The possibilities with this mod are really exciting. And I really appreciate how you're trying to keep it compatible with other mods.
I've tried to play Terrafirmacraft but it's too tedious for me. One thing I loved about it though, was that rock types mattered. They had different hardnesses and certain ores could only be found in certain stone. From what I understand you're doing something similar, which is very cool. It makes mining more strategic and interesting.
Really nice mod, having tons of fun with this and gregtech.
Anyone got any tips on finding SEDEX? Haven't found any uraninite yet either, although I haven't been looking that much.
SEDEX is not a mineral; it's a type of deposit. One idea I have is to make conglomerate rare drop gold, electrum and copper nuggets a la flint and gravel. So you'll get some silver from the electrum.
I've generated a new world with GT, this mod and a whole bunch of other things but nearly nothing that adds new biomes (just thaumcraft and ender forest). I disabled ALL oregen from other mods from both in-game menu and from the configs for the mods while using the defaults from this mod. Problem seems to be that copper is by far the rarest metal I can find in the world. Basically I have tens if not hundreds of times more sources for titanium than for copper according to analyzing thousands of chunks in MCEdit.
Am I missing some crucial details somewhere or is copper supposed to be far rarer than diamonds?
Bearing in mind it is "Chalcopyrite" which is the proper copper ore..
it's kind of tedious considering I need to manually match the block iDs but I'll see what I can do
In the mean time, am I supposed to have the "Forestry copper/tin/apatite" on for decent generation frequencies? So far I've turned them off.
Thanks for delving into this. The goal is for banded iron to be 3X more common than chalcopyrite, and with the other sources of iron, the ratio is even higher metal to metal. In e.g. IC2 I think Iron is only 2X more common than copper (I could be wrong). The rationale is that in reality iron is actually produced >100X as much as copper (2.5 billion tons/yr to 15 million tons/yr). I just modeled that by prevalence in the world.
I've done my own analyses, and it can be tricky. Banded iron is by design 2X more common in ice biomes, and probably will also be more common in oceans, for example. And since things are so concentrated, any analysis needs to include a large number of chunks (I usually aim for about 35000 chunks) using the Minecraft land generator. You can normalize things by counting the number of snow blocks, for example. I also sometimes disable all ocean generation, because it's so different from land.
If we do determine that copper is to rare for most mod balance, we can tweak it, of course.
Also, btw, I'm surprised that you have iron ore present. That must be where COG is failing to replace it. You might want to disable vanilla ore generation (under debugging) and also disable iron/coal generation in the basic COG configuration.
If you want I could do some more testing and data gathering but for my own purpose I think I finally got things to a reasonable place. If you do want some testing let me know what sort of information are you most interested in.
More testing would be great, as well as more feedback on the balance. If others feel that the copper balance or anything else is out of whack, please let me know. Thanks!
Any way to make CoG and PFAA interact with Mystcraft worlds/Twilight forest?
Please clarify what you mean by "interact". I haven't tested it, but Geologica should generate in Mystcraft worlds. There are plans for COG to respect the DenseOres symbol (probably just by disabling itself) and to add instability for placed ores. COG is capable of generating in Twilight Forest, but there are no plans to have Geologica generate there.
Decided to try this out and played a few hours in a new world last night. Absolutely loving it so far! There have been other mods that added geology to Minecraft, but this one does it in the most believable way while adding interesting gameplay elements.
I do wish there were more uses for some of the ores/minerals but it sounds like that's coming up in Chemica. I'm tempted to install Gregtech just so there are a few more uses. I've never put much time into Gregtech though. Can anyone who's used them together tell me how they interact?
I tried to craft a Applied Energistics Grindstone and it didn't seem to be working with PFAA stone. Luckily there was a nearby village with vanilla cobblestone I could use.
I'm also wondering how the plan to use overlays for ores is working? I think it would be great for aesthetics but I hope it doesn't come at the price of compatibility.
Speaking of aesthetics, I've found it can be difficult to tell what's a rock, what's an ore, and what's a mineral. Would you consider adding more info via tooltips? I can always refer to the wiki but I think it would be more intuitive to have it visible in game.
I think this is due to improper use of ore dict on AE's side, mods that do make proper use of it, like gregtech, handles the new stone perfectly. Noticed that the redpower replacement mod require vanilla stone too.
