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14 Commits

Author SHA1 Message Date
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(outdated, no longer valid or necessary)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
3 changed files with 223 additions and 62 deletions

12
API.md
View File

@ -12,7 +12,6 @@ minetest.register_node("mymod:colored_node", {
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
on_construct = unifieddyes.on_construct,
airbrush_replacement_node = "mymod:my_other_colored_node"
})
```
@ -32,8 +31,6 @@ minetest.register_node("mymod:colored_node", {
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).
`on_construct`: see below.
`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
@ -86,10 +83,6 @@ This is called when a node is punched while wielding the airbrush.
This one does just what it sounds like - it shows the color selector formspec.
**`unifieddyes.on_construct(pos)`**
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.
**`unifieddyes.register_color_craft(recipe)`**
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:
@ -167,10 +160,9 @@ If your mod used the old paradigm where you craft a neutral-colored item, place
* 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",`
`on_construct = unifieddyes.on_construct,`
* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
@ -180,7 +172,7 @@ If your mod used the old paradigm where you craft a neutral-colored item, place
* 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 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.
* 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.

199
init.lua
View File

@ -99,6 +99,14 @@ unifieddyes.VALS = {
"dark_"
}
unifieddyes.VALS_SPLIT = {
"faint_",
"light_",
"",
"medium_",
"dark_"
}
unifieddyes.VALS_EXTENDED = {
"faint_",
"pastel_",
@ -120,7 +128,7 @@ unifieddyes.GREYS = {
unifieddyes.GREYS_EXTENDED = table.copy(unifieddyes.GREYS)
for i = 1, 14 do
if i ~= 0 and i ~= 3 and i ~= 7 and i ~= 11 and i ~= 15 then
if i ~= 0 and i ~= 4 and i ~= 8 and i ~= 11 and i ~= 15 then
table.insert(unifieddyes.GREYS_EXTENDED, "grey_"..i)
end
end
@ -164,24 +172,67 @@ minetest.register_on_placenode(
end
if not string.find(itemstack:to_string(), "palette_index") then
local param2 = 0
local param2
local color = 0
if def.palette == "unifieddyes_palette_extended.png" then
if def.palette == "unifieddyes_palette_extended.png"
and def.paramtype2 == "color" then
param2 = 240
color = 240
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
elseif def.palette == "unifieddyes_palette_colorwallmounted.png"
and def.paramtype2 == "colorwallmounted" then
param2 = newnode.param2 % 8
else -- it's a split palette
elseif string.find(def.palette, "unifieddyes_palette_")
and def.paramtype2 == "colorfacedir" then -- it's a split palette
param2 = newnode.param2 % 32
end
minetest.swap_node(pos, {name = newnode.name, param2 = param2})
minetest.get_meta(pos):set_int("palette_index", color)
if param2 then
minetest.swap_node(pos, {name = newnode.name, param2 = param2})
minetest.get_meta(pos):set_int("palette_index", color)
end
end
end
)
-- The complementary function: strip-off the color if the node being dug is still white/neutral
local function move_item(item, pos, inv)
if not creative_mode or not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
minetest.remove_node(pos)
end
function unifieddyes.on_dig(pos, node, digger)
local playername = digger:get_player_name()
if minetest.is_protected(pos, playername) then
minetest.record_protection_violation(pos, playername)
return
end
local oldparam2 = minetest.get_node(pos).param2
local def = minetest.registered_items[node.name]
local del_color
if def.paramtype2 == "color" and oldparam2 == 240 and def.palette == "unifieddyes_palette_extended.png" then
del_color = true
elseif def.paramtype2 == "colorwallmounted" and math.floor(oldparam2 / 8) == 0 and def.palette == "unifieddyes_palette_colorwallmounted.png" then
del_color = true
elseif def.paramtype2 == "colorfacedir" and math.floor(oldparam2 / 32) == 0 and string.find(def.palette, "unifieddyes_palette_") then
del_color = true
end
local inv = digger:get_inventory()
if del_color then
if inv:room_for_item("main", node.name) then move_item(node.name, pos, inv) end
else
return minetest.node_dig(pos, node, digger)
end
end
-- just stubs to keep old mods from crashing when expecting auto-coloring
-- or getting back the dye on dig.
