[Mod] Ethereal [1.16] [ethereal]

Post Reply
User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

[Mod] Ethereal [1.16] [ethereal]

by Chinchow » Post

[Warning! First post info accurate only to 0.0.7! For info on later versions check TenPlus1's posts]
The ethereal mod adds many new biomes to the game.
Any version above version 0.0.7 is largely TenPlus1's work. He does far more on the mod than me.
Download(Older)v0.0.7
Download 0.0.9
Download 0.1.0
4aimain's Github
TenPlus1's Github
TenPlus1's is the main ethereal
Uses MGV7
License: WFTPL

Other Notes

Grass blocks now change to their biomes color
Removed Hearty Stew
Added Strawberries
Finished the mushroom biome.
Changed all leaves into plantlike to save fps. Can be changed back by entering the init.lua and changing the "j" variable into 1.
Sand now fills the bottoms of bodies of water.
Added Large Craters to the Fiery biome.

Credit:
Thanks to paramat for the sand in the water.
Thanks to Sokomine for the Grass blocks changing for each biome, the Decorative Grasses, and the Growing Saplings.
Thanks to TenPlus1 for the Prairie Biome flowers spawning again, the crystals, etc.
Honestly this mod is now theirs almost as much as it is mine. So thanks again!
Last edited by Chinchow on Sun Aug 30, 2015 00:34, edited 13 times in total.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
general3214
Member
Posts: 122
Joined: Fri Oct 04, 2013 03:15

by general3214 » Post

For what Minetest build(s) is this compatible? If other than the current stable build, than the original post should specify which build(s).
Last edited by general3214 on Thu Nov 07, 2013 03:25, edited 1 time in total.
Avatar made by Annahstas

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

general3214 wrote:For what Minetest build(s) is this compatible? If other than the current stable build, than the original post should specify which build(s).
Whoops! That completely slipped my mind thank you.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Excellent work, i particularly like the frosty and fiery biomes, look forward to trying this in 0.4.8 stable.

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

How do you guys feel about slightly larger lava craters also spawning in the fiery biome?
Btw there should be at least three new biomes by next weekend any more ideas are appreciated.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

For some reason the plant for one of the new biomes won't grow and I can't figure out why. Could anyone more experienced tell me?

Code: Select all

local function place_seed(itemstack, placer, pointed_thing, plantname)
    local pt = pointed_thing
    -- check if pointing at a node
    if not pt then
        return
    end
    if pt.type ~= "node" then
        return
    end
    
    local under = minetest.get_node(pt.under)
    local above = minetest.get_node(pt.above)
    
    -- return if any of the nodes is not registered
    if not minetest.registered_nodes[under.name] then
        return
    end
    if not minetest.registered_nodes[above.name] then
        return
    end
    
    -- check if pointing at the top of the node
    if pt.above.y ~= pt.under.y+1 then
        return
    end
    
    -- check if you can replace the node above the pointed node
    if not minetest.registered_nodes[above.name].buildable_to then
        return
    end

-- check if pointing at soil
    if minetest.get_item_group(under.name, "soil") <= 1 then
        return
    end

minetest.add_node(pt.above, {name=plantname})
    if not minetest.setting_getbool("creative_mode") then
        itemstack:take_item()
    end
    return itemstack
end


minetest.register_craftitem("ethereal:mushroom_craftingitem", {
    description = "Mushroom",
    groups = {not_in_creative_inventory=1},
    inventory_image = "mushroom.png",
    on_place = function(itemstack, placer, pointed_thing)
        return place_seed(itemstack, placer, pointed_thing, "ethereal:mushroom_garden_1")
    end,
})


for i=1,4 do
    local drop = {
        items = {
            {items = {'ethereal:mushroom'},rarity=9-i},
            {items = {'ethereal:mushroom 9'},rarity=18-i*2},
                    }
    }
minetest.register_node("ethereal:mushroom_garden_"..i, {
        drawtype = "plantlike",
        tiles = {"ethereal_mushroom_garden_"..i..".png"},
        paramtype = "light",
        walkable = false,
        drop = drop,
        buildable_to = true,
        is_ground_content = true,
        drop = drop,
        selection_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
        },
        groups = {snappy=3,flammable=2,plant=1,mushroom=i,attached_node=1},
        sounds = default.node_sound_leaves_defaults(),
    })
end

minetest.register_abm({
    nodenames = {"group:mushroom"},
    neighbors = {"group:soil"},
    interval = 1,
    chance = 10000,
    action = function(pos, node)
        -- return if already full grown
        if minetest.get_item_group(node.name, "mushroom") == 4 then
            return
        end
        
