[MOD] Ethereal NG [1.22] [ethereal]

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

[MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Wed May 18, 2016 18:40

Ethereal NG (next-generation) brings many new biomes to Minetest as well as a host of new items and features that spice up gameplay and give players that little something extra to look for while exploring the world.

Image

A huge thanks to Chinchow who was the inspiration behind Ethereal and everyone who helped make this mod bigger and better throughout it's release :)

Make sure you are using Minetest 0.4.14+ and start a new world (anything but v6), then enable Ethereal in the mods list... To make things even more interesting Ethereal has been designed to work alongside Farming Redo, Mobs Redo and Baked Clay mods.

Download: https://github.com/tenplus1/ethereal/archive/master.zip

Source: https://github.com/tenplus1/ethereal

License: MIT

Depends: default, farming, stairs, flowers, doors

Lucky Blocks: 35

+ Changelog
Last edited by TenPlus1 on Thu Jan 12, 2017 12:11, edited 13 times in total.
 

User avatar
azekill_DIABLO
Member
 
Posts: 2909
Joined: Wed Oct 29, 2014 20:05
Location: Pixelator
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [MOD] Ethereal NG [1.20]

by azekill_DIABLO » Thu May 19, 2016 10:10

coooool!!!
Code: Select all
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

i'm back!

My Mods and Stuff | Voxellar | VoxBox | M.I.L.A Monster engine
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [MOD] Ethereal NG [1.20]

by Don » Thu May 19, 2016 11:05

+1
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
ErrorNull
Member
 
Posts: 77
Joined: Thu Mar 03, 2016 00:43

Re: [MOD] Ethereal NG [1.20]

by ErrorNull » Thu May 19, 2016 22:06

hey that's cool. i will try this out as soon as i can. so is there any reason why i should continue using the normal Ethereal mod?
 

User avatar
StepDevelop
Member
 
Posts: 75
Joined: Mon May 02, 2016 21:11
GitHub: StepDevelop

Re: [MOD] Ethereal NG [1.20]

by StepDevelop » Thu May 19, 2016 22:15

Awesome O.o Ethereal is very beautiful mod ^___-
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [MOD] Ethereal NG [1.20]

by Don » Thu May 19, 2016 22:34

ErrorNull wrote:hey that's cool. i will try this out as soon as i can. so is there any reason why i should continue using the normal Ethereal mod?

This is an upgraded version of the other ethereal mod. If you have upgraded to 0.4.14 then the new one is better for you.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

Vince
New member
 
Posts: 3
Joined: Fri May 20, 2016 02:58
GitHub: Ghodmode
IRC: Vince
In-game: Vince

Re: [MOD] Ethereal NG [1.20]

by Vince » Sun Jun 05, 2016 05:05

I've been playing singleplayer on a world set up with Ethereal. It looks like all default:dirt_with_grass has been replaced with ethereal:green_dirt.

I also like the Technic mod, but I think I've found an incompatibility. With Technic, MV and higher machines require rubber from rubber trees. However, rubber trees only grow on default:dirt_with_grass. Since there isn't any when using Ethereal, that means no rubber trees, rubber, or MV/HV machines.

Did I get that all correct, or is there something I'm missing?

I really like the much more interesting world generated using Ethereal, but I think I like the Technic machines more. So, I'll probably go back to a world with a different mapgen.

Thank you.
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sun Jun 05, 2016 06:55

Ethereal does indeed use ethereal:green_dirt instead of the default:dirt_with_grass to stop abm's from default minetest running on an ethereal world using it's own... I will look into technic mod and see if I can request a change for rubber tree's to grow on ethereal dirt.

Update: From what I see in technic code, rubber tree saplings will grow just about anywhere, even on ethereal dirt.
 

User avatar
duane
Member
 
Posts: 682
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Thu Jun 09, 2016 14:10

Update:

- Added intllib support (english and german translation included thanks to Xanthin)
 

theHalfBloodStanger
Member
 
Posts: 16
Joined: Fri Apr 29, 2016 06:50
Location: here
GitHub: smeagolthellama

Re: [MOD] Ethereal NG [1.20]

by theHalfBloodStanger » Mon Jun 13, 2016 13:40

So is this a mapgen mod?
Imam not sure if I understand it.
It is true! God Is Not Dead, He is alive, and king of the universe!

