[MOD] Ethereal NG [1.31] [ethereal]

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

by sirrobzeroone » Post

Might be an issue or not

I noticed "pike" need a grassy biome:

Code: Select all

{"ethereal:fish_pike", "grassy"}
But from what I can tell unless I missed it there is no "grassy" biome in ethereal, theres a grassytwo and grassy filler. Could be some mapping there somewhere I couldn't see or find but thought it might be easier/quicker to ask :).

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

by sirrobzeroone » Post

Sorry dislike double posting but different topic - back on mapgen.

So I've updated the amidst ethereal biome file - viewtopic.php?t=19869

The above might be easier to use although you are limited in height range unless I'm not seeing a setting which is very possible but it does do cool things like give you a distribution slider - see attachments

edit: just spotted it Altitude Offset :)

I can't attach the amidst mt file so you will need to copy the below across and over the existing ethereal settings to do that in Amidst its under settings>>Biome Profiles>>Edit Biome Profiles. When you click that it'll open a biomes folder then just open the ethereal.mt file in a text editor and copy and paste the below over whats there and save:

Code: Select all

{ "name":"Ethereal", "biomeList":[
	{ "name": "Bamboo", "color": { "r":133, "g":167, "b":80 }, "y_min": 25, "y_max": 70, "heat_point": 45.00, "humidity_point": 75.00},
	{ "name": "Caves", "color": { "r":129, "g":79, "b":59 }, "y_min": 4, "y_max": 41, "heat_point": 15.00, "humidity_point": 25.00},
	{ "name": "Coniferous Forest", "color": { "r":25, "g":61, "b":33 }, "y_min": 4, "y_max": 40, "heat_point": 10.00, "humidity_point": 40.00},
	{ "name": "Deciduous Forest", "color": { "r":12, "g":94, "b":11 }, "y_min": 3, "y_max": 91, "heat_point": 13.00, "humidity_point": 40.00},
	{ "name": "Deciduous Forest Ocean", "color": { "r":190, "g":199, "b":153 }, "y_min": -31000, "y_max": 3, "heat_point": 13.00, "humidity_point": 40.00},
	{ "name": "Desert", "color": { "r":203, "g":163, "b":96 }, "y_min": 3, "y_max": 23, "heat_point": 35.00, "humidity_point": 20.00},
	{ "name": "Desert Ocean", "color": { "r":212, "g":200, "b":151 }, "y_min": -192, "y_max": 3, "heat_point": 35.00, "humidity_point": 20.00},
	{ "name": "Fiery", "color": { "r":251, "g":108, "b":9 }, "y_min": 5, "y_max": 20, "heat_point": 75.00, "humidity_point": 10.00},
	{ "name": "Fiery Ocean", "color": { "r":223, "g":194, "b":141 }, "y_min": -192, "y_max": 4, "heat_point": 75.00, "humidity_point": 10.00},
	{ "name": "Frost", "color": { "r":73, "g":144, "b":160 }, "y_min": 1, "y_max": 71, "heat_point": 10.00, "humidity_point": 40.00},
	{ "name": "Frost Floatland", "color": { "r":95, "g":186, "b":207 }, "y_min": 1025, "y_max": 1750, "heat_point": 10.00, "humidity_point": 40.00},
