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[Mod] Ethereal [1.16] [ethereal]

Posted:
Thu Nov 07, 2013 02:55
by Chinchow
[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)v0.0.7Download 0.0.9Download 0.1.0 4aimain's GithubTenPlus1's GithubTenPlus1's is the main ethereal
Uses MGV7
License: WFTPL
Other NotesGrass 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!

Posted:
Thu Nov 07, 2013 03:25
by general3214
For what Minetest build(s) is this compatible? If other than the current stable build, than the original post should specify which build(s).

Posted:
Thu Nov 07, 2013 03:30
by Chinchow
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.

Posted:
Thu Nov 07, 2013 03:41
by paramat
Excellent work, i particularly like the frosty and fiery biomes, look forward to trying this in 0.4.8 stable.

Posted:
Fri Nov 08, 2013 01:27
by Chinchow
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.

Posted:
Fri Nov 15, 2013 01:46
by Chinchow
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?
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
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
})

Posted:
Fri Nov 15, 2013 02:26
by SegFault22
Amazing indeed. Good work, Comrade!

Posted:
Fri Nov 15, 2013 03:17
by Inocudom
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.

Posted:
Fri Nov 15, 2013 03:36
by Enke
This is great! I really like the fiery biome and the grayness biome. Do you plan on adding any more biomes?

Posted:
Fri Nov 15, 2013 04:00
by Chinchow
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.

Posted:
Sat Nov 16, 2013 00:52
by Chinchow
Update!
Details in the description. Sorry the mushroom biome is not quite finished but still playable.

Posted:
Sat Nov 16, 2013 01:28
by Enke
I absolutely adore the mushroom biome! Keep up the good work.

Posted:
Sat Nov 16, 2013 01:41
by Chinchow
Thank you. Do you have any biome ideas?

Posted:
Sat Nov 16, 2013 03:20
by Inocudom
A member here by the name of paramat made a mapgen that uses v7 terrain. You can find it beyond the link below:
https://forum.minetest.net/viewtopic.php?id=7366Maybe 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:
https://forum.minetest.net/viewtopic.php?id=6578The mod spawns volcanoes.

Posted:
Sat Nov 16, 2013 04:49
by Chinchow
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.

Posted:
Sat Nov 16, 2013 06:15
by paramat
Excellent work good to see your mapgen progress. I actually think its best our projects remain independant and different :)

Posted:
Tue Jan 21, 2014 00:43
by Chinchow
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.

Posted:
Tue Jan 21, 2014 04:42
by jenova99sephiros
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!

Posted:
Fri Jan 24, 2014 01:25
by Chinchow
Update!
Thanks to paramat for the sand generating in the ocean!
Also a new type of tree spawns in the grayness biome.

Posted:
Fri Jan 24, 2014 03:11
by jenova99sephiros
Very nice update!

Posted:
Wed Feb 05, 2014 10:18
by TenPlus1
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 ?

Posted:
Thu Feb 06, 2014 12:12
by TenPlus1
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...

Posted:
Sat Feb 08, 2014 05:30
by Sokomine
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.

Posted:
Sat Feb 08, 2014 13:37
by AMMOnym
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

Posted:
Mon Feb 10, 2014 02:47
by Neon
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

Posted:
Sat Feb 15, 2014 04:10
by Chinchow
Update!
Hearty Stew has been removed as have frost saplings.
Grass Blocks now turn to their biomes color preserving each biomes beauty. Thanks to Sokomine for the color change.

Posted:
Mon Feb 17, 2014 00:07
by Neon
BUG: dirt_with_grass is turning biome-centric colors in jungle biomes.

Posted:
Mon Feb 17, 2014 01:36
by Sokomine
Neon wrote:BUG: dirt_with_grass is turning biome-centric colors in jungle biomes.
May happen to a degree in already generated areas - especially at the borders of biomes. There, the colored grass may "win". In the center of such green-grass-areas, grass ought to turn into the new green variant.

Posted:
Fri Feb 21, 2014 10:48
by TenPlus1
Fixed unknown item bug when chopping mushroom top, now gives mushroom top with chance of mushroom plant, also chopping strawberry bush now gives 3 strawberries :) new "init.lua" file attached... Great mod btw...

Posted:
Sat Feb 22, 2014 15:02
by TenPlus1
Quick note: I cannot seem to find papyrus spawning anywhere on the map which makes paper recipe's hard to craft... Any chance of adding papyrus in say a sand or desert biome inside an oasis with normal dirt_with_grass for it to grow on ?? :)
Also, Simple Mobs mod is having trouble spawning mobs with no dirt_with_grass around, so I've changed the init.lua for simple mobs to spawn the monsters on the coloured dirt for ethereal mod itself, please find attached... (sand monsters now spawn on sandstone, dirt monsters on gray topped dirt and sheep on green topped dirt :)