Server: Survival in Ethereal

shacknetisp
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Server: Survival in Ethereal

by shacknetisp » Tue Nov 24, 2015 12:41

beha.zapto.org:30000
More Information and Documentation
The MT version is kept updated with recent development.

Survival in Ethereal naturally uses Ethereal mapgen, and for mods has Mesecons, Technic, Pipeworks, Digilines, TenPlus1's Mobs, and several others.
There's no quick teleportation or armor, and the spawn rate of mobs has been slightly increased, so for protection you get the Throwing Enhanced mod and sprinting.
I have only a few rules, which are posted in the spawn along with some other useful information.
Have fun!
Last edited by shacknetisp on Sat Mar 18, 2017 14:54, edited 2 times in total.
 

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Foghrye4
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Re: Server: Survival in Ethereal

by Foghrye4 » Sun Mar 13, 2016 14:10

I have a suggestion!
Default oregen are boring as fuck. Its just a stupid digging until you reach 2-3 nodes of ore and a same again. I suggest to adjust "default", "technic" and "more ores" code such way so searching ores will be much more exciting. To do so:
1. Replace all "blob" and "scatter" types with "sheet".
2. Increase clust_num_ores and clust_size ten times, so clusts will be much larger.
3. At a same time set noise_threshold to 0.7 - 0.8 so ores will be generated more rarely.
Here is example what i meant to do:
http://i.imgur.com/PGXwyOJ.png
If you agreed, i will do a job.
 

shacknetisp
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Re: Server: Survival in Ethereal

by shacknetisp » Tue Mar 15, 2016 03:16

That is an interesting idea, but I won't add it to this server, one reason being that so much of the world is already generated.
 

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firefox
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Re: Server: Survival in Ethereal

by firefox » Tue Mar 15, 2016 10:16

shacknetisp wrote:That is an interesting idea, but I won't add it to this server, one reason being that so much of the world is already generated.

how much is your "so much" ?
there were some discussions on xanadu how it is too hard to find new areas which include the new mapgen changes, because "so much" is already generated.
TenPlus1 scanned the world file of the server map and calculated that only 2% of the map is already explored.
the rest is still ungenerated void.
how big is your world?
my game: viewtopic.php?f=49&t=15860 --- my gallery: http://magnaaura.imgur.com/ --- =(^.^)= nya~
 

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Re: Server: Survival in Ethereal

by Foghrye4 » Thu Mar 17, 2016 16:51

After checking a while i think a best oregen is a vein one. Work is done. I decided to separate ores to rare and common.
Rare is mese, diamond, chromium, gold, silver, mithril and uranium. They will be generated below -300 as a single nodes forming a chain, but separated with 3-4 blocks of stone.
Common ores are coal, iron, copper, tin, zinc and lead. They will form a continuous line 2-5 nodes in diameter below +100. Vanilla scatter oregen is removed.

Related screenshot illustrated oregen (for research purprose i allow ore replace air with unlimited height):
Screenshot from 2016-03-17 19-29-03.png
(322.36 KiB) Not downloaded yet


Code: Select all
minetest.clear_registered_ores()
local noise_seed=484
local threshold_very_rare=0.995 -- 0.9 - very rich 0.99 - average thick vein 0.995 - rare separated nodes
local threshold_rare=0.99
local threshold_ambient=0.5

local ambient_ores = {
   clay = {
      ore             = "default:clay",
      wherein         = {"default:sand"},
   },
   sand = {
      ore             = "default:sand",
      wherein         = {"default:stone", "default:sandstone", "default:desert_stone"},
   },
   dirt = {
      ore             = "default:dirt",
      wherein         = {"default:stone", "default:sandstone"}
   },
   gravel = {
      ore             = "default:gravel",
      wherein         = {"default:stone"},
   },
}

local valuable_ores = {
   coal = {
      ore            = "default:stone_with_coal",
      wherein        = "default:stone",
   },
   iron = {
      ore            = "default:stone_with_iron",
      wherein        = "default:stone",
   },
   copper = {
      ore            = "default:stone_with_copper",
      wherein        = "default:stone",
   },
   tin = {
      ore       = "moreores:mineral_tin",
      wherein    = "default:stone",
   },
   zinc = {
      ore              = "technic:mineral_zinc",
      wherein          = "default:stone",
   },
   lead = {
      ore              = "technic:mineral_lead",
      wherein          = "default:stone",
   },
}

