May be hard to believe, but I am actively working on it. Chemica now defines its own dusts, ingots etc for its materials, and Geologica uses Chemica to do the same for its ores, etc. Chemica won't be adding any of its own machines, but will instead delegate to mods like Railcraft, Thermal Expansion, AE2, Immersive Engineering, EnderIO, RotaryCraft, Magneticraft, Mekanism, etc. If Gregtech is installed, then we let it define the recipes, via the ore dictionary (with GT6 we will be able to add support for materials it does not know about).
I know there are BDCraft-style textures for this, but that resource pack is incomplete and possibly abandoned. Does anyone know of other texture/resource packs for this mod?
I'm still hoping for such alternative textures if anybody knows of some. Also, I've noticed that rubble, cobble, and brick variants of the stone types use overlay textures, which makes things harder for high-res texture packs, which often have bigger distinctions than that between stone, gravel, cobblestone, and stone bricks.
I'm still hoping for such alternative textures if anybody knows of some. Also, I've noticed that rubble, cobble, and brick variants of the stone types use overlay textures, which makes things harder for high-res texture packs, which often have bigger distinctions than that between stone, gravel, cobblestone, and stone bricks.
Yes, but it's only one overlay for bricks, one for rubble, etc., regardless of stone type, right? I imagine a texture artist would want to distinguish the stone type the bricks/cobble/rubble come from by using similar colors as the parent stone block, but not necessarily in the same pattern.
Edit: I've attached a screenshot using BDCraft textures to better demonstrate what I'm talking about. The BDCraft textures don't include the PFAA overlays, but transparent overlays keep too much of the base stone's texture, and fully opaque overlays would eliminate the visual distinction between Schist Brick and Gneiss Brick (as well as other PFAA stone bricks).
In NEI, I see 25 different types of PFAA Geologica stone (though http://pfaa.wikia.com/wiki/Geologica says there are 23), so it doesn't seem like it would be that big a deal to have separate textures for the different bricks, cobblestones, and rubbles.
Please, make some changes:
1. Add Oil Sand in OreDict with name, beacose GregTech has processing line for his own oil sand.
2. There is no generation of Salt (NaCl) in PFAA
3.There is no generation of metals wich in platinum group (Platinum, Palladium, Osmium, Iridium, etc)
when i have making texture pack i noticed that:
1. some overlay textures (example BIF) use constant background, so there is no diff how make these textures
2. I try to make smooth overlay textures for ores with random levels of transparent. But transparented textures was having normal look only for blocks in my hand. And i make some full smooth textures instead overlay textures.
Please, make some changes:
1. Add Oil Sand in OreDict with name, beacose GregTech has processing line for his own oil sand.
2. There is no generation of Salt (NaCl) in PFAA
3.There is no generation of metals wich in platinum group (Platinum, Palladium, Osmium, Iridium, etc)
Oil sand should be registered under oreOilSand. NaCl is generated as halite. In the next version, it will be possible to obtain platinum with simple processing of ores like chromite and pentlandite. Metals like Pd, Ru, Rh, Ir, Os, etc are defined but will not yet be obtainable.
3.There is no generation of metals wich in platinum group (Platinum, Palladium, Osmium, Iridium, etc)
With GregTech, platinum veins (which also include palladium ore and iridium ore, the latter of which has osmium as a byproduct) still generate in the End, and platinum can also be obtained by putting crushed nickel ore (found in the Nether) into a chemical bath with mercury.
Are you sure about that? With PFAA 0.2.27, halite is not listed in NEI, and searching the config reveals that the option described as halite actually only generates rock salt, which GregTech treats as being KCl (although NaCl dust is available as a byproduct).
Are you sure about that? With PFAA 0.2.27, halite is not listed in NEI, and searching the config reveals that the option described as halite actually only generates rock salt, which GregTech treats as being KCl (although NaCl dust is available as a byproduct).
Right, the ore is called "Rock Salt". Geologica considers the ore to consist primarily of halite, with some sylvite (KCl). So it's the inverse of Greg's definition, and I'm not sure how he came up with that.
Right, the ore is called "Rock Salt". Geologica considers the ore to consist primarily of halite, with some sylvite (KCl). So it's the inverse of Greg's definition, and I'm not sure how he came up with that.
Hm, please contact with BloodAsp about it in his tread.
I has asking BloodAsp about NaCl in PFAA, salt wery usefull in GT5U. There is no chemical receipt for NaCl and we gets tons of useless KCl in try to get tiny quantity NaCl.
NEI dont show oredict name for oil sand. Also, fluorite is unuseble. http://forum.industrial-craft.net/index.php?page=Thread&postID=195096#post195096
Hm, please contact with BloodAsp about it in his tread.
I has asking BloodAsp about NaCl in PFAA, salt wery usefull in GT5U. There is no chemical receipt for NaCl and we gets tons of useless KCl in try to get tiny quantity NaCl.
NEI dont show oredict name for oil sand. Also, fluorite is unuseble. http://forum.industrial-craft.net/index.php?page=Thread&postID=195096#post195096
I try help you to fix this issues if i can.
You're right, polluted soil and oil sand were not being registered. They will be in the next version (dirtPolluted and oreOilSand). BloodAsp has stated that he can't support fluorine due to the material list being maxed out. Would you please work with him on the NaCl issue? Thanks..
(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?
Right, the ore is called "Rock Salt". Geologica considers the ore to consist primarily of halite, with some sylvite (KCl). So it's the inverse of Greg's definition, and I'm not sure how he came up with that.
I don't know either, but it might work if you register it as "oreSalt" instead of "oreRockSalt" (at least when GregTech is installed). Changing its oredictionary entry via Minetweaker didn't work, though (macerator still produced crushed rock salt ore).
