In wich Biome I can find Chalcopyrite ( Copper )? I have disabled all ore gen in Biome o Plenty, Gregtech, Ic2 and Forestry. I use only PFAA for Ore generation in the Overworld.
Copper (chalcopyrite) is found in many different places. See the wiki for the details. Some specific places are underneath banded iron deposits, and within skarn deposits. But there are also veins through granite and sedimentary (SEDEX) cloud-style deposits.
Trying to play this along with a couple of other mods and I got this crash on startup. http://pastebin.com/iV2fnrLm Any help would be awesome!
This seems to be an issue with the AOBD mod. It sounds like a useful mod to use alongside Geologica, but it also seems to assume that an ingot is present for every ore (and crashes if that assumption fails). Ideally, it would add ingots along with dusts, but at least it should be robust to the absence of ingots. Would you please report to the AOBD author?
This mod is awesome, But.... I think some of the vanilla stone should remain as certain mods require it (Namely Millenaire) I would love it if they were compatible with this but unfortunately it does not appear as such so this would prevent me from using this otherwise AWESOME mod.
This mod is awesome, But.... I think some of the vanilla stone should remain as certain mods require it (Namely Millenaire) I would love it if they were compatible with this but unfortunately it does not appear as such so this would prevent me from using this otherwise AWESOME mod.
Ideally Milleanaire would support the ore dictionary "stone". All PFAA rocks are registered under that. Please suggest it to the author. Also, I'm pretty sure I added the ability to convert Geologica cobble into vanilla cobble by placing it in a crafting grid.
that is great! then I should be able to smelt it backwards as well thank you again for this awesome mod! I agree with you btw regarding millenaire but they keep their code close to the vest so I have yet to be able to see how everything is handle otherwise I would update it myself lol.
I have been running geologica through its paces before I greenlight it for normal use and I just got something strange; I received a chunk which generated with normal materials. the surrounding chunks generated properly but this one did not.Just thought I might mention this.
I have been running geologica through its paces before I greenlight it for normal use and I just got something strange; I received a chunk which generated with normal materials. the surrounding chunks generated properly but this one did not.Just thought I might mention this.
This is an issue with CustomOreGen. You can fix the chunk with /cogPopulate 0 (from inside the chunk). I think I have a fix for COG, will release a new version tomorrow.
the current textures are lacking in their resolution as well as visual appeal. they are great in default but clash hard with my 128 x 128 res resource pack so I have begun to retexture each block in the mod. I have not gotten all the way through yet but I have a start and I figured I would share my results here for everyone to see and comment on. some of these blocks textures needed to be completely made by hand such as the serpentinite bricks and the skarn bricks but I think they came out pretty nice
the current textures are lacking in their resolution as well as visual appeal. they are great in default but clash hard with my 128 x 128 res resource pack so I have begun to retexture each block in the mod. I have not gotten all the way through yet but I have a start and I figured I would share my results here for everyone to see and comment on. some of these blocks textures needed to be completely made by hand such as the serpentinite bricks and the skarn bricks but I think they came out pretty nice
Wow, those look cool. Are you basically taking photographs for those? I have actually been hard at work moving to an overlay scheme for the ores, so you might hold off on those. If you're able to draw prettier rock textures at e.g. 32x32 (instead of photo-realistic), that would also be very much appreciated.
When will you be facing other mods like Genetica or Chemica?
I don't want to urge the development, I just want to know.
Chemica is already sitting underneath everything. As far as adding processing and such, I can probably get to that after the ore overlay rendering. I've actually spent a lot of work getting the fluids (oil, gas, etc) to integrate better with the game. Many mods that add oil (like Buildcraft) do it in a simple way that e.g. lets squids spawn in oil, lets you fill water bottles from oil, lets oil irrigate crops, etc. I've submitted some patches to Forge to get around those issues.
Yeah, those are photos of the real material made into block textures but some of them required some editing and in the case of the two bricks I mentioned I made them by hand. I will see if I can hip up some decent textures for the blocks in a more artistic manner at the 32x32 ratio for ya instead of continuing the 128 x 128 pack. I had to add each to the blocks inside the jar file anyway because that is a pain in the butt anyway! I could not figure out how to get compatibility with a seperate resource pack. Is that what an overlay scheme allows for?
one other thing... Malachite is not a coded block but it is a texture so is that something that was abandoned or in progress?
included below is a mostly complete texture for the oil sands which I still have to scale and save as a .png but what do you think so far? (This one is 100% original Balthizar art :p)
Finally able to upload the texture, ready to be used. what do you think of it noogenesis?