        -- check if on wet soil
        pos.y = pos.y-1
        local n = minetest.get_node(pos)
        if minetest.get_item_group(n.name, "soil") < 3 then
            return
        end
        pos.y = pos.y+1
        
        -- check light
        if not minetest.get_node_light(pos) then
            return
        end
        if minetest.get_node_light(pos) < 13 then
            return
        end
        
        -- grow
        local height = minetest.get_item_group(node.name, "mushroom") + 1
        minetest.set_node(pos, {name="ethereal:mushroom_garden_"..height})
    end
})
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
SegFault22
Member
Posts: 872
Joined: Mon May 21, 2012 03:17
Location: NaN

by SegFault22 » Post

Amazing indeed. Good work, Comrade!
"All we need it the right major crisis and the nations will accept the new world order."

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Post

VanessaE successfully added a feature to moretrees that can give the leaves of its trees and base game trees the plantlike drawtype if the option is turned on (causes a 5-10 fps boost and looks more realistic.) Could you do the same with the trees of this mod? If you want to know how to do it, ask VanessaE.

User avatar
Enke
Member
Posts: 469
Joined: Fri Nov 15, 2013 02:56
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke
Location: The internet

by Enke » Post

This is great! I really like the fiery biome and the grayness biome. Do you plan on adding any more biomes?
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Inocudem I'm not against this and I'll see what I can do.

Enke currently my priorities are the new mushroom biomes and different jungle biomes.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Update!
Details in the description. Sorry the mushroom biome is not quite finished but still playable.
Last edited by Chinchow on Sat Nov 16, 2013 00:52, edited 1 time in total.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
Enke
Member
Posts: 469
Joined: Fri Nov 15, 2013 02:56
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke
Location: The internet

by Enke » Post

I absolutely adore the mushroom biome! Keep up the good work.
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Thank you. Do you have any biome ideas?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Post

A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
viewtopic.php?id=7366
Maybe your mapgen could be an extension of his if they are used together? He could help you out with that.

The mod below, which was made by paramat, could be supported by the fire biomes in your mapgen:
viewtopic.php?id=6578
The mod spawns volcanoes.
Last edited by Inocudom on Sat Nov 16, 2013 03:29, edited 1 time in total.

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Inocudom wrote:A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
viewtopic.php?id=7366
Maybe your mapgen could be an extension of his if they are used together? He could help you out with that.

The mod below, which was made by paramat, could be supported by the fire biomes in your mapgen:
viewtopic.php?id=6578
The mod spawns volcanoes.
Going over the first question last time I checked paramat's code his was more detailed than mine and written in a completely different way; to be honest I don't really understand his code.
As for the second question the answer is the same.

I am not saying I won't try but don't expect excellence.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Excellent work good to see your mapgen progress. I actually think its best our projects remain independant and different :)
Last edited by paramat on Sat Nov 16, 2013 06:16, edited 1 time in total.

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Update!
The mushroom biome is now completed.
Mushrooms grow and from them you can craft mushroom stew.
You cook the stew for a larger health benefit.
Strawberries now spawn in the grassy biome.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

falsegrayburger
Member
Posts: 158
Joined: Sat Aug 03, 2013 15:16
In-game: naro

by falsegrayburger » Post

3 New biome idea!

1 Impact crater

Generation through blocks and many very strange, a vast underground world there

2 Ultra-dense forest

There's a huge forest that light does not reach! ! There are a variety of plants mysterious!

3 The Hill

Can overlook very far, beautiful hills!

I do not know how it can be achieved, but I want to make it by all means if possible!

User avatar
Chinchow
Member
Posts: 684
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Post

Update!