local rare_ores = {
   mese = {
      ore            = "default:stone_with_mese",
      wherein        = "default:stone",
   },
   diamond = {
      ore            = "default:stone_with_diamond",
      wherein        = "default:stone",
   },
   gold = {
      ore            = "default:stone_with_gold",
      wherein        = "default:stone",
   },
   silver = {
      ore            = "moreores:mineral_silver",
      wherein        = "default:stone",
   },
   mithril = {
      ore            = "moreores:mineral_mithril",
      wherein        = "default:stone",
   },
   chromium = {
      ore              = "technic:mineral_chromium",
      wherein          = "default:stone",
   },
   uranium = {
      ore              = "technic:mineral_uranium",
      wherein          = "default:stone",
   },
}

for name,ore in pairs(ambient_ores) do
   noise_seed=noise_seed+1

   minetest.register_ore({
      ore_type       = "sheet",
      ore            = ore.ore,
      wherein        = ore.wherein,
      clust_scarcity = 12 * 12 * 12,
      clust_num_ores = 5,
      clust_size     = 50,
      column_height_max = 1,
      y_min          = -100,
      y_max          = 200,
      noise_threshold = threshold_ambient, -- Affect chance 1 - default 1.5 - low
      noise_params    = {
         offset = 0,
         scale = 1, -- Affect chance
         spread = {x = 100, y = 100, z = 100}, -- Affect clust size and amount of ore 20 - normal 25 - huge
         seed = noise_seed,
         octaves = 3,
         persist = 0.7
      },
   })
end

for name,ore in pairs(valuable_ores) do
   noise_seed=noise_seed+1
   minetest.register_ore({
      ore_type       = "vein",
      ore            = ore.ore,
      wherein        = ore.wherein,
      clust_scarcity = 12 * 12 * 12,
      clust_num_ores = 5,
      clust_size     = 5,
      column_height_max = 3,
      y_min          = -31000,
      y_max          = 300,
      random_factor = 0,
      noise_threshold = threshold_rare,
      noise_params    = {
         offset = 0,
         scale = 1,
         spread = {x = 150, y = 150, z = 150},
         seed = noise_seed,
         octaves = 3,
         persist = 0.3
      },
   })
end

for name,ore in pairs(rare_ores) do
   noise_seed=noise_seed+1
   minetest.register_ore({
      ore_type       = "vein",
      ore            = ore.ore,
      wherein        = ore.wherein,
      clust_scarcity = 12 * 12 * 12,
      clust_num_ores = 5,
      clust_size     = 5,
      column_height_max = 3,
      y_min          = -31000,
      y_max          = -300,
      random_factor = 0,
      noise_threshold = threshold_very_rare,
      noise_params    = {
         offset = 0,
         scale = 1,
         spread = {x = 50, y = 50, z = 50},
         seed = noise_seed,
         octaves = 3,
         persist = 0.3
      },
   })
end

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:mese",
      wherein        = "default:stone",
      clust_scarcity = 36 * 36 * 36,
      clust_num_ores = 3,
      clust_size     = 2,
      column_height_max = 3,
      y_min          = -31000,
      y_max          = -1024,
   })


EDIT:

Here is new version of oregen tune-up (with marble and granite):
oregen_tune_up.zip
(1.67 KiB) Downloaded 31 times


And user world anchor:
technic_user_anchor.zip
(5.78 KiB) Downloaded 26 times
 

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XtremeHacker
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Re: Server: Survival in Ethereal

by XtremeHacker » Tue Oct 25, 2016 16:52

I really like "Survival in Ethereal" the mapgen is cool, it has a good smattering of mods (Mesecons, AND Technic!), it lags a bit, but you can't have your cake, and eat it too.

