In b1 we've replaced the regular sandstone texture with our own beige texture. They are the same block at the moment. Adding new texture to the list of suggestions.
/snip
A seperate block would be wonderful The default solution in MC is not very useful. (seeing as it's paved, and constructed) But resourcepacks replace your default sandstone texture since yours is also just a texture override atm.
Apart from that, it seems like layers are based on height? Anyways, to the point. I ended up having banded mountains, with lots of sandstone and shist /shale (unsure, black rock) bands going through at heights from 100 - 250, point being these custom painted mountains ended up pretty weird looking due to the current, non random nature of the rock formations. (Or maybe it was just random?) It looked very segmented, and not very chaotic of nature.
This was however on a pre-constructed map, made within worldpainter.
I'm really liking how this mod is coming along and think it really has potential. Something interesting you could do would be to take a page from Gregtech's ore generation and, rather than sprinkle ore throughout the world, clump it into rare veins with huge quantities of that ore. Instead of fumbling around underground looking for small, individual deposits of ore, a player would find a large vein (ideally with some sort of indicator visible from the surface) of a certain mineral or several minerals and set up infrastructure to mine that vein out. Obviously, that would require (I would imagine) a fair amount of code time and more ores, but it would be good both from a gameplay and realism standpoint.
Hejsan! Erat mod måste jag faktiskt säga är... Fantastiskt. Kul med massor av nya bergarter som både är lärande och skoj. Men ett nytt mod, har alltid små buggar, missar och nackdelar. En stor nackdel är att det inte finns ''vanlig'' minecraft sten i världarna man genererat med moddet. Det är väldigt synd eftersom man behöver sten för att kunna starta upp (t.ex. för att göra ugnar). Jag misstänker att ni har bytt ut era bergarter mot den vanliga stenen i minecraft. Ändra på det (om det är så).
En annan uptäckt är att jag inte finner en enda järnmalmsblock! Jag vet inte om det är något annan mod som jag har som ändrar på den saken, men ni kan väl kolla om det är så att ni gjort något fel gällande järnmalmen?
Tack!
PS: Jag älskar fortfarande erat mod! Tummen upp för er!
Hej papadepapa,
vad roligt att du gillar vår mod! Vi har bytt ut vanlig sten mot nya block som ska representera olika bergarter, och det gäller även i recepten.
Järnmalm kan du hitta som små randiga drops i brunaktig färg från block av bandad järnmalm och skarn. Hör gärna av dig med fler saker som du vill se i moden så ska vi se vad vi kan ta med.
Hi papadepapa,
we are glad that you like the mod! We have replaced the previous stone-block with our new blocks that represent rock types. Our new blocks also replace stone in the recipes.
Iron can be found as brown striped drops when you mine banded iron formation-blocks and skarn-blocks. Please let us know if you have ideas on how we can develop the mod.
I'm really liking how this mod is coming along and think it really has potential. Something interesting you could do would be to take a page from Gregtech's ore generation and, rather than sprinkle ore throughout the world, clump it into rare veins with huge quantities of that ore. Instead of fumbling around underground looking for small, individual deposits of ore, a player would find a large vein (ideally with some sort of indicator visible from the surface) of a certain mineral or several minerals and set up infrastructure to mine that vein out. Obviously, that would require (I would imagine) a fair amount of code time and more ores, but it would be good both from a gameplay and realism standpoint.
Hi kinkodoyle,
thank you for testing BetterGeo and giving us good and useful ideas on how we could develop the mod We have four types of veins at the moment, but they represent rock types with smaller amount of mineral- or metaldrops. I like the idea of developing them further, and include bigger findings and indicators of them. We will write it up on our list of suggestions. We will also add Gregtech's ore generation to the list. Can we find it easily? Thank you!
* Magnetic compass now using less CPU resources.
* Fixed magnetic compass endless rotating after switching graphic mode.
* Slab recipes weren't aligned with latest slab changes, this has been fixed.
* Sand paper now work on stairs in survival mode.
* Fixed missing Gabbro brick translation.
* Monster scanner charge in item frame now shown correctly.
* Invalid empty ItemStacks was left in the alloy furnace, this has been fixed.
* It's now possible to place blocks, in creative mode, that drops both resources and the block itself and get the drops from them when switching back to survival. Currently only work on clients and not on multiplayer servers. If placed in survival mode the block only drops itself to prevent a never ending source of resources. Please note that REE will still not drop from Skarn.
