I have the same feel, I can walk a LOT for 30-60 min and would only occasionally find few tree monsters and 2 sheep with a cow and poomba more often.I've been waiting and walking around for 3 days and 2 nights in banana jungle and have not seen a single creature, and no creature is mentionned as spawned in the console either.
[MOD] Ethereal NG [1.31] [ethereal]
Re: [MOD] Ethereal NG [1.20]
- Wuzzy
- Member
- Posts: 4788
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: [MOD] Ethereal NG [1.21]
Thanks for opening a new thread for the mod.
Sadly, mobs from Mobs Redo also don't seem to spawn for me. I have enabled the following mods on Minetest Game 0.4.14:
- mobs (Mobs Redo API, version 1.30)
- mobs_animal
- mobs_monster
- ethereal (version 1.21)
- bakedclay
- moreblocks
- intllib
Creative Mode is off. I have explored various biomes but nothing spawned. When I go to creative mode (for testing), I see the usual mob spawning items in the creative inventory and I can spawn the mobs manually, so the mobs themselves are working. They just don't spawn. :-(
As you claim Ethereal NG is designed to work alongside with Mobs Redo, I expect that it works out of the box under this set of mods. Can you please investigate? I suspect Robsoie has found a bug.
Also, can you please tell me where mobs should definitely spawn quickly (high chance of spawning)? This will be useful for testing.
EDIT: I just met a chicken and a cow in the bamboo biome. But it took a while of playing. Maybe mobs in general are just too rare in this mod. IMO it shouldn't take a long amount of time to meet the first mob ever.
Sadly, mobs from Mobs Redo also don't seem to spawn for me. I have enabled the following mods on Minetest Game 0.4.14:
- mobs (Mobs Redo API, version 1.30)
- mobs_animal
- mobs_monster
- ethereal (version 1.21)
- bakedclay
- moreblocks
- intllib
Creative Mode is off. I have explored various biomes but nothing spawned. When I go to creative mode (for testing), I see the usual mob spawning items in the creative inventory and I can spawn the mobs manually, so the mobs themselves are working. They just don't spawn. :-(
As you claim Ethereal NG is designed to work alongside with Mobs Redo, I expect that it works out of the box under this set of mods. Can you please investigate? I suspect Robsoie has found a bug.
Also, can you please tell me where mobs should definitely spawn quickly (high chance of spawning)? This will be useful for testing.
EDIT: I just met a chicken and a cow in the bamboo biome. But it took a while of playing. Maybe mobs in general are just too rare in this mod. IMO it shouldn't take a long amount of time to meet the first mob ever.
Re: [MOD] Ethereal NG [1.21]
Wuzzy: I've updated mobs api to re-enable abm catch up which should spawn more mobs... I'm using mobs redo and ethereal on Xanadu server and we have many mobs spawning.
Re: [MOD] Ethereal NG [1.21]
Important info:
Ethereal NG works on all minetest mapgens (flat/fractal/valleys/v5/v7 as of now) except of v6
Ethereal NG works on all minetest mapgens (flat/fractal/valleys/v5/v7 as of now) except of v6
- Wuzzy
- Member
- Posts: 4788
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: [MOD] Ethereal NG [1.21]
Thanks, TenPlus1, that fixed it. Mobs spawn now in an acceptable frequency.
-
- Member
- Posts: 25
- Joined: Mon Jul 06, 2015 00:46
Re: [MOD] Ethereal NG [1.21]
Pulled the latest one from github, getting an error on startup:
.minetest/mods/ethereal/leaves.lua:57: Attempt to override non-existent item default:aspen_leaves
stack traceback:
[C]: in function 'error
/usr/local/share/minetest/builtin/game/register.lua:338: in function 'override_item'
.minetest/mods/ethereal/leaves.lua:57: in main chunk
[C]: in function 'dofile'
.minetest/mods/ethereal/leaves.lua:57: Attempt to override non-existent item default:aspen_leaves
stack traceback:
[C]: in function 'error
/usr/local/share/minetest/builtin/game/register.lua:338: in function 'override_item'
.minetest/mods/ethereal/leaves.lua:57: in main chunk
[C]: in function 'dofile'
- Wuzzy
- Member
- Posts: 4788
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: [MOD] Ethereal NG [1.21]
Biggvs_Richardvs: This looks very much like you don't have the default mod which means you have not used Minetest Game.
