[Mod] Colored Woods [20140617] [coloredwood]

mgl
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by mgl » Mon Nov 03, 2014 17:45

I noticed two typos in the dark colors s50 (I don't understand what I'm talking about) while playing with this mod:
- the dark color s50 dye makes the same wood (craft: {default:wood, default:wood, dye}) as the simply dark dye.
- You can't craft sticks from the dark color s50 wood (fences are good once the sticks recipe is fixed).

This is the git diff
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Code: Select all
diff --git a/stick.lua b/stick.lua
index 05fb3f4..5652f4b 100644
--- a/stick.lua
+++ b/stick.lua
@@ -24,7 +24,7 @@ for shade = 1, 3 do
       local s50colorname = colored_block_modname..":stick_"..shadename..huename.."_s50"
       local s50pngname   = colored_block_modname.."_stick_"..shadename..huename.."_s50.png"
       local s50itemdesc  = shadename2..huename2..colored_block_description.." (50% Saturation)"
-      local s50woodkname = colored_block_modname..":wood_"..shadename..huename.."_s50"
+      local s50woodname = colored_block_modname..":wood_"..shadename..huename.."_s50"
 
       minetest.register_craft({
               type = "fuel",
diff --git a/wood.lua b/wood.lua
index 256d3fb..8fd4d01 100644
--- a/wood.lua
+++ b/wood.lua
@@ -107,7 +107,7 @@ for shade = 1, 3 do
 
       minetest.register_craft( {
          type = "shapeless",
-         output = colorname.." 2",
+         output = s50colorname.." 2",
          recipe = {
             neutral_block,
             neutral_block,


EDIT:
I think I should post the tests I did in creative on coloredwood (after the patch above).


This is the colored dyes I made from one of the 12 base colors:
  • s50 dye, craft = (black dye, black dye, white dye, base color dye)
  • dark dye (black, black, base color)
  • medium dye: (black, base color)
  • light dye: (white, base color)
  • nothing: (base color)

And the dyes I made in shades of grey:
  • black
  • black, black, white
  • black, white
  • black, white, white
  • white

I tried the following recipes on each of these dyes:
  • dye, 6 default:stick -> dyed fence
  • default:wood, default:wood, dye -> dyed wood
  • dyed wood -> dyed sticks
  • dyed sticks -> dyed fence


I believe every dye color and recipe is covered in this set. Everything works exept that this recipe: (dye, 6 default:stick -> dyed fence) doesn't seem to exist for the shades of grey. I didn't fix it yet.
 

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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Tue Nov 04, 2014 16:48

Thanks. Merged those fixes by hand (you'll want to re-clone). I didn't realize this mod had so many little bugs :-/

I've pushed a fix for [6 sticks + grey/black/white dye --> fences] also.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by mgl » Tue Nov 04, 2014 17:18

Thanks Vanessa.

There's an unused variable at the beginning of the file 'stick.lua': neutral_block. It's set to be "default:stick" and never used. I think it's better to keep the "default:stick" as they are, without an alias. It makes the recipes more readable.


mgl wrote: believe every dye color and recipe is covered in this set.

I added the (dye, fence, fence) -> dyed fence recipe to my set of tests. All the recipes are OK for the base colors and the 5 shades of grey.


VanessaE wrote:I didn't realize this mod had so many little bugs :-/

The number of color classes, shades of grey and recipes makes it hard to spot them.
 

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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Tue Nov 04, 2014 17:29

"neutral_block" - yeah, that's just a leftover from the template that was first used to generate this mod. Just ignore it :-)

That said, I should put "group:stick" in those fence recipes. Since the fences are colored, the base wood is then irrelevant.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by mgl » Thu Nov 06, 2014 17:12

VanessaE wrote:I should put "group:stick" in those fence recipes. Since the fences are colored, the base wood is then irrelevant.


Then you may also consider adding the colored sticks to the group "group:stick", or it would be confusing to be able to craft colored fences from dye and any stick except the already colored ones. To be clear, if you change default:stick to group:stick in the file 'fence.lua', you wouldn't be able to craft fences from dye, 4 default:sticks, 1 jungle stick and a spare colored one.

For me it's better to use dye on default wood and default sticks only but it's your mod :)

EDIT: It would ruin the colored fences recipe (from 6 colored sticks) to add the colored sticks to the "group:stick" group.
 

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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Sun Nov 16, 2014 17:46

Sorry it took so long, but this is fixed now.

Think of the dye as "overriding" the previous colors. They're more like paints than a dyes anyway (all other mods tend to treat them that way). This only works with recipes where you explicitly add a dye to the 6 sticks.

I wrote it so that if you don't add a dye, no craft will take place (unless the sticks happen to all be the same color already, then the standard recipe kicks in), so it doesn't ruin the recipes at all.

Also added recipes for the default dye craftitems.

Note that I left the 7-random-colored-sticks -> ladder recipe alone, as changing that one to use group:stick would add a gameplay element that doesn't belong in this mod.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Mon Jan 30, 2017 11:28

This mod has been converted to use the new param2-based colorization scheme.

There are no crafts in this mod anymore - it's all done by simply placing a default wood block or default wood fence on the ground and right-clicking on it with some dye to change it to that color. Dig the wood and you get back plain, default wood and the dye used to color it.

Moreblocks' Stairsplus nodes are fully supported. Dig one of those, and you get back the un-colored stairsplus shape, and the dye used to color it.

Since this mod has stairsplus support, it uses the engine's colorfacedir param2 type. Since that would limit the palette to just 8 colors, this mod uses a feature in Unified Dyes to expand that back to the full 89-color palette. That means that instead of there being only one base node for the wood as would be the case for a non-facedir node, there are 13: one per base hue, plus greyscale, with Unified Dyes handling most of the rest. There is, however, only one base node for the fence since it doesn't use colorfacedir.

When stairsplus is enabled, this expands to about 400 nodes (one per hue and shape combination), but that's a damned sight better than the ~2900 nodes that used to be created with this combination. :-)

Please note that minetest_game wooden stairs and slabs are not yet supported.

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed blocks/poles can't be colored and you'll get unknown items for any existing ones.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Sun Feb 05, 2017 00:56

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by Fixerol » Tue Feb 14, 2017 22:41

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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Re: [Mod] Colored Woods [20140617] [coloredwood]

by GreenDimond » Sun Feb 26, 2017 07:30

Is there a way to get a stack of 99999 of each color planks easily? Finding each color and running /giveme blablabla 99999 for each one is rather time consuming.
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Re: [Mod] Colored Woods [20140617] [coloredwood]

by VanessaE » Sun Feb 26, 2017 16:13

Use creative mode and the blocks are infinite. Otherwise, in the node defs of the mod, set:
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stack_max = 65535,
(I think that's as much as the engine allows)
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