So In conclusion either I was extremely unlucky, or looked in the wrong places, or the ore generation is currently not in a state, that allows a balanced non creative game play. If this is an intended behaviour for realism reasons please tell me what I can do to increase the spawn rate drastically or where else I should take a look for the ores.
You might want to check out the wiki to better understand how the ore generation works. For both realism and gameplay, it is not possible to simply setup a machine that digs straight down and expect to get all the metals you need. Instead, you need to explore the world and find the large concentrations of ore. Then setup a mine.
So.. is this a bug or expected behaviour? Sorry for asking but I must say it is not perfectly clear from the wiki where to expect the big Copper concentrations... And as I said I would have expected that to be inside Granite, or something at all inside...
Copper is all over the place, including granite veins. But please realize that while these veins are large, they are very infrequent. Most chunks will have zero copper in granite. It is more common in extreme hills. If you use the X-ray mod, you'll see that there is some, but it's not like you can just setup a miner somewhere and expect copper. You need to explore the caves. Then, if you find a large cloud, like a SEDEX deposit, setup a miner, and get hundreds of copper.
Weird. This may be more of an issue with COG, and the new deferred generation algorithm. It needs to load saved chunks to count them when determining whether a sufficient number of chunks has been generated around a chunk (and if so, populate it). Somehow the saved compressed block data has been corrupted, and perhaps the force loading is doing something wrong. Tough to say.
Copper (chalcopyrite) is found in many different places. See the wiki for the details. Some specific places are underneath banded iron deposits, and within skarn deposits. But there are also veins through granite and sedimentary (SEDEX) cloud-style deposits.
http://imgur.com/a/gHyjN
This seems to be an issue with the AOBD mod. It sounds like a useful mod to use alongside Geologica, but it also seems to assume that an ingot is present for every ore (and crashes if that assumption fails). Ideally, it would add ingots along with dusts, but at least it should be robust to the absence of ingots. Would you please report to the AOBD author?
Ideally Milleanaire would support the ore dictionary "stone". All PFAA rocks are registered under that. Please suggest it to the author. Also, I'm pretty sure I added the ability to convert Geologica cobble into vanilla cobble by placing it in a crafting grid.
This is an issue with CustomOreGen. You can fix the chunk with /cogPopulate 0 (from inside the chunk). I think I have a fix for COG, will release a new version tomorrow.
I don't want to urge the development, I just want to know.
Wow, those look cool. Are you basically taking photographs for those? I have actually been hard at work moving to an overlay scheme for the ores, so you might hold off on those. If you're able to draw prettier rock textures at e.g. 32x32 (instead of photo-realistic), that would also be very much appreciated.
Chemica is already sitting underneath everything. As far as adding processing and such, I can probably get to that after the ore overlay rendering. I've actually spent a lot of work getting the fluids (oil, gas, etc) to integrate better with the game. Many mods that add oil (like Buildcraft) do it in a simple way that e.g. lets squids spawn in oil, lets you fill water bottles from oil, lets oil irrigate crops, etc. I've submitted some patches to Forge to get around those issues.
one other thing... Malachite is not a coded block but it is a texture so is that something that was abandoned or in progress?
included below is a mostly complete texture for the oil sands which I still have to scale and save as a .png but what do you think so far? (This one is 100% original Balthizar art :p)
Finally able to upload the texture, ready to be used. what do you think of it noogenesis?
Most people use 32x32, but there are people who use higher resolution packs
You might want to check out the wiki to better understand how the ore generation works. For both realism and gameplay, it is not possible to simply setup a machine that digs straight down and expect to get all the metals you need. Instead, you need to explore the world and find the large concentrations of ore. Then setup a mine.
Copper is all over the place, including granite veins. But please realize that while these veins are large, they are very infrequent. Most chunks will have zero copper in granite. It is more common in extreme hills. If you use the X-ray mod, you'll see that there is some, but it's not like you can just setup a miner somewhere and expect copper. You need to explore the caves. Then, if you find a large cloud, like a SEDEX deposit, setup a miner, and get hundreds of copper.
A new crash with pfaa
Weird. This may be more of an issue with COG, and the new deferred generation algorithm. It needs to load saved chunks to count them when determining whether a sufficient number of chunks has been generated around a chunk (and if so, populate it). Somehow the saved compressed block data has been corrupted, and perhaps the force loading is doing something wrong. Tough to say.