[MOD] Ethereal NG [1.27] [ethereal]

Baerbeisser
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Baerbeisser » Post

I'm on Arch (ok, Artix) with 5.0.1.
With 'register_door', there were no doors at all :-(

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TenPlus1
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Post

Xanadu server is using Xubuntu 18.04 with Minetest 5.0.1 and Ethereal with all it's new wooden fences and gates work ok... Please make sure you aren't using minetest_game and not a custom game folder.

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by snoopy » Post

Thank you again very much for your creativity and the active maintenance to this mod.

The sakura tree and the sakura wood door are very nice ideas indeed. Please consider my Pull request #10 Protected Sakura Wood Door introduced to your protector redo mod as an addition.
Enjoying Minetest by MacPorts and/or Neoascetic's builds on Mac OS X with a local server and several modifications.

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snoopy
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by snoopy » Post

Baerbeisser wrote:I'm on Arch (ok, Artix) with 5.0.1.
With 'register_door', there were no doors at all :-(
TenPlus1 wrote:Xanadu server is using Xubuntu 18.04 with Minetest 5.0.1 and Ethereal with all it's new wooden fences and gates work ok... Please make sure you aren't using minetest_game and not a custom game folder.
Thank you very much for the advice.

However, without questioning your competence, we at home have a local dedicated MT 5.0.1 server running on macOS 10.12.6 and until today are not aware of such issues. We enjoy a LAN distributed MT game with certainly 'minetest_game' and the following mods on several clients.
  • bakedclay
  • bees
  • boats
  • bonemeal
  • carts
  • craftguide
  • ethereal
  • farming
  • hud_hunger
  • intllib-20180811
  • lucky_block
  • minetest-3d_armor-version-0.4.13
  • mob_horse
  • mobs_animal
  • mobs_monster
  • mobs_redo
  • moreores
  • pie
  • protector
  • signs_lib
  • toolranks
Most are picked from the TenPlus1 mod shop at NotABug for avoiding incomaptibility issues.
Enjoying Minetest by MacPorts and/or Neoascetic's builds on Mac OS X with a local server and several modifications.

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Kilarin
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Kilarin » Post

Hello TenPlus1!
In Xanadu there are all those pretty mushrooms, Chanterelle, powderpuff, parasol...
They are referenced as decorations in the ethereal mod, but they aren't part of ethereal.
Are those Xanadu exclusives, or are they in an open repository somewhere?

Thanks!

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TenPlus1
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Post

Hi Kilarin, yeah those are Xanadu exclusive, I had to ask permission from the PlantsMegaPack authors on Minecraft to use them on server.

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Kilarin
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Kilarin » Post

TenPlus1 wrote:yeah those are Xanadu exclusive, I had to ask permission from the PlantsMegaPack authors on Minecraft to use them on server.
Ah! That explains why I couldn't find them. Guess I need to go out and make some mushrooms of my own! :)

Thanks!

Donald

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Kevin Tee
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Kevin Tee » Post

Oh yeah, Ethereal biomes in floatland would be awesome.

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TenPlus1
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Update:

by TenPlus1 » Post

- Fixed water abm for turning dry dirt into normal soil
- Added check to above for dry dirt and dry dirt with dry grass nodes (5.1 dev)

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Bastrabun » Post

Maybe mapgen issue in ethereal?

Minetest 5.1.0, 5.0.1 and 0.4.17.1

Mapgen v7 and valleys

seed 15219792642935207317, minetest game, ethereal release = 1684

Same area has a large cave in v7 and valleys mapgen, but only looks strange when ethereal is enabled (no other mods involved but default)

Position ingame 1919,31,-607 looks like this:
ethereal1.png
(887.64 KiB) Not downloaded yet
I can provide more pictures and information, if neccessary, but I can reproduce on all tested versions and mapgens. The position has the same issues on those, although it looks a little different on valleys compared to v7.

What should I do?

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voxelproof
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by voxelproof » Post

Bastrabun wrote:Maybe mapgen issue in ethereal?

Minetest 5.1.0, 5.0.1 and 0.4.17.1

Mapgen v7 and valleys

seed 15219792642935207317, minetest game, ethereal release = 1684

Same area has a large cave in v7 and valleys mapgen, but only looks strange when ethereal is enabled (no other mods involved but default)
I take this picture as being ok, that is such shallow caves are in fact a feature of Ethereal and it's not a bug.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Bastrabun » Post

If you take a look at the area ingame or in the screenshot at the floating structures of desert_stone on the right, maybe this is no shallow cave and probably a bug :D

Or maybe I should have provided more screenshots documenting the area:

Look at the totally flat-cut area at 1887,4 -518:
screenshot_20191105_152245.png
(513.73 KiB) Not downloaded yet
Or another, better view of floating rocks at 1923,22,-645:
screenshot_20191105_152420.png
(696.89 KiB) Not downloaded yet
Or a whole "floating" mountaintop at 2017,3,-736
screenshot_20191105_152658.png
(685.63 KiB) Not downloaded yet
If that is intended, then ok, ethereal is meant to bring up bizarre landscape. But in my understanding, ethereal provides strange, but not too unrealistic biomes?