I play on Ethereal with some friends, NoComment, codehero, octacian, rubberduck, and Donillo, behalebabo (A.K.A. shacknetisp) is pretty helpful when it comes to any problems. I have to say, survival at the start is a bit hard, all the monsters at night, and even day can easily kill you unless you have the best sword ingame (crystal sword), but I can't get enough of it, I've got a base with my friends quite far out from spawn, and we have our own little community, all in all. Survival In Ethereal Rocks!
P.S. pun intended.
Last edited by XtremeHacker on Thu Feb 16, 2017 16:51, edited 1 time in total.
If you say that
Code: Select all
function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

Mods I work on: MicroExpansion
 

Shromm
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Re: Server: Survival in Ethereal

by Shromm » Fri Feb 10, 2017 03:13

Hey, I was just trying to join the server now. I was on back in july but it seems like there is a password now. Any help with that?
 

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Re: Server: Survival in Ethereal

by Shromm » Fri Feb 10, 2017 03:29

Shromm wrote:Hey, I was just trying to join the server now. I was on back in july but it seems like there is a password now. Any help with that?

I think I lost my password, do you think you would be able to reset that?
 

shacknetisp
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Re: Server: Survival in Ethereal

by shacknetisp » Fri Feb 10, 2017 11:48

Shromm wrote:
Shromm wrote:Hey, I was just trying to join the server now. I was on back in july but it seems like there is a password now. Any help with that?

I think I lost my password, do you think you would be able to reset that?


Sorry, but I can't reset the password without some proof that you are actually the owner of the account.
 

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Re: Server: Survival in Ethereal

by Mahal » Tue Feb 21, 2017 00:11

Hi beha,

I like to ask you, if you might add the "scifi_nodes" mod (or at least some of its nodes) on your server?!
Here is an overview picture of all nodes (except xpanes:doompane_flat) :

Image

and the links to the mod:
viewtopic.php?t=11751
https://github.com/D00Med/scifi_nodes

If you don't want to add the whole mod, I like to give you a list of my favourite scifi nodes
(like the "scifi_nodes:window.." , "scifi_nodes:tile" ; "scifi_nodes:whitetile" .. ).
And since there are no recipes to craft the nodes included, I like to help creating / finding them (Donillo also offered help :)
 

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Re: Server: Survival in Ethereal

by Mahal » Tue Feb 21, 2017 23:31

Here are some pictures of the scifi_nodes, which I definitely like to see on the server (but i rather want some more ;)
Attachments
scifi_nodes_select_min_1+2.png
(431.61 KiB) Not downloaded yet
scifi_nodes_select_min_3+4+5.png
(469.12 KiB) Not downloaded yet
 

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Re: Server: Survival in Ethereal

by Mahal » Sat Feb 25, 2017 18:42

Here are some ideas for the scifi_nodes recipes , which I will definitely change a bit (to make crafting easier / cheaper) and complete with the rest of the nodes:
https://share.pdfsharing.com/f450371147 ... 0880ce2818

or as image (sadly only low resolution):
https://imgur.com/a/2UPFH

Tell me if you have other suggestions.
 

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Re: Server: Survival in Ethereal

by Mahal » Tue Feb 28, 2017 19:43

I like to do some (alternatives) of the recipes for the scifi_nodes MOD by / with "transformation sequences" of similar (named and looking) nodes:

as example: doomwall4 till doomwall44
+ Spoiler


This would simplify the crafting and allow to RECYCLE these nodes.
 

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Re: Server: Survival in Ethereal

by Mahal » Fri May 26, 2017 16:10

Hi beha,

Please add some scifi nodes to the moreblocks saw!
The way I did that was the following (sadly the resulting nodes don't have sound, although I tried ):

1. add "moreblocks" in "depends.txt" of scifi_nodes mod

2. add following code to "init.lua" of scifi_nodes mod:
Code: Select all
local modpath = minetest.get_modpath("scifi_nodes")
dofile(modpath.."/moreblocks.lua")   -- add nodes to the saw of the moreblocks mod


3. create a file "moreblocks.lua" inside scifi_nodes mod folder, containing the code below to add scifi nodes to saw:

