While going through the wiki I've found that there is no nickel generating in the laterite deposit, but it's actually a major source of nickel in real world.
And does the default generation config support ATG? I've found some words mentionning ATG in it, but everthing generating above ground level seems to a bit strange to me since all the mountains are made of sandstone.
Having some granite or basaltic montains with ore deposits would be interesting. Could this be done by switching all generation height to surface-relative?
This is the most "scientific" terrain gen mod I've seen until now, even better than TFC. Keep up the good works
While going through the wiki I've found that there is no nickel generating in the laterite deposit, but it's actually a major source of nickel in real world.
An astute observation. I fixed the wiki to indicate that one will often find veins of serpentinite beneath laterite deposits. Those veins are enriched for garnierite, a nickel ore. Also, the plan was to support extraction of nickel from yellow limonite. I am working on the ore processing now, but that might already be possible with Gregtech.
And does the default generation config support ATG? I've found some words mentionning ATG in it, but everthing generating above ground level seems to a bit strange to me since all the mountains are made of sandstone.
Having some granite or basaltic montains with ore deposits would be interesting. Could this be done by switching all generation height to surface-relative?
Yea, in ATG the biomes are likely such that hills consist of limestone, sandstone and maybe some quartzite at the peak. In vanilla, one will also find mountains consisting of igneous rock, like andesite and rhyolite. With BoP there are granite domes, basaltic volcanoes and alps with gneiss peaks. Out of those, only the alps show up in ATG worlds. Perhaps you could suggest some stone variations per biome for a bit more variety? An issue right now with ATG is that ores do not generate up in the hills. That should be technically addressed soon, but there is the decision about how specific ores should behave.
This is the most "scientific" terrain gen mod I've seen until now, even better than TFC. Keep up the good works
An astute observation. I fixed the wiki to indicate that one will often find veins of serpentinite beneath laterite deposits. Those veins are enriched for garnierite, a nickel ore. Also, the plan was to support extraction of nickel from yellow limonite. I am working on the ore processing now, but that might already be possible with Gregtech.
Yea, in ATG the biomes are likely such that hills consist of limestone, sandstone and maybe some quartzite at the peak. In vanilla, one will also find mountains consisting of igneous rock, like andesite and rhyolite. With BoP there are granite domes, basaltic volcanoes and alps with gneiss peaks. Out of those, only the alps show up in ATG worlds. Perhaps you could suggest some stone variations per biome for a bit more variety? An issue right now with ATG is that ores do not generate up in the hills. That should be technically addressed soon, but there is the decision about how specific ores should behave.
Thanks for the support!
Actually adding some geologic faults and Karst topography to terrain generation would be interesting.
I'm planning to start a sever with ATG + Geologica in mind and I was testing the ore distribuion balancing in the past few weeks.
IMO the vanilla biome system is just too random and ATG gives a better distribution based on altitude: Icy biomes on the top of mountains, with forests and plains below, and it's volcanos could reach a height of 256 with magma shafts to the bedrock.
It will be great if these two mods could give a "real terrain" for minecraft together.
So if I want to have igneous rock generating in ATG mountains, I have to tweak these biome groups a bit?
Or is it possible to add some special compatibility generation settings on PFAA's side?
As I said before, I would like to play to this mod, but I can't because my game crashes as soon as I launch it. I think that PFAA has issues with Forge Microblocks, in my case. It this a known fact and PFAA is actually incompatible with FM or is it there something that I missed?
pfaa+fmp works fine for me, if you got a crash please post a crash report.
So if I want to have igneous rock generating in ATG mountains, I have to tweak these biome groups a bit?
Or is it possible to add some special compatibility generation settings on PFAA's side?
It is possible to add special compatibility. It might help if someone who understands ATG and geology (like you) could suggest the mapping between ATG biome and PFAA generation. In fact, with COG, users can experiment with this themselves.
Do you have plan to add niter ore to the list of industrial minerals?
Also in the latest version i found that this mod adds a few items but the ids are not configurable, and it's conflicting with other mods.
Do you have plan to add niter ore to the list of industrial minerals?
Niter (saltpeter) production is on the TODO list. For now, just use Railcraft.
Also in the latest version i found that this mod adds a few items but the ids are not configurable, and it's conflicting with other mods.
They probably are configurable but the defaults are not properly saved to the config, so you do not see them. But if you just create an item {} block with the appropriate names and IDs, it should work. I'll fix for the next release.
On the subject of access to vanilla cobblestone I'm finding there are lots of ways to get it without having to resort to adding the crafting recipe. Not only do you have villages and dungeons but you can also create it using water and lava or with an igneous extruder from Thermal Expansion.
Unfortunately, there doesn't seem to be much compatibility. MineChem machines are able to produce a lot of the metals and minerals in PFAA by breaking down vanilla blocks but they don't recognize the PFAA minerals and metals. I don't know what your plans are for the Chemica portion of PFAA but integration with MineChem would be fantastic. Is that something that can be done on your end or is it something MineChem needs to do?
