Odd bug in the Nether with latest GT (5.05.10), PFAA (0.2.11),and COG (1.2.12). Where the GT ores should be are Vanilla Stone (See attached). I have checked several blocks around my portal and there are absolutely no GT ores. The option for COG in dimension -1 was set to false so I don't think PFAA or COG are overriding the ores. Has anyone else had this issue? How do I resolve it? I am trying to figure out which mods are causing the conflict or if it is a config issue. On this world, this was the first time that I went to the Nether since upgrading my mods.
Edit: I am unable to attach an image. I have put the image on the GT forum
I've found and fixed this bug; expect a new version released tomorrow.
Quote from Malifrax»
Thanks for fixing this, the updates to Custom Ore Generation and Per Fabrica Ad Astra solved the problem for me. I do, however, notice another issue; if forceAdventureMode is set to true in GregTech.cfg, Per Fabrica Ad Astra doesn't replace Minecraft stone in a new world. I'm not sure if this also affects Custom Ore Generation, as I have not had the chance to look into it further (and I'm not really sure what I could look for as some sort of indicator). I'm using Custom Ore Generation 1.2.12, Per Fabrica Ad Astra 0.2.10, and GregTech 5.05.10.
Weird, will look into this; hopefully fixed tomorrow.
Noog so do I need to regenerate the ore for the Nether once I get your update? Luckly I have a backup so I will not loose much.
Thanks for the quick reply.
Now fixed in 1.2.13. Since I don't think GT has support for regenerating its ores, you'll either need to restore from backup or use MCedit to delete the chunks that you generated while COG was active. Sorry about this nasty bug :/
A few years ago I stepped through a portal and ended right off a cliff and into a lava lake. since then I always make a backup before going to the Nether. Thanks for fixing this bug.
Actually, if you manage to make an interesting Metallurgy config, we could replace the default one with it, since the existing one is fairly simplistic, and really should not be generating so many fantasy ores in the overworld.
Totally agree on finding way too many fantasy ores everywhere. Often on the surface when I don't have the pick needed to mine them yet. It's so annoying that I chronically turn the fantasy ores off (but forgot during this last build).
Now that the main work for my giant mod build is accomplished, I can put some more time into messing with the configs. But I'm still finding the code a bit hard to wrap my head around (would that I were doing this back in college when my head was more in the game; I'm sure I'd have mastered it by now).
Is there any chance that if I put together the data in a useful chart, that someone else could stick it into code form so you guys could adopt it as the Metallurgy build?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Have spent a while trying to understand real-life mineral distribution. I've been doing this rather quickly, skimming through to find bits that speak to what I'm after, so it's incomplete data, but I've come up with some data points. I'll see about getting more complete data and putting it into a more useful chart, too, but here's the raw stuff.
Note: In case it isn't clear, this is meant for a combination of Metallurgy and Biomes o' Plenty. Also, I'm not entirely sure how minerals dissolved in water relate to minerals found in pockets big enough to mine, so I'm just taking "mineral-rich" to mean "we ought to find good sources of diggable minerals in this biome" even though it probably means "the water here would be a good supply of the kind of minerals your body needs to grow, in amounts too tiny to see with the naked eye."
Phosphorus occurs in phosphorite in/as sedimentary rock. Mentioned locations were edges of oceans where sea water doesn't make a huge disturbance. Looks to be "beds" so a flat distribution rather than a cloud or vein, yeah? So Phosphorite would occur in flat layers, both near current water areas close to the surface (and under the water itself), and in richer layers buried deeper in places where there used to be water. Also, interestingly, Apatite is not only a gem but the general group of phosphate minerals, used to make fertilizer as well as jewelry. Huh.
Potash comes from "marine deposits buried deep in the earth," though it also appears that we ought to have a recipe to make potash from burnt wood somehow (seems to have been a big thing for North American settlers).
Magnesium is abundant, yet not found by itself, and it's water soluble. Gonna have to understand the distribution better, but it seems like it's related to movement of water.
Sulfur's found near hot springs and volcanos, and from meteorites, as well as salt domes where salt and sulfur and such leech up through denser materials. This suggests putting large deposits in the Hot Springs biome and surrounding the Volcano biome, and making little surface pockets here and there especially in those "stinky" biomes (I assume a place with a lot of salt and sulfur is going to be less hospitable to life than other places, so it makes sense to stick 'em in inhospitable biomes).
