MachineCraft

MachineCraft

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Using the Stamp parts
By pringding
Basic guide to using the recently added Stamp parts.
   
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Introduction
The Stamp parts (Stamp F and Stamp S) were added in Ver.0.209 and are a premium-only feature. They allow players to use custom textures on boxes and the smoke from emitters (another premium-only part).
Creating textures for stamps
Stamp images should be saved in the _images folder (MachineCraft\UserData\_images). The maximum size they can be is 512x512 and they must end with #yx. They must also be in .png format.

#yx works similarly to aspect ratio. It is the division number of the sides of the image you're using as a texture. The y value is how much you need to divide 512 to get to the length of the y axis of your image, this is the same for the x value.

Example:
The sample stamp image is 256x128 in size.
To get to 128 (the y axis), you must divide 512 by 4.
To get to 256 (the x axis), you must divide 512 by 2.
Put these numbers together and the name ending should be #42.



The two values in #yx must only be one digit long and can't use decimals (for example, y can't be 10 or 5.678). I recommend making your images 512x512 in size because at that size, images don't need to use #yx.
Using stamps in-game
Enter build mode and open the Tab menu. Open 'ADVANCED' (top-right corner) and enter the name of your stamp image in 'StampImageName' (example: stamp#42). This is the stamp image that every stamp part in your machine will use, you can only use one stamp image in a machine.

Stamps on Boxes
Place one of the stamp parts adjacent to the box you want to use. Stamp F is for using different frames of your image and Stamp S is for scrolling your image on the box. The value of the action assigned to these parts will change the frame number/scroll speed.

Enter preview mode (Z key) and adjust the placement of your stamp or the tilt of your box to position your stamp.

Stamps on Emitters
Emitters don't need a stamp block placed adjacent to them. In the 'ADVANCED' menu there is an option for changing the stamp frame emitters use. -1 means that the emitters will use the default texture. If your image doesn't use frames then set this option to 0.
Conclusion
If anything in this guide becomes outdated or is incorrect, please point it out in the comments and I will correct it. If you found this guide useful, please like/share it for others to see.
14 Comments
WossVoop Jan 20, 2024 @ 3:31pm 
I FIGURED IT OUT
For it to be transparent you need it to be this color #FF00FF
rafikus74 Apr 13, 2022 @ 2:03pm 
Dear developer, I have been playing your game for a long time and faced a problem I can not figure out how to make in "Stamp S" and "Stamp F" transparent elements such as perforated metal, or a figure without a background. I looked at your example "stamp # 42" and I can't understand how you made transparent figures. Please help to understand !
Evil ass eyeball Aug 10, 2018 @ 7:06pm 
how do you get the textures on the stamp :v
Shydun24 May 5, 2018 @ 5:21am 
Yeah for some reason an image with a transparent backround shows up black where the transparency is. Any help?
Timelord Sheep Feb 6, 2017 @ 2:43pm 
I have a 512x512 picture thats png and is in images. But isnt showing the stamp texture in preview mode. I even put the name "Stalino"(The name of the picture) in the advanced box. but it doesnt show up

Turret problems Feb 3, 2017 @ 7:08pm 
cant see stamps in preveiw mode
VelociRandom Nov 28, 2016 @ 9:59am 
Great guide, it really helped. Just having some difficulty with seeing the stamps in preview mode now. Not sure if that's a feature that broke since you wrote this guide?
day Nov 9, 2016 @ 2:20pm 
How would I make a smoke particle that uses extremely tiny dots? I want it to be a few spread out dots to somewhat look like fireflies.
ZzBIGzZ Oct 22, 2016 @ 4:38am 
Good
Marisa Kirisame Aug 13, 2016 @ 8:50pm 
if only premuim was 1$ tho