* we used pngquan cos we need more more optimized images to being able to load in older phones (Client) and small devices (server),
24 KiB
minetest mod ethereal NG
BIOME mod mapgen to add many new biomes to the world
Information
This mod is named ethereal
, it produces huge amount of new biomes
overriding defaults, many new items and features that spice up gameplay.
Known as Ethereal NG (next-generation) it give players that little something extra to look for while exploring the world.
Forum Topic https://forum.minetest.net/viewtopic.php?f=11&t=14638
TODO: document items and crafting
Lucky Blocks
It provides 63 new lucky blocks if the mod is detected.
Technical info
- Information
- Technical info
- Changelog
- LICENSE
Mod structure and customization
Biomes customization values are hardcoded in the biomes.lua
file,
and initialized in the biomes_init.lua
file.
Nodes and elements are hardcoded in the schems.lua file, each of those are defined in schematics directory.
Underwater life are defined in the sealife.lua file.
Dependencies and compatibility
Make sure you are using Minetest 0.4.16+ and start a new world (anything but v6), then enable Ethereal in the mods list. Ethereal has been designed to work alongside with those mods:
- default
- farming (Farming Redo, not normal build in, support for seeds, plant and new foods)
- flowers ( for sunflowers, fire flowers and each variety of viola and others)
- mobs (Mobs Redo, is heaviliy used)
- backedclay (For clay biomes and results)
- stairs
Also those more as optional:
- lucky_block (will provide much more surprices for, 60+ surprices)
- doors (will provide a fence gate and a sakura door)
- intllib (only need on older engines for translations)
- toolranks (Will provide support for new crystal stuffs)
Settings
Note: if your Ethereal world does have a few forest fires appearing
you can always add this line to your minetest.conf file: disable_fire = true
name setting | Description | values | default |
---|---|---|---|
ethereal.leaftype | 2D plantlike leaves (0) or 3D (1) | int | 0 |
ethereal.leafwalk | Walkable leaves | bool | false |
ethereal.cavedirt | Caves cut through dirt | bool | true |
ethereal.torchdrop | Torches drop when in water | bool | true |
ethereal.papyruswalk | Papyrus and Bamboo are walkable | bool | true |
ethereal.lilywalk | Lilypads are walkable | bool | true |
ethereal.xcraft | Enable X-Craft cheats | bool | true |
ethereal.flight | Enable Flight Potion | bool | true |
ethereal.glacier | Glacier biome, 1=on / 0=off | int | 1 |
ethereal.bambo | Bamboo biome, 1=on / 0=off | int | 1 |
ethereal.mesa | Mesa biome, 1=on / 0=off | int | 1 |
ethereal.alpine | Alpine biome, 1=on / 0=off | int | 1 |
ethereal.healing | Healing Tree biome, 1=on / 0=off | int | 1 |
ethereal.snowy | Pine Tree biome, 1=on / 0=off | int | 1 |
ethereal.frost | Blue Frost biome, 1=on / 0=off | int | 1 |
ethereal.grassy | Grassy biome, 1=on / 0=off | int | 1 |
ethereal.caves | Desertstone biome, 1=on / 0=off | int | 1 |
ethereal.grayness | Grey Willow biome, 1=on / 0=off | int | 1 |
ethereal.grassytwo | GrassyTwo biome, 1=on / 0=off | int | 1 |
ethereal.prairie | Prairie biome, 1=on / 0=off | int | 1 |
ethereal.jumble | Jumble biome, 1=on / 0=off | int | 1 |
ethereal.junglee | Jungle biome, 1=on / 0=off | int | 1 |
ethereal.desert | Desert biome, 1=on / 0=off | int | 1 |
ethereal.grove | Banana Grove biome, 1=on / 0=off | int | 1 |
ethereal.mushroom | Mushroom biome, 1=on / 0=off | int | 1 |
ethereal.sandstone | Sandstone biome, 1=on / 0=off | int | 1 |
ethereal.quicksand | Quicksand Bank biome, 1=on / 0=off | int | 1 |
ethereal.plains | Scorched Plains biome, 1=on / 0=off | int | 1 |
ethereal.savanna | Savanna biome, 1=on / 0=off | int | 1 |
ethereal.fiery | Feiry Lava biome, 1=on / 0=off | int | 1 |
ethereal.sandclay | Sandy Clay biome, 1=on / 0=off | int | 1 |
ethereal.swamp | Swamp biome, 1=on / 0=off | int | 1 |
ethereal.sealife | Coral and Seaweed biome, 1=on / 0=off | int | 1 |
ethereal.reefs | MT5 Coral biome, 1=on / 0=off | int | 1 |
ethereal.sakura | Sakura biome, 1=on / 0=off | int | 1 |
ethereal.tundra | Tundra biome, 1=on / 0=off | int | 1 |
ethereal.mediterranean | Mediterranean biome, 1=on / 0=off | int | 1 |
ethereal.flightpotion_duration | Flight Potion Duration seconds | int | 300 |
Fishing api
The mod provides a fishing api, basically is ethereal.add_item(fish, junk, bonus)
,
several examples are at the documentation of api.txt file.