As I expected from the vague knowledge of the La Brea tar pits (turns out "La Brea" means "The Tar"... ah, mixed languages, how you break all common sense), bitumen bubbles up near the surface, but what I learned tonight is that it's in the form "Bituminous Sands" or "Oil Sands." Will need more research here, but it seems reasonable to have big pockets that touch the surface in certain of the swampier areas, probably with larger underground pools or something. Kinda feels like it shouldn't be an ore in rock but its own block, too.
And notes on biomes, which'll take a lot more research:
There are four major types of wetlands: Fen and Bog (both types of Mire), Marshes and Swamps. And Quagmire is just another term for Mire. (Thank you, Biomes o' Plenty, for getting me all confused, and Wikipedia for getting me a little less confused.) Swamps are forested, Marshes are grassy, Mires (Fens and Bogs) are peaty; Fens take place in depressions (so they store a lot of water, commonly getting a lot of minerals and becoming alkaline) while Bogs are on top domes (so they get rained on and it washes all the minerals away, and they become acidic).
Therefore, it looks like Fens should have a lot of utility ores and heavy minerals (like copper and iron), while Bogs should have few to none. However, the peat moss in both (decaying organic compounds) suggests a high concentration of coal? It does note that Mires in general are low in Phosphorus, which means, I think, that Apatite shouldn't be native to the Fen, Bog, or Quagmire (Biomes o' Plenty hits all three).
Dunno how much this applies to all swamps, but Coniferous Swamps at least seem to be mineral-rich.
Mangroves have sedimentary layers with lots of heavy minerals.
Anyway, that's the info I've got so far. It's at least a start. I'll see what more I can figure out later.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
From the perspective of metallurgy, silver, copper and platinum would occur natively. These would probably concentrate most in placer deposits, i.e., on the banks of rivers and beaches. You can look at what I did with the Geologica or Gregtech configs to add placer deposits.
Phosphorus occurs in phosphorite in/as sedimentary rock. Mentioned locations were edges of oceans where sea water doesn't make a huge disturbance. Looks to be "beds" so a flat distribution rather than a cloud or vein, yeah? So Phosphorite would occur in flat layers, both near current water areas close to the surface (and under the water itself), and in richer layers buried deeper in places where there used to be water. Also, interestingly, Apatite is not only a gem but the general group of phosphate minerals, used to make fertilizer as well as jewelry. Huh.
The Geologica and Gregtech configs have a realistic apatite distribution; I would just replace that with the Metallurgy equivalent.
Potash comes from "marine deposits buried deep in the earth," though it also appears that we ought to have a recipe to make potash from burnt wood somehow (seems to have been a big thing for North American settlers).
You could simply assume potash to be sylvite (mineral form of KCl). It is found in evaporite deposits with other types of salts. Not sure what Wikipedia means by "deep in the Earth", but in Geologica/Gregtech, we have evaporite deposits fairly close to the surface (it needs to be in the sedimentary layer, not down in the plutonic zone, of course this is a simplification). Gregtech (and eventually Geologica) derives potassium from rock salt (we assume it to be primarily NaCl, with K substituting). Metallurgy does not add any other chloride salts, but in theory we could conditionally add Harvestcraft salt to the deposit.
Magnesium is abundant, yet not found by itself, and it's water soluble. Gonna have to understand the distribution better, but it seems like it's related to movement of water.
Magnesium is mostly mined from magnesite, which is found in carbonate rocks. You can check out the Geologica/Gregtech configs for carbonate deposits.
Sulfur's found near hot springs and volcanos, and from meteorites, as well as salt domes where salt and sulfur and such leech up through denser materials. This suggests putting large deposits in the Hot Springs biome and surrounding the Volcano biome, and making little surface pockets here and there especially in those "stinky" biomes (I assume a place with a lot of salt and sulfur is going to be less hospitable to life than other places, so it makes sense to stick 'em in inhospitable biomes).
This sounds like fun if you're going for elemental sulfur. Industrially most sulfur is obtained from oil refining (H2S gas is an undesired contaminate in crude oil) or gypsum, which is a sulfate salt (CaSO4) found in evaporite deposits.
As I expected from the vague knowledge of the La Brea tar pits (turns out "La Brea" means "The Tar"... ah, mixed languages, how you break all common sense), bitumen bubbles up near the surface, but what I learned tonight is that it's in the form "Bituminous Sands" or "Oil Sands." Will need more research here, but it seems reasonable to have big pockets that touch the surface in certain of the swampier areas, probably with larger underground pools or something. Kinda feels like it shouldn't be an ore in rock but its own block, too.
