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workaround for placing nodes with no color info in itemstack
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30
init.lua
30
init.lua
@ -153,6 +153,36 @@ local default_dyes = {
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"yellow"
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"yellow"
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}
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}
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-- if a node with a palette is placed in the world,
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-- but the itemstack used to place it has no palette_index (color byte),
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-- create something appropriate to make it officially white.
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minetest.register_on_placenode(
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function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
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local def = minetest.registered_items[newnode.name]
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if not def or not def.palette then return false end
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if string.find(itemstack:to_string(), "palette_index") then
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minetest.swap_node(pos, {name = newnode.name, param2 = newnode.param2})
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return
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end
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local param2 = 0
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local color = 0
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if def.palette == "unifieddyes_palette_extended.png" then
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param2 = 240
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color = 240
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elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
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param2 = newnode.param2 % 8
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elseif def.palette ~= "unifieddyes_palette.png" then -- it's a split palette
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param2 = newnode.param2 % 32
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end
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minetest.swap_node(pos, {name = newnode.name, param2 = param2})
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minetest.get_meta(pos):set_int("palette_index", color)
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end
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)
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-- just stubs to keep old mods from crashing when expecting auto-coloring
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-- just stubs to keep old mods from crashing when expecting auto-coloring
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-- or getting back the dye on dig.
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-- or getting back the dye on dig.
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