[MOD] Ethereal NG [1.24] [ethereal]

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TenPlus1
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Re: [MOD] Ethereal NG [1.23] [ethereal]

by TenPlus1 » Mon Oct 09, 2017 10:20

Updated to version 1.24

- Updating to newer functions, requires Minetest 0.4.16 and above.
 

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

by DoogMitt » Sat Nov 25, 2017 06:44

Accidentally posted here. Not sure how to remove it. Anyone who knows how, please feel free.

** Thank you Chem871, post about the ethereal mod moved here. Sure hope it's in the right place. Heehee.. :)

viewtopic.php?f=47&t=2434&p=301396#p301396

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Last edited by DoogMitt on Sat Nov 25, 2017 14:44, edited 1 time in total.
 

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

by firefox » Wed Dec 06, 2017 10:10

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)
Last edited by firefox on Thu Dec 07, 2017 11:04, edited 1 time in total.
my game: viewtopic.php?f=49&t=15860 --- building inspiration: viewtopic.php?f=3&t=15550 --- =(^.^)= nya~
 

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

by firefox » Thu Dec 07, 2017 11:05

Chem871 wrote:Is it just a very slow process?

yes, slower than flower spread.
and it requires daylight, too :P
my game: viewtopic.php?f=49&t=15860 --- building inspiration: viewtopic.php?f=3&t=15550 --- =(^.^)= nya~
 

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

by Chem871 » Thu Dec 07, 2017 13:52

I got 5 crystals, thx! Also, for some weird reason, no matter what subgame I use, time isn't changing for me, eternal day for me :/
 

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

by BirgitLachner » Sun Jan 14, 2018 13:43

I think I don't have the newest version of the Ethereal-Mod ... but there is the problem with the undersea plants that there is a box arround them. viewtopic.php?f=11&t=4627&start=125#p279692
Has this problem already be solved? I think I saw that somebody did it for another mod.

Thanks, Birgit
 

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

by TenPlus1 » Sun Jan 14, 2018 20:17

Yes an airbubble does appear around the coral but once 0.5 is released I can use new drawtypes to remove these... The sea mod used a hack to do this but relies heavily on abm's which can cause lag on a busy server.
 

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

by ShallowDweller » Tue Feb 13, 2018 22:12

I noticed that some plants added by other mods are not being generated in worlds with ethereal mod.
The cave flower from more plants will generate in caves, but none of the surface plants will, even on "default:desert_sand", "default:dirt_with_rainforest_litter" and "default:dirt_with_grass"
Is it possible for a noob with notepad++ (me) to fix this by editing the Lua files? If so, wich pieces of text of wich files do I need to add/remove/change? If not, then would you like me to go around testing wich other mods are failing to generate plants when used on the same world as ethereal and report them here (so you can add more mod compatibility to future updates)?
Sorry about my bad english.
 

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

by TenPlus1 » Wed Feb 14, 2018 14:01

ethereal Clears the decorations on startup which will affect other mods.
 

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

by ShallowDweller » Thu Feb 15, 2018 07:09

TenPlus1 wrote:ethereal Clears the decorations on startup which will affect other mods.

I see... thank you!

I think you understood my question, but I've been paranoid about the possibility that you misunderstood something and felt offended by my comments: When I asked about being able to "fix" the generation, I was wondering if compatibility with other mods can be added by users or only by developers. My intention was to not request you to add things to ethereal that nobody else needs. So I'd like to apologize if I caused the impression that I meant to ask something else.
PS: thanks for keeping this mod alive! And sorry for the long reply.

Chem871 wrote:Your English was good, I understood you completely.

Thanks!
 

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

by TenPlus1 » Thu Feb 15, 2018 08:49

you could try a minetest.after(0, function()) which holds the new decoration inside, that way it waits for all mods to load before setting decorations and such so should work ok.
 

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

by ShallowDweller » Thu Feb 15, 2018 23:42

TenPlus1 wrote:you could try a minetest.after(0, function()) which holds the new decoration inside, that way it waits for all mods to load before setting decorations and such so should work ok.

