[MOD] Ethereal NG [1.31] [ethereal]
Re: [MOD] Ethereal NG [1.21] [ethereal]
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Last edited by amadin on Wed Dec 18, 2019 19:33, edited 1 time in total.
Re: [MOD] Ethereal NG [1.21] [ethereal]
amadin: yes, a separate mod that adds more things to Ethereal, so your mushroom grass for instance, you could register it in a mod and add decoration which appears only in mushroom biomes.
Re: [MOD] Ethereal NG [1.21] [ethereal]
Update:
- Added new Swamp biome.
- Bakedclay plants added to mapgen.
- Added new Swamp biome.
- Bakedclay plants added to mapgen.
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Re: [MOD] Ethereal NG [1.21] [ethereal]
I'm having a problem that was asked efore, but the solutions mentioned didn't seems to work for me.
Mods: Ethereal NG, Technic, Moretrees, MyMonths.
Problem: Rubber trees won't grow
I've tried to grow a rubber tree sapling I got via /give, but the sapling won't grow, any ideas on how to fix it?
Mods: Ethereal NG, Technic, Moretrees, MyMonths.
Problem: Rubber trees won't grow
I've tried to grow a rubber tree sapling I got via /give, but the sapling won't grow, any ideas on how to fix it?
If you say that is impossible, then you didn't try hard enough. :P
Mods I work on: MicroExpansion
Code: Select all
function.name_of_thing_to_do
Mods I work on: MicroExpansion
Re: [MOD] Ethereal NG [1.21] [ethereal]
XtremeHacker: It seems that rubber saplings are coded to grow only on dirt_with_grass which doesn't appear in an Ethereal world, but you can edit the line in the moretrees mod to include ethereal dirt:
https://github.com/minetest-mods/moretr ... s.lua#L139
...change to:
surface = {"default:dirt_with_grass", "ethereal:green_dirt"} -- or even group:soil to grow on ALL soil types.
https://github.com/minetest-mods/moretr ... s.lua#L139
...change to:
surface = {"default:dirt_with_grass", "ethereal:green_dirt"} -- or even group:soil to grow on ALL soil types.
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Re: [MOD] Ethereal NG [1.21] [ethereal]
Two questions:
1 - Can this version replace 1.16, or does a new world need to be created?
2 - I noticed a configuration file. Do you have a list (or thread) for configuration options?
-=TommyTreasure=-
1 - Can this version replace 1.16, or does a new world need to be created?
2 - I noticed a configuration file. Do you have a list (or thread) for configuration options?
-=TommyTreasure=-
Re: [MOD] Ethereal NG [1.21] [ethereal]
One of the main updates to NG was the biomes but you shoudl be able to replace 1.16 with it and have things work, some weird biomes may form next to current one's though but nothing too drastic hopefully.
Re: [MOD] Ethereal NG [1.21] [ethereal]
REMOVE ME
Last edited by TenPlus1 on Thu Jan 12, 2017 12:12, edited 1 time in total.
Re: [MOD] Ethereal NG [1.22] [ethereal]
Updated to version 1.22:
- Added coral and silver sand to mapgen (0.4.15 only)
- Replaced ethereal:green_dirt with default:dirt_with_grass for mortrees compatibility
- Mesa biomes are now topped with dirt with dry grass (redwood saplings grow on dry grass)
- Added bonemeal support for moretree's saplings
- Added coral and silver sand to mapgen (0.4.15 only)
- Replaced ethereal:green_dirt with default:dirt_with_grass for mortrees compatibility
- Mesa biomes are now topped with dirt with dry grass (redwood saplings grow on dry grass)
- Added bonemeal support for moretree's saplings
Re: [MOD] Ethereal NG [1.22] [ethereal]
Update:
- Added settings.conf file example so that server owners can change ethereal settings without editing the mod itself.
- Added settings.conf file example so that server owners can change ethereal settings without editing the mod itself.
