diff --git a/.gitmodules b/.gitmodules
index 0d480186..35ebfdc9 100644
--- a/.gitmodules
+++ b/.gitmodules
@@ -84,6 +84,3 @@
path = mods/moreflowers
url = https://github.com/sys4-fr/moreflowers.git
branch = master
-[submodule "mods/unifieddyes"]
- path = mods/unifieddyes
- url = https://github.com/minetest-mods/unifieddyes.git
diff --git a/minetestforfun_game/mods/player_physics/LICENSE b/minetestforfun_game/mods/player_physics/LICENSE
new file mode 100644
index 00000000..9cecc1d4
--- /dev/null
+++ b/minetestforfun_game/mods/player_physics/LICENSE
@@ -0,0 +1,674 @@
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+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ {one line to give the program's name and a brief idea of what it does.}
+ Copyright (C) {year} {name of author}
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ {project} Copyright (C) {year} {fullname}
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/minetestforfun_game/mods/player_physics/README.md b/minetestforfun_game/mods/player_physics/README.md
new file mode 100644
index 00000000..f0626cac
--- /dev/null
+++ b/minetestforfun_game/mods/player_physics/README.md
@@ -0,0 +1,35 @@
+# player_physics
+A minetest mod to centralize the management of player's stats(sprint, jump, gravity)
+Because many mods (sprint, 3d_armor and others) rewrite the stats in their corner and it cancel
+
+
+***API***
+
+ - player_physics.set_stats(player, "uniq_name", table)
+
+ - player_physics.remove_stats(player, "uniq_name")
+
+**Exemple**
+
+ - player_physics.set_stats(player, "potion_speedlvl1", {speed=0.35})
+
+ - player_physics.set_stats(player, "sprint_mod", {speed=0.35, jump=0.1})
+
+ - player_physics.remove_stats(player, "potion_speedlvl1")
+
+**Temporary effect**
+
+ - player_physics.add_effect(player, "uniq_name", time, stats)
+ - player_physics.remove_effect(player, "uniq_name")
+
+**Exemple**
+You make a potion that adds speed for 10 seconds.
+
+ on_use = function(itemstack, user, pointed_thing)
+ player_physics.add_effect(user, "potion_speedlvl1", 10, {speed=0.6})
+ itemstack:take_item()
+ return itemstack
+ end
+
+
+
diff --git a/minetestforfun_game/mods/player_physics/init.lua b/minetestforfun_game/mods/player_physics/init.lua
index d9407c51..ed1e5e28 100644
--- a/minetestforfun_game/mods/player_physics/init.lua
+++ b/minetestforfun_game/mods/player_physics/init.lua
@@ -2,124 +2,119 @@ local players = {}
player_physics = {}
-function player_physics.check(playername)
- if players[playername] == nil then
- players[playername] = {speed = {}, jump = {}, gravity={}, temp={}}
+function player_physics.check(playerName)
+ if players[playerName] == nil then
+ players[playerName] = {speed = {}, jump = {}, gravity={}, temp={}}
end
end
minetest.register_on_joinplayer(function(player)
- local playername = player:get_player_name()
- player_physics.check(playername)
+ local playerName = player:get_player_name()
+ player_physics.check(playerName)
end)
minetest.register_on_leaveplayer(function(player)
- local playername = player:get_player_name()
- players[playername] = nil
+ local playerName = player:get_player_name()
+ players[playerName] = nil
end)
-function player_physics.add(player, physicsname , name, value)
- if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
+function player_physics.set_stats(player, uuid, stats)
+ if type(stats) ~= "table" then
+ minetest.log("error", "player_physics: set_stats(player, uuid, stat) stats must be table(eg:{speed=1})")
return
end
- local playername = player:get_player_name()
- player_physics.check(playername)
- players[playername][physicsname][name] = value
+ local playerName = player:get_player_name()
+ player_physics.check(playerName)
+ for stat, v in pairs(stats) do
+ if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
+ players[playerName][stat][uuid] = v
+ end
+ end
end
-function player_physics.remove(player, physicsname, name)
- if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
- return
+function player_physics.remove_stats(player, uuid)
+ local playerName = player:get_player_name()
+ player_physics.check(playerName)
+ for _, stat in pairs({"speed", "jump", "gravity"}) do
+ players[playerName][stat][uuid] = nil
end
- local playername = player:get_player_name()
- player_physics.check(playername)
- players[playername][physicsname][name] = nil
end
-function player_physics.add_effect(player, physicsname, name, value, time)
- if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
+function player_physics.add_effect(player, uuid, time, stats)
+ if type(stats) ~= "table" then
+ minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) stats must be table(eg:{speed=1})")
return
end
- if type(value) ~= "number" or type(time) ~= "number" then
+ if type(time) ~= "number" then
+ minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) time must be number")
return
end
- local playername = player:get_player_name()
- player_physics.check(playername)
- players[playername]["temp"][name] = {n=physicsname, v=value, t=time}
+ local playerName = player:get_player_name()
+ player_physics.check(playerName)
+ for stat, v in pairs(stats) do
+ if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
+ players[playerName]["temp"][uuid][stat] = {value=v, time=time}
+ end
+ end
end
-function player_physics.remove_effect(player, name)
- local playername = player:get_player_name()
- player_physics.check(playername)
- players[playername]["temp"][name] = nil
+function player_physics.remove_effect(player, uuid)
+ local playerName = player:get_player_name()
+ player_physics.check(playerName)
+ players[playerName]["temp"][uuid] = nil
end
-
-
-
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
- local playername = player:get_player_name()
- if playername ~= "" then
- player_physics.check(playername)
- local speed = 1
- local jump = 1
- local gravity = 1
+ local playerName = player:get_player_name()
+ if playerName ~= "" then
+ player_physics.check(playerName)
+ local stats ={speed=1, jump=1, gravity=1}
- for _, v in pairs(players[playername]["speed"]) do
- speed = speed + v
- end
- for _, v in pairs(players[playername]["jump"]) do
- jump = jump + v
- end
- for _, v in pairs(players[playername]["gravity"]) do
- gravity = gravity + v
+ for _, stat in pairs({"speed", "jump", "gravity"}) do
+ for uuid, v in pairs(players[playerName][stat]) do
+ stats[stat] = stats[stat] + v
+ end
end
--temporary effect
- for n, k in pairs(players[playername]["temp"]) do
- if k.n == "speed" then
- speed = speed + k.v
- elseif k.n == "jump" then
- jump = jump + k.v
- elseif k.n == "gravity" then
- gravity = gravity + k.v
+ for uuid, _ in pairs(players[playerName]["temp"]) do
+ for stat, v in pairs(players[playerName]["temp"][uuid]) do
+ stats[stat] = stats[stat] + v.value
+ local t = v.time-dtime
+ if t > 0 then
+ players[playerName]["temp"][uuid][stat].time = t
+ else
+ players[playerName]["temp"][uuid][stat] = nil
+ end
end
+ end --/temporary effect
- t = k.t-dtime
- if t > 0 then
- players[playername]["temp"][n]["t"] = t
- else
- players[playername]["temp"][n] = nil
- end
+ if stats.speed > 4 then
+ stats.speed = 4
+ elseif stats.speed < 0 then
+ stats.speed = 0
end
- if speed > 4 then
- speed = 4
- elseif speed < 0 then
- speed = 0
+ if stats.jump > 3 then
+ stats.jump = 3
+ elseif stats.jump < 0 then
+ stats.jump = 0
end
- if jump > 3 then
- jump = 3
- elseif jump < 0 then
- jump = 0
+ if stats.gravity > 2 then
+ stats.gravity = 2
+ elseif stats.gravity < -2 then
+ stats.gravity = -2
end
-
- if gravity > 2 then
- gravity = 2
- elseif gravity < -2 then
- gravity = -2
- end
-
- player:set_physics_override({speed=speed,jump=jump, gravity=gravity})
+ player:set_physics_override(stats)
end
end
end)
diff --git a/mods/3d_armor/3d_armor/armor.lua b/mods/3d_armor/3d_armor/armor.lua
index 6ae519cb..f69647d8 100755
--- a/mods/3d_armor/3d_armor/armor.lua
+++ b/mods/3d_armor/3d_armor/armor.lua
@@ -244,7 +244,8 @@ armor.set_player_armor = function(self, player)
armor_groups.radiation = 100 - armor_radiation
end
player:set_armor_groups(armor_groups)
- player:set_physics_override(physics_o)
+ --player:set_physics_override(physics_o)
+ player_physics.set_stats(player, "3d_armor", {speed=physics_o.speed-1, jump=physics_o.jump-1, gravity=physics_o.gravity-1})
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
diff --git a/mods/3d_armor/3d_armor/depends.txt b/mods/3d_armor/3d_armor/depends.txt
index 3acf737c..0dd76f9f 100755
--- a/mods/3d_armor/3d_armor/depends.txt
+++ b/mods/3d_armor/3d_armor/depends.txt
@@ -1,4 +1,5 @@
default
+player_physics
inventory_plus?
unified_inventory?
fire?
