* minetest.env:* --> minetest.*
* tile_images --> tiles
* Add standard mod files.
* Rewrote the mod to use the new param2 color method
New dependency on Unified Dyes.
This change comes with a few neutral-to-positive side effects:
1) Minor recipe changes were necessary since there are only two blocks and
two poles now.
2) All recipes, node names, etc. were updated to current minetest API.
3) Where recipes called for leaves or sticks, I used groups.
4) the "wavy" (formerly "grey") block and fence/pole can now be
colored as well.
5) Inside the conversion LBM, some of the original colors were re-mapped
to the closest Unified Dyes equivalents, to try to keep the on-screen
appearance mostly the same after conversion.
6) Aside from "BTM" and "Health", all block and pole nodes can take on the
entire Unified Dyes palette instead of just the 9 originally offered.
Mod works the same as others that depend on Unified Dyes - craft and place
a block or pole, then right-click on it with dye to colorize it.
* unified dyes uses on_use now, instead of on_rightclick
* don't run the LBM at every load
New dependency on Unified Dyes.
This change comes with a few neutral-to-positive side effects:
1) Minor recipe changes were necessary since there are only two blocks and
two poles now.
2) All recipes, node names, etc. were updated to current minetest API.
3) Where recipes called for leaves or sticks, I used groups.
4) the "wavy" (formerly "grey") block and fence/pole can now be
colored as well.
5) Inside the conversion LBM, some of the original colors were re-mapped
to the closest Unified Dyes equivalents, to try to keep the on-screen
appearance mostly the same after conversion.
6) Aside from "BTM" and "Health", all block and pole nodes can take on the
entire Unified Dyes palette instead of just the 9 originally offered.
Mod works the same as others that depend on Unified Dyes - craft and place
a block or pole, then right-click on it with dye to colorize it.