[MOD] Ethereal NG [1.31] [ethereal]

amadin
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Re: [MOD] Ethereal NG [1.21] [ethereal]

by amadin » Post

.
Last edited by amadin on Wed Dec 18, 2019 19:33, edited 1 time in total.

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TenPlus1 » Post

amadin: yes, a separate mod that adds more things to Ethereal, so your mushroom grass for instance, you could register it in a mod and add decoration which appears only in mushroom biomes.

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TenPlus1 » Post

Update:

- Added new Swamp biome.
- Bakedclay plants added to mapgen.

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by benrob0329 » Post


u19503

Re: [MOD] Ethereal NG [1.21] [ethereal]

by u19503 » Post

Amazing!

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by XtremeHacker » Post

I'm having a problem that was asked efore, but the solutions mentioned didn't seems to work for me.
Mods: Ethereal NG, Technic, Moretrees, MyMonths.
Problem: Rubber trees won't grow
I've tried to grow a rubber tree sapling I got via /give, but the sapling won't grow, any ideas on how to fix it?
If you say that

Code: Select all

function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

Mods I work on: MicroExpansion

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TenPlus1 » Post

XtremeHacker: It seems that rubber saplings are coded to grow only on dirt_with_grass which doesn't appear in an Ethereal world, but you can edit the line in the moretrees mod to include ethereal dirt:

https://github.com/minetest-mods/moretr ... s.lua#L139

...change to:

surface = {"default:dirt_with_grass", "ethereal:green_dirt"} -- or even group:soil to grow on ALL soil types.

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TommyTreasure » Post

Two questions:

1 - Can this version replace 1.16, or does a new world need to be created?
2 - I noticed a configuration file. Do you have a list (or thread) for configuration options?

-=TommyTreasure=-

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TenPlus1 » Post

One of the main updates to NG was the biomes but you shoudl be able to replace 1.16 with it and have things work, some weird biomes may form next to current one's though but nothing too drastic hopefully.

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Re: [MOD] Ethereal NG [1.21] [ethereal]

by TenPlus1 » Post

REMOVE ME
Last edited by TenPlus1 on Thu Jan 12, 2017 12:12, edited 1 time in total.

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Post

Updated to version 1.22:

- Added coral and silver sand to mapgen (0.4.15 only)
- Replaced ethereal:green_dirt with default:dirt_with_grass for mortrees compatibility
- Mesa biomes are now topped with dirt with dry grass (redwood saplings grow on dry grass)
- Added bonemeal support for moretree's saplings

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Post

Update:

- Added settings.conf file example so that server owners can change ethereal settings without editing the mod itself.

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by EdShouldBeInBed » Post

Can we get a setting similar to the moretrees.spawn_saplings variable/ have Ethereal obey the variable when both are installed? it's the lighting thing, drives me batty. Especially since I love building homes in/ integrating redwoods
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by Andrey01 » Post

TenPlus1, will you want to add new plants, trees and biomes?

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Post

Ideas are more than welcome:)

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Post

Update:

- Default bushes in 0.4.15 added to mapgen.

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by EdShouldBeInBed » Post

TenPlus1 wrote:Ideas are more than welcome:)
An irradiated zone of some sort? "Blight Lands"? Maybe spawn Uranium ore near the surface in it if you have Technic installed?
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by azekill_DIABLO » Post

it wouldnt be realstic, maybe spawn chernobyl like zones?
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Re: [MOD] Ethereal NG [1.22] [ethereal]

by Beerholder » Post

azekill_DIABLO wrote:it wouldnt be realstic, maybe spawn chernobyl like zones?
And spawn nuclear reactor ruins........ O_o

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Re: [MOD] Ethereal NG [1.22] [ethereal]

by azekill_DIABLO » Post

that was the idea :)
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Re: [MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Post

Quick Update: Bonemeal support for moretree's has been removed, please use the Bonemeal mod to grow these.

Link: viewtopic.php?f=11&t=16446

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Re: [MOD] Ethereal NG [1.23] [ethereal]

by TenPlus1 » Post

Updated to version 1.23:

- Added bonemeal support for bush sapling and acacia bush sapling
- Added support for [toolranks] mod if found
- Reworked Crystal Shovel so it acts more like a normal shovel with soft touch

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Re: [MOD] Ethereal NG [1.23] [ethereal]

by LouisCyfer » Post

mind I ask:
did you forgot to define the drop of "ethereal:dry_dirt" or was this on purpose?

I mean it works anyways but I'm currently writing a coin routine for another mod (villagers) which shall include different dirts and possible hidden coins so the table of that node doesn't have a drop="ethereal:dry_dirt" in your registering node (at ~ line 30)

otherwise I might just add that part like you did with the bones and "default:dirt" :D

I might construct as follows:

Code: Select all

if coin_nodes[n] == "ethereal:dry_dirt" and type(item_def.drop) == nil then
	minetest.override_item(coin_nodes[n], { drop = coin_nodes[n] })
end
reference

hope that's ok to you

regards

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Re: [MOD] Ethereal NG [1.23] [ethereal]

by TenPlus1 » Post

Dry dirt isn't exactly dirt, it has been baked by heat and drops itself when dug, to turn into normal dirt you place water nearby.

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Re: [MOD] Ethereal NG [1.23] [ethereal]

by LouisCyfer » Post

TenPlus1 wrote:Dry dirt isn't exactly dirt, it has been baked by heat and drops itself when dug, to turn into normal dirt you place water nearby.
that is very awesome and works perfectly.

what I meant was something different. sometimes nodes come with the alternate drop flag, ethereal:dry_dirt works perfectly without that flag.

I did a workaround by basicially adding this flag see this coins.lua with this this node gets a drop-flag

in my workaround, these coins drop with ethereal:dry_dirt instead with default:dirt if a dry_dirt node was dug (with a rarity for these coins)

hope that's fine by you, its a dirty but simple workaround.

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