[MOD] Ethereal NG [1.22] [ethereal]

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TenPlus1
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[MOD] Ethereal NG [1.22] [ethereal]

by TenPlus1 » Wed May 18, 2016 18:40

Ethereal NG (next-generation) brings many new biomes to Minetest as well as a host of new items and features that spice up gameplay and give players that little something extra to look for while exploring the world.

Image

A huge thanks to Chinchow who was the inspiration behind Ethereal and everyone who helped make this mod bigger and better throughout it's release :)

Make sure you are using Minetest 0.4.14+ and start a new world (anything but v6), then enable Ethereal in the mods list... To make things even more interesting Ethereal has been designed to work alongside Farming Redo, Mobs Redo and Baked Clay mods.

Download: https://github.com/tenplus1/ethereal/archive/master.zip

Source: https://github.com/tenplus1/ethereal

License: MIT

Depends: default, farming, stairs, flowers, doors

Lucky Blocks: 35

+ Changelog
Last edited by TenPlus1 on Thu Jan 12, 2017 12:11, edited 13 times in total.
 

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Re: [MOD] Ethereal NG [1.20]

by azekill_DIABLO » Thu May 19, 2016 10:10

coooool!!!
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Re: [MOD] Ethereal NG [1.20]

by Don » Thu May 19, 2016 11:05

+1
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [MOD] Ethereal NG [1.20]

by ErrorNull » Thu May 19, 2016 22:06

hey that's cool. i will try this out as soon as i can. so is there any reason why i should continue using the normal Ethereal mod?
 

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Re: [MOD] Ethereal NG [1.20]

by StepDevelop » Thu May 19, 2016 22:15

Awesome O.o Ethereal is very beautiful mod ^___-
 

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Re: [MOD] Ethereal NG [1.20]

by Don » Thu May 19, 2016 22:34

ErrorNull wrote:hey that's cool. i will try this out as soon as i can. so is there any reason why i should continue using the normal Ethereal mod?

This is an upgraded version of the other ethereal mod. If you have upgraded to 0.4.14 then the new one is better for you.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: [MOD] Ethereal NG [1.20]

by Vince » Sun Jun 05, 2016 05:05

I've been playing singleplayer on a world set up with Ethereal. It looks like all default:dirt_with_grass has been replaced with ethereal:green_dirt.

I also like the Technic mod, but I think I've found an incompatibility. With Technic, MV and higher machines require rubber from rubber trees. However, rubber trees only grow on default:dirt_with_grass. Since there isn't any when using Ethereal, that means no rubber trees, rubber, or MV/HV machines.

Did I get that all correct, or is there something I'm missing?

I really like the much more interesting world generated using Ethereal, but I think I like the Technic machines more. So, I'll probably go back to a world with a different mapgen.

Thank you.
 

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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sun Jun 05, 2016 06:55

Ethereal does indeed use ethereal:green_dirt instead of the default:dirt_with_grass to stop abm's from default minetest running on an ethereal world using it's own... I will look into technic mod and see if I can request a change for rubber tree's to grow on ethereal dirt.

Update: From what I see in technic code, rubber tree saplings will grow just about anywhere, even on ethereal dirt.
 

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Re: [MOD] Ethereal NG [1.20]

by duane » Sun Jun 05, 2016 09:43

Very nice.
 

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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Thu Jun 09, 2016 14:10

Update:

- Added intllib support (english and german translation included thanks to Xanthin)
 

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Re: [MOD] Ethereal NG [1.20]

by theHalfBloodStanger » Mon Jun 13, 2016 13:40

So is this a mapgen mod?
Imam not sure if I understand it.
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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Mon Jun 13, 2016 15:49

Yep, create a new v7 world and enable Ethereal mod to start a brand new world with all it's features.
 

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Re: [MOD] Ethereal NG [1.20]

by Vince » Mon Jun 13, 2016 21:57

TenPlus1 wrote:Ethereal does indeed use ethereal:green_dirt instead of the default:dirt_with_grass to stop abm's from default minetest running on an ethereal world using it's own... I will look into technic mod and see if I can request a change for rubber tree's to grow on ethereal dirt.

Update: From what I see in technic code, rubber tree saplings will grow just about anywhere, even on ethereal dirt.


