[Mod] Ethereal [1.16] [ethereal]

4aiman
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by 4aiman » Sun Mar 16, 2014 17:48

Neat! :)

I have a suggestion, though.
Whenever you redefine a node or a tool (like leaves), get it's definition beforehand.
This way you'll support different versions of the same mod (for example default from minetest_game or default from Minitest game).

I'd be thankful should you consider that humble little piece of advice :)
 

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Inocudom
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by Inocudom » Mon Mar 17, 2014 15:51

You could present this mod to Freeminer too, a fork of Minetest:
http://freeminer.org/
 

4aiman
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by 4aiman » Fri Mar 21, 2014 10:52

How come that I'm warned of a new post, but there's just slightly edited last one?
Please, do not change your posts with updates news. It's confusing!
I don't even know what version do I have now... :(
diff is good and all, but still.
 

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TenPlus1
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by TenPlus1 » Fri Mar 21, 2014 19:17

Sorry 4aiman, the only reason I do this is to keep the mod up to date with features and fixes and remove the old downloads to save space on the forum...
 

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by 4aiman » Sat Mar 22, 2014 11:28

TenPlus1, you might want to look at dropbox-like storages or at github-like ones.
That'll fix both issues.
I'm eager to help you anyway I can with your space issues, just to make it less confusing.
If you don't want to deal with the guthub, then have you got a dropbox.com account? They'll give you 2 Gb of eternal storage for your needs for free.
If you want, you may use a referral link - you'll get 500Mb more. (I can provide one).

Also, if you don't want to leave old download to save the space, then, please, let your posts remain even if you delete attachments. Every time I'm reading this thread a new version has an old number...

This is great mod, but I' confused of the 0.0.8 version coming out for the 3rd time...
 

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TenPlus1
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by TenPlus1 » Sat Mar 22, 2014 14:50

you're right 4aiman, I should make the version numbers clearer so from now on I'll do 0.0.8a or b or c and let ChinChow make the main release on the first post... As for external storage, why would I use this if the forum provides me a way to upload a .zip file and attach to a post ? it's comvenient although I cannot seem to delete attached files so I remove the post instead and make a new one showing the changes...
 

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by Sokomine » Sat Mar 22, 2014 15:41

4aiman wrote:This is great mod, but I' confused of the 0.0.8 version coming out for the 3rd time...

That's true. You're not the only one who's confused about that :-/

TenPlus1 wrote:As for external storage, why would I use this if the forum provides me a way to upload a .zip file and attach to a post?

Version control systems like git (used by github) allow others to see what changed in which version, to work togehter on a mod, and to have one easy to find place to download the stuff :-) Forum attachments are of course helpful as well. It's usually best to have both.

TenPlus1 wrote: it's comvenient although I cannot seem to delete attached files so I remove the post instead and make a new one showing the changes...

And that, unfortionately, is quite confusing - because the posting does not seem to show what changed in regard to the last release/posting/version. It seems to repeat changes that where done in previous versions. Perhaps a changelog might help? Or a list of features plus a list of things that got changed/added exclusively in this new version.

It's great that you coordinate the further development of the mod and add nice new features to it. A central place to download it from where Chinchow could link to and players could get the newest version would be very helpful.
A list of my mods can be found here.
 

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Chinchow
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by Chinchow » Tue Mar 25, 2014 00:13

Two things:
One, you may put the mod on github as I could never figure it out I am pleased it is being done.
Second, as far as food changes go I'm fine, but request that you don't change onion spawn rate very much as it was meant to be a food that is weak but plentiful.
Sometimes, it's harder to think up a mod than it is to create it.
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TenPlus1
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by TenPlus1 » Tue Mar 25, 2014 20:20

Chinchow wrote:Two things:
One, you may put the mod on github as I could never figure it out I am pleased it is being done.
Second, as far as food changes go I'm fine, but request that you don't change onion spawn rate very much as it was meant to be a food that is weak but plentiful.


Sorry ChinChow, will return onions to the default setting...
 

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Chinchow
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by Chinchow » Tue Mar 25, 2014 23:29

TenPlus1 wrote:
Chinchow wrote:Two things:
One, you may put the mod on github as I could never figure it out I am pleased it is being done.
Second, as far as food changes go I'm fine, but request that you don't change onion spawn rate very much as it was meant to be a food that is weak but plentiful.


Sorry ChinChow, will return onions to the default setting...

No problem I never let anyone know, so it's my fault.
Sometimes, it's harder to think up a mod than it is to create it.
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Achilles
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by Achilles » Tue Apr 01, 2014 18:57

Nice Mod... can Mushshroom spores only be planted on the mushroom biome or dirt_with_purple_grass?
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TenPlus1
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by TenPlus1 » Tue Apr 01, 2014 20:22

Mushroom spores are planted like wheat and cotton, use a hoe to till the dirt near water and place to grow a patch of edible shrooms...
 

