I just updated CustomOreGen (a dependency to 1.10.2) last week. This one would be a bit harder, because of the custom block rendering. Another issue is that the version of GitHub (and my local updates) is very much under construction (the processing stuff), and the stuff that is finished takes advantage of (but does not specifically depend on) mods that are still stuck in 1.7.10. So yea, I could update, but all of this would be simpler if I had the time to match my ambitions If enough players are moving on, I'll make the move, too. It looks like Gregtech 5U has 1.10 in beta, which is encouraging.
Having tried 1.10.2 with just a minimal number of mods to play with RTG, I am in no hurry to update -- I get horrible lag spikes in 1.10.2 that do not happen in 1.7.10+fastcraft.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I tried out PFAA Geologica over the last couple of days with Gregtech, and found it effectively unusable. I like the idea of the mod and the aesthetics, but the problem is that bronze is a very early bottleneck in Gregtech, and for you need tin. After a spending more time looking for tin than I would normally need for diamonds, I decided I didn't understand the geology well enough and loaded up X-Ray. The intent being that once I understood the model, I'd try again in a new world.
With only Cassiterite visible, there was precisely one small vein visible in any direction. Given the vast volume of rock I was scanning, easily 10 million plus blocks, the only way I was ever going to find tin in this game (aside from the rare "small tin" blocks scattered by Gregtech) was if I cheated.
This seems off. I'm not remotely a geologist, but tin has to have been readily accessible on the surface, or we'd never have a bronze age.
This mod really needs some sort of "likely nearby elements" in the tooltip for the minerals. I know it's not consistent since a good many minerals can be parts of different kinds of deposits, but it would help with the learning curve. Obviously it wouldn't have told me about cassitterite sand, but it sure would have helped with finding the Chalcopyrite for copper. X-ray showed big veins of that, but after digging there, I'm still not clear on what I should have been looking for.
No doubt the same will apply to all the minerals. The only notable deposit of, well, anything I found on my own was Celestine, which was near the surface in a cave.
I'm giving it another go, and found a Cassitterite Sands desposit. It doesn't seem like much, and tin may still be a problem, but that's not currently blocking me. My current problems are more Gregtech problems - I'm trying to smelt iron and the crucible keeps exploding on me.
I also just discovered that conglomerate stone acts like very, very low grade copper ore. Roughly 10% seem to drop 2 nuggets (2/9ths of an ingot) of copper. That's extremely poor compared to a real deposit, but since I've yet to see any actual Chalcoopyrite deposits, it's turning out to be a major source of copper for me.
It has been about a month after noogenesis replied. Noogenesis how is it going? I love PFAA so much to the point that I would like to try out an offshoot survival mod to accomodate this mod; however, I don't seem to have the nessesary java coding skills to make mods.
I assume you're referring to the port to 1.10. I've actually been working pretty actively on the mod (feature wise) over the past weeks, in the foolish hope that I could release a solid version for 1.7.10 before making the move. The processing aspects depend on having various other industrial mods available, many of which have not been fully ported to 1.10 yet, so that is somewhat holding me back. Particularly Mariculture and its vat. I could integrate with Gregtech, but I had initially excluded it from the scope, since Gregtech already does so much through the ore dictionary and finding balance would be tricky.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Are we looking at a 1.10.2 version? would love to see it ported. awesome mod perfect for Fortune Realms (a realism smp modpack in the works). keep it up
Installed this mod a couple days ago to go with GregTech (which I hadn't played since MC1.4.7, so a lot's changed). Anyway, I've trampled about several square kilometers of (mostly) Extreme Hills, and have yet to find anything resembling diamonds. I'm not even sure what I'm looking for, to be honest. It's bumming me out, too, since I need some diamonds for a macerator, and (to the best of my knowledge) none of the other tier-3 pickaxe materials are any easier to get.
Any help and/or suggestions for a newb who is not a geologist?
(The terrain looks absolutely *gorgeous*, by the way. And I like the textures.)
