[MOD] Ethereal NG [1.26] [ethereal]

User avatar
acidzebra
Member
 
Posts: 34
Joined: Sun Sep 10, 2017 09:11

Re: [MOD] Ethereal NG [1.23] [ethereal]

by acidzebra » Wed Sep 05, 2018 19:35

DrFrankenstone wrote:This is what an Ethereal map looks like today


Neat! I love the tool, very easy to use, will help a lot because endlessly loading minetest to look at your biome changes is not fun.

TenPlus1 wrote:All ideas are welcome for testing and best results may make it into the mod itself...

I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.


Ain't that the truth. I've been toying with ethereal + minetest game + 30biomes and building a lush tropical world with snow restricted to just the mountain tops.

ps. thanks for maintaining Ethereal, it's awesome :D

I've been using vertical_blend https://github.com/minetest/minetest/blob/a4f41e7bfc6c2d823eab1465258617cb033a452c/doc/lua_api.txt#L6344 to smooth out the "banding" (typically seen on mountains when there is a sharp and 100% straight dividing line between biome borders).

Other tricks I like are having the "treeline" start a few blocks higher than the biome itself, so you have a few blocks of undergrowth before the trees start, it smooths things out more. I'm also trying to establish sensible "border biomes" to smooth out the more extreme climate changes (going from glacier straight to rainforest, for example). I haven't had much luck with that yet.

When I found the vertical_blend setting I also found this for biome definitions, thinking of using that to add polar regions to the very edges of the map (not tested yet):
Code: Select all
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
 

atorian37
Member
 
Posts: 11
Joined: Mon Mar 06, 2017 13:26
IRC: atorian37

Re: [MOD] Ethereal NG [1.24] [ethereal]

by atorian37 » Wed Oct 03, 2018 10:17

I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?

second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)

thanks for your reply!

atorian37
 

User avatar
Pyrollo
Member
 
Posts: 254
Joined: Mon Jan 08, 2018 15:14
Location: Paris
GitHub: pyrollo
In-game: Naj

Re: [MOD] Ethereal NG [1.24] [ethereal]

by Pyrollo » Wed Oct 03, 2018 11:47

atorian37 wrote:I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?


Refer to this article on minetest wiki: Map_Generator

atorian37 wrote:second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)


I would suggest you to use TenPlus1's Mobs redo, works out of the box (I use ethereal + mobs redo for testing purpose, easy to set up).
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]
 

lilo
Member
 
Posts: 53
Joined: Sat May 27, 2017 14:45

Re: [MOD] Ethereal NG [1.24] [ethereal]

by lilo » Wed Oct 03, 2018 16:34

Hello,

I'm just trying out Ethereal and have a question about the new trees that have been added.
As I understand it, the trees grow only on the respective soil of the biomes. Therefore, it would not be possible to grow a tree elsewhere, as these soils are not producible or degradable.

In my case, I switched off the mushroom forests. However, a recipe could still produce a mushroom seedling if needed, but it would never grow.

Should that be so or how do you deal with it?

Best regards
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Wed Oct 03, 2018 19:37

Crafting a crystal shovel gives the player soft touch to pick up different soils intact to grow saplings away from it's original biome, plus you could use my bonemeal mod to quickgrow saplings and crops on any dirt :)
 

lilo
Member
 
Posts: 53
Joined: Sat May 27, 2017 14:45
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Thu Nov 01, 2018 14:56

Update:

- Added Bamboo Blocks (3x3 bamboo or 2x bamboo floor)
- Changed Bamboo Floor recipe (now 2x2 bamboo)
- Bamboo Blocks act like wood and can be crafted into sticks
 

User avatar
KatzEyez
Member
 
Posts: 34
Joined: Tue Aug 08, 2017 18:24
Location: (IG: Depends) (RL: USA)
GitHub: LadyK
IRC: LadyK
In-game: LadyK

Re: [MOD] Ethereal NG [1.24] [ethereal]

by KatzEyez » Wed Dec 05, 2018 20:34

Does ethereal:sandy spread? If it does, does the water have to be a certain depth before it will spread?
Hiya everyone! ^_^ LadyK is officially back! Got Discord? I'm LadyK#3914 if you want to add me.
 

User avatar
Mantar
Member
 
Posts: 69
Joined: Thu Oct 05, 2017 18:46

Re: [MOD] Ethereal NG [1.24] [ethereal]

by Mantar » Wed Dec 05, 2018 22:00

Checked the source, it doesn't look like it does.
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Mon Jan 07, 2019 21:09

ethereal:sandy acts more like an ore and turns into normal sand when dug... it's only use is for producing coral or seaweed when below water.
 