diff --git a/mods/pipeworks/filter-injector.lua b/mods/pipeworks/filter-injector.lua
index 7fbabc2b..9ac37176 100755
--- a/mods/pipeworks/filter-injector.lua
+++ b/mods/pipeworks/filter-injector.lua
@@ -144,6 +144,14 @@ local function punch_filter(data, filtpos, filtnode, msg)
local dir = minetest.facedir_to_right_dir(filtnode.param2)
local frompos = vector.subtract(filtpos, dir)
local fromnode = minetest.get_node(frompos)
+
+ -- Fix crash with connected_chests (sys4 fix for MFF)
+ if fromnode and fromnode.name == "connected_chests:chest_right" then
+ local v_mul = vector.multiply(dir, 2)
+ frompos = vector.subtract(filtpos, v_mul)
+ fromnode = minetest.get_node(frompos)
+ end
+
if not fromnode then return end
local fromdef = minetest.registered_nodes[fromnode.name]
if not fromdef then return end
@@ -209,7 +217,7 @@ local function punch_filter(data, filtpos, filtnode, msg)
if type(msg.name) == "string" then
table.insert(filters, {name = msg.name, count = tonumber(msg.count) or 1})
else
- for _, filter in ipairs(msg) do
+ for _, filter in ipairs(msg.name) do
local t_filter = type(filter)
if t_filter == "table" then
if type(filter.name) == "string" then
diff --git a/mods/sprint/esprint.lua b/mods/sprint/esprint.lua
index 216ca1b7..2c0b2806 100755
--- a/mods/sprint/esprint.lua
+++ b/mods/sprint/esprint.lua
@@ -182,39 +182,12 @@ end)
function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName)
- local bonus_speed = 0
- local bonus_jump = 0
- if minetest.get_modpath("3d_armor") then
- local player_inv = player:get_inventory()
- if player_inv then
- for i=1, player_inv:get_size("armor") do
- local stack = player_inv:get_stack("armor", i)
- if stack:get_count() > 0 then
- local def = stack:get_definition()
- if def and def.groups then
- if def.groups["physics_speed"] then
- bonus_speed = bonus_speed + def.groups["physics_speed"]
- end
-
- if def.groups["physics_jump"] then
- bonus_jump = bonus_jump + def.groups["physics_jump"]
- end
- end
- end
- end
- end
- end
-
if sprint.players[playerName] then
sprint.players[playerName]["sprinting"] = sprinting
if sprinting == true then
- -- player:set_physics_override({speed=SPRINT_SPEED + bonus_speed,jump=SPRINT_JUMP + bonus_jump})
- player_physics.add(player, "speed", "sprint_speed", 0.35+ bonus_speed)
- player_physics.add(player, "jump", "sprint_jump", 0.1+ bonus_jump)
+ player_physics.set_stats(player, "sprint", {speed=SPRINT_SPEED, jump=SPRINT_JUMP})
elseif sprinting == false then
- -- player:set_physics_override({speed=1.0 + bonus_speed,jump=1.0 + bonus_jump})
- player_physics.add(player, "speed", "sprint_speed", bonus_speed)
- player_physics.add(player, "jump", "sprint_jump", bonus_jump)
+ player_physics.set_stats(player, "sprint", {speed=0, jump=0})
end
return true
end
diff --git a/mods/sprint/init.lua b/mods/sprint/init.lua
index e8fc69b2..0bf1034d 100755
--- a/mods/sprint/init.lua
+++ b/mods/sprint/init.lua
@@ -9,8 +9,8 @@ distributed without any warranty.
--Configuration variables, these are all explained in README.md
SPRINT_METHOD = 1
-SPRINT_SPEED = 1.35
-SPRINT_JUMP = 1.1
+SPRINT_SPEED = 0.35
+SPRINT_JUMP = 0.1
SPRINT_STAMINA = 10
SPRINT_TIMEOUT = 0.5 --Only used if SPRINT_METHOD = 0
diff --git a/mods/sprint/wsprint.lua b/mods/sprint/wsprint.lua
index 2923d83c..3abda45b 100755
--- a/mods/sprint/wsprint.lua
+++ b/mods/sprint/wsprint.lua
@@ -140,11 +140,11 @@ function setState(playerName, state) --Sets the state of a player (0=stopped, 1=
if players[playerName] then
players[playerName]["state"] = state
if state == 0 then--Stopped
- player:set_physics_override({speed=1.0,jump=1.0})
+ player_physics.set_stats(player, "sprint", {speed=0, jump=0})
elseif state == 2 then --Primed
players[playerName]["timeOut"] = gameTime
elseif state == 3 then --Sprinting
- player:set_physics_override({speed=SPRINT_SPEED,jump=SPRINT_JUMP})
+ player_physics.set_stats(player, "sprint", {speed=SPRINT_SPEED, jump=SPRINT_JUMP})
end
return true
end
diff --git a/mods/unifieddyes b/mods/unifieddyes
deleted file mode 160000
index df177c26..00000000
--- a/mods/unifieddyes
+++ /dev/null
@@ -1 +0,0 @@
-Subproject commit df177c26a75ec1880704b24dafe402cfe91cfe33
diff --git a/mods/unifieddyes/LICENSE b/mods/unifieddyes/LICENSE
new file mode 100644
index 00000000..4eb75981
--- /dev/null
+++ b/mods/unifieddyes/LICENSE
@@ -0,0 +1,282 @@
+
+ GNU GENERAL PUBLIC LICENSE
+ Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The licenses for most software are designed to take away your
+freedom to share and change it. By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users. This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it. (Some other Free Software Foundation software is covered by
+the GNU Lesser General Public License instead.) You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
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+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have. You must make sure that they, too, receive or can get the
+source code. And you must show them these terms so they know their
+rights.
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+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
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diff --git a/mods/unifieddyes/README b/mods/unifieddyes/README
new file mode 100644
index 00000000..eba6d526
--- /dev/null
+++ b/mods/unifieddyes/README
@@ -0,0 +1,248 @@
+VanessaE's Unified Dyes
+=======================
+
+The purpose of this mod originally was to supply a complete set of colors for
+Minetest mod authors to use in their recipes. Since the default dyes mod that
+is supplied with Minetest "common" is now usable (via flowers, also included in
+"common"), this mod has become more of an extension pack.
+
+Unified Dyes expands the standard dye set from 15 to 90 colors.
+
+IMPORTANT: This mod is not intended to suggest that you should use the entire
+palette. Rather, I was hoping people would just choose maybe the dozen or so
+most useful colors to use in their mods.
+
+Dependencies: default and dye from Minetest "common". This mod will NOT work
+without these. This mod will NOT work without these. The default dye mod is
+normally activated only in the standard "build" and "minetest_game" games, or perhaps if
+someone has a modpack or game that includes them.
+
+Recommends: flowers from common.
+
+License: GPL 2.0 or above
+
+Install: Unzip the distribution file, rename the resultant
+VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
+Minetest's mods folder.
+
+The Palette:
+
+[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]
+[ The official palette, showing 84 colors and 5 greys. ]
+
+In the image above, the "50%" markings on the left next to each shade mean 50%
+saturation for all hues in that shade line. Note that the "light" shades don't
+have (or need) that variant. For the greys, the percentages shown are of
+brightness relative to pure white. There are three special cases: Light red
+has been aliased to default pink dye, and dark green has been aliased to
+default dark greey dye. Brown dye also exists in the default set, it's just
+not shown in the palette above.
+
+
+Usage instructions, technical information
+=========================================
+
+Getting Started
+---------------
+
+First thing's first: you're going to need to harvest some materials to make the
+dyes from. For this, you need one or more of the following: roses (red),
+tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),
+violas (purple), coal (black), or white dandelions (white). Simply wander
+around your world and collect whichever of the above you need to get your
+colors.
+
+[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
+[ The 8 base colors directly obtainable from a material in the world. ]
+
+Simply place one of the above materials into the crafting grid to obtain four
+portions of dye in that color From those initial 8 colors, you can directly
+fashion another 11, for a total of 19 standard colors (including the various
+greys):
+
+[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
+[ The complete 19-color standard set. ]
+
+The standardized colors and their crafting methods are as follows:
+
+* Red (0°): one rose
+* Orange (30°): one tulip, or put one red dye and one yellow dye into the
+ crafting grid to mix them (yields 2)
+* Yellow (60°): one yellow dandelion
+* Lime (90°): mix yellow + green (yields 2)
+* Green (120°): one cactus, or mix yellow + blue (yields 2)
+* Aqua (150°): mix green + cyan (yields 2)
+* Cyan (180°): mix green + blue (yields 2)
+* Sky blue (210°): mix cyan + blue (yields 2)
+* Blue (240°): one geranium
+* Violet (270°): one viola, or mix blue + magenta (yields 2).
+* Magenta (300°): mix blue + red (yields 2)
+* Red-violet (330°): mix magenta + red (yields 2)
+
+* Black (7.5%): one piece of coal
+* Dark grey (25%): mix one white + two black (yields 3)
+* Medium grey (50%): mix one white and one black (yields 2)
+* Light grey (75%): Mix two white and one black (yields 3)
+* White (95%): one white dandelion.
+
+The degree figures are the colors' hues on a standard HSV color wheel, and are
+what I used in the textures supplied with this mod. For the greys, the figures
+in parenthesis indicate the intended brightness of the shade, relative to
+white. Note that black and white don't go all the way to the bottom/top of the
+scale, as doing so may crush some details in textures made in those shades (see
+below, regarding semi-automatic texture generation).
+
+
+Darker/Lighter colors
+---------------------
+
+To obtain a dark (33%) version of a given color, use two portions of black dye
+along with the base color from the list above, which yields three portions of
+the final color.
+
+To obtain a medium-brightness (66%) version of a given color, mix one portion
+the base color with one portion of black dye (for example, medium lime = lime +
+black). All such mixtures yield two portions of the final color.
+
+To obtain a light (150% over full) version of a given color, mix one portion of
+the base color with one portion of white dye. Yields 2 portions of the final
+color.
+
+
+Low-saturation colors
+---------------------
+
+To get the low saturation (50%) version of one of the base colors, mix one or
+more of white, black, or a shade of grey with the desired base color:
+
+Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white
++ color (yields 4). For example, dark, low-saturation red = red + dark grey,
+or red + two black + one white.
+
+Medium brightness, low saturation: medium grey dye + color (yields 2), or black
++ white + color (yields 3). For example, medium, low-saturation green = green
++ medium grey, or green + black + white.
+
+Full, low saturation: light grey dye + color (yields 2), or 1 black + 2 whites
++ color (yields 4). For example, bright, low-saturation blue = blue + light
+grey, or blue + black + 2 white.
+
+There is no low-saturation version of the "light" colors.
+
+Red + white always returns default pink dye, and black + green always returns
+default dark green dye.
+
+
+RGB values
+----------
+
+All RGB values and filenames for all colors and shades of grey are represented
+in the file "colors.txt" (which was generated with the bash script
+"listcolors.sh"), included in the distribution directory. Note that
+listcolors.sh is an example only and was written for a different set of
+textures than what Unified Dyes includes now.
+
+
+Misc. Notes
+-----------
+
+If you need to use /give commands, the item names for the standard set of 12
+regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",
+e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming
+convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
+
+For everything beyond those initial 19 colors, the item names are of the
+following format:
+
+unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
+
+For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
+light normal-saturation red-violet would be "unifieddyes:light_redviolet".
