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authorVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-22 22:27:07 -0400
committerVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-22 22:27:07 -0400
commit28b429785cee3687bfdfddb836e0ee0d0fa0a225 (patch)
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parentcac65df76c1b6aaf2f00a815ec6ce04f49822519 (diff)
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more API.md tweaks
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1 files changed, 3 insertions, 1 deletions
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@@ -149,4 +149,6 @@ If your mod never has never used Unified Dyes at all, in short, do the following
* Add the above recipes helper call (which replaces those delted recipes)
-If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group.
+If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group to that "someone else's" node.
+
+* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.