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Achilles
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by Achilles » Fri Apr 04, 2014 21:32

Oh... Thanks ten :)
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Inocudom
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by Inocudom » Sun Apr 06, 2014 11:35

Will jungle trees and pine trees have their own types of wood soon?
 

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TenPlus1
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by TenPlus1 » Sun Apr 06, 2014 13:19

I could redo the schematics to have jungle trees use default jungle wood... as for pine tree's, the texture looks similar to normal wood so it's better staying as such...
Last edited by TenPlus1 on Sun Apr 06, 2014 14:04, edited 1 time in total.
 

4aiman
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by 4aiman » Sun Apr 06, 2014 14:06

Inocudom wrote:Will jungle trees and pine trees have their own types of wood soon?

That's not essential. Also it's easily can be done by almost anyone: just register a new node and make trees to use them.

@TenPlus1, is there a chance you would use Git?
Maybe it sounds selfish, but it would be easier to update my modification of ethereal if you would ;)
 

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by 4aiman » Sun Apr 06, 2014 18:43

Hey, TenPlus1, maybe I can be of a little help?
I can upload to git every new version to the github.
I'm interested in this mapgen.
 

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Chinchow
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by Chinchow » Mon Apr 07, 2014 02:53

Well as far as github goes if TenPlus1 gives a thumbs up I'm fine with letting
4aiman uploading to github.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

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by 4aiman » Mon Apr 07, 2014 09:10

So, github's repo is here: https://github.com/4aiman/ethereal/tree/master
Tell me who else should be able to push.

Also I'm making my own version in the magichet branch. Although I'm making it for my own game, it should be compatible with Minitest and it's derivatives.

If I did smth wrong/forget to credit someone/made a mistake - tell me and I'll fix it in the best way I can.
 

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Achilles
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by Achilles » Mon Apr 07, 2014 11:59

Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
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by Jordach » Mon Apr 07, 2014 12:52

Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
This guy, https://forum.minetest.net/profile.php?id=3026

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by 4aiman » Mon Apr 07, 2014 14:39

Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P

Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)
 

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Chinchow
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by Chinchow » Mon Apr 07, 2014 19:10

4aiman wrote:Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)

You might declare me Master Amazing God O' Mod, but that's not trying hard enough.
Sometimes, it's harder to think up a mod than it is to create it.
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Achilles
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by Achilles » Mon Apr 07, 2014 19:22

Jordach wrote:
Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P
This guy, https://forum.minetest.net/profile.php?id=3026


4aiman wrote:
Achilles wrote:Er... Who actually started the Ethereal Mod? Sometimes I get a bit confused :P

Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)


Chinchow wrote:
4aiman wrote:Jordach's right.
Also, if it's stated not clear enough @ github.com, then how should I state that?
I don't want to be or look like a thief :)

You might declare me Master Amazing God O' Mod, but that's not trying hard enough.


Sorry, Dumb Question :D
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4aiman
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by 4aiman » Tue Apr 08, 2014 04:53

Update has been uploaded!

Chinchow wrote:You might declare me Master Amazing God O' Mod, but that's not trying hard enough.

I've made an update of readme in order to worship you a little bit more :D
 

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Achilles
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by Achilles » Tue Apr 08, 2014 19:09

4aiman wrote:Update has been uploaded!

Chinchow wrote:You might declare me Master Amazing God O' Mod, but that's not trying hard enough.

I've made an update of readme in order to worship you a little bit more :D


Lol... Dont we all :P
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by 4aiman » Wed Apr 09, 2014 05:07

Updated both 9e and 9f :)

Also, TenPlus1, do you have a list of directions of development of some sort?
I'm asking, cause editing Ethereal I've found that you're covering some parts of some mods I'm writing ATM.

If you have some ideas regarding the future of Ethereal, then could you list them?
Maybe via PM, if you don't want to spoil the excitement of an upcoming version or don't want people to start wondering "why didn't you implement the X feature you've promised?"

In turn, I would be glad to share my ideas.
*In fact I'm making a game using Ethereal as one of the realities (Overworld) which will began in a world of magic and then some ancient technology would be uncovered (a fork of itest/voltbuild and buildtest).
So I'm very interested in Ethereal's future*
Last edited by 4aiman on Wed Apr 09, 2014 05:08, edited 1 time in total.
 

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TenPlus1
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by TenPlus1 » Sun Apr 13, 2014 10:01

hrm, seems I cannot delete posts now in the forum...
Last edited by TenPlus1 on Thu May 08, 2014 11:19, edited 1 time in total.
 

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Ethereal 0.0.9i update

by TenPlus1 » Thu May 08, 2014 11:18

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:52, edited 3 times in total.
 

4aiman
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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Mon May 12, 2014 05:38

Updated!
Also, is there a way to spawn bamboo in water?
I've tried to set minheight to -5 and got what I wanted, but 99% of bamboo was replaced by water below the water_level.
 

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