+
+See the texture filenames in the textures/ folder for further hints - all of
+the item names follow the same format as the corresponding filenames, save for
+having a colon (:) instead of the first underscore (_).
+
+
+Semi-automatic generation of textures
+=====================================
+
+The texture generator script
+----------------------------
+
+Obviously, in order for this mod or the above template to be useful, you'll
+need textures. If you plan to support the entire range of colors offered by
+Unified Dyes, there is a BASH script included with this mod as well with the
+above template named gentextures.sh, which will, with an appropriately- colored
+and appropriately-named source texture, and possibly an overlay texture,
+generate a complete set of colored and greyscale textures.
+
+The script requires bc (the calculator program) to handle some basic math
+regarding the hue adjustments, and Imagemagick's "convert" program handles all
+of the actual conversions.
+
+First thing's first though - you need source textures. Using your favorite
+image editor, create a single version of your desired texture. Draw it in the
+brightest, deepest shade of RED you can muster without losing any detail, and
+save it out. Ideally, you will want the average color of the texture, when
+taking into account all bright and dark areas, to be as close as possible to
+the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any
+appreciable #detail.
+
+Save this source texture out as a PNG image, with a filename of
+"whatever_base.png", where "whatever" is the one-word name of your mod - for
+example, mymod_base.png.
+
+If you want to add an image on top of the colored blocks, such as a frame,
+which you want to be the same color throughout all of the textures, create it
+now. It should consist only of those parts of the textures that you want to
+leave unchanged, with some level of alpha transparency everywhere else,
+depending on how much of the image needs to remain unchanged. Save it out as a
+PNG image, using any filename you want, for example myoverlay.png.
+
+Now, use chmod to make the script executable, if necessary, and run it.
+
+If you don't need the overlay, you just need to supply one command line
+argument: the base name of your mod. The script will use that parameter as the
+basis of its texture filenames. For example:
+
+./gentextures.sh mymod
+
+The script will then look for mymod_base.png and copy and convert it into
+things like mymod_red.png, mymod_dark_blue.png, and so on.
+
+If you want to use an overlay also, skip the above step and run the script with
+the base name as the first parameter, and the complete filename of your overlay
+as the second instead. For example:
+
+./gentextures.sh mymod myoverlay.png
+
+Otherwise, the program will iterate through all of the hues and shades that are
+supported by unifieddyes (though this is done manually, not by reading anything
+from the mod), compositing your overlay image in after the recolor step, if
+you're using that option.
+
+All of the output files will be placed in a new folder, generated-textures/ in
+the current directory. Note that the script looks for the above files in the
+current directory also.
+
+The script has a third mode as well:
+
+./gentextures.sh -t mymod myoverlay.png
+
+In this mode, the script will leave the base texture mymod_base.png unchanged,
+and instead will rotate the colors of the overlay image and then composite that
+onto the base texture. The same color changes will happen with the overlay in
+this mode, so it's a good idea to make the overlay some fairly saturated shade
+of red. Along with that, the base image should be some neutral color; any
+color is fine as long as the result is what you wanted.
+
+The program attempts to verify that the files you've asked it to use will
+actually work, and will exit immediately if the any are invalid, missing, etc.
+
+Use your favorite image browser or file manager to review the results in
+generated-textures/, and if they're right, copy them over to the textures/
+folder in your mod.
+
+Note that this script does not generate brown and pink variations of your base
+texture - you'll have to do those two manually.
diff --git a/mods/unifieddyes/bottle_overlay.png b/mods/unifieddyes/bottle_overlay.png
new file mode 100644
index 00000000..e3341a6f
Binary files /dev/null and b/mods/unifieddyes/bottle_overlay.png differ
diff --git a/mods/unifieddyes/changelog.txt b/mods/unifieddyes/changelog.txt
new file mode 100644
index 00000000..f556fb9c
--- /dev/null
+++ b/mods/unifieddyes/changelog.txt
@@ -0,0 +1,101 @@
+Changelog
+---------
+
+2013-04-30: Multiple changes
+
+* Refactored the code to use default "common" dyes
+rather than directly from flowers.
+
+* This mod now depends on "default" and "dye" from the Minetest common
+sub-game. Since the default dye mod uses default flowers, this mod no
+longer checks for what version of flowers you're using, or even depends
+on it.
+
+* Bottle-based textures have been replaced with piles of dye powder, based
+on the default red dye texture.
+
+* All dyes are obtained by crafting, not cooking, for consistency with the
+default dye mod.
+
+* The somewhat-complicated method using separate "pigment" powders, glass
+bottles and "liquid dye base" has been done away with. Now it's just
+dry dye powders, as with the default dye mod.
+
+* Also, got rid of the whole paint scheme, in favor of dry powders.
+
+* All old dyes, paints, and Unified Dyes pigment powders have been aliased
+back to the standard dye powders.
+
+2012-07-26: Added a "version" check for the flowers dependency: If the
+flowers mod defines "flowers:flower_geranium" (as is the case with my
+update of 2012-08-01), then those will be used to get blue pigment
+powder, and violas will produce violet powder, both of which can be
+directly used to create their respective liquid dye colors. If it is
+not defined (e.g. the user has an older version of the flowers mod),
+then violas produce blue dye powder. Violet dye can still be formed by
+mixing blue and magenta or blue and red dyes, as before.
+
+2012-07-26: Better bottle textures. Note that these are blended against
+the 50% grey field they normally appear on in the inventory display, so
+they will show artifacts if you try to wield them. Don't do that. :-)
+
+2012-07-26: Split off glass bottles into a separate mod, "Vessels".
+This mod now depends on it.
+
+2012-07-25 (almost immediately after): Fixed a copy&paste error for
+black dye.
+
+2012-07-25: Replaced missing craftitem entries and got rid of some
+redundant code left over from last update. Added group settings for all
+dyes according to recently-published standard. Fixed a few typos in
+item descriptions, and straightened up capitalization.
+
+2012-07-24: Added some extra steps to the dye-making process, added
+recommendation that empty bottles be given back to the player on use.
+Dyes are still easy to make, they just require a more realistic (and
+this, harder) process now.
+
+2012-07-16 (a bit later): fixed a minor error in generation of medium
+grey.
+
+2012-07-16: Added a new set of colors, "light" (brightness of 150%
+versus the 'full' shade), for a total of 89. No 50% saturation version
+of this set. Added a palette image showing the full set of colors.
+
+2012-07-13: Fixed some missing commas.
+
+2012-07-13: Added a script to aid in the generation of new textures for
+mods that depend on unifieddyes. Moved this changelog from the forum
+into the distribution directory. Rewrote the README to contain
+everything from the forum post, and expanded it to document the new
+generation script.
+
+2012-07-12 (a bit later): added groups = {dye=1}, to each
+register_craftitem call, to make it easier for other mods to identify
+the dyes and categorize them.
+
+2012-07-12: moved project to github.
+
+2012-07-11 (continuing): Tweaked the script to remove titanium dioxide
+from the output, since it isn't intended to be directly used as a
+dye/paint (but rather, to make paint that can then be used).
+Regenerated colors.txt.
+
+2012-07-11 (immediately after): The script was reading the wrong pixel
+from the image, resulting in lighter-than-correct colors. Fixed it and
+regenerated the colors.txt file.
+
+2012-07-11: Added a script to list all of the colors and their RGB
+values and texture filenames, and a text file containing the output
+thereof.
+
+2012-07-08 (a bit later): deleted a few unused files (copy&paste error).
+
+2012-07-08: Major boost in the number of available colors - was 8, now
+77. Should cover pretty much the entire spectrum of colors one might
+use in this game.
+
+2012-07-02: Deleted a few redundant files (leftovers from when I wanted
+to merge in flowers and then changed my mind).
+
+2012-06-26: Initial upload.
diff --git a/mods/unifieddyes/colors.txt b/mods/unifieddyes/colors.txt
new file mode 100644
index 00000000..f05b8a46
--- /dev/null
+++ b/mods/unifieddyes/colors.txt
@@ -0,0 +1,90 @@
+
+
+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
diff --git a/mods/unifieddyes/depends.txt b/mods/unifieddyes/depends.txt
new file mode 100644
index 00000000..b08c42c4
--- /dev/null
+++ b/mods/unifieddyes/depends.txt
@@ -0,0 +1,4 @@
+default
+dye
+intllib?
+
diff --git a/mods/unifieddyes/description.txt b/mods/unifieddyes/description.txt
new file mode 100644
index 00000000..ef5380e5
--- /dev/null
+++ b/mods/unifieddyes/description.txt
@@ -0,0 +1 @@
+Unified Dyes expands the standard dye set from 15 to 90 colors.
diff --git a/mods/unifieddyes/init.lua b/mods/unifieddyes/init.lua
new file mode 100644
index 00000000..9b85903b
--- /dev/null
+++ b/mods/unifieddyes/init.lua
@@ -0,0 +1,1056 @@
+--[[
+
+Unified Dyes
+
+This mod provides an extension to the Minetest 0.4.x dye system
+
+==============================================================================
+
+Copyright (C) 2012-2013, Vanessa Ezekowitz
+Email: vanessaezekowitz@gmail.com
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+
+==============================================================================
+
+--]]
+
+--=====================================================================
+
+unifieddyes = {}
+unifieddyes.last_used_dye = {}
+unifieddyes.last_dyed_node = {}
+
+local creative_mode = minetest.setting_getbool("creative_mode")
+
+-- Boilerplate to support localized strings if intllib mod is installed.
