[MOD] Ethereal NG [1.26] [ethereal]

Baerbeisser
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Baerbeisser » Mon May 13, 2019 21:35

I'm on Arch (ok, Artix) with 5.0.1.
With 'register_door', there were no doors at all :-(
 

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TenPlus1
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Tue May 14, 2019 08:44

Xanadu server is using Xubuntu 18.04 with Minetest 5.0.1 and Ethereal with all it's new wooden fences and gates work ok... Please make sure you aren't using minetest_game and not a custom game folder.
 

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snoopy
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by snoopy » Fri May 17, 2019 10:26

Thank you again very much for your creativity and the active maintenance to this mod.

The sakura tree and the sakura wood door are very nice ideas indeed. Please consider my Pull request #10 Protected Sakura Wood Door introduced to your protector redo mod as an addition.
Enjoying Minetest by MacPorts and/or Neoascetic's builds on Mac OS X with a local server and several modifications.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by snoopy » Fri May 17, 2019 12:22

Baerbeisser wrote:I'm on Arch (ok, Artix) with 5.0.1.
With 'register_door', there were no doors at all :-(


TenPlus1 wrote:Xanadu server is using Xubuntu 18.04 with Minetest 5.0.1 and Ethereal with all it's new wooden fences and gates work ok... Please make sure you aren't using minetest_game and not a custom game folder.


Thank you very much for the advice.

However, without questioning your competence, we at home have a local dedicated MT 5.0.1 server running on macOS 10.12.6 and until today are not aware of such issues. We enjoy a LAN distributed MT game with certainly 'minetest_game' and the following mods on several clients.

  • bakedclay
  • bees
  • boats
  • bonemeal
  • carts
  • craftguide
  • ethereal
  • farming
  • hud_hunger
  • intllib-20180811
  • lucky_block
  • minetest-3d_armor-version-0.4.13
  • mob_horse
  • mobs_animal
  • mobs_monster
  • mobs_redo
  • moreores
  • pie
  • protector
  • signs_lib
  • toolranks

Most are picked from the TenPlus1 mod shop at NotABug for avoiding incomaptibility issues.
Enjoying Minetest by MacPorts and/or Neoascetic's builds on Mac OS X with a local server and several modifications.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Kilarin » Wed Jun 26, 2019 19:15

Hello TenPlus1!
In Xanadu there are all those pretty mushrooms, Chanterelle, powderpuff, parasol...
They are referenced as decorations in the ethereal mod, but they aren't part of ethereal.
Are those Xanadu exclusives, or are they in an open repository somewhere?

Thanks!
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Thu Jun 27, 2019 14:14

Hi Kilarin, yeah those are Xanadu exclusive, I had to ask permission from the PlantsMegaPack authors on Minecraft to use them on server.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Kilarin » Thu Jun 27, 2019 15:30

TenPlus1 wrote:yeah those are Xanadu exclusive, I had to ask permission from the PlantsMegaPack authors on Minecraft to use them on server.

Ah! That explains why I couldn't find them. Guess I need to go out and make some mushrooms of my own! :)

Thanks!

Donald
 

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Update:

by TenPlus1 » Wed Oct 09, 2019 13:43

- Fixed water abm for turning dry dirt into normal soil
- Added check to above for dry dirt and dry dirt with dry grass nodes (5.1 dev)
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Bastrabun » Mon Nov 04, 2019 20:07

Maybe mapgen issue in ethereal?

Minetest 5.1.0, 5.0.1 and 0.4.17.1

Mapgen v7 and valleys

seed 15219792642935207317, minetest game, ethereal release = 1684

Same area has a large cave in v7 and valleys mapgen, but only looks strange when ethereal is enabled (no other mods involved but default)

Position ingame 1919,31,-607 looks like this:

ethereal1.png
(887.64 KiB) Not downloaded yet


I can provide more pictures and information, if neccessary, but I can reproduce on all tested versions and mapgens. The position has the same issues on those, although it looks a little different on valleys compared to v7.

What should I do?
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by voxelproof » Tue Nov 05, 2019 05:15

Bastrabun wrote:Maybe mapgen issue in ethereal?

Minetest 5.1.0, 5.0.1 and 0.4.17.1

Mapgen v7 and valleys

seed 15219792642935207317, minetest game, ethereal release = 1684

Same area has a large cave in v7 and valleys mapgen, but only looks strange when ethereal is enabled (no other mods involved but default)



I take this picture as being ok, that is such shallow caves are in fact a feature of Ethereal and it's not a bug.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Bastrabun » Tue Nov 05, 2019 14:33

If you take a look at the area ingame or in the screenshot at the floating structures of desert_stone on the right, maybe this is no shallow cave and probably a bug :D

Or maybe I should have provided more screenshots documenting the area:

Look at the totally flat-cut area at 1887,4 -518:

screenshot_20191105_152245.png
(513.73 KiB) Not downloaded yet


Or another, better view of floating rocks at 1923,22,-645:

screenshot_20191105_152420.png
(696.89 KiB) Not downloaded yet


Or a whole "floating" mountaintop at 2017,3,-736

screenshot_20191105_152658.png
(685.63 KiB) Not downloaded yet


If that is intended, then ok, ethereal is meant to bring up bizarre landscape. But in my understanding, ethereal provides strange, but not too unrealistic biomes?

