summaryrefslogtreecommitdiff
path: root/colormachine/init.lua
blob: 6a617693e1390f5ddabab625ac2a83e41694d90e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189

--[[
    color chooser for unifieddyes

    Copyright (C) 2013 Sokomine

    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 <http://www.gnu.org/licenses/>.
--]]



-- Version 0.6

-- Changelog: 
-- 08.02.17 Removed support for homedecor, blox, plasticbox, stainedglass, coloredwood and unifiedbricks
--          as those now use a new feature of newer versions of MT that makes the colormachine
--          obsolete for them.
-- 22.04.16 Added support for myfences: https://forum.minetest.net/viewtopic.php?f=9&t=14275
-- 28.09.15 Added support for cblocks: https://forum.minetest.net/viewtopic.php?f=9&t=13303
-- 23.05.15 As all dyes can be crafted into other dyes, only white dye is consumed - provided the
--          other dyes needed for the crafting chain are stored.
-- 22.05.15 Added support for new homedecor meshnodes.
--          Added support for nodes that use composed textures (by settig composed=1)
--          Added support for myroofs: https://forum.minetest.net/viewtopic.php?f=11&t=11416&p=172034
--          Added support for mydeck: https://forum.minetest.net/viewtopic.php?f=9&t=11729
--          Added support for mycorners: https://forum.minetest.net/viewtopic.php?f=11&t=11363
--          Added support for mymulch: https://forum.minetest.net/viewtopic.php?f=9&t=11780
--          Added support for clothing: https://forum.minetest.net/viewtopic.php?f=9&t=11362&p=179077
--          Added better handling of diffrent pages for all those blocks in the blocktype menu.
-- 17.09.14 Added a modified version of Krocks paintroller from his paint_roller mod.
--          Added additional storage area for dyes (works like a chest for now)
-- 03.09.14 Added a second block type menu.
--          Updated dependency list.
--          Added support for homedecor kitchen chairs, beds and bathroom tiles. Changed sorting order of blocks.
-- 11.06.14 Added support for clstone; see https://forum.minetest.net/viewtopic.php?f=9&t=9257
--          Changed dye source for white dye from stone to clay as stone can now be colored.
--          Added support for colorcubes; see https://forum.minetest.net/viewtopic.php?f=9&t=9486
--          Updated support for new sea modpack; see https://forum.minetest.net/viewtopic.php?f=11&t=4627
--          Adjusted support for hardenedclay; see https://forum.minetest.net/viewtopic.php?f=9&t=8232
--          Added support for new blox blocks; see https://forum.minetest.net/viewtopic.php?id=1960#p24748
--          Made the formspec a bit wider in order to account for all the new blocks.
-- 12.03.14 Added support for colouredstonebricks. See https://forum.minetest.net/viewtopic.php?f=9&t=8784
--          Modified support for hardenedclay due to progress in that mod.
-- 13.02.14 Added support for chests and locked chests from the kerova mod.
--          Added support for hardenedclay mod (to a degree; that mod needs to be fixed first)
--          Added optional obj_postfix support where blocknames are like MODNAME:PREFIX_COLOR_POSTFIX
-- 01.01.14 Added support for plasticbox mod
-- 25.08.13 Added support for framedglass from technic.
--          Added support for shells_dye (lightglass) from the sea mod.
-- 24.08.13 Changed mainmenu so that it hopefully gets more intuitive.
--          Added support for coloredblocks (two-colored blocks).
--          Changed name of superglowglass to super_glow_glass for current moreblocks.
--          Added config option for new stained_glass version.
-- 02.08.13 In creative mode, no dyes are consumed, and an entire stack can be painted at once.
--          Added some more labels in the main menu to make it easier to understand.
-- 22.07.13 Added textures provided by Vanessae
--          fixed a bug concerning normal dyes (when unifieddyes is not installed)
    
-- adds a function to check ownership of a node; taken from VanessaEs homedecor mod
colormachine = {};

colormachine.colors = {
        "red",
        "orange",
        "yellow",
        "lime",
        "green",
        "aqua",
        "cyan",
        "skyblue",
        "blue",
        "violet",
        "magenta",
        "redviolet"
}


-- set this to 0 if you're using that branch of stained_glass where the node names correspond to those of unified_dyes
local stained_glass_exception = 0;

-- the names of suitable sources of that color (note: this does not work by group!);
-- you can add your own color sources here if you want
colormachine.basic_dye_sources  = { "flowers:rose",      "flowers:tulip",         "flowers:dandelion_yellow", 
                                    "",                  "default:cactus",        "",  "",  "", -- no lime, no aqua, no cyan, no skyblue
                                    "flowers:geranium",  "flowers:viola",         "",  "",      -- no magenta, no redviolet
                                    "default:clay_lump", "", "", "", "default:coal_lump" };

-- if flowers is not installed
colormachine.alternate_basic_dye_sources  = { 
                                    "default:apple",     "default:desert_stone",  "default:sand",  
                                    "",                  "default:cactus",        "",  "",  "",
                                    "default:leaves",    "",                      "",  "" ,
                                    "default:clay_lump", "", "", "", "default:coal_lump" };



colormachine.dye_mixes          = { red       = {},      -- base color
                                    orange    = {1,3},   -- red + yellow
                                    yellow    = {},      -- base color
                                    lime      = {3,5},   -- yellow + green
                                    green     = {3,9},   -- yellow + blue
                                    aqua      = {5,7},   -- green + cyan
                                    cyan      = {5,9},   -- green + blue
                                    skyblue   = {7,9},   -- cyan + blue
                                    blue      = {},      -- base color
                                    violet    = {9,11},  -- blue + magenta
                                    magenta   = {9,1},   -- blue + red
                                    redviolet = {11,1},  -- magenta + red

                                    white     = {},      -- base color
                                    lightgrey = {13,15},   -- white + grey
                                    grey      = {13,17},   -- black + white 
                                    darkgrey  = {15,17},   -- grey + black
                                    black     = {},      -- base color
                                  }
                                   


-- construct the formspec for the color selector
colormachine.prefixes     = { 'light_', '', 'medium_', 'dark_' };

-- grey colors are named slightly different
colormachine.grey_names   = { 'white', 'lightgrey', 'grey', 'darkgrey', 'black' };


-- practical for handling of the dyes
colormachine.colors_and_greys = {};
for i,v in ipairs( colormachine.colors ) do
  colormachine.colors_and_greys[ i ] = v;
end
for i,v in ipairs( colormachine.grey_names ) do
  colormachine.colors_and_greys[ #colormachine.colors + i ] = v;
end

-- defines the order in which blocks are shown
--   nr:          the diffrent block types need to be ordered by some system; the number defines that order
--   modname:     some mods define more than one type of colored blocks; the modname is needed 
--                for checking if the mod is installed and for creating colored blocks
--   shades:      some mods (or parts thereof) do not support all possible shades
--   grey_shades: some mods support only some shades of grey (or none at all)
--   u:           if set to 1, use full unifieddyes-colors; if set to 0, use only normal dye/wool colors
--   descr:       short description of nodes of that type for the main menu
--   block:       unpainted basic block
--   add:         item names are formed by <modname>:<add><colorname> (with colorname beeing variable)
--                names for the textures are formed by <index><colorname><png> mostly (see colormachine.translate_color_name(..))

colormachine.data = {
-- the dyes as such
   unifieddyes_              = { nr=1,  modname='unifieddyes',   shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="ufdye",  block="dye:white", add="", p=1 },

--[[
-- coloredwood: sticks not supported (they are only craftitems)
   coloredwood_wood_         = { nr=2,  modname='coloredwood',   shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="planks", block="default:wood", add="wood_", p=2  },
   coloredwood_fence_        = { nr=3,  modname='coloredwood',   shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="fence",  block="default:fence_wood", add="fence_", p=2},

-- unifiedbricks: clay lumps and bricks not supported (they are only craftitems)
   unifiedbricks_clayblock_  = { nr=4,  modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="clay",   block="default:clay",  add="clayblock_",p=1 },
   unifiedbricks_brickblock_ = { nr=5,  modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="brick",  block="default:brick", add="brickblock_",p=1},
   -- the multicolored bricks come in fewer intensities (only 3 shades) and support only 3 insted of 5 shades of grey
   unifiedbricks_multicolor_ = { nr=6,  modname='unifiedbricks', shades={1,0,0,0,1,0,1,0}, grey_shades={0,1,1,1,0}, u=1, descr="mbrick", block="default:brick", add="multicolor_",p=1},
--]]

   hardenedclay_             = { nr=3.5, modname='hardenedclay', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="hclay",  block="hardenedclay:hardened_clay_white", add="hardened_clay_", p=16},
   colouredstonebricks_      = { nr=3.6, modname='colouredstonebricks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cbrick",  block="default:stonebrick", add="", p=1},
   
   clstone_stone_            = { nr=3.7, modname='clstone',       shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clstone",block="default:stone", add="", p=1, obj_postfix='_stone' },

   colorcubes_1_             = { nr=3.8, modname='colorcubes',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubes",block="default:stone", add="", p=1, obj_postfix='_single' },
   colorcubes_4_             = { nr=3.9, modname='colorcubes',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccube4",block="default:stone", add="", p=1, obj_postfix='_tiled' },
   colorcubes_inward_        = { nr=3.91,modname='colorcubes',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubei",block="default:stone", add="", p=1, obj_postfix='_inward' },
   colorcubes_window_        = { nr=3.93,modname='colorcubes',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubew",block="default:stone", add="", p=1, obj_postfix='_window' },


--[[
-- stained_glass: has a "faint" and "pastel" version as well (which are kind of additional shades used only by this mod)

   -- no shades of grey for the glass
   stained_glass_            = { nr=7,  modname='stained_glass', shades={1,0,1,1,1,1,1,1}, grey_shades={0,0,0,0,0}, u=1, descr="glass",  block="moreblocks:super_glow_glass", add="",p=2},
   stained_glass_faint_      = { nr=8,  modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="fglass", block="moreblocks:super_glow_glass", add="",p=2},
   stained_glass_pastel_     = { nr=9,  modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="pglass", block="moreblocks:super_glow_glass", add="",p=2},
--]]

   -- use 9.5 to insert it between stained glass and cotton
   framedglass_              = { nr=9.5, modname='framedglass',  shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="fglass", block="framedglass:steel_framed_obsidian_glass", add="steel_framed_obsidian_glass",p=1},