+local S
+if minetest.get_modpath("intllib") then
+ S = intllib.Getter()
+else
+ S = function(s) return s end
+end
+
+-- helper functions for other mods that use this one
+
+unifieddyes.HUES = {
+ "red",
+ "orange",
+ "yellow",
+ "lime",
+ "green",
+ "aqua",
+ "cyan",
+ "skyblue",
+ "blue",
+ "violet",
+ "magenta",
+ "redviolet"
+}
+
+-- the names of the various colors here came from http://www.procato.com/rgb+index/
+
+unifieddyes.HUES_EXTENDED = {
+ { "red", 0xff, 0x00, 0x00 },
+ { "vermilion", 0xff, 0x40, 0x00 },
+ { "orange", 0xff, 0x80, 0x00 },
+ { "amber", 0xff, 0xbf, 0x00 },
+ { "yellow", 0xff, 0xff, 0x00 },
+ { "lime", 0xbf, 0xff, 0x00 },
+ { "chartreuse", 0x80, 0xff, 0x00 },
+ { "harlequin", 0x40, 0xff, 0x00 },
+ { "green", 0x00, 0xff, 0x00 },
+ { "malachite", 0x00, 0xff, 0x40 },
+ { "spring", 0x00, 0xff, 0x80 },
+ { "turquoise", 0x00, 0xff, 0xbf },
+ { "cyan", 0x00, 0xff, 0xff },
+ { "cerulean", 0x00, 0xbf, 0xff },
+ { "azure", 0x00, 0x80, 0xff },
+ { "sapphire", 0x00, 0x40, 0xff },
+ { "blue", 0x00, 0x00, 0xff },
+ { "indigo", 0x40, 0x00, 0xff },
+ { "violet", 0x80, 0x00, 0xff },
+ { "mulberry", 0xbf, 0x00, 0xff },
+ { "magenta", 0xff, 0x00, 0xff },
+ { "fuchsia", 0xff, 0x00, 0xbf },
+ { "rose", 0xff, 0x00, 0x80 },
+ { "crimson", 0xff, 0x00, 0x40 }
+}
+
+unifieddyes.SATS = {
+ "",
+ "_s50"
+}
+
+unifieddyes.VALS = {
+ "",
+ "medium_",
+ "dark_"
+}
+
+unifieddyes.VALS_EXTENDED = {
+ "faint_",
+ "pastel_",
+ "light_",
+ "bright_",
+ "",
+ "medium_",
+ "dark_"
+}
+
+unifieddyes.GREYS = {
+ "white",
+ "light_grey",
+ "grey",
+ "dark_grey",
+ "black"
+}
+
+local default_dyes = {
+ "black",
+ "blue",
+ "brown",
+ "cyan",
+ "dark_green",
+ "dark_grey",
+ "green",
+ "grey",
+ "magenta",
+ "orange",
+ "pink",
+ "red",
+ "violet",
+ "white",
+ "yellow"
+}
+
+-- automatically recolor a placed node to match the last-used dye
+-- should be called in the node's `after_place_node` callback.
+
+function unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
+
+ local playername = placer:get_player_name()
+ local stackname = itemstack:get_name()
+
+ if unifieddyes.last_dyed_node[playername] ~= stackname then
+ if unifieddyes.last_used_dye[playername] then
+ minetest.chat_send_player(playername, "Switched to \""..stackname.."\" while auto-coloring, color reset to neutral.")
+ end
+ unifieddyes.last_used_dye[playername] = nil
+ unifieddyes.last_dyed_node[playername] = nil
+ end
+
+ unifieddyes.last_dyed_node[playername] = stackname
+
+ if unifieddyes.last_used_dye[playername] then
+ local lastdye = unifieddyes.last_used_dye[playername]
+
+ local inv = placer:get_inventory()
+ if (lastdye and lastdye ~= "" and inv:contains_item("main", lastdye.." 1")) or creative_mode then
+
+ local nodedef = minetest.registered_nodes[stackname]
+ local newname = nodedef.ud_replacement_node or stackname
+ local node = minetest.get_node(pos)
+
+ local palette_type = true -- default to 89-color split, because the others are easier to check for.
+ local oldfdir = node.param2 % 32
+
+ if nodedef.palette == "unifieddyes_palette.png" then
+ palette_type = false
+ oldfdir = 0
+ elseif nodedef.palette == "unifieddyes_palette_colorwallmounted.png" then
+ palette_type = "wallmounted"
+ oldfdir = node.param2 % 8
+ elseif nodedef.palette == "unifieddyes_palette_extended.png" then
+ palette_type = "extended"
+ oldfdir = 0
+ end
+
+ local paletteidx, hue = unifieddyes.getpaletteidx(lastdye, palette_type)
+ if palette_type == true then newname = string.gsub(newname, "_grey", "_"..unifieddyes.HUES[hue]) end
+
+ minetest.set_node(pos, { name = newname, param2 = oldfdir + paletteidx })
+
+ local meta = minetest.get_meta(pos)
+ meta:set_string("dye", lastdye)
+
+ if not creative_mode then
+ inv:remove_item("main", lastdye.." 1")
+ end
+ else
+ minetest.chat_send_player(playername, "Ran out of "..unifieddyes.last_used_dye[playername]..", resetting to neutral.")
+ unifieddyes.last_used_dye[playername] = nil
+ end
+ end
+end
+
+minetest.register_on_leaveplayer(function(player)
+ local playername = player:get_player_name()
+ unifieddyes.last_used_dye[playername] = nil
+ unifieddyes.last_dyed_node[playername] = nil
+end)
+
+-- code borrowed from homedecor
+-- call this function to reset the rotation of a "wallmounted" object on place
+
+function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
+ local node = minetest.get_node(pos)
+ local yaw = placer:get_look_yaw()
+ local dir = minetest.yaw_to_dir(yaw-1.5)
+ local pitch = placer:get_look_vertical()
+
+ local fdir = minetest.dir_to_wallmounted(dir)
+
+ if pitch < -(math.pi/8) then
+ fdir = 0
+ elseif pitch > math.pi/8 then
+ fdir = 1
+ end
+ minetest.swap_node(pos, { name = node.name, param2 = fdir })
+end
+
+-- use this when you have a "wallmounted" node that should never be oriented
+-- to floor or ceiling...
+
+function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
+ local node = minetest.get_node(pos)
+ local yaw = placer:get_look_yaw()
+ local dir = minetest.yaw_to_dir(yaw)
+ local fdir = minetest.dir_to_wallmounted(dir)
+ minetest.swap_node(pos, { name = node.name, param2 = fdir })
+end
+
+-- ... and use this one to force that kind of node off of floor/ceiling
+-- orientation after the screwdriver rotates it.
+
+function unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)
+ local new_fdir = new_param2 % 8
+ local color = new_param2 - new_fdir
+ if new_fdir < 2 then
+ new_fdir = 2
+ minetest.swap_node(pos, { name = node.name, param2 = new_fdir + color })
+ return true
+ end
+end
+
+function unifieddyes.select_node(pointed_thing)
+ local pos = pointed_thing.under
+ local node = minetest.get_node_or_nil(pos)
+ local def = node and minetest.registered_nodes[node.name]
+
+ if not def or not def.buildable_to then
+ pos = pointed_thing.above
+ node = minetest.get_node_or_nil(pos)
+ def = node and minetest.registered_nodes[node.name]
+ end
+ return def and pos, def
+end
+
+function unifieddyes.is_buildable_to(placer_name, ...)
+ for _, pos in ipairs({...}) do
+ local node = minetest.get_node_or_nil(pos)
+ local def = node and minetest.registered_nodes[node.name]
+ if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
+ return false
+ end
+ end
+ return true
+end
+
+function unifieddyes.get_hsv(name) -- expects a node/item name
+ local hue = ""
+ local a,b
+ for _, i in ipairs(unifieddyes.HUES) do
+ a,b = string.find(name, "_"..i)
+ if a and not ( string.find(name, "_redviolet") and i == "red" ) then
+ hue = i
+ break
+ end
+ end
+
+ if string.find(name, "_light_grey") then hue = "light_grey"
+ elseif string.find(name, "_lightgrey") then hue = "light_grey"
+ elseif string.find(name, "_dark_grey") then hue = "dark_grey"
+ elseif string.find(name, "_darkgrey") then hue = "dark_grey"
+ elseif string.find(name, "_grey") then hue = "grey"
+ elseif string.find(name, "_white") then hue = "white"
+ elseif string.find(name, "_black") then hue = "black"
+ end
+
+ local sat = ""
+ if string.find(name, "_s50") then sat = "_s50" end
+
+ local val = ""
+ if string.find(name, "dark_") then val = "dark_" end
+ if string.find(name, "medium_") then val = "medium_" end
+ if string.find(name, "light_") then val = "light_" end
+
+ return hue, sat, val
+end
+
+-- code partially borrowed from cheapie's plasticbox mod
+
+-- in the function below, color is just a color string, while
+-- palette_type can be:
+--
+-- false/nil = standard 89 color palette
+-- true = 89 color palette split into pieces for colorfacedir
+-- "wallmounted" = 32-color abridged palette
+-- "extended" = 256 color palette
+
+function unifieddyes.getpaletteidx(color, palette_type)
+
+ local origcolor = color
+ local aliases = {
+ ["pink"] = "light_red",
+ ["brown"] = "dark_orange",
+ }
+
+ local grayscale = {
+ ["white"] = 1,
+ ["light_grey"] = 2,
+ ["grey"] = 3,
+ ["dark_grey"] = 4,
+ ["black"] = 5,
+ }
+
+ local grayscale_extended = {
+ ["white"] = 0,
+ ["grey_14"] = 1,
+ ["grey_13"] = 2,
+ ["grey_12"] = 3,
+ ["light_grey"] = 3,
+ ["grey_11"] = 4,
+ ["grey_10"] = 5,
+ ["grey_9"] = 6,
+ ["grey_8"] = 7,
+ ["grey"] = 7,
+ ["grey_7"] = 8,
+ ["grey_6"] = 9,
+ ["grey_5"] = 10,
+ ["grey_4"] = 11,
+ ["dark_grey"] = 11,
+ ["grey_3"] = 12,
+ ["grey_2"] = 13,
+ ["grey_1"] = 14,
+ ["black"] = 15,
+ }
+
+ local grayscale_wallmounted = {
+ ["white"] = 0,
+ ["light_grey"] = 1,
+ ["grey"] = 2,
+ ["dark_grey"] = 3,
+ ["black"] = 4,
+ }
+
+ local hues = {
+ ["red"] = 1,
+ ["orange"] = 2,
+ ["yellow"] = 3,
+ ["lime"] = 4,
+ ["green"] = 5,
+ ["aqua"] = 6,
+ ["cyan"] = 7,
+ ["skyblue"] = 8,
+ ["blue"] = 9,
+ ["violet"] = 10,
+ ["magenta"] = 11,
+ ["redviolet"] = 12,
+ }
+
+ local hues_extended = {
+ ["red"] = 0,
+ ["vermilion"] = 1,
+ ["orange"] = 2,
+ ["amber"] = 3,
+ ["yellow"] = 4,
+ ["lime"] = 5,
+ ["chartreuse"] = 6,
+ ["harlequin"] = 7,
+ ["green"] = 8,
+ ["malachite"] = 9,
+ ["spring"] = 10,
+ ["turquoise"] = 11,
+ ["cyan"] = 12,
+ ["cerulean"] = 13,
+ ["azure"] = 14,
+ ["sapphire"] = 15,
+ ["blue"] = 16,
+ ["indigo"] = 17,
+ ["violet"] = 18,
+ ["mulberry"] = 19,
+ ["magenta"] = 20,
+ ["fuchsia"] = 21,
+ ["rose"] = 22,
+ ["crimson"] = 23,
+ }
+
+ local hues_wallmounted = {