	{ "name": "Frost Ocean", "color": { "r":130, "g":184, "b":111 }, "y_min": -192, "y_max": 1, "heat_point": 10.00, "humidity_point": 40.00},
	{ "name": "Glacier", "color": { "r":233, "g":242, "b":255 }, "y_min": -8, "y_max": 31000, "heat_point": 0.00, "humidity_point": 50.00},
	{ "name": "Glacier Ocean", "color": { "r":222, "g":222, "b":255 }, "y_min": -112, "y_max": -9, "heat_point": 0.00, "humidity_point": 50.00},
	{ "name": "Grassland", "color": { "r":76, "g":129, "b":36 }, "y_min": 3, "y_max": 71, "heat_point": 45.00, "humidity_point": 65.00},
	{ "name": "Grassytwo", "color": { "r":62, "g":146, "b":25 }, "y_min": 1, "y_max": 91, "heat_point": 15.00, "humidity_point": 40.00},
	{ "name": "Grassytwo Ocean", "color": { "r":185, "g":201, "b":144 }, "y_min": -192, "y_max": 1, "heat_point": 15.00, "humidity_point": 40.00},
	{ "name": "Grayness", "color": { "r":94, "g":146, "b":116 }, "y_min": 2, "y_max": 41, "heat_point": 15.00, "humidity_point": 30.00},
	{ "name": "Grayness Ocean", "color": { "r":192, "g":192, "b":192 }, "y_min": -28, "y_max": 1, "heat_point": 15.00, "humidity_point": 30.00},
	{ "name": "Grove", "color": { "r":42, "g":132, "b":18 }, "y_min": 3, "y_max": 23, "heat_point": 45.00, "humidity_point": 35.00},
	{ "name": "Grove Ocean", "color": { "r":181, "g":198, "b":143 }, "y_min": -192, "y_max": 2, "heat_point": 45.00, "humidity_point": 35.00},
	{ "name": "Jumble", "color": { "r":58, "g":93, "b":34 }, "y_min": 1, "y_max": 71, "heat_point": 25.00, "humidity_point": 50.00},
	{ "name": "Jumble Ocean", "color": { "r":156, "g":169, "b":121 }, "y_min": -192, "y_max": 1, "heat_point": 25.00, "humidity_point": 50.00},
	{ "name": "Junglee", "color": { "r":27, "g":54, "b":19 }, "y_min": 1, "y_max": 71, "heat_point": 30.00, "humidity_point": 60.00},
	{ "name": "Junglee Ocean", "color": { "r":188, "g":195, "b":151 }, "y_min": -192, "y_max": 1, "heat_point": 30.00, "humidity_point": 60.00},
	{ "name": "Mediterranean", "color": { "r":128, "g":7, "b":4 }, "y_min": 3, "y_max": 50, "heat_point": 20.00, "humidity_point": 45.00},
	{ "name": "Mesa", "color": { "r":188, "g":149, "b":77 }, "y_min": 1, "y_max": 71, "heat_point": 25.00, "humidity_point": 28.00},
	{ "name": "Mesa Ocean", "color": { "r":208, "g":195, "b":145 }, "y_min": -192, "y_max": 1, "heat_point": 25.00, "humidity_point": 28.00},
	{ "name": "Mountain", "color": { "r":243, "g":252, "b":255 }, "y_min": 140, "y_max": 31000, "heat_point": 50.00, "humidity_point": 50.00},
	{ "name": "Mushroom", "color": { "r":164, "g":58, "b":76 }, "y_min": 3, "y_max": 50, "heat_point": 45.00, "humidity_point": 55.00},
	{ "name": "Mushroom Ocean", "color": { "r":206, "g":184, "b":154 }, "y_min": -192, "y_max": 2, "heat_point": 45.00, "humidity_point": 55.00},
