[MOD] Ethereal NG [1.31] [ethereal]

BlueTangs Rock
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by BlueTangs Rock » Post

Greetings, I've noticed in the past that glow corals and seaweed aren't considered to be rooted-plant nodes, so a block of air forms around them. I was curious if there were any reasons why these nodes hadn't made the change?
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@BlueTangsRock - I could use the new rooted plant nodes but in doing so I lose minetest 0.4.x compatibility.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by Mantar » Post

It's possible to detect which minetest version is running and conditionally change the definition to match, btw. I do it with alpha settings to handle differences between MT 5.3.0 and 5.7.0.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@Mantar - One would involve coral and seaweed growing on top of special sand, the other would involve replacing that special sand entirely with new drawtypes and adding placement checks for coral and seaweed which I will work on one day.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by winterbraid » Post

A small complaint: I've noticed when placing wooden planks (redwood and frost wood, perhaps others), they don't auto-rotate like base game wood does, into a default alignment. It takes an additional effort (and a lot of trial and error) to get them all facing in one direction.
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@winterbraid - base game wood does not auto-rotate, only trunks do that, and ethereal follows the same method.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by winterbraid » Post

TenPlus1 wrote:
Sun Jun 11, 2023 10:16
@winterbraid - base game wood does not auto-rotate, only trunks do that, and ethereal follows the same method.
I don't know if I used the right term, but I can demonstrate what I'm referring to:

Step 1: get 9 planks of base game wood and 9 ethereal wood
Step 2: place 1 wood and stand on top of it
Step 3: from atop 1st wood, rotate in a circle and place the other 8, using only the mouse.

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I looked at the code and here's what I found:

your Frost Tree (in wood.lua):

: line 134: paramtype2 = "facedir",

with no paramater defined, facedir references the player's relative position to get a direction.

to get your wood to act like basegame wood, I did this:

: line 134: paramtype2 = "facedir", place_param2 = 0,

result: success
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I will defer to you as the author to decide if this behavior is preferable (I obviously prefer it), but if you want your wood to act like base game wood, this is how to make that happen. I'm reverting my file to stay in sync with the official version. Nitpicking aside, great mod and thanks. Cheers

edited for readability (I hope)

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@winterbraid - each wood in ethereal uses the "facedir" and minetest.on_rotate() function of those in minetest_game (5.6 and above). I'll keep it like this unless many players complain.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by winterbraid » Post

TenPlus1 wrote:
Sun Jun 11, 2023 15:06
@winterbraid - each wood in ethereal uses the "facedir" and minetest.on_rotate() function of those in minetest_game (5.6 and above). I'll keep it like this unless many players complain.
I see the mixup, I'm using 5.7, the code I'm referring to must be new.
In 5.7, the tree wood uses "on_place = minetest.rotate_node" but tree plank uses "place_param2 = 0"

I made a "5.7" version of your file for my own use, since you're probably right that not many will notice or complain. But let me know if you want a copy, I'll send (email?) it to you. Thanks again

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by Blockhead » Post

BlueTangs Rock wrote:
Sat Jun 10, 2023 03:05
Greetings, I've noticed in the past that glow corals and seaweed aren't considered to be rooted-plant nodes, so a block of air forms around them. I was curious if there were any reasons why these nodes hadn't made the change?
Personally I don't like plantlike_rooted (ref). It's a hack to get around the fact that we don't have waterlogging in the engine. It needs custom code behind it to tell the node to turn the node from "plant on top of node" into "node without plant" form. But I suppose my programmer's objection is deafened by user-experience objections...
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@Blockhead - Personally I agree, if I switch to plantlike_rooted it cobbles the seaweed growing routine and coral regeneration which would both need workarounds. I would much rather have a proper drawtype that takes waterlogging into account.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by alerikaisattera » Post

Are the new bushes supposed to generate like this?
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

I had the stem bury itself in the ground and produce leaves above as something a little different :)

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Update:

by TenPlus1 » Post

- Added 'ethereal.abundant_onions' setting.

Quite a few players have been wondering about the abundance of onions in grassy areas when originally ChinChow had requested for them to be easy to obtain for survival, so for those who wish for a more hardcore game you can toggle the setting above to have them spawn rarely instead.

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Update:

by TenPlus1 » Post

- Tweaked biome levels to fix coniferous_forest and frost biomes.
- Updated fishing rod to use initial_properties and bobber position.

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Re: [MOD] Ethereal NG [1.30] [ethereal]

by Blockhead » Post

With some people clamouring for change since 5.8's release, I wanted to ask you directly TenPlus1: Any plans to move your mods to your own game? Especially asking in Ethereal NG thread because it could (maybe) be its own game. And also: Will you plan to support more games in your mods now? I know some have Mineclon* support, like Farming Redo.
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@Blockhead - I've thought about making my own [game] using my mods but essentially would end up with Xanadu server all over again if I did :)

As for game support, many of my mods should work with MineClone2 or MineClonia and other base games already, although it's getting harder to support them all.

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Update to Version 1.31:

by TenPlus1 » Post

- Fixed leafdecay for bamboo leaves
- Fixed biome checks when fishing (thx Beginner)
- Changed ethereal coral to plantlike_rooted to look better (thx Niklp)
- Changed ethereal seaweed to plantlike_rooted to look better (thx Niklp)
- Tweak seaweed growing to use param2 values
- Added 'ethereal.logs' setting to add fallen tree log decoration
- Tweaked bobber catching position and _ocean biome Y values
- Fixed tall pine trees on lower elevation
- Tweaked frost biome to be lower part of coniferous
- Dont register strawberry if farming redo active

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Re: Update to Version 1.31:

by Trog » Post

TenPlus1 wrote:
Mon Jan 22, 2024 08:33
Dont register strawberry if farming redo active
async error ethereal strawberry( 7) fails to register . crash does not appear in debug . but is activated in creative when any bone meal is applied to terraformed prairie dirt with grass .

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Re: [MOD] Ethereal NG [1.31] [ethereal]

by TenPlus1 » Post

@Trog - Update Farming Redo as well to fix Strawberry issue.

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Update:

by TenPlus1 » Post

- Raised snow level in Coniferous biome.
- Added 'ethereal.sapling_protection_check' setting to use default sapling placement checks.

Note: This setting is disabled by default and when enabled stops players from growing saplings into other players' protected areas. Thanks to Emojigit for the feature idea.

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