PFAA and gregtech work well together, all ores (or most at lest) can be processed that way, it does throw balance off a little, but not nearly as much as mekanism does.
Thanks for the info.
I think you're right about the ore dictionary thing. I was just trying to use PFAA cobble in Tinker's Construct recipes and it doesn't work either. The best solution might be to make the medium and/or strong cobble craftable into vanilla cobble. I don't think the weak cobble/rubble should though. It might impact the progression system too much.
I tried to craft a Applied Energistics Grindstone and it didn't seem to be working with PFAA stone. Luckily there was a nearby village with vanilla cobblestone I could use.
Interesting. For some reason AE has its own recipe implementation, so my naive attempts at ore-dictifying crafting recipes fails. This is really an AE issue not using ore dict "stone" in its recipes. Maybe AE2 will be different.
I'm also wondering how the plan to use overlays for ores is working? I think it would be great for aesthetics but I hope it doesn't come at the price of compatibility.
Should not interfere, but someone has to make the overlays for me. People seem unhappy with my art skills (or lack thereof), and I don't particularly enjoy making textures.
Speaking of aesthetics, I've found it can be difficult to tell what's a rock, what's an ore, and what's a mineral. Would you consider adding more info via tooltips? I can always refer to the wiki but I think it would be more intuitive to have it visible in game.
Anything that ends in "Stone" is a rock. The ores will all have the associated metal in parentheses. If that helps.
Interesting. For some reason AE has its own recipe implementation, so my naive attempts at ore-dictifying crafting recipes fails. This is really an AE issue not using ore dict "stone" in its recipes. Maybe AE2 will be different.
Tinker's Construct appears to have the same issue and someone mentioned Project Red. My own workaround has been to install custom npcs and add recipes for converting just the strong cobblestone to vanilla cobblestone using the carpentry workbench.
Should not interfere, but someone has to make the overlays for me. People seem unhappy with my art skills (or lack thereof), and I don't particularly enjoy making textures.
I might be willing to help out. I'm a professional artist and did several textures for Thaumcraft and a few for Ars Magica. That's my art in my avatar. Just let me know specifically what you need and what style you would like it in and I can try to work it in between my deadlines. By style I mean do you want veins that seem to run from one block to the next (Terrafirmacraft style) or more vanilla style where they are little chunks.
Anything that ends in "Stone" is a rock. The ores will all have the associated metal in parentheses. If that helps.
So if it doesn't end in Stone it's either an ore or mineral? How do you tell which is which? Many ores end in "Ore" but some, such as Limonite and Bauxite, don't. It would be great if all ores could be smelted into ingots, even if those ingots are useless right now. Actually, if those ingots could be made into blocks of metal at least you could use them for interesting building options. Again, I can help with textures here.
I noticed when I tried to smelt Galena (Lead) it wouldn't smelt but it does actually grind up in an AE Grind Stone. Bauxite doesn't work in either though. Is that one registered in the ore dictionary? I know at least 3 mods (Tinkers Construct, Gregtech, Mariculture) that could make use of it.
The best solution might be to make the medium and/or strong cobble craftable into vanilla cobble. I don't think the weak cobble/rubble should though. It might impact the progression system too much.
I believe this is what Underground Biomes did. It seemed to work nicely as a solution for interoperability with mods who didn't anticipate the possibility that there might be different kinds of stone for some reason. Single block to single block shapeless crafting works fine.
I think they are in ore dict, gregtech can handle both bauxite and galena, I've used chrome and tungsten ore too.
Ah cool. So Gregtech machines can handle them? I tried to install it but had a crash and conflict somewhere with the 100 or so other mods I'm running.
I had a thought about Metallurgy. Normally I don't have much interest in that mod but if it gives uses for some of those other ores it might be worth trying.
Edit: Just tested it out and Metallurgy works great so far! I disable all the Metallurgy world generation and am able to use the PFAA ores to make metal blocks, crushers, furnaces, armor, tools etc. Awesome!
Tinker's Construct appears to have the same issue and someone mentioned Project Red. My own workaround has been to install custom npcs and add recipes for converting just the strong cobblestone to vanilla cobblestone using the carpentry workbench.
Ok. Yea, all bets are off for Tinker's Construct. I'd have to interact with its API to add a new material for each stone hardness level. Something to put on the TODO list.