Diamonds should generate as vertical pipe veins near lava level if you're using the default settings (diamonds are under control of CustomOreGen, not Geologica itself).
Huh. I'll admit to being somewhat fuzzy on where the line is between COG and Geologica for code purposes, but this options file has vnlaDiamondDist=none and GeologicaGenDiamond=true. Still, if they're down by lava level that would explain why I'd not found any - poking about on the surface got me plenty of copper, tin, and iron (and a handful of the more esoteric things) so I hadn't actually bothered to dig deeper.
Thanks.
EDIT: Found a substantial pipe with about twenty diamonds in it. All is well.
I thought the distinction between COG and Geologica was: COG does all block placement. Geologica has a set of COG rules for what blocks go where. Geologica defines some new blocks (and items) that are not in vanilla.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I thought the distinction between COG and Geologica was: COG does all block placement. Geologica has a set of COG rules for what blocks go where. Geologica defines some new blocks (and items) that are not in vanilla.
COG places diamond, emerald, redstone, and lapis (and I guess recently clay).
Given that I a) have Gregtech installed and am not using COG to make Gregtech overworld ores, neither of these nested-if statements pass (GregtechGenLapis default inherits from GregtechGenOres, which is false), and I get neither Lazurite nor Lapis veins. I attempted to tweak the XML to just always do Geologica Lapis, but the next time I loaded the game it reverted back to the original state. I don't mind having to make the change to the config file (though it'd be nice if this was fixed for any future releases), but have no idea how to make it *stick*.
Given that I a) have Gregtech installed and am not using COG to make Gregtech overworld ores, neither of these nested-if statements pass (GregtechGenLapis default inherits from GregtechGenOres, which is false), and I get neither Lazurite nor Lapis veins. I attempted to tweak the XML to just always do Geologica Lapis, but the next time I loaded the game it reverted back to the original state. I don't mind having to make the change to the config file (though it'd be nice if this was fixed for any future releases), but have no idea how to make it *stick*.
This bug has been fixed in the next version. For customizing the config, you'll need to use the normal COG mechanism, i.e., put the config in the 'custom' directory.
I just updated CustomOreGen (a dependency to 1.10.2) last week. This one would be a bit harder, because of the custom block rendering. Another issue is that the version of GitHub (and my local updates) is very much under construction (the processing stuff), and the stuff that is finished takes advantage of (but does not specifically depend on) mods that are still stuck in 1.7.10. So yea, I could update, but all of this would be simpler if I had the time to match my ambitions If enough players are moving on, I'll make the move, too. It looks like Gregtech 5U has 1.10 in beta, which is encouraging.
Having tried 1.10.2 with just a minimal number of mods to play with RTG, I am in no hurry to update -- I get horrible lag spikes in 1.10.2 that do not happen in 1.7.10+fastcraft.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I tried out PFAA Geologica over the last couple of days with Gregtech, and found it effectively unusable. I like the idea of the mod and the aesthetics, but the problem is that bronze is a very early bottleneck in Gregtech, and for you need tin. After a spending more time looking for tin than I would normally need for diamonds, I decided I didn't understand the geology well enough and loaded up X-Ray. The intent being that once I understood the model, I'd try again in a new world.
With only Cassiterite visible, there was precisely one small vein visible in any direction. Given the vast volume of rock I was scanning, easily 10 million plus blocks, the only way I was ever going to find tin in this game (aside from the rare "small tin" blocks scattered by Gregtech) was if I cheated.
This seems off. I'm not remotely a geologist, but tin has to have been readily accessible on the surface, or we'd never have a bronze age.
Look for cassitterite sand. There are deposits on beaches and along rivers.
OK, I'll try that.
This mod really needs some sort of "likely nearby elements" in the tooltip for the minerals. I know it's not consistent since a good many minerals can be parts of different kinds of deposits, but it would help with the learning curve. Obviously it wouldn't have told me about cassitterite sand, but it sure would have helped with finding the Chalcopyrite for copper. X-ray showed big veins of that, but after digging there, I'm still not clear on what I should have been looking for.