+ ["red"] = 0,
+ ["orange"] = 1,
+ ["yellow"] = 2,
+ ["green"] = 3,
+ ["cyan"] = 4,
+ ["blue"] = 5,
+ ["violet"] = 6,
+ ["magenta"] = 7
+ }
+
+ local shades = {
+ [""] = 1,
+ ["s50"] = 2,
+ ["light"] = 3,
+ ["medium"] = 4,
+ ["mediums50"] = 5,
+ ["dark"] = 6,
+ ["darks50"] = 7,
+ }
+
+ local shades_extended = {
+ ["faint"] = 0,
+ ["pastel"] = 1,
+ ["light"] = 2,
+ ["bright"] = 3,
+ [""] = 4,
+ ["s50"] = 5,
+ ["medium"] = 6,
+ ["mediums50"] = 7,
+ ["dark"] = 8,
+ ["darks50"] = 9
+ }
+
+ local shades_wallmounted = {
+ [""] = 1,
+ ["medium"] = 2,
+ ["dark"] = 3
+ }
+
+ if string.sub(color,1,4) == "dye:" then
+ color = string.sub(color,5,-1)
+ elseif string.sub(color,1,12) == "unifieddyes:" then
+ color = string.sub(color,13,-1)
+ else
+ return
+ end
+
+ if palette_type == "wallmounted" then
+ if grayscale_wallmounted[color] then
+ return (grayscale_wallmounted[color] * 8), 0
+ end
+ elseif palette_type == true then
+ if grayscale[color] then
+ return (grayscale[color] * 32), 0
+ end
+ elseif palette_type == "extended" then
+ if grayscale_extended[color] then
+ return grayscale_extended[color]+240, 0
+ end
+ else
+ if grayscale[color] then
+ return grayscale[color], 0
+ end
+ end
+
+ local shade = "" -- assume full
+ if string.sub(color,1,6) == "faint_" then
+ shade = "faint"
+ color = string.sub(color,7,-1)
+ elseif string.sub(color,1,7) == "pastel_" then
+ shade = "pastel"
+ color = string.sub(color,8,-1)
+ elseif string.sub(color,1,6) == "light_" then
+ shade = "light"
+ color = string.sub(color,7,-1)
+ elseif string.sub(color,1,7) == "bright_" then
+ shade = "bright"
+ color = string.sub(color,8,-1)
+ elseif string.sub(color,1,7) == "medium_" then
+ shade = "medium"
+ color = string.sub(color,8,-1)
+ elseif string.sub(color,1,5) == "dark_" then
+ shade = "dark"
+ color = string.sub(color,6,-1)
+ end
+ if string.sub(color,-4,-1) == "_s50" then
+ shade = shade.."s50"
+ color = string.sub(color,1,-5)
+ end
+
+ if palette_type == "wallmounted" then
+ if color == "brown" then return 48,1
+ elseif color == "pink" then return 56,7
+ elseif color == "blue" and shade == "light" then return 40,5
+ elseif hues_wallmounted[color] and shades_wallmounted[shade] then
+ return (shades_wallmounted[shade] * 64 + hues_wallmounted[color] * 8), hues_wallmounted[color]
+ end
+ else
+ if color == "brown" then
+ color = "orange"
+ shade = "dark"
+ elseif color == "pink" then
+ color = "red"
+ shade = "light"
+ end
+ if palette_type == true then -- it's colorfacedir
+ if hues[color] and shades[shade] then
+ return (shades[shade] * 32), hues[color]
+ end
+ elseif palette_type == "extended" then
+ if hues_extended[color] and shades_extended[shade] then
+ return (hues_extended[color] + shades_extended[shade]*24), hues_extended[color]
+ end
+ else -- it's the 89-color palette
+
+ -- If using this palette, translate new color names back to old.
+
+ if shade == "" then
+ if color == "spring" then
+ color = "aqua"
+ elseif color == "azure" then
+ color = "skyblue"
+ elseif color == "rose" then
+ color = "redviolet"
+ end
+ end
+ if hues[color] and shades[shade] then
+ return (hues[color] * 8 + shades[shade]), hues[color]
+ end
+ end
+ end
+end
+
+-- if your node was once 89-color and uses an LBM to convert to the 256-color palette,
+-- call this in that node def's on_construct:
+
+function unifieddyes.on_construct(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("palette", "ext")
+end
+
+-- call this in your node's after_dig_node to get the last-used dye back.
+
+function unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)
+ local prevdye
+
+ if oldmetadata and oldmetadata.fields then
+ prevdye = oldmetadata.fields.dye
+ end
+
+ local inv = digger:get_inventory()
+
+ if prevdye and not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
+ if inv:room_for_item("main", prevdye) then
+ inv:add_item("main", prevdye)
+ else
+ minetest.add_item(pos, prevdye)
+ end
+ end
+end
+
+function unifieddyes.on_use(itemstack, player, pointed_thing)
+ local stackname = itemstack:get_name()
+ local playername = player:get_player_name()
+
+ if pointed_thing and pointed_thing.type == "node" then
+ if minetest.is_protected(unifieddyes.select_node(pointed_thing), playername)
+ and not minetest.check_player_privs(playername, "protection_bypass") then
+ minetest.chat_send_player(playername, "Sorry, someone else owns that spot.")
+ return
+ end
+ end
+
+ if pointed_thing and pointed_thing.type == "object" then
+ pointed_thing.ref:punch(player, 0, itemstack:get_tool_capabilities())
+ return player:get_wielded_item() -- punch may modified the wielded item, load the new and return it
+ end
+
+ if not (pointed_thing and pointed_thing.type == "node") then return end -- if "using" the dye on nothing at all (e.g. air)
+
+ local pos = minetest.get_pointed_thing_position(pointed_thing)
+ local node = minetest.get_node(pos)
+
+ local nodedef = minetest.registered_nodes[node.name]
+
+ if not nodedef then return end -- target was an unknown node, just bail out
+
+ -- if the node has an on_punch defined, bail out and call that instead, unless "sneak" is pressed.
+ if not player:get_player_control().sneak then
+ local onpunch = nodedef.on_punch(pos, node, player, pointed_thing)
+ if onpunch then
+ return onpunch
+ end
+ end
+
+ if player:get_player_control().sneak then
+ if unifieddyes.last_used_dye[playername] then
+ minetest.chat_send_player(playername, "Shift-punched a node, switching back to neutral color." )
+ end
+ unifieddyes.last_used_dye[playername] = nil
+ return
+ end
+
+ -- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
+ if not (nodedef and nodedef.groups and nodedef.groups.ud_param2_colorable) then
+ minetest.chat_send_player(playername, "That node can't be colored.")
+ return
+ end
+
+ local newnode = nodedef.ud_replacement_node
+ local palette_type
+
+ if nodedef.palette == "unifieddyes_palette_extended.png" then
+ palette_type = "extended"
+ elseif nodedef.palette == "unifieddyes_palette.png" then
+ palette_type = false
+ elseif nodedef.paramtype2 == "colorfacedir" then
+ palette_type = true
+ elseif nodedef.paramtype2 == "colorwallmounted" then
+ palette_type = "wallmounted"
+ end
+
+ if minetest.is_protected(pos, playername) and not minetest.check_player_privs(playername, {protection_bypass=true}) then
+ minetest.record_protection_violation(pos, playername)
+ return
+ end
+
+ local pos2 = unifieddyes.select_node(pointed_thing)
+ local paletteidx, hue = unifieddyes.getpaletteidx(stackname, palette_type)
+
+ if paletteidx then
+
+ if unifieddyes.last_used_dye[playername] ~= stackname then
+ minetest.chat_send_player(playername, "Color "..stackname.." selected, auto-coloring activated." )
+ unifieddyes.last_used_dye[playername] = stackname
+ end
+
+ local meta = minetest.get_meta(pos)
+ local prevdye = meta:get_string("dye")
+ local inv = player:get_inventory()
+
+ if not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
+ if inv:room_for_item("main", prevdye) then
+ inv:add_item("main", prevdye)
+ else
+ minetest.add_item(pos, prevdye)
+ end
+ end
+
+ meta:set_string("dye", stackname)
+
+ if prevdye == stackname then
+ local a,b = string.find(stackname, ":")
+ minetest.chat_send_player(playername, "That node is already "..string.sub(stackname, a + 1).."." )
+ return
+ elseif not creative_mode then
+ itemstack:take_item()
+ end
+
+ node.param2 = paletteidx
+
+ local oldpaletteidx, oldhuenum = unifieddyes.getpaletteidx(prevdye, palette_type)
+ local oldnode = minetest.get_node(pos)
+
+ local oldhue = nil
+ for _, i in ipairs(unifieddyes.HUES) do
+ if string.find(oldnode.name, "_"..i) and not
+ ( string.find(oldnode.name, "_redviolet") and i == "red" ) then
+ oldhue = i
+ break
+ end
+ end
+
+ if newnode then -- this path is used when the calling mod want to supply a replacement node
+ if palette_type == "wallmounted" then
+ node.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
+ elseif palette_type == true then -- it's colorfacedir
+ if oldhue ~=0 then -- it's colored, not grey
+ if oldhue ~= nil then -- it's been painted before
+ if hue ~= 0 then -- the player's wielding a colored dye
+ newnode = string.gsub(newnode, "_"..oldhue, "_"..unifieddyes.HUES[hue])
+ else -- it's a greyscale dye
+ newnode = string.gsub(newnode, "_"..oldhue, "_grey")
+ end
+ else -- it's never had a color at all
+ if hue ~= 0 then -- and if the wield is greyscale, don't change the node name
+ newnode = string.gsub(newnode, "_grey", "_"..unifieddyes.HUES[hue])
+ end
+ end
+ else
+ if hue ~= 0 then -- greyscale dye on greyscale node = no hue change
+ newnode = string.gsub(newnode, "_grey", "_"..unifieddyes.HUES[hue])
+ end
+ end
+ node.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
+ else -- it's the 89-color palette, or the extended palette
+ node.param2 = paletteidx
+ end
+ node.name = newnode
+ minetest.swap_node(pos, node)
+ if palette_type == "extended" then
+ meta:set_string("palette", "ext")
+ end
+ if not creative_mode then
+ return itemstack
+ end
+ else -- this path is used when you're just painting an existing node, rather than replacing one.