A seperate block would be wonderful The default solution in MC is not very useful. (seeing as it's paved, and constructed) But resourcepacks replace your default sandstone texture since yours is also just a texture override atm.
Apart from that, it seems like layers are based on height? Anyways, to the point. I ended up having banded mountains, with lots of sandstone and shist /shale (unsure, black rock) bands going through at heights from 100 - 250, point being these custom painted mountains ended up pretty weird looking due to the current, non random nature of the rock formations. (Or maybe it was just random?) It looked very segmented, and not very chaotic of nature.
This was however on a pre-constructed map, made within worldpainter.
A new sandstone block is in the works.
Can you post a picture of your weird painted mountains?
... rather than sprinkle ore throughout the world, clump it into rare veins with huge quantities of that ore. Instead of fumbling around underground looking for small, individual deposits of ore, a player would find a large vein (ideally with some sort of indicator visible from the surface) of a certain mineral or several minerals and set up infrastructure to mine that vein out. Obviously, that would require (I would imagine) a fair amount of code time and more ores, but it would be good both from a gameplay and realism standpoint.
Quick summary: Portions (HarderOres) include ores that take longer to mine, and drop more total; indicator plants that grow in high mineral concentration soil; bonemeal producing these (bonemeal's behavior is narrower than worldgen), sluices to "pan" some of the material from soil, COG to place rare but large deposits, etc.
(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?
* Magnetic compass now using less CPU resources.
* Fixed magnetic compass endless rotating after switching graphic mode.
* Slab recipes weren't aligned with latest slab changes, this has been fixed.
* Sand paper now work on stairs in survival mode.
* Fixed missing Gabbro brick translation.
* Monster scanner charge in item frame now shown correctly.
* Invalid empty ItemStacks was left in the alloy furnace, this has been fixed.
* It's now possible to place blocks, in creative mode, that drops both resources and the block itself and get the drops from them when switching back to survival. Currently only work on clients and not on multiplayer servers. If placed in survival mode the block only drops itself to prevent a never ending source of resources. Please note that REE will still not drop from Skarn.
Now back to work on b03.
SGU/Mathias
Edit: Download link
Updated to this version, now I can't mine banded iron. (with stone/iron)
thank you for testing BetterGeo and giving us good and useful ideas on how we could develop the mod We have four types of veins at the moment, but they represent rock types with smaller amount of mineral- or metaldrops. I like the idea of developing them further, and include bigger findings and indicators of them. We will write it up on our list of suggestions. We will also add Gregtech's ore generation to the list. Can we find it easily? Thank you!
SGU, Josephine
If you're talking about adding compatibility with Gregtech's ore/worldgen, you probably shouldn't even bother. Gregtech is in a state of near-perpetual developmental flux and adds/changes stuff constantly. It is also a massive change to worldgen in its own right, almost on the scale of this mod. Nevertheless, here's Greg's IC2 form page and here's a page specifically about the oregen in the mod.
I think I'm missing something, but I can't make any brick blocks from shale, schist, marble, etc. I've tried 2x2 and 3x3 in the crafting table, and sticking them in the furnace and the smelter, and nothing. I can make stairs and slabs, but not bricks.
Are there changes to the recipes for certain types of blocks?
I think I'm missing something, but I can't make any brick blocks from shale, schist, marble, etc. I've tried 2x2 and 3x3 in the crafting table, and sticking them in the furnace and the smelter, and nothing. I can make stairs and slabs, but not bricks.
Are there changes to the recipes for certain types of blocks?
At the moment you use sandpaper to make bricks. Use it like a pickaxe on the block you want to brickify(?). Like magic. Go paint the world.
If you're talking about adding compatibility with Gregtech's ore/worldgen, you probably shouldn't even bother. Gregtech is in a state of near-perpetual developmental flux and adds/changes stuff constantly. It is also a massive change to worldgen in its own right, almost on the scale of this mod. Nevertheless, here's Greg's IC2 form page and here's a page specifically about the oregen in the mod.
Okay, thank you for the information! We will look at the pages you posted and see what we can do.
hej jag vet inte hur man får själva modet jag har allt ned laddat och profilerna är skapade men det går ändå inte hur gör jag
Hej oritza1991,
Har du rätt versioner av det som behövs? Vi har nedladdningsinstruktioner här med en lista på vilka versioner som man bör spela med: http://www.sgu.se/om-geologi/bettergeo--minecraft-med-mer-geologi/
Du måste ladda ner moden sen också, och det kan du göra här på forumet under rubriken "Downloads". Vi har version beta 02u1 ute nu.
I think there was a question somewhