[Mod] Ethereal [1.16] [ethereal]

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TenPlus1
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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 12, 2014 07:13

4aiman: that's why I left bamboo as it is, same with papyrus because the water just replaces it... I'm checking the sea mod to find some ideas from there... Thx for updating github :)
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Mon May 12, 2014 08:16

My pleasure ;)

Maybe "reverse growing" would help? Or...
Paramat told me that he proposed a change to the engine that makes "is_ground_content" be responsible to tell mapgen that generating caves is NOT "ok". So nodes with "is_ground_content=true" don't get replaced with air.
Maybe water would respect that too?

Also, I've just noticed a weird bug:
screenshot_4017236543.png

It's decorations that spawn on anything (cobblestone mese lamps in this particular case).
Snow is also affected.

Edit: Oh, there's more :)
TenPlus1, could you change default:stone to default:desert_stone in fiery biomes craters? I think that reddish color of the latter suits here more. Or, if you don't want, then can you tell me how to edit schematics?

Edit1: Nevermind, GHex + some basic knowledge helped me to do it w/o worldedit :)
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 12, 2014 19:03

Decoration appearing on top of other blocks and even tree's is to do with the v7 mapgen ridges, it seems to generate an area, place decoration then cut a trench leaving decoration in odd places... I've already filed a bug report for this...

As for the desert_stone around craters, it's a nice idea and may look nice... Lemmie try it out...

Edit: Ok I tried it and to be honest the grey stone looks better... I added the following line to the mapgen_v7 volcano decoration to replace stone with desert_stone without editing the .mts files:

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
replacements = {{"default:stone", "default:desert_stone"}},


Could you upload the crystal.lua file from the newly uploaded mod to github as it fixes a bug with the charcoal and I didn't want to create a new version number for 1 tiny bug :) thx
 

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Re: [0.0.7]Ethereal[ethereal]

by Inocudom » Sun May 18, 2014 03:10

You might want to make a list of what plants can be grown and what they must be placed on.
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Sun May 18, 2014 07:39

Plants you can farm on tilled dirt are: strawberries, wild onion, red/white mushroom, wheat and cotton...

Any saplings collected from tree's in a specific biome can only be planted on top of the dirt from the same biome...
 

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Re: [0.0.7]Ethereal[ethereal]

by Inocudom » Sun May 18, 2014 12:38

TenPlus1 wrote:Plants you can farm on tilled dirt are: strawberries, wild onion, red/white mushroom, wheat and cotton...

Any saplings collected from tree's in a specific biome can only be planted on top of the dirt from the same biome...

...Which means that it is impossible to farm them because you can't take that dirt with you, and moss will not do either.
 

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Re: [0.0.7]Ethereal[ethereal]

by Sokomine » Sun May 18, 2014 17:25

It would be great to be able to grow those trees i.e. in flowerpots. I suggested that some time ago. The flower pots from homedecor - while normally only decorative items - might serve a new purpose here. Perhaps you could right-click on them wielding some special earth for plants to make a sapling planted in them grow. That way, flower pots with saplings only and flower pots with fully grown trees would be possible. The receipe for the special earth used for making the tree grow could be adjusted.
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 19, 2014 08:31

I was trying for a more realistic approach to tree's so that they could only be grown in the biome they originated from, although a special dirt block could be created so that they will grow anywhere needed...

Am going for the Crystal (soft-touch) Shovel instead so that users can dig up dirt with the grass intact and place it anywhere they like for decoration or growing of specific saplings...
Last edited by TenPlus1 on Mon May 19, 2014 13:36, edited 2 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by Sokomine » Mon May 19, 2014 12:56

A special dirt block will do as well. In Minetest, realism only goes so far. Or are you running around with several 99 m³ of cobble in your trouser's pockets? :-)
 

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Ethereal mod 0.0.9k Update

by TenPlus1 » Mon May 19, 2014 13:29

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:52, edited 2 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by Inocudom » Mon May 19, 2014 17:19

Currently, the volcano biomes are a little lacking. It would help if water caves didn't appear in them (lava caves would fit,) there was only a thin layer of dirt with everything underneath being something between obsidian and smooth stone, and the volcanoes had shafts that went very far underground. Paramat and Hybrid Dog are great sources of help when it comes to mapgens and volcanoes, as the four mods linked to below prove:
https://forum.minetest.net/viewtopic.php?f=11&t=3806-lavacooling
https://forum.minetest.net/viewtopic.php?f=11&t=6578-volcano
https://forum.minetest.net/viewtopic.php?f=11&t=3616-sumpf
https://forum.minetest.net/viewtopic.php?f=11&t=7366-paragenv7

You could add a crystal axe too, as one might be useful.
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Wed May 21, 2014 11:28

+1 for Lava Caves.
Maybe Lava Rivers too?
PS: git has been updated to "0.0.9k" and the readme was returned ;)
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Mon May 26, 2014 11:46