Code: Select all
register_stair_slab_panel_micro("scifi_nodes", "black_mesh", "scifi_nodes:black_mesh",
{cracky=3},
{"scifi_nodes_black_mesh.png"},
"black_mesh",
"black_mesh",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "blackdmg", "scifi_nodes:blackdmg",
{cracky=3},
{"scifi_nodes_blackdmg.png"},
"blackdmg",
"blackdmg",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "blackplate", "scifi_nodes:blackplate",
{cracky=3},
{"scifi_nodes_blackplate.png"},
"blackplate",
"blackplate",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "blacktile", "scifi_nodes:blacktile",
{cracky=3},
{"scifi_nodes_blacktile.png"},
"blacktile",
"blacktile",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "blue", "scifi_nodes:blue",
{cracky=3},
{"scifi_nodes_blue.png"},
"blue",
"blue",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "bluetile", "scifi_nodes:bluetile",
{cracky=3},
{"scifi_nodes_bluetile.png"},
"bluetile",
"bluetile",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "glass", "scifi_nodes:glass",
{cracky=3},
{"scifi_nodes_glass.png"},
"glass",
"glass",
0,
default.node_sound_glass_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "green", "scifi_nodes:green",
{cracky=3},
{"scifi_nodes_green.png"},
"green",
"green",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "greenmetal", "scifi_nodes:greenmetal",
{cracky=3},
{"scifi_nodes_greenmetal.png"},
"greenmetal",
"greenmetal",
0,
default.node_sound_metal_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "grey", "scifi_nodes:grey",
{cracky=3},
{"scifi_nodes_grey.png"},
"grey",
"grey",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "lighttop", "scifi_nodes:lighttop",
{cracky=3},
{"scifi_nodes_lighttop.png"},
"lighttop",
"lighttop",
0,
default.node_sound_glass_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "octofloor", "scifi_nodes:octofloor",
{cracky=3},
{"scifi_nodes_octofloor.png"},
"octofloor",
"octofloor",
0
)

register_stair_slab_panel_micro("scifi_nodes", "octofloor2", "scifi_nodes:octofloor2",
{cracky=3},
{"scifi_nodes_octofloor2.png"},
"octofloor2",
"octofloor2",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "pplblk", "scifi_nodes:pplblk",
{cracky=3},
{"scifi_nodes_pplblk.png"},
"pplblk",
"pplblk",
0
)

register_stair_slab_panel_micro("scifi_nodes", "red", "scifi_nodes:red",
{cracky=3},
{"scifi_nodes_red.png"},
"red",
"red",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "rock", "scifi_nodes:rock",
{cracky=3},
{"scifi_nodes_rock.png"},
"rock",
"rock",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "rock2", "scifi_nodes:rock2",
{cracky=3},
{"scifi_nodes_rock2.png"},
"rock2",
"rock2",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "rough", "scifi_nodes:rough",
{cracky=3},
{"scifi_nodes_rough.png"},
"rough",
"rough",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "rust", "scifi_nodes:rust",
{cracky=3},
{"scifi_nodes_rust.png"},
"rust",
"rust",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "stripes", "scifi_nodes:stripes",
{cracky=3},
{"scifi_nodes_stripes.png"},
"stripes",
"stripes",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "stripes2top", "scifi_nodes:stripes2top",
{cracky=3},
{"scifi_nodes_stripes2top.png"},
"stripes2top",
"stripes2top",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "tile", "scifi_nodes:tile",
{cracky=3},
{"scifi_nodes_tile.png"},
"tile",
"tile",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "vent2", "scifi_nodes:vent2",
{cracky=3},
{"scifi_nodes_vent2.png"},
"vent2",
"vent2",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "wall", "scifi_nodes:wall",
{cracky=3},
{"scifi_nodes_wall.png"},
"wall",
"wall",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "white", "scifi_nodes:white",
{cracky=3},
{"scifi_nodes_white.png"},
"white",
"white",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "white2", "scifi_nodes:white2",
{cracky=3},
{"scifi_nodes_white2.png"},
"white2",
"white2",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "whiteoct", "scifi_nodes:whiteoct",
{cracky=3},
{"scifi_nodes_whiteoct.png"},
"whiteoct",
"whiteoct",
0,
default.node_sound_stone_defaults()
)