+ newnode = oldnode -- note that here, newnode/oldnode are a full node, not just the name.
+ if palette_type == "wallmounted" then
+ newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
+ elseif palette_type == true then -- it's colorfacedir
+ if oldhue then
+ if hue ~= 0 then
+ newnode.name = string.gsub(newnode.name, "_"..oldhue, "_"..unifieddyes.HUES[hue])
+ else
+ newnode.name = string.gsub(newnode.name, "_"..oldhue, "_grey")
+ end
+ elseif string.find(minetest.get_node(pos).name, "_grey") and hue ~= 0 then
+ newnode.name = string.gsub(newnode.name, "_grey", "_"..unifieddyes.HUES[hue])
+ end
+ newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
+ else -- it's the 89-color palette, or the extended palette
+ newnode.param2 = paletteidx
+ end
+ minetest.swap_node(pos, newnode)
+ if palette_type == "extended" then
+ meta:set_string("palette", "ext")
+ end
+ if not creative_mode then
+ return itemstack
+ end
+ end
+ else
+ local a,b = string.find(stackname, ":")
+ if a then
+ minetest.chat_send_player(playername, "That node can't be colored "..string.sub(stackname, a + 1).."." )
+ end
+ end
+end
+
+-- re-define default dyes slightly, to add on_use
+
+for _, color in ipairs(default_dyes) do
+ minetest.override_item("dye:"..color, {
+ on_use = unifieddyes.on_use
+ })
+end
+
+-- build a table to convert from classic/89-color palette to extended palette
+
+-- the first five entries are for the old greyscale - white, light, grey, dark, black
+unifieddyes.convert_classic_palette = {
+ 240,
+ 244,
+ 247,
+ 251,
+ 253
+}
+
+for hue = 0, 11 do
+ -- light
+ local paletteidx = unifieddyes.getpaletteidx("dye:light_"..unifieddyes.HUES[hue+1], false)
+ unifieddyes.convert_classic_palette[paletteidx] = hue*2 + 48
+ for sat = 0, 1 do
+ for val = 0, 2 do
+ -- all other shades
+ local paletteidx = unifieddyes.getpaletteidx("dye:"..unifieddyes.VALS[val+1]..unifieddyes.HUES[hue+1]..unifieddyes.SATS[sat+1], false)
+ unifieddyes.convert_classic_palette[paletteidx] = hue*2 + sat*24 + (val*48+96)
+ end
+ end
+end
+
+-- Generate all dyes that are not part of the default minetest_game dyes mod
+
+for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
+ local hue = h[1]
+ local r = h[2]
+ local g = h[3]
+ local b = h[4]
+
+ for v = 0, 6 do
+ local val = unifieddyes.VALS_EXTENDED[v+1]
+
+ local factor = 40
+ if v > 3 then factor = 75 end
+
+ local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
+ local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
+ local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
+
+ -- full-sat color
+
+ local desc = hue:gsub("%a", string.upper, 1).." Dye"
+
+ if val ~= "" then
+ desc = val:sub(1, -2):gsub("%a", string.upper, 1) .." "..desc
+ end
+
+ local color = string.format("%02x", r2)..string.format("%02x", g2)..string.format("%02x", b2)
+ if minetest.registered_items["dye:"..val..hue] then
+ minetest.override_item("dye:"..val..hue, {
+ inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
+ on_use = unifieddyes.on_use
+ })
+ else
+ minetest.register_craftitem(":dye:"..val..hue, {
+ description = S(desc),
+ inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
+ groups = { dye=1, not_in_creative_inventory=1 },
+ on_use = unifieddyes.on_use
+ })
+ end
+ minetest.register_alias("unifieddyes:"..val..hue, "dye:"..val..hue)
+
+ if v > 3 then -- also register the low-sat version
+
+ local pr = 0.299
+ local pg = 0.587
+ local pb = 0.114
+
+ local p = math.sqrt(r2*r2*pr + g2*g2*pg + b2*b2*pb)
+ local r3 = math.floor(p+(r2-p)*0.5)
+ local g3 = math.floor(p+(g2-p)*0.5)
+ local b3 = math.floor(p+(b2-p)*0.5)
+
+ local color = string.format("%02x", r3)..string.format("%02x", g3)..string.format("%02x", b3)
+
+ minetest.register_craftitem(":dye:"..val..hue.."_s50", {
+ description = S(desc.." (low saturation)"),
+ inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
+ groups = { dye=1, not_in_creative_inventory=1 },
+ on_use = unifieddyes.on_use
+ })
+ minetest.register_alias("unifieddyes:"..val..hue.."_s50", "dye:"..val..hue.."_s50")
+ end
+ end
+end
+
+-- register the greyscales too :P
+
+for y = 1, 14 do -- colors 0 and 15 are black and white, default dyes
+
+ if y ~= 4 and y ~= 8 and y~= 11 then -- don't register the three greys, they're done separately.
+
+ local rgb = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
+ local name = "grey_"..y
+ local desc = "Grey Dye #"..y
+
+ minetest.register_craftitem(":dye:"..name, {
+ description = S(desc),
+ inventory_image = "unifieddyes_dye.png^[colorize:#"..rgb..":200",
+ groups = { dye=1, not_in_creative_inventory=1 },
+ on_use = unifieddyes.on_use
+ })
+ minetest.register_alias("unifieddyes:"..name, "dye:"..name)
+ end
+end
+
+minetest.override_item("dye:grey", {
+ inventory_image = "unifieddyes_dye.png^[colorize:#888888:200",
+ on_use = unifieddyes.on_use
+})
+
+minetest.override_item("dye:dark_grey", {
+ inventory_image = "unifieddyes_dye.png^[colorize:#444444:200",
+ on_use = unifieddyes.on_use
+})
+
+minetest.register_craftitem(":dye:light_grey", {
+ description = S("Light grey Dye"),
+ inventory_image = "unifieddyes_dye.png^[colorize:#cccccc:200",
+ groups = { dye=1, not_in_creative_inventory=1 },
+ on_use = unifieddyes.on_use
+})
+
+unifieddyes.base_color_crafts = {
+ { "red", "flowers:rose", nil, nil, nil, nil, 4 },
+ { "vermilion", "dye:red", "dye:orange", nil, nil, nil, 3 },
+ { "orange", "flowers:tulip", nil, nil, nil, nil, 4 },
+ { "orange", "dye:red", "dye:yellow", nil, nil, nil, 2 },
+ { "amber", "dye:orange", "dye:yellow", nil, nil, nil, 2 },
+ { "yellow", "flowers:dandelion_yellow", nil, nil, nil, nil, 4 },
+ { "lime", "dye:yellow", "dye:chartreuse", nil, nil, nil, 2 },
+ { "lime", "dye:yellow", "dye:yellow", "dye:green", nil, nil, 3 },
+ { "chartreuse", "dye:yellow", "dye:green", nil, nil, nil, 2 },
+ { "harlequin", "dye:chartreuse", "dye:green", nil, nil, nil, 2 },
+ { "harlequin", "dye:yellow", "dye:green", "dye:green", nil, nil, 3 },
+ { "green", "default:cactus", nil, nil, nil, nil, 4 },
+ { "green", "dye:yellow", "dye:blue", nil, nil, nil, 2 },
+ { "malachite", "dye:green", "dye:spring", nil, nil, nil, 2 },
+ { "malachite", "dye:green", "dye:green", "dye:cyan", nil, nil, 3 },
+ { "malachite", "dye:green", "dye:green", "dye:green", "dye:blue", nil, 4 },
+ { "spring", "dye:green", "dye:cyan", nil, nil, nil, 2 },
+ { "spring", "dye:green", "dye:green", "dye:blue", nil, nil, 3 },
+ { "turquoise", "dye:spring", "dye:cyan", nil, nil, nil, 2 },
+ { "turquoise", "dye:green", "dye:cyan", "dye:cyan", nil, nil, 3 },
+ { "turquoise", "dye:green", "dye:green", "dye:green", "dye:blue", "dye:blue", 5 },
+ { "cyan", "dye:green", "dye:blue", nil, nil, nil, 2 },
+ { "cerulean", "dye:cyan", "dye:azure", nil, nil, nil, 2 },
+ { "cerulean", "dye:cyan", "dye:cyan", "dye:blue", nil, nil, 3 },
+ { "cerulean", "dye:green", "dye:green", "dye:blue", "dye:blue", "dye:blue", 5 },
+ { "azure", "dye:cyan", "dye:blue", nil, nil, nil, 2 },
+ { "azure", "dye:green", "dye:blue", "dye:blue", nil, nil, 3 },
+ { "sapphire", "dye:azure", "dye:blue", nil, nil, nil, 2 },
+ { "sapphire", "dye:cyan", "dye:blue", "dye:blue", nil, nil, 3 },
+ { "sapphire", "dye:green", "dye:blue", "dye:blue", "dye:blue", nil, 4 },
+ { "blue", "flowers:geranium", nil, nil, nil, nil, 4 },
+ { "indigo", "dye:blue", "dye:violet", nil, nil, nil, 2 },
+ { "violet", "flowers:viola", nil, nil, nil, nil, 4 },
+ { "violet", "dye:blue", "dye:magenta", nil, nil, nil, 2 },
+ { "mulberry", "dye:violet", "dye:magenta", nil, nil, nil, 2 },
+ { "mulberry", "dye:violet", "dye:blue", "dye:red", nil, nil, 3 },
+ { "magenta", "dye:blue", "dye:red", nil, nil, nil, 2 },
+ { "fuchsia", "dye:magenta", "dye:rose", nil, nil, nil, 2 },
+ { "fuchsia", "dye:blue", "dye:red", "dye:rose", nil, nil, 3 },
+ { "fuchsia", "dye:red", "dye:violet", nil, nil, nil, 2 },
+ { "rose", "dye:magenta", "dye:red", nil, nil, nil, 2 },
+ { "rose", "dye:red", "dye:red", "dye:blue", nil, nil, 3 },
+ { "crimson", "dye:rose", "dye:red", nil, nil, nil, 2 },
+ { "crimson", "dye:magenta", "dye:red", "dye:red", nil, nil, 3 },
+ { "crimson", "dye:red", "dye:red", "dye:red", "dye:blue", nil, 4 },
+
+ { "black", "default:coal_lump", nil, nil, nil, nil, 4 },
+ { "white", "flowers:dandelion_white", nil, nil, nil, nil, 4 },
+}
+
+unifieddyes.shade_crafts = {
+ { "faint_", "", "dye:white", "dye:white", "dye:white", 4 },
+ { "pastel_", "", "dye:white", "dye:white", nil, 3 },
+ { "light_", "", "dye:white", nil, nil, 2 },
+ { "bright_", "", "color", "dye:white", nil, 3 },
+ { "", "_s50", "dye:light_grey", nil, nil, 2 },
