[MOD] Ethereal NG [1.31] [ethereal]

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

by Chrysolite Azalea » Post

I know. They're walkable in my singleplayer worlds. Just wonder why some servers make them unwalkable.
cdb_JQUaRqvA1Vho

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TenPlus1
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Re: [MOD] Ethereal NG [1.28] [ethereal]

by TenPlus1 » Post

I think it's more for challenge, so that players dont run across tree tops for ease of use in jungles and to be more like irl where you can fall through the branches :)

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Update:

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- Added missing stairs for Blue Marble block.

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Update:

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- Added smaller Redwood tree, 2x saplings beside each other required to grow larger variety.

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Update:

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- Added Flight Potion (arch of 7x etherium dust, fire dust in middle, glass bottle bottom)

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

by sangeet » Post

perhaps a silly question, but can illumishrooms be grown by players? i see that they have sunlight_propagates = true, does this mean they can be grown?

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

by TenPlus1 » Post

sadly no, there's no way of growing them.

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

by sangeet » Post

ok, thank you very much for the answer.

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

by cathaya7d4 » Post

Sakura biome is like paradise!
But it seems that sakura is far less common than other biomes? What happened?

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

by errant » Post

Could fishing (ethereal:fishing_rod_baited) be made more interesting? Right now, I spam click a node of water until a fish appears in my inventory. If I play Torchlight for example, I would have to cast the rod, wait for a fish to bite (splash sound effect), and click timely.

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

by TenPlus1 » Post

@errant - I'll look into changing the fishing mechanic and maybe adding a sound or particle effect when it bites.

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

by freshreplicant » Post

TenPlus1 wrote:
Thu Mar 11, 2021 06:41
@errant - I'll look into changing the fishing mechanic and maybe adding a sound or particle effect when it bites.
Wonderful. Yeah this is probably my #1 most wanted feature for Ethereal.

viewtopic.php?p=385966#p385966

Making it a more relaxing experience, where you can just pick a nice spot by the sea or river to chill out while you wait for a bite would really add to the immersiveness of Ethereal.

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

by cuthbertdoublebarrel » Post

freshreplicant wrote:
Thu Mar 11, 2021 12:16
TenPlus1 wrote:
Thu Mar 11, 2021 06:41
@errant - I'll look into changing the fishing mechanic and maybe adding a sound or particle effect when it bites.
Wonderful. Yeah this is probably my #1 most wanted feature for Ethereal.

viewtopic.php?p=385966#p385966

Making it a more relaxing experience, where you can just pick a nice spot by the sea or river to chill out while you wait for a bite would really add to the immersiveness of Ethereal.
Yes totally agree . MC2 has the best fishing mechanics imo .as you can cast about and the float does not look oversized . otherwise as you say fishing is just a grind rather than a relaxing pastime . could even have record catches and challanges , big fan of fishsim2 a real golden oldie and free to play
http://www.fishsim.net/manual.php pity we can not port it in to minetest as that would be the ulitimate fishing survival game .
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Update:

by TenPlus1 » Post

- Updated fishing mechanics (inspired from Rootyjr's mineclone fishing)
- Added new fish and textures (thanks Epicwannehz)
- Added new Rod and Bobber

USE fishing rod to cast into water and when the time is right USE again to catch fish (hopefully)...

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Re: Update:

by freshreplicant » Post

TenPlus1 wrote:
Sun Mar 14, 2021 20:00
- Updated fishing mechanics (inspired from Rootyjr's mineclone fishing)
- Added new fish and textures (thanks Epicwannehz)
- Added new Rod and Bobber

USE fishing rod to cast into water and when the time is right USE again to catch fish (hopefully)...
Wow, that was super quick! I tried it out really quick - it's definitely a huge improvement already. Very excited to start fishing in my Ethereal worlds.

One minor thing I was thinking of: is there a way to make the bobber get cast out further? Maybe depending on how long you hold the mouse button down while casting or perhaps the angle you hold the rod? Right now it falls kind of close.

Sound effects might for when you cast out, a splash when a fish bites, and some sound when a fish is reeled in might also add to the sense of immersion.

Going to go off topic here slightly: I've come across mentions that an Ethereal Game may have been considered in the past, or that at least that it was discussed, but didn't find any details on this. Is this something you've considered before or would consider in the future? Ethereal really does have a unique feel to it and is becoming very feature rich. Might be a way for it to continue if indeed the reign of MTG is to end.