Don't even use MineChem, broken mod of the year. The creator is dodgy too...
What makes you say that? Are you talking about the guy who took over maintaining the mod? Because the creator doesn't appear to work on it anymore. What has he done that's dodgy and what's broken about the mod?
What makes you say that? Are you talking about the guy who took over maintaining the mod? Because the creator doesn't appear to work on it anymore. What has he done that's dodgy and what's broken about the mod?
Pixlepix has always been the man with Minechem, and the code is messy, the enums are messed up etc.
The mod is (unintentionally) OP and doesn't even know how to fix it...
People have complained about the textures, and I'm going to try to address these concerns. Which ones are the most offensive? Is it the ore textures that most bother people? The stone textures seem fine to me for the most part. My plan for the ore textures is to have "cartoon" overlays of the crystal form of the primary mineral. Similar to the PureBDCraft ore textures but more realistic in terms of crystal habit, cleavage, luster, etc. Any feedback is appreciated. Thanks!
The actual ones are ok but some ores has very similar textures, for example uranite and Vanadium Magnetite.
Also the ores in Serpentine and Pegmatite formation appears to be a bit too "colorful" for me, it would be better if these ores appeares in form of overlays.
New release 0.0.12 adds this, as well as some config options for changing harvest levels by rock strength. See changelog.
And does the default generation config support ATG? I've found some words mentionning ATG in it, but everthing generating above ground level seems to a bit strange to me since all the mountains are made of sandstone.
Having some granite or basaltic montains with ore deposits would be interesting. Could this be done by switching all generation height to surface-relative?
This is the most "scientific" terrain gen mod I've seen until now, even better than TFC. Keep up the good works
An astute observation. I fixed the wiki to indicate that one will often find veins of serpentinite beneath laterite deposits. Those veins are enriched for garnierite, a nickel ore. Also, the plan was to support extraction of nickel from yellow limonite. I am working on the ore processing now, but that might already be possible with Gregtech.
Yea, in ATG the biomes are likely such that hills consist of limestone, sandstone and maybe some quartzite at the peak. In vanilla, one will also find mountains consisting of igneous rock, like andesite and rhyolite. With BoP there are granite domes, basaltic volcanoes and alps with gneiss peaks. Out of those, only the alps show up in ATG worlds. Perhaps you could suggest some stone variations per biome for a bit more variety? An issue right now with ATG is that ores do not generate up in the hills. That should be technically addressed soon, but there is the decision about how specific ores should behave.
Thanks for the support!
Actually adding some geologic faults and Karst topography to terrain generation would be interesting.
I'm planning to start a sever with ATG + Geologica in mind and I was testing the ore distribuion balancing in the past few weeks.
IMO the vanilla biome system is just too random and ATG gives a better distribution based on altitude: Icy biomes on the top of mountains, with forests and plains below, and it's volcanos could reach a height of 256 with magma shafts to the bedrock.
It will be great if these two mods could give a "real terrain" for minecraft together.
So if I want to have igneous rock generating in ATG mountains, I have to tweak these biome groups a bit?
Or is it possible to add some special compatibility generation settings on PFAA's side?
pfaa+fmp works fine for me, if you got a crash please post a crash report.
It is possible to add special compatibility. It might help if someone who understands ATG and geology (like you) could suggest the mapping between ATG biome and PFAA generation. In fact, with COG, users can experiment with this themselves.
Check if theres any ID Conflicts?
Try updating to latest FMP
FMP = Forge Multipart, I'm on my own custom-made modpack with 240 mods, no problem :/
http://hastebin.com/ruguhawige.coffee
Also in the latest version i found that this mod adds a few items but the ids are not configurable, and it's conflicting with other mods.
Niter (saltpeter) production is on the TODO list. For now, just use Railcraft.
They probably are configurable but the defaults are not properly saved to the config, so you do not see them. But if you just create an item {} block with the appropriate names and IDs, it should work. I'll fix for the next release.
Just mess around the multipart config, you can add new materials.
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
It will be in the next release, whenever that happens.
Also, I was searching for other mods that might have interesting uses for PFAA material and came across MineChem (http://www.minecraftforum.net/topic/1971847-16forgeminechem/)
Unfortunately, there doesn't seem to be much compatibility. MineChem machines are able to produce a lot of the metals and minerals in PFAA by breaking down vanilla blocks but they don't recognize the PFAA minerals and metals. I don't know what your plans are for the Chemica portion of PFAA but integration with MineChem would be fantastic. Is that something that can be done on your end or is it something MineChem needs to do?
What makes you say that? Are you talking about the guy who took over maintaining the mod? Because the creator doesn't appear to work on it anymore. What has he done that's dodgy and what's broken about the mod?
Pixlepix has always been the man with Minechem, and the code is messy, the enums are messed up etc.
The mod is (unintentionally) OP and doesn't even know how to fix it...
Also the ores in Serpentine and Pegmatite formation appears to be a bit too "colorful" for me, it would be better if these ores appeares in form of overlays.