Biomes list
There are almost 20 biomes or more, those are indicators of (WIP list.. maybe more):
biome | y.min | y.max | heat | humidity | enabled/setting |
---|---|---|---|---|---|
mountain | 140 | 31000 | 50 | 50 | 1 (enabled) |
grassland | 3 | 71 | 45 | 65 | 1 (enalbed) |
underground | -31000 | -192 | 50 | 50 | 1 (enabled) |
desert | 3 | 23 | 35 | 20 | ethereal.desert |
desert_ocean | -192 | 3 | 35 | 20 | ethereal.desert |
bamboo | 25 | 70 | 45 | 75 | ethereal.bamboo |
sakura | 3 | 25 | 45 | 75 | ethereal.sakura |
sakura_ocean | -192 | 2 | 45 | 75 | ethereal.sakura |
mesa | 1 | 71 | 25 | 28 | ethereal.mesa |
mesa_ocean | -192 | 1 | 25 | 28 | ethereal.mesa |
coniferous_forest | 4 | 40 | 10 | 40 | ethereal.snowy |
taiga | 40 | 140 | 10 | 40 | ethereal.alpine |
frost_floatland | 1025 | 1750 | 10 | 40 | ethereal.frost |
frost | 1 | 71 | 10 | 40 | ethereal.frost |
frost_ocean | -192 | 1 | 10 | 40 | ethereal.frost |
deciduous_forest | 3 | 91 | 13 | 40 | ethereal.grassy |
deciduous_forest_ocean | -31000 | 3 | 13 | 40 | ethereal.grassy |
caves | 4 | 41 | 15 | 25 | ethereal.caves |
grayness | 2 | 41 | 15 | 30 | ethereal.grayness |
grayness_ocean | -28 | 1 | 15 | 30 | ethereal.grayness |
grassytwo | 1 | 91 | 15 | 40 | ethereal.grassytwo |
grassytwo_ocean | -192 | 1 | 15 | 40 | ethereal.grassytwo |
prairie | 3 | 26 | 20 | 40 | ethereal.prairie |
prairie_ocean | -192 | 1 | 20 | 40 | ethereal.prairie |
jumble | 1 | 71 | 25 | 50 | ethereal.jumble |
jumble_ocean | -192 | 1 | 25 | 50 | ethereal.jumble |
junglee | 1 | 71 | 30 | 60 | ethereal.junglee |
junglee_ocean | -192 | 1 | 30 | 60 | ethereal.junglee |
grove | 3 | 23 | 45 | 35 | ethereal.grove |
grove_ocean | -192 | 2 | 45 | 35 | ethereal.grove |
mediterranean | 3 | 50 | 20 | 45 | ethereal.mediterranean |
mushroom | 3 | 50 | 45 | 55 | ethereal.mushroom |
mushroom_ocean | -192 | 2 | 45 | 55 | ethereal.mushroom |
sandstone | 3 | 23 | 50 | 20 | ethereal.sandstone |
sandstone_ocean | -192 | 2 | 50 | 20 | ethereal.sandstone |
quicksand | 1 | 1 | 50 | 38 | ethereal.quicksand |
plains | 3 | 25 | 65 | 25 | ethereal.plains |
plains_ocean | -192 | 2 | 55 | 25 | ethereal.plains |
savanna | 3 | 50 | 55 | 25 | ethereal.savanna |
savanna_ocean | -192 | 1 | 55 | 25 | ethereal.savanna |
fiery | 5 | 20 | 75 | 10 | ethereal.fiery |
fiery_ocean | -192 | 4 | 75 | 10 | ethereal.fiery |
sandclay | 1 | 11 | 65 | 2 | ethereal.sandclay |
swamp | 1 | 7 | 80 | 90 | ethereal.swamp |
swamp_ocean | -192 | 1 | 80 | 90 | ethereal.swamp |
Biome work
This is done by assigning a heat and a humidity value to each biome. Each biome is assigned with a heat and humidity value between 0 and 100.
