[MOD] Ethereal NG [1.26] [ethereal]

Re: [MOD] Ethereal NG [1.23] [ethereal]

Postby acidzebra » Wed Sep 05, 2018 7:35 pm

DrFrankenstone wrote:This is what an Ethereal map looks like today


Neat! I love the tool, very easy to use, will help a lot because endlessly loading minetest to look at your biome changes is not fun.

TenPlus1 wrote:All ideas are welcome for testing and best results may make it into the mod itself...

I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.


Ain't that the truth. I've been toying with ethereal + minetest game + 30biomes and building a lush tropical world with snow restricted to just the mountain tops.

ps. thanks for maintaining Ethereal, it's awesome :D

I've been using vertical_blend https://github.com/minetest/minetest/blob/a4f41e7bfc6c2d823eab1465258617cb033a452c/doc/lua_api.txt#L6344 to smooth out the "banding" (typically seen on mountains when there is a sharp and 100% straight dividing line between biome borders).

Other tricks I like are having the "treeline" start a few blocks higher than the biome itself, so you have a few blocks of undergrowth before the trees start, it smooths things out more. I'm also trying to establish sensible "border biomes" to smooth out the more extreme climate changes (going from glacier straight to rainforest, for example). I haven't had much luck with that yet.

When I found the vertical_blend setting I also found this for biome definitions, thinking of using that to add polar regions to the very edges of the map (not tested yet):
Code: Select all
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby atorian37 » Wed Oct 03, 2018 10:17 am

I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?

second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)

thanks for your reply!

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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby Pyrollo » Wed Oct 03, 2018 11:47 am

atorian37 wrote:I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?


Refer to this article on minetest wiki: Map_Generator

atorian37 wrote:second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)


I would suggest you to use TenPlus1's Mobs redo, works out of the box (I use ethereal + mobs redo for testing purpose, easy to set up).
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby lilo » Wed Oct 03, 2018 4:34 pm

Hello,

I'm just trying out Ethereal and have a question about the new trees that have been added.
As I understand it, the trees grow only on the respective soil of the biomes. Therefore, it would not be possible to grow a tree elsewhere, as these soils are not producible or degradable.

In my case, I switched off the mushroom forests. However, a recipe could still produce a mushroom seedling if needed, but it would never grow.

Should that be so or how do you deal with it?

Best regards
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby TenPlus1 » Wed Oct 03, 2018 7:37 pm

Crafting a crystal shovel gives the player soft touch to pick up different soils intact to grow saplings away from it's original biome, plus you could use my bonemeal mod to quickgrow saplings and crops on any dirt :)
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby lilo » Thu Oct 04, 2018 12:17 pm

Hi,

that's great and worked.

greets
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby TenPlus1 » Thu Nov 01, 2018 2:56 pm

Update:

- Added Bamboo Blocks (3x3 bamboo or 2x bamboo floor)
- Changed Bamboo Floor recipe (now 2x2 bamboo)
- Bamboo Blocks act like wood and can be crafted into sticks
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby KatzEyez » Wed Dec 05, 2018 8:34 pm

Does ethereal:sandy spread? If it does, does the water have to be a certain depth before it will spread?
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby Mantar » Wed Dec 05, 2018 10:00 pm

Checked the source, it doesn't look like it does.
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby TenPlus1 » Mon Jan 07, 2019 9:09 pm

ethereal:sandy acts more like an ore and turns into normal sand when dug... it's only use is for producing coral or seaweed when below water.
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby KatzEyez » Wed Feb 13, 2019 12:00 am

Thanks for the reply on that TenPlus1.

I have a HUGE HUGE request. :3 (pleeeeze)
Image
Sakura biome. The trees could be reddish on the exterior and pink in the middle, so there can be pink wood, perhaps. The leaves could possibly resemble pink flowers. The dirt would be Dirt with Blossoms, similar to Prairie Dirt but with Sakura blossoms or petals littering the top. There could be pink, white, and lavender flowers/plants growing naturally.
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby TenPlus1 » Wed Feb 13, 2019 4:51 pm

Sounds a nice idea, if I find time I'll work on it, for now acacia wood is pink and can be used in it's place :)
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby KatzEyez » Fri Feb 15, 2019 11:25 am

Thanks for considering it TenPlus1. ^_^
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Re: [MOD] Ethereal NG [1.24] [ethereal]

Postby FrostRanger » Sat Feb 16, 2019 3:55 am

I second the addition of the sakura biome. :p
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby TenPlus1 » Sat Feb 16, 2019 12:30 pm

Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby Andrey01 » Sat Feb 16, 2019 4:30 pm