--   sea-modpack
   shells_dye_               = { nr=9.6, modname='shells_dye',   shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="lglass", block="shells_dye:whitelightglass", add="",p=1 },
-- TODO shells_dye:whitelightglass
   seaglass_seaglass_        = {nr=9.61, modname='seaglass',     shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="seagls", block="seaglass:seaglass", add="seaglass_", p=1},
   seacobble_seacobble_      = {nr=9.62, modname='seacobble',    shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seacob", block="seacobble:seacobble", add="seacobble_", p=1},
   seastone_seastone_        = {nr=9.63, modname='seastone',     shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seasto", block="seastone:seastone", add="seastone_", p=1},
   seastonebrick_seastonebrick_={nr=9.64,modname='seastonebrick',shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seastb", block="seastonebrick:seastonebrick", add="seastonebrick_", p=1},
   seagravel_seagravel_      = {nr=9.65, modname='seagravel',    shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seagrv", block="seagravel:seagravel", add="seagravel_", p=1},

-- cotton:
   cotton_                   = { nr=10, modname='cotton',        shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="cotton", block="cotton:white",   add="", p=8  },

-- normal wool (from minetest_gmae) - does not support all colors from unifieddyes
   wool_                     = { nr=11, modname='wool',          shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="wool",   block="wool:white",     add="", p=16  },

-- normal dye mod (from minetest_game) - supports as many colors as the wool mod
   dye_                      = { nr=12, modname='dye',           shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="dye",    block="dye:white",      add="", p=1  },

--   beds_bed_top_top_         = { nr=13, modname='beds',          shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="beds",   block="beds:bed_white", add="bed_bottom_",p=1},

   lrfurn_armchair_front_    = { nr=14, modname='lrfurn',        shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="armchair",block="lrfurn:armchair_white", add="armchair_",p=1, composed=1 },
   lrfurn_sofa_right_front_  = { nr=15, modname='lrfurn',        shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="sofa",    block="lrfurn:longsofa_white", add="sofa_right_",p=1, composed=1 },
   lrfurn_longsofa_middle_front_= { nr=16, modname='lrfurn',     shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="longsofa",block="lrfurn:sofa_white", add="longsofa_right_",p=1, composed=1 },


   -- grey variants do not seem to exist, even though the textures arethere (perhaps nobody wants a grey flag!)
   flags_                    = { nr=17, modname='flags',         shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="flags",   block="flags:white", add="", p=3 },

--[[
   blox_stone_               = { nr=18, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SnBlox",  block="default:stone", add="stone", p=2 },
   blox_quarter_             = { nr=19, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S4Blox",  block="default:stone", add="quarter", p=4 },
   blox_checker_             = { nr=20, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S8Blox",  block="default:stone", add="checker", p=4 },
   blox_diamond_             = { nr=21, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SDBlox",  block="default:stone", add="diamond", p=3},
   blox_cross_               = { nr=22, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SXBlox",  block="default:stone", add="cross", p=6 },
   blox_square_              = { nr=23, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SQBlox",  block="default:stone", add="square", p=4 },
   blox_loop_                = { nr=24, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SLBlox",  block="default:stone", add="loop", p=4 },
   blox_corner_              = { nr=25, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SCBlox",  block="default:stone", add="corner", p=6 },

   blox_wood_                = { nr=26, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WnBlox",  block="default:wood", add="wood", p=2 },
   blox_quarter_wood_        = { nr=27, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W4Blox",  block="default:wood", add="quarter_wood",p=4 },
   blox_checker_wood_        = { nr=28, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W8Blox",  block="default:wood", add="checker_wood",p=4},
   blox_diamond_wood_        = { nr=29, modname='blox',          shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WDBlox",  block="default:wood", add="diamond_wood",p=4},
   blox_cross_wood_          = { nr=29.1, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WXBlox",  block="default:wood", add="cross_wood",p=4},
   blox_loop_wood_           = { nr=29.3, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WLBlox",  block="default:wood", add="loop_wood",p=4},
   blox_corner_wood_         = { nr=29.4, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WCBlox",  block="default:wood", add="corner_wood",p=4},

   blox_cobble_              = { nr=30,   modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CnBlox",  block="default:cobble", add="cobble",p=2 },
   blox_quarter_cobble_      = { nr=30.1, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C4Blox",  block="default:cobble", add="quarter_cobble",p=4 },
   blox_checker_cobble_      = { nr=30.2, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C8Blox",  block="default:cobble", add="checker_cobble",p=4},
   blox_diamond_cobble_      = { nr=30.3, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CDBlox",  block="default:cobble", add="diamond_cobble",p=4},
   blox_cross_cobble_        = { nr=30.4, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CXBlox",  block="default:cobble", add="cross_cobble",p=4},
   blox_loop_cobble_         = { nr=30.6, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CLBlox",  block="default:cobble", add="loop_cobble",p=4},
   blox_corner_cobble_       = { nr=30.7, modname='blox',        shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CCBlox",  block="default:cobble", add="corner_cobble",p=4},

   homedecor_window_shutter_ = { nr=16.1, modname='homedecor',     shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="homedec",  block="homedecor:shutter_oak", add="shutter_",p=16,composed=1},
   forniture_armchair_top_   = { nr=16.2, modname='homedecor',     shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="armchair", block="homedecor:armchair_black", add="armchair_",p=1,composed=1},
   forniture_kitchen_chair_sides_ = {nr=16.3, modname='homedecor',shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="kchair",   block="homedecor:chair", add="chair_",p=1,composed=1},
   homedecor_bed_            = {nr=16.4, modname='homedecor',     shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="hbed",     block="homedecor:bed_darkgrey_regular", add="bed_",p=1, obj_postfix='_regular', composed=1},
   homedecor_bed_kingsize_   = {nr=16.45, modname='homedecor',     shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="hbedk",   block="homedecor:bed_darkgrey_kingsize", add="bed_",p=1, obj_postfix='_kingsize', composed=1},
   homedecor_bathroom_tiles_ = {nr=16.5, modname='homedecor',     shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="htiles",   block="homedecor:tiles_1", add="tiles_",p=1,composed=1},
   homedecor_curtain_        = { nr=16.6, modname='homedecor',     shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="curtain",  block="homedecor:curtain_white", add="curtain_",composed=1},

   homedecor_curtain_open_   = { nr=16.61, modname='homedecor',    shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="ocurtain", block="homedecor:curtain_open_white", add="curtain_open_", composed=1},

   homedecor_desk_lamp_      = { nr=16.62, modname='homedecor',    shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="dlamp",    block="homedecor:desk_lamp_blue", add="desk_lamp_", composed=1},
   homedecor_table_lamp_     = { nr=16.63, modname='homedecor',    shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="tlamp",    block="homedecor:table_lamp_white_off", add="table_lamp_", composed=1, obj_postfix='_off'},
   homedecor_standing_lamp_  = { nr=16.64, modname='homedecor',    shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="slamp",    block="homedecor:standing_lamp_white_off", add="standing_lamp_", composed=1, obj_postfix='_off'},

   lavalamp_                 = { nr=16.644, modname='lavalamp',    shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="lavalamp", block="lavalamp:blue", add="", composed=1},

   homedecor_table_          = { nr=16,645,modname='homedecor',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="htable",   block="homedecor:table", add="table_", composed=1},
   homedecor_book_           = { nr=16.65, modname='homedecor',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="hbook",    block="default:book", add="book_", composed=1},
   homedecor_bottle_         = { nr=16.66, modname='homedecor',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,0}, u=0, descr="hbottle",  block="vessels:glass_bottle", add="bottle_", composed=1},
   homedecor_welcome_mat_    = { nr=16.67, modname='homedecor',    shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="hwmat",    block="homedecor:welcome_mat_grey", add="welcome_mat_", composed=1},

   plasticbox_               = { nr=16.7, modname='plasticbox',  shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="plastic", block="plasticbox:plasticbox", add="plasticbox_",p=16},
--]]


   kerova_chest_front_       = { nr=16.8, modname='kerova',      shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerova", block="default:chest",  add="chest_",p=16},
   kerova_chest_lock_        = { nr=16.9, modname='kerova',      shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerolo", block="default:chest_locked", add="chest_", obj_postfix='_locked',p=16},

   coloredblocks_red_        = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:white_white", add="red_",p=1},
   coloredblocks_yellow_     = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:white_white", add="yellow_",p=1},
   coloredblocks_green_      = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:white_white", add="green_",p=1},
   coloredblocks_cyan_       = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:white_white", add="cyan_",p=1},
   coloredblocks_blue_       = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:white_white", add="blue_",p=1},
   coloredblocks_magenta_    = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:white_white", add="magenta_",p=1},
   coloredblocks_brown_      = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:white_white", add="brown_",p=1},
   coloredblocks_white_      = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white_white", add="white_",p=1},
   coloredblocks_black_      = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:white_white", add="black_",p=1},


--[[
   coloredblocks_red_        = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:red", add="red_",p=1},
   coloredblocks_yellow_     = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:yellow", add="yellow_",p=1},
   coloredblocks_green_      = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:green", add="green_",p=1},
   coloredblocks_cyan_       = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:cyan", add="cyan_",p=1},
   coloredblocks_blue_       = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:blue", add="blue_",p=1},
   coloredblocks_magenta_    = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:magenta", add="magenta_",p=1},
   coloredblocks_brown_      = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:brown", add="brown_",p=1},
   coloredblocks_white_      = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white", add="",p=1},
   coloredblocks_black_      = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:black", add="black_",p=1},
--]]

  clothing_inv_hat_          = { nr=43, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clhat",   block="clothing:hat_white", add="hat_",p=1},
  clothing_inv_shirt_        = { nr=44, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clshirt", block="clothing:shirt_white", add="shirt_",p=1},
  clothing_inv_pants_        = { nr=45, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clpants", block="clothing:pants_white", add="pants_",p=1},
  clothing_inv_cape_         = { nr=46, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clcape",  block="clothing:cape_white", add="cape_",p=1},

  cblocks_wood_              = { nr=2.01,modname='cblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cblwo", block="default:wood",       add="wood_",p=1, composed=1},
  cblocks_stonebrick_        = { nr=2.02,modname='cblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cblsb", block="default:stonebrick", add="stonebrick_",p=1, composed=1},
}