I might be willing to help out. I'm a professional artist and did several textures for Thaumcraft and a few for Ars Magica. That's my art in my avatar. Just let me know specifically what you need and what style you would like it in and I can try to work it in between my deadlines. By style I mean do you want veins that seem to run from one block to the next (Terrafirmacraft style) or more vanilla style where they are little chunks.
It would be awesome to get some real art. It's a lot of art though. I guess we'd start with the ore textures, as overlays that can be rendered on top of the stone textures. At least some of the stone textures might need to be reworked to better support overlays. We'll see though. I'll leave the style up to you. I was thinking though of a little randomization, where e.g. the overlays are rotated to a random degree. So it might not be possible to establish a cross-block flow.
So if it doesn't end in Stone it's either an ore or mineral? How do you tell which is which? Many ores end in "Ore" but some, such as Limonite and Bauxite, don't. It would be great if all ores could be smelted into ingots, even if those ingots are useless right now. Actually, if those ingots could be made into blocks of metal at least you could use them for interesting building options. Again, I can help with textures here.
I noticed when I tried to smelt Galena (Lead) it wouldn't smelt but it does actually grind up in an AE Grind Stone. Bauxite doesn't work in either though. Is that one registered in the ore dictionary? I know at least 3 mods (Tinkers Construct, Gregtech, Mariculture) that could make use of it.
Galena should smelt to lead if there is a mod that adds smelting for oreLead. Bauxite is tricky. I can't in good conscience allow it to be simply smelted, because in the real world furnace smelting (heating with carbon as the reducing agent) simply generates aluminum carbide. Electrolysis is really the only cost effective way. Otherwise, you need a metallic reductant like sodium. GregTech does the right thing.
I believe this is what Underground Biomes did. It seemed to work nicely as a solution for interoperability with mods who didn't anticipate the possibility that there might be different kinds of stone for some reason. Single block to single block shapeless crafting works fine.
Yes, I might have to break down and do this. I was hoping that mods could simply use the "stone" key, as it's registered by Forge. It's not something Geologica introduces.
I've tried to play Terrafirmacraft but it's too tedious for me. One thing I loved about it though, was that rock types mattered. They had different hardnesses and certain ores could only be found in certain stone. From what I understand you're doing something similar, which is very cool. It makes mining more strategic and interesting.
SEDEX is not a mineral; it's a type of deposit. One idea I have is to make conglomerate rare drop gold, electrum and copper nuggets a la flint and gravel. So you'll get some silver from the electrum.
Bearing in mind it is "Chalcopyrite" which is the proper copper ore..
Obviously banded iron ore is going to be more since they are "banded"
Oh please put the other ores down, so I can have a comparison
Grab all the ore you can XD
Thanks for delving into this. The goal is for banded iron to be 3X more common than chalcopyrite, and with the other sources of iron, the ratio is even higher metal to metal. In e.g. IC2 I think Iron is only 2X more common than copper (I could be wrong). The rationale is that in reality iron is actually produced >100X as much as copper (2.5 billion tons/yr to 15 million tons/yr). I just modeled that by prevalence in the world.
I've done my own analyses, and it can be tricky. Banded iron is by design 2X more common in ice biomes, and probably will also be more common in oceans, for example. And since things are so concentrated, any analysis needs to include a large number of chunks (I usually aim for about 35000 chunks) using the Minecraft land generator. You can normalize things by counting the number of snow blocks, for example. I also sometimes disable all ocean generation, because it's so different from land.
If we do determine that copper is to rare for most mod balance, we can tweak it, of course.
Also, btw, I'm surprised that you have iron ore present. That must be where COG is failing to replace it. You might want to disable vanilla ore generation (under debugging) and also disable iron/coal generation in the basic COG configuration.
More testing would be great, as well as more feedback on the balance. If others feel that the copper balance or anything else is out of whack, please let me know. Thanks!
Please clarify what you mean by "interact". I haven't tested it, but Geologica should generate in Mystcraft worlds. There are plans for COG to respect the DenseOres symbol (probably just by disabling itself) and to add instability for placed ores. COG is capable of generating in Twilight Forest, but there are no plans to have Geologica generate there.
