2018-09-23 18:11:07 -04:00
4811847655 check palette filename when airbrushing to determine mode.
(relying just on paramtype2 doesn't work :-/ )
2018-09-13 22:32:12 -04:00
44629935d2 turn unavail colors in selector into non-clickable flat images
(instead of making them all buttons)
2018-09-13 00:17:13 -04:00
ccbedcd3d6 allow passing an explicitly-available list of colors for airbrush 2018-09-13 00:03:59 -04:00
622d09a243 get rid of colors.txt, outdated 2018-09-12 23:08:17 -04:00
27fe090395 clarify item desc in split palette register nodes helper 2018-09-12 22:44:24 -04:00
230ac1342a remove debug prints 2018-09-12 22:39:44 -04:00
e921095006 allow access to the 0 column in the split palettes
which now contains a "faint" shade of each color
brings the total to 197 colors in split mode.
2018-09-12 22:37:52 -04:00
3eb3a9a330 expand old split-89 palette to 176 colors
(by adding more hues, now has all 24 in 7 shades each
plus 5 greys)
2018-09-12 22:29:57 -04:00
078a998d29 append output given to color craft helper if prefix/suffix are used
(if any; allows specifying an item count/yield for the recipe)
2018-09-12 20:34:28 -04:00
4b88997360 add helper function for registering split palette nodes 2018-09-12 20:19:07 -04:00
ef7d357e0b make sure group.ud_param2_colorable exists before trying to check its value :P 2018-09-12 19:40:22 -04:00
66774213e2 use the node's paramtype2 instead of its palette filename
to decide what the airbrush should do with it.

(that plus a few related changes allows coloredwood mod to make
the airbrush work on stairsplus cut plain wood slabs/slopes/et. al)
2018-09-12 18:32:04 -04:00
ad21862eee add hues+greys table 2018-09-12 16:38:42 -04:00
ad12387432 use "split" for split-89 palette instead of true. 2018-09-08 12:09:25 -04:00
7b18314235 drop support for the old 89 color palette - obsolete
(the full version)
2018-09-08 11:49:20 -04:00
73a062f026 don't register pink recipe twice for wallmounted 2018-09-08 11:30:14 -04:00
0413f23df1 fix incorrect handling of "azure" re: wallmounted palette
(it doesn't exist there :P  replaced with light blue)
also fixed missing craft helper recipe for same
and fixed missing light_red in color<->palette table.
2018-09-08 11:21:00 -04:00
8fbd9cd23b condense legend a bit
move selected dye label over next to/under "Your selection"
2018-09-08 11:08:37 -04:00
997d703b94 eliminate most egregious string concats in color select form
build it into a table and return table.concat()
instead of using foo = foo..bar or foo = bar..baz..meh  everywhere
2018-09-08 10:53:25 -04:00
95f009a282 show in color selector when a dye is on-hand in survival, but unavailable
(right-clicked node can't use it)
2018-09-08 10:24:08 -04:00
fb2c14b4a8 rename "available" overlay to "onhand" 2018-09-08 10:15:51 -04:00
42093582df show "on hand" indicators in "avail only" screen 2018-09-08 10:13:31 -04:00
3cbb25d92a pass inv to colored squared function 2018-09-08 10:09:42 -04:00
0589d8f02e dim-out the user's color choice in the color selector
and reject it on clicking "Accept",
if they went to "Show All" to select a color,
but then went back to "Show Avail" before clicking Accept.