You could look at how Geologica distributes its oil sand. But I would think of Metallurgy bitumen as "bituminous coal". Swamps seem like a good place.
And notes on biomes, which'll take a lot more research:
There are four major types of wetlands: Fen and Bog (both types of Mire), Marshes and Swamps. And Quagmire is just another term for Mire. (Thank you, Biomes o' Plenty, for getting me all confused, and Wikipedia for getting me a little less confused.) Swamps are forested, Marshes are grassy, Mires (Fens and Bogs) are peaty; Fens take place in depressions (so they store a lot of water, commonly getting a lot of minerals and becoming alkaline) while Bogs are on top domes (so they get rained on and it washes all the minerals away, and they become acidic).
Therefore, it looks like Fens should have a lot of utility ores and heavy minerals (like copper and iron), while Bogs should have few to none. However, the peat moss in both (decaying organic compounds) suggests a high concentration of coal? It does note that Mires in general are low in Phosphorus, which means, I think, that Apatite shouldn't be native to the Fen, Bog, or Quagmire (Biomes o' Plenty hits all three).
Dunno how much this applies to all swamps, but Coniferous Swamps at least seem to be mineral-rich.
Mangroves have sedimentary layers with lots of heavy minerals.
Anyway, that's the info I've got so far. It's at least a start. I'll see what more I can figure out later.
Dividing things by biome could make for interesting gameplay. If you're going for realism though, I would not get caught up in swamp distinctions.
One easy way forward would be to take the Gregtech config and adapt it to Metallurgy and then fill in the gaps. Of course, for the fantasy, nether ores, etc, you'd be on your own. I guess fantasy ores should generate in any biome labeled "magical".
Dividing things by biome could make for interesting gameplay. If you're going for realism though, I would not get caught up in swamp distinctions.
I don't see how realism and swamp distinctions don't go together. Certainly we simplify it more than nature does, but it's a start on understanding how these places differ by more than just what kind of trees (if any) are growing there.
One of the things I'm going for is finding a biome, recognizing it by its plants and topography, and going "Oh, man, I'm totally gonna find XYZ if I start digging here!" Which is a much more engaging mechanic than just "oh hey, another swamp, same ol' same ol'." So to my mind, having some wetlands be rich in utility ores and others rich in coals is a good medium between too simple (swampy biomes = utility ores and coal) and too complex (trying to ape nature's nigh-infinite variety). Plus, semi-educational, which is one of the reasons I'm including Metallurgy, HarvestCraft, and CustomOreGen in the first place (also Underground Biomes, if indeed I can get it to stop throwing errors).
But if it's too complicated for the base Metallurgy distribution you'll be using, then that's okay. I assume at some point this code will begin to make sense to my brain and it won't be such the barrier it is now.
Metallurgy does not add any other chloride salts, but in theory we could conditionally add Harvestcraft salt to the deposit.
we have evaporite deposits fairly close to the surface (it needs to be in the sedimentary layer, not down in the plutonic zone, of course this is a simplification)
Magnesium is mostly mined from magnesite, which is found in carbonate rocks. You can check out the Geologica/Gregtech configs for carbonate deposits.
Evaporite deposits, carbonate deposits, chloride salts, plutonic zone... more terms to learn, yay This is educational before I've even gotten to getting the mod build working, and I should be able to explain more geology to my nephews and niece when we get going.
This sounds like fun if you're going for elemental sulfur. Industrially most sulfur is obtained from oil refining (H2S gas is an undesired contaminate in crude oil) or gypsum, which is a sulfate salt (CaSO4) found in evaporite deposits.
My desire for Metallurgy and CustomOreGen is to see the pre-industrial distribution and to understand through experience what all people went through in discovering these minerals in the first place. In highly simplified form, of course. I'm debating about using MineTweaker or something to add recipes for a few things utilizing burnt wood (charcoal), for example.
At any rate, the industrial-era ways of getting these minerals shouldn't matter to the build.
You could look at how Geologica distributes its oil sand. But I would think of Metallurgy bitumen as "bituminous coal". Swamps seem like a good place.
It's got oil sand? Interesting! I've gotta take another look at that one.
I guess fantasy ores should generate in any biome labeled "magical".
