[MOD] Ethereal NG [1.31] [ethereal]
Update:
- 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 :)
- 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]
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.
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.
Re: [MOD] Ethereal NG [1.29] [ethereal]
@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.
Re: [MOD] Ethereal NG [1.29] [ethereal]
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.
Re: [MOD] Ethereal NG [1.29] [ethereal]
)-( 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? )-(
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- sirrobzeroone
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Re: [MOD] Ethereal NG [1.29] [ethereal]
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.....
Think that zip is bigger than the raw files.....
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- ethereal_fish_seahorses.zip
- (1.61 KiB) Downloaded 45 times
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- seahorse_preview.png (3.54 KiB) Viewed 4442 times
Re: [MOD] Ethereal NG [1.29] [ethereal]
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
Update: I just had to add all his friends too, different colours can be caught in different oceans :P
- sirrobzeroone
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Re: [MOD] Ethereal NG [1.29] [ethereal]
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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- ethereal_fish_coy.png (437 Bytes) Viewed 4410 times
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- ethereal_fish_coy_preview.png (1.39 KiB) Viewed 4410 times
Re: [MOD] Ethereal NG [1.29] [ethereal]
@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 :)
Update:
- Fishing rods have 65 uses before they break
- New junk and special items added you can catch with rod
- New junk and special items added you can catch with rod
- sirrobzeroone
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Re: [MOD] Ethereal NG [1.29] [ethereal]
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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- ethereal_fish_cooked_preview.png (1.31 KiB) Viewed 4357 times
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- ethereal_fish_cooked.png (221 Bytes) Viewed 4357 times
Re: [MOD] Ethereal NG [1.29] [ethereal]
Thanks, just added :P Looks tasty!
Update:
- 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]
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
https://github.com/BlueTangsRock/Blueta ... eal-fishes
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
Updated to Version 1.30:
- 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
- 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
Last Fishy Update:
- 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
- New food added (garlic butter shrimp, fish & chips)
- Replaced Fugu texture (thx Blue Tangs Rock)
- New lucky block added
Update:
- Added '_under' biomes so that water and lava filled caves generate properly.
- Reverted forced placed trees, was causing too much damage to surrounding.
- Reverted forced placed trees, was causing too much damage to surrounding.
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Re: [MOD] Ethereal NG [1.30] [ethereal]
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?
I'm using latest commit and ebiomes mod.
Anyone knows why?
OneUnitedPower
Re: [MOD] Ethereal NG [1.30] [ethereal]
@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]
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]
everything is set as you'd get from a fresh release. I think ethereal doesn't like ebiomes mod but i'm not sure
OneUnitedPower
Re: [MOD] Ethereal NG [1.30] [ethereal]
This line in extra biomes mod seems to be the culprit:
https://github.com/CowboyLva/ebiomes/bl ... .lua#L1154
https://github.com/CowboyLva/ebiomes/bl ... .lua#L1154
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Re: [MOD] Ethereal NG [1.30] [ethereal]
ok thanks, i'll let you know what happensTenPlus1 wrote: ↑Wed May 31, 2023 06:32This line in extra biomes mod seems to be the culprit:
https://github.com/CowboyLva/ebiomes/bl ... .lua#L1154
OneUnitedPower
Update:
- Added Basandra Bush to Fiery biome (leaves, stem, sapling, wood)
- Added Spore Grass to Mushroom biome
- Added 3x new Lucky Blocks
- Added Spore Grass to Mushroom biome
- Added 3x new Lucky Blocks
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