(i.e. only accept what's shown as available to click on)
2018-09-08 10:05:13 -04:00
fc199cced4 moved the formspec code for the colored squares to its own function 2018-09-08 09:47:31 -04:00
da9ab7215c make airbrush show only the colors the right-clicked node can use
(with button to toggle between that mode and show-all)
2018-09-08 09:09:13 -04:00
19febc877d fix typo 2018-08-28 22:50:05 -04:00
c3036aba00 handle special case of split palette with full colors in node name
also check for ud_param2_colorable before proceeding to airbrush
also handle new -> old color names in split palette switching
2018-08-28 22:44:02 -04:00
d53fb146dd show the player's current painting-with color,
if no color is selected, if any

if no painting-with and no selected, shows a "?"
2018-08-27 20:01:15 -04:00
5b1051f8ae show the "your selection" legend in creative mode
(since it now shows the selected color instead of an empty box)
2018-08-27 19:52:15 -04:00
62806f795e better handling of exiting the color selector form
also prints a warning if the user clicked "Accept" without a color selected
2018-08-27 19:45:34 -04:00
057baacf2d make "Your selection" legend show your selected color
or show a "?" when a color hasn't been chosen
2018-08-27 19:30:36 -04:00
f7cc4be2c3 update API 2018-08-27 02:50:45 -04:00
4dc4b0e08a fix broken re-painting of nodes using the split palettes
(broken in multiple places....oy.)

also, fix wrong light green shade in colorwallmounted palette

also, fixed many wrong/missing aliases and translations between old and current colors
(i.e. aqua<->spring, skyblue<->azure, redviolet<->rose)
2018-08-27 01:10:44 -04:00
3898337fc3 don't try to match last_color to registered_items table, that breaks aliases 2018-08-27 00:05:34 -04:00
088b5ee120 tweak switching-to msg 2018-08-26 22:35:40 -04:00
2e4c2e2667 add "***" to all other warning/info msgs 2018-08-26 22:31:56 -04:00
6ecb115465 warn the user to open the color selector
instead of crashing if they have no color set :-)
2018-08-26 22:27:43 -04:00
4dde37c191 remove "already that color" chat msg (some found it annoying) 2018-08-26 22:16:28 -04:00
c9d7733d87 use right-click (on any random node) to open the color selector
experimental code to read the param2 of a node and make a dye out of it
used by airbrush, shift-right-click to change to that color
2018-08-26 22:15:37 -04:00
0a589e7529 use shift-right-click for color select form
(instead of punch or shift-punch)

Must be pointing at a node, doesn't matter what it is, but with a range
of 12, it's hard not to.
2018-08-26 19:34:01 -04:00
409ee441c4 respect protection 2018-08-26 08:59:28 -04:00
ca1ab44e78 add recipe for airbrush 2018-08-26 08:41:04 -04:00
e13d514ff7 allow shift-punch for airbrush form 2018-08-26 08:28:56 -04:00
fa71e3166c allow replacement nodes during airbrushing 2018-08-26 07:23:40 -04:00
414d72d2a6 new punch-to-colorize scheme
using a tool, the airbrush, for the job

point at air/nothing and punch while wielding the airbrush
to open the color selection form.
2018-08-26 07:10:00 -04:00
568168fe1f better handling of the register_on_placenode rotation fix 2018-08-26 07:09:20 -04:00
39 changed files with 917 additions and 299 deletions

