[Mod] Ethereal [1.16] [ethereal]

amadin
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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Fri Feb 12, 2016 08:51

duane wrote:
amadin wrote:I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.


I disagree. I think it works fine as it is.

All green areas spawned by jungle grass but there are no jungle around.
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by firefox » Fri Feb 12, 2016 09:17

amadin wrote:
duane wrote:
amadin wrote:I don't know how work ethereal mod but i think jungle grass in non-jungle biome is not good idea. If ethereal mod not installed there are only default grass at default green biome.


I disagree. I think it works fine as it is.

All green areas spawned by jungle grass but there are no jungle around.

i remember that too, but lately there were lots of changes ...

Ninja Art of Clairvoyance! *poof*
...

found it!
jungle grass appears on jungle dirt in jungle biomes and on green dirt in jumble biomes.
normal grass appears on green dirt in grassy biomes and in a few others.
so there are 2 biomes with green dirt, each with one of the grasses.
=(^.^)=
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by amadin » Fri Feb 12, 2016 09:21

Ok, how remove generation of jungle grass and fern in jumble biomes?
 

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TenPlus1
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Fri Feb 12, 2016 20:45

You could easily edit the init.lua file and disable the 'jumble' biome by setting it to 0.
 

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Sneak Peek @ 1.20 NG

by TenPlus1 » Tue Feb 23, 2016 15:53

Here is a sneak peek at the new Ethereal 1.20 NG written for Minetest 0.4.14 when it is released and currently works with latest 0.4.13 daily builds...

Additions:
  • Bones found in dirt which can make Bonemeal for growing grass, flowers, tree's and crops
    (supports wheat, cotton and all of Farming Redo crops)
  • Ores added to desert stone caves
  • Mapgen tidy and use of default tree schematics in-game
  • Ethereal saplings now follow default behaviour and need light to grow (unless you use bonemeal)
  • Added new redwood schematic for variety when growing sapling
  • Code tweaks and tidy with compatibility for older Ethereal maps
Attachments
ethereal_ng(1.20).zip
(370.09 KiB) Downloaded 150 times
Last edited by TenPlus1 on Thu Feb 25, 2016 15:41, edited 2 times in total.
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by mtmodder148 » Wed Feb 24, 2016 00:38

Love the changes. Maybe you could make bonemeal biome specific. So mushrooms grow on mushroom dirt, dry grass grows on dirt with dry grass, and so on.

Edit: You can use bonemeal to grow every tree, except palm, on any soil node. Is this intended?
 

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TenPlus1
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Wed Feb 24, 2016 08:39

Palm tree's grow on sand only I'm afraid, but I could possibly have it grow on dirt using bonemeal...

Update: Palm saplings can now be grown on dirt using bonemeal, also depending on which grass you use bonemeal on depends on the type of long grass it grows (dry or green).
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by mtmodder148 » Wed Feb 24, 2016 19:33

What I meant was normally saplings have to be on a specific soil to grow but with bonemeal that's not the case. I was just curious if that was intentional. Either way I like it. Keep up the good work!
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by Bandoleer07 » Mon May 02, 2016 14:43

is there a bug code for fixing the food?so far can only eat apples and bread to sustain hunger, wondering if there's a simple fix for this to allow consumption of red meat, fish, banana, oranges etc etc. also do you have a list of the items string commands (giveme etc) would be easier than guessing rofl, otherwise great mod pack
Come to the DARK SIDE

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TenPlus1
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Mon May 02, 2016 15:59

Which mod are you using for hunger ?
 

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Re: [Mod] Ethereal [1.20] [ethereal]

by TenPlus1 » Tue May 17, 2016 20:42

Ethereal NG 1.20 Released:

- Tweaked Ethereal to work with new features and nodes in Minetest 0.4.14
- Added bones found in dirt and bonemeal to make tree's and crops grow quicker
- Tree's follow default rules where saplings need light to grow
- Using default schematics for apple, pine, acacia and jungle tree's
- Tidied and split code into separate files
- Redid coloured grass spread function to run better
- Added support for moreblock's stairsplus feature
- Huge code tidy and tweak

https://github.com/tenplus1/ethereal
Last edited by TenPlus1 on Wed May 18, 2016 18:37, edited 1 time in total.
 

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Re: [Mod] Ethereal [1.16] [ethereal]

by Wuzzy » Wed May 18, 2016 13:27

TenPlus1, can you please open another thread for this mod, so you can write a proper first post which is also up to date?
This thread should go to Old Mods (or whatever) then.
It is really hard to gather all information scattered throughout several posts in this thread, it would be better to have it all in one post.
I would really appreciate that.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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TenPlus1
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Re: [Mod] Ethereal [1.16] [ethereal]

by TenPlus1 » Wed May 18, 2016 18:41

Ethereal NG 1.20 has it's own forum page:

viewtopic.php?f=9&t=14638
 

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