The ethereal
mod will sustitute all the current biomes and will
places new ones.. the code do minetest.clear_registered_biomes()
and
the minetest.clear_registered_decorations()
rutines, ores still are
not well developed and are just defaults and featured.
Node list
Hard nodes or blocks
* ethereal:etherium_ore, ethereal:stone_with_etherium_ore. Regular ore, cosmetic use like gold ore.
* ethereal:crystal_spike, mix 2 Crystal and 2 Mese for a crystal ingot, water bucket, gives ethereal:crystal_ingot, used for silk touch tools, ow OP sword
* ethereal:crystal_block Block of the above mineral, Only for cosmetic use.
* ethereal:stone_ladder Ladders made of stone
* ethereal:glostone Light block, Same light level as a mese post, decorative
Biome nodes like trees and plants
Stairs, Slabs, Outer and Inner variants of wood exists, Just append, _stair _slab _outer_stairs _inner_stair to every wood respectively.
List goes, Leaves, Trunk, Wood, Sapling, and extras
Willow
* ethereal:willow_twig
* ethereal:willow_trunk
* ethereal:willow_wood
* ethereal:willow_sapling
Redwood
* ethereal:redwood_leaves
* ethereal:redwood_trunk
* ethereal:redwood_wood
* ethereal:redwood_sapling - Grows a small redwood tree
* ethereal:giant_redwood_sapling - The big one, crafted from 2 saplings.
Frost megatree
* ethereal:frost_leaves
* ethereal:frost_tree - Substantially harder to break
* ethereal:frost_wood - A bit hard to break
* ethereal:frost_sapling
Banana
* ethereal:bananaleaves
* ethereal:banana_trunk
* ethereal:banana_wood
* ethereal:banana_tree_sapling
* ethereal:banana - Heals 2 hearts
Orange minitree
Orange uses apple trunk and wood as base
* ethereal:orange_leaves
* ethereal:orange_sapling
* ethereal:orange - heals 1.5 hearts
Healing megatree
* ethereal:yellowleaves
* ethereal:yellow_trunk
* ethereal:yellow_wood
* ethereal:yellow_tree_sapling
* ethereal:golden_apple - Heals to full health (It does not heal 10 hearts, just heals to default full)
Palm tree
Like pine
* ethereal:palmleaves
* ethereal:palm_trunk
* ethereal:palm_wood
* ethereal:palmsapling
Birch minitree
Like aspen
* ethereal:birch_leaves
* ethereal:birch_trunk
* ethereal:birch_wood
* ethereal:birch_sapling
Bamboo
* ethereal:bamboo_trunk - Cheap wood, easy to break a trunk of it
* ethereal:bamboo_leaves
* ethereal:bamboo_sprout
Sakura megatree
* ethereal:sakura_leaves
* ethereal:sakura_leaves2 - Nosense to be honest
* ethereal:sakura_trunk
* ethereal:sakura_wood
* ethereal:sakura_sapling
Lemon tree
* ethereal:lemon_leaves
* ethereal:lemon_trunk
* ethereal:lemon_wood
* ethereal:lemon_sapling
* ethereal:lemon - TODO: Healing value
Olive megatree
* ethereal:olive_leaves
* ethereal:olive_trunk
* ethereal:olive_wood
* ethereal:olive_sapling
Other "Wood-like" items
Mushroom
* ethereal:mushroom_sapling
* ethereal:mushroom
* ethereal:mushroom_trunk
* ethereal:mushroom_pore
Misc bushes
* ethereal:bush3 (wtf?)
* ethereal:bush2 (Nonsense)
* ethereal:bush
BIG SAPLING
-Crafted with 3 regular apple saplings, gros a big tree with lots of wood and apples
* ethereal:big_tree_sapling
Understanding Biome customization
Are there any settings to enable to correctly use it to customized?
Each biome has a y.min
and y.max
values where will be apply.
Also is assigned with a heat
and humidity
value between 0 and 100.