119
API.md
View File

@ -12,7 +12,8 @@ minetest.register_node("mymod:colored_node", {
paramtype2 = "color", paramtype2 = "color",
palette = "unifieddyes_palette_extended.png", palette = "unifieddyes_palette_extended.png",
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1} groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
on_construct = unifieddyes.on_construct, airbrush_replacement_node = "mymod:my_other_colored_node",
on_dig = unifieddyes.on_dig
}) })
``` ```
@ -27,12 +28,18 @@ minetest.register_node("mymod:colored_node", {
- "unifieddyes_palette_colorwallmounted.png" - "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below). - or one of the "split" hues palettes (see below).
`groups`: If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted. `groups`: If your node can be colored by using the airbrush, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
`on_construct`: see below. 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).
`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.
#### Function calls #### Function calls
**`unifieddyes.on_dig(pos, node, digger)`**
Set in a node definition's `on_dig` callback, this makes sure that if the player digs a neutral node, i.e. a colorable node that was left uncolored/white after placing, they receive a version of that item that has been stripped of its itemstack color setting, so that it is identical to what would have been in their inventory when that node was originally placed. This prevents the engine splitting stacks of that item due to technically-different but visually-identical itemstack coloring. This function is only needed in the definition of colorable versions of a node, not any uncolored counterparts. For example, if you have a mod that has a simple, wooden chair, and the mod turns it into one with a colored seat cushion when you airbrush or craft it with dye, then only that latter colored-seat version needs this function.
**`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)` **`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)`
`unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`** `unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`**
@ -42,10 +49,6 @@ These two are used to re-orient `wallmounted` nodes after placing. The former al
This serves the same purpose as the `fix_rotation_nsew`, but is used to restrict the node's rotation after it's been hit with the screwdriver. This serves the same purpose as the `fix_rotation_nsew`, but is used to restrict the node's rotation after it's been hit with the screwdriver.
**`unifieddyes.select_node(pointed_thing)`**
Just what it says on the tin. :-) This function returns a position and node definition of whatever is being pointed at.
**`unifieddyes.is_buildable_to(placer_name, ...)`** **`unifieddyes.is_buildable_to(placer_name, ...)`**
Again, another obvious one, returns whether or not the pointed node is `buildable_to` (can be overwritten by another node). Again, another obvious one, returns whether or not the pointed node is `buildable_to` (can be overwritten by another node).
@ -54,7 +57,7 @@ Again, another obvious one, returns whether or not the pointed node is `buildabl
Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings. Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings.
If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color. If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "\_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color.
If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`. If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`.
@ -68,46 +71,26 @@ For example:
**`unifieddyes.getpaletteidx(color, palette_type)`** **`unifieddyes.getpaletteidx(color, palette_type)`**
When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and `palette_type` (either a boolean or string), this function returns the numerical index into that palette, and the hue name as a string. When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and `palette_type` (either a boolean or string), this function returns the numerical index into that palette, and the hue name as a string.
`false` or `nil`: the 89-color palette * `false` or `nil`: the 89-color palette
`true`: 89 color "split" palette mode, for nodes that need full `facedir` support. In this case, the hue field would match whichever of the 13 "split" palettes the node is using, and the index will be 1-7, representing the shade within that palette. See my coloredwoods mod for more information on how this mode is used. * `true`: 89 color "split" palette mode, for nodes that need full `facedir` support. In this case, the returned hue will be the color of whichever of the 13 "split" palettes the node is using, and the index will be 1-7, representing the shade within that palette. See my coloredwoods mod for more information on how this mode is used. If the node is black, white, or grey, the hue will be set to 0.
`wallmounted`: the 32-color palette, for nodes using `colorwallmounted` mode. * `wallmounted`: the 32-color palette, for nodes using `colorwallmounted` mode.
`extended`: the 256-color "extended" palette * `extended`: the 256-color "extended" palette
**`unifieddyes.on_construct(pos)`** **`unifieddyes.color_to_name(param2, def)`**
This function, called in 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. This function will attempt to return the name of the color indicated by `param2`. `palette` tells the function which palette filename was used with that param2 value. The returned value should be suitable as a dye item name when prefixed with "dye:".
**`unifieddyes.make_colored_itemstack(itemstack, palette, color)`** **`unifieddyes.on_airbrush(itemstack, player, pointed_thing)`**
Makes a colored itemstack out of the given `itemstack` and `color` (as a dye, e.g. "dye:dark_red_s50", setting the correct index per the `palette` field, which works as described above for `unifieddyes.getpaletteidx()`. Said itemstack is returned as a string suitable for use as the output field of a craft recipe, equal in size to the itemstack passed into the function (e.g. if you give it "mymod:colored_node 7", it'll return a stack of 7 colored items). This is called when a node is punched while wielding the airbrush.