And by the way, Linux is the best OS.
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Mon Jun 13, 2016 15:49

Yep, create a new v7 world and enable Ethereal mod to start a brand new world with all it's features.
 

Vince
New member
 
Posts: 3
Joined: Fri May 20, 2016 02:58
GitHub: Ghodmode
IRC: Vince
In-game: Vince

Re: [MOD] Ethereal NG [1.20]

by Vince » Mon Jun 13, 2016 21:57

TenPlus1 wrote:Ethereal does indeed use ethereal:green_dirt instead of the default:dirt_with_grass to stop abm's from default minetest running on an ethereal world using it's own... I will look into technic mod and see if I can request a change for rubber tree's to grow on ethereal dirt.

Update: From what I see in technic code, rubber tree saplings will grow just about anywhere, even on ethereal dirt.


I'm probably misunderstanding what I'm reading. It looks to me like the sapling will grow anywhere, but the tree itself only spawns on default:dirt_with_grass. So there's no way to get the sapling without cheating (/giveme)

In technic/technic_worldgen/rubber.lua:

Code: Select all
minetest.register_abm({
   nodenames = {"moretrees:rubber_tree_sapling"},
   interval = 60,
   chance = 20,
   action = function(pos, node)
      minetest.remove_node(pos)
      minetest.spawn_tree(pos, technic.rubber_tree_model)
   end
})

if technic.config:get_bool("enable_rubber_tree_generation") then
   minetest.register_on_generated(function(minp, maxp, blockseed)
      if math.random(1, 100) > 5 then
         return
      end
      local tmp = {
            x = (maxp.x - minp.x) / 2 + minp.x,
            y = (maxp.y - minp.y) / 2 + minp.y,
            z = (maxp.z - minp.z) / 2 + minp.z}
      local pos = minetest.find_node_near(tmp, maxp.x - minp.x,
            {"default:dirt_with_grass"})
      if pos ~= nil then
         minetest.spawn_tree({x=pos.x, y=pos.y+1, z=pos.z}, technic.rubber_tree_model)
      end
   end)
end


I should also mention that I was using the More Trees mod. This mod isn't as important to me as Technic, but Technic does defer to it for rubber tree generation. More Trees rules are a lot more specific regarding sapling growth and tree spawn locations.

From moretrees/biome_defs.lua
Code: Select all
moretrees.rubber_tree_biome = {
   surface = "default:dirt_with_grass",
   avoid_nodes = moretrees.avoidnodes,
   avoid_radius = 10,
   seed_diff = 338,
   min_elevation = -5,
   max_elevation = 5,
   near_nodes = {"default:water_source"},
   near_nodes_size = 15,
   near_nodes_count = 10,
   temp_min = -0.15,
   rarity = 75,
   max_count = 10,
}


Before I looked at the code, I spent a full day (real day, not in-game day) trying to find a rubber tree on my Ethereal world :(

Thank you.
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Tue Jun 14, 2016 19:51

MoreTree's isn't compatible with Ethereal mod, although changing the above line to:

surface = "ethereal:green_dirt",

... would help a lot.
 

User avatar
Chinchow
Member
 
Posts: 683
Joined: Tue Sep 18, 2012 21:37

Re: [MOD] Ethereal NG [1.20]

by Chinchow » Wed Jul 06, 2016 21:41

Nice to see this thing still kicking. Thanks, TenPlus1
 

Robsoie
Member
 
Posts: 29
Joined: Fri Apr 29, 2016 16:22

Re: [MOD] Ethereal NG [1.20]

by Robsoie » Sat Jul 09, 2016 14:48

Hello,

Is mobs redo (and all mobs redo supported creatures) incompatible with Ethereal NG 1.20 or is there some setting i am missing to make them compatible ?

I've been waiting and walking around for 3 days and 2 nights in banana jungle and have not seen a single creature, and no creature is mentionned as spawned in the console either.
using mods :
ambience (the server optimised version by you)
ethereal (NG 1.20)
mobs/mobs_animal/mobs_monsters/mobs_NPC (all parts of mobs redo)
all the parts of mobs_water (the version working with mobs redo of course)
nether
nssm (your version compatible with mobs redo)
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sat Jul 09, 2016 15:19

Robsoie: are you running the mobs api mod as well ? Animals tend to spawn only during daytime hours but they do spawn, just ran around an ethereal map with all mob enabled.
 

