Update: as promised, and thanks to an idea from jp, I've rewritten the cobweb code so that cobwebs will exploit the 45-degree nature of the torchlike draw type where possible.
An algorithm has been added that will search for an X-Z corner to lay the cobweb against, and if it can't find one, it'll try to find two neighboring walls to suspend it between (e.g. [wall][air][wall], it'll put it in that air space). If that doesn't exist, the code will try to find a singular wall to just lay the cobweb flat on (vertical surfaces only). Failing that, it'll just place the plantlike one.
The node name has changed; there's an ABM to convert in-world cobwebs to follow this new algorithm, but in-inventory cobwebs can't be adapted. So when you update, place them in the world first or you'll lose em.
Screenshot:
http://digitalaudioconcepts.com/vanessa ... 8%20PM.png