#### Tables **`unifieddyes.show_airbrush_form(player)`**
In addition to the above API calls, Unified Dyes provides several useful tables This one does just what it sounds like - it shows the color selector formspec.
`unifieddyes.HUES` contains a list of the 12 hues used by the 89-color palette. **`unifieddyes.register_color_craft(recipe)`**
`unifieddyes.HUES_EXTENDED` contains a list of the 24 hues in the 256-color palette. Each line contains the color name and its RGB value expressed as three numbers (rather than the usual `#RRGGBB` string). 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:
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
#### Converting an old mod
If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
* Remove these keys:
```lua
after_dig_node = unifieddyes.after_dig_node,
place_param2 = 240,
after_place_node = unifieddyes.recolor_on_place,
```
* Add a call to the create-all-recipes helper. Here's an example:
```lua ```lua
unifieddyes.register_color_craft({ unifieddyes.register_color_craft({
@ -128,22 +111,62 @@ If your mod used the old paradigm where you craft a neutral-colored item, place
`type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call. `type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call.
`neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of item and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string. `neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of assorted items and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string.
`recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe). `recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe).
If your mod never has never used Unified Dyes at all, in short, do the following: `output_prefix` and `output_suffix`, if specified (must use both if at all), will cause the recipe registration to set to the output item to `output_prefix` + (hue) + `output_suffix` + `output`. Used for mods that use the split 89-color palette. `hue` will thus be one of the 12 hues, or "grey", as defined by the split palettes. In this situation, you can set `output` to your recipe yield (with a leading space) if needed. For example, if the prefix is "foo:bar", the suffix is "baz", and the output is set to " 3", then the craft helper will generate output item strings of the form "foo:bar_COLOR_baz 3", for each color in the table.
**`unifieddyes.make_colored_itemstack(itemstack, palette, color)`**
Makes a colored itemstack out of the given `itemstack` and `color` (as a dye, e.g. "dye:dark_red_s50"), setting the correct index per the `palette` field, which works as described above for `unifieddyes.getpaletteidx()`. Said itemstack is returned as a string suitable for use as the output field of a craft recipe, equal in size to the itemstack passed into the function (e.g. if you give it "mymod:colored_node 7", it'll return a stack of 7 colored items).
**`unifieddyes.generate_split_palette_nodes(name, def, drop)`**
Does just what it sounds like - it registers all the nodes that are needed for a given base node (`def`) to be able to use the split palette, each named according to `name`, with the palette hue appended. If a custom drop is needed, it can be passed along (only a string is allowed here, specifying a single item).
#### Tables
In addition to the above API calls, Unified Dyes provides several useful tables
`unifieddyes.HUES` contains a list of the 12 hues used by the 89-color palette.
`unifieddyes.HUES_EXTENDED` contains a list of the 24 hues in the 256-color palette. Each line contains the color name and its RGB value expressed as three numbers (rather than the usual `#RRGGBB` string).
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
#### Converting an old mod
If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
* Remove these keys from your node definition:
```lua
place_param2 = 240,
after_dig_node = unifieddyes.after_dig_node,
ud_replacement_node = "mod:some_node",
on_dig = unifieddyes.on_dig
```
* Add the `airbrush_replacement_node` key to the node definition, if needed.
* Add a call to `unifieddyes.register_color_craft(recipe)`, the create-all-the-recipes helper described above (of course, you don't have to register any recipes if you don't want to, or you can roll your own, your choice).
**If your mod never has never used Unified Dyes at all**
* Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored". * Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored".
* Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one. * Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one.
* Convert that last texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it to something more neutral. * 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.
* Add the `on_construct` and `palette` keys to your neutral node definition, for example: * Add the `palette` key to your neutral node definition, for example:
`palette = "unifieddyes_palette_extended.png",` `palette = "unifieddyes_palette_extended.png",`
`on_construct = unifieddyes.on_construct,`
* Adjust your node's groups to specify that the node can be colored. Example (note the last item): * Adjust your node's groups to specify that the node can be colored. Example (note the last item):
@ -153,8 +176,10 @@ If your mod never has never used Unified Dyes at all, in short, do the following
* Add the above recipes helper call (which replaces those delted recipes) * Add the above recipes helper call (which replaces those delted recipes)
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 has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group to that "someone else's" node. * 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.
* 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. * 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.
If your mod has no colorable items, and you wish to expand it accordingly, follow the above "never used" section, skipping the "remove/delete this and that" items, and of course omitting the LBM. **If your mod has no colorable items**
If you wish to expand your mod to support color, just follow the above "never used" section, skipping the "remove/delete this and that" items, and of course omitting the LBM.