local mydeck_names = {'deck_boards','deck_beam',
	'deck_joists','deck_joists_side','deck_joists_end','deck_joists_side_end','deck_joists_endr','deck_joists_side_endr',
	'beam','beam_wbracket',
	'joists_beam','joists_beam_wbracket','joists_side_beam','joists_side_beam_wbracket',
	'deck_joists_beam','deck_joists_beam_wbracket','deck_joists_side_beam','deck_joists_side_beam_wbracket',
	'joists','joists_side','joists_end','joists_side_end','joists_endr','joists_side_endr',
	'lattice','pile_wpost','post',
	'rail','rail_corner','rail_icorner',
	'stairs','stairsb','stairs_ocorner','stairs_icorner','stairs_railr','stairs_raill','stairs_railr_end','stairs_raill_end'};
for i,v in ipairs( mydeck_names ) do
	colormachine.data[ v..'s_' ] = {
		nr= 47.0 + 1/100*i,
		modname='mydeck',
		shades={1,0,1,0,0,0,1,0},
		grey_shades={1,1,1,1,1},
		u=0,
		descr="myd"..tostring(i),
		block="mydeck:"..v,
		add=v.."s_",
		composed=1,
		p=1};
end
mydeck_names = nil;


local myroofs_names = {'', '_bundle', '_icorner','_ocorner',
		'_round_bundle', '_round_long', '_round_long_icorner', '_round_long_ocorner',
		'_long', '_long_icorner', '_long_ocorner'};
for i,v in ipairs( myroofs_names ) do
	colormachine.data[ 'myroofs'..v..'_' ] = {
		nr= 48.0 + 1/100*i,
		modname='myroofs',
		shades={1,0,1,0,0,0,1,0},
		grey_shades={1,1,1,1,1},
		u=0,
		descr="myr"..tostring(i),
		block="myroofs:asphalt_shingle_grey"..v,
		add='asphalt_shingle_',
		obj_postfix=v,
		composed=1,
		p=1};
end
myroof_names = nil;



local mycorner_names = {'wood','stone','stonebrick'}
local mycorner_materials = {
	'default_sandstone','default_clay','default_cobble','default_stone',
	'default_desert_stone','default_wood','default_pinewood','default_brick',
	'default_desert_cobble','default_junglewood','default_mossycobble',
	'default_sandstone_brick','default_desert_stone_brick','default_stone_brick'};
for i,v in ipairs( mycorner_names ) do
	colormachine.data[ 'corners_'..v..'_' ] = {
		nr= 49.0 + 1/100*i,
		modname='mycorners',
		shades={1,0,1,0,0,0,1,0},
		grey_shades={1,1,1,1,1},
		u=0,
		descr="myc"..v,
		block="mycorners:corner_"..v..'_white',
		add='corner_'..v..'_',
		p=1};
	for j,m in ipairs( mycorner_materials ) do
		colormachine.data[ 'cornerblock_'..m..'_'..v..'_' ] = {
			nr= 49.5 + 1/100*i + 1/1000*j,
			modname='mycorners',
			shades={1,0,1,0,0,0,1,0},
			grey_shades={1,1,1,1,1},
			u=0,
			descr="myc"..tostring(j)..v,
			block="mycorners:cornerblock_"..m..'_'..v..'_white',
			add='cornerblock_'..m..'_'..v..'_',
			composed=1,
			p=1};
	end
end
mycorner_materials = nil;
mycorner_names = nil;

colormachine.data[ 'mymulch_' ] = {
		nr= 50,
		modname='mymulch',
		shades={1,0,1,0,0,0,1,0},
		grey_shades={1,1,1,1,1},
		u=0,
		descr="mymulch",
		block="mymulch:mulch_tan",
		add='mulch_',
		composed=1,
		p=1};


local myfences_names = {'corner_post', 'garden', 'garden_corner', 'picket', 'picket_corner',
		'picketb', 'picketb_corner', 'privacy', 'privacy_corner'};
for i,v in ipairs( myfences_names ) do
	colormachine.data[ v..'_' ] = {
		nr= 51.0 + 1/100*i,
		modname='myfences',
		shades={1,0,1,0,0,0,1,0},
		grey_shades={1,1,1,1,1},
		u=0,
		descr="myfe"..tostring(i),
		block="myfences:"..v,
		add=v..'_',
		composed=1,
		p=1};
end
myfences_names = nil;


colormachine.ordered = {}


-- the function that creates the color chooser based on the textures of the nodes offered (texture names have to start with m_prefix)
colormachine.generate_form = function( m_prefix )

   local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
         "label[5,8.2;Select a color or]"..
         "button[7,8.2;2,1;abort;abort selection]"..
         "label[0.3,1;light]";

   -- not all mods offer all shades (and some offer even more)
   local supported = colormachine.data[ m_prefix ].shades; 

   if( supported[2]==0 ) then
      form = form..
         "label[0.3,2;normal]"..
         "label[0.3,4;medium]"..
         "label[0.3,6;dark]";
   else
      form = form..
         "label[0.3,3;normal]"..
         "label[0.3,5;medium]"..
         "label[0.3,7;dark]";
   end

   for x,basecolor in ipairs( colormachine.colors ) do
      local p_offset = 1;

      form = form.."label["..tostring(x)..",0.5;"..tostring( basecolor ).."]";


      for y,pre in ipairs( colormachine.prefixes ) do

         if( supported[ y * 2-1 ]==1 ) then
            form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor ), x, y*2-1, -1, x, p_offset, 0 );
         end

         p_offset = p_offset + 1;

         -- these only exist in unifieddyes and need no translation
         if( supported[ y * 2   ]==1 ) then
            form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor )..'_s50', x, y*2,   -1, x, p_offset, 0 );
         end

         -- the first row does not always hold all colors
         if( y >1 or supported[ y * 2   ]==1) then
            p_offset = p_offset + 1;
         end
      end
   end

   -- shades of grey
   form = form.. "label["       ..tostring( #colormachine.colors+1 )..",0.5;grey]";
   for i,gname in ipairs( colormachine.grey_names ) do
      if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then

         form = form..colormachine.print_color_image( nil, m_prefix, gname, -1, -1, i, tostring( #colormachine.colors+1 ), tostring( i+1 ), 0 );
      end
   end
   return form;
end



colormachine.decode_color_name = function( meta, new_color )

   -- decode the color codes
   local liste = new_color:split( "_" );
   if( #liste < 1 or #liste > 3 ) then
      liste = {'white'};
   end
   -- perhaps it's one of the grey colors?
   for i,v in ipairs( colormachine.grey_names ) do
      if( v == liste[1] ) then
         if( meta ) then
            meta:set_string('selected_shade',      -1 ); -- grey-shade
            meta:set_string('selected_grey_shade',  i );
            meta:set_string('selected_color',      -1 ); -- we selected grey
            meta:set_string('selected_name',       new_color );
            return new_color;
         else
            return { s=-1, g=i, c=-1 };
         end
      end
   end

   if( #liste < 1 ) then
      if( meta ) then
         return meta:get_string('selected_name');
      else
         return nil;
      end
   end

   local selected_shade = 2; -- if no other shade is selected, use plain color
   local vgl = liste[1]..'_';
   for i,v in ipairs( colormachine.prefixes ) do
      if( v == vgl or v== liste[1]) then
         selected_shade = i;
         table.remove( liste, 1 ); -- this one has been done
      end
   end

   if( #liste < 1 ) then
      if( meta ) then
         return meta:get_string('selected_name');
      else
         return nil;
      end
   end

   local selected_color = -1;
   for i,v in ipairs( colormachine.colors ) do
      if( v == liste[1] ) then
         selected_color = i;
         table.remove( liste, 1 ); -- the color has been selected
      end
   end
 
   -- the color was not found! error! keep the old color
   if( selected_color == -1 ) then
      if( meta ) then
         return meta:get_string('selected_name');
      else
         return nil;
      end
   end

   if( #liste > 0 and liste[1]=='s50') then
      selected_shade = selected_shade * 2;
   else
      selected_shade = selected_shade * 2 - 1;
   end

   if( meta ) then
      meta:set_string('selected_shade',      selected_shade ); -- grey-shade
      meta:set_string('selected_grey_shade', -1 );
      meta:set_string('selected_color',      selected_color ); -- we selected grey
      meta:set_string('selected_name',       new_color );
      return new_color;
   else
      return { s=selected_shade, g=-1, c= selected_color };
   end
end



-- returns "" if the item does not exist;
-- wrapper for colormachine.translate_color_name(..)

colormachine.print_color_image = function( meta, k, new_color, c, s, g, pos_x, pos_y, change_link )


   local translated_node_name = colormachine.translate_color_name( meta, k, new_color, c, s, g, 1 );

   local translated_color     = colormachine.translate_color_name( meta, k, new_color, c, s, g, 0 );
   if( not( translated_color )) then
      if( translated_node_name and minetest.registered_items[ translated_node_name ] ) then
          if( minetest.registered_items[ translated_node_name ].inventory_image ) then
             translated_color = minetest.registered_items[ translated_node_name ].inventory_image;
          elseif( minetest.registered_items[ translated_node_name ].wield_image ) then
             translated_color = minetest.registered_items[ translated_node_name ].wield_image;
          end
      end
   end
   if( not( translated_color )) then
      return "";
   end

--   local translated_node_name = colormachine.translate_color_name( meta, k, new_color, c, s, g, 1 );
   if( not( translated_node_name )) then
      return "";
   end

   -- a node or craftitem of that name does not exist
   if(    not( minetest.registered_items[      translated_node_name ])
      and not( minetest.registered_craftitems[ translated_node_name ])) then

--print("NOT FOUND: "..tostring( translated_node_name ).." image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]");
      return "";
   end
   -- switch to the color selector for that blocktype
   local link = new_color;
   if( change_link==1 ) then
      link = k;
   end

   if( colormachine.data[ k ].composed ) then
      return "item_image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_node_name..";"..tostring(link).."; ]";
   else
      return "image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]";
   end
end


-- returns the translated name of the color if necessary (wool/normal dye is named differently than unifieddyes);
-- either meta or c, s and g together need to be given
-- mode==0: return texture name
-- mode==1: return object name for itemstacks etc
colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_obj_name )

   if( meta ~= nil ) then
      c = tonumber(meta:get_string('selected_color'));
      s = tonumber(meta:get_string('selected_shade'));   
      g = tonumber(meta:get_string('selected_grey_shade')); 
   end


