[Mod] Ethereal [1.16] [ethereal]
[Mod] Ethereal [1.16] [ethereal]
[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!
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.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
- general3214
- Member
- Posts: 122
- Joined: Fri Oct 04, 2013 03:15
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.
Avatar made by Annahstas
Whoops! That completely slipped my mind thank you.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).
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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.
Btw there should be at least three new biomes by next weekend any more ideas are appreciated.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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
})
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
- SegFault22
- Member
- Posts: 872
- Joined: Mon May 21, 2012 03:17
- Location: NaN
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.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- Enke
- Member
- Posts: 469
- Joined: Fri Nov 15, 2013 02:56
- GitHub: NANOsoldierEnke
- IRC: Enke
- In-game: Enke
- Location: The internet
This is great! I really like the fiery biome and the grayness biome. Do you plan on adding any more biomes?
Lush8
ExtraVars for Red Eclipse
<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
ExtraVars for Red Eclipse
<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
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.
Enke currently my priorities are the new mushroom biomes and different jungle biomes.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
Update!
Details in the description. Sorry the mushroom biome is not quite finished but still playable.
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.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
- Enke
- Member
- Posts: 469
- Joined: Fri Nov 15, 2013 02:56
- GitHub: NANOsoldierEnke
- IRC: Enke
- In-game: Enke
- Location: The internet
I absolutely adore the mushroom biome! Keep up the good work.
Lush8
ExtraVars for Red Eclipse
<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
ExtraVars for Red Eclipse
<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
Thank you. Do you have any biome ideas?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
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:
viewtopic.php?id=6578
The mod spawns volcanoes.
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:
viewtopic.php?id=6578
The mod spawns volcanoes.
Last edited by Inocudom on Sat Nov 16, 2013 03:29, edited 1 time in total.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
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.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:
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:
viewtopic.php?id=6578
The mod spawns volcanoes.
As for the second question the answer is the same.
I am not saying I won't try but don't expect excellence.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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.
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.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
-
- Member
- Posts: 158
- Joined: Sat Aug 03, 2013 15:16
- In-game: naro
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!
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!
Update!
Thanks to paramat for the sand generating in the ocean!
Also a new type of tree spawns in the grayness biome.
Thanks to paramat for the sand generating in the ocean!
Also a new type of tree spawns in the grayness biome.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
-
- Member
- Posts: 158
- Joined: Sat Aug 03, 2013 15:16
- In-game: naro
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 ?
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 438 times
Last edited by TenPlus1 on Wed Feb 05, 2014 10:33, edited 1 time in total.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
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.
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.
A list of my mods can be found here.
- AMMOnym
- Member
- Posts: 682
- Joined: Tue Sep 10, 2013 14:18
- IRC: AMMOnym
- In-game: AMMOnym
- Location: Slovakia
I like your ideaSokomine 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.
Who is online
Users browsing this forum: No registered users and 88 guests