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@ -1,90 +0,0 @@
Full-saturation colors:
-----------------------
dark aqua 0, 84, 42 unifieddyes_dark_aqua.png
dark blue 0, 0, 84 unifieddyes_dark_blue.png
dark cyan 0, 84, 83 unifieddyes_dark_cyan.png
dark green 0, 84, 0 unifieddyes_dark_green.png
dark lime 43, 84, 0 unifieddyes_dark_lime.png
dark magenta 84, 0, 83 unifieddyes_dark_magenta.png
dark orange 84, 42, 0 unifieddyes_dark_orange.png
dark red 84, 0, 0 unifieddyes_dark_red.png
dark redviolet 84, 0, 42 unifieddyes_dark_redviolet.png
dark skyblue 0, 42, 84 unifieddyes_dark_skyblue.png
dark violet 43, 0, 84 unifieddyes_dark_violet.png
dark yellow 84, 83, 0 unifieddyes_dark_yellow.png
medium aqua 0,169, 84 unifieddyes_medium_aqua.png
medium blue 0, 0,169 unifieddyes_medium_blue.png
medium cyan 0,169,167 unifieddyes_medium_cyan.png
medium green 0,169, 0 unifieddyes_medium_green.png
medium lime 87,169, 0 unifieddyes_medium_lime.png
medium magenta 169, 0,167 unifieddyes_medium_magenta.png
medium orange 169, 84, 0 unifieddyes_medium_orange.png
medium red 168, 0, 0 unifieddyes_medium_red.png
medium redviolet 169, 0, 84 unifieddyes_medium_redviolet.png
medium skyblue 0, 84,169 unifieddyes_medium_skyblue.png
medium violet 87, 0,169 unifieddyes_medium_violet.png
medium yellow 169,167, 0 unifieddyes_medium_yellow.png
aqua 1,255,127 unifieddyes_aqua.png
blue 1, 1,255 unifieddyes_blue.png
cyan 1,255,252 unifieddyes_cyan.png
green 1,255, 1 unifieddyes_green.png
lime 132,255, 1 unifieddyes_lime.png
magenta 255, 1,252 unifieddyes_magenta.png
orange 255,127, 1 unifieddyes_orange.png
red 255, 0, 0 unifieddyes_red.png
redviolet 255, 1,127 unifieddyes_redviolet.png
skyblue 1,127,255 unifieddyes_skyblue.png
violet 132, 1,255 unifieddyes_violet.png
yellow 255,252, 1 unifieddyes_yellow.png
Low-saturation colors:
----------------------
dark aqua 50% saturation 21, 63, 42 unifieddyes_dark_aqua_s50.png
dark blue 50% saturation 21, 21, 63 unifieddyes_dark_blue_s50.png
dark cyan 50% saturation 21, 63, 63 unifieddyes_dark_cyan_s50.png
dark green 50% saturation 21, 63, 21 unifieddyes_dark_green_s50.png
dark lime 50% saturation 43, 63, 21 unifieddyes_dark_lime_s50.png
dark magenta 50% saturation 63, 21, 63 unifieddyes_dark_magenta_s50.png