	{ "name": "Plains", "color": { "r":127, "g":96, "b":53 }, "y_min": 3, "y_max": 25, "heat_point": 65.00, "humidity_point": 25.00},
	{ "name": "Plains Ocean", "color": { "r":191, "g":184, "b":146 }, "y_min": -192, "y_max": 2, "heat_point": 55.00, "humidity_point": 25.00},
	{ "name": "Prairie", "color": { "r":118, "g":178, "b":53 }, "y_min": 3, "y_max": 26, "heat_point": 20.00, "humidity_point": 40.00},
	{ "name": "Prairie Ocean", "color": { "r":196, "g":208, "b":150 }, "y_min": -192, "y_max": 1, "heat_point": 20.00, "humidity_point": 40.00},
	{ "name": "Quicksand", "color": { "r":190, "g":186, "b":138 }, "y_min": 1, "y_max": 1, "heat_point": 50.00, "humidity_point": 38.00},
	{ "name": "Sakura", "color": { "r":219, "g":134, "b":204 }, "y_min": 3, "y_max": 25, "heat_point": 45.00, "humidity_point": 75.00},
	{ "name": "Sakura Ocean", "color": { "r":154, "g":134, "b":219 }, "y_min": -192, "y_max": 2, "heat_point": 45.00, "humidity_point": 75.00},
	{ "name": "Sandclay", "color": { "r":190, "g":188, "b":162 }, "y_min": 1, "y_max": 11, "heat_point": 65.00, "humidity_point": 2.00},
	{ "name": "Sandstone", "color": { "r":195, "g":190, "b":140 }, "y_min": 3, "y_max": 23, "heat_point": 50.00, "humidity_point": 20.00},
	{ "name": "Sandstone Ocean", "color": { "r":210, "g":208, "b":164 }, "y_min": -192, "y_max": 2, "heat_point": 50.00, "humidity_point": 20.00},
	{ "name": "Savanna", "color": { "r":139, "g":142, "b":64 }, "y_min": 3, "y_max": 50, "heat_point": 55.00, "humidity_point": 25.00},
	{ "name": "Savanna Ocean", "color":  {"r":201, "g":200, "b":152 }, "y_min": -192, "y_max": 1, "heat_point": 55.00, "humidity_point": 25.00},
	{ "name": "Swamp", "color": { "r":126, "g":161, "b":20 }, "y_min": 1, "y_max": 7, "heat_point": 80.00, "humidity_point": 90.00},
	{ "name": "Swamp Ocean", "color": { "r":182, "g":194, "b":115 }, "y_min": -192, "y_max": 1, "heat_point": 80.00, "humidity_point": 90.00},
	{ "name": "Taiga", "color": { "r":174, "g":191, "b":190 }, "y_min": 40, "y_max": 140, "heat_point": 10.00, "humidity_point": 40.00},
	{ "name": "Tundra", "color": { "r":82, "g":68, "b":63 }, "y_min": 2, "y_max": 46, "heat_point": 0.00, "humidity_point": 40.00},
	{ "name": "Tundra beach", "color": { "r":131, "g":131, "b":131 }, "y_min": -3, "y_max": 1, "heat_point": 0.00, "humidity_point": 40.00},
	{ "name": "Tundra Highland", "color": { "r":228, "g":222, "b":220 }, "y_min": 47, "y_max": 180, "heat_point": 0.00, "humidity_point": 40.00},
	{ "name": "Tundra Ocean", "color": { "r":214, "g":213, "b":179 }, "y_min": -112, "y_max": -4, "heat_point": 0.00, "humidity_point": 40.00},
	{ "name": "Underground", "color": { "r":79, "g":79, "b":79 }, "y_min": -31000, "y_max": -192, "heat_point": 50.00, "humidity_point": 50.00}
] }
Attachments
Ethereal_amidst_H10_preview.PNG
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by alerikaisattera » Post

