[MOD] Ethereal NG [1.31] [ethereal]

Post Reply
Baerbeisser
New member
Posts: 5
Joined: Sun May 12, 2019 19:07

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

by Baerbeisser » Post

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

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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.

User avatar
snoopy
Member
Posts: 263
Joined: Thu Oct 20, 2016 16:49
Location: DE, European Union

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

by snoopy » Post

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.

User avatar
snoopy
Member
Posts: 263
Joined: Thu Oct 20, 2016 16:49
Location: DE, European Union

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

by snoopy » Post

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.

User avatar
Kilarin
Member
Posts: 894
Joined: Mon Mar 10, 2014 00:36
GitHub: Kilarin

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

by Kilarin » Post

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!

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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

User avatar
Kilarin
Member
Posts: 894
Joined: Mon Mar 10, 2014 00:36
GitHub: Kilarin

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

by Kilarin » Post

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

User avatar
Kevin Tee
Member
Posts: 75
Joined: Wed Jul 22, 2015 04:00
Location: Thailand

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

by Kevin Tee » Post

Oh yeah, Ethereal biomes in floatland would be awesome.

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Update:

by TenPlus1 » Post

- 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)

Bastrabun
Member
Posts: 211
Joined: Mon Nov 04, 2019 19:48

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

by Bastrabun » Post

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
ethereal1.png (887.64 KiB) Viewed 1412 times
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?
Whatever I say is CC0

User avatar
voxelproof
Member
Posts: 1087
Joined: Sat Aug 05, 2017 08:13
Location: Europe

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

by voxelproof » Post

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.
To miss the joy is to miss all. Robert Louis Stevenson

Bastrabun
Member
Posts: 211
Joined: Mon Nov 04, 2019 19:48

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

by Bastrabun » Post

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
screenshot_20191105_152245.png (513.73 KiB) Viewed 1412 times
Or another, better view of floating rocks at 1923,22,-645:
screenshot_20191105_152420.png
screenshot_20191105_152420.png (696.89 KiB) Viewed 1412 times
Or a whole "floating" mountaintop at 2017,3,-736
screenshot_20191105_152658.png
screenshot_20191105_152658.png (685.63 KiB) Viewed 1412 times
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?
Whatever I say is CC0

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Updated to version 1.27

by TenPlus1 » Post

- 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.

User avatar
ShallowDweller
Member
Posts: 77
Joined: Thu Nov 02, 2017 22:23

Re: Updated to version 1.27

by ShallowDweller » Post

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)

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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.

User avatar
ShallowDweller
Member
Posts: 77
Joined: Thu Nov 02, 2017 22:23

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

by ShallowDweller » Post

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 :)

User avatar
FreeGamers
Member
Posts: 650
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

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

by FreeGamers » Post

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.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

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

by Nathan.S » Post

I believe that is part of 3d_armor.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
FreeGamers
Member
Posts: 650
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

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

by FreeGamers » Post

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
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

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

by Nathan.S » Post

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.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
FreeGamers
Member
Posts: 650
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

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

by FreeGamers » Post

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.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft

User avatar
FreeGamers
Member
Posts: 650
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

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

by FreeGamers » Post

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.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft

User avatar
Felfalido
Member
Posts: 30
Joined: Fri Aug 18, 2017 13:49
GitHub: Felfa but in GitLab
IRC: Felfa or Are_16
In-game: Felfa
Location: S(pain)
Contact:

Re: Updated to version 1.27

by Felfalido » Post

TenPlus1 wrote:- Added Etherium Ore and Dust
What will be the purpose of the etherium dust?
Debian & Arch GNU/Linux user - Libre software promoter - Antifa - Republican - Feminist - Atheist - Regular player at LinuxWorks server - Hi :-)

User avatar
TenPlus1
Member
Posts: 3715
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

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

by TenPlus1 » Post

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

distantkay
New member
Posts: 6
Joined: Sun Feb 02, 2020 11:04
In-game: distantkay

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

by distantkay » Post

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

Post Reply

Who is online

Users browsing this forum: No registered users and 20 guests