dark orange 50% saturation 63, 42, 21 unifieddyes_dark_orange_s50.png
dark red 50% saturation 63, 21, 21 unifieddyes_dark_red_s50.png
dark redviolet 50% saturation 63, 21, 42 unifieddyes_dark_redviolet_s50.png
dark skyblue 50% saturation 21, 42, 63 unifieddyes_dark_skyblue_s50.png
dark violet 50% saturation 43, 21, 63 unifieddyes_dark_violet_s50.png
dark yellow 50% saturation 63, 63, 21 unifieddyes_dark_yellow_s50.png
medium aqua 50% saturation 42,126, 84 unifieddyes_medium_aqua_s50.png
medium blue 50% saturation 42, 42,126 unifieddyes_medium_blue_s50.png
medium cyan 50% saturation 42,126,126 unifieddyes_medium_cyan_s50.png
medium green 50% saturation 42,126, 42 unifieddyes_medium_green_s50.png
medium lime 50% saturation 86,126, 42 unifieddyes_medium_lime_s50.png
medium magenta 50% saturation 126, 42,126 unifieddyes_medium_magenta_s50.png
medium orange 50% saturation 126, 84, 42 unifieddyes_medium_orange_s50.png
medium red 50% saturation 127, 42, 42 unifieddyes_medium_red_s50.png
medium redviolet 50% saturation 126, 42, 84 unifieddyes_medium_redviolet_s50.png
medium skyblue 50% saturation 42, 84,126 unifieddyes_medium_skyblue_s50.png
medium violet 50% saturation 86, 42,126 unifieddyes_medium_violet_s50.png
medium yellow 50% saturation 126,126, 42 unifieddyes_medium_yellow_s50.png
aqua 50% saturation 65,191,127 unifieddyes_aqua_s50.png
blue 50% saturation 65, 65,191 unifieddyes_blue_s50.png
cyan 50% saturation 65,191,190 unifieddyes_cyan_s50.png
green 50% saturation 65,191, 65 unifieddyes_green_s50.png
lime 50% saturation 130,191, 65 unifieddyes_lime_s50.png
magenta 50% saturation 191, 65,190 unifieddyes_magenta_s50.png
orange 50% saturation 191,127, 65 unifieddyes_orange_s50.png
red 50% saturation 192, 64, 64 unifieddyes_red_s50.png
redviolet 50% saturation 191, 65,127 unifieddyes_redviolet_s50.png
skyblue 50% saturation 65,127,191 unifieddyes_skyblue_s50.png
violet 50% saturation 130, 65,191 unifieddyes_violet_s50.png
yellow 50% saturation 191,190, 65 unifieddyes_yellow_s50.png
Greyscale:
----------
black 0, 0, 0 unifieddyes_black.png
dark grey 64, 64, 64 unifieddyes_darkgrey_paint.png
medium grey 128,128,128 unifieddyes_grey_paint.png
light grey 192,192,192 unifieddyes_lightgrey_paint.png
white 255,255,255 unifieddyes_white_paint.png