I do wish there were more uses for some of the ores/minerals but it sounds like that's coming up in Chemica. I'm tempted to install Gregtech just so there are a few more uses. I've never put much time into Gregtech though. Can anyone who's used them together tell me how they interact?
I tried to craft a Applied Energistics Grindstone and it didn't seem to be working with PFAA stone. Luckily there was a nearby village with vanilla cobblestone I could use.
I'm also wondering how the plan to use overlays for ores is working? I think it would be great for aesthetics but I hope it doesn't come at the price of compatibility.
Speaking of aesthetics, I've found it can be difficult to tell what's a rock, what's an ore, and what's a mineral. Would you consider adding more info via tooltips? I can always refer to the wiki but I think it would be more intuitive to have it visible in game.
Thanks for the info.
I think you're right about the ore dictionary thing. I was just trying to use PFAA cobble in Tinker's Construct recipes and it doesn't work either. The best solution might be to make the medium and/or strong cobble craftable into vanilla cobble. I don't think the weak cobble/rubble should though. It might impact the progression system too much.
Interesting. For some reason AE has its own recipe implementation, so my naive attempts at ore-dictifying crafting recipes fails. This is really an AE issue not using ore dict "stone" in its recipes. Maybe AE2 will be different.
Should not interfere, but someone has to make the overlays for me. People seem unhappy with my art skills (or lack thereof), and I don't particularly enjoy making textures.
Anything that ends in "Stone" is a rock. The ores will all have the associated metal in parentheses. If that helps.
Tinker's Construct appears to have the same issue and someone mentioned Project Red. My own workaround has been to install custom npcs and add recipes for converting just the strong cobblestone to vanilla cobblestone using the carpentry workbench.
I might be willing to help out. I'm a professional artist and did several textures for Thaumcraft and a few for Ars Magica. That's my art in my avatar. Just let me know specifically what you need and what style you would like it in and I can try to work it in between my deadlines. By style I mean do you want veins that seem to run from one block to the next (Terrafirmacraft style) or more vanilla style where they are little chunks.
So if it doesn't end in Stone it's either an ore or mineral? How do you tell which is which? Many ores end in "Ore" but some, such as Limonite and Bauxite, don't. It would be great if all ores could be smelted into ingots, even if those ingots are useless right now. Actually, if those ingots could be made into blocks of metal at least you could use them for interesting building options. Again, I can help with textures here.
I noticed when I tried to smelt Galena (Lead) it wouldn't smelt but it does actually grind up in an AE Grind Stone. Bauxite doesn't work in either though. Is that one registered in the ore dictionary? I know at least 3 mods (Tinkers Construct, Gregtech, Mariculture) that could make use of it.
I believe this is what Underground Biomes did. It seemed to work nicely as a solution for interoperability with mods who didn't anticipate the possibility that there might be different kinds of stone for some reason. Single block to single block shapeless crafting works fine.
Ah cool. So Gregtech machines can handle them? I tried to install it but had a crash and conflict somewhere with the 100 or so other mods I'm running.
I had a thought about Metallurgy. Normally I don't have much interest in that mod but if it gives uses for some of those other ores it might be worth trying.
Edit: Just tested it out and Metallurgy works great so far! I disable all the Metallurgy world generation and am able to use the PFAA ores to make metal blocks, crushers, furnaces, armor, tools etc. Awesome!
Ok. Yea, all bets are off for Tinker's Construct. I'd have to interact with its API to add a new material for each stone hardness level. Something to put on the TODO list.
It would be awesome to get some real art. It's a lot of art though. I guess we'd start with the ore textures, as overlays that can be rendered on top of the stone textures. At least some of the stone textures might need to be reworked to better support overlays. We'll see though. I'll leave the style up to you. I was thinking though of a little randomization, where e.g. the overlays are rotated to a random degree. So it might not be possible to establish a cross-block flow.
Galena should smelt to lead if there is a mod that adds smelting for oreLead. Bauxite is tricky. I can't in good conscience allow it to be simply smelted, because in the real world furnace smelting (heating with carbon as the reducing agent) simply generates aluminum carbide. Electrolysis is really the only cost effective way. Otherwise, you need a metallic reductant like sodium. GregTech does the right thing.
Yes, I might have to break down and do this. I was hoping that mods could simply use the "stone" key, as it's registered by Forge. It's not something Geologica introduces.