That's one way to do it. I'd suggest they be split up for specific magical biomes, where ones that work together can be found together, with one type near the top and the other deeper but distributions overlapping near the middle. My variant doesn't restrict itself to magical zones, but goes based on feel; for example, the Deep Iron set is in places I could imagine Tolkien's Orcs roaming around (I keep thinking the line from the dwarves: "They dug too deep, too greedily" in combination with the darker dwarves from World of Warcraft). Also note that fantasy metals should be rarer than overworld metals not just in that they're found in fewer biomes, but that they're less abundant even in the biomes they're found in (though still abundant enough to make finding them a treat).
Mithril, Silver, and Astral Silver in "cooler" areas (Mystic Grove, Frost Forest), where Silver's found near the top, Astral Silver middle to deep, and Mithril deeper (and Astral Silver in vertical veins but Mithril in horizontal veins with larger pockets). Should be more Silver than Astral Silver, more Astral Silver than Mithril.
A different biome set has Mithril and Rubracium, with Rubracium near the top and Mithril further down. But I can't tell from the picture if Rubracium is a red ore (as its name might suggest) or one of the others; if red, try the Cherry Blossom Grove, Lush Desert.
Deep Iron, Infuscolium, and Promethium in "darker" areas (Ominous Woods, Badlands, Brushland, Moor, Quagmire). Promethium up top, Infuscolium middle, Deep Iron in pockets and veins in the deeper areas, maybe reaching up in short vein spikes to the middle areas. Should be more Deep Iron than Infuscolium, or you bypass Deep Iron tools for Black Steel inherently.
Platinum and Orichalcum under Fungi Forest, Bamboo Forest, and maybe Garden, with platinum in the middle (with some pockets higher) and orichalcum near the bottom.
Adamantine and Atlarus under Crag, Alps, and Volcano, and maybe Origin Valley, with roughly equal distributions in the deep with vein spikes to the middle.
Oureclase, Aredrite, and Carmot can be in some other biome set, as they don't form compounds and don't lend themselves to a romantic interpretation as Astral Silver does. Carmot's slightly better than the other two so it should be down deep, while the other two have roughly equal distribution. Perhaps... tropical rainforest, mangrove, and lush swamp?
Anyway, that's just throwing out a general distribution idea. Point is, they should come in logical sets, be lower (generally) than less valuable ores, be found less commonly but still in big enough pockets to be enjoyable, and in distribution shapes that make use of their romantic-fantasy qualities, such as astral silver shooting like lightning into the earth in cooler magical biomes and deep iron in deep, jagged pockets in darker, more menacing biomes.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Okay, I have looked over these two mods and discovered that Gregtech is too industrial for my preferred play experience (which is decidedly Medieval Fantasy, pre-industrial era at most), and that Geologica is one I looked at repeatedly the past couple of weeks but ultimately turned down because the new types of stones fail to blend well with the surrounding areas (unlike Geostrata, which does a good job of blending).
I'll be looking over the config file, though, and seeing what I can make of it.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Okay, I have looked over these two mods and discovered that Gregtech is too industrial for my preferred play experience (which is decidedly Medieval Fantasy, pre-industrial era at most), and that Geologica is one I looked at repeatedly the past couple of weeks but ultimately turned down because the new types of stones fail to blend well with the surrounding areas (unlike Geostrata, which does a good job of blending).
I'll be looking over the config file, though, and seeing what I can make of it.
Yea, use the configs as a template. It wouldn't make any sense to include Gregtech in your pack, and it seems like most people share your opinion on the Geologica aesthetics. Unfortunately, I have no sense of aesthetics and have no idea what you're talking about by blending...
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I have Tmc Ores Galores which I am re-writing and getting ready for the 1.8.# depending on MCP's release. Any hoo, I Made a xml file for my mod to be intergrated with this, I am still tweaking out the settings though. Now will I send this to you for you to include in your download? or is this something I should have a link for on my mod page? or both?. I just ask because I know you have to add the xml path to the custom config file. Thanks in advance.
Edit: Never mind was reading the wiki about it. epic fail smh
I have no sense of aesthetics and have no idea what you're talking about by blending...
I do hope you find a decent texture artist.
Let me see if I can explain it by analogy: Imagine taking a 16x16 gritty/realistic pack, a 32x32 cartoony pack, and a 128x128 RPG-style pack. Now take food icons from each one and put them next to each other. They don't look like they came from the same pack at all, do they? It's like looking at the letters of a ransom note that were cut out from different newspaper headlines in different fonts and sizes. Or taking a photo and pasting in a cartoon figure.