register_stair_slab_panel_micro("scifi_nodes", "whitetile", "scifi_nodes:whitetile",
{cracky=3},
{"scifi_nodes_whitetile.png"},
"whitetile",
"whitetile",
0,
default.node_sound_stone_defaults()
)

    table.insert(circular_saw.known_stairs, "scifi_nodes:black_mesh")
    table.insert(circular_saw.known_stairs, "scifi_nodes:blackdmg")
    table.insert(circular_saw.known_stairs, "scifi_nodes:blackplate")
    table.insert(circular_saw.known_stairs, "scifi_nodes:blacktile")
    table.insert(circular_saw.known_stairs, "scifi_nodes:blacktile")
    table.insert(circular_saw.known_stairs, "scifi_nodes:bluetile")
    table.insert(circular_saw.known_stairs, "scifi_nodes:glass")
    table.insert(circular_saw.known_stairs, "scifi_nodes:green")
    table.insert(circular_saw.known_stairs, "scifi_nodes:greenmetal")
    table.insert(circular_saw.known_stairs, "scifi_nodes:grey")
    table.insert(circular_saw.known_stairs, "scifi_nodes:lighttop")
    table.insert(circular_saw.known_stairs, "scifi_nodes:octofloor")
    table.insert(circular_saw.known_stairs, "scifi_nodes:octofloor2")
    table.insert(circular_saw.known_stairs, "scifi_nodes:pplblk")
    table.insert(circular_saw.known_stairs, "scifi_nodes:red")
    table.insert(circular_saw.known_stairs, "scifi_nodes:rock")
    table.insert(circular_saw.known_stairs, "scifi_nodes:rock2")
    table.insert(circular_saw.known_stairs, "scifi_nodes:rough")
    table.insert(circular_saw.known_stairs, "scifi_nodes:rust")
    table.insert(circular_saw.known_stairs, "scifi_nodes:stripes")
    table.insert(circular_saw.known_stairs, "scifi_nodes:stripes2top")
    table.insert(circular_saw.known_stairs, "scifi_nodes:tile")
    table.insert(circular_saw.known_stairs, "scifi_nodes:vent2")
    table.insert(circular_saw.known_stairs, "scifi_nodes:wall")
    table.insert(circular_saw.known_stairs, "scifi_nodes:white")
    table.insert(circular_saw.known_stairs, "scifi_nodes:white2")
    table.insert(circular_saw.known_stairs, "scifi_nodes:whiteoct")
    table.insert(circular_saw.known_stairs, "scifi_nodes:whitetile")
 

Mahal
Member
 
Posts: 29
Joined: Thu Sep 01, 2016 13:39
Location: Germany
In-game: Aule

Re: Server: Survival in Ethereal

by Mahal » Mon Jun 05, 2017 20:03

Thanks for adding the factory_bridges mod!

And please add also the [mod] "my_future_doors" as part of the [Modpack] "mydoors"!
https://github.com/minetest-mods/mydoors/tree/master/my_future_doors

It offers cool double sliding doors like these here:
Image

If you can, please add some nice door sounds since the mod comes without iirc.
I once suggested some nice sounds for another server https://community.illuna-minetest.tk/t/mod-mydoors-mydoors/710/2
(these sounds I "created" from some online source material with audacity).
 

Mahal
Member
 
Posts: 29
Joined: Thu Sep 01, 2016 13:39
Location: Germany
In-game: Aule

Re: Server: Survival in Ethereal

by Mahal » Mon Jun 26, 2017 17:57

Hello beha,

could you please add your "improved" replacer mod at your github repositories ? Or fork it, or do whatever is necessary, so others can use the replacer AND protection mod without this bug, where u can place protection nodes which are owned by "nobody"?
 

shacknetisp
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Posts: 25
Joined: Wed Feb 25, 2015 15:27
GitHub: shacknetisp
IRC: behalebabo
In-game: beha

Re: Server: Survival in Ethereal

by shacknetisp » Mon Jul 03, 2017 11:08

I will see what I can do, unfortunantely the code I have is a hardcoded blacklist, which may not be good for a mod like that. (But I see it everywhere, so, eh...)
 

shacknetisp
Member
 
Posts: 25
Joined: Wed Feb 25, 2015 15:27
GitHub: shacknetisp
IRC: behalebabo
In-game: beha
 

Damned
Member
 
Posts: 14
Joined: Sun Sep 25, 2016 03:48

Re: Server: Survival in Ethereal

by Damned » Mon Feb 12, 2018 18:43

I've been looking through some of the mods to improve the availabilty of items for the builders on the server, some of which I will admit are from a selfish motive.