+ { "", "_s50", "dye:black", "dye:white", "dye:white", 3 },
+ { "medium_", "", "dye:black", nil, nil, 2 },
+ { "medium_", "_s50", "dye:grey", nil, nil, 2 },
+ { "medium_", "_s50", "dye:black", "dye:white", nil, 3 },
+ { "dark_", "", "dye:black", "dye:black", nil, 3 },
+ { "dark_", "_s50", "dye:dark_grey", nil, nil, 2 },
+ { "dark_", "_s50", "dye:black", "dye:black", "dye:white", 4 },
+}
+
+for _,i in ipairs(unifieddyes.base_color_crafts) do
+ local color = i[1]
+ local yield = i[7]
+
+ minetest.register_craft( {
+ type = "shapeless",
+ output = "dye:"..color.." "..yield,
+ recipe = {
+ i[2],
+ i[3],
+ i[4],
+ i[5],
+ i[6],
+ },
+ })
+
+ for _,j in ipairs(unifieddyes.shade_crafts) do
+ local firstdye = j[3]
+ if firstdye == "color" then firstdye = "dye:"..color end
+
+ if color ~= "black" and color ~= "white" and not string.find(color, "grey") then
+
+ minetest.register_craft( {
+ type = "shapeless",
+ output = "dye:"..j[1]..color..j[2].." "..yield,
+ recipe = {
+ "dye:"..color,
+ firstdye,
+ j[4],
+ j[5]
+ },
+ })
+ end
+ end
+end
+
+unifieddyes.greymixes = {
+ { 1, "dye:black", "dye:black", "dye:black", "dye:dark_grey", 4 },
+ { 2, "dye:black", "dye:black", "dye:dark_grey", nil, 3 },
+ { 3, "dye:black", "dye:dark_grey", nil, nil, 2 },
+ { 4, "dye:white", "dye:black", "dye:black", nil, 3 },
+ { 5, "dye:dark_grey", "dye:dark_grey", "dye:grey", nil, 3 },
+ { 6, "dye:dark_grey", "dye:grey", nil, nil, 2 },
+ { 7, "dye:dark_grey", "dye:grey", "dye:grey", nil, 3 },
+ { 8, "dye:white", "dye:black", nil, nil, 2 },
+ { 9, "dye:grey", "dye:grey", "dye:light_grey", nil, 3 },
+ { 10, "dye:grey", "dye:light_grey", "dye:light_grey", nil, 3 },
+ { 11, "dye:white", "dye:white", "dye:black", nil, 3 },
+ { 12, "dye:light_grey", "dye:light_grey", "dye:white", nil, 3 },
+ { 13, "dye:light_grey", "dye:white", nil, nil, 2 },
+ { 14, "dye:white", "dye:white", "dye:light_grey", nil, 3 },
+}
+
+for _, i in ipairs(unifieddyes.greymixes) do
+ local shade = i[1]
+ local dye1 = i[2]
+ local dye2 = i[3]
+ local dye3 = i[4]
+ local dye4 = i[5]
+ local yield = i[6]
+ local color = "grey_"..shade
+ if shade == 4 then
+ color = "dark_grey"
+ elseif shade == 8 then
+ color = "grey"
+ elseif shade == 11 then
+ color = "light_grey"
+ end
+
+ minetest.register_craft( {
+ type = "shapeless",
+ output = "dye:"..color.." "..yield,
+ recipe = {
+ dye1,
+ dye2,
+ dye3,
+ dye4,
+ },
+ })
+end
+
+minetest.register_alias("unifieddyes:light_red", "dye:pink")
+minetest.register_alias("unifieddyes:dark_green", "dye:dark_green")
+minetest.register_alias("unifieddyes:black", "dye:black")
+minetest.register_alias("unifieddyes:darkgrey", "dye:dark_grey")
+minetest.register_alias("unifieddyes:dark_grey", "dye:dark_grey")
+minetest.register_alias("unifieddyes:grey", "dye:grey")
+minetest.register_alias("unifieddyes:lightgrey", "dye:light_grey")
+minetest.register_alias("unifieddyes:light_grey", "dye:light_grey")
+minetest.register_alias("unifieddyes:white", "dye:white")
+
+minetest.register_alias("unifieddyes:grey_0", "dye:black")
+minetest.register_alias("unifieddyes:grey_4", "dye:dark_grey")
+minetest.register_alias("unifieddyes:grey_8", "dye:grey")
+minetest.register_alias("unifieddyes:grey_11", "dye:light_grey")
+minetest.register_alias("unifieddyes:grey_15", "dye:white")
+
+minetest.register_alias("unifieddyes:white_paint", "dye:white")
+minetest.register_alias("unifieddyes:titanium_dioxide", "dye:white")
+minetest.register_alias("unifieddyes:lightgrey_paint", "dye:light_grey")
+minetest.register_alias("unifieddyes:grey_paint", "dye:grey")
+minetest.register_alias("unifieddyes:darkgrey_paint", "dye:dark_grey")
+minetest.register_alias("unifieddyes:carbon_black", "dye:black")
+
+-- aqua -> spring, skyblue -> azure, and redviolet -> rose aliases
+-- note that technically, lime should be aliased, but can't be (there IS
+-- lime in the new color table, it's just shifted up a bit)
+
+minetest.register_alias("unifieddyes:aqua", "unifieddyes:spring")
+minetest.register_alias("unifieddyes:skyblue", "unifieddyes:azure")
+minetest.register_alias("unifieddyes:redviolet", "unifieddyes:rose")
+
+print(S("[UnifiedDyes] Loaded!"))
+
diff --git a/mods/unifieddyes/locale/de.txt b/mods/unifieddyes/locale/de.txt
new file mode 100644
index 00000000..01d6da4e
--- /dev/null
+++ b/mods/unifieddyes/locale/de.txt
@@ -0,0 +1,74 @@
+# Translation by Xanthin
+
+Lime Dye = Gelbgruener Farbstoff (Gelbgruen)
+Aqua Dye = Aqua Farbstoff
+Sky-blue Dye = Himmelblauer Farbstoff
+Red-violet Dye = Rotvioletter Farbstoff
+Light Grey Dye = Hellgrauer Farbstoff
+
+Dark Red Dye (low saturation) = Dunkelroter Farbstoff (geringe Saettigung)
+Dark Orange Dye (low saturation) = Dunkeloranger Farbstoff (geringe Saettigung)
+Dark Yellow Dye (low saturation) = Dunkelgelber Farbstoff (geringe Saettigung)
+Dark Lime Dye (low saturation) = Gelbgruenerlime Farbstoff (geringe Saettigung)
+Dark Green Dye (low saturation) = Dunkelgruener Farbstoff (geringe Saettigung)
+Dark Aqua Dye (low saturation) = Dunkelaqua Farbstoff (geringe Saettigung)
+Dark Cyan Dye (low saturation) = Dunkeltuerkiser Farbstoff (geringe Saettigung)
+Dark Sky-blue Dye (low saturation) = Dunkelhimmelblauer Farbstoff (geringe Saettigung)
+Dark Blue Dye (low saturation) = Dunkelblauer Farbstoff (geringe Saettigung)
+Dark Violet Dye (low saturation) = Dunkelvioletter Farbstoff (geringe Saettigung)
+Dark Magenta Dye (low saturation) = Dunkelmagenta Farbstoff (geringe Saettigung)
+Dark Red-violet Dye (low saturation) = Dunkelrotvioletter Farbstoff (geringe Saettigung)
+
+Dark Red Dye = Dunkelroter Farbstoff
+Dark Orange Dye = Dunkeloranger Farbstoff
+Dark Yellow Dye = Dunkelgelber Farbstoff
+Dark Lime Dye = Dunkelgelbgruener Farbstoff
+Dark Green Dye = Dunkelgruener Farbstoff
+Dark Aqua Dye = Dunkelaqua Farbstoff
+Dark Cyan Dye = Dunkeltuerkiser Farbstoff
+Dark Sky-blue Dye = Dunkelhimmelblauer Farbstoff
+Dark Blue Dye = Dunkelblauer Farbstoff
+Dark Violet Dye = Dunkelvioletter Farbstoff
+Dark Magenta Dye = Dunkelmagenta Farbstoff
+Dark Red-violet Dye = Dunkelrotvioletter Farbstoff
+
+Medium Red Dye (low saturation) = Mittelroter Farbstoff (geringe Saettigung)
+Medium Orange Dye (low saturation) = Mitteloranger Farbstoff (geringe Saettigung)
+Medium Yellow Dye (low saturation) = Mittelgelber Farbstoff (geringe Saettigung)
+Medium Lime Dye (low saturation) = Mittelgelbgruener Farbstoff (geringe Saettigung)
+Medium Green Dye (low saturation) = Mittelgruener Farbstoff (geringe Saettigung)
+Medium Aqua Dye (low saturation) = Mittelaqua Farbstoff (geringe Saettigung)
+Medium Cyan Dye (low saturation) = Mitteltuerkiser Farbstoff (geringe Saettigung)
+Medium Sky-blue Dye (low saturation) = Mittelhimmelblauer Farbstoff (geringe Saettigung)
+Medium Blue Dye (low saturation) = Mittelblauer Farbstoff (geringe Saettigung)
+Medium Violet Dye (low saturation) = Mittelvioletter Farbstoff (geringe Saettigung)
+Medium Magenta Dye (low saturation) = Mittelmagenta Farbstoff (geringe Saettigung)
+Medium Red-violet Dye (low saturation) = Mittelrotvioletter Farbstoff (geringe Saettigung)
+
+Medium Red Dye = Mittelroter Farbstoff
+Medium Orange Dye = Mitteloranger Farbstoff
+Medium Yellow Dye = Mittelgelber Farbstoff
+Medium Lime Dye = Mittelgelbgruener Farbstoff
+Medium Green Dye = Mittelgruener Farbstoff
+Medium Aqua Dye = Mittelaqua Farbstoff
+Medium Cyan Dye = Mitteltuerkiser Farbstoff
+Medium Sky-blue = Mittelhimmelblauer Farbstoff
+Medium Blue Dye = Mittelblauer Farbstoff
+Medium Violet Dye = Mittelvioletter Farbstoff
+Medium Magenta Dye = Mittelmagenta Farbstoff
+Medium Red-violet Dye = Mittelrotvioletter Farbstoff
+
+Red Dye (low saturation) = Roter Farbstoff (geringe Saettigung)
+Orange Dye (low saturation) = Oranger Farbstoff (geringe Saettigung)
+Yellow Dye (low saturation) = Gelber Farbstoff (geringe Saettigung)
+Lime Dye (low saturation) = Gelbgruener Farbstoff (geringe Saettigung)
+Green Dye (low saturation) = Gruener Farbstoff (geringe Saettigung)
+Aqua Dye (low saturation) = Aqua Farbstoff (geringe Saettigung)
+Cyan Dye (low saturation) = Tuerkiser Farbstoff (geringe Saettigung)
+Sky-blue Dye (low saturation) = Himmelblauer Farbstoff (geringe Saettigung)
+Blue Dye (low saturation) = Blauer Farbstoff (geringe Saettigung)
+Violet Dye (low saturation) = Violetter Farbstoff (geringe Saettigung)
+Magenta Dye (low saturation) = Magenta Farbstoff (geringe Saettigung) lila
+Red-violet Dye (low saturation) = Rotvioletter Farbstoff (geringe Saettigung)
+
+[UnifiedDyes] Loaded! = [UnifiedDyes] geladen!