When textures look like they came from the same pack, were designed by the same guy, were made for the same purpose, they maintain immersion and don't cause any disconnect in your brain. Nothing looks like it was just "pasted in" from a completely different medium.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I simply must throw this in, I hope setting "templates" could be on option sooner than later, so generating new worlds over and over for testing purposes would be immensely easier...
Cheers!
Already possible, just copy your CustomOreGen_Options.txt from an existing world into config/CustomOreGen.
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What kind of textures are you looking for? Ive ported my mod textures to be compatible with misa's 64bit and doku craft all three packs. I have also changed ore textures in some of the 35 mods I have installed so they all match. I have made over 1,700 textures between my mod and its conversions to some other textures for modders over the years. If I can be of any help lmk
Not sure if it has been reported or not, or which mods issue it is. If Customs ores and PFAA is installed, it sets the Rotarycraft blast furnace to use its stone. Normally this would be fine, but it does so even if the Geologica stone generation is disabled, there is nothing in the rotarycraft config for custom ore use vs its regular, thus making it impossible to craft the Blast furnace.
Not sure if it has been reported or not, or which mods issue it is. If Customs ores and PFAA is installed, it sets the Rotarycraft blast furnace to use its stone. Normally this would be fine, but it does so even if the Geologica stone generation is disabled, there is nothing in the rotarycraft config for custom ore use vs its regular, thus making it impossible to craft the Blast furnace.
Geologica does not change the recipe to use its stone specifically. It registers its bricks as "stoneBrick", replaces existing stone brick recipes with those based on the ore dictionary and expects Forge to have already registered the vanilla stone bruck under that term. I'll try to put together a fix for Forge , but I'l release a workaround tomorrow.
I've found and fixed this bug; expect a new version released tomorrow.
Weird, will look into this; hopefully fixed tomorrow.
Thanks for the quick reply.
Now fixed in 1.2.13. Since I don't think GT has support for regenerating its ores, you'll either need to restore from backup or use MCedit to delete the chunks that you generated while COG was active. Sorry about this nasty bug :/
Totally agree on finding way too many fantasy ores everywhere. Often on the surface when I don't have the pick needed to mine them yet. It's so annoying that I chronically turn the fantasy ores off (but forgot during this last build).
Now that the main work for my giant mod build is accomplished, I can put some more time into messing with the configs. But I'm still finding the code a bit hard to wrap my head around (would that I were doing this back in college when my head was more in the game; I'm sure I'd have mastered it by now).
Is there any chance that if I put together the data in a useful chart, that someone else could stick it into code form so you guys could adopt it as the Metallurgy build?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Note: In case it isn't clear, this is meant for a combination of Metallurgy and Biomes o' Plenty. Also, I'm not entirely sure how minerals dissolved in water relate to minerals found in pockets big enough to mine, so I'm just taking "mineral-rich" to mean "we ought to find good sources of diggable minerals in this biome" even though it probably means "the water here would be a good supply of the kind of minerals your body needs to grow, in amounts too tiny to see with the naked eye."
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
From the perspective of metallurgy, silver, copper and platinum would occur natively. These would probably concentrate most in placer deposits, i.e., on the banks of rivers and beaches. You can look at what I did with the Geologica or Gregtech configs to add placer deposits.
The Geologica and Gregtech configs have a realistic apatite distribution; I would just replace that with the Metallurgy equivalent.
You could simply assume potash to be sylvite (mineral form of KCl). It is found in evaporite deposits with other types of salts. Not sure what Wikipedia means by "deep in the Earth", but in Geologica/Gregtech, we have evaporite deposits fairly close to the surface (it needs to be in the sedimentary layer, not down in the plutonic zone, of course this is a simplification). Gregtech (and eventually Geologica) derives potassium from rock salt (we assume it to be primarily NaCl, with K substituting). Metallurgy does not add any other chloride salts, but in theory we could conditionally add Harvestcraft salt to the deposit.
Magnesium is mostly mined from magnesite, which is found in carbonate rocks. You can check out the Geologica/Gregtech configs for carbonate deposits.
This sounds like fun if you're going for elemental sulfur. Industrially most sulfur is obtained from oil refining (H2S gas is an undesired contaminate in crude oil) or gypsum, which is a sulfate salt (CaSO4) found in evaporite deposits.