   -- is this special shade supported at all?
   if(  ( g >   0 and colormachine.data[k].grey_shades[ g ] ~= 1 )
     or ( g == -1 and colormachine.data[k].shades[      s ] ~= 1 )) then
      return nil;
   end

   local k_orig = k;
   -- unifieddyes_ does not supply all colors
   if( k == 'unifieddyes_' 
     and ( (g==-1 and s==3 and (as_obj_name==1 or not(c==4 or c==6 or c==8 or c==12 or c==13 )))
        or (g==-1 and s==1 and c==1 ) -- pink
        or (g==-1 and s==7 and c==5 ) -- dark brown
        or g==1 or g==3 or g==4 or g==5 )) then
      k = 'dye_';
   end

   if( k=='homedecor_bathroom_tiles_' and as_obj_name==1 ) then
      if(     g==1 or new_color==colormachine.grey_names[1]) then
         return 'homedecor:tiles_1';
      elseif( g==3 or new_color==colormachine.grey_names[3]) then
         return 'homedecor:tiles_2';
      elseif( g==4 or new_color==colormachine.grey_names[4]) then
         return 'homedecor:tiles_4';
      elseif( g==5 or new_color==colormachine.grey_names[5]) then
         return 'homedecor:tiles_3';
      elseif( new_color == 'dark_orange' ) then
         return 'homedecor:tiles_tan';
      end
   end

   if( colormachine.data[k].modname=='myroofs' and as_obj_name==1 ) then
      if( g==5 or new_color == 'black' ) then
	 return "myroofs:asphalt_shingle_hd_asphalt"..(colormachine.data[k].postfix or '');
      elseif( new_color=='orange') then
	 return "myroofs:asphalt_shingle_hd_terracotta"..(colormachine.data[k].postfix or '');
      elseif( new_color=='dark_orange') then
	 return "myroofs:asphalt_shingle_hd_wood"..(colormachine.data[k].postfix or '');
      end
   end

   if( (k=='homedecor_book_' or k=='homedecor_bottle_' or k=='homedecor_welcome_mat_' ) and as_obj_name==1) then
      if( new_color == 'dark_orange' ) then
          new_color = 'brown';
         return 'homedecor:'..colormachine.data[k].add..'brown'..(colormachine.data[k].postfix or '');
      end
   end
   
   if( k=='homedecor_table_' and as_obj_name==1 and new_color=='dark_orange' ) then
      return 'homedecor:'..colormachine.data[k].add..'mahogany'..(colormachine.data[k].postfix or '');
   end

   if( k=='homedecor_bed_' and as_obj_name==1 and g==4 ) then
      return 'homedecor:bed_darkgrey_regular';
   end

   -- this does break the namescheme...
   if( k=='unifieddyes_' and g==2 and as_obj_name==1 ) then
      return 'dye:light_grey';
   end

   -- beds and sofas are available in less colors
   if( g==-1 
     and (c==7 or c==11) 
     and (k=='beds_bed_top_top_' or k=='lrfurn_sofa_right_front_' or k=='lrfurn_armchair_front_' or k=='lrfurn_longsofa_middle_front_' )) then

      return nil;
   end

   -- blox has its own naming scheme - but at least the colors supported are of a simple kind (no shades, no lower saturation)
   if( colormachine.data[k].modname == 'blox' ) then

      local color_used = "";
      if( s==1 and c==1 ) then
         color_used = 'pink'; -- in blox, this is called "pink"; normally "light_red"
      elseif( g>-1 ) then 
         color_used = colormachine.grey_names[ g ];
      elseif( s ~= 3 ) then
         return nil; -- only normal saturation supported
      elseif( c==10 ) then
         color_used = 'purple'; -- purple and violet are not the same, but what shall we do?
      elseif( c==4 or c==6 or c==8 or c>10 ) then
         return nil; -- these colors are not supported
      elseif( c > 0 ) then
         color_used = colormachine.colors[ c ];
      end

      if( as_obj_name == 1 ) then
         return 'blox:'..( color_used )..( colormachine.data[k].add );
      else
         return 'blox_'..( color_used )..( colormachine.data[k].add )..'.png';
      end
   end
 

   local postfix = '.png';
   local prefix  = k;
   -- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
   if( as_obj_name == 1 ) then
      postfix = '';

      prefix = colormachine.data[ k ].modname..":"..colormachine.data[ k ].add;

      -- stained_glass needs an exception here because it uses a slightly different naming scheme
      if( colormachine.data[ k ].modname == 'stained_glass' and stained_glass_exception==1) then

         if( g>0 ) then
            return nil; -- no grey values for them
         end
         local h_trans = {yellow=1, lime=2, green=3, aqua=4, cyan=5, skyblue=6, blue=7, violet=8, magenta=9, redviolet=10, red=11,orange=12};
      
         local h = h_trans[ colormachine.colors[c] ];

         local b   = "";
         local sat = "";
 
         if( k == 'stained_glass_' ) then
            prefix = "stained_glass:"..(colormachine.colors[c]).."_";
            if(     s==1 or s==2) then b = "8"; -- light
            elseif( s==3 or s==4) then b = "5"; -- normal
            elseif( s==5 or s==6) then b = "4"; -- medium
            elseif( s==7 or s==8) then b = "3"; -- dark
            end
            prefix = prefix.."_";
 
            sat = "7";
            if( s==2 or s==4 or s==6 or s==8 ) then -- saturation
               sat = "6";
            end
            if( s==1 ) then
               sat = "";
            end
            return "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (sat);

         elseif( k == 'stained_glass_faint_' ) then
            return "stained_glass:"..(h).."_91";

         elseif(     k == 'stained_glass_pastel_' ) then
            return "stained_glass:"..(h).."_9";
         end
      end
   end

   -- homedecors names are slightly different....
   if( k == 'homedecor_window_shutter_' ) then

      if( s==1 and new_color=='light_blue' ) then -- only light blue is supported
         return prefix..'light_blue'..postfix;
 
      elseif( new_color=='dark_green' ) then
         return prefix..'forest_green'..postfix;

      -- no more light colors, no more cyan or mangenta available; no normal green or blue
      elseif( s==1 or c==7 or c==11 or c==5 or c==9 ) then
         return nil;

      elseif( new_color=='dark_orange' ) then
         return prefix..'mahogany'..postfix;

      elseif( new_color=='orange' ) then
         return prefix..'oak'..postfix;
 
      end
   end

   if( k=='cotton_' and new_color=='grey') then
      new_color = 'mediumgrey';
   end
  

   if( k=='framedglass_' and as_obj_name ~= 1) then
      postfix = 'glass.png';
   end

   if( k=='shells_dye_' ) then
      if( as_obj_name == 1 ) then
        postfix = 'lightglass';
      else
        postfix = 'lightglass.png';
      end
   end


   if( k=='homedecor_bed_' ) then
      if( as_obj_name == 1 ) then
        --postfix = '_foot';
      else
        postfix = '_inv.png';
      end
   end

   -- those have split textures...
   if( colormachine.data[k].modname == 'coloredblocks') then 



      -- we are looking for the image name
      if( prefix==k ) then

         if( new_color == 'dark_orange') then
            new_color = 'brown';
         end

         -- show the top of the blocks in the individual formspec
         if( not(meta) ) then
            return 'coloredblocks_'..new_color..postfix;
      end
      -- show the side view in the main menu
         return string.sub(k, 1, string.len( k )-1)..'half'..postfix;
-- TODO

--[[

         if( new_color == 'dark_orange') then
            new_color = 'brown';
         end

         return 'coloredblocks_'..new_color..postfix;

      elseif( new_color..'_' == colormachine.data[k].add ) then 

         prefix = 'coloredblocks:';
--]]
      end

   end

   if( colormachine.data[k].modname == 'plasticbox'
       and new_color == 'dark_green') then 
      return prefix..'darkgreen'..postfix;
   end

   -- some mods need additional data be added after the color name
   if( as_obj_name == 1 and colormachine.data[k].obj_postfix ) then
	postfix = (colormachine.data[k].obj_postfix) ..postfix;
   end
	
   -- normal dyes (also used for wool) use a diffrent naming scheme
   if( colormachine.data[k].u == 0) then
      if(     new_color == 'darkgrey' and k ~= 'framedglass_') then
         return prefix..'dark_grey'..postfix;  
      elseif( new_color == 'dark_orange' ) then
         return prefix..'brown'..postfix;
      elseif( new_color == 'dark_green'  ) then
         return prefix..new_color..postfix;
      elseif( new_color == 'light_red'   ) then
         return prefix..'pink'..postfix;
      -- lime, aqua, skyblue and redviolet do not exist as standard wool/dye colors
      elseif( g == -1 and (c==4 or c==6 or c==8 or c==12) and k_orig ~= 'unifieddyes_') then 
         return nil;
      -- all other colors of normal dye/wool exist only in normal shade
      elseif( g == -1 and s~= 3  and k_orig ~= 'unifieddyes_') then
         return nil;
      -- colors that are the same in both systems and need no special treatment
      else
         return prefix..new_color..postfix;
      end
   end

   return prefix..new_color..postfix;
end


-- if a block is inserted, the name of its color is very intresting (for removing color or for setting that color)
-- (kind of the inverse of translate_color_name)
colormachine.get_color_from_blockname = function( mod_name, block_name )

   local bname = mod_name..":"..block_name;
   local found = {};
   for k,v in pairs( colormachine.data ) do
      if( mod_name == v.modname ) then
         table.insert( found, k );
      end
   end 

   if( #found < 1 ) then
      return { error_code ="Sorry, this block is not supported by the spray booth.",
               found_name = "",
               blocktype  = ""};
   end
     
   -- another case of special treatment needed; at least the color is given in the tiles 
   if( mod_name =='stained_glass' and stained_glass_exception==1) then 

      local original_node = minetest.registered_items[ bname ];
      if( original_node ~= nil ) then
         local tile   = original_node.tiles[1];
         local liste2 = string.split( tile, "%.");
         block_name = liste2[1];
      end
   end

   -- this mod does not seperate modname and objectname well enough :-( Naming scheme:- steel_framed_obsidian_glassCOLOR 
   if( mod_name =='framedglass' ) then
      block_name = string.sub( block_name, 28 );
   end

   if( mod_name =='shells_dye' ) then
      block_name = string.sub( block_name, 1, string.len( block_name )-string.len( 'lightglass') );
   end

   -- blox uses its own naming scheme
   if( mod_name =='blox' ) then
      -- the color can be found in the description
      local original_node = minetest.registered_items[ bname ];
      if( original_node ~= nil ) then

         local bloxdescr = original_node.description;
         -- bloxparts[1] will be filled with the name of the color:
         local bloxparts = string.split( bloxdescr, " ");
         -- now extract the blocktype information         
         if( bloxparts ~= nil and #bloxparts > 0 ) then