933
init.lua

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74
locale/ru.txt Normal file
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@ -0,0 +1,74 @@
# Translation by @drakes_journey
Lime Dye = Лаймовая краска
Aqua Dye = Аквамариновая краска
Sky-blue Dye = Голубая краска
Red-violet Dye = Красно-фиолетовая краска
Light Grey Dye = Светло-серая краска
Dark Red Dye (low saturation) = Темная красная краска (низкая насыщенность)
Dark Orange Dye (low saturation) = Темная оранжевая краска (низкая насыщенность)
Dark Yellow Dye (low saturation) = Темная желтая краска (низкая насыщенность)
Dark Lime Dye (low saturation) = Темная лаймовая краска (низкая насыщенность)
Dark Green Dye (low saturation) = Темная зеленая краска (низкая насыщенность)
Dark Aqua Dye (low saturation) = Темная аквамариновая краска (низкая насыщенность)
Dark Cyan Dye (low saturation) = Темная бирюзовая краска (низкая насыщенность)
Dark Sky-blue Dye (low saturation) = Темная голубая краска (низкая насыщенность)
Dark Blue Dye (low saturation) = Темная синяя краска (низкая насыщенность)
Dark Violet Dye (low saturation) = Темная фиолетовая краска (низкая насыщенность)
Dark Magenta Dye (low saturation) = Темная пурпурная краска (низкая насыщенность)
Dark Red-violet Dye (low saturation) = Темная краснофиолетовая краска (низкая насыщенность)
Dark Red Dye = Темная красная краска
Dark Orange Dye = Темная оранжевая краска
Dark Yellow Dye = Темная желтая краска
Dark Lime Dye = Темная зеленая краска
Dark Green Dye = Темная зеленая краска
Dark Aqua Dye = Темная аквамариновая краска
Dark Cyan Dye = Темная бирюзовая краска
Dark Sky-blue Dye = Темная голубая краска
Dark Blue Dye = Темная синяя краска
Dark Violet Dye = Темная фиолетовая краска
Dark Magenta Dye = Темная пурпурная краска
Dark Red-violet Dye = Темная красно-фиолетовая краска
Medium Red Dye (low saturation) = Средне-красная краска (низкая насыщенность)
Medium Orange Dye (low saturation) = Средне-оранжевая краска (низкая насыщенность)
Medium Yellow Dye (low saturation) = Средне-желтая краска (низкая насыщенность)
Medium Lime Dye (low saturation) = Средне-зеленая краска (низкая насыщенность)
Medium Green Dye (low saturation) = Средне-зеленая краска (низкая насыщенность)
Medium Aqua Dye (low saturation) = Средне-аквамариновая краска (низкая насыщенность)
Medium Cyan Dye (low saturation) = Средне-бирюзовая краска (низкая насыщенность)
Medium Sky-blue Dye (low saturation) = Средне-голубая краска (низкая насыщенность)
Medium Blue Dye (low saturation) = Средне-синяя краска (низкая насыщенность)
Medium Violet Dye (low saturation) = Средне-фиолетовая краска (низкая насыщенность)
Medium Magenta Dye (low saturation) = Средне-пурпурная краска (низкая насыщенность)
Medium Red-violet Dye (low saturation) = Средне-краснофиолетовая краска (низкая насыщенность)
Medium Red Dye = Средне-красная краска
Medium Orange Dye = Средне-оранжевая краска
Medium Yellow Dye = Средне-желтая краска
Medium Lime Dye = Средне-лаймовая краска
Medium Green Dye = Средне-зеленая краска
Medium Aqua Dye = Средне-аквамариновая краска
Medium Cyan Dye = Средне-бирюзовая краска
Medium Sky-blue = Средне-голубая краска
Medium Blue Dye = Средне-синяя краска
Medium Violet Dye = Средне-фиолетовая краска
Medium Magenta Dye = Средне-пурпурная краска
Medium Red-violet Dye = Средне-краснофиолетовая краска
Red Dye (low saturation) = Красная краска (низкая насыщенность)
Orange Dye (low saturation) = Оранжевая краска (низкая насыщенность)
Yellow Dye (low saturation) = Желтая краска (низкая насыщенность)
Lime Dye (low saturation) = Лаймовая краска (низкая насыщенность)
Green Dye (low saturation) = Зеленая краска (низкая насыщенность)
Aqua Dye (low saturation) = Аквамариновая краска (низкая насыщенность)
Cyan Dye (low saturation) = Бирюзовая краска (низкая насыщенность)
Sky-blue Dye (low saturation) = Голубая краска (низкая насыщенность)
Blue Dye (low saturation) = Синяя краска (низкая насыщенность)
Violet Dye (low saturation) = Фиолетовая краска (низкая насыщенность)
Magenta Dye (low saturation) = Пурпурная краска (низкая насыщенность)
Red-violet Dye (low saturation) = Краснофиолетовая краска (низкая насыщенность)
[UnifiedDyes] Loaded! = [UnifiedDyes] загружен!

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