[MOD] Ethereal NG [1.31] [ethereal]

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T6C
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Re: Update:

by T6C » Post

TenPlus1 wrote:
Fri Apr 02, 2021 20:10
Renamed textures to begin with 'ethereal_' so they don't conflict with other mods.
I think you missed a few of the references somewhere. Getting errors like these now after updating to latest Ethereal version (9d6103d9bb) yesterday.

Code: Select all

ERROR[Main]: generateImage(): Could not load image "crystal_block.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "mushroom_trunk.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "willow_wood.png" while building texture; Creating a dummy image

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

@T6C - I've checked logs and do not receive any of those errors after the update, could you tell me what other mods you are using ?

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by T6C » Post

Ho boy... Um... a lot? ^_^; I updated all of these via git yesterday, and that's when I started getting those errors. I'm not using any texture packs (except for whatever the default textures are).
  • Home Workshop Modpack
  • Home Decor Modpack
  • Currency
  • Pipeworks
  • signs_lib
  • Basic Materials
  • More Ores
  • Mesecons
  • Ethereal NG
  • Technic
  • More Blocks
  • Farming Redo
  • Mobs Redo
  • Farm Animals
  • Monsters
  • Mob Horse
  • Mobs NPC
  • Unified Dyes
  • Abriglass
  • Baked Clay
  • Cement
  • Digilines
  • Morelights
  • ts_workshop
  • Doors
  • Realtime Elevators
  • Advanced Trains
  • More Trains
Edit: I just checked the server log, and those errors are not in there. So, these must be something client-side on my local machine. Any ideas? The server forces my client to update all the mods when I update them on the server, right?

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Re: Update:

by MetaNomad » Post

T6C wrote:
Sun Apr 11, 2021 16:41
TenPlus1 wrote:
Fri Apr 02, 2021 20:10
Renamed textures to begin with 'ethereal_' so they don't conflict with other mods.
I think you missed a few of the references somewhere. Getting errors like these now after updating to latest Ethereal version (9d6103d9bb) yesterday.

Code: Select all

ERROR[Main]: generateImage(): Could not load image "crystal_block.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "mushroom_trunk.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "willow_wood.png" while building texture; Creating a dummy image
Same for me, lot of theses errors, concerning all ethereal trunks, like "banana_trunk.png", "redwood_trunk.png", etc... and saplings.
In game, the trees themselves are not affected, but only the texture showed on a "item frame" like in the "storage drawers" mod. If I take out the item with a dummy image, and put it back, it shows up correctly. If I restart the game, they still show correctly, but the error message comes back.

I use a lot of mods as well, so I listed here only the ones I have in common with T6C list :
  • Basic Materials
  • More Ores
  • Mesecons
  • Ethereal NG
  • More Blocks
  • Farming Redo
  • Mobs Redo
  • Farm Animals (mobs_animal for me, not sure it's the same)
  • Mob Horse
  • Abriglass
  • Baked Clay
  • Morelights
  • Doors (Doors Redux for me)

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Update:

by TenPlus1 » Post

- Tweak some craft recipes
- Straighten banana tree
- Add crystal biome to floatlands

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by T6C » Post

Does the "big tree sapling" need special conditions to grow? I have it planted on grass in a grove biome with plenty of exposure to sunlight.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

@T6C, no just time and light, or maybe some bonemeal :)

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by T6C » Post

Time and light it is, then, since I don't have a bone meal mod installed. LOL Must take longer to grow the big trees. They've been planted for > 24 hours, and still haven't grown.

In other news, I'm still getting those image errors when I log in, despite updating Ethereal yesterday.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

Saplings only grow on certain soil types without bonemeal at hand, so the big tree sapling will only grow on the default dirt_with_grass with good lighting.

As for the errors, all I can recommend is clearing your local cache folder for minetest.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus2 » Post

TenPlus1 wrote:
Sun Apr 25, 2021 16:40
Saplings only grow on certain soil types without bonemeal at hand, so the big tree sapling will only grow on the default dirt_with_grass with good lighting.

As for the errors, all I can recommend is clearing your local cache folder for minetest.
Does not seem to be a cache issue.

In one case of many that I have found it would seem that your mod is naming ethereal_willow_wood.png and yet ts_furniture tries to access these files without the ethereal_ prefix from line 239 of init.lua.

If you have changed the naming convention at some point, it may a good idea to change it back for compatibility reasons as I assume it's issues like this causing the problem for everyone.

On second thoughts its too late for that now because you have mods using one naming convention and others using the other. *face palm*

Image

1 month ago, do you change it back and fix all the mods you broke? Hmm, it's tricky. I probably would because you know any mods that updated in 1 month are probably vigilant enough to fix again if your revert breaks them, as where the older mods - maybe not update for long time - if ever?