User avatar
KatzEyez
Member
 
Posts: 34
Joined: Tue Aug 08, 2017 18:24
Location: (IG: Depends) (RL: USA)
GitHub: LadyK
IRC: LadyK
In-game: LadyK

Re: [MOD] Ethereal NG [1.24] [ethereal]

by KatzEyez » Wed Feb 13, 2019 00:00

Thanks for the reply on that TenPlus1.

I have a HUGE HUGE request. :3 (pleeeeze)
Image
Sakura biome. The trees could be reddish on the exterior and pink in the middle, so there can be pink wood, perhaps. The leaves could possibly resemble pink flowers. The dirt would be Dirt with Blossoms, similar to Prairie Dirt but with Sakura blossoms or petals littering the top. There could be pink, white, and lavender flowers/plants growing naturally.
Hiya everyone! ^_^ LadyK is officially back! Got Discord? I'm LadyK#3914 if you want to add me.
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Wed Feb 13, 2019 16:51

Sounds a nice idea, if I find time I'll work on it, for now acacia wood is pink and can be used in it's place :)
 

User avatar
KatzEyez
Member
 
Posts: 34
Joined: Tue Aug 08, 2017 18:24
Location: (IG: Depends) (RL: USA)
GitHub: LadyK
IRC: LadyK
In-game: LadyK

Re: [MOD] Ethereal NG [1.24] [ethereal]

by KatzEyez » Fri Feb 15, 2019 11:25

Thanks for considering it TenPlus1. ^_^
Hiya everyone! ^_^ LadyK is officially back! Got Discord? I'm LadyK#3914 if you want to add me.
 

FrostRanger
Member
 
Posts: 10
Joined: Thu Oct 11, 2018 05:40
Location: A frozen Realm in another dimension
GitHub: WulftheNordicRanger
IRC: FrostRanger
In-game: FrostRanger

Re: [MOD] Ethereal NG [1.24] [ethereal]

by FrostRanger » Sat Feb 16, 2019 03:55

I second the addition of the sakura biome. :p
Protector and sole ranger of the frozen realms and seeker of the ever elusive Dungeon Master
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Sat Feb 16, 2019 12:30

Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks
 

User avatar
Andrey01
Member
 
Posts: 2234
Joined: Wed Oct 19, 2016 15:18
Location: Russia, Moscow
GitHub: Andrey2470T
In-game: Andrey01

Re: [MOD] Ethereal NG [1.26] [ethereal]

by Andrey01 » Sat Feb 16, 2019 16:30

TenPlus1 wrote:Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks

Nice to hear about addition of new biomes :)
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 

User avatar
KatzEyez
Member
 
Posts: 34
Joined: Tue Aug 08, 2017 18:24
Location: (IG: Depends) (RL: USA)
GitHub: LadyK
IRC: LadyK
In-game: LadyK

Re: [MOD] Ethereal NG [1.26] [ethereal]

by KatzEyez » Sat Feb 16, 2019 22:39

TenPlus1 wrote:Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks


OMGOSH So quickly! Thank you so much!!! <3
Hiya everyone! ^_^ LadyK is officially back! Got Discord? I'm LadyK#3914 if you want to add me.
 

FrostRanger
Member
 
Posts: 10
Joined: Thu Oct 11, 2018 05:40
Location: A frozen Realm in another dimension
GitHub: WulftheNordicRanger
IRC: FrostRanger
In-game: FrostRanger

Re: [MOD] Ethereal NG [1.26] [ethereal]

by FrostRanger » Sun Feb 17, 2019 19:41

Here's some screenshots of the new sakura biome that I took in singleplayer :D

Image

Image

Image


Thank you for adding this awesome new biome!
Protector and sole ranger of the frozen realms and seeker of the ever elusive Dungeon Master
 

User avatar
h-v-smacker
Member
 
Posts: 66
Joined: Wed Nov 29, 2017 23:04
GitHub: h-v-smacker
In-game: Smacker

Re: [MOD] Ethereal NG [1.26] [ethereal]

by h-v-smacker » Sun Feb 17, 2019 22:47

I cannot get a white sakura to spawn at all. After I chopped down enough trees, I went to the mod source itself, and changed the condition from "white == 1" to "white < 11", which should always be true so that, as I expected, a white sakura would spawn every time. None did. It's still the default ones.