As well as drawing them by hand, you can also create Voronoi diagrams using programs such as Geogebra. Dug up this ethereal voronoi diagram from Paramat at https://www.geogebra.org/classic/jcc8eyy5 using those basics:
- Firstly GeoGebra is not what we call super user friendly - Quirky would be good descriptor :)
- Depending on your monitor size/aspect ratio you may need to change some of the pane sizes :) large widescreen monitors will be helpfully
- If playing with the above don't try and move the blue dots that'll totally break the height automation
- Update the Height Min/Max Heat/Humidity values in the spreadsheet view, It left open on the right (red box below) - and don't change the formula in Column F, that'll break it.
- When updating click in cell update value then click outside the cell on the top menu bar works well...pressing enter will move you down a cell which is annoying - quirky
- Adjusting to an exact height click on the slider and then update the value in the right most pane "definition" field to an exact value - The above link will open setup like that but as soon as you click on another element it's properties will be displayed (Blue box below)
Legend: heat = x and humidity = y so then by example:
File to import in new geogebra: ethereal-biomes-defaults-22-Jul-2022-geogebra.ggb
For example, the Frost biome has heat=10 and humidity=40 by default
Recommendations:
- Mod structure and customization
- Dependencies
- Compatibility
- Settings
- Fishing api
- Biomes list
- Biome work
Changelog
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 :)
1.30
- New fish textures by SirroBzeroone and BlueTangs Rock
- New fish added along with food recipes (thanks BlueTangs Rock)
- Fishing rod now has 65 uses
- Fixed willow leaves scaling and forced schematic trunk placement
- Add 11 new lucky blocks
- Caverealms' glow bait reduces wait time when fishing
- Add Basandra Bush and wood items, Add Spore Grass
1.29
- Use "stratum" to generate mesa biome for stripey goodness
- Added coloured candles (thanks wRothbard)
- Rename some biomes to fall inline with default for spawning
- Make stairs and doors a soft dependency, fix willow recipes (thanks sangeet)
- Added 'ethereal.flightpotion_duration' setting, potion also works on 0.4.x clients
- Added olive wood fences, gates, mese posts
- Added lilac to sakura biome (can be crafted into magenta dye)
1.28
- Added new Mediterranean biome with Lemon and Olive trees (thanks Felfa)
- Added Candied Lemon and Olive Oil items and recipe
- Rewrite stairs and add auto-select function
- Added Lemonade
- Added smaller redwood trees, to grow large variety 2 saplings required
- Added Flight Potion (etherium dust arch, fire dust middle, empty bottle bottom)
- Added new Fishing mechanics (inspired by Rootyjr's on mineclone2)
- Added fishing api to add new items (read API.txt file)
- Certain fish can only be found in specific biomes
- Rename textures so they begin with ethereal_ (sorry texture pack folks)
- Override mushroom spread abm to use "group:mushroom"
1.27
- Added Etherium ore and dust
- Added sparse decoration of dry grass and shrub to caves biome
- Added sponges that spawn near coral, dry sponge in furnace to soak up water
- Added new savanna dirt and decorations
- Use default grass abms
- Split and re-write mapgen files for tidier generation
- Giant Mushroom tops now decay when trunk removed
- Added Blue Marble to grey biomes and Blue Marble Tile recipe
1.26
- Added Sakura biome, pink sakura trees and saplings
- 1 in 10 chance of sakura sapling growing into white sakura
- Bamboo grows in higher elevation while sakura grows in lower
- Added sakura wood, stairs, fence, gate and door
- Added 5.0 checks to add new biomes and decorations
- Fixed water abm for dry dirt and added check for minetest 5.1 dry dirt also
1.25
- Converted .mts files into schematic tables for easier editing
- Added firethorn shrub in glacier areas (can be crafted into jelly)
- Tweaked mapgen decorations
- Added more lucky blocks
- Added igloo to glacier biome
- 2x2 bamboo = bamboo floor, 3x3 bamboo or 2x bamboo floor = bamboo block, blocks can be made into sticks, bamboo stairs need blocks to craft
1.24
- Updating code to newer functions, requires Minetest 0.4.16 and above
- Added food groups to be more compatible with other food mods
- Bonemeal removed (use Bonemeal mod to replace https://forum.minetest.net/viewtopic.php?f=9&t=16446 )
- Crystal Ingot recipe requires a bucket of water, unless you are using builtin_item mod where you can mix ingredients by dropping in a pool of water instead
1.23
- Added bonemeal support for bush sapling and acacia bush sapling