Robsoie
Member
 
Posts: 29
Joined: Fri Apr 29, 2016 16:22

Re: [MOD] Ethereal NG [1.20]

by Robsoie » Sat Jul 09, 2016 16:27

by mobs api, i assume you're talking about the "mobs_redo" mod, if that's it, indeed i am running it, all the mobs redo files are enabled.
On non-ethereal world , animals and monsters have been spawning as they should, it's only on my ethereal world that i have seen nothing during all those days.

Unless it's a "banana jungle" only problem, as i have not yet spent much time on other biomes but after digging into the lua files , i have noticed that may be the explanation :

apparently what i call a "banana jungle" in my "selfspeak" is "ethereal.grove" that is made of "ethereal:grove_dirt"

And if i look at the mobs_monsters and mobs_animal , in their corresponding lua, out of the kitten, none of them has in their mobs:register_spawn line the "ethereal:grove_dirt" location

I wonder if i missed a kitten due to the size of those grasses too, i'll have to re-explore it for a few days.

EDIT : it was a combinaison of that and very likely bad luck regarding the kitten spawn chance.
After walking around a banana jungle again for the day and not seeing anything, i quit , edited the kitten spawn chance from 22000 to 220
And here the little guy came :
http://i.imgur.com/bPEvCSI.jpg
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sat Jul 09, 2016 17:05

Mobs are biome specific when Ethereal is in use and you can edit your minetest.conf (or the source) to change spawn chance of any mob to help spawn more :)
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 08:44

Updates to 1.21:

- New sapling height check added, so now you need clear space above to grow into tree (depending on height)
- Bonemeal changed to suit new height check, and as always some fixes and tweaks :)
 

twoelk
Member
 
Posts: 1035
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany

Re: [MOD] Ethereal NG [1.21]

by twoelk » Thu Jul 14, 2016 12:15

I always found it sad that to have all them strange flowers in a garden one has to take each one of them from some landscape.

Could we have the bonemeal to also work on flowers and other plants taken from the wild?
Hitting some none default flower with bonemeal could make two more of the same kind grow near by.
Or putting one in the crafting grid could yeald some seeds - oops that might colide with some dyes.
Maybe planting them on wet farming soil could multiply them.

Whatever, some way of using them for decorative gardens without making them extinct in the wild would be nice.
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 12:53

Bonemeal used on grass or dirt will grow a patch of long grass with flowers dotted inbetween, also flowers spread on their own :)
 

twoelk
Member
 
Posts: 1035
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany

Re: [MOD] Ethereal NG [1.21]

by twoelk » Thu Jul 14, 2016 13:53

TenPlus1 wrote:Bonemeal used on grass or dirt will grow a patch of long grass with flowers dotted inbetween, also flowers spread on their own :)


not them flowers,
Image


the others :-D
like these
Image
Attachments
screenshot_20160714_160112.png
(368.52 KiB) Not downloaded yet
some_Ethereal_plants.png
(7.57 KiB) Not downloaded yet
 

User avatar
TenPlus1
Member
 
Posts: 1791
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 16:29

Ahh, those are special flowers I got permission to use on Xanadu server from minecraft plants megapack authors... They spawn in their own biomes but will not appear in bonemeal flowers, they are rare so that players collect them :)
 

KCoombes
Member
 
Posts: 278
Joined: Thu Jun 11, 2015 23:19
Location: SW Florida, USA
In-game: Knatt or Rudilyn

Re: [MOD] Ethereal NG [1.21]

by KCoombes » Thu Jul 14, 2016 20:56

TenPlus1 wrote:Ahh, those are special flowers I got permission to use on Xanadu server from minecraft plants megapack authors... They spawn in their own biomes but will not appear in bonemeal flowers, they are rare so that players collect them :)


and yes, they do spread on their own (but unlike farming crops, they won't spread if you're not there)
 

Next

Return to Mod Releases

Who is online

Users browsing this forum: Alcyone, Amaz, Bread and 3 guests