Frost and Coniferous forest have identical heat and humidity. Is this intentional or a bug?

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

by TenPlus1 » Post

Yes this is intentional, they do however have different height levels so they blend from sea level frost biomes into higher elevation coniferous. Quite a few biomes have similar heat/humidity but different elevations.

As for the pike being found in "grassy" biomes, the way the fishing api works it looks for any biomes containing "grassy" so it would work for "grassytwo" :)

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

by sirrobzeroone » Post

TenPlus1 wrote:
Mon Jul 25, 2022 10:42
As for the pike being found in "grassy" biomes, the way the fishing api works it looks for any biomes containing "grassy" so it would work for "grassytwo" :)
I should have read that code more closely what I get for skimming - still trying to fish a pike out on Xanadu tough one to fish out :).

Question at the moment in ethereal the only way to get worms is to basically strip mine a ton of soil....which I feel badly doing especially on Xanadu but even solo when using ethereal.

I had an idea for a worm farm which I'm more than happy to write the code for and do a worm-farm node/texture. I could make it standalone and just put a hard depends on ethereal or just create it to be bundled into ethereal or maybe standalone then bundled in....anyways. Wanted to run the concept by you:

Works like a furnace in that you add green material and get outputted worms - I thought make it pretty fast per worm given you can gather 98 soil pretty fast and craft them into worms fast - my estimates about 5 secs a worm as base but could have plant material they like and stuff they dislike so you get a range of speeds depending what you add as food for your worm farm.

If bonemeal is installed/active add an additional empty glass bottle slot and if the bottle is present also output worm juice/tea. Having had a worm farm irl you don't get much worm juice/tea quickly I figured 1 bottle per 100 worms outputted - track the counting using node meta field. no bottles no worm juice/tea but you still get worms. Worm juice/tea just works like fertiliser works great irl as well.

I'm toying with the idea of every 500 worms you get a dirt node as well but not sure it adds anything in the overall worm farm feel but it might add some gamey element. Also normally have to water a wormfarm but again not sure that would add much gameplay wise ie make sure you have a bucket of water in the farm and refill every 500 worms or so....just seems more annoyance level than gamey.

Anyways any holes you can see? will it unbalance anything with fishing? thoughts on those times? thoughts in general?

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

by TenPlus1 » Post

A wormery/mulch pit sounds an interesting addition, and you are so right, I should have added better ways to get worms by now rather than strip mining the land :P

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

by alerikaisattera » Post

Two problems I have noticed:

* When a tree and grass/flower/other plant are generated at the same place, the lower part of tree trunk is missing
* Fireflies are way too rare. I haven't found any when using Ethereal even though they are relatively abundant in default game. Increasing fill ratio of fireflies has no visible effect. Seems like fireflies that are generated do not have their node timers started, making them permanently hidden (confirmed, replacing fireflies:hidden_firefly with fireflies:firefly makes them generate properly, but this way, they are always visible. Likewise, butterflies that are generated are also permanently visible)

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

by sirrobzeroone » Post

TenPlus1 wrote:
Tue Jul 26, 2022 05:34
A wormery/mulch pit sounds an interesting addition, and you are so right, I should have added better ways to get worms by now rather than strip mining the land :P
I'll get coding, less Xanadu more code :).

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

by TenPlus1 » Post

@alerikaisattera - I checked the butterfly and firefly generation and it uses the exact same code from their own mods to register the decor using the same nodes, and they appear/dissapear depending on time of day. As for the trunk issue, I havent seen that happen yet, will check that next.

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

by alerikaisattera » Post

TenPlus1 wrote:
Wed Jul 27, 2022 07:45
@alerikaisattera - I checked the butterfly and firefly generation and it uses the exact same code from their own mods to register the decor using the same nodes, and they appear/dissapear depending on time of day. As for the trunk issue, I havent seen that happen yet, will check that next.
Generated insects are unaffected by light. I assume that clearing decorations removes register_on_generated code that initializes their node timers.

An image of a butterfly that is visible in the dark in spite of >30 seconds having passed:

Image

As for malformed trees, they are very common. Here is an image:

Image

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

by sirrobzeroone » Post

TenPlus1 wrote:
Wed Jul 27, 2022 07:45
As for the trunk issue, I havent seen that happen yet, will check that next.
Spotted this the other day myself went walking and located it Xanadu: 19755,5.5,-18912 face -X. I cant recognise the biome it's the one with the apple trees with vines and looks like standard grass. I have a screenshot but figured coords might be easier.