Thanks! I'll try that.
 

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

by IanniPowerup!!! » Fri Mar 02, 2018 14:09

can someone tell me a good seed with lots of good biomes ?
 

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

by TenPlus1 » Fri Mar 02, 2018 20:52

I tend to use the seed 'test' and xanadu is build on 'best server xanadu' as seed :)
 

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

by TenPlus1 » Mon Mar 12, 2018 18:52

Update:

- Food items now use the food_ groups to make crafting easier.
 

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

by DrFrankenstone » Mon Apr 30, 2018 14:38

BirgitLachner mentions the large amounts of bamboo earlier in this thread (2016), and...

In April 2016 auouymous wrote:
iDevMe wrote:Anybody had been noticing that there is TONS of Bamboo Biom? I found a huge mountain that goes about 500+ blocks up high, and has many healing trees.


Just like last map, there are too many bamboo and mushroom biomes (the two worst biomes happen to the two most common). I also found a snow mountain 200 high today with healing trees on it.


This is what an Ethereal map looks like today. The light green is bamboo:

Image

The seed doesn't matter. Kilometres of bamboo like this in every direction is common in any v7 seed. In Carpathian flats it's miles of bamboo+swamp.

Is there any interest in adjusting Ethereal's biomes (I have some ideas - below), or is it to be kept stable now?

Unlike auouymous, I like the Mushroom biome, but I'm not fond of it being everywhere, and being so large. Dropping the humidity of Clearing to 56, and raising the humidity of Bamboo to 84 (numbers will make sense if viewed on a veronoi diagram) keeps everything else intact while having the Mushroom biomes surrender ground to Clearing. Here the mushroom biome is red, and the darkest green is jungle:

Image

I don't think the areas taken over by invasive bamboo species can be simply fixed by small tweaks to the heat/humidity points though, I think what this is showing is that Ethereal has a lot of space available in its hot & humid regions for adding new biomes.

Since a lot of area would need to be covered, I imagine something pleasant and plain would be appropriate, but can I just mention what happens in the most extreme of the hottest most humid places, and throw something out there...

Wikipedia wrote:...with air temperatures reaching up to 58 °C (136 °F) at 90 to 99 percent humidity, people can only endure approximately ten minutes of exposure at a time...

Image


I thought about attempting some crystalline lua mapgen code, then remembered how the Frost biome used plants - perhaps crystals could be better implemented the way trees are implemented? They both grow :D

Anyway, I don't know how interested Ethereal is with continuing to change the Biomes, and I'm new so take it all with a grain of salt.
 

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

by TenPlus1 » Mon Apr 30, 2018 18:44

All ideas are welcome for testing and best results may make it into the mod itself...

I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.
 

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Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Mon May 07, 2018 08:33

Updated to version 1.24:

- Removed bonemeal, please use Bonemeal mod instead ( viewtopic.php?f=9&t=16446 )
- Food items now use {food_?} groups for easy crafting
- Added Blue Agave to desert areas if Wine mod active
 

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Re: [MOD] Ethereal NG [1.24] [ethereal]

by TenPlus1 » Sun Aug 19, 2018 09:06

Update:

- Changed Crystal Ingot recipe so it requires a bucket of water
- If using my builtin_item mod you can drop crystal ingot recipe items into pool or water instead
 

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[MOD] Ethereal NG [1.25] [ethereal]

by TenPlus1 » Mon Sep 03, 2018 19:45

Updated to version 1.25:

- Converted .mts files into schematic tables for easier editing
- Added firethorn shrub in glacier areas (can be crafted into jelly)
- Tweaked mapgen decorations
- Added more lucky blocks
- Added igloo to glacier biome
 

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Re: [MOD] Ethereal NG [1.25] [ethereal]

by bosapara » Wed Sep 05, 2018 14:29

TenPlus1 wrote:Updated to version 1.25:

- Converted .mts files into schematic tables for easier editing


.mts takes up 4x times less space than lua tables
 

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