I'm probably misunderstanding what I'm reading. It looks to me like the sapling will grow anywhere, but the tree itself only spawns on default:dirt_with_grass. So there's no way to get the sapling without cheating (/giveme)

In technic/technic_worldgen/rubber.lua:

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minetest.register_abm({
   nodenames = {"moretrees:rubber_tree_sapling"},
   interval = 60,
   chance = 20,
   action = function(pos, node)
      minetest.remove_node(pos)
      minetest.spawn_tree(pos, technic.rubber_tree_model)
   end
})

if technic.config:get_bool("enable_rubber_tree_generation") then
   minetest.register_on_generated(function(minp, maxp, blockseed)
      if math.random(1, 100) > 5 then
         return
      end
      local tmp = {
            x = (maxp.x - minp.x) / 2 + minp.x,
            y = (maxp.y - minp.y) / 2 + minp.y,
            z = (maxp.z - minp.z) / 2 + minp.z}
      local pos = minetest.find_node_near(tmp, maxp.x - minp.x,
            {"default:dirt_with_grass"})
      if pos ~= nil then
         minetest.spawn_tree({x=pos.x, y=pos.y+1, z=pos.z}, technic.rubber_tree_model)
      end
   end)
end


I should also mention that I was using the More Trees mod. This mod isn't as important to me as Technic, but Technic does defer to it for rubber tree generation. More Trees rules are a lot more specific regarding sapling growth and tree spawn locations.

From moretrees/biome_defs.lua
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moretrees.rubber_tree_biome = {
   surface = "default:dirt_with_grass",
   avoid_nodes = moretrees.avoidnodes,
   avoid_radius = 10,
   seed_diff = 338,
   min_elevation = -5,
   max_elevation = 5,
   near_nodes = {"default:water_source"},
   near_nodes_size = 15,
   near_nodes_count = 10,
   temp_min = -0.15,
   rarity = 75,
   max_count = 10,
}


Before I looked at the code, I spent a full day (real day, not in-game day) trying to find a rubber tree on my Ethereal world :(

Thank you.
 

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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Tue Jun 14, 2016 19:51

MoreTree's isn't compatible with Ethereal mod, although changing the above line to:

surface = "ethereal:green_dirt",

... would help a lot.
 

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Re: [MOD] Ethereal NG [1.20]

by Chinchow » Wed Jul 06, 2016 21:41

Nice to see this thing still kicking. Thanks, TenPlus1
 

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Re: [MOD] Ethereal NG [1.20]

by Robsoie » Sat Jul 09, 2016 14:48

Hello,

Is mobs redo (and all mobs redo supported creatures) incompatible with Ethereal NG 1.20 or is there some setting i am missing to make them compatible ?

I've been waiting and walking around for 3 days and 2 nights in banana jungle and have not seen a single creature, and no creature is mentionned as spawned in the console either.
using mods :
ambience (the server optimised version by you)
ethereal (NG 1.20)
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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sat Jul 09, 2016 15:19

Robsoie: are you running the mobs api mod as well ? Animals tend to spawn only during daytime hours but they do spawn, just ran around an ethereal map with all mob enabled.
 

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Re: [MOD] Ethereal NG [1.20]

by Robsoie » Sat Jul 09, 2016 16:27

by mobs api, i assume you're talking about the "mobs_redo" mod, if that's it, indeed i am running it, all the mobs redo files are enabled.
On non-ethereal world , animals and monsters have been spawning as they should, it's only on my ethereal world that i have seen nothing during all those days.

Unless it's a "banana jungle" only problem, as i have not yet spent much time on other biomes but after digging into the lua files , i have noticed that may be the explanation :

apparently what i call a "banana jungle" in my "selfspeak" is "ethereal.grove" that is made of "ethereal:grove_dirt"

And if i look at the mobs_monsters and mobs_animal , in their corresponding lua, out of the kitten, none of them has in their mobs:register_spawn line the "ethereal:grove_dirt" location

I wonder if i missed a kitten due to the size of those grasses too, i'll have to re-explore it for a few days.