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:39, edited 4 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Wed May 28, 2014 08:03

I'm confused.. was this updated?
0.0.9j was missing and now it seems we have the second "k" version...
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Wed May 28, 2014 08:17

4aiman: the crystal.lua, dirt.lua and mapgen_v7.lua were updated only to fix a few bugs but nothing new was added hence the same version number... I skipped 'j' because it looks similar to 'i'
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Wed May 28, 2014 08:43

Oh, ok then. Updated! :)
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Wed May 28, 2014 20:52

Thanks 4aiman, much appreciated :) btw, you forgot the new mapgen_v7.lua file...
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Thu May 29, 2014 06:18

Updated :)
 

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Ethereal 0.0.9L update

by TenPlus1 » Tue Jun 03, 2014 16:17

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:38, edited 2 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by Wuzzy » Wed Jun 04, 2014 17:35

My Minetest 0.4.9 copy reports the following non-critical errors:
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
19:13:53: ERROR[main]: BiomeDefManager::resolveNodeNames: node 'default:air' not defined
19:13:54: ERROR[main]: generateImage(): Could not load image "ethereal_tree_sapling.png" while building texture
19:13:54: ERROR[main]: generateImage(): Creating a dummy image for "ethereal_tree_sapling.png"
19:13:54: ERROR[main]: generateImage(): Could not load image "ethereal_pine_tree_sapling.png" while building texture
19:13:54: ERROR[main]: generateImage(): Creating a dummy image for "ethereal_pine_tree_sapling.png"


Explanation: You somewhere used the itemstring “default:air”. But the default mod does not provide such a node. You probably want to use “air”. The air node is a special node which is defined by the engine and therefore is not part of a mod.

And you probably forgot to include the images ethereal_tree_sapling.png and ethereal_pine_tree_sapling.png.
 

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Re: [0.0.7]Ethereal[ethereal]

by TenPlus1 » Wed Jun 04, 2014 19:22

Wuzzy, I think you are uing quite an old version of the mod, please check the github page or the very last entry in this forum for the latest mod where those errors have been sorted...
 

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Re: [0.0.7]Ethereal[ethereal]

by 4aiman » Thu Jun 05, 2014 15:37

Sorry for the waiting. I've just updated the github repo (a minute ago) to the L version.
Wuzzy, if you want the latest version and use github for it, then consider redownloading.
"K" version should work fine too, though.
 

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Ethereal 0.0.9m update

by TenPlus1 » Thu Jun 05, 2014 16:07

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:38, edited 3 times in total.
 

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Re: [0.0.7]Ethereal[ethereal]

by Wuzzy » Thu Jun 05, 2014 17:36

Okay, I actually had an old version. I downloaded 0.0.7. I falsely assumed that 0.0.7 is the correct version, which is also linked in the 1st post, because the thread is called “[0.0.7]Ethereal[ethereal]”.
I found no bugs in the current version. :-)
Good work!
 

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Re: [0.0.9]Ethereal[ethereal]

by Chinchow » Tue Jun 10, 2014 02:59

TenPlus1 I wanted to congratulate you on what you've done with the ethereal mod. When I created it I had few visions for it, and planned to keep it small. You have taken it, and turned it into something more. I know I'm not often on, and I wanted to thank you for taking this mod where I never could. You are the key contributor at this point. So again thank you.
 

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Re: [0.0.9]Ethereal[ethereal]

by TenPlus1 » Tue Jun 10, 2014 07:24

Thanks Chinchow, it was your Ethereal mod that sparked my interest in mod making and started me off :)

Pop onto Xanadu server sometime and see your mod in action with some new features and textures...
 

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Re: [0.0.9]Ethereal[ethereal]

by Topywo » Tue Jun 10, 2014 09:54

Chinchow, TenPlus1, I'm trying this mod out on the Xanadu server. I really like most features of it. The different biomes with all the plants are beautiful. So great work!


P.s. onion.lua, line 1 ;-)

Image
 

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Ethereal 0.0.9o update

by TenPlus1 » Wed Jun 11, 2014 08:31

Please remove me...
Last edited by TenPlus1 on Tue Jul 08, 2014 18:39, edited 2 times in total.
 

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Re: [0.0.9]Ethereal[ethereal]

by 4aiman » Tue Jun 24, 2014 09:14

Shouldn't is_ground_content be true for MG to not to carve caves through it?
PS: Updated to "o" ver.
 

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Re: [0.0.9]Ethereal[ethereal]

by TenPlus1 » Tue Jun 24, 2014 11:56

Personally having huge chunks removed from the landscape to look more realistic makes the generation of biomes look messy and gives many floating artifacts like grass, plants and trees, so I set it to false to make the world look that little bit better... I will however change it back when the v7 map options have the facility to remove caves, ridges and other features in the GUI...
 

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