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

Posted: Thu Nov 03, 2016 08:44
by amadin
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Re: [MOD] Ethereal NG [1.21] [ethereal]

Posted: Thu Nov 03, 2016 09:12
by TenPlus1
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.

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

Posted: Thu Nov 24, 2016 10:54
by TenPlus1
Update:

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

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

Posted: Thu Dec 08, 2016 17:02
by benrob0329

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

Posted: Mon Dec 19, 2016 12:15
by u19503
Amazing!

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

Posted: Thu Dec 22, 2016 20:36
by XtremeHacker
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?

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

Posted: Fri Dec 23, 2016 09:15
by TenPlus1
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.

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

Posted: Mon Dec 26, 2016 10:02
by TommyTreasure
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=-

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

Posted: Mon Dec 26, 2016 17:42
by TenPlus1
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.

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

Posted: Sat Jan 07, 2017 18:34
by TenPlus1
REMOVE ME

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

Posted: Thu Jan 12, 2017 12:12
by TenPlus1
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

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

Posted: Fri Feb 10, 2017 18:38
by TenPlus1
Update:

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

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

Posted: Fri Mar 17, 2017 05:40
by EdShouldBeInBed
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

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

Posted: Mon Mar 27, 2017 16:51
by Andrey01
TenPlus1, will you want to add new plants, trees and biomes?

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

Posted: Tue Mar 28, 2017 07:28
by TenPlus1
Ideas are more than welcome:)

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

Posted: Wed Apr 19, 2017 15:44
by TenPlus1
Update:

- Default bushes in 0.4.15 added to mapgen.

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

Posted: Wed Apr 19, 2017 17:54
by EdShouldBeInBed
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?

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

Posted: Thu Apr 20, 2017 08:41
by azekill_DIABLO
it wouldnt be realstic, maybe spawn chernobyl like zones?

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

Posted: Thu Apr 20, 2017 10:27
by Beerholder
azekill_DIABLO wrote:it wouldnt be realstic, maybe spawn chernobyl like zones?
And spawn nuclear reactor ruins........ O_o

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

Posted: Thu Apr 20, 2017 10:53
by azekill_DIABLO
that was the idea :)

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

Posted: Mon Jun 12, 2017 07:21
by TenPlus1
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

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

Posted: Thu Jul 27, 2017 14:37
by TenPlus1
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

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

Posted: Fri Aug 18, 2017 12:59
by LouisCyfer
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

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

Posted: Fri Aug 18, 2017 16:37
by TenPlus1
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.

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

Posted: Fri Aug 18, 2017 18:19
by LouisCyfer
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.