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

by TenPlus1 » Post

Hrm, I cannot reproduce the tree bug. Schematics are registered first so they appear before grass and flower decorations, and flying around for 30 minutes checking all different kinds of v7 biomes didn't show me a glitched tree. I will look at the schematic files and maybe have them force nodes.

As for butterflies and fireflies, I've added the same on generation code to restart their timers.

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

by alerikaisattera » Post

This change did indeed fix the fireflies (not the ones that are already generated though). On a side note, it seems that you attemted to add fireflies to "prairie" biome, but you did it wrong: this needs adding "prairie" to biomes and "ethereal:prairie_dirt" to place_on

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

by sirrobzeroone » Post

Worms are coming along, I have basic replication/breeding working and it will accept a multitude of food items which have different base times eg worms not so keen on citrus so eat it more slowly. They will output worm tea every 250 worms and a dirt block every 500 worms. I'm being very cautious with the code and trying to explicitly check at all points to prevent any code holes that may result in server crashes.

Still need to make hydration/watering work properly at the moment I have it hard locked the farm uses no water - hydration bar image is just a placeholder. The worm arrow? ie between the input and output sides currently doesn't change either so minor addition there as well. Want to change the ouput grid to 2x3 rather than 2x2.

I've added easy to update tables for worm food (accepts item names and groups) and worm hydration (same as food) as well as config values for worm tea, dirt block, water bonus, max water storage, water used per worm cycle.

If you neglect your worm farm it will still produce worms just more slowly eg no water. Caring for your farm basically just shortens the worm replication time. So more a reward system than a flat punishment it wont work process - worms are very forgiving critters :).

Small picture the item in the inventory bar slot 1 is the actual worm farm but I want to do some minor tweaks to the texture and maybe a model rather than a default cube:
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by sirrobzeroone » Post

Worm farm ready for a bit of testing, hopefully I've made it easy enough to understand in game. The only crytpic bit I can see would be the small red to green population bar on the left - basically keep it high :). Guess it is more of standalone mod for Ethereal than something to bundle in :). I'll do a post across on the mod WIP forum later, it's very Ethereal centric but I did make it so it can be configured easily. It'll load under minipeli with no errors not that it can then produce any worms but it loads :).

Few fun features:
  • Worm population goes up and down depending how you look after them
  • Worms will eat there most favorite foods first
  • Get speed bonus's on worm output for keeping them hydrated, keeping population up and feeding them their fav foods
  • If bonemeal is present try out Worm Tea Concentrate - made this lvl 4 fertiliser - too high?
  • Preloaded it with settings/support for default, ethereal and farming/redo.
I added two api functions - see Readme for more info
Register worm Food/Water

Code: Select all

worm_farm.register_worm_food_water(thing_name, amount, return_empty, type)
Register worm as node drop

Code: Select all

worm_farm.register_worm_drop(node_name, rarity)
https://github.com/sirrobzeroone/worm_farm
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by Blockhead » Post

sirrobzeroone wrote:
Sun Jul 31, 2022 08:14
Worm farm ready for a bit of testing, hopefully I've made it easy enough to understand in game. The only crytpic bit I can see would be the small red to green population bar on the left - basically keep it high :)
Cool and good. How about instead of a population bar, you just add more or fewer worms in a vertical stack, like hearts or armour in Mineclone? That might make it clearer.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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

by TenPlus1 » Post

@sirrobzeroone - I love the worm farm mod :) been using it for an hour now and relaxing while fishing in-game :)

The API is very handy for 3rd party support and the worm tea is great for growing all sorts, being level 4 it's the highest of the bonemeal items and doesn't require light to grow things :)

Many thanks for making this mod, hope you upload to contentdb for players to enjoy :P

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

by sirrobzeroone » Post

Thanks both,

Really good idea - I tried stacked worms as population in my local copy and it didnt work as nicely, The bars 3.5 high so thats a neat 7 worms....which is a really odd number. I tried crushing the bar with 10 worms but thenit just looked horribly distorted :/

I'm running testing myself at the moment TenPlus1 trying all those hairy edge cases to see if I can get it to crash - so far no crashes. I did pickup I missed on_blast so a minor fix there for TNT mod or any other explosive type mod :)

Gave it it's own WIP thread and I'll get it up onto ContentDB :)
Worm Farm

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

by ShadMOrdre » Post

TenPlus1,

Consider adding the following to your mod, as this would make it more compatible with other mods that add biomes, decorations, and ores. Mods affected by this include Australia, Aotearoa, gal, naturalbiomes, and valleys_c.

