[Mod] Ethereal [1.16] [ethereal]

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TenPlus1
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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Sat Nov 08, 2014 13:29

You have a good point, having settings for jungles and such in default game would have been very nice indeed when setting up a map... also, mod settings would be a nice feature for minetest_game so you could maybe have a settings button next to the listed mods and configure without editing text files...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Inocudom » Fri Nov 14, 2014 17:04

TenPlus1, you may not be aware of this, but recent commits to Minetest allow for this mod to be used with mapgenv5. Have you ever attempted to do such?

Unfortunately, mapgenv5 does generate IGNORE areas sometimes, but Jordach found a solution to them that might be useful to you somehow:
https://github.com/Jordach/big_freaking_dig/commit/22fd286e29afc0a9600f40fe4fe713476d7fd42a
It turns those areas into blocks of air nodes, but maybe you could turn them into ore clusters instead to give Ethereal an exotic new feature?
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Re: [Mod] Ethereal [1.07] [ethereal]

by paramat » Wed Dec 10, 2014 07:10

Important changes to the biome API heat and humidity noises https://forum.minetest.net/viewtopic.php?f=18&t=10621&p=164110#p164110
If you update to latest 0.4.10 dev, or, when you update to 0.4.11 stable, you will need to set the old default noise parameters in minetest.conf for biome continuity in your existing mgv5 or mgv7 worlds.
 

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Re: [0.0.7]Ethereal[ethereal]

by Nomis » Thu Dec 18, 2014 13:44

TenPlus1 wrote:I was trying for a more realistic approach to tree's so that they could only be grown in the biome they originated from, although a special dirt block could be created so that they will grow anywhere needed...

Am going for the Crystal (soft-touch) Shovel instead so that users can dig up dirt with the grass intact and place it anywhere they like for decoration or growing of specific saplings...


aha! thanks! might try this.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Hybrid Dog » Thu Dec 18, 2014 15:50

Imagethe previous page looks interesting
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2014-12-18-164751_1280x1024_scrot.png
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Re: [Mod] Ethereal [1.07] [ethereal]

by 4aiman » Sat Dec 20, 2014 15:57

That would be the latest xUbuntu? (14.10 + all the updates)
Have the same issue in Firefox.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Hybrid Dog » Sat Dec 20, 2014 17:27

4aiman wrote:That would be the latest xUbuntu? (14.10 + all the updates)
Have the same issue in Firefox.
maybe there's a mistake
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   if (contentNode && contentNode.className == "spoiler_content") {
      if(contentNode.style.display == "none") {
         contentNode.style.display = "block";
         node.firstChild.firstChild.nodeValue = "-";
      } else {
         contentNode.style.display = "none";
         node.firstChild.firstChild.nodeValue = "+";
      }
      return false;
   }
   return true;
}
</script>
<div class="spoiler">
   <div class="spoiler_header" onClick="spoiler_toggle(event);"><b>+</b>
      Spoiler
   </div><div class="spoiler_content" style="display: none;">
      0.0.7c<br /><ul><li>Gravel can be found under lake biomes &#40;or craft 5 cobble in X pattern&#41;</li><li>Papyrus is found and grows on dirt near water &#40;also craft 2x3 string for paper&#41;</li><li>Mushroom Heads have a chance of giving Mushroom Sapling &#40;craft 1 head = 4x Mushrooms ready for Planting&#41;</li><li>Trees and Mushrooms have a chance of giving Saplings</li><li>Frost Trunk and Mushroom Trunk are rotatable &#40;craft 1 Mushroom Trunk = 4x White Dye&#41;</li><li>Desert areas have Dry Shrubs added</li><li>Crystal Spikes added to Crystal Biome &#40;watch out they hurt&#41;</li><li>Crystal Ingots added to make Sword and Pick</li><li>New Pine Tree model added to snowy biome which adds Pine leaves and drops Pine Saplings</li><li>Fixed GrassyTwo biome so that BigTree now spawns and grows from sapling</li><li>Added Crystal Gilly Staff to allow breathing underwater &#40;so long as it&#39;s in hand&#41;</li><li>Added Palm Trees, Trunk, Wood, Sapling, Coconuts, Coconut Slice &#40;to eat&#41;<br />- Thanks to VanessaE&#39;s for the Palm textures</li></ul></ul>
   </div>
</div><br /><br />Code: <a href="https://github.com/tenplus1/ethereal" class="postlink">https://github.com/tenplus1/ethereal</a></div>

         
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         <dt><img src="./styles/mt_v1/imageset/icon_topic_attach.gif" width="7" height="10" alt="" title="" /> <a class="postlink" href="./download/file.php?id=1641">ethereal(1.13).zip</a></dt>
         
         <dd>(135.07 KiB) Downloaded 4 times</dd>
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            <div class="notice">Last edited by <a href="./memberlist.php?mode=viewprofile&amp;u=6871">TenPlus1</a> on 10 Dec 2014, 12:20, edited 21 times in total.
               
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Re: [Mod] Ethereal [1.07] [ethereal]

by philipbenr » Sat Dec 20, 2014 22:58

4aiman wrote:That would be the latest xUbuntu? (14.10 + all the updates)
Have the same issue in Firefox.


I am using Win8 and latest Firefox, and I have the same problem (why did my post get cut off?)
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by 4aiman » Sun Dec 21, 2014 21:33

Whew...
Guys over here didn't believe me when I had posted an image with the same problem, so I thought I'm the only one who's "glitching".

AFAIK, Rubenwardy can change the layout. Maybe it's worth trying to ask him?
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Hybrid Dog » Mon Dec 22, 2014 12:37

maybe it's the spoiler bug

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Re: [Mod] Ethereal [1.07] [ethereal]

by paramat » Tue Dec 30, 2014 07:44

Found a bug: dofile mapgen_v7s should be after all other dofiles because you need to define the mod nodes before registering biomes and decorations Also see my biome API thread for latest news.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Echoes91 » Thu Feb 19, 2015 17:04

Hello! I'm quite new here since i discovered Minetest just few weeks ago and it has been my first voxel-based game (yes, never played that one...).
I'm trying to put together some mods in order to obtain some kind of "survival and build into wilderness" game with some variety but not bloated with an overwhelming quantity of different blocks, focusing instead on taking the best from what i find; after all i grew up with classic LEGOs.
I want to use this mod because i think it has the right variability and also looks very good, so thanks for the great work! However, i have an issue with some biomes size. My "game's requirements" are being able to survive after spawning from any point with empty inventory, hunger and mobs, but if i would spawn in the middle of such wide "Bamboo biome" which seems to happen quite often I'd not be able to find an apple or build tools needed for any other kind of food before starving.Image
Moreover, it seems that some biomes like "Bamboo", "Desert", "Mushrooms" and "Red hell" (sorry but i don't know real names) happen very often while others are much smaller and rare (never found Pines or Crystals), and it doesn't help because most of the area has no wood!
How can i change some biomes size and "chanches" to be generated? I tried to play with umidity and temperature spread from mg flags but i still can't see differences nor correlations.

EDIT: I forgot mentioning, it doesn't look system specific but if it helps i run the last dev from git on Linux 64 and set V7 as mapgen
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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Thu Feb 19, 2015 20:32

The latest Ethereal mod is written for Minetest 0.4.11 stable and works perfectly with a good spread of biomes, but on the later dev versions they have changed the v7 mapgen and how it works so Ethereal has a few problems... Check the init.lua file and comment out the mapgen and uncomment the one below it made for dev versions...

Note: Here is the download that works for 0.4.12 and dev versions...
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Last edited by TenPlus1 on Tue Mar 24, 2015 09:24, edited 1 time in total.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Echoes91 » Thu Feb 19, 2015 21:18

Thanks! Now it looks amazing and it's always survivable, and even pines appeared! I didn't notice the commented mapgen alternative, maybe it's time to change the default gedit's blue comment on dark background...
Cold biomes look still uncommon, maybe mgv7 has some tendency toward producing tropical archipelagos?
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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Fri Feb 20, 2015 09:50

I will be working on Ethereal's v7 biomes in the coming weeks to make them fully 0.4.12 compliant with all the new settings... Surprisingly it is possible to find huge cold biomes depending on the seed in use...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Echoes91 » Mon Feb 23, 2015 10:22

I think last entries of stairs.lua are redundant with default ones, where obsidian bricks are already included as staris and slabs. Wiki mentions them but still has no pics so it's probably a recent addition
Code: Select all
stairs.register_stair_and_slab("obsidianbrick", "default:obsidianbrick",
      {cracky=1,level=2},
      {"default_obsidian_brick.png"},
      "Obsidian Brick Stair",
      "Obsidian Brick Slab",
      default.node_sound_stone_defaults())
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Re: [Mod] Ethereal [1.07] [ethereal]

by fireglow » Mon Mar 23, 2015 00:30

Can I use this mapgen in an already existing world?
Currently, my minetest.conf has the mg_name setting commented out, so I guess it's at default.
What kind of issues can I expect?
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Mon Mar 23, 2015 20:35

If you enable Ethereal in an existing v6 world you may end up with many glitches like floating tree's and such... If it is an existing v7 world then you technically could run ethereal after making sure your old v7 mods are disabled and it would take over any new areas generated...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by fireglow » Mon Mar 23, 2015 23:34

Ah, very interesting, I have the problem with floating trees when I load the mod "moretrees" on my current map: https://fireglow.de/755/temp/snapshot173.png (disregard the date, version; tried it again yesterday with 0.4.12, same issue)
I must admit, I don't even know which mapgen created the original world, is there any way to find out?
What is the current default for mg_name?
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Tue Mar 24, 2015 08:14

Floating tree's are typically caused by caves and ridges being generated on v7 worlds when they carve out parts of the landscape but leave parts of tree's and floating grass/flowers... I tried to compensate for this by making ethereal dirt types immune to cave generation...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by poet.nohit » Tue Apr 07, 2015 19:05

Any interest in renaming the biomes? See https://github.com/poet-nohit/minetest- ... 16fd5055ea

I think this naming convention is going to become necessary in the latest version of Minetest.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Wed Apr 08, 2015 07:33

poet.nohit: I cannont find anything in the latest documentation about naming changes, even paramat's own v7/v5 biomes for the default game remains the same: https://github.com/paramat/biomesdev
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by paramat » Wed Apr 08, 2015 18:53

My simple biomes in default/mapgen.lua do have names starting with 'default:...', on request of PilzAdam.
I'm not sure if it is, or will be, essential but it seems a good idea to follow the naming conventions of nodes.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by poet.nohit » Wed Apr 08, 2015 19:48

Anyway, I've also been noticing how little sapling yield you get from tree leaves. The acacia trees, in particular, have a very low sapling production. I don't see how you could possibly cultivate them. I was also a little perplexed by the fact that ethereal makes papyrus walkable.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Thu Apr 09, 2015 07:01

In my opinion sugar reeds and bamboo are thick enough to block the player's path and be walkable: http://cache.wallpaperdownloader.com/bing/img/Bamboo_20110125.jpg

...and as for saplings, it's random chance... sometimes you get 1 and other times you get 3 or maybe none... I didn't want to make it too easy...

Parmat: I'f Pilzadam is requesting then I'll rename biomes to be mod specific...
 

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