@ -282,7 +333,7 @@ end
function unifieddyes.register_color_craft(craft)
local hues_table = unifieddyes.HUES_EXTENDED
local sats_table = unifieddyes.SATS
local vals_table = unifieddyes.VALS
local vals_table = unifieddyes.VALS_SPLIT
local greys_table = unifieddyes.GREYS
if craft.palette == "wallmounted" then
@ -436,7 +487,7 @@ function unifieddyes.getpaletteidx(color, palette_type)
["grey_14"] = 1,
["grey_13"] = 2,
["grey_12"] = 3,
["light_grey"] = 3,
["light_grey"] = 4,
["grey_11"] = 4,
["grey_10"] = 5,
["grey_9"] = 6,
@ -617,6 +668,19 @@ function unifieddyes.getpaletteidx(color, palette_type)
end
end
function unifieddyes.get_color_from_dye_name(name)
if name == "dye:black" then
return "000000"
elseif name == "dye:white" then
return "ffffff"
end
local item = minetest.registered_items[name]
if not item then return end
local inv_image = item.inventory_image
if not inv_image then return end
return string.match(inv_image,"colorize:#(......):200")
end
-- punch-to-recolor using the airbrush
function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
@ -627,8 +691,30 @@ function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
painting_with = unifieddyes.player_current_dye[player_name]
end
if not painting_with then
minetest.chat_send_player(player_name, "*** You need to set a color first.")
minetest.chat_send_player(player_name, "*** Right-click any random node to open the color selector,")
minetest.chat_send_player(player_name, "*** or shift+right-click a colorized node to use its color.")
minetest.chat_send_player(player_name, "*** Be sure to click \"Accept\", or the color you select will be ignored.")
return
end
local pos = minetest.get_pointed_thing_position(pointed_thing)
if not pos then return end
if not pos then
local look_angle = player:get_look_vertical()
if look_angle > -1.55 then
minetest.chat_send_player(player_name, "*** No node selected")
else
local hexcolor = unifieddyes.get_color_from_dye_name(painting_with)
if hexcolor then
local r = tonumber(string.sub(hexcolor,1,2),16)
local g = tonumber(string.sub(hexcolor,3,4),16)
local b = tonumber(string.sub(hexcolor,5,6),16)
player:set_sky({r=r,g=g,b=b,a=255},"plain")
end
end
return
end
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
@ -639,14 +725,6 @@ function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
return
end
if not painting_with then
minetest.chat_send_player(player_name, "*** You need to set a color first.")
minetest.chat_send_player(player_name, "*** Right-click any random node to open the color selector,")
minetest.chat_send_player(player_name, "*** or shift+right-click a colorized node to use its color.")
minetest.chat_send_player(player_name, "*** Be sure to click \"Accept\", or the color you select will be ignored.")
return
end
if not (def.groups and def.groups.ud_param2_colorable and def.groups.ud_param2_colorable > 0) then
minetest.chat_send_player(player_name, "*** That node can't be colored.")
return
@ -654,7 +732,10 @@ function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
local palette = nil
local fdir = 0
if def.palette == "unifieddyes_palette_extended.png" then
if not def or not def.palette then
minetest.chat_send_player(player_name, "*** That node can't be colored -- it's either undefined or has no palette.")
return
elseif def.palette == "unifieddyes_palette_extended.png" then
palette = "extended"
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
palette = "wallmounted"
@ -806,10 +887,17 @@ end
local hps = 0.6 -- horizontal position scale
local vps = 1.3 -- vertical position scale
local vs = 0.3 -- vertical shift/offset
local vs = 0.1 -- vertical shift/offset
local color_button_size = ";0.75,0.75;"
local color_square_size = ";0.69,0.69;"
function unifieddyes.make_readable_color(color)
local s = string.gsub(color, "_", " ")
s = string.gsub(s, "s50", "(low saturation)")
return s
end
function unifieddyes.make_colored_square(hexcolor, colorname, showall, creative, painting_with, nodepalette, hp, v2, selindic, inv, explist)
local dye = "dye:"..colorname
@ -831,26 +919,29 @@ function unifieddyes.make_colored_square(hexcolor, colorname, showall, creative,
end
end
local tooltip = "tooltip["..colorname..";"..
unifieddyes.make_readable_color(colorname)..
"\n(dye:"..colorname..")]"
if dye == painting_with then
overlay = "^unifieddyes_select_overlay.png"
selindic = "unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..
"tooltip["..colorname..";"..colorname.."]"
selindic = "unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..tooltip
end
local form
local form
if unavail_overlay == "" then
form = "image_button["..
(hp*hps)..","..(v2*vps+vs)..
color_button_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay..";"..
colorname..";]"..
"tooltip["..colorname..";"..colorname.."]"
tooltip
else
form = "image["..
(hp*hps)..","..(v2*vps+vs)..
color_square_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..