            -- we split with the color name
            local found_name      = bloxparts[1];
            local blocktype       = 'blox_'..string.sub( block_name, string.len( found_name )+1 )..'_';
               
            -- handle pink and purple
            if(     found_name == 'pink' ) then
               found_name = 'light_red';
            elseif( found_name == 'purple' ) then
               found_name = 'violet';
            end

            return { error_code = nil,
                     found_name = found_name, -- the name of the color
                     blocktype  = blocktype }; -- the blocktype
         end
      end
      -- if this point is reached, the decoding of the blox-block-name has failed
      return { error_code = "Error: Failed to decode color of this blox-block.",
               found_name = "",
               blocktype  = "" }; 

   end

   -- homedecors names are slightly different....
   if( mod_name == 'homedecor' ) then

      -- change the blockname to the expected color
      if(     block_name == 'shutter_forest_green' ) then
         block_name = 'shutter_dark_green';

      elseif( block_name == 'shutter_mahogany' ) then
         block_name = 'shutter_dark_orange';
 
      -- this is the default, unpainted one..which can also be considered as "orange" in the menu
--      elseif( blockname == 'shutter_oak' ) then 
--         block_name = 'shutter_orange';
      end
   end

   if( mod_name == 'plasticbox' and block_name == 'plasticbox_darkgreen' ) then
      block_name = 'plasticbox_dark_green';
   end

   -- even cotton needs an exception...
   if( mod_name == 'cotton' and block_name=='mediumgrey' ) then
      block_name = 'grey';
   end



   local blocktype  = '';
   -- some mods may have a postfix to their modname (which is pretty annoying)
   for _,k in ipairs( found ) do
      if( colormachine.data[k].obj_postfix ) then

         local l = string.len( colormachine.data[k].obj_postfix);
         if( string.len( block_name ) > l 
         and string.sub( block_name, -1*l ) == colormachine.data[k].obj_postfix ) then

            block_name = string.sub( block_name, 1, (-1*l)-1 );
            blocktype  = k;
         end
      end
   end

   -- try to analyze the name of this color; this works only if the block follows the color scheme
   local liste = string.split( block_name, "_" );
   local curr_index = #liste;

   -- handle some special wool- and dye color names
   -- dark_grey <-> darkgrey
   if(     #liste > 1 and liste[ curr_index ]=='grey' and liste[ curr_index - 1 ] == 'dark' ) then
      curr_index = curr_index - 1;
      liste[ curr_index ] = 'darkgrey';

   -- brown <=> dark_orange
   elseif( #liste > 0 and liste[ curr_index ]=='brown' ) then
      liste[ curr_index ] = 'dark';
      table.insert( liste, 'orange' );
      curr_index = curr_index + 1;
  
   -- pink <=> light_red
   elseif( #liste > 0 and liste[ curr_index ]=='pink' ) then
      liste[ curr_index ] = 'light';
      table.insert( liste, 'red' );
      curr_index = curr_index + 1;
   end
 
   -- find out the saturation - either "s50" or omitted
   local sat = 0;
   if( curr_index > 1 and liste[ curr_index ] == "s50" ) then
      sat = 1;
      curr_index = curr_index - 1;
   end

   -- the next value will be the color
   local c = 0;
   if( curr_index > 0 ) then
      for i,v in ipairs( colormachine.colors ) do
         if( c==0  and curr_index > 0 and v == liste[ curr_index ] ) then
            c = i;
            curr_index = curr_index - 1;
         end
      end
   end

   local g = -1;
   -- perhaps we are dealing with a grey value
   if( curr_index > 0 and c==0 ) then
      for i,v in ipairs(colormachine.grey_names ) do
         if( g==-1 and curr_index > 0 and v == liste[ curr_index ] ) then
            g = i;
            c = -1;
            curr_index = curr_index - 1;
         end
      end
   end

   -- determine the real shade; 3 stands for normal
   local s = 3;
   if( curr_index > 0 and g==-1 and c~=0) then
      if(     liste[ curr_index ] == 'light' ) then
        s = 1;
        curr_index = curr_index - 1;
      elseif( liste[ curr_index ] == 'medium' ) then
        s = 5;
        curr_index = curr_index - 1;
      elseif( liste[ curr_index ] == 'dark'   ) then
        s = 7;
        curr_index = curr_index - 1;
      end
   end

   local found_name = "";
   if(     g ~= -1 ) then
      found_name = colormachine.grey_names[ g ];
   elseif( c  >  0 ) then

      found_name = colormachine.prefixes[ math.floor((s+1)/2) ] .. colormachine.colors[ c ];

      if( sat==1 ) then
         s = s+1;
         found_name = found_name.."_s50";
      end
   end

   -- for blocks that do not follow the naming scheme - the color cannot be decoded
   if( g==-1 and c==0 ) then
      return { error_code ="This is a colored block: "..tostring( bname )..".", 
               found_name = "",
               blocktype  = ""};
   end

   -- identify the block type/subname
   local add       = "";

   if( curr_index > 0 ) then

      for k,v in pairs( colormachine.data ) do
         -- prefix and postfix have to fit
         if( curr_index > 0 and add=="" and mod_name == v.modname and (liste[ curr_index ].."_") == v.add  
         -- if a postfix exists, we did check for that before and set blocktype accordingly
            and( not( blocktype ) or blocktype=='' or blocktype==k)) then
            add        = v.add;
            blocktype  = k;
            curr_index = curr_index - 1;
         end
      end
   end

   if( not( blocktype ) or blocktype == '' ) then
      blocktype = found[1];
   end

   if( curr_index > 0 and #liste>0 and liste[1]=='chair' and blocktype == 'homedecor_bed_' ) then
      return { error_code = nil,
               found_name = found_name,
               blocktype  = 'forniture_kitchen_chair_sides_'};
   end

   if( curr_index > 0 ) then
      local k_help = '';
      for i=1, curr_index do
         k_help = k_help..liste[i]..'_';
      end
      if( colormachine.data[ k_help ]) then
         blocktype = k_help;
      else
         print( 'colormachine: ERROR: leftover name parts for '..tostring( bname )..": "..minetest.serialize( liste ));
      end
   end

   return { error_code = nil,
            found_name = found_name,
            blocktype  = blocktype};
end



-- if the player has selected a color, show all blocks in that color
colormachine.blocktype_menu = function( meta, new_color, page )

   page = tonumber( page );
   local per_line = 13;
   local anz_lines = 3;
   local per_page = anz_lines * per_line;
   if( not( page )) then
      page = 1;
   end
   local start_at_offset = per_page * page;

   new_color = colormachine.decode_color_name( meta, new_color );

   -- keep the same size as with the color selector
   local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
                "label[0.2,1.2;name]"..
                "label[0.2,2.2;unpainted]"..
                "label[0.2,3.2;colored]"..
                "button[1,0.5;4,1;dye_management;Manage stored dyes]"..
                "button[5,0.5;4,1;main_menu;Back to main menu]";
   local x = 1;
   local y = 2;

   for i,k in ipairs( colormachine.ordered ) do
 
      -- only installed mods are of intrest
      if( k ~= nil and colormachine.data[ k ].installed == 1 and i > start_at_offset and i <= (start_at_offset + per_page)) then 

         -- that particular mod may not offer this color
         form = form.."button["..tostring(x)..","..tostring(y-0.8)..  ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
                  "item_image["..tostring(x)..","..tostring(y    )..";1,1;"..colormachine.data[k].block.."]"; 

         local button = colormachine.print_color_image( meta, k, new_color, nil, nil, nil, tostring(x), tostring(y+1), 1);-- translated_color as return value for button
         if( button ~= "" ) then
            form = form..button;
         else
            form = form.."button["..      tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
         end

         x = x+1;
         if( x>per_line ) then
            x = 1;
            y = y+anz_lines;
            if( y < 2+anz_lines*3 ) then
               form = form..
                   "label[0.2,"..tostring(y-1)..".2;name]"..
                   "label[0.2,"..tostring(y  )..".2;unpainted]"..
                   "label[0.2,"..tostring(y+1)..".2;colored]";
            end
         end
      end
   end
   if( #colormachine.ordered > per_page ) then
      local max_page_nr = math.ceil( #colormachine.ordered/per_page );
      -- add page number
      form = form.."field[20,20;0.1,0.1;page;;"..math.floor( start_at_offset/(3*13) ).."]"..
		"label[10.2,0.5;"..tostring( page+1 ).."/"..tostring( max_page_nr ).."]";
      if( page and page>0 ) then
         form = form..
		"button[9.0,0.5;0.5,0.5;first_page;"..minetest.formspec_escape("1|<").."]"..
		"button[9.6,0.5;0.5,0.5;prev_page;"..tostring(page)..minetest.formspec_escape("<").."]";
      end
      if( not( page ) or page+1 < max_page_nr ) then
         form = form..
		"button[10.8,0.5;0.5,0.5;next_page;"..minetest.formspec_escape(">")..tostring( math.min( page+2, max_page_nr )).."]"..
		"button[11.4,0.5;0.5,0.5;last_page;"..minetest.formspec_escape(">|")..tostring( max_page_nr ).."]";
      end
   end
   return form;
end



-- this function tries to figure out which block type was inserted and how the color can be decoded
colormachine.main_menu_formspec = function( pos, option )

   local i = 0;
   local k = 0;
   local v = 0;

   local form = "size[14.5,9]"..
                "list[current_player;main;1,5;8,4;]"..
-- TODO
--                "label[3,0.2;Spray booth main menu]"..
                "button[6.5,0.25;3,1;dye_management;Manage stored dyes]"..
                "button[6.5,0.75;3,1;blocktype_menu;Show supported blocks]"..

                "label[3,0.0;1. Input - Insert material to paint:]"..
                "list[current_name;input;4.5,0.5;1,1;]"..
		
