[Mod] Unified Dyes [20130721][unifieddyes]

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VanessaE
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[Mod] Unified Dyes [20130721][unifieddyes]

by VanessaE » Tue Jun 26, 2012 22:50

Unified Dyes


The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod and a library for general color handling.

Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see below).

Dependencies: Minetest engine build newer than 2017-01-23 and a corresponding copy of minetest_game.

Recommends: default flowers mod.

License: GPL 2.0 or higher.

Download: https://github.com/VanessaE/unifieddyes/zipball/master
...or browse the code: https://github.com/VanessaE/unifieddyes
For the 0.4.15-stable version (no hardware coloring or auto-coloring support), get this ZIP file. If you use this version, ALL mods that use Unified Dyes must also be 0.4.15-compatible.

Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration.

Changelog:
Just look at the git commit history: https://github.com/minetest-mods/unifieddyes/commits/master

Used By:
The Palettes:
+ "Show images..."
Usage
+ "Show details..."
The API
+ "Show details..."
Attachments
unifieddyes2.png
unifieddyes2.png (17.57 KiB) Viewed 2244 times
unifieddyes1.png
unifieddyes1.png (13.73 KiB) Viewed 2244 times
unified-dyes-extended-palette.png
unified-dyes-extended-palette.png (43.96 KiB) Viewed 2244 times
color-swatches-abridged.png
color-swatches-abridged.png (14.27 KiB) Viewed 2244 times
color-swatches.png
color-swatches.png (26.79 KiB) Viewed 2244 times
Last edited by VanessaE on Tue Apr 30, 2013 10:36, edited 1 time in total.
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by Mallot1 » Wed Jun 27, 2012 05:42

this rocks im downloading it tommorow but what are you mod commands to use it?
 

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by VanessaE » Wed Jun 27, 2012 09:37

Unified Dyes (made in response to the forum thread of the same name) is designed so that you just smelt (cook) flowers, cactus, or coal, and craft a couple of things to get the various colors.

If you want to use those colors to make something, you must first make something, i.e. a mod, that can use the colors to begin with. The idea is that other mods should be able to use this one to get their colors in a somewhat real-ish manner.
Last edited by VanessaE on Sun Jul 08, 2012 22:32, edited 1 time in total.
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by Jordach » Fri Jul 13, 2012 18:51

Just saying, cotton will use all of these colours. (And should be co-written by VanessaE)

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My image and media server is back online and is functioning as normal.
 

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by VanessaE » Mon Jul 16, 2012 15:03

2012-07-16: Added 12 more colors - the "light" shades, which are 150% brightness relative to the regular "full" colors. No low-saturation versions of these (didn't seem like they were needed). Updated the modding template and gentextures scripts to match, and regenerated all of the bottles of dye for consistency.

A bit later: Added a proper palette/swatch image for the first post.
Last edited by VanessaE on Mon Jul 16, 2012 21:41, edited 1 time in total.
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by Jordach » Tue Jul 17, 2012 16:31

VanessaE wrote:2012-07-16: Added 12 more colors - the "light" shades, which are 150% brightness relative to the regular "full" colors. No low-saturation versions of these (didn't seem like they were needed). Updated the modding template and gentextures scripts to match, and regenerated all of the bottles of dye for consistency.

A bit later: Added a proper palette/swatch image for the first post.

Good mod: no lag.

Template is awesome.

My only complaint is your const. adding colours.

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by VanessaE » Tue Jul 17, 2012 23:17

I'm done adding colors to it. I only need to worry about maintenance at this point. :-)
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by SegFault22 » Tue Jul 24, 2012 23:47

can you change the ''smelting'' of glass to get bottles to something else, please? it conflicts with sdzen's building blocks mod (smelting glass makes industrial glass)
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by VanessaE » Thu Jul 26, 2012 22:59

2012-07-26: Split off glass bottles into a separate mod, "Vessels". This mod now depends on it. Also gave the mod better bottle textures (they still need work though).
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by RealBadAngel » Sun Jul 29, 2012 12:27

i need to use dyes in my mod and since last git build im a bit confused.
game now has built-in dye mod. is it yours rewritten?
 

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by VanessaE » Sun Jul 29, 2012 17:38

The built-in mod is a fork of the dye system that was part of Jordach's old 16-color wool mod. Unified Dyes is a system which I wrote to try to address the shortcomings of all the other implementations I've seen, and it now related to the built-in one (save for being a dye system in general, of course).

The one that is now part of the game was incorporated after I wrote mine.

Unified Dyes is compatible with the wool that is now part of the game, as well as several downloadable mods. The way mine and the built-in dyes work, mine can be used as an extension of the built-in one.
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by RealBadAngel » Sun Jul 29, 2012 19:49

Will have to decide which dyes i will b using then.
You said you were lookin for better bottle gfx, maybe this will be good:
http://www.softicons.com/free-icons/toolbar-icons/free-developer-icons-by-designkode/flask-icon
or this one:
http://realbadangel.pl/bottle.png
Last edited by RealBadAngel on Sun Jul 29, 2012 19:59, edited 1 time in total.
 