Still, I believe this is a bug.

If not, is there a way to disable those shallow caves?

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TenPlus1
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Updated to version 1.27

by TenPlus1 » Post

- Added Etherium Ore and Dust
- Added sparse dry grass/shrub to caves biome where new ore found

Bastrabun - Surprisingly the cave biome is meant to be like that :) floating desertstone with stone underneath to make things look eery. I've added the above ore which has floating properties that can hold the cavern tops up and will add uses for it later.

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Re: Updated to version 1.27

by ShallowDweller » Post

TenPlus1 wrote:- Added Etherium Ore and Dust
- Added sparse dry grass/shrub to caves biome where new ore found

Bastrabun - Surprisingly the cave biome is meant to be like that :) floating desertstone with stone underneath to make things look eery. I've added the above ore which has floating properties that can hold the cavern tops up and will add uses for it later.
Looks like a certain mod under my custody will need a compatibility update soon... :3

@TenPlus1: on a scale from 0 to 10, where 0 is "are you nuts?" and 10 is "any clueless noob who can read in english can handle it", how much would you advise someone who never used a git repo nor anything like that to give notabug.org a try? And are they OK with a CC0 distribution derived from a WTFPL project?

@Bastrabun: I actualy like those floating caves. I even tried to build a house in one of those caves once. It resulted in a few chests full of compressed stone and a backdoor to a cave system full of ores. And that flat-ish top is great for tree/weeds/flowers farming (if you get your hands on some cystals and mese, that is)

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Post

notabug.org is very simple and fast, works well with git, can easily transfer github projects over and handle any license you wanna add to your files :) It also doesn't bother you with two-facter authentication which I find annoying in github. As for noob usage, the site gives you commands to enter to create a git page but you will need a local git gui client on your pc to be able to push things without using the terminal all the time.

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by ShallowDweller » Post

TenPlus1 wrote:notabug.org is very simple and fast, works well with git, can easily transfer github projects over and handle any license you wanna add to your files :) It also doesn't bother you with two-facter authentication which I find annoying in github. As for noob usage, the site gives you commands to enter to create a git page but you will need a local git gui client on your pc to be able to push things without using the terminal all the time.
Thanks! I'll give it a try soon :)

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Post

Where can I find the torch code that damages players when they stand on torches?

I thought it was part of Ethereal but I have been looking in the source and I cannot find it.

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Nathan.S » Post

I believe that is part of 3d_armor.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Post

Yeah that was it Nathan. I didn't expect that. Thanks, you saved me a lot of time searching around for that. I made these changes to enable it regardless of ethereal being present or not.

https://www.notabug.org/FreeGamers/Sara ... ua#L98-L99

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Nathan.S » Post

Did you add some other armor that protects against fire? I think the only reason that check is there is because the only armor that protects against fire is Crystal, and that's only available if you have Ethereal.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Post

No I haven't added any armor that protects against fire. My main motivation for this was to have the torches burn players if they stand on top of them.
I removed Ethereal recently to focus on supporting the default biomes first then I will look into expanding my scope and support for the biomes in Ethereal again.
With Ethereal, for whatever reason, it seems to override the default biomes a bit too aggressively for me. I'd like to figure out how to tone it down a bit, i know its random based off the seed but in several worlds all I've seen is ethereal biomes when new areas are generated. I think I'll maybe have to find some time to play around with this more one day.

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Post

Hey TenPlus1,

Perhaps adding fire:permanent_flame to the real_torch and ethereal abm's that melt ice and snow would be a nice addition? I added it to my downstream abm that was based on the one in ethereal.

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Re: Updated to version 1.27

by Felfalido » Post

TenPlus1 wrote:- Added Etherium Ore and Dust
What will be the purpose of the etherium dust?
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TenPlus1
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Post

for now it's a magical dust that keeps the red cave biomes floating in the air, although suggestions are welcome for additional uses :)

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by distantkay » Post

Patch 1.15 says "changed how Crystal Spikes reproduce" and I cannot find information on how to do this.

On the fourth page of this topic, member firefox said
firefox wrote:
Chem871 wrote:Tenplus1, do crystal spikes multiply? Are they farmable?
crystal spikes are frozen plants ;)
the blue shrubs that can be found in frozen biomes will spread over dirt like other grasses and flowers.
and if they grow on the blue dirt, they will eventually freeze.
(likewise, red shrubs will bloom fire flowers if they grow in a suitable environment)
but this method did not work for me.
If someone knows how to do this, tell me please. If there is such a way)

Thanks

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