		"label[9.3,-0.5;Additional storage for dyes:]"..
		"list[current_name;extrastore;9.3,0;5,9]";

   if( minetest.setting_getbool("creative_mode") ) then
      form = form.."label[0.5,0.25;CREATIVE MODE:]".."label[0.5,0.75;no dyes or input consumed]";
   end

   local meta = minetest.env:get_meta(pos);
   local inv  = meta:get_inventory();

   -- display the name of the color the machine is set to
   form = form.."label[1.0,4.3;Current painting color:]"..
                "label[3.5,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
   -- display the owner name
                "label[7,4.3;Owner: "..(meta:get_string('owner') or "?" ).."]";

   if( inv:is_empty( "input" )) then
      form = form.."label[2.2,3.0;Insert block to be analyzed.]";
      return form;
   end

   local stack = inv:get_stack( "input", 1);
   local bname = stack:get_name();
   -- lets find out if this block is one of the unpainted basic blocks calling for paint
   local found = {};
   for k,v in pairs( colormachine.data ) do
      if( bname == v.block and colormachine.data[ k ].installed==1) then
         table.insert( found, k );
      end
   end 

   -- make sure all output fields are empty
   for i = 1, inv:get_size( "output" ) do
      inv:set_stack( "output", i, "" );
   end

   local anz_blocks = stack:get_count();

   -- a block that can be colored
   if( #found > 0 ) then

      local out_offset = 3.5-math.floor( #found / 2 );
      if( out_offset < 0 ) then
         out_offset = 0;
      end

      local anz_found  = 0;
      local p_values   = {}; -- how many blocks can be colored with one pigment?
      for i,v in ipairs( found ) do
         if( i <= inv:get_size( "output" )) then

            -- offer the description-link
            form = form.."button["..tostring(out_offset+i)..","..tostring(1.45)..";1,1;"..v..";"..colormachine.data[v].descr.."]";

            -- when clicking here, the color selection menu for that blocktype is presented
            local button = colormachine.print_color_image( meta, v, meta:get_string('selected_name'), nil, nil, nil, tostring(out_offset+i), tostring(2.0),1 );

            if( button ~= "" ) then

               local block_name = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
               -- one pigment is enough for factor blocks:
               local factor         = colormachine.data[ v ].p;
               if( not( factor )) then
                  factor = 1.0;
               end
               -- how many of these blocks can we actually paint?

               local can_be_painted = 0;
               if( not( minetest.setting_getbool("creative_mode") )) then
                  can_be_painted = colormachine.calc_dyes_needed( meta, inv, math.ceil( anz_blocks / factor ), 0 );
               else
                  can_be_painted = 99; -- an entire stack can be painted in creative mode
               end
               inv:set_stack( "output", i, block_name.." "..tostring( math.min( can_be_painted * factor, anz_blocks )));

               p_values[ i ] = factor;

               form = form..button;
            else
               inv:set_stack( "output", i, "" );

--               form = form.."button["      ..tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
               form = form.."button["..      tostring(out_offset+i)..","..tostring(2.0)..";1,1;"..v..";n/a]";
            end
            anz_found = anz_found + 1;
         end
      end
      -- so that we can determine the factor when taking blocks from the output slots
      meta:set_string('p_values', minetest.serialize( p_values ));
      
      -- this color was not supported
      if( anz_found == 0 ) then
         form = form.."label[2.2,3.0;Block is not available in that color.]";
         return form;
      end
      
      form = form.."label[3.0,1.2;2. Select color for any style:]"..
                   "label[3.0,2.9;3. Take output (determines style):]"..
                   "list[current_name;output;"..tostring(out_offset+1)..",3.5;"..tostring( anz_found )..",1;]";
      return form;
   end -- end of handling of blocks that can be colored


   -- get the modname
   local parts = string.split(bname,":");
   if( #parts < 2 ) then
      form = form.."label[2.2,3.0;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
      return form;
   end
      

   -- it may be a dye source
   for i,v in ipairs( colormachine.basic_dye_sources ) do
      -- we have found the right color!
      if( bname == v ) then
         form = form.."label[2.2,3.0;This is a dye source.]"..
                   "button[6,3.0;3,1;turn_into_dye;Add to internal dye storage]";
         return form;
      end
   end


   -- it is possible that we are dealing with an already painted block - in that case we have to dertermie the color
   local found_color_data = colormachine.get_color_from_blockname( parts[1], parts[2] );
   if( found_color_data.error_code ~= nil ) then
      form = form.."label[2.2,3.0;"..found_color_data.error_code..".]";
      return form;
   end

   -- the previous analyse was necessary in order to determine which block we ought to use
   if( option == 'remove_paint' ) then
      -- actually remove the paint from the 
      inv:set_stack( "input", 1, colormachine.data[ found_color_data.blocktype ].block.." "..tostring( anz_blocks ));
      -- update display (we changed the input!)
      return colormachine.main_menu_formspec(pos, "analyze");
   end


   if( option == 'adapt_color' ) then
      -- actually change the color
      colormachine.decode_color_name( meta, found_color_data.found_name );
      -- default color changed - update the menu
      return colormachine.main_menu_formspec(pos, "analyze");
   end

   -- print color name; select as input color / remove paint
   form = form.."label[2.2,3.0;This is: "..tostring( found_color_data.found_name )..".]"..
                "button[6,3.5;3,1;remove_paint;Remove paint]";

   if( found_color_data.found_name ~= meta:get_string( 'selected_name' )) then
      form = form.."button[6,2.6;3,1;adapt_color;Set as new color]";
   else
      form = form.."label[5.5,2.0;This is the selected color.]";
   end
 
   return form;
end


-- returns a list of all blocks that can be created by applying dye_node_name to the basic node of old_node_name
colormachine.get_node_name_painted = function( old_node_name, dye_node_name )
	local possible_blocks = {};
	local unpainted_block = "";
	local old_dye         = "";
	for k,v in pairs( colormachine.data ) do
		if( old_node_name == v.block and colormachine.data[ k ].installed==1) then
			table.insert( possible_blocks, k );
			unpainted_block = old_node_name;
		end
	end 

	if( unpainted_block == "" ) then
		local parts = string.split(old_node_name,":");
		if( #parts < 2 ) then
			return;
		end
		found_color_data_block = colormachine.get_color_from_blockname( parts[1], parts[2] );
		if( found_color_data_block.error_code ~= nil ) then
			return;
		end
		unpainted_block = colormachine.data[ found_color_data_block.blocktype ].block;
		old_dye         = found_color_data_block.found_name;

		-- figure out how the dye this block was painted with was called
		local cdata = colormachine.decode_color_name( nil, old_dye );
		if( cdata ) then
			old_dye = colormachine.translate_color_name( nil, 'unifieddyes_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
			if( not( old_dye ) or old_dye == '' ) then
				old_dye = colormachine.translate_color_name( nil, 'dye_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
			end
		else
			old_dye = '';
		end
	end
	if( unpainted_block ~= "" and #possible_blocks < 1 ) then
		for k,v in pairs( colormachine.data ) do
			if( unpainted_block == v.block and colormachine.data[ k ].installed==1) then
				table.insert( possible_blocks, k );
			end
		end
	end 

	-- remove paint
	if( not( dye_node_name ) or dye_node_name == "") then
		return {possible={unpainted_block},old_dye = old_dye};
	end

	-- decode dye name
	parts = string.split(dye_node_name,":");
	if( #parts < 2 ) then
		return;
	end
	local found_color_data_color = colormachine.get_color_from_blockname( parts[1], parts[2] );

	if( found_color_data_color.error_code ~= nil ) then
		return;
	end
	local dye_name = found_color_data_color.found_name;

	local cdata = colormachine.decode_color_name( nil, dye_name );
	if( not( cdata )) then
		return;
	end

	-- find out for which block types/patterns this unpainted block is the basic one
	local found = {};
	for _,k in ipairs( possible_blocks ) do

		local new_block_name = colormachine.translate_color_name( nil, k, dye_name, cdata.c, cdata.s, cdata.g, 1 );
		table.insert( found, new_block_name );
	end 
	if( #found < 1 ) then
		return;
	end
	return { possible=found, old_dye = old_dye };
end


colormachine.check_owner = function( pos, player )
   -- only the owner can put something in
   local meta = minetest.env:get_meta(pos);

   if( meta:get_string('owner') ~= player:get_player_name() ) then
      minetest.chat_send_player( player:get_player_name(),
                 "This spray booth belongs to "..tostring( meta:get_string("owner"))..
                 ". If you want to use one, build your own!");
      return 0;
   end
   return 1;
end


colormachine.allow_inventory_access = function(pos, listname, index, stack, player, mode)

   -- only specific slots accept input or output
   if(  (mode=="put"  and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" )
     or (mode=="take" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" and listname ~= "output" and listname ~= "paintless" )) then

      if( listname == "extrastore" ) then
         local parts = string.split(stack:get_name(),":");
         if( #parts > 1 and (parts[1]=='unifieddyes' or parts[1]=='dye')) then
            return stack:get_count();
         end
      end
      return 0;
   end

   local stack_name = stack:get_name();
   -- the dyes are a bit special - they accept only powder of the correct name
   if( listname == "dyes" 
       and stack_name ~= ("dye:"..        colormachine.colors_and_greys[ index ])
       and stack_name ~= ("unifieddyes:"..colormachine.colors_and_greys[ index ])
       and (stack_name ~= "dye:light_grey" or colormachine.colors_and_greys[ index ]~="lightgrey" )
       and (stack_name ~= "dye:dark_grey"  or colormachine.colors_and_greys[ index ]~="darkgrey" )
       ) then

      minetest.chat_send_player( player:get_player_name(), 'You can only store dye powders of the correct color here.');
      return 0;
   end

   if( not( colormachine.check_owner( pos, player ))) then
      return 0;
   end

   -- let's check if that type of input is allowed here
   if( listname == "refill" ) then
      local str = stack:get_name();
      for i,v in ipairs( colormachine.basic_dye_sources ) do
         if( str == v and v ~= "") then
            return stack:get_count();
         end
      end
      minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
      return 0;
   end

   return stack:get_count();
end


colormachine.on_metadata_inventory_put = function( pos, listname, index, stack, player )
  
   local meta = minetest.env:get_meta(pos);
   local inv  = meta:get_inventory();

   -- nothing to do if onnly a dye was inserted
   if( listname == "dyes" ) then
      return;
   end

   -- an unprocessed color pigment was inserted
   if( listname == "refill" ) then
      local str = stack:get_name();
      for i,v in ipairs( colormachine.basic_dye_sources ) do
         -- we have found the right color!
         if( str == v ) then
            local count = stack:get_count();

            -- how much free space do we have in the destination stack?
            local dye_stack = inv:get_stack( "dyes", i);
            local free      = math.floor(dye_stack:get_free_space()/4);
            if( free < 1 ) then
               minetest.chat_send_player( player:get_player_name(), 'Sorry, the storage for that dye is already full.');
               return 0;
            end
            if( count < free ) then
               free = count;
            end

