@@ -8,7 +8,7 @@ ingredient reactions in [A Tale in the D
* Easily scans your screen for the paint bench reaction values, without any math, measuring, or manual number entry.
* Warns you when a reaction clipped below 0.
* Supports multiple character profiles.
* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale6/File:PracticalPaint.zip) data format.
* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale7/File:PracticalPaint.Zip) data format.
* Includes simulator for experimenting with recipes without spending ingredients.
## Tale 7
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@@ -55,6 +55,10 @@ When you're done testing your reactions,
If you are running on a multi-screen system, or a very high-resolution screen, you may find that Desert Paint Lab is rather slow in determining paint reactions. That's because you have a lot of screen real-estate to scan, to look for the Pigment Lab dialog. You can speed up the scanning process by ensuring that your Pigment Lab Dialog is as far to the upper-left of the screen as possible.
### Retina / High-Density Screens
High DPI screens may be displaying the game at something other than a 1:1 game-pixel to screen-pixel ratio. These screens didn't exist, back when Desert Paint Lab was created. A fix for this will be coming, soon.
## For Developers
This application was developed using [MonoDevelop](http://www.monodevelop.com/), using the [Stetic GTK UI designer](http://www.monodevelop.com/documentation/stetic-gui-designer/).