diff --git a/mods/unifieddyes/locale/template.txt b/mods/unifieddyes/locale/template.txt
new file mode 100644
index 00000000..126bef81
--- /dev/null
+++ b/mods/unifieddyes/locale/template.txt
@@ -0,0 +1,87 @@
+# Template
+
+Lime Dye =
+Aqua Dye =
+Sky-blue Dye =
+Red-violet Dye =
+Light Grey Dye =
+
+Dark Red Dye (low saturation) =
+Dark Orange Dye (low saturation) =
+Dark Yellow Dye (low saturation) =
+Dark Lime Dye (low saturation) =
+Dark Green Dye (low saturation) =
+Dark Aqua Dye (low saturation) =
+Dark Cyan Dye (low saturation) =
+Dark Sky-blue Dye (low saturation) =
+Dark Blue Dye (low saturation) =
+Dark Violet Dye (low saturation) =
+Dark Magenta Dye (low saturation) =
+Dark Red-violet Dye (low saturation) =
+
+Dark Red Dye =
+Dark Orange Dye =
+Dark Yellow Dye =
+Dark Lime Dye =
+Dark Green Dye =
+Dark Aqua Dye =
+Dark Cyan Dye =
+Dark Sky-blue Dye =
+Dark Blue Dye =
+Dark Violet Dye =
+Dark Magenta Dye =
+Dark Red-violet Dye =
+
+Medium Red Dye (low saturation) =
+Medium Orange Dye (low saturation) =
+Medium Yellow Dye (low saturation) =
+Medium Lime Dye (low saturation) =
+Medium Green Dye (low saturation) =
+Medium Aqua Dye (low saturation) =
+Medium Cyan Dye (low saturation) =
+Medium Sky-blue Dye (low saturation) =
+Medium Blue Dye (low saturation) =
+Medium Violet Dye (low saturation) =
+Medium Magenta Dye (low saturation) =
+Medium Red-violet Dye (low saturation) =
+
+Medium Red Dye =
+Medium Orange Dye =
+Medium Yellow Dye =
+Medium Lime Dye =
+Medium Green Dye =
+Medium Aqua Dye =
+Medium Cyan Dye =
+Medium Sky-blue =
+Medium Blue Dye =
+Medium Violet Dye =
+Medium Magenta Dye =
+Medium Red-violet Dye =
+
+Red Dye (low saturation) =
+Orange Dye (low saturation) =
+Yellow Dye (low saturation) =
+Lime Dye (low saturation) =
+Green Dye (low saturation) =
+Aqua Dye (low saturation) =
+Cyan Dye (low saturation) =
+Sky-blue Dye (low saturation) =
+Blue Dye (low saturation) =
+Violet Dye (low saturation) =
+Magenta Dye (low saturation) =
+Red-violet Dye (low saturation) =
+
+Red Dye =
+Orange Dye =
+Yellow Dye =
+Lime Dye =
+Green Dye =
+Aqua Dye =
+Cyan Dye =
+Sky-blue Dye =
+Blue Dye =
+Violet Dye =
+Magenta Dye =
+Red-violet Dye =
+
+[UnifiedDyes] Loaded! =
diff --git a/mods/unifieddyes/locale/tr.txt b/mods/unifieddyes/locale/tr.txt
new file mode 100644
index 00000000..6109389c
--- /dev/null
+++ b/mods/unifieddyes/locale/tr.txt
@@ -0,0 +1,88 @@
+# TUrkish translation
+# Mahmutelmas06@hotmail.com
+
+Lime Dye = Limon Yeşili Boya
+Aqua Dye = Deniz mavisi Boya
+Sky-blue Dye = Gök-Mavi Boya
+Red-violet Dye = Kırmızılı Boya
+Light Grey Dye = Açık Grey Boya
+
+Dark Red Dye (low saturation) = Koyu Kırmızı Boya (düşük doygunluk)
+Dark Orange Dye (low saturation) = Koyu Turuncu Boya (düşük doygunluk)
+Dark Yellow Dye (low saturation) = Koyu Sarı Boya (düşük doygunluk)
+Dark Lime Dye (low saturation) = Koyu Limon Yeşili Boya (düşük doygunluk)
+Dark Green Dye (low saturation) = Koyu Yeşil Boya (düşük doygunluk)
+Dark Aqua Dye (low saturation) = Koyu Deniz mavisi boya (düşük doygunluk)
+Dark Cyan Dye (low saturation) = Koyu Cam göbeği Boya (düşük doygunluk)
+Dark Sky-blue Dye (low saturation) = Koyu Gök-Mavi Boya (düşük doygunluk)
+Dark Blue Dye (low saturation) = Koyu Mavi Boya (düşük doygunluk)
+Dark Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
+Dark Magenta Dye (low saturation) = Koyu Kızılımsı Mor Boya (düşük doygunluk)
+Dark Red-violet Dye (low saturation) = Koyu Kırmızılı Boya (düşük doygunluk)
+
+Dark Red Dye = Koyu Kırmızı Boya
+Dark Orange Dye = Koyu Turuncu Boya
+Dark Yellow Dye = Koyu Sarı Boya
+Dark Lime Dye = Koyu Limon Yeşili Boya
+Dark Green Dye = Koyu Yeşil Boya
+Dark Aqua Dye = Koyu Deniz mavisi Boya
+Dark Cyan Dye = Koyu Cam göbeği Boya
+Dark Sky-blue Dye = Koyu Gök-Mavi Boya
+Dark Blue Dye = Koyu Mavi Boya
+Dark Violet Dye = Koyu mor Boya
+Dark Magenta Dye = Koyu Kızılımsı Mor Boya
+Dark Red-violet Dye = Koyu Kırmızılı Boya
+
+Medium Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
+Medium Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
+Medium Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
+Medium Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
+Medium Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
+Medium Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
+Medium Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
+Medium Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
+Medium Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
+Medium Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
+Medium Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
+Medium Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
+
+Medium Red Dye = Kırmızı Boya
+Medium Orange Dye = Turuncu Boya
+Medium Yellow Dye = Sarı Boya
+Medium Lime Dye = Limon Yeşili Boya
+Medium Green Dye = Yeşil Boya
+Medium Aqua Dye = Deniz mavisi Boya
+Medium Cyan Dye = Cam göbeği Boya
+Medium Sky-blue = Gök-Mavi
+Medium Blue Dye = Mavi Boya
+Medium Violet Dye = Koyu mor Boya
+Medium Magenta Dye = Kızılımsı Mor Boya
+Medium Red-violet Dye = Kırmızılı Boya
+
+Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
+Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
+Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
+Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
+Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
+Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
+Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
+Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
+Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
+Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
+Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
+Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
+
+Red Dye = Kırmızı Boya
+Orange Dye = Turuncu Boya
+Yellow Dye = Sarı Boya
+Lime Dye = Limon Yeşili Boya
+Green Dye = Yeşil Boya
+Aqua Dye = Deniz mavisi Boya
+Cyan Dye = Cam göbeği Boya
+Sky-blue Dye = Gök-Mavi Boya
+Blue Dye = Mavi Boya
+Violet Dye = Koyu mor Boya
+Magenta Dye = Kızılımsı Mor Boya
+Red-violet Dye = Kırmızılı Boya
+
+[UnifiedDyes] Loaded! = [UnifiedBoyas] yüklendi!
diff --git a/mods/unifieddyes/mod.conf b/mods/unifieddyes/mod.conf
new file mode 100644
index 00000000..861cb265
--- /dev/null
+++ b/mods/unifieddyes/mod.conf
@@ -0,0 +1 @@
+name = unifieddyes
diff --git a/mods/unifieddyes/textures/unifieddyes_dye.png b/mods/unifieddyes/textures/unifieddyes_dye.png
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