"tooltip["..colorname.." (unavailable);"..colorname.."]"
tooltip
end
return form, selindic
@ -868,7 +959,7 @@ function unifieddyes.show_airbrush_form(player)
local nodepalette = "extended"
local showall = unifieddyes.player_showall[player_name]
t[1] = "size[15,8.5]label[7,-0.25;Select a color:]"
t[1] = "size[14.5,8.5]label[7,-0.3;Select a color:]"
local selindic = "unifieddyes_select_overlay.png^unifieddyes_question.png]"
local last_right_click = unifieddyes.player_last_right_clicked[player_name]
@ -904,7 +995,7 @@ function unifieddyes.show_airbrush_form(player)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-0.5
local hp=hi-1
local r = h[2]
local g = h[3]
@ -932,7 +1023,7 @@ function unifieddyes.show_airbrush_form(player)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-0.5
local hp=hi-1
local r = h[2]
local g = h[3]
@ -964,7 +1055,7 @@ function unifieddyes.show_airbrush_form(player)
local v2=5
for y = 0, 15 do
local hp=(15-y)+0.5
local hp=15-y
local hexgrey = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
local grey = "grey_"..y
@ -983,48 +1074,52 @@ function unifieddyes.show_airbrush_form(player)
end
if not creative then
t[#t+1] = "image[10.3,"
t[#t+1] = (vps*5+vs)
t[#t+1] = "image[10,"
t[#t+1] = (vps*5.55+vs)
t[#t+1] = color_button_size
t[#t+1] = "unifieddyes_onhand_overlay.png]label[11.0,"
t[#t+1] = (vps*5.02+vs)
t[#t+1] = "unifieddyes_onhand_overlay.png]label[10.7,"
t[#t+1] = (vps*5.51+vs)
t[#t+1] = ";Dyes]"
t[#t+1] = "label[11.0,"
t[#t+1] = (vps*5.18+vs)
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.67+vs)
t[#t+1] = ";on hand]"
end
t[#t+1] = "image[11.9,"
t[#t+1] = "image[10,"
t[#t+1] = (vps*5+vs)
t[#t+1] = color_button_size
t[#t+1] = selindic
if painting_with then
t[#t+1] = "label[12.6,"
t[#t+1] = (vps*5.02+vs)
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*4.90+vs)
t[#t+1] = ";Your selection:]"
t[#t+1] = "label[12.6,"
t[#t+1] = (vps*5.18+vs)
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";"
t[#t+1] = unifieddyes.make_readable_color(string.sub(painting_with, 5))
t[#t+1] = "]label[10.7,"
t[#t+1] = (vps*5.24+vs)
t[#t+1] = ";("
t[#t+1] = painting_with
t[#t+1] = "]"
t[#t+1] = ")]"
else
t[#t+1] = "label[12.6,"
t[#t+1] = (vps*5.1+vs)
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";Your selection]"
end
t[#t+1] = "button_exit[11,8;2,1;cancel;Cancel]button_exit[13,8;2,1;accept;Accept]"
t[#t+1] = "button_exit[10.5,8;2,1;cancel;Cancel]button_exit[12.5,8;2,1;accept;Accept]"
if last_right_click and last_right_click.def and nodepalette ~= "extended" then
if showall then
t[#t+1] = "button[0.5,8;2,1;show_avail;Show Available]"
t[#t+1] = "label[2.5,8.25;(Currently showing all 256 colors)]"
t[#t+1] = "button[0,8;2,1;show_avail;Show Available]"
t[#t+1] = "label[2,8.25;(Currently showing all 256 colors)]"
else
t[#t+1] = "button[0.5,8;2,1;show_all;Show All Colors]"
t[#t+1] = "label[2.5,8.25;(Currently only showing what the right-clicked node can use)]"
t[#t+1] = "button[0,8;2,1;show_all;Show All Colors]"
t[#t+1] = "label[2,8.25;(Currently only showing what the right-clicked node can use)]"
end
end
@ -1072,9 +1167,9 @@ minetest.register_tool("unifieddyes:airbrush", {
minetest.register_craft( {
output = "unifieddyes:airbrush",
recipe = {
{ "default:gold_ingot", "", "bucket:bucket_empty" },
{ "", "default:steel_ingot", "" },
{ "", "", "default:steel_ingot" }
{ "basic_materials:brass_ingot", "", "basic_materials:plastic_sheet" },
{ "", "default:steel_ingot", "" },
{ "", "", "default:steel_ingot" }
},
})
@ -1376,7 +1471,7 @@ for _,i in ipairs(unifieddyes.base_color_crafts) do
minetest.register_craft( {
type = "shapeless",
output = "dye:"..j[1]..color..j[2].." "..yield,
output = "dye:"..j[1]..color..j[2].." "..j[6],
recipe = {
"dye:"..color,
firstdye,

74
locale/ru.txt Normal file
View File

@ -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!