EDIT : it was a combinaison of that and very likely bad luck regarding the kitten spawn chance.
After walking around a banana jungle again for the day and not seeing anything, i quit , edited the kitten spawn chance from 22000 to 220
And here the little guy came :
http://i.imgur.com/bPEvCSI.jpg
 

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Re: [MOD] Ethereal NG [1.20]

by TenPlus1 » Sat Jul 09, 2016 17:05

Mobs are biome specific when Ethereal is in use and you can edit your minetest.conf (or the source) to change spawn chance of any mob to help spawn more :)
 

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Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 08:44

Updates to 1.21:

- New sapling height check added, so now you need clear space above to grow into tree (depending on height)
- Bonemeal changed to suit new height check, and as always some fixes and tweaks :)
 

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Re: [MOD] Ethereal NG [1.21]

by twoelk » Thu Jul 14, 2016 12:15

I always found it sad that to have all them strange flowers in a garden one has to take each one of them from some landscape.

Could we have the bonemeal to also work on flowers and other plants taken from the wild?
Hitting some none default flower with bonemeal could make two more of the same kind grow near by.
Or putting one in the crafting grid could yeald some seeds - oops that might colide with some dyes.
Maybe planting them on wet farming soil could multiply them.

Whatever, some way of using them for decorative gardens without making them extinct in the wild would be nice.
 

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Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 12:53

Bonemeal used on grass or dirt will grow a patch of long grass with flowers dotted inbetween, also flowers spread on their own :)
 

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Re: [MOD] Ethereal NG [1.21]

by twoelk » Thu Jul 14, 2016 13:53

TenPlus1 wrote:Bonemeal used on grass or dirt will grow a patch of long grass with flowers dotted inbetween, also flowers spread on their own :)


not them flowers,
Image


the others :-D
like these
Image
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Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 14, 2016 16:29

Ahh, those are special flowers I got permission to use on Xanadu server from minecraft plants megapack authors... They spawn in their own biomes but will not appear in bonemeal flowers, they are rare so that players collect them :)
 

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Re: [MOD] Ethereal NG [1.21]

by KCoombes » Thu Jul 14, 2016 20:56

TenPlus1 wrote:Ahh, those are special flowers I got permission to use on Xanadu server from minecraft plants megapack authors... They spawn in their own biomes but will not appear in bonemeal flowers, they are rare so that players collect them :)


and yes, they do spread on their own (but unlike farming crops, they won't spread if you're not there)
 

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Re: [MOD] Ethereal NG [1.20]

by Fixerol » Mon Jul 18, 2016 23:54

I've been waiting and walking around for 3 days and 2 nights in banana jungle and have not seen a single creature, and no creature is mentionned as spawned in the console either.


I have the same feel, I can walk a LOT for 30-60 min and would only occasionally find few tree monsters and 2 sheep with a cow and poomba more often.
 

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Re: [MOD] Ethereal NG [1.21]

by Wuzzy » Wed Jul 20, 2016 23:44

Thanks for opening a new thread for the mod.

Sadly, mobs from Mobs Redo also don't seem to spawn for me. I have enabled the following mods on Minetest Game 0.4.14:
- mobs (Mobs Redo API, version 1.30)
- mobs_animal
- mobs_monster
- ethereal (version 1.21)
- bakedclay
- moreblocks
- intllib

Creative Mode is off. I have explored various biomes but nothing spawned. When I go to creative mode (for testing), I see the usual mob spawning items in the creative inventory and I can spawn the mobs manually, so the mobs themselves are working. They just don't spawn. :-(

As you claim Ethereal NG is designed to work alongside with Mobs Redo, I expect that it works out of the box under this set of mods. Can you please investigate? I suspect Robsoie has found a bug.

Also, can you please tell me where mobs should definitely spawn quickly (high chance of spawning)? This will be useful for testing.


EDIT: I just met a chicken and a cow in the bamboo biome. But it took a while of playing. Maybe mobs in general are just too rare in this mod. IMO it shouldn't take a long amount of time to meet the first mob ever.
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Re: [MOD] Ethereal NG [1.21]

by TenPlus1 » Thu Jul 21, 2016 10:27

Wuzzy: I've updated mobs api to re-enable abm catch up which should spawn more mobs... I'm using mobs redo and ethereal on Xanadu server and we have many mobs spawning.
 

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Re: [MOD] Ethereal NG [1.21]

by Fixerol » Thu Jul 21, 2016 11:57

Important info:

Ethereal NG works on all minetest mapgens (flat/fractal/valleys/v5/v7 as of now) except of v6
 

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Re: [MOD] Ethereal NG [1.21]

by Wuzzy » Thu Jul 21, 2016 12:00

Thanks, TenPlus1, that fixed it. Mobs spawn now in an acceptable frequency.
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