I thought it was because the replacement table syntax wasn't correct (you had {{"ethereal:sakura_leaves", "ethereal:sakura_leaves2"}} where it should be {["old_nodename"] = "new_nodename", ... } — but it made no difference.

In minetest.api for minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags) I read this:

"**Warning**: Once you have loaded a schematic from a file, it will be
cached. Future calls will always use the cached version and the
replacement list defined for it, regardless of whether the file or the
replacement list parameter have changed. The only way to load the file
anew is to restart the server."

Maybe that's it?

I copied sakura.mts to sakura2.mts and hardcoded the replacement table → got a white sakura. But I still cannot change what happens when sakura.mts is used. However, with this code it works as expected):

Code: Select all
function ethereal.grow_sakura_tree(pos)
    if math.random(10) == 1 then
        add_tree(pos, 4, 0, 3, path .. "sakura2.mts", {["ethereal:sakura_leaves"] = "ethereal:sakura_leaves2"})
    else
        add_tree(pos, 4, 0, 3, path .. "sakura.mts")
    end
end


PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((
Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Mon Feb 18, 2019 11:30

Update:

- Table schematic created for Sakura tree (works better)
- Bamboo is a highland biome while Sakura is lower
- Added Sakura Door to fit in with paper walls
 

EdShouldBeInBed
Member
 
Posts: 48
Joined: Sun Feb 22, 2015 16:03
In-game: EdShdBInBed

Re: [MOD] Ethereal NG [1.26] [ethereal]

by EdShouldBeInBed » Sat Feb 23, 2019 11:50

h-v-smacker wrote:PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((

Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture.

screenshot_20190223_063631.png
1
(932.28 KiB) Not downloaded yet


In the first, here I am exploring the boarder between where a grove of smashing sakura and beautiful bamboo meet!

screenshot_20190223_064729.png
2
(389.14 KiB) Not downloaded yet

In the second, I am posing in that very thicket of bamboo. As you see, I may be your average minetester, but the bamboo is magnificent.

It is a simple matter of what height you will now find your beloved biome at! Buck up!
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.
 

User avatar
h-v-smacker
Member
 
Posts: 66
Joined: Wed Nov 29, 2017 23:04
GitHub: h-v-smacker
In-game: Smacker

Re: [MOD] Ethereal NG [1.26] [ethereal]

by h-v-smacker » Sat Feb 23, 2019 13:11

EdShouldBeInBed wrote:
h-v-smacker wrote:PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((

Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture.


Dude, it's hard to deny that the higher the elevation, the lower the chances of finding a large area of relatively flat land. When bamboo was beginning in the low elevation, the game generated vast, rather flat, forests of bamboo and bamboo bush. With current increased elevation, however, such a thing would only be possible if a plateau is generated within a bamboo biome, which is a considerably more rare occasion. Otherwise, bamboo will be encountered in uneven elevated terrain — basically, bamboo hills and cliffs, as opposed to bamboo plains.

Basically, what I want to see is this:
https://feel-planet.com/wp-content/uplo ... -Japan.jpg
Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation
 

User avatar
uwu
Member
 
Posts: 19
Joined: Sun Jan 21, 2018 15:01

Re: [MOD] Ethereal NG [1.26] [ethereal]

by uwu » Sun Mar 17, 2019 23:08

I saw in the ContentDB that this mod is only compatible with Minetest 0.4.17 and below:
https://content.minetest.net/packages/T ... /ethereal/

Which changes in MT 5.0 prevent it from working there?
 

User avatar
Festus1965
Member
 
Posts: 789
Joined: Sun Jan 03, 2016 11:58
Location: Thailand - Chiang Mai (+5-6h to MEZ)
In-game: Thomas Explorer

Re: [MOD] Ethereal NG [1.26] [ethereal]

by Festus1965 » Sun Mar 17, 2019 23:23

does it say this ? most [Mod] coders sure just don't know, didn't test or even didn't post that it is running with 5.0.x,
but at me
[Mod] ethereal (9bbd90e0b4 01.03.2019) - loaded and running without complain until yet at me.

I see there is new now: ff153c9c1f 14.03.2019
I own minetest.one and offer a Minetestserver called Thailand Minetest.one (5.1.0-dev) on server.minetest.one.
 

User avatar
TenPlus1
Member
 
Posts: 2509
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Mon Mar 18, 2019 07:04

Ethereal NG works both with 0.4.17 and 5.0... It has built-in checks for both versions to make it work...
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 4 guests