[Mod] Ethereal [1.16] [ethereal]

amadin
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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Post

Please remove junglegrass from green dirt it looks not good and junglegrass are in jungle

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TenPlus1
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

The green grass in question is the jumble biome which is a mix of jungle/grassy, so has jungle grass...

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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Post

I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.

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Re: [Mod] Ethereal [1.16] [ethereal]

by duane » Post

amadin wrote:I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.
I disagree. I think it works fine as it is.
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Kilarin
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Re: [Mod] Ethereal [1.16] [ethereal]

by Kilarin » Post

one of the wonderful things about open source is that if you don't like something about a project, you can just fork it and change it to suite yourself. :)

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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Post

duane wrote:
amadin wrote:I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.
I disagree. I think it works fine as it is.
All green areas spawned by jungle grass but there are no jungle around.

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Re: [Mod] Ethereal [1.16] [ethereal]

by firefox » Post

amadin wrote:
duane wrote:
amadin wrote:I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.
I disagree. I think it works fine as it is.
All green areas spawned by jungle grass but there are no jungle around.
i remember that too, but lately there were lots of changes ...

Ninja Art of Clairvoyance! *poof*
...

found it!
jungle grass appears on jungle dirt in jungle biomes and on green dirt in jumble biomes.
normal grass appears on green dirt in grassy biomes and in a few others.
so there are 2 biomes with green dirt, each with one of the grasses.
=(^.^)=
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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Post

Ok, how remove generation of jungle grass and fern in jumble biomes?

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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

You could easily edit the init.lua file and disable the 'jumble' biome by setting it to 0.

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Sneak Peek @ 1.20 NG

by TenPlus1 » Post

Here is a sneak peek at the new Ethereal 1.20 NG written for Minetest 0.4.14 when it is released and currently works with latest 0.4.13 daily builds...

Additions:
  • Bones found in dirt which can make Bonemeal for growing grass, flowers, tree's and crops
    (supports wheat, cotton and all of Farming Redo crops)
  • Ores added to desert stone caves
  • Mapgen tidy and use of default tree schematics in-game
  • Ethereal saplings now follow default behaviour and need light to grow (unless you use bonemeal)
  • Added new redwood schematic for variety when growing sapling
  • Code tweaks and tidy with compatibility for older Ethereal maps
Attachments
ethereal_ng(1.20).zip
(370.09 KiB) Downloaded 153 times
Last edited by TenPlus1 on Thu Feb 25, 2016 15:41, edited 2 times in total.

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Re: [Mod] Ethereal [1.16] [ethereal]

by mtmodder148 » Post

Love the changes. Maybe you could make bonemeal biome specific. So mushrooms grow on mushroom dirt, dry grass grows on dirt with dry grass, and so on.

Edit: You can use bonemeal to grow every tree, except palm, on any soil node. Is this intended?

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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

Palm tree's grow on sand only I'm afraid, but I could possibly have it grow on dirt using bonemeal...

Update: Palm saplings can now be grown on dirt using bonemeal, also depending on which grass you use bonemeal on depends on the type of long grass it grows (dry or green).

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Re: [Mod] Ethereal [1.16] [ethereal]

by mtmodder148 » Post

What I meant was normally saplings have to be on a specific soil to grow but with bonemeal that's not the case. I was just curious if that was intentional. Either way I like it. Keep up the good work!

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Re: [Mod] Ethereal [1.16] [ethereal]

by Bandoleer07 » Post

is there a bug code for fixing the food?so far can only eat apples and bread to sustain hunger, wondering if there's a simple fix for this to allow consumption of red meat, fish, banana, oranges etc etc. also do you have a list of the items string commands (giveme etc) would be easier than guessing rofl, otherwise great mod pack
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

Which mod are you using for hunger ?

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Re: [Mod] Ethereal [1.20] [ethereal]

by TenPlus1 » Post

Ethereal NG 1.20 Released:

- Tweaked Ethereal to work with new features and nodes in Minetest 0.4.14
- Added bones found in dirt and bonemeal to make tree's and crops grow quicker
- Tree's follow default rules where saplings need light to grow
- Using default schematics for apple, pine, acacia and jungle tree's
- Tidied and split code into separate files
- Redid coloured grass spread function to run better
- Added support for moreblock's stairsplus feature
- Huge code tidy and tweak

https://github.com/tenplus1/ethereal
Last edited by TenPlus1 on Wed May 18, 2016 18:37, edited 1 time in total.

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Re: [Mod] Ethereal [1.16] [ethereal]

by Wuzzy » Post

TenPlus1, can you please open another thread for this mod, so you can write a proper first post which is also up to date?
This thread should go to Old Mods (or whatever) then.
It is really hard to gather all information scattered throughout several posts in this thread, it would be better to have it all in one post.
I would really appreciate that.

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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

Ethereal NG 1.20 has it's own forum page:

viewtopic.php?f=9&t=14638

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Re: [Mod] Ethereal [1.16] [ethereal]

by meseking35 » Post

How do I use the gilly staff?
Is it similar to the staff of light

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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Post

when under water use staff to replenish air

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Re: [Mod] Ethereal [1.16] [ethereal]

by zadocallen » Post

Cool mod, nice work and all, however if you have any structures pre-built on your map activating Ethereal mod will erase them so back up any buildings castles and what not you created prior to turning on Etherial.

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Re: [Mod] Ethereal [1.16] [ethereal]

by Nathan.S » Post

zadocallen wrote:
Thu Nov 12, 2020 16:50
Cool mod, nice work and all, however if you have any structures pre-built on your map activating Ethereal mod will erase them so back up any buildings castles and what not you created prior to turning on Etherial.
Adding Ethereal won't effect any of the map that has already been generated, all of your builds will be just fine. Not sure what you did, but it wasn't Ethereal's fault.
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Re: [Mod] Ethereal [1.16] [ethereal]

by ThorfinnS » Post

Are the structures replaced with pink unknown blocks? If so, I'd look for a dependency chain issue. Mod a depends on mod b which depends on mod c which depends on mod a.

Look at your debug.txt. Stuff like that also happens when some mod throws a warning about an undeclared global. That can be often fixed by declaring the variable local.

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Re: [Mod] Ethereal [1.16] [ethereal]

by Ignaramico » Post

does anyone feel since the last update that the prairie biome regrows grass/ferns too fast?

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

by AmyMoriyama » Post

TenPlus1 wrote:
Tue Aug 18, 2015 15:51
Ed: The errors were due to devs changing the texture name for pinewood but if you install the latest Ethereal from github then the missing texture is included for older builds... Newer 0.4.12 dev builds work fine...
I'm having this issue despite just getting the latest git pull.

2021-07-12 17:12:19: ERROR[Main]: generateImage(): Could not load image "default_pinewood.png" while building texture; Creating a dummy image

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