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

by TenPlus1 » Post

@freshreplicant - I tested a few fishing mods and mechanics and the mc2 one was definitely the best, so I based my rewrite on that although it does still need some work. In it's current form it is a lot better than before and does have sfx for different features although these could be customized. I also added a quick api to add new items to catch via mods :)

Ethereal [game] was an idea a long while ago and Xanadu server is the closest I've come to that idea :) but who knows, time permitting it could live again someday :P

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Update:

by TenPlus1 » Post

- Increased throw range for fishing rod
- If you have worms in inventory then waiting time for fish is reduced by 20 seconds
- Lucky block added for fishing items
- Added API for mods to add new items to catch while fishing- ethereal.add_item(fish, junk, bonus)
- Bug fixed when player leaves/dies and all fishing bobs removed in that area

-- add new fish
ethereal.add_item("mymod:myfish", "", "")

-- add junk item and new bonus
ethereal.add_item("", "mymod:myjunk", "mymod:mybestitem")

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Re: Update:

by freshreplicant » Post

TenPlus1 wrote:
Mon Mar 15, 2021 09:01
- Increased throw range for fishing rod
- If you have worms in inventory then waiting time for fish is reduced by 20 seconds
- Lucky block added for fishing items
- Added API for mods to add new items to catch while fishing- ethereal.add_item(fish, junk, bonus)
- Bug fixed when player leaves/dies and all fishing bobs removed in that area

-- add new fish
ethereal.add_item("mymod:myfish", "", "")

-- add junk item and new bonus
ethereal.add_item("", "mymod:myjunk", "mymod:mybestitem")
Wow, this is really shaping up. Well done TenPlus1, it will be a lot of fun to play around with customising this fishing experience. It will also be cool to see what people come up with on servers.

What would you think of an option to only have the fishing rod work with worms (maybe via settings)? That way perhaps you could also add an API for bait items, so if for example a mod has insects in it, you could use the loot from them for fishing, etc. Different bait could have different effects, e.g. wait time, attracting certain types of fish. People could also make bait shops then.
TenPlus1 wrote:
Sun Mar 14, 2021 21:21
Ethereal [game] was an idea a long while ago and Xanadu server is the closest I've come to that idea :) but who knows, time permitting it could live again someday :P
I will keep my eyes peeled, I think this idea could have a lot of promise.

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

by TenPlus1 » Post

@freshreplicant - Different bait types would be a good idea, I'm also thinking of biome specific fish or items to be caught.

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

by freshreplicant » Post

TenPlus1 wrote:
Mon Mar 15, 2021 11:25
@freshreplicant - I'm also thinking of biome specific fish or items to be caught.
That's a brilliant idea. Having things like this in Ethereal will give people more reasons to explore and travel across the map. Plus Ethereal's blend of real-life biomes and imaginative elements (crystals, etc.) opens up some really interesting possibilities for fish.

Sakura biomes could have something like a fantastical take on koi fish, maybe even a koi that mimics sakura blossoms?

Crystal fish, lava fish, ice fish - the possibilities are endless.

Fishable trinkets are a neat idea too. You could have special items like the Gilly Staff, but which can only be assembled from rare components you can catch fishing. Maybe they're artefacts from a lost Atlantis type civilisation.

[Edit: Just realised, isn't fresh water and sea water distinguished? This would allow for freshwater and seawater fish varieties, right?]

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

by TenPlus1 » Post

@freshreplicant - For now any water gives a chance of fish, but yes, biome specific checks will allow different fresh or saltwater fish without the need to check the medium it's caught in.

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Update:

by TenPlus1 » Post

- Added ability to check for biome specific items when fishing
- Added API.txt file for usage
- Certain fish can only be found in specific biomes :)

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Re: Update:

by freshreplicant » Post

TenPlus1 wrote:
Mon Mar 15, 2021 14:51
- Added ability to check for biome specific items when fishing
- Added API.txt file for usage
- Coy can only be found in sakura biome waters
You're on a roll!

Just a quick note: unless you mean to make a pun, it should be 'Koi fish'.

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Update:

by TenPlus1 » Post

- Added new fish (Angler, Piranha, Trout, Jellyfish, Seahorse)
- Added casting sound-effect
- Increased catch time to 1.5 seconds for touch-screen players
- Added sushi (Tamago, Nigiri, Kappa Maki)
- Added Fugu (1 in 12 chance of poisoning :)
- Added Chicken and Beef Teriyaki
- Flora spreads only on dirt type that it's placed on
Last edited by TenPlus1 on Mon Apr 05, 2021 11:43, edited 1 time in total.

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Update:

by TenPlus1 » Post

- Renamed textures to begin with 'ethereal_' so they don't conflict with other mods.

Sorry texture pack folks...

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