            -- consume the inserted material - no more than the input slot can handle
            inv:remove_item(listname, stack:get_name().." "..tostring( free ));

            color_name = colormachine.colors_and_greys[ i ];
            -- add four times that much to the storage
            if( i==4 or i==6 or i==8 or i==12 or i==14 ) then

               if( colormachine.data[ 'unifieddyes_' ].installed == 0 ) then
                  minetest.chat_send_player( player:get_player_name(), 'Sorry, this color requires unifieddyes (which is not installed).');
                  return 0;
               end
               inv:set_stack( "dyes", i, ("unifieddyes:"..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
            else
               inv:set_stack( "dyes", i, ("dye:"        ..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
            end
         end
      end
      minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
      return 0;
   end

   if( listname == "input" ) then
      -- update the main menu accordingly
      meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
      return;
   end
end


colormachine.on_metadata_inventory_take = function( pos, listname, index, stack, player )
  
   local meta = minetest.env:get_meta(pos);
   local inv  = meta:get_inventory();


   if( listname == "output" ) then

      -- in creative mode, no pigments are consumed
      if( minetest.setting_getbool("creative_mode") ) then
         -- update the main menu
         meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
         return;
      end

      -- consume color for painted blocks
      local str      = meta:get_string( 'p_values' );
      local p = 1;  -- color more than one block with one pigment
      if( str and str ~= "" ) then
         local p_values = minetest.deserialize( str );
         if( index and p_values[ index ] ) then
            p = p_values[ index ];
         end
      end

      local amount_needed = math.ceil( stack:get_count() / p );
      local amount_done   = colormachine.calc_dyes_needed( meta, inv, amount_needed, 1 );
--print( ' NEEDED: '..tostring( amount_needed )..' DONE: '..tostring( amount_done )); -- TODO
      if( amount_done > amount_needed ) then
-- TODO: leftover color - how to handle?
      end

      -- calculate how much was taken
      local anz_taken   = stack:get_count();
      local anz_present = inv:get_stack("input",1):get_count();
      anz_present = anz_present - anz_taken;
      if( anz_present <= 0 ) then
         inv:set_stack( "input", 1, "" ); -- everything used up
      else
         inv:set_stack( "input", 1, inv:get_stack("input",1):get_name().." "..tostring( anz_present ));
      end
        
      -- the main menu needs to be updated as well
      meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
      return;
   end


   if( listname == "input" ) then
      -- update the main menu accordingly
      meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
      return;
   end
end


-- calculate which dyes are needed
colormachine.calc_dyes_needed = function( meta, inv, amount_needed, do_consume )

   local form = "";

   -- display the name of the currently selected color
   form = form.."label[8,0.2;"..( meta:get_string( "selected_name" ) or "?" ).."]";

   local s = tonumber(meta:get_string('selected_shade' ));
   local g = tonumber(meta:get_string('selected_grey_shade' ));
   local c = tonumber(meta:get_string('selected_color' ));


   local needed = {};
   -- we are dealing with a grey value
   if( g > -1 ) then
      needed[ colormachine.grey_names[ g ]] = 1;

   -- we are dealing with a normal color
   else
      -- one pigment of the selected color (to get started)
      needed[ colormachine.colors[ c ]] = 1;
      -- handle saturation
      if(     s==1 ) then needed[ "white" ]=1;                       -- light
--      elseif( s==3 ) then                                          -- normal color - no changes needed 
      elseif( s==4 ) then needed[ "white" ]=2; needed[ "black" ] =1; -- normal, low saturation
      elseif( s==5 ) then                      needed[ "black" ] =1; -- medium dark
      elseif( s==6 ) then needed[ "white" ]=1; needed[ "black" ] =1; -- medium dark, low saturation
      elseif( s==7 ) then                      needed[ "black" ] =2; -- dark
      elseif( s==8 ) then needed[ "white" ]=1; needed[ "black" ] =2; -- dark, low saturation
      end
   end

   local anz_pigments = 0;
   for i,v in pairs( needed ) do
      anz_pigments = anz_pigments + v;
   end

   
   -- n: portions of *mixtures* needed
   local n = 1;
   -- if the colors are to be consumed, we need to calculate how many we actually need
   -- (one mixutre consists of anz_pigments pigments each)
   if( amount_needed > 0) then
      n = math.ceil( amount_needed / anz_pigments );

      local min_found = 10000; -- high number that cannot be reached
      -- now we need to check how many pigments of each color we have
      for i,v in ipairs( colormachine.colors_and_greys ) do

         if( needed[ v ] and needed[ v ]> 0 ) then 

            -- find out how many blocks of this type we can actually color
            local stack = inv:get_stack( "dyes", i );
            local found = math.floor( stack:get_count() / needed[ v ]);
            if( found < min_found  ) then
               min_found = found;  -- save the new minimum
            end
         end
      end

      -- we do not have enough pigments
      if( min_found < n ) then
         n = min_found;
      end
   end

   local need_white = math.ceil( amount_needed / anz_pigments );
   -- the machine does have the required colors stored
   if( n > 0 ) then
      local stack_white= inv:get_stack( "dyes", 13 );
      local anz_white  = stack_white:get_count();

      n = math.min( anz_white, need_white );
   end
        
 
   -- return how many *could* be colored
   if( amount_needed > 0 and do_consume ~= 1 ) then
      return n*anz_pigments;
   end

   needed = {};
   needed[ "white" ] = n;

   for i,v in ipairs( colormachine.colors_and_greys ) do

      if( needed[ v ] and needed[ v ]> 0 ) then 
  
         -- show how many pigments of this color are needed for the selected mixture
         -- normal color
         if( i <= #colormachine.colors ) then
            form = form.."label["..tostring(i+0.2)..",2.2;"  ..needed[ v ].."x]"..
                         "label["..tostring(i+0.2)..",0.6;"  ..needed[ v ].."x]";
         -- grey value
         else
            form = form.."label[11.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]"..
                         "label[13.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]";
         end

         -- actually consume the color pigment
         if( amount_needed > 0 and n > 0 ) then
            local stack = inv:get_stack( "dyes", i );
            local found = stack:get_count();
            --print( ' CONSUMED '..math.floor( n * needed[ v ] )..' of '..tostring( stack:get_name())); 
            if( found > math.floor( n * needed[ v ] )) then
               inv:set_stack( "dyes", i, stack:get_name()..' '..tostring( math.max( 1, found - math.floor( n * needed[ v ] )))); 
            else
               inv:set_stack( "dyes", i, "" );
            end
         end
      end
   end


   -- in case pigments where consumed, return how many blocks where colored successfully
   if( amount_needed > 0 and n > 0 ) then
--print('Successfully colored: '..tostring( n*anz_pigments )); 
      return n*anz_pigments;
   end

   -- else return the formspec  addition with the information how many of which pigment is needed
   return form;
end


-- this adds the name of the current color and the amount of needed dyes to the formspec
colormachine.get_individual_dye_management_formspec = function( meta, inv )

   local form = colormachine.dye_management_formspec;

   -- just add information how many pigments of each color are needed
   form = form .. colormachine.calc_dyes_needed( meta, inv, 0, 0 )
   return form;
end


-- mix two colors
colormachine.mix_colors = function( inv, i, sender )

   local farbe = colormachine.colors_and_greys[ i ];
   local mix   = colormachine.dye_mixes[ farbe ];
   -- in case the color cannot be mixed
   if( not( mix ) or #mix < 2 ) then
      return;
   end

   local stack1 = inv:get_stack( "dyes", mix[1] );
   local stack2 = inv:get_stack( "dyes", mix[2] );
   local stack3 = inv:get_stack( "dyes", i );
  

   if(     stack3:get_free_space() > 1 -- we need space for two 
       and stack1:get_count() > 0
       and stack2:get_count() > 0 ) then

      inv:set_stack( "dyes", mix[1], stack1:get_name()..' '..( stack1:get_count()-1));
      inv:set_stack( "dyes", mix[2], stack2:get_name()..' '..( stack2:get_count()-1));

      -- handle light/dark grey
      if(     farbe=='lightgrey' ) then
         farbe = 'light_grey';
      elseif( farbe=='darkgrey' ) then
         farbe = 'dark_grey';
      end

      -- dye or unifieddyes?
      local name = 'dye:'..farbe;
      if( not( minetest.registered_craftitems[ name ])) then
         name = 'unifieddyes:'..farbe;
      end

      -- print errormessage or add the mixed dye pigment
      if( not( minetest.registered_craftitems[ name ])) then
         minetest.chat_send_player( sender:get_player_name(), '[colormachine] ERROR: color '..tostring( farbe )..' could not be mixed (craftitem '..tostring(name)..' not found)');
      else
         inv:set_stack( "dyes", i, name..' '..( stack3:get_count() + 2 )); -- two pigments mixed -> we get two pigments result
      end

   elseif( stack3:get_free_space() > 1 ) then
      minetest.chat_send_player( sender:get_player_name(), 'Need '..colormachine.colors_and_greys[ mix[1] ]..' and '..
                                                                    colormachine.colors_and_greys[ mix[2] ]..' in order to mix '..farbe..'.'); 
   end
end


-- this generates the formspec for all supported mods and the general colormachine.dye_management_formspec 
colormachine.init = function()
   local liste = {};
   -- create formspecs for all machines
   for k,v in pairs( colormachine.data ) do

      if( minetest.get_modpath( colormachine.data[ k ].modname ) ~= nil ) then

         -- generate the formspec for that machine
         colormachine.data[ k ].formspec = colormachine.generate_form( k );
         -- remember that the mod is installed
         colormachine.data[ k ].installed = 1;
         -- this is helpful for getting an ordered list later
--         liste[ colormachine.data[ k ].nr ] = k;
         table.insert( liste, k );
      else
         -- the mod is not installed
         colormachine.data[ k ].installed = 0;
      end
   end

   table.sort( liste, function(a,b) return colormachine.data[a].nr < colormachine.data[b].nr end); 
   colormachine.ordered = liste;

   -- if no flowers are present, take dye sources from default (so we only have to depend on dyes)
   if( minetest.get_modpath( "flowers") == nil ) then
      for i,v in ipairs( colormachine.alternate_basic_dye_sources ) do
         colormachine.basic_dye_sources[ i ]  = colormachine.alternate_basic_dye_sources[ i ];
      end
   end

   local form = "size[14,10]"..
                "list[current_player;main;1,5;8,4;]"..
                "label[1,0.2;"..minetest.formspec_escape('Insert dye sources here -->').."]"..
                "list[current_name;refill;4,0;1,1;]"..
                "label[6,0.2;Selected color:]"..
                "label[0.1,1;sources:]"..
                "label[0.1,2;dyes:]"..
                "label[0.1,3;storage:]"..
                "button[1,4;4,1;main_menu;Back to main menu]"..
                "button[5,4;4,1;blocktype_menu;Show supported blocks]"..
                "list[current_name;dyes;1,3;"..tostring(#colormachine.colors)..",1;]"..  -- normal colors

