[MOD] Ethereal NG [1.31] [ethereal]

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TenPlus1
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Update:

by TenPlus1 » Post

- Added grassland; coniferous_forest; taiga ocean biomes
- Renamed sandstone biomes to sandstone_desert

These will add better compatibility for mods that use default biomes like xocean :)

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by yitianetie » Post

Hi again,

This mod is a must for minetest. It adds so much variety. But I am trying to test this mod with different mapgen. And I am still wondering why I get some dense bamboo forests on mountains with Carpathian or Valley mapgens, especially with the last one and even if I disabled bamboo biomes. I know that those mapgens have specific setting and, of course, I don't meet this problem (if we could call that a problem) with V7 mapgen. Could you just confirm that the best fitting mapgen is V7 ?

Thanks by advance.

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

@yitianetie - Ethereal was indeed created more for v7 mapgens but will work on the others (except v6), and if I remember carpathian/valleys use different heat values the higher you go, whereas v7/v5 is mostly randomly generated by seed.

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by T6C » Post

I've had lots of success with Ethereal on the Flat mapgen with hills and lakes. Seems to work perfectly there. The only oddity I've found is that sometimes, the biome borders will form a straight line across the map and across multiple biomes. I have a feeling this would still happen on v7. It's not a huge deal, since the biomes themselves are still large enough and function just fine.

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by Inocudom » Post

)-( Ancient, abandoned structures for the various biomes as well as deep underground beneath them would add so much. YouTube channels like JonLevi and Old Scary World have videos with photos than can be used as inspiration (the shorts in the latter especially.) What do you think? )-(

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by sirrobzeroone » Post

Not sure if you need a Seahorse Ten, but heres five I created, couldnt remeber what color the old seahorse was. Usual CC0 for me.

Think that zip is bigger than the raw files.....
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ethereal_fish_seahorses.zip
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

Wow nice, I've replaced the wonky seahorse I made with the red one above :) Thankies!

Update: I just had to add all his friends too, different colours can be caught in different oceans :P

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by sirrobzeroone » Post

TenPlus1 wrote:
Mon Apr 10, 2023 13:35
Wow nice, I've replaced the wonky seahorse I made with the red one above :) Thankies!

Update: I just had to add all his friends too, different colours can be caught in different oceans :P
Lol no worries at all and nice on the oceans that'll make it fun.

I'm less sure on this one but the Koi/Coy was top down and most other fish are side on (btw that's one scary salmon, that beak). It looks better on a darker background....Torn myself as I like that classic top/down Koi/Coy look but then there's the consistency factor anyways leave that one with you to internally debate :).

License (usual): CC0 1.0 Universal
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

@sirrobzeroone - The current fish textures were mostly added as a quick replacement due to the license issues with the previous textures. The new coy/koi is a more than welcome upgrade :)

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Update:

by TenPlus1 » Post

- Fishing rods have 65 uses before they break
- New junk and special items added you can catch with rod

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by sirrobzeroone » Post

TenPlus1 wrote:
Wed Apr 12, 2023 06:58
@sirrobzeroone - The current fish textures were mostly added as a quick replacement due to the license issues with the previous textures. The new coy/koi is a more than welcome upgrade :)
Sorry Edit Licence (usual): CC0 1.0 Universal

ahh that explains it, might be slow on these as caught on another project :)

Cooked fish tried to give it a more generic look so easier to use across all fish types while retaining a cooked fishy look:
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

Thanks, just added :P Looks tasty!

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Update:

by TenPlus1 » Post

- Alternative textures for Ethereal woods are contained inside "alt" folder to look more like default wood types thanks to Sirrobzeroone.

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Re: [MOD] Ethereal NG [1.29] [ethereal]

by BlueTangs Rock » Post

If the other fish textures are still needed, I finally figured out how to add my textures onto GitHub. Lol

https://github.com/BlueTangsRock/Blueta ... eal-fishes
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Updated to Version 1.30:

by TenPlus1 » Post

- New fish added (carp, cod, flounder, squid, tuna, shrimp)
- New fishy food items added (cooked shrimp, calamari, jellyfish salad)
- New fish and seaweed textures (Thanks Blue Tangs Rock)
- Replaced that aweful Teryaki Beef texture I made with a better one :P
- Add 11 new lucky blocks

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Last Fishy Update:

by TenPlus1 » Post

- New fish added (telapia, trevally, parrotfish)
- New food added (garlic butter shrimp, fish & chips)
- Replaced Fugu texture (thx Blue Tangs Rock)
- New lucky block added

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Update:

by TenPlus1 » Post

- Added '_under' biomes so that water and lava filled caves generate properly.
- Reverted forced placed trees, was causing too much damage to surrounding.

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

by W3RQ01 » Post

I have no idea what happened but all the ethereal biomes do not have trees and all of its decorations.
I'm using latest commit and ebiomes mod.
Anyone knows why?
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

@W3RQ1 - I just did a test using v7, v5, valleys and carpathian mapgens and Ethereal biomes all appear with their respective decorations and trees. Are you by any chance using the older v6 mapgen, or unticked the decorations ?

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

by Nik09 » Post

Could you maybe check out the farming redo plants spawn chances? Some plants are very, very rare (or don't spawn at all?)

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

by W3RQ01 » Post

TenPlus1 wrote:
Tue May 30, 2023 13:24
@W3RQ1 - I just did a test using v7, v5, valleys and carpathian mapgens and Ethereal biomes all appear with their respective decorations and trees. Are you by any chance using the older v6 mapgen, or unticked the decorations ?
everything is set as you'd get from a fresh release. I think ethereal doesn't like ebiomes mod but i'm not sure
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by TenPlus1 » Post

This line in extra biomes mod seems to be the culprit:

https://github.com/CowboyLva/ebiomes/bl ... .lua#L1154

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

by W3RQ01 » Post

TenPlus1 wrote:
Wed May 31, 2023 06:32
This line in extra biomes mod seems to be the culprit:

https://github.com/CowboyLva/ebiomes/bl ... .lua#L1154
ok thanks, i'll let you know what happens
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Re: [MOD] Ethereal NG [1.30] [ethereal]

by W3RQ01 » Post

thanks mate, now everything works fine
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Update:

by TenPlus1 » Post

- Added Basandra Bush to Fiery biome (leaves, stem, sapling, wood)
- Added Spore Grass to Mushroom biome
- Added 3x new Lucky Blocks

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