Thanks to paramat for the sand generating in the ocean!
Also a new type of tree spawns in the grayness biome.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests

falsegrayburger
Member
Posts: 158
Joined: Sat Aug 03, 2013 15:16
In-game: naro

by falsegrayburger » Post

Very nice update!

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

by TenPlus1 » Post

An amazing mod that runs well with the Ambiance sound mod which gives a very atmospheric world...

Note: The hearty_stew.png image doesn't seem to be included and brings up an error, for anyone experiencing same please find attached the image needed and unzip inside the mods/ethereal/textures directory...

P.s. The lava biome seems to spawn too close to the grass and trees resulting in huge forest fires which causes lag, is there any chance of clearing a space around lava fields so this won't happen ?
Attachments
hearty_stew.png.zip
(712 Bytes) Downloaded 436 times
Last edited by TenPlus1 on Wed Feb 05, 2014 10:33, edited 1 time in total.

User avatar
TenPlus1
Member
Posts: 3700
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

by TenPlus1 » Post

Just got an error "/home/tenplus1/mods/ethereal/init.ua:215: attempt to call field 'make tree' (a nil value)" when planting a frost sapling... Crashed game and worse server...

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

by Sokomine » Post

This mod does create very intresting terrain, and the new biomes are fine.

With that many diffrent types of grass/vegetation, it ought to be possible to make more use out of them. First: When placing a dirt block in a biome, it ought to grow vegetation of the same color as the rest of the biome. That might be a bit difficult as the engine turns it into grass automaticly and you don't know which biome it is in anyway. Perhaps an abm that searches for dirt_with_grass and - when it finds one - checks the nodes around it for vegetation and turns the dirt with grass into whatever is the dominant vegetation around it. That way, it would grow green for a short moment, and you'd need a new block for the green grass variant to be able to distinguish from default:dirt_with_grass, but it might work and keep the biomes in their color.

It would also be great if the grass/vegetation could somehow be collected and turned into nodes to build with - nodes where each side has the color of the top of the colored dirt_with_grass block perhaps. A special tool could be used to get the grass from such a block.

Sometimes, the landscape seems to have strange holes, and the lava pits hang a bit in the air. As my buildings my random_buildings mod face the same problem, I'd be very intrested in a solution to that problem.
Attachments

[The extension lua has been deactivated and can no longer be displayed.]

[The extension lua has been deactivated and can no longer be displayed.]

Last edited by Sokomine on Sat Feb 15, 2014 03:03, edited 1 time in total.
A list of my mods can be found here.

User avatar
AMMOnym
Member
Posts: 682
Joined: Tue Sep 10, 2013 14:18
IRC: AMMOnym
In-game: AMMOnym
Location: Slovakia

by AMMOnym » Post

Sokomine wrote:This mod does create very intresting terrain, and the new biomes are fine.

With that many diffrent types of grass/vegetation, it ought to be possible to make more use out of them. First: When placing a dirt block in a biome, it ought to grow vegetation of the same color as the rest of the biome. That might be a bit difficult as the engine turns it into grass automaticly and you don't know which biome it is in anyway. Perhaps an abm that searches for dirt_with_grass and - when it finds one - checks the nodes around it for vegetation and turns the dirt with grass into whatever is the dominant vegetation around it. That way, it would grow green for a short moment, and you'd need a new block for the green grass variant to be able to distinguish from default:dirt_with_grass, but it might work and keep the biomes in their color.

It would also be great if the grass/vegetation could somehow be collected and turned into nodes to build with - nodes where each side has the color of the top of the colored dirt_with_grass block perhaps. A special tool could be used to get the grass from such a block.

Sometimes, the landscape seems to have strange holes, and the lava pits hang a bit in the air. As my buildings my random_buildings mod face the same problem, I'd be very intrested in a solution to that problem.
I like your idea

User avatar
Neon
Member
Posts: 126
Joined: Thu Aug 15, 2013 02:03
In-game: Neon

by Neon » Post

Ihad the same idea as Sokomine. My approach was going to be an ABM for default:dirt_with_grass to check what the biome was supposed to be, and change those to the appropriate dirt node

Post Reply

Who is online

Users browsing this forum: No registered users and 17 guests