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Re: [MOD] Ethereal NG [1.22] [ethereal]
Can we get a setting similar to the moretrees.spawn_saplings variable/ have Ethereal obey the variable when both are installed? it's the lighting thing, drives me batty. Especially since I love building homes in/ integrating redwoods
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Re: [MOD] Ethereal NG [1.22] [ethereal]
TenPlus1, will you want to add new plants, trees and biomes?
Re: [MOD] Ethereal NG [1.22] [ethereal]
Ideas are more than welcome:)
Re: [MOD] Ethereal NG [1.22] [ethereal]
Update:
- Default bushes in 0.4.15 added to mapgen.
- Default bushes in 0.4.15 added to mapgen.
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Re: [MOD] Ethereal NG [1.22] [ethereal]
An irradiated zone of some sort? "Blight Lands"? Maybe spawn Uranium ore near the surface in it if you have Technic installed?TenPlus1 wrote:Ideas are more than welcome:)
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Re: [MOD] Ethereal NG [1.22] [ethereal]
it wouldnt be realstic, maybe spawn chernobyl like zones?
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Re: [MOD] Ethereal NG [1.22] [ethereal]
And spawn nuclear reactor ruins........ O_oazekill_DIABLO wrote:it wouldnt be realstic, maybe spawn chernobyl like zones?
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Re: [MOD] Ethereal NG [1.22] [ethereal]
that was the idea :)
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Re: [MOD] Ethereal NG [1.22] [ethereal]
Quick Update: Bonemeal support for moretree's has been removed, please use the Bonemeal mod to grow these.
Link: viewtopic.php?f=11&t=16446
Link: viewtopic.php?f=11&t=16446
Re: [MOD] Ethereal NG [1.23] [ethereal]
Updated to version 1.23:
- Added bonemeal support for bush sapling and acacia bush sapling
- Added support for [toolranks] mod if found
- Reworked Crystal Shovel so it acts more like a normal shovel with soft touch
- Added bonemeal support for bush sapling and acacia bush sapling
- Added support for [toolranks] mod if found
- Reworked Crystal Shovel so it acts more like a normal shovel with soft touch
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Re: [MOD] Ethereal NG [1.23] [ethereal]
mind I ask:
did you forgot to define the drop of "ethereal:dry_dirt" or was this on purpose?
I mean it works anyways but I'm currently writing a coin routine for another mod (villagers) which shall include different dirts and possible hidden coins so the table of that node doesn't have a drop="ethereal:dry_dirt" in your registering node (at ~ line 30)
otherwise I might just add that part like you did with the bones and "default:dirt" :D
I might construct as follows:
reference
hope that's ok to you
regards
did you forgot to define the drop of "ethereal:dry_dirt" or was this on purpose?
I mean it works anyways but I'm currently writing a coin routine for another mod (villagers) which shall include different dirts and possible hidden coins so the table of that node doesn't have a drop="ethereal:dry_dirt" in your registering node (at ~ line 30)
otherwise I might just add that part like you did with the bones and "default:dirt" :D
I might construct as follows:
Code: Select all
if coin_nodes[n] == "ethereal:dry_dirt" and type(item_def.drop) == nil then
minetest.override_item(coin_nodes[n], { drop = coin_nodes[n] })
end
hope that's ok to you
regards
Re: [MOD] Ethereal NG [1.23] [ethereal]
Dry dirt isn't exactly dirt, it has been baked by heat and drops itself when dug, to turn into normal dirt you place water nearby.
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Re: [MOD] Ethereal NG [1.23] [ethereal]
that is very awesome and works perfectly.TenPlus1 wrote:Dry dirt isn't exactly dirt, it has been baked by heat and drops itself when dug, to turn into normal dirt you place water nearby.
what I meant was something different. sometimes nodes come with the alternate drop flag, ethereal:dry_dirt works perfectly without that flag.
I did a workaround by basicially adding this flag see this coins.lua with this this node gets a drop-flag
in my workaround, these coins drop with ethereal:dry_dirt instead with default:dirt if a dry_dirt node was dug (with a rarity for these coins)
hope that's fine by you, its a dirty but simple workaround.
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