This is a tool for players to record their [Pigment Laboratory](https://atitd.wiki/tale10/Pigment_Laboratory)
ingredient reactions in [A Tale in the Desert](http://www.atitd.com/).
### Latest Releases
You can find the latest releases at https://desert-paint-lab.malkyne.org/
You can find the latest releases at <https://desert-paint-lab.malkyne.org/>
### Features
* Scans your screen for the Pigment Lab reaction values, without any math, measuring, or manual number entry.
* Warns you when a reaction clipped outside of readable range.
* Supports multiple character profiles.
* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale7/File:PracticalPaint.Zip) data format.
* Includes simulator for experimenting with recipes without spending ingredients.
* Includes a recipe generator
## Tale 11
* Updated for UI changes that were preventing detection of colors clipping above the maximum red/green/blue.
## Tale 10
* Desert Paint Lab is now Desert Paint Codex, and has a whole new UI, for Tale 10.
* Untested reactions are now kept in a list to the left, so you can immediately see what still needs testing.
* The application is updated for ATITD's new UI.
## Tale 9
* New papyrus texture in interfaces
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## Mac user FAQ
Q: How do I find my native screen resolution?
A: You can find it by opening up "About this Mac" from the Apple menu and clicking on the "Displays" tab. That should show the screen size and resolution to enter.
## Advanced Settings
The settings file has several advanced options that are not available in the interface. Some of these are for debugging, while others are useful for improving the speed of finding the pigment lab interface. The settings file is found in AppData\Local\DesertPaintCodex\settings on Windows, and in ~/.local/share/DesertPaintCodex/settings on macOS.
* _scanarea.min.x_ sets the starting horizontal offset when searching for the pigment lab. This is useful in multi-screen setups to skip any leftmost displays. For example, a dual-screen setup with two side-by-side 3840x2160 displays where the game runs on the right screen would set this to 3840 to bypass scanning the left display.
* _scanarea.min.y_ Like scanarea.min.x, but skips the upper section of display
* _scanarea.max.x_ defines the rightmost edge of the area to scan
* _scanarea.max.y_ defines the bottom edge of the area to scan
* _debug.screenshot_ automatically saves out a screenshot when searching for the pigment lab to help in debugging
* _logging.verbosity_ sets the verbosity of the logging between 0 and 3. The higher the value, the more detail is included in the log file.
## For Developers
This application is written in C#, and it uses the [Avalonia UI Framework](https://avaloniaui.net/). You can learn more about getting set up to use Avalonia [here](https://docs.avaloniaui.net/docs/getting-started/).
## Older Versions
The old [Desert Paint Lab repository](https://repos.malkyne.org/ATITD-Tools/Desert-Paint-Lab) is still publicly available, in case anyone wishes to reference the old code, or tinker with it. However, it will no longer be maintained in any way by Afrah.
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The old [Desert Paint Lab repository](https://repos.malkyne.org/ATITD-Tools/Desert-Paint-Lab) is still publicly available, in case anyone wishes to reference the old code, or tinker with it. However, it will no longer be maintained in any way by Afrah.