[Mod] Ethereal [1.16] [ethereal]

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Chinchow
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[Mod] Ethereal [1.16] [ethereal]

by Chinchow » Thu Nov 07, 2013 02:55

[Warning! First post info accurate only to 0.0.7! For info on later versions check TenPlus1's posts]
The ethereal mod adds many new biomes to the game.
Any version above version 0.0.7 is largely TenPlus1's work. He does far more on the mod than me.
Download(Older)v0.0.7
Download 0.0.9
Download 0.1.0
4aimain's Github
TenPlus1's Github
TenPlus1's is the main ethereal
Uses MGV7
License: WFTPL

Other Notes

Grass blocks now change to their biomes color
Removed Hearty Stew
Added Strawberries
Finished the mushroom biome.
Changed all leaves into plantlike to save fps. Can be changed back by entering the init.lua and changing the "j" variable into 1.
Sand now fills the bottoms of bodies of water.
Added Large Craters to the Fiery biome.

Credit:
Thanks to paramat for the sand in the water.
Thanks to Sokomine for the Grass blocks changing for each biome, the Decorative Grasses, and the Growing Saplings.
Thanks to TenPlus1 for the Prairie Biome flowers spawning again, the crystals, etc.
Honestly this mod is now theirs almost as much as it is mine. So thanks again!
Last edited by Chinchow on Sun Aug 30, 2015 00:34, edited 13 times in total.
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general3214
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by general3214 » Thu Nov 07, 2013 03:25

For what Minetest build(s) is this compatible? If other than the current stable build, than the original post should specify which build(s).
Last edited by general3214 on Thu Nov 07, 2013 03:25, edited 1 time in total.
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Chinchow
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by Chinchow » Thu Nov 07, 2013 03:30

general3214 wrote:For what Minetest build(s) is this compatible? If other than the current stable build, than the original post should specify which build(s).

Whoops! That completely slipped my mind thank you.
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by paramat » Thu Nov 07, 2013 03:41

Excellent work, i particularly like the frosty and fiery biomes, look forward to trying this in 0.4.8 stable.
 

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by Chinchow » Fri Nov 08, 2013 01:27

How do you guys feel about slightly larger lava craters also spawning in the fiery biome?
Btw there should be at least three new biomes by next weekend any more ideas are appreciated.
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by Chinchow » Fri Nov 15, 2013 01:46

For some reason the plant for one of the new biomes won't grow and I can't figure out why. Could anyone more experienced tell me?
Code: Select all
local function place_seed(itemstack, placer, pointed_thing, plantname)
    local pt = pointed_thing
    -- check if pointing at a node
    if not pt then
        return
    end
    if pt.type ~= "node" then
        return
    end
   
    local under = minetest.get_node(pt.under)
    local above = minetest.get_node(pt.above)
   
    -- return if any of the nodes is not registered
    if not minetest.registered_nodes[under.name] then
        return
    end
    if not minetest.registered_nodes[above.name] then
        return
    end
   
    -- check if pointing at the top of the node
    if pt.above.y ~= pt.under.y+1 then
        return
    end
   
    -- check if you can replace the node above the pointed node
    if not minetest.registered_nodes[above.name].buildable_to then
        return
    end

-- check if pointing at soil
    if minetest.get_item_group(under.name, "soil") <= 1 then
        return
    end

minetest.add_node(pt.above, {name=plantname})
    if not minetest.setting_getbool("creative_mode") then
        itemstack:take_item()
    end
    return itemstack
end


minetest.register_craftitem("ethereal:mushroom_craftingitem", {
    description = "Mushroom",
    groups = {not_in_creative_inventory=1},
    inventory_image = "mushroom.png",
    on_place = function(itemstack, placer, pointed_thing)
        return place_seed(itemstack, placer, pointed_thing, "ethereal:mushroom_garden_1")
    end,
})