- Added support for [toolranks] mod if found
- Reworked Crystal Shovel so it acts more like a normal shovel with soft touch
1.22
- Added coral and silver sand to mapgen (0.4.15 only)
- Replaced ethereal:green_dirt with default:dirt_with_grass for mortrees compatibility
- Mesa biomes are now topped with dirt with dry grass (redwood saplings grow on dry grass)
- Added bonemeal support for moretree's saplings
- Added settings.conf file example so that settings remain after mod update
- Added support for Real Torch so that torches near water drop an unlit torch
- Added support for new leafdecay functions (0.4.15 dev)
- Mapgen will use dirt_with_rainforest_litter for jungles if found
- Added bushes to mapgen
1.21
- Saplings need clear space above to grow (depending on height of tree)
- Bonemeal changes to suit new sapling growth
- Fixes and tweaks
- Added default Abm overrides
- Added 4 new plants from baked clay mod to mapgen
- Added swamp biome to outskirts of bamboo areas
1.20
- 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
1.19
- Added new biome routine to help restructure biomes
- Tweaked biome values so that they are more spread out (no more huge bamboo biome)
- Tweaked biome plant and tree decorations
- Fixed farming compatibility when using hoe on ethereal dirt
- Dirt with dry grass turns into green grass when near water
- Ice or snow above sea level melts into river water
- Disabling ethereal biomes no longer shows error messages
- Fire Flowers re-generate, can also be made into Fire Dust and both are fuel
- Optimize and tidy code
1.18
- Added Birch tree, also stairs; fence and gate
- Added Fire flower to fiery biomes (careful, it hurts)
- Tweaked biomes and decoration slightly
- Added tree_tool for admin to quickly grow tree's
- Cobble to Mossycobble when near water has been toned down a bit
1.17
- Added new Glacier biome filled with snow and ice
- Changed Mesa biome to have more coloured clay patterns
- Changed Bamboo biome to have tall tree-like stalks with leaves that give
- Bamboo sprouts are now saplings to grow new stalks
- Removed farmed mushrooms and replaced with default game mushrooms with spores
1.16
- Added new tree schematics that change when placed with random leaves, fruit and height
- Changed frost dirt so that it no longer freezes water (saves lag)
- Torches cannot be placed next to water, otherwise they drop as items
- Added latest farming redo Bean Bushes to mapgen
- Code tidy (thanks HybridDog) and bug fix
- Banana, Orange and Apple fruits now drop when tree has been removed.
1.15
- Added Staff of Light (thanks Xanthin), crafted from illumishrooms and can turn stone into glostone and back again
- Changed how Crystal Spikes reproduce
- Crystal Ingots now require 2x mese crystal and 2x crystal spikes to craft
- Removed obsidian brick & stairs now they are in default game, also removed pine wood stairs for same reason
- Tidied code and optimized a few routines
1.14
- Changed Ethereal to work with Minetest 0.4.11 update and new mapgen features
- Changed Pine tree's to use default pine wood
- Added pine wood fence, gate and stairs
- Crystal Spikes now re-generate in crystal biomes
- Removed layer mapgen, keeping spread as default
1.13
- Changed melting feature to work with 0.4.11 pre-release now that group:hot and group:melt have been removed
1.12
- Added ability to disable biomes in the init.lua file by setting to 1 (enable) or 0 (disable)
- Supports Framing Redo 1.10 foods
1.11
- Added Stairs for Ethereal wood types, mushroom, dry dirt, obsidian brick and clay
- Added Green Coral which can be used as green dye
- Craft 5x Ice in X pattern to give 5x Snow
- Added Snow and Ice Bricks with their own stairs and slabs which melt when near heat
1.10
- Added Stone Ladders (another use for cobble)
- Craft 5x Gravel in X pattern to give 5 dirt, and 5x dirt in X pattern for 5 sand
- Added Acacia tree's to desert biome (a nice pink wood to build with, thanks to VanessaE for textures)
- Added Acacia fences and gates
- Added Vines, craftable with 2x3 leaves
1.09
- Fixed Quicksand bug where player see's only black when sinking instead of yellow effect, note this will only work on new maps or newly generated areas of map containing quicksand
- Hot nodes will melt ice and snow in a better way
- Few spelling errors sorted for sapling and wood names
LICENSE
- Code:
- The MIT License (MIT) Copyright (c) 2016 TenPlus1
- Art:
- Free textures from lisheng2121 (shutterstock)
- Free textures from epicwannehz, Altairas, JMArtsDesign
- Some from Royalty Free SFX from dreamstime.com
- Others
Complete details are at the license.txt file.