Ethereal NG will run on Minetest Game, and I think this is the recommended subgame. It MIGHT run (no guarantees!) on similar subgames (which have been forked from Minetest Game), but it will not run on completely different subgames.
Ethereal NG will run on Minetest Game, and I think this is the recommended subgame. It MIGHT run (no guarantees!) on similar subgames (which have been forked from Minetest Game), but it will not run on completely different subgames.
- Wuzzy
- Member
- Posts: 4788
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: [MOD] Ethereal NG [1.21]
TenPlus1: This thread is in Mod Releases. Please do the following:
- Change thread title to “[Mod] Ethereal NG [1.21] [ethereal]”
- List all dependencies in first post
- Add actual download link containing the mod folder
- Change thread title to “[Mod] Ethereal NG [1.21] [ethereal]”
- List all dependencies in first post
- Add actual download link containing the mod folder
Re: [MOD] Ethereal NG [1.21] [ethereal]
i read that grass now spreads to adjacent dirt nodes in default minetest, and that dirt with no adjacent grass would stay as it is.
does ethereal use this too? =(^.^)=
does ethereal use this too? =(^.^)=
✨🏳️🌈♣️✨
Re: [MOD] Ethereal NG [1.21] [ethereal]
Ethereal uses the same technique, changing dirt into the grass nearest or green grass by default.
Re: [MOD] Ethereal NG [1.21] [ethereal]
.
Last edited by amadin on Wed Dec 18, 2019 19:48, edited 1 time in total.
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
Hi
The mod produces real fantastic landscape, very impressive. But for me there are too less normal biomes like forrests with normal trees or plain graslands.
Is there a possibility to manipulate how much or how often the different biomes are created? Can I delete or disable some of the biomes (like the lava-fields because the cause a lot of "action" when flooding down to the sea).
Thanks, Birgit
BTW: How did you get the big mal, that was shown in the first posting?
The mod produces real fantastic landscape, very impressive. But for me there are too less normal biomes like forrests with normal trees or plain graslands.
Is there a possibility to manipulate how much or how often the different biomes are created? Can I delete or disable some of the biomes (like the lava-fields because the cause a lot of "action" when flooding down to the sea).
Thanks, Birgit
BTW: How did you get the big mal, that was shown in the first posting?
Re: [MOD] Ethereal NG [1.21] [ethereal]
Biomes are subject to the 'seed' used for the map... Some seeds will produce more grass areas while others glaciers etc.
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
Hmm ... well, yes, I understand that, but as Ethereal is the mapgen mod to create the biomes shouldn't it be possible to manipulate the size and the frequency of a biom?
I had a short look at the file mapgen.lua but I do not really understand it?
Is there a possibility to manipulate the basic mapgen like v5? And if mapgen v5 uses the informations from the mod how does it decide what biom is created?
I had a short look at the file mapgen.lua but I do not really understand it?
Is there a possibility to manipulate the basic mapgen like v5? And if mapgen v5 uses the informations from the mod how does it decide what biom is created?
Re: [MOD] Ethereal NG [1.21] [ethereal]
It can be manipulated by changing the heat/humidity values on each of the registered biomes, that way you can make them bigger or smaller.
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
Okay thanks .... I think I found that ... I'll try it to have better results ... or more worse ;-)
I had another question: how did you create the big map at the beginning of this thread? Is it a mod?
I had another question: how did you create the big map at the beginning of this thread? Is it a mod?
Re: [MOD] Ethereal NG [1.21] [ethereal]
The 2d map was made with minetest mapper: https://github.com/minetest/minetestmapper
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
Okay ... I'll try to install it ... I wait for my personal guide, my husband.
BTW here is the voronoi diagramm for the Ethereal Mod Biomes. https://www.geogebra.org/m/u2ngcd5F
I'm not sure if I understand it correctly!?
BTW here is the voronoi diagramm for the Ethereal Mod Biomes. https://www.geogebra.org/m/u2ngcd5F
I'm not sure if I understand it correctly!?
Re: [MOD] Ethereal NG [1.21] [ethereal]
When I re-did ethereal biomes I tried to add a more realistic number for heat and humidity to the biomes rather than the spreading out of biomes.