Oh god but the pre-commit over at;
https://notabug.org/TenPlus1/ethereal/s ... 9/textures
already had some of the texture files pre-fixed and I see why you decided to prefix everything due to conflicts as mentioned in the pre-commit branch rename bamboo.png to bamboo_trunk.png to avoid youngtrees conflict, outch, what is the bigger evil here, maybe you should make a bunch of pull requests on broken mods? This is not good. :(
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Screenshot_2021-05-23 TenPlus1 ethereal.png
Screenshot_2021-05-23 TenPlus1 ethereal.png (8.49 KiB) Viewed 2647 times

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

@TenPlus2 - Latest version of ts_furniture makes use of the proper textures and works fine:

https://github.com/minetest-mods/ts_furniture

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by Chrysolite Azalea » Post

I wonder, how does Ethereal work with v7 floatlands?
cdb_JQUaRqvA1Vho

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

Ethereal wasn't really made with floatlands in mind but It will make use of two biomes (snowcapped peaks and crystal dirt) for floatlands at present.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by superfloh » Post

Are ethereal and petz compatible?
petz usually spawn on default:dirt_with_grass in biome default, are those nodes placed by ethereal?

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

Yes they are in certain biomes.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by superfloh » Post

As soon as I asked the random generator spawned the petz we searched for a long time ...

But I think I found another issue:

2021-06-04 21:50:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'tubelib_addons1' in callback node_on_timer(): "ethereal:strawberry 1" is not a registered node!
2021-06-04 21:50:20: ERROR[Main]: stack traceback:
2021-06-04 21:50:20: ERROR[Main]: [C]: in function 'set_node'
2021-06-04 21:50:20: ERROR[Main]: ...etest/bin/../mods/techpack/tubelib_addons1/harvester.lua:177: in function 'remove_or_replace_node'
2021-06-04 21:50:20: ERROR[Main]: ...etest/bin/../mods/techpack/tubelib_addons1/harvester.lua:240: in function 'harvest_field'
2021-06-04 21:50:20: ERROR[Main]: ...etest/bin/../mods/techpack/tubelib_addons1/harvester.lua:271: in function <...etest/bin/../mods/techpack/tubelib_addons1/harvester.lua:262>


I have no idea how a "ethereal:strawberry 1" made it into my world.

/edit: looks like a typo on tubelib_addons1, I'll try to fix it an raise a PR

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

@superfloh - "ethereal:strawberry 1" is the item and number it drops, many mods do the same by adding a number to the end of an item, it's up to the mod to check this e.g. local drop = "ethereal:strawberry 1" ; local crop = drop:split(" ")[1] -- takes first part only, removes number

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by superfloh » Post

Well, in this case I think the tube lib harvester registers:
fn("ethereal:strawberry_8", "ethereal:strawberry_2", "ethereal:strawberry_1")
when a node of type ethereal:strawberry_8 is found,
an item of type ethereal:strawberry_2 is added to harvester inventory and
a node of type ethereal:strawberry_1 is planted into the soil.
But I'm new to the minetest API and might have completely misunderstood the source code :)

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

Post the error above on the Tech Age forum thread, or make an issue on it's git page so the creator will notice and look into and issue a fix :) viewtopic.php?f=9&t=24619

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by superfloh » Post

I already PR‘ed it :-)

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Update:

by TenPlus1 » Post

- Update flower and mushroom spread
- Mesa biome now uses "stratum" to generate
- Update sakura door texture
- Ethereal wood can be rotated
- Staff of Light can turn nether rack into glowstone

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by KatzEyez » Post

I created a few texture ideas for Ethereal, hope you don't mind. You don't have to use them, but I wanted to share them here. This is one of my favorite mods for many reasons, mostly because of the different biomes. I love all the colors.

(These are not all the items I want to add, but just a couple to start.)

https://github.com/KatzPetz/Ethereal_Extras
Why wish upon a star when you can pray to the one who created it.

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by Chrysolite Azalea » Post

Also, I have a problem with v7 mapgen that, when floatlands are enabled, they are all floating treeless ice plains, regardless of what's below. I teleported to several kilometers distance and all I could see are floating ice plains.

Here is the screenshot of usual map generation:
Image

Here is the screenshot of Ethereal map of the same place:
Image
Attachments
Ethereal enabled.
Ethereal enabled.
screenshot_20210624_181402.png (670.44 KiB) Viewed 2647 times
Ethereal disabled.
Ethereal disabled.
screenshot_20210624_181607.png (650.43 KiB) Viewed 2647 times
cdb_JQUaRqvA1Vho

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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

Ethereal doesn't support floatlands officially which is why the Icy stone biome and crystal biomes are the only one's you'll see up there.

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Updated to version 1.29

by TenPlus1 » Post

- Added coloured candles (thanks wRothbard)

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