[Mod] Ethereal [1.16] [ethereal]

Kilarin
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Re: [Mod] Ethereal [1.07] [ethereal]

by Kilarin » Sun May 10, 2015 21:58

Crystal Spikes and Frost Trees grow in Crystal biomes, they have blue grass. Just go wandering, you'll find one.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by nater6927 » Sat May 30, 2015 20:21

Where is the code for torches hurting you??
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Xanthin » Sun May 31, 2015 12:01

nater6927 wrote:Where is the code for torches hurting you??


I think you are referring to the Xanadu server where torches do this, but afaik its not meant to be a part of the ethereal mod. I don't know how Ten implemented it on the server, but he made the PlayerPlus mod where you can add this to its init.lua:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
      -- am I near a cactus?
         local near = minetest.find_node_near(pos, 1, "default:cactus")
         if near then
               
            -- am I touching the cactus? if so it hurts
            for _,object in ipairs(minetest.get_objects_inside_radius(near, 1.0)) do
               if object:get_hp() > 0 then
                  object:set_hp(object:get_hp()-1)
               end
            end
         end

         -- Is a torch at the players head or feet position? If so it hurts.
         if nod_head == "default:torch"
         or nod_feet == "default:torch" then
            if player:get_hp() > 0 then
               player:set_hp(player:get_hp()-1)
            end
         end

(the cactus hurt part is just there for your oriantation, its already in the mod)

This is perhaps not the best and optimal solution (I don't know it better) but I tested it and it worked like I wanted.
Attachments
walk_of_pain.png
screenshot from testing; imitations are recommended only for experienced masochists
walk_of_pain.png (170.49 KiB) Viewed 4306 times
 

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nater6927
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Re: [Mod] Ethereal [1.07] [ethereal]

by nater6927 » Sun May 31, 2015 16:30

No, actually I made my own server with the Ethereal and when I get near a torch it hurts me. I disabled the Ethereal mod and then the torch damage never happened.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Xanthin » Sun May 31, 2015 19:03

That's strange. I just downloaded the latest ethereal version (May 30, 2015) and tested it without any other mods than those coming with minetest_game. Torches don't do any damage. I couldn't find anything about this feature in the ethereal code too, only the parts about preventing torches being used in water and melting snow and ice when placed near them.
The only node that hurts you in this mod is the crystal spike and you can suffocate in quick sand.

Are you sure it wasn't someting other like a crystal spike that hurted you? Did you tested ethereal without any other mod than the defaults one?

Sorry, I can't think of anything more. Maybe someone else knows something helpful.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Sun May 31, 2015 19:28

Ethereal mod isnt responsible for torches hurting players, that was included inside 3d-armor mod instead... When Ethereal is active then 3d-armor has crystal armor available with fire protection and this will activate torches to hurt player unless you have 1-piece of crystal armor on... the more armor you have the more protection up to 5 pieces for lava...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Xanthin » Sun May 31, 2015 20:13

Aha, I knew 3d_armor has the crystal armor now, but I didn't knew that it includes the torch damage.
Thanks for the info. :)
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by Sokomine » Sun May 31, 2015 20:42

The torch damage is a very annoying feature, while Ethereal is a very nice mapgen. There ought to be a setting documented here *and* in 3darmor that explains how to turn hurting the player off.
A list of my mods can be found here.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by nater6927 » Mon Jun 01, 2015 00:41

Aha, thank you. Know I just have to find the code for it...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Mon Jun 01, 2015 06:02

Look inside 3d-armor's armor.lua file, go to line 26 which looks like this:

{"default:torch", 1, 1},

and make it look like this to stop torches hurting:

--{"default:torch", 1, 1},
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by nvrsbr » Sat Jun 13, 2015 23:28

Love the fishing, but is there anyway to add more fish?
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Sun Jun 14, 2015 19:38

When I get time I'll add more fish and hopefully find more textures for them...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by nvrsbr » Sun Jun 14, 2015 19:55

TenPlus1 wrote:When I get time I'll add more fish and hopefully find more textures for them...