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
Well, but the problem is that the you can see in the Voronoi diagramm for the Mod that there are some Biom types that have a much bigger area and so the probability to have this area is much higher.
At the height of 5 for example you have a big area for Plains and Bamboo.
Or at the height of 0 or 1 a big area for fiery ocean. But isn't it a more strange area that should not be there too much?
I found in another thread the information:
If you like I can change my GeoGebra-Drawing to make the points moveable that you can adjust the center-point for the bioms to have the areas in the wanted size. In the existing drawing you need to change the values in the table.
At the height of 5 for example you have a big area for Plains and Bamboo.
Or at the height of 0 or 1 a big area for fiery ocean. But isn't it a more strange area that should not be there too much?
I found in another thread the information:
As I understand this, that means the everything around (50|50) will be choosen more often. But if you choose "normal" values from the earth for the bioms that are around 15°C (?) they will be too far away from the center of the minetest enviroment with an average temperatur of 50 ... lets call it °MT ;-)Because heat and humidity are defined as 50 + noisevalue * 50, and noise values vary roughly between -1.5 to +1.5 if they have several octaves, dependant on persistence and number of octaves.
Heat and humidity have 3 octaves with 0.5 persistence, so the maximum amplitude is:
1 + 0.5 + 0.5*0.5 = 1.75 so the variation is from -1.75 to +1.75, but the extreme values are extremely rare, the usual variation is roughly a little larger than -1 to +1.
If you like I can change my GeoGebra-Drawing to make the points moveable that you can adjust the center-point for the bioms to have the areas in the wanted size. In the existing drawing you need to change the values in the table.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [MOD] Ethereal NG [1.21] [ethereal]
> to make the points moveable
This is what i'm doing in GeoGebra with MTGame biomes, moving the points around by mouse in realtime is essential for biomes design. Instructions for how are here viewtopic.php?p=230857#p230857
This is what i'm doing in GeoGebra with MTGame biomes, moving the points around by mouse in realtime is essential for biomes design. Instructions for how are here viewtopic.php?p=230857#p230857
- BirgitLachner
- Member
- Posts: 393
- Joined: Thu May 05, 2016 10:18
- In-game: Bibs
Re: [MOD] Ethereal NG [1.21] [ethereal]
I played with the value in the GeoGera file. Make the points moveable is a bit difficult, because the are dependent of the height and therefore I would have to start the file from the beginning. But changing the values in the table isn't difficult and so I have founds values that produced a world with biomes that are ... well .... a bit more realistic. I have more normal grass biomes and less of the strange ones but they still appear. And furthermore the biomes are bigger and so the landscape is a bit more consistent.
Have fun :-)
Have fun :-)
add_biome("underground", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil,
-31000, -192, 50, 50, 1)
add_biome("mountain", nil, "default:snow", 1, "default:snowblock", 2,
nil, nil, nil, nil, nil, 140, 31000, 50, 50, 1)
add_biome("desert", nil, "default:desert_sand", 1, "default:desert_sand", 3,
"default:desert_stone", nil, nil, nil, nil, 3, 23, 50, 10, ethereal.desert)
add_biome("desert_ocean", nil, "default:sand", 1, "default:sand", 2,
"default:desert_stone", nil, nil, nil, nil, -192, 3, 50, 10, ethereal.desert)
add_biome("glacier", "default:snowblock", "default:snowblock", 1,
"default:snowblock", 3, "default:ice", "default:ice", 10, -8, 31000, 0, 85, ethereal.glacier)
add_biome("glacier_ocean", "default:snowblock", "default:sand", 1, "default:sand", 3,
nil, nil, nil, nil, nil, -112, -9, 0, 85, ethereal.glacier)
add_biome("clearing", nil, "ethereal:green_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 71, 83, 55, 1) -- ADDED
add_biome("bamboo", nil, "ethereal:bamboo_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 71, 50, 90, ethereal.bamboo)
add_biome("bamboo_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 2, 50, 90, ethereal.bamboo)
add_biome("mesa", nil, "bakedclay:orange", 1, "bakedclay:orange", 15,