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by VanessaE » Sun Jul 29, 2012 21:02

Thanks for the icons, but they're not quite the style I was going for. I'll figure something out though. :-)
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by VanessaE » Mon Jul 30, 2012 02:32

Figured something out as you might have noticed. :-)
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by RealBadAngel » Fri Aug 03, 2012 20:27

doin right now electric furnace and encountered a bug in default furnace, it affects also your mod
when the item is cooked it checks for aviable place to move it to furnace's inventory
right, but it wasnt made to check to move 10 items at the time.
so cookin stone and having 10 dioxide each, will hang the game when filled up inventory.
Last edited by RealBadAngel on Fri Aug 03, 2012 20:29, edited 1 time in total.
 

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by VanessaE » Fri Aug 03, 2012 21:54

Interesting.

Until the furnace gets full, it seems to work fine for me in 0.4.2-rc1; the furnace turns each stone into 10 titanium dioxide, and they see, to stack up to a max of 99 per output slot just as you'd expect them to.

When the furnace gets full, it actually causes the game to segfault for me, and then basically makes the world unusable after that.

Can't do anything about that unfortunately, it's a bug in the game.
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by RealBadAngel » Fri Aug 03, 2012 22:24

only removing overloaded furnace with external world edit could help
dunno if theres such application for minetest tho
if not, imagine some1 cookin whole stack of stone on a developed server...
folks could be lets say pissed off ;)
 

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by Menche » Fri Aug 03, 2012 23:36

VanessaE wrote:Interesting.

Until the furnace gets full, it seems to work fine for me in 0.4.2-rc1; the furnace turns each stone into 10 titanium dioxide, and they see, to stack up to a max of 99 per output slot just as you'd expect them to.

When the furnace gets full, it actually causes the game to segfault for me, and then basically makes the world unusable after that.

Can't do anything about that unfortunately, it's a bug in the game.

I think there is a fix for that here.
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by Nubelite » Sun Aug 05, 2012 02:54

This is just a question because i see this mod being used by many others and the item growth is exponential.

Do the number of item references, mod items, affect the game in performance?
like adding 10 items the game vs 100 or so. This is more for servers then single players but wouldn't mind knowing about both.
 

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by VanessaE » Sun Aug 05, 2012 04:00

While having more defined nodes definitely increases the game's startup time, I haven't noticed any active performance issues that I'd attribute to the number of defined nodes. Rather, it's things like your video hardware, driver quality, and your choice of texture pack resolution that has the most effect. Secondary to that are your various mods' ABMs, on-generate, and other similar code that runs actively. Just defining a bunch of nodes/items/crafts shouldn't cause any real impact as far as I know.

On the one server I've used so far that made use of this mod (by way of another of mine that depends on it, homedecor), there seemed to be no issues with performance in practice either. Of course, only a server admin can say for sure.

As long as you're not trying to cram tens of thousands of visible nodes onto the screen (that is, more than is normally seen), regardless of what they're defined as, you'll probably be just fine.

There was that issue in releases prior to 0.4.2-rc1 where too many defined nodes would trigger a seemingly-unrelated error regarding server/client versions, but that was due to a bug that has since been fixed (and the number of nodes limit was expanded also).
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by Nubelite » Mon Aug 06, 2012 01:32

can't seem to get blue or purple to work. any ideas? I got a list of mods on my server if wondering what else im running.

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by VanessaE » Mon Aug 06, 2012 03:42

OOPS! I forgot to add those two recipes back in after adding the check+special option for the existence of geraniums. Fixed :-)
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by Nubelite » Mon Aug 06, 2012 03:59

for the wool in the game "/giveme wool:white" the dyes can color it? is the recipe 1 dye and 1 white wool? I tried that and no luck also lol.
 

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by VanessaE » Mon Aug 06, 2012 04:31

It seems to work fine for me? I checked with 0.4.2-rc1 using bottles of black, red, orange, yellow, green, blue, and violet dyes. Note that the in-game wool supports only these colors:

White, medium grey ("grey"), black, red, yellow, green, cyan, blue, magenta, orange, violet, brown (dark orange), pink (light red), dark grey, and dark green.

Jordach's cotton mod supports the whole Unified Dyes palette.

The recipe is indeed one white wool block and one bottle of dye (yields 16 colored wool).
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by Nubelite » Mon Aug 06, 2012 04:59

im using 4.1 so that might be it
 

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by VanessaE » Mon Aug 06, 2012 05:15

Yup, that's why - wool wasn't added as a built-in item until a few days after 0.4.1 was released. If you have wool in 0.4.1, it's either been hacked in, or more likely it is one of Jordach's old 11/16/32 color wool mods. Those do not support Unified Dyes.
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by Nubelite » Mon Aug 20, 2012 00:59

ok if using the default wool in 4.2-rc1.
using blue dye and white wool i get violet wool.
 

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by VanessaE » Mon Aug 20, 2012 01:05

Oops! I see the bug. Should be fixed in latest git now. (I forgot to update a wrong groups= setting when I added the check/recipe tweak for geranium flowers).

Please re-download and give it a try.
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by Nubelite » Mon Aug 20, 2012 01:26

Sweet its fixed
 

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by AnonymousEx » Mon Dec 03, 2012 17:28

I can't download your Nature Controlled Pack...browser just freezes up after clicking 'File > download.'

Can you look into this at your convenience? Thanks!

Love ALL your mods!
 

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