I don't know either, but it might work if you register it as "oreSalt" instead of "oreRockSalt" (at least when GregTech is installed). Changing its oredictionary entry via Minetweaker didn't work, though (macerator still produced crushed rock salt ore).
How you try changing its oredictionary entry via Minetweaker? Give me pls code.
I don't know either, but it might work if you register it as "oreSalt" instead of "oreRockSalt" (at least when GregTech is installed). Changing its oredictionary entry via Minetweaker didn't work, though (macerator still produced crushed rock salt ore).
Can I use the pixels with different levels of transparency in textures for ore blocks? What is the reason? Due to limitations in the graphic of the game?
It will be nice to get smooth transparency of overlay texture.
Can I use the pixels with different levels of transparency in textures for ore blocks? What is the reason? Due to limitations in the graphic of the game?
It will be nice to get smooth transparency of overlay texture.
Transparency should work just fine for the overlays. Are you having problems?
Well, any news on Chemica?
May be hard to believe, but I am actively working on it. Chemica now defines its own dusts, ingots etc for its materials, and Geologica uses Chemica to do the same for its ores, etc. Chemica won't be adding any of its own machines, but will instead delegate to mods like Railcraft, Thermal Expansion, AE2, Immersive Engineering, EnderIO, RotaryCraft, Magneticraft, Mekanism, etc. If Gregtech is installed, then we let it define the recipes, via the ore dictionary (with GT6 we will be able to add support for materials it does not know about).
I'm still hoping for such alternative textures if anybody knows of some. Also, I've noticed that rubble, cobble, and brick variants of the stone types use overlay textures, which makes things harder for high-res texture packs, which often have bigger distinctions than that between stone, gravel, cobblestone, and stone bricks.
They can always just fill the entire overlay.
Yes, but it's only one overlay for bricks, one for rubble, etc., regardless of stone type, right? I imagine a texture artist would want to distinguish the stone type the bricks/cobble/rubble come from by using similar colors as the parent stone block, but not necessarily in the same pattern.
Edit: I've attached a screenshot using BDCraft textures to better demonstrate what I'm talking about. The BDCraft textures don't include the PFAA overlays, but transparent overlays keep too much of the base stone's texture, and fully opaque overlays would eliminate the visual distinction between Schist Brick and Gneiss Brick (as well as other PFAA stone bricks).
In NEI, I see 25 different types of PFAA Geologica stone (though http://pfaa.wikia.com/wiki/Geologica says there are 23), so it doesn't seem like it would be that big a deal to have separate textures for the different bricks, cobblestones, and rubbles.
Please, make some changes:
1. Add Oil Sand in OreDict with name, beacose GregTech has processing line for his own oil sand.
2. There is no generation of Salt (NaCl) in PFAA
3.There is no generation of metals wich in platinum group (Platinum, Palladium, Osmium, Iridium, etc)
---------------------------------------------------------------------------------------------------------------------------------------------------
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac…iew?usp=sharing
when i have making texture pack i noticed that:
1. some overlay textures (example BIF) use constant background, so there is no diff how make these textures
2. I try to make smooth overlay textures for ores with random levels of transparent. But transparented textures was having normal look only for blocks in my hand. And i make some full smooth textures instead overlay textures.
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
Oil sand should be registered under oreOilSand. NaCl is generated as halite. In the next version, it will be possible to obtain platinum with simple processing of ores like chromite and pentlandite. Metals like Pd, Ru, Rh, Ir, Os, etc are defined but will not yet be obtainable.
q
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
With GregTech, platinum veins (which also include palladium ore and iridium ore, the latter of which has osmium as a byproduct) still generate in the End, and platinum can also be obtained by putting crushed nickel ore (found in the Nether) into a chemical bath with mercury.
Are you sure about that? With PFAA 0.2.27, halite is not listed in NEI, and searching the config reveals that the option described as halite actually only generates rock salt, which GregTech treats as being KCl (although NaCl dust is available as a byproduct).
Right, the ore is called "Rock Salt". Geologica considers the ore to consist primarily of halite, with some sylvite (KCl). So it's the inverse of Greg's definition, and I'm not sure how he came up with that.
Hm, please contact with BloodAsp about it in his tread.
I has asking BloodAsp about NaCl in PFAA, salt wery usefull in GT5U. There is no chemical receipt for NaCl and we gets tons of useless KCl in try to get tiny quantity NaCl.
NEI dont show oredict name for oil sand. Also, fluorite is unuseble. http://forum.industrial-craft.net/index.php?page=Thread&postID=195096#post195096
I try help you to fix this issues if i can.
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
You're right, polluted soil and oil sand were not being registered. They will be in the next version (dirtPolluted and oreOilSand). BloodAsp has stated that he can't support fluorine due to the material list being maxed out. Would you please work with him on the NaCl issue? Thanks..
Can you work with Reika so that your oregen can replace the need for ElectricCraft and ReactorCraft to force their own generation?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* 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?
Would you please elaborate on what needs to happen? You want to use Geologica metals in Reika recipes, or...
I don't know either, but it might work if you register it as "oreSalt" instead of "oreRockSalt" (at least when GregTech is installed). Changing its oredictionary entry via Minetweaker didn't work, though (macerator still produced crushed rock salt ore).
How you try changing its oredictionary entry via Minetweaker? Give me pls code.
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
I didn't retain the code since it didn't work, but I think I can reconstruct it close enough from memory:
The last line isn't critical, I just figured changing the display name would reduce confusion with GregTech Rock Salt Ore.
Ok, next version it will be "oreSalt".
Can I use the pixels with different levels of transparency in textures for ore blocks? What is the reason? Due to limitations in the graphic of the game?
It will be nice to get smooth transparency of overlay texture.
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
Transparency should work just fine for the overlays. Are you having problems?