Still, I believe this is a bug.

If not, is there a way to disable those shallow caves?
 

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Updated to version 1.27

by TenPlus1 » Tue Nov 05, 2019 17:27

- Added Etherium Ore and Dust
- Added sparse dry grass/shrub to caves biome where new ore found

Bastrabun - Surprisingly the cave biome is meant to be like that :) floating desertstone with stone underneath to make things look eery. I've added the above ore which has floating properties that can hold the cavern tops up and will add uses for it later.
 

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Re: Updated to version 1.27

by ShallowDweller » Tue Nov 12, 2019 06:22

TenPlus1 wrote:- Added Etherium Ore and Dust
- Added sparse dry grass/shrub to caves biome where new ore found

Bastrabun - Surprisingly the cave biome is meant to be like that :) floating desertstone with stone underneath to make things look eery. I've added the above ore which has floating properties that can hold the cavern tops up and will add uses for it later.

Looks like a certain mod under my custody will need a compatibility update soon... :3

@TenPlus1: on a scale from 0 to 10, where 0 is "are you nuts?" and 10 is "any clueless noob who can read in english can handle it", how much would you advise someone who never used a git repo nor anything like that to give notabug.org a try? And are they OK with a CC0 distribution derived from a WTFPL project?

@Bastrabun: I actualy like those floating caves. I even tried to build a house in one of those caves once. It resulted in a few chests full of compressed stone and a backdoor to a cave system full of ores. And that flat-ish top is great for tree/weeds/flowers farming (if you get your hands on some cystals and mese, that is)
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Tue Nov 12, 2019 11:39

notabug.org is very simple and fast, works well with git, can easily transfer github projects over and handle any license you wanna add to your files :) It also doesn't bother you with two-facter authentication which I find annoying in github. As for noob usage, the site gives you commands to enter to create a git page but you will need a local git gui client on your pc to be able to push things without using the terminal all the time.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by ShallowDweller » Tue Nov 12, 2019 16:58

TenPlus1 wrote:notabug.org is very simple and fast, works well with git, can easily transfer github projects over and handle any license you wanna add to your files :) It also doesn't bother you with two-facter authentication which I find annoying in github. As for noob usage, the site gives you commands to enter to create a git page but you will need a local git gui client on your pc to be able to push things without using the terminal all the time.

Thanks! I'll give it a try soon :)
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Tue Dec 24, 2019 01:43

Where can I find the torch code that damages players when they stand on torches?

I thought it was part of Ethereal but I have been looking in the source and I cannot find it.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Nathan.S » Tue Dec 24, 2019 21:10

I believe that is part of 3d_armor.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Tue Dec 24, 2019 22:55

Yeah that was it Nathan. I didn't expect that. Thanks, you saved me a lot of time searching around for that. I made these changes to enable it regardless of ethereal being present or not.

https://www.notabug.org/FreeGamers/Sara ... ua#L98-L99
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by Nathan.S » Wed Dec 25, 2019 02:32

Did you add some other armor that protects against fire? I think the only reason that check is there is because the only armor that protects against fire is Crystal, and that's only available if you have Ethereal.
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Fri Dec 27, 2019 19:45

No I haven't added any armor that protects against fire. My main motivation for this was to have the torches burn players if they stand on top of them.
I removed Ethereal recently to focus on supporting the default biomes first then I will look into expanding my scope and support for the biomes in Ethereal again.
With Ethereal, for whatever reason, it seems to override the default biomes a bit too aggressively for me. I'd like to figure out how to tone it down a bit, i know its random based off the seed but in several worlds all I've seen is ethereal biomes when new areas are generated. I think I'll maybe have to find some time to play around with this more one day.
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by FreeGamers » Sun Dec 29, 2019 03:34

Hey TenPlus1,

Perhaps adding fire:permanent_flame to the real_torch and ethereal abm's that melt ice and snow would be a nice addition? I added it to my downstream abm that was based on the one in ethereal.
 

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Re: Updated to version 1.27

by Felfalido » Sun Feb 09, 2020 12:13

TenPlus1 wrote:- Added Etherium Ore and Dust

What will be the purpose of the etherium dust?
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Re: [MOD] Ethereal NG [1.26] [ethereal]

by TenPlus1 » Mon Feb 10, 2020 10:46

for now it's a magical dust that keeps the red cave biomes floating in the air, although suggestions are welcome for additional uses :)
 

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Re: [MOD] Ethereal NG [1.26] [ethereal]

by distantkay » Mon Feb 24, 2020 05:37

Patch 1.15 says "changed how Crystal Spikes reproduce" and I cannot find information on how to do this.

On the fourth page of this topic, member firefox said
firefox wrote:
Chem871 wrote:Tenplus1, do crystal spikes multiply? Are they farmable?

crystal spikes are frozen plants ;)
the blue shrubs that can be found in frozen biomes will spread over dirt like other grasses and flowers.
and if they grow on the blue dirt, they will eventually freeze.
(likewise, red shrubs will bloom fire flowers if they grow in a suitable environment)

but this method did not work for me.
If someone knows how to do this, tell me please. If there is such a way)

Thanks
 

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