Sounds great.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by nvrsbr » Thu Jun 18, 2015 12:42

Is this for v6 or v7 mapgen ?
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Thu Jun 18, 2015 15:23

Ethereal requires v7 maps to work properly...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by amadin » Tue Jun 30, 2015 15:18

How to disable this caves or how to reduce depth for this caves?

Image

ethereal_caves = 0.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Tue Jun 30, 2015 18:02

caves are generated by minetest itself, you would have to disable them or reconfigure them by editing minetest.conf, not ethereal...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by amadin » Tue Jun 30, 2015 18:25

I fink about it, but in minetest.conf it must be off:
mgv7_spflags = noridges
mg_flags = trees, light, flat

I solve my problem. mg_flags = noridges
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by amadin » Sat Jul 11, 2015 14:04

Lava don't deal damage, serv. 0.4.12, mod 1.16.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by prestidigitator » Sat Jul 11, 2015 18:22

When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Sat Jul 11, 2015 18:35

Giant Redwood spawn in clay biomes (mesa) which do generate on map depending on the seed you use...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by ExeterDad » Sat Jul 11, 2015 18:38

prestidigitator wrote:When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....

No problems with redwoods here. Both Ethereal and Minetest from git within the last week.
Are you using mapgen7?
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Re: [Mod] Ethereal [1.07] [ethereal]

by prestidigitator » Sat Jul 11, 2015 18:50

ExeterDad wrote:Are you using mapgen7?

Yeah. Been generating a few different worlds with mg7 and Ethereal to try to find redwoods. I'm using 0.4.12 at the moment, not a dev version.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Sat Jul 11, 2015 19:46

The mapgen used for Ethereal was supposed to be sorta realistic with humidity and temperatures defining realistic biomes, but it seems to make it harder to find certain types so I may redo the biomes so they are all spread out evenly...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by prestidigitator » Sun Jul 12, 2015 22:52

I get the red clay areas, but they are devoid of all vegetation. Plenty of trees in the other areas. Yellow, banana, jungle, normal, charred (or whatever), etc.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by teneighty » Fri Jul 31, 2015 13:47

Is this also caused by the ridge feature?

Image

Not only that knife edge on each side but also that deep chasm running through the middle.

I've tried to change ethereal.mapstyle in init.lua, I've tried taking the disable ridges lines from mapgen_v7.lua and putting that in init.lua, I've tried a couple of the lines from a few posts back:

mgv7_spflags = noridges

and

mg_flags = trees, light, flat

without success. Either nothing happens, or it makes a completely different, much less desirable map.

I've seen much more walkable maps generated with ethereal, but I'm not having any luck.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by TenPlus1 » Fri Jul 31, 2015 19:29

Have you tried the latest daily builds ? Paramat has done a LOT of new work on the v7 mapgen that makes nicer maps and landscapes...
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by teneighty » Sat Aug 01, 2015 00:25

Oh, so not all v7 mapgens are alike. I will have to try the most recent version as you suggested.

Thanks
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by teneighty » Sat Aug 01, 2015 01:33

Made a big difference alright. The previous post was minetest 4.11 and ethereal 1.12.

Still using the same seed,
minetest 4.12 ethereal 1.16 no longer had the knife edge:
Image

ethereal 1.16 with the minetest 20150731 build however was dramatically different. The ridge shifted to the left a little from the perspective in the image, I had to move over a little, but other than the slight shift, that ridge is still there.
Image

So the ridge, in the form of a river, has never really changed.
 

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Re: [Mod] Ethereal [1.07] [ethereal]

by teneighty » Sat Aug 01, 2015 01:49

SOLVED, I think...
I tried amadin's suggestion again, adding mg_flags = noridges to minetest.conf, and the ridge is gone, yay!

Image

it appeared there were some configurable options in init.lua in ethereal 1.12 that selected mapgen_v7l.lua which contained some code to disable ridges. It didn't work on my system apparently, but it's not there in ethereal 1.16. How come it was removed?

Seems like a handy idea to have a bunch of mapgen parameters that could be easily altered this way, in addition to enabling and disabling the different biomes. Maybe that hinders compatibility with different versions of minetest.
 

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