for i=1,4 do
    local drop = {
        items = {
            {items = {'ethereal:mushroom'},rarity=9-i},
            {items = {'ethereal:mushroom 9'},rarity=18-i*2},
                    }
    }
minetest.register_node("ethereal:mushroom_garden_"..i, {
        drawtype = "plantlike",
        tiles = {"ethereal_mushroom_garden_"..i..".png"},
        paramtype = "light",
        walkable = false,
        drop = drop,
        buildable_to = true,
        is_ground_content = true,
        drop = drop,
        selection_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
        },
        groups = {snappy=3,flammable=2,plant=1,mushroom=i,attached_node=1},
        sounds = default.node_sound_leaves_defaults(),
    })
end

minetest.register_abm({
    nodenames = {"group:mushroom"},
    neighbors = {"group:soil"},
    interval = 1,
    chance = 10000,
    action = function(pos, node)
        -- return if already full grown
        if minetest.get_item_group(node.name, "mushroom") == 4 then
            return
        end
       
        -- check if on wet soil
        pos.y = pos.y-1
        local n = minetest.get_node(pos)
        if minetest.get_item_group(n.name, "soil") < 3 then
            return
        end
        pos.y = pos.y+1
       
        -- check light
        if not minetest.get_node_light(pos) then
            return
        end
        if minetest.get_node_light(pos) < 13 then
            return
        end
       
        -- grow
        local height = minetest.get_item_group(node.name, "mushroom") + 1
        minetest.set_node(pos, {name="ethereal:mushroom_garden_"..height})
    end
})
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by SegFault22 » Fri Nov 15, 2013 02:26

Amazing indeed. Good work, Comrade!
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by Inocudom » Fri Nov 15, 2013 03:17

VanessaE successfully added a feature to moretrees that can give the leaves of its trees and base game trees the plantlike drawtype if the option is turned on (causes a 5-10 fps boost and looks more realistic.) Could you do the same with the trees of this mod? If you want to know how to do it, ask VanessaE.
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by Enke » Fri Nov 15, 2013 03:36

This is great! I really like the fiery biome and the grayness biome. Do you plan on adding any more biomes?
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by Chinchow » Fri Nov 15, 2013 04:00

Inocudem I'm not against this and I'll see what I can do.

Enke currently my priorities are the new mushroom biomes and different jungle biomes.
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by Chinchow » Sat Nov 16, 2013 00:52

Update!
Details in the description. Sorry the mushroom biome is not quite finished but still playable.
Last edited by Chinchow on Sat Nov 16, 2013 00:52, edited 1 time in total.
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by Enke » Sat Nov 16, 2013 01:28

I absolutely adore the mushroom biome! Keep up the good work.
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<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

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by Chinchow » Sat Nov 16, 2013 01:41

Thank you. Do you have any biome ideas?
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by Inocudom » Sat Nov 16, 2013 03:20

A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
https://forum.minetest.net/viewtopic.php?id=7366
Maybe your mapgen could be an extension of his if they are used together? He could help you out with that.

The mod below, which was made by paramat, could be supported by the fire biomes in your mapgen:
https://forum.minetest.net/viewtopic.php?id=6578
The mod spawns volcanoes.
Last edited by Inocudom on Sat Nov 16, 2013 03:29, edited 1 time in total.
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by Chinchow » Sat Nov 16, 2013 04:49

Inocudom wrote:A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
https://forum.minetest.net/viewtopic.php?id=7366
Maybe your mapgen could be an extension of his if they are used together? He could help you out with that.

The mod below, which was made by paramat, could be supported by the fire biomes in your mapgen:
https://forum.minetest.net/viewtopic.php?id=6578
The mod spawns volcanoes.

Going over the first question last time I checked paramat's code his was more detailed than mine and written in a completely different way; to be honest I don't really understand his code.
As for the second question the answer is the same.

I am not saying I won't try but don't expect excellence.
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by paramat » Sat Nov 16, 2013 06:15

Excellent work good to see your mapgen progress. I actually think its best our projects remain independant and different :)
Last edited by paramat on Sat Nov 16, 2013 06:16, edited 1 time in total.
 

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by Chinchow » Tue Jan 21, 2014 00:43

Update!
The mushroom biome is now completed.
Mushrooms grow and from them you can craft mushroom stew.
You cook the stew for a larger health benefit.
Strawberries now spawn in the grassy biome.
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by falsegrayburger » Tue Jan 21, 2014 04:42

3 New biome idea!

1 Impact crater

Generation through blocks and many very strange, a vast underground world there

2 Ultra-dense forest

There's a huge forest that light does not reach! ! There are a variety of plants mysterious!

