[Mod] Ethereal [1.16] [ethereal]

4aiman
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by 4aiman » Sun Apr 06, 2014 14:06

Inocudom wrote:Will jungle trees and pine trees have their own types of wood soon?

That's not essential. Also it's easily can be done by almost anyone: just register a new node and make trees to use them.

@TenPlus1, is there a chance you would use Git?
Maybe it sounds selfish, but it would be easier to update my modification of ethereal if you would ;)
 

4aiman
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by 4aiman » Sun Apr 06, 2014 18:43

Hey, TenPlus1, maybe I can be of a little help?
I can upload to git every new version to the github.
I'm interested in this mapgen.
 

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by Chinchow » Mon Apr 07, 2014 02:53

Well as far as github goes if TenPlus1 gives a thumbs up I'm fine with letting
4aiman uploading to github.
Sometimes, it's harder to think up a mod than it is to create it.
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by 4aiman » Mon Apr 07, 2014 09:10

So, github's repo is here: https://github.com/4aiman/ethereal/tree/master
Tell me who else should be able to push.

Also I'm making my own version in the magichet branch. Although I'm making it for my own game, it should be compatible with Minitest and it's derivatives.

If I did smth wrong/forget to credit someone/made a mistake - tell me and I'll fix it in the best way I can.
 

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by Achilles » Mon Apr 07, 2014 11:59

Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
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Jordach
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by Jordach » Mon Apr 07, 2014 12:52

Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
This guy, https://forum.minetest.net/profile.php?id=3026
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by 4aiman » Mon Apr 07, 2014 14:39

Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P

Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)
 

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by Chinchow » Mon Apr 07, 2014 19:10

4aiman wrote:Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)

You might declare me Master Amazing God O' Mod, but that's not trying hard enough.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

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by Achilles » Mon Apr 07, 2014 19:22

Jordach wrote:
Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
This guy, https://forum.minetest.net/profile.php?id=3026


4aiman wrote:
Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P

Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)


Chinchow wrote:
4aiman wrote:Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)

You might declare me Master Amazing God O' Mod, but that's not trying hard enough.


Sorry, Dumb Question :D
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by 4aiman » Tue Apr 08, 2014 04:53

Update has been uploaded!

Chinchow wrote:You might declare me Master Amazing God O' Mod, but that's not trying hard enough.

I've made an update of readme in order to worship you a little bit more :D
 

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Achilles
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by Achilles » Tue Apr 08, 2014 19:09

4aiman wrote:Update has been uploaded!

Chinchow wrote:You might declare me Master Amazing God O' Mod, but that's not trying hard enough.

I've made an update of readme in order to worship you a little bit more :D


Lol... Dont we all :P
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by 4aiman » Wed Apr 09, 2014 05:07

Updated both 9e and 9f :)

Also, TenPlus1, do you have a list of directions of development of some sort?
I'm asking, cause editing Ethereal I've found that you're covering some parts of some mods I'm writing ATM.

If you have some ideas regarding the future of Ethereal, then could you list them?
Maybe via PM, if you don't want to spoil the excitement of an upcoming version or don't want people to start wondering "why didn't you implement the X feature you've promised?"

In turn, I would be glad to share my ideas.
*In fact I'm making a game using Ethereal as one of the realities (Overworld) which will began in a world of magic and then some ancient technology would be uncovered (a fork of itest/voltbuild and buildtest).
So I'm very interested in Ethereal's future*
Last edited by 4aiman on Wed Apr 09, 2014 05:08, edited 1 time in total.
 

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by TenPlus1 » Sun Apr 13, 2014 10:01

hrm, seems I cannot delete posts now in the forum...
Last edited by TenPlus1 on Thu May 08, 2014 11:19, edited 1 time in total.
 

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TenPlus1
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Ethereal 0.0.9i update

by TenPlus1 » Thu May 08, 2014 11:18

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:52, edited 3 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Mon May 12, 2014 05:38

Updated!
Also, is there a way to spawn bamboo in water?
I've tried to set minheight to -5 and got what I wanted, but 99% of bamboo was replaced by water below the water_level.
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 12, 2014 07:13

4aiman: that's why I left bamboo as it is, same with papyrus because the water just replaces it... I'm checking the sea mod to find some ideas from there... Thx for updating github :)
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Mon May 12, 2014 08:16

My pleasure ;)

Maybe "reverse growing" would help? Or...
Paramat told me that he proposed a change to the engine that makes "is_ground_content" be responsible to tell mapgen that generating caves is NOT "ok". So nodes with "is_ground_content=true" don't get replaced with air.
Maybe water would respect that too?

Also, I've just noticed a weird bug:
screenshot_4017236543.png

It's decorations that spawn on anything (cobblestone mese lamps in this particular case).
Snow is also affected.

Edit: Oh, there's more :)
TenPlus1, could you change default:stone to default:desert_stone in fiery biomes craters? I think that reddish color of the latter suits here more. Or, if you don't want, then can you tell me how to edit schematics?

Edit1: Nevermind, GHex + some basic knowledge helped me to do it w/o worldedit :)
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 12, 2014 19:03

Decoration appearing on top of other blocks and even tree's is to do with the v7 mapgen ridges, it seems to generate an area, place decoration then cut a trench leaving decoration in odd places... I've already filed a bug report for this...

As for the desert_stone around craters, it's a nice idea and may look nice... Lemmie try it out...

Edit: Ok I tried it and to be honest the grey stone looks better... I added the following line to the mapgen_v7 volcano decoration to replace stone with desert_stone without editing the .mts files:

Code: Select all
replacements = {{"default:stone", "default:desert_stone"}},


Could you upload the crystal.lua file from the newly uploaded mod to github as it fixes a bug with the charcoal and I didn't want to create a new version number for 1 tiny bug :) thx
 

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Re: [0.0.7]Ethereal[ethereal]

by Inocudom » Sun May 18, 2014 03:10

You might want to make a list of what plants can be grown and what they must be placed on.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Sun May 18, 2014 07:39

Plants you can farm on tilled dirt are: strawberries, wild onion, red/white mushroom, wheat and cotton...

Any saplings collected from tree's in a specific biome can only be planted on top of the dirt from the same biome...
 

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Re: [0.0.7]Ethereal[ethereal]

by Inocudom » Sun May 18, 2014 12:38

TenPlus1 wrote:Plants you can farm on tilled dirt are: strawberries, wild onion, red/white mushroom, wheat and cotton...

Any saplings collected from tree's in a specific biome can only be planted on top of the dirt from the same biome...

...Which means that it is impossible to farm them because you can't take that dirt with you, and moss will not do either.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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Re: [0.0.7]Ethereal[ethereal]

by Sokomine » Sun May 18, 2014 17:25

It would be great to be able to grow those trees i.e. in flowerpots. I suggested that some time ago. The flower pots from homedecor - while normally only decorative items - might serve a new purpose here. Perhaps you could right-click on them wielding some special earth for plants to make a sapling planted in them grow. That way, flower pots with saplings only and flower pots with fully grown trees would be possible. The receipe for the special earth used for making the tree grow could be adjusted.
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 19, 2014 08:31

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...
Last edited by TenPlus1 on Mon May 19, 2014 13:36, edited 2 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by Sokomine » Mon May 19, 2014 12:56

A special dirt block will do as well. In Minetest, realism only goes so far. Or are you running around with several 99 m³ of cobble in your trouser's pockets? :-)
 

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Ethereal mod 0.0.9k Update

by TenPlus1 » Mon May 19, 2014 13:29

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:52, edited 2 times in total.
 

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