You could look at how Geologica distributes its oil sand. But I would think of Metallurgy bitumen as "bituminous coal". Swamps seem like a good place.
Dividing things by biome could make for interesting gameplay. If you're going for realism though, I would not get caught up in swamp distinctions.
One easy way forward would be to take the Gregtech config and adapt it to Metallurgy and then fill in the gaps. Of course, for the fantasy, nether ores, etc, you'd be on your own. I guess fantasy ores should generate in any biome labeled "magical".
Looks like I'll be studying the Geologica and Gregtech distributions, then.
I don't see how realism and swamp distinctions don't go together. Certainly we simplify it more than nature does, but it's a start on understanding how these places differ by more than just what kind of trees (if any) are growing there.
One of the things I'm going for is finding a biome, recognizing it by its plants and topography, and going "Oh, man, I'm totally gonna find XYZ if I start digging here!" Which is a much more engaging mechanic than just "oh hey, another swamp, same ol' same ol'." So to my mind, having some wetlands be rich in utility ores and others rich in coals is a good medium between too simple (swampy biomes = utility ores and coal) and too complex (trying to ape nature's nigh-infinite variety). Plus, semi-educational, which is one of the reasons I'm including Metallurgy, HarvestCraft, and CustomOreGen in the first place (also Underground Biomes, if indeed I can get it to stop throwing errors).
But if it's too complicated for the base Metallurgy distribution you'll be using, then that's okay. I assume at some point this code will begin to make sense to my brain and it won't be such the barrier it is now.
Evaporite deposits, carbonate deposits, chloride salts, plutonic zone... more terms to learn, yay This is educational before I've even gotten to getting the mod build working, and I should be able to explain more geology to my nephews and niece when we get going.
My desire for Metallurgy and CustomOreGen is to see the pre-industrial distribution and to understand through experience what all people went through in discovering these minerals in the first place. In highly simplified form, of course. I'm debating about using MineTweaker or something to add recipes for a few things utilizing burnt wood (charcoal), for example.
At any rate, the industrial-era ways of getting these minerals shouldn't matter to the build.
It's got oil sand? Interesting! I've gotta take another look at that one.
That's one way to do it. I'd suggest they be split up for specific magical biomes, where ones that work together can be found together, with one type near the top and the other deeper but distributions overlapping near the middle. My variant doesn't restrict itself to magical zones, but goes based on feel; for example, the Deep Iron set is in places I could imagine Tolkien's Orcs roaming around (I keep thinking the line from the dwarves: "They dug too deep, too greedily" in combination with the darker dwarves from World of Warcraft). Also note that fantasy metals should be rarer than overworld metals not just in that they're found in fewer biomes, but that they're less abundant even in the biomes they're found in (though still abundant enough to make finding them a treat).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Your ideas sound reasonable. You could use Geologica rocks and/or petroleum but disable the ores entirely in favor of Metallurgy.
I'll be looking over the config file, though, and seeing what I can make of it.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Yea, use the configs as a template. It wouldn't make any sense to include Gregtech in your pack, and it seems like most people share your opinion on the Geologica aesthetics. Unfortunately, I have no sense of aesthetics and have no idea what you're talking about by blending...
Edit: Never mind was reading the wiki about it. epic fail smh
I do hope you find a decent texture artist.
Let me see if I can explain it by analogy: Imagine taking a 16x16 gritty/realistic pack, a 32x32 cartoony pack, and a 128x128 RPG-style pack. Now take food icons from each one and put them next to each other. They don't look like they came from the same pack at all, do they? It's like looking at the letters of a ransom note that were cut out from different newspaper headlines in different fonts and sizes. Or taking a photo and pasting in a cartoon figure.
When textures look like they came from the same pack, were designed by the same guy, were made for the same purpose, they maintain immersion and don't cause any disconnect in your brain. Nothing looks like it was just "pasted in" from a completely different medium.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Already possible, just copy your CustomOreGen_Options.txt from an existing world into config/CustomOreGen.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Geologica does not change the recipe to use its stone specifically. It registers its bricks as "stoneBrick", replaces existing stone brick recipes with those based on the ore dictionary and expects Forge to have already registered the vanilla stone bruck under that term. I'll try to put together a fix for Forge , but I'l release a workaround tomorrow.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Thanks, but please keep Geologica issues on the Geologica thread.