                -- remaining fields of the dyes inventory: grey colors, arranged vertically
                -- (not enough space for the "dyes" label)
                "label[0.1,0.6;need:]"..
                "label[9.3,4.5;need:]"..
                "label[10,4.5;sources:]"..
                "label[12,4.5;storage:]"..
                "list[current_name;dyes;12,5;1,"..tostring(#colormachine.grey_names)..";"..tostring(#colormachine.colors).."]";

   local needed = {};

   -- align colors horizontal
   for i,k in ipairs( colormachine.colors ) do
   
      local prefix = 'dye:';
      if( i==4 or i==6 or i==8 or i==12 or i==14 ) then
         if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
            prefix = 'unifieddyes:';
         else
            prefix = "";
         end
      end

      if( prefix ~= "" ) then

         local source = colormachine.basic_dye_sources[ i ];
         if(     source ~= "" ) then
            form = form.."item_image["..tostring(i)..",1;1,1;"..source.."]";

            -- even those colors may be additionally mixed
            if(  #colormachine.dye_mixes[         colormachine.colors_and_greys[ i ] ] == 2 ) then 
               form = form.. "button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
            end

         -- a color that can be mixed
         elseif( #colormachine.dye_mixes[         colormachine.colors_and_greys[ i ] ] == 2 ) then 

            local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ];
   
            local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
            local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];

            form = form.."item_image["..tostring(i    )..",1.0;1,1;"..source1.."]"..
                         "item_image["..tostring(i+0.3)..",1.3;1,1;"..source2.."]"..
                             "button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
         end
      
         form = form.. "item_image["..tostring(i)..",2;1,1;"..tostring( prefix..colormachine.colors[ i ] ).."]"..
                            "label["..tostring(i)..",3.6;"  ..tostring( colormachine.colors_and_greys[ i ] ).."]";
      else
         form = form.."label["..tostring(i+0.2)..",3;n/a]";
      end
   end

   -- align grey-values vertical
   for i,k in ipairs( colormachine.grey_names ) do
   
      if( i ~= 2 or colormachine.data[ 'unifieddyes_' ].installed == 1 ) then

         local source = colormachine.basic_dye_sources[ #colormachine.colors + i ];
         if( source and source ~= "" ) then
            form = form.."item_image[10,"..tostring(i+4)..";1,1;"..source.."]";

         elseif( #colormachine.dye_mixes[         colormachine.colors_and_greys[ #colormachine.colors + i ] ] == 2 ) then 

            local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ #colormachine.colors + i ] ];

            local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
            local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];

            form = form.."item_image[10.0,"..tostring(i+4.0)..";1,1;"..source1.."]"..
                         "item_image[10.3,"..tostring(i+4.3)..";1,1;"..source2.."]"..
                             "button[9.8," ..tostring(i+4.9)..";0.8,0.2;mix_"..colormachine.colors_and_greys[ #colormachine.colors + i ]..";mix]";
         end
      
         local dye_name = 'dye:'..k;

         -- lightgrey exists only in unifieddyes
         if( i== 2 ) then
            if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
               dye_name = 'unifieddyes:lightgrey_paint'; --'unifieddyes:'..k;
            else
               dye_name = '';
            end

         -- darkgrey is called slightly diffrent
         elseif( i==4 ) then
            dye_name = 'dye:dark_grey';
         end
       
         if( dye_name ~= "" ) then
            form = form.. "item_image[11,"..tostring(i+4)..";1,1;"..tostring( dye_name ).."]"..
                          "label[   12.9,"..tostring(i+4)..";"    ..tostring( colormachine.colors_and_greys[ #colormachine.colors + i ] ).."]";
         end
      else
         form = form.."label[12.2,"..tostring(i+4)..";n/a]";
      end
   end
  
 
   colormachine.dye_management_formspec = form;

end



-- delay initialization so that modules are hopefully loaded
minetest.after( 0, colormachine.init );


--    flowers:       6 basic colors + black + white
--  unifieddyes:   dye pulver
--  coloredwood:   wood, fence - skip sticks!
--  unifiedbricks: clay blocks, brick blocks (skip individual clay lumps and bricks!)
--                 multicolor: 3 shades, usual amount of colors
--  cotton:        (by jordach) probably the same as coloredwood
--   
--  stained_glass: 9 shades/intensities


minetest.register_node("colormachine:colormachine", {
        description = "spray booth",

        tiles = {
		"colormachine_top.png",
		"colormachine_bottom.png",
		"colormachine_side.png",
		"colormachine_side.png",
		"colormachine_side.png",
		"colormachine_front.png",
	},

        paramtype2 = "facedir",
        groups = {cracky=2},
        legacy_facedir_simple = true,

        on_construct = function(pos)

           local meta = minetest.env:get_meta(pos);

           meta:set_string('selected_shade',       3 ); -- grey-shade
           meta:set_string('selected_grey_shade',  1 );
           meta:set_string('selected_color',      -1 ); -- we selected grey
           meta:set_string('selected_name',       'white' );

           meta:set_string('owner', '' ); -- protect input from getting stolen

           local inv = meta:get_inventory();
           inv:set_size("input",     1);  -- input slot for blocks that are to be painted
           inv:set_size("refill",    1);  -- input slot for plants and other sources of dye pigments
           inv:set_size("output",   14);  -- output slot for painted blocks - up to 8 alternate coloring schems supported (blox has 8 for stone!)
           inv:set_size("paintless", 1);  -- output slot for blocks with paint scratched off
           inv:set_size("dyes",     18);  -- internal storage for the dye powders
           inv:set_size("extrastore",5*9); -- additional storage for dyes

           --meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
           meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
        end,

        after_place_node = function(pos, placer)
           local meta = minetest.env:get_meta(pos);

           meta:set_string( "owner", ( placer:get_player_name() or "" ));
           meta:set_string( "infotext", "Spray booth (owned by "..( meta:get_string( "owner" ) or "" )..")");
        end,

        on_receive_fields = function(pos, formname, fields, sender)

           if( not( colormachine.check_owner( pos, sender ))) then
              return 0;
           end

           -- remember the page we where at
           if( not( fields.page )) then
              fields.page = 0;
           end

           local meta = minetest.env:get_meta(pos);
           for k,v in pairs( fields ) do
              if( k == 'main_menu' ) then
                 meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
                 return;
              elseif( k == 'remove_paint' ) then
                 meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "remove_paint") );
                 return;
              elseif( k == 'adapt_color' ) then
                 meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "adapt_color") );
                 return;

              elseif( k == 'turn_into_dye' ) then
                 local inv = meta:get_inventory();

                 local stack = inv:get_stack( 'input', 1 );
                 -- move into refill slot
                 inv:set_stack( 'refill', 1, stack );
                 -- empty input slot
                 inv:set_stack( 'input', 1, '' );
                 -- process the dye
                 colormachine.on_metadata_inventory_put( pos, 'refill', 1, stack, sender )
                 -- call dye management forpsec to show result
                 meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
                 return;

              elseif( k == 'dye_management' ) then
                 local inv = meta:get_inventory();

                 meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
                 return;
              elseif( colormachine.data[ k ] ) then
                 -- remember the page we where at
                 meta:set_string( 'formspec', colormachine.data[ k ].formspec.. 
                        "field[20,20;0.1,0.1;page;;"..tostring(fields.page).."]" );
                 return;
              elseif( k=='key_escape') then
                 -- nothing to do
              else
                 local inv = meta:get_inventory();
                 
                 -- perhaps we ought to mix colors 
                 for i,f in ipairs( colormachine.colors_and_greys ) do
                    if( k==("mix_"..f )) then
                       colormachine.mix_colors( inv, i, sender );

                       local inv = meta:get_inventory();
                       meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));

                       return; -- formspec remains the dye-management one
                    end
                 end

                 -- if no input is present, show the block selection menu
                 if( k=="blocktype_menu" or inv:is_empty( "input" )
                   or k=='first_page' or k=='prev_page' or k=='next_page' or k=='last_page') then
                    if( not( fields.page ) or k=='first_page') then
                       fields.page = 0;
                    elseif( k=='prev_page') then
                       fields.page = math.max(0,fields.page-1);
                    elseif( k=='next_page') then
                       fields.page = math.min(fields.page+1, math.ceil(#colormachine.ordered/(3*13)-1));
                    elseif( k=='last_page') then
                       fields.page = math.ceil(#colormachine.ordered/(3*13)-1);
                    end
                             
                    meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k, fields.page )); 

                 else

                    -- else set the selected color and go back to the main menu
                    colormachine.decode_color_name( meta, k );
                    meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze")..
                        "field[20,20;0.1,0.1;page;;"..tostring(fields.page).."]" );
                 end
              end
           end
        end,

        -- there is no point in moving inventory around
        allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
           return 0;
        end,

        
        allow_metadata_inventory_put = function(pos, listname, index, stack, player)
           return colormachine.allow_inventory_access(pos, listname, index, stack, player, "put" );
        end,


        allow_metadata_inventory_take = function(pos, listname, index, stack, player)
           return colormachine.allow_inventory_access(pos, listname, index, stack, player, "take" );
        end,

        on_metadata_inventory_put = function(pos, listname, index, stack, player)
           return colormachine.on_metadata_inventory_put( pos, listname, index, stack, player );
        end,

        on_metadata_inventory_take = function(pos, listname, index, stack, player)
           return colormachine.on_metadata_inventory_take( pos, listname, index, stack, player );
        end,

        can_dig = function(pos,player)

           local meta = minetest.env:get_meta(pos);
           local inv = meta:get_inventory()

           if( not( colormachine.check_owner( pos, player ))) then
              return 0;
           end

           if(   not( inv:is_empty("input"))
              or not( inv:is_empty("refill")))  then
              minetest.chat_send_player( player:get_player_name(), "Please remove the material in the input- and/or refill slot first!"); 
              meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0)); 
              return false;
           end
           if(  not( inv:is_empty("dyes"))) then
              minetest.chat_send_player( player:get_player_name(), "Please remove the stored dyes first!"); 
              meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0 )); 
              return false;
           end

           return true
        end
})

minetest.register_craft({
        output = 'colormachine:colormachine',
        recipe = {
                { 'default:gold_ingot',  'default:glass',       'default:gold_ingot', },
                { 'default:mese',        'default:glass',       'default:mese'        },
                { 'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot' }
        }
})

dofile( minetest.get_modpath('colormachine')..'/paint_roller.lua');