nil, nil, nil, nil, nil, 1, 71, 75, 28, ethereal.mesa)
add_biome("mesa_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 75, 28, ethereal.mesa)
add_biome("alpine", nil, "default:dirt_with_snow", 1, "default:dirt", 2,
nil, nil, nil, nil, nil, 40, 140, 50, 40, ethereal.alpine)
add_biome("snowy", nil, "ethereal:cold_dirt", 1, "default:dirt", 2,
nil, nil, nil, nil, nil, 4, 40, 10, 40, ethereal.snowy)
add_biome("frost", nil, "ethereal:crystal_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 1, 71, 10, 40, ethereal.frost)
add_biome("frost_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 10, 40, ethereal.frost)
add_biome("grassy", nil, "ethereal:green_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 91, 37, 65, ethereal.grassy)
add_biome("grassy_ocean", nil, "defaut:sand", 2, "default:gravel", 1,
nil, nil, nil, nil, nil, -31000, 3, 37, 65, ethereal.grassy)
add_biome("caves", nil, "default:desert_stone", 3, "air", 8,
nil, nil, nil, nil, nil, 4, 41, 60, 25, ethereal.caves)
add_biome("grayness", nil, "ethereal:gray_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 2, 41, 65, 25, ethereal.grayness)
add_biome("grayness_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 65, 25, ethereal.grayness)
add_biome("grassytwo", nil, "ethereal:green_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 1, 91, 31, 45, ethereal.grassytwo)
add_biome("grassytwo_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 31, 45, ethereal.grassytwo)
add_biome("prairie", nil, "ethereal:prairie_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 26, 60, 30, ethereal.prairie)
add_biome("prairie_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 60, 30, ethereal.prairie)
add_biome("jumble", nil, "ethereal:green_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 1, 71, 55, 70, ethereal.jumble)
add_biome("jumble_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 55, 70, ethereal.jumble)
add_biome("junglee", nil, "ethereal:jungle_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 1, 71, 74, 70, ethereal.junglee)
add_biome("junglee_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 74, 70, ethereal.junglee)
add_biome("grove", nil, "ethereal:grove_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 23, 80, 45, ethereal.grove)
add_biome("grove_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 2, 80, 35, ethereal.grove)
add_biome("mushroom", nil, "ethereal:mushroom_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 50, 90, 90, ethereal.mushroom)
add_biome("mushroom_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 2, 90, 90, ethereal.mushroom)
add_biome("sandstone", nil, "default:sandstone", 1, "default:sandstone", 1,
"default:sandstone", nil, nil, nil, nil, 3, 23, 15, 15, ethereal.sandstone)
add_biome("sandstone_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 2, 15, 15, ethereal.sandstone)
add_biome("quicksand", nil, "ethereal:quicksand2", 3, "default:gravel", 1,
nil, nil, nil, nil, nil, 1, 1, 50, 38, ethereal.quicksand)
add_biome("plains", nil, "ethereal:dry_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 25, 90, 45, ethereal.plains)
add_biome("plains_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 2, 90, 45, ethereal.plains)
add_biome("savannah", nil, "default:dirt_with_dry_grass", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 3, 50, 45, 25, ethereal.savannah)
add_biome("savannah_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 1, 45, 25, ethereal.savannah)
add_biome("fiery", nil, "ethereal:fiery_dirt", 1, "default:dirt", 3,
nil, nil, nil, nil, nil, 5, 20, 90, 5, ethereal.fiery)
add_biome("fiery_ocean", nil, "default:sand", 1, "default:sand", 2,
nil, nil, nil, nil, nil, -192, 4, 90, 5, ethereal.fiery)
add_biome("sandclay", nil, "default:sand", 3, "default:clay", 2,
nil, nil, nil, nil, nil, 1, 11, 75, 5, ethereal.sandclay)
Re: [MOD] Ethereal NG [1.21] [ethereal]
.
Last edited by amadin on Wed Dec 18, 2019 19:46, edited 1 time in total.
Re: [MOD] Ethereal NG [1.21] [ethereal]
,
Last edited by amadin on Wed Dec 18, 2019 19:46, edited 1 time in total.
Re: [MOD] Ethereal NG [1.21] [ethereal]
Amadin: I would prefer it if you would make add-on mods for Ethereal to add new grasses or whatever instead of making changes to the original mod and re-releasing... As for the illumishroom, yes you can re-colour but for a separate mod.
Who is online
Users browsing this forum: No registered users and 3 guests