TenPlus1 wrote:Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks

Nice to hear about addition of new biomes :)
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby KatzEyez » Sat Feb 16, 2019 10:39 pm

TenPlus1 wrote:Updated to version 1.26:

- Added Sakura biome and tree
- Added Sakura stairs, fence and gate
- Biome tweak where bamboo appears at higher elevation while sakura is at lower
- There's a 1 in 10 chance a sakura sapling grows into a white tree :)
- Added lucky blocks


OMGOSH So quickly! Thank you so much!!! <3
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby FrostRanger » Sun Feb 17, 2019 7:41 pm

Here's some screenshots of the new sakura biome that I took in singleplayer :D

Image

Image

Image


Thank you for adding this awesome new biome!
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby h-v-smacker » Sun Feb 17, 2019 10:47 pm

I cannot get a white sakura to spawn at all. After I chopped down enough trees, I went to the mod source itself, and changed the condition from "white == 1" to "white < 11", which should always be true so that, as I expected, a white sakura would spawn every time. None did. It's still the default ones.

I thought it was because the replacement table syntax wasn't correct (you had {{"ethereal:sakura_leaves", "ethereal:sakura_leaves2"}} where it should be {["old_nodename"] = "new_nodename", ... } — but it made no difference.

In minetest.api for minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags) I read this:

"**Warning**: Once you have loaded a schematic from a file, it will be
cached. Future calls will always use the cached version and the
replacement list defined for it, regardless of whether the file or the
replacement list parameter have changed. The only way to load the file
anew is to restart the server."

Maybe that's it?

I copied sakura.mts to sakura2.mts and hardcoded the replacement table → got a white sakura. But I still cannot change what happens when sakura.mts is used. However, with this code it works as expected):

Code: Select all
function ethereal.grow_sakura_tree(pos)
    if math.random(10) == 1 then
        add_tree(pos, 4, 0, 3, path .. "sakura2.mts", {["ethereal:sakura_leaves"] = "ethereal:sakura_leaves2"})
    else
        add_tree(pos, 4, 0, 3, path .. "sakura.mts")
    end
end


PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby TenPlus1 » Mon Feb 18, 2019 11:30 am

Update:

- Table schematic created for Sakura tree (works better)
- Bamboo is a highland biome while Sakura is lower
- Added Sakura Door to fit in with paper walls
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby EdShouldBeInBed » Sat Feb 23, 2019 11:50 am

h-v-smacker wrote:PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((

Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture.

screenshot_20190223_063631.png


In the first, here I am exploring the boarder between where a grove of smashing sakura and beautiful bamboo meet!

screenshot_20190223_064729.png

In the second, I am posing in that very thicket of bamboo. As you see, I may be your average minetester, but the bamboo is magnificent.

It is a simple matter of what height you will now find your beloved biome at! Buck up!
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby h-v-smacker » Sat Feb 23, 2019 1:11 pm

EdShouldBeInBed wrote:
h-v-smacker wrote:PS:
Biome tweak where bamboo appears at higher elevation while sakura is at lower


So no more gorgeous vast bamboo forests??? My favorite biome... (((

Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture.


Dude, it's hard to deny that the higher the elevation, the lower the chances of finding a large area of relatively flat land. When bamboo was beginning in the low elevation, the game generated vast, rather flat, forests of bamboo and bamboo bush. With current increased elevation, however, such a thing would only be possible if a plateau is generated within a bamboo biome, which is a considerably more rare occasion. Otherwise, bamboo will be encountered in uneven elevated terrain — basically, bamboo hills and cliffs, as opposed to bamboo plains.

Basically, what I want to see is this:
https://feel-planet.com/wp-content/uplo ... -Japan.jpg
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby uwu » Sun Mar 17, 2019 11:08 pm

I saw in the ContentDB that this mod is only compatible with Minetest 0.4.17 and below:
https://content.minetest.net/packages/T ... /ethereal/

Which changes in MT 5.0 prevent it from working there?
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby Festus1965 » Sun Mar 17, 2019 11:23 pm

does it say this ? most [Mod] coders sure just don't know, didn't test or even didn't post that it is running with 5.0.x,
but at me
[Mod] ethereal (9bbd90e0b4 01.03.2019) - loaded and running without complain until yet at me.

I see there is new now: ff153c9c1f 14.03.2019
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Re: [MOD] Ethereal NG [1.26] [ethereal]

Postby TenPlus1 » Mon Mar 18, 2019 7:04 am

Ethereal NG works both with 0.4.17 and 5.0... It has built-in checks for both versions to make it work...
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