Create a new or edit an existing settingtypes.txt file in your mod folder. Add the following code:

Code: Select all

#ethereal settings

#If enabled, will clear all registered biomes.
ethereal.clear_biomes (Enable to clear registered biomes.  true / false) bool true

#If enabled, will clear all registered decorations.
ethereal.clear_decos (Enable to clear registered decorations.  true / false) bool true

#If enabled, will clear all registered ores.
ethereal.clear_ores (Enable to clear registered ores.  true / false) bool false

In init.lua, add the following code somewhere at the top.

Code: Select all

--This creates the ethereal object.
ethereal = {}

--This creates the ethereal.settings object, and fills it with either the menu selected choices as defined in settingtypes.txt, or default values, (In this case, false).
ethereal.settings = {
	clear_biomes			= minetest.settings:get_bool("ethereal.clear_biomes") or false,
	clear_decos			= minetest.settings:get_bool("ethereal.clear_decos") or false,
	clear_ores			= minetest.settings:get_bool("ethereal.clear_ores") or false,
}

if ethereal.settings.clear_biomes then
	minetest.clear_registered_biomes()
end
if ethereal.settings.clear_decos then
	minetest.clear_registered_decorations()
end
if ethereal.settings.clear_ores then
	minetest.clear_registered_ores()
end

Shad

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

by TenPlus1 » Post

Ethereal only clears default_game biomes and lets mods like Australia and natural biomes add the one's they want with decoration. I originally cleared everything for a fresh start and had wsor4035 pull Ethereal mod from contentdb because of it, so wary about going down that route again.

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Update:

by TenPlus1 » Post

- Added new crops from Farming Redo (asparagus, spinach, eggplant)

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

by BlueTangs Rock » Post

Greetings! As a fellow fish enthusiast, I've noticed some interesting quirks with fish from ethereal mod, that I'm interested in addressing here:

First, some of the fish names are slightly off; namely, within the mod blue tangs are called "bluefins", and koi fish are called "coys".

Second, certain fish textures are inaccurate to the fish the species names portrayed; for example, "salmon" has a texture resembling a rainbow trout, while "trout" has a texture resembling an Atlantic salmon. "Catfish" also has a texture resembling a freshwater angelfish.

Third, it seems like the fish textures are split up into three distinct art styles, rather than a uniform style; there's some fish that are Minecraft-like in appearance, some that are Animal Crossing-like in appearance, and then there's "cichlid" and "cooked fish" with a notably separate look from the rest.

I'm curious if you'd perhaps be interested with me volunteering, to create some new fish textures for ethereal? As someone who's passionate about both fish and texture-making, I'd be quite happy to work on this sort of task.
Last edited by BlueTangs Rock on Wed Sep 14, 2022 13:14, edited 1 time in total.
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

@BlueTangs Rock - New and improved textures are always welcome for any of my mods :)

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

by BlueTangs Rock » Post

TenPlus1 wrote:
Wed Sep 14, 2022 09:00
@BlueTangs Rock - New and improved textures are always welcome for any of my mods :)
Nice! So far, I have six 20×20 pixel fish textures completed. Perhaps I could send them over, to gain some feedback?
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Re: [MOD] Ethereal NG [1.29] [ethereal]

by TenPlus1 » Post

@BlueTangs Rock - Kewl, you can send me a private message and link me the file.

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