1st some additional doors from the My Door mod.
https://forum.minetest.net/viewtopic.php?f=11&t=10626

While the double sliding doors have been added, other types will improve the aesthetics. The fancy, cottage, misc would add a varity of doors to allow a better choice for the type of building. The hidden would be useful for hiding areas that you need quick access to without the hassel of trying to make them with pistons and player detectors, which are not always suitable for the design of the buildings.

Simple furniture
https://forum.minetest.net/viewtopic.php?f=11&t=14302&hilit=furniture

Light weight mod that adds simple furniture from the wood group. So choice of textures, and they can be sat at. I've tried making furniture out of the available blocks, but they don't work as 2 types of nodes cannot be in the same space.

Stained Glass for shaped windows
https://forum.minetest.net/viewtopic.php?f=9&t=17824&hilit=stained+glass

While it's listed as a WIP Mod, I've tried it in single player and not come across any problems, but it's effects are outstanding. The ability to have windows that fit to shaped frames brakes up the usual blockiness of the standard way of building.

PK arcs
https://forum.minetest.net/viewtopic.php?f=11&t=14541
I know you have some resevation over the models, but used right they do add a good look to buildings. But rather than having them as seperate items in the inventory, I was wondering if they could be added to the saw table. There are 3 models in the arcs, and 3 spare slots in the saw table.

Other items are more of the decorative varity.
Items from the cottages mod, darkage, medival, castle++. Things like barrels, stone grinders to turn wheat seed into flour, wheels, etc. There is an excellent hanging sign and glass in the medival mod. Some of the items require chalk powder to make plaster, which is mined from chalk stone, I know you don't want to add any more types of blocks to the map, but there is a solution. Get chalk powder from grinding marble. I know it would be a lot of work to add bits and pieces from other mods, so it's down to whether you'd want to do it.

https://forum.minetest.net/viewtopic.php?f=9&t=16449&hilit=darkage
https://forum.minetest.net/viewtopic.php?f=11&t=5120&start=75&hilit=cottages

One other thing is to update the default torches to the new standard. It does add the ability to carry a light sorce and they'd look better.
 

Damned
Member
 
Posts: 14
Joined: Sun Sep 25, 2016 03:48

Re: Server: Survival in Ethereal

by Damned » Sun Feb 18, 2018 20:09

Problem with the recipe for stained glass type 2
The model is a leaded window so using dyes makes no sense. Especially as the model is black and the dyes are red, blue and white. Better to change it to:
nil, Lead lump, nil
Lead lump, glass, lead lump
nil, Lead lump, nil
Produces the same, and avoids a clash with medieval glass.
Makes more sense, and uses some of the excess lead retrieved from mining.

The old saying is true, be careful what you wish for.

The new doors require vast amounts of dye. The problem is there is no other way of getting some of the base dyes apart from flowers. It could use some new methods of producing these base dyes.
Red, blue ,yellow, orange and white, while possible using some of the excess materials gathered during play. The dyes are usually mixed, boiled, reduced to a powder. As there is no boiler, the nearest item that can be used is the alloying machine

Red dye - extract from bamboo (Really does, called Turkey Red)
Blue Dye - extract from Blueberries
Yellow - alloy onions and chrome lump.
Orange - extract from carrot, or alloy onion and tin(fixer).

White - alloy sulphur lump and zinc lump. White is a problem as it's normally the absence of colour caused by bleaching rather than dyeing, so it stretches the imagination a bit, but there is a bleaching agent called sodium hydrosulfite which is got from a reaction between sulphur dioxide and zinc, so alloy sulphur lump and zinc to produce white dye sort of makes sense, if you look at it through really thick glasses whilst being drunk and stoned.
 


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