[MOD] Ethereal NG [1.32] [ethereal]
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- In-game: AldebaranA
Re: [MOD] Ethereal NG [1.31] [ethereal]
Oh, thank you! This may help me a lot!
Re: [MOD] Ethereal NG [1.31] [ethereal]
@AlderbaranA - Crystals will form by themselves when enough of the local blue grass in that biome is around, and healing trees ar usually found on the highest of snowy peaks.
Re: [MOD] Ethereal NG [1.31] [ethereal]
BUG: you cannot rightclick things (buttons, levers, doors, chests and other) with ethereal saplings in your hand. There is a function prepare_on_place in sapling.lua, it lacks some checks, that exist in MTG default.sapling_on_place in default/trees.lua. Mainly this one:
Code: Select all
local pos = pointed_thing.under
local node = minetest.get_node_or_nil(pos)
local pdef = node and minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return pdef.on_rightclick(pos, node, placer, itemstack, pointed_thing)
end
Nobody understands me... — вРН БШ ЯЙЮГЮКХ?
Update:
- Added on_rightclick check when placing ethereal saplings (thankx Ghaydn)
Re: Update:
My redwood saplings never grow.
I haven't found the trick.
Also, the previous link to an overview of this mod is broken. Is there anywhere an introduction to or documentation of this mod?
Re: [MOD] Ethereal NG [1.31] [ethereal]
@Ingvar - Redwood saplings only grow on dirt with dry grass blocks, or you can use bonemeal to help it along :)
The README.md file has a lot of information about the mod, or you can ask if there's something specific.
The README.md file has a lot of information about the mod, or you can ask if there's something specific.
Update:
- Added async env mapgen support for 5.9x clients (Thanks Niklp)
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- Member
- Posts: 69
- Joined: Mon May 02, 2022 11:03
- GitHub: alerikaisattera
Re: [MOD] Ethereal NG [1.31] [ethereal]
A few suggestions:
-Rebalance the temperature/humidity values for biomes. Some biomes are disproportionately common, such as sakura/bamboo, mushroom, plains
-Add vertical blend to biomes. Sharp biome transitions occur at height boundaries
-Make trees of the same kind more variable
-Add some more "special" resources, like crystals, fire dust, etherium
-Rebalance the temperature/humidity values for biomes. Some biomes are disproportionately common, such as sakura/bamboo, mushroom, plains
-Add vertical blend to biomes. Sharp biome transitions occur at height boundaries
-Make trees of the same kind more variable
-Add some more "special" resources, like crystals, fire dust, etherium
Re: [MOD] Ethereal NG [1.31] [ethereal]
@alerikaisattera - Will work on those time permitting, any assistance would be helpful :)
Update:
- Add 'ethereal.wood_rotate' setting to enable/disable directional placement of wood.
- Added {slippery} group to ice brick and stairs.
- Added {slippery} group to ice brick and stairs.
Re: [MOD] Ethereal NG [1.31] [ethereal]
I want to plant a seaweed garden. How can I get more sandy (the only growing medium for seaweed)?
Re: [MOD] Ethereal NG [1.31] [ethereal]
Seaweed can be planted on normal beach sand.
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Re: [MOD] Ethereal NG [1.31] [ethereal]
@TenPlus1. The farming:strawberry don't exist anymore on ym server*. My server is now charging 99 lavastuff:block to get one yl_canned_food:strawberry_jam.(VERY overpriced).
*Well it used to have strawberry, but strawberry crashes the server for some random reason.(btw, server is Prismo)
*Well it used to have strawberry, but strawberry crashes the server for some random reason.(btw, server is Prismo)
cookies
Re: [MOD] Ethereal NG [1.31] [ethereal]
@cookies - The farming:strawberry never existed, farming redo uses ethereal:strawberry item so it works with or without ethereal mod active.
Update:
- Code based on Minetest 5.2+
- Tweaked and tidied code
- Tweaked and tidied code
Question:
Would anyone like to help in spreading out Ethereal biomes a little more evenly ?
Here's a proposed example I need some feedback on, the git page has been updated for anyone looking to test it out:
https://codeberg.org/tenplus1/ethereal
Here's a proposed example I need some feedback on, the git page has been updated for anyone looking to test it out:
https://codeberg.org/tenplus1/ethereal
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- In-game: NameNotQuality
- Location: Europe
To do so, you can just uninstall or rename (the directory of) your current ethereal version (both ways won't reset your settings and are safe) and download the development version from the git page. If you have git (a program for easy management of git repositories 'repos' in a terminal) installed, you may simple 'clone' the repo with this command while being in the (minetest dir)/mods/ directory:
It will create a new directory with the ethereal mod, and the ethereal mod has been succesfully installed.
If you don't have git installed or want to do it differently, you can simply go to the git page https://codeberg.org/tenplus1/ethereal, click on the 3 dots and choose to download a tarball or zip. which you can then simply unpack in the /mods/ directory.
Now, after installing the mod, enable all of the biomes in the settings and create a new MTG world with the ethereal mod enabled. You can share your experience while testing by sending a message to this forum. Happy testing!
Edit: It would be great if we can also get an opinion about the new texture replacements for previous ultra-realistic 4k HD ones such as the blue marble. You may view all of the texture names here, where ones that look like if they could benefit from a few tweaks (atleast to me) are highlighted.
Code: Select all
git clone https://codeberg.org/tenplus1/ethereal.git
If you don't have git installed or want to do it differently, you can simply go to the git page https://codeberg.org/tenplus1/ethereal, click on the 3 dots and choose to download a tarball or zip. which you can then simply unpack in the /mods/ directory.
Now, after installing the mod, enable all of the biomes in the settings and create a new MTG world with the ethereal mod enabled. You can share your experience while testing by sending a message to this forum. Happy testing!
Edit: It would be great if we can also get an opinion about the new texture replacements for previous ultra-realistic 4k HD ones such as the blue marble. You may view all of the texture names here, where ones that look like if they could benefit from a few tweaks (atleast to me) are highlighted.
Last edited by NameNotQuality on Thu Aug 29, 2024 17:59, edited 2 times in total.
Happy testing your mining skills (minetesting)!
Updated to Version 1.32:
- Improved biome layout
- New 16px textures
- Added slime mold and blocks
- Improved sapling functions and schematics
- Falling leaf particles with setting to disable
- Included .json file for MiBPov biome layout
- Tweaked and tidied code
- New 16px textures
- Added slime mold and blocks
- Improved sapling functions and schematics
- Falling leaf particles with setting to disable
- Included .json file for MiBPov biome layout
- Tweaked and tidied code
Update:
- Tweaked crop decorations.
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- Member
- Posts: 69
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- GitHub: alerikaisattera
Re: [MOD] Ethereal NG [1.32] [ethereal]
Suggestion: make slime mold renewable
Re: [MOD] Ethereal NG [1.32] [ethereal]
@alerikaisattera - I'm trying to think of a novel way of doing just that, my thoughts were taking advantage of my builtin_item mod and dropping a specific item near the slime mold that causes it to grow.
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- Member
- Posts: 69
- Joined: Mon May 02, 2022 11:03
- GitHub: alerikaisattera
Re: [MOD] Ethereal NG [1.32] [ethereal]
I think it's not a good idea to add an extra dependency here