3 The Hill

Can overlook very far, beautiful hills!

I do not know how it can be achieved, but I want to make it by all means if possible!
 

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by Chinchow » Fri Jan 24, 2014 01:25

Update!

Thanks to paramat for the sand generating in the ocean!
Also a new type of tree spawns in the grayness biome.
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by TenPlus1 » Wed Feb 05, 2014 10:18

An amazing mod that runs well with the Ambiance sound mod which gives a very atmospheric world...

Note: The hearty_stew.png image doesn't seem to be included and brings up an error, for anyone experiencing same please find attached the image needed and unzip inside the mods/ethereal/textures directory...

P.s. The lava biome seems to spawn too close to the grass and trees resulting in huge forest fires which causes lag, is there any chance of clearing a space around lava fields so this won't happen ?
Attachments
hearty_stew.png.zip
(712 Bytes) Downloaded 138 times
Last edited by TenPlus1 on Wed Feb 05, 2014 10:33, edited 1 time in total.
 

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by TenPlus1 » Thu Feb 06, 2014 12:12

Just got an error "/home/tenplus1/mods/ethereal/init.ua:215: attempt to call field 'make tree' (a nil value)" when planting a frost sapling... Crashed game and worse server...
 

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by Sokomine » Sat Feb 08, 2014 05:30

This mod does create very intresting terrain, and the new biomes are fine.

With that many diffrent types of grass/vegetation, it ought to be possible to make more use out of them. First: When placing a dirt block in a biome, it ought to grow vegetation of the same color as the rest of the biome. That might be a bit difficult as the engine turns it into grass automaticly and you don't know which biome it is in anyway. Perhaps an abm that searches for dirt_with_grass and - when it finds one - checks the nodes around it for vegetation and turns the dirt with grass into whatever is the dominant vegetation around it. That way, it would grow green for a short moment, and you'd need a new block for the green grass variant to be able to distinguish from default:dirt_with_grass, but it might work and keep the biomes in their color.

It would also be great if the grass/vegetation could somehow be collected and turned into nodes to build with - nodes where each side has the color of the top of the colored dirt_with_grass block perhaps. A special tool could be used to get the grass from such a block.

Sometimes, the landscape seems to have strange holes, and the lava pits hang a bit in the air. As my buildings my random_buildings mod face the same problem, I'd be very intrested in a solution to that problem.
Attachments

[The extension lua has been deactivated and can no longer be displayed.]

[The extension lua has been deactivated and can no longer be displayed.]

Last edited by Sokomine on Sat Feb 15, 2014 03:03, edited 1 time in total.
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by AMMOnym » Sat Feb 08, 2014 13:37

Sokomine wrote:This mod does create very intresting terrain, and the new biomes are fine.

With that many diffrent types of grass/vegetation, it ought to be possible to make more use out of them. First: When placing a dirt block in a biome, it ought to grow vegetation of the same color as the rest of the biome. That might be a bit difficult as the engine turns it into grass automaticly and you don't know which biome it is in anyway. Perhaps an abm that searches for dirt_with_grass and - when it finds one - checks the nodes around it for vegetation and turns the dirt with grass into whatever is the dominant vegetation around it. That way, it would grow green for a short moment, and you'd need a new block for the green grass variant to be able to distinguish from default:dirt_with_grass, but it might work and keep the biomes in their color.

It would also be great if the grass/vegetation could somehow be collected and turned into nodes to build with - nodes where each side has the color of the top of the colored dirt_with_grass block perhaps. A special tool could be used to get the grass from such a block.

Sometimes, the landscape seems to have strange holes, and the lava pits hang a bit in the air. As my buildings my random_buildings mod face the same problem, I'd be very intrested in a solution to that problem.
I like your idea
 

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by Neon » Mon Feb 10, 2014 02:47

Ihad the same idea as Sokomine. My approach was going to be an ABM for default:dirt_with_grass to check what the biome was supposed to be, and change those to the appropriate dirt node
 

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