No doubt the same will apply to all the minerals. The only notable deposit of, well, anything I found on my own was Celestine, which was near the surface in a cave.
I'm giving it another go, and found a Cassitterite Sands desposit. It doesn't seem like much, and tin may still be a problem, but that's not currently blocking me. My current problems are more Gregtech problems - I'm trying to smelt iron and the crucible keeps exploding on me.
I also just discovered that conglomerate stone acts like very, very low grade copper ore. Roughly 10% seem to drop 2 nuggets (2/9ths of an ingot) of copper. That's extremely poor compared to a real deposit, but since I've yet to see any actual Chalcoopyrite deposits, it's turning out to be a major source of copper for me.
I assume you're referring to the port to 1.10. I've actually been working pretty actively on the mod (feature wise) over the past weeks, in the foolish hope that I could release a solid version for 1.7.10 before making the move. The processing aspects depend on having various other industrial mods available, many of which have not been fully ported to 1.10 yet, so that is somewhat holding me back. Particularly Mariculture and its vat. I could integrate with Gregtech, but I had initially excluded it from the scope, since Gregtech already does so much through the ore dictionary and finding balance would be tricky.
Why is the idea of a last 1.7.10 release foolish? I'm still stuck in 1.7.10 for the forseeable future. :-)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Are we looking at a 1.10.2 version? would love to see it ported. awesome mod perfect for Fortune Realms (a realism smp modpack in the works). keep it up
oops. it turns out i already posted this. i apologize. but a 1.10.2 version would be nice
I apologize for this post noogenesis, I realize you answered this in November. Thank you for your efforts, I look forward to the update.
Installed this mod a couple days ago to go with GregTech (which I hadn't played since MC1.4.7, so a lot's changed). Anyway, I've trampled about several square kilometers of (mostly) Extreme Hills, and have yet to find anything resembling diamonds. I'm not even sure what I'm looking for, to be honest. It's bumming me out, too, since I need some diamonds for a macerator, and (to the best of my knowledge) none of the other tier-3 pickaxe materials are any easier to get.
Any help and/or suggestions for a newb who is not a geologist?
(The terrain looks absolutely *gorgeous*, by the way. And I like the textures.)
Diamonds should generate as vertical pipe veins near lava level if you're using the default settings (diamonds are under control of CustomOreGen, not Geologica itself).
Huh. I'll admit to being somewhat fuzzy on where the line is between COG and Geologica for code purposes, but this options file has vnlaDiamondDist=none and GeologicaGenDiamond=true. Still, if they're down by lava level that would explain why I'd not found any - poking about on the surface got me plenty of copper, tin, and iron (and a handful of the more esoteric things) so I hadn't actually bothered to dig deeper.
Thanks.
EDIT: Found a substantial pipe with about twenty diamonds in it. All is well.
I thought the distinction between COG and Geologica was: COG does all block placement. Geologica has a set of COG rules for what blocks go where. Geologica defines some new blocks (and items) that are not in vanilla.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
COG places diamond, emerald, redstone, and lapis (and I guess recently clay).
Is it possible to upload this on curse so I can assemble it in a modpack?
That's planned, although no promises of happening right away.
Okay, so. I thought it was kinda strange that I hadn't found any lapis in my world. So i went digging in the COG xml file and found this little gem:
Given that I a) have Gregtech installed and am not using COG to make Gregtech overworld ores, neither of these nested-if statements pass (GregtechGenLapis default inherits from GregtechGenOres, which is false), and I get neither Lazurite nor Lapis veins. I attempted to tweak the XML to just always do Geologica Lapis, but the next time I loaded the game it reverted back to the original state. I don't mind having to make the change to the config file (though it'd be nice if this was fixed for any future releases), but have no idea how to make it *stick*.
This bug has been fixed in the next version. For customizing the config, you'll need to use the normal COG mechanism, i.e., put the config in the 'custom' directory.