summaryrefslogtreecommitdiff
path: root/init.lua
AgeCommit message (Collapse)Author
2017-01-30fix wallmounted grey numberingVanessa Ezekowitz
2017-01-29fix messed-up grayscale color select logicVanessa Ezekowitz
2017-01-28remove some debug statementsVanessa Ezekowitz
2017-01-28add API option for "colorwallmounted" paramtype2Vanessa Ezekowitz
(pass "wallmounted" to the "is_color_fdir" field where needed) Comes with an abridged, 32-color version of the master palette, containing Red, Orange, Yellow, Green, Cyan, Blue, Violet, and Magenta, in three shades each, plus the usual black/three greys/white, plus pink and brown in two of the extrs spaces.
2017-01-28only crop the palleteidx if param2 is colorfacedirVanessa Ezekowitz
(prevent a potential bug later: some day, maybe there will be more than 89 colors in UD)
2017-01-28colorfdir -> is_color_fdirVanessa Ezekowitz
(preparing for later inclusion of some kind of wallmounted palette)
2017-01-28fix a couple more missing aliasesVanessa Ezekowitz
2017-01-28fix several dye-handling bugsVanessa Ezekowitz
2017-01-28API CHANGE: after_dig_node instead of on_destructVanessa Ezekowitz
This also fixes the case where digging a block just drops the dye on the ground instead of putting it in the player's inv.
2017-01-28fix facedir not being set when simple node placement fall-through is calledVanessa Ezekowitz
2017-01-26fix wrong param2 settingVanessa Ezekowitz
2017-01-26handle both cases of nodes being set with facedirVanessa Ezekowitz
2017-01-26remove debug statementsVanessa Ezekowitz
2017-01-26improve handling of greyscale in get-hsv functionVanessa Ezekowitz
2017-01-26add an alternate "find HSV" function.Vanessa Ezekowitz
Note that if the result is greyscale, the name ("black", "grey", ...) is returned in the "hue" field, sat is empty string, and val is "light", "dark", or empty string.
2017-01-26handle a few more color-to-grey and grey-to-color casesVanessa Ezekowitz
2017-01-26Just do the node's color search manuallyVanessa Ezekowitz
(to handle cases where the node has more than just the standard-format nodename:[shade_]hue[_s50] naming, e.g. stairsplus nodes like: nodename:stair_[shade_]hue[_s50][_some_extra_details]
2017-01-26handle special cases for greyscale dyes and unpainted nodesVanessa Ezekowitz
2017-01-26rework how split palettes are handledVanessa Ezekowitz
2017-01-25add "split" palette for mods that need facedir + param2 colorVanessa Ezekowitz
2017-01-25only allow placing the wielded thing if it's actually a nodeVanessa Ezekowitz
2017-01-25add a few missing aliasesVanessa Ezekowitz
2017-01-25Add some helper functions to support the new param2-style coloringVanessa Ezekowitz
Most of the code came from cheapie's plasticbox mod
2014-12-27use current intllib APIVanessa Ezekowitz
2014-03-20add support for intllib translation modXanthin
2013-12-15local-ize a few variables/tablesVanessa Ezekowitz
2013-08-11fix brain-o (copy&paste error) in groups for light greyVanessa Ezekowitz
2013-07-21removed all dye colors from the creative inventory, to reduce clutter.Vanessa Ezekowitz
2013-04-30Removed "Full" from descriptions - it's redundant if everything else saysVanessa Ezekowitz
"light", "medium", or "dark".
2013-04-30Refactored the code to use default "common" dyesVanessa Ezekowitz
rather than directly from flowers. This mod now depends on "default" and "dye" from the Minetest common sub-game. Since the default dye mod uses default flowers, this mod no longer checks for what version of flowers you're using, or even depends on it. Bottle-based textures have been replaced with piles of dye powder, based on the default red dye texture. All dyes are obtained by crafting, not cooking, for consistency with the default dye mod. The somewhat-complicated method using separate "pigment" powders, glass bottles and "liquid dye base" has been done away with. Now it's just dry dye powders, as with the default dye mod. Also, got rid of the whole paint scheme, in favor of dry powders. All old dyes, paints, and Unified Dyes pigment powders have been aliased back to the standard dye powders.
2013-02-07Added licensing information headers and LICENSE file.Vanessa Ezekowitz
2013-01-30fixed missing replacements for white paint -> empty bucketVanessa Ezekowitz
when crafting light colors.
2012-08-19fixed incorrect groups setting for blue dye.Vanessa Ezekowitz
2012-08-05forgot to add in the recipes to make blue and violet dyes after adding theVanessa Ezekowitz
special case for the existence of geraniums.
2012-08-01Added a "version" check for the flowers dependency:Vanessa Ezekowitz
If the flowers mod defines "flowers:flower_geranium" (as is the case with my update of 2012-08-01), then those will be used to get blue pigment powder, and violas will produce violet powder, both of which can be directly used to create their respective liquid dye colors. If it is not defined (e.g. the user has an older version of the flowers mod), then violas produce blue dye powder. Violet dye can still be formed by mixing blue and magenta or blue and red dyes, as before.
2012-07-31Changed glass bottle recycling so that it uses the vessel mod's "glassVanessa Ezekowitz
fragments" in the process instead of direct-to-glass-blocks.
2012-07-26Reworked unifiedyes to use my vessels modVanessa Ezekowitz
2012-07-25moved groups setting for black to the dye instead of the carbon black powder.Vanessa Ezekowitz
2012-07-25Replaced missing craftitem entries and got rid of some redundant codeVanessa Ezekowitz
left over from last update. Added group settings for all dyes according to recently-published standard. Fixed a few typos in item descriptions, and straightened up capitalization.
2012-07-24Changes how glass bottles work and are made.Vanessa Ezekowitz
Now, you craft 5 glass blocks in a U shape, which gives 15 bottles. Use 6 plus jungle grass and water bucket to get 6 dye base, craft three to get back a glass block.
2012-07-24Added some extra steps in the dye-making process (increases difficulty).Vanessa Ezekowitz
2012-07-16Added a new set of colors: "light" (brightness turned up to 150% over theVanessa Ezekowitz
full/base colors - no low-saturation versions here). Re-generated all of the dyes using my gentextures.sh script, to keep them consistent. Re-added the gentextures script to this mod, it's too useful not to include it.
2012-07-13fixed some missing commas caused byt he previous groups= change.Vanessa Ezekowitz
2012-07-12Added groups = {dyes=1}, to all register_craftitem calls, to make itVanessa Ezekowitz
easier for worlflow's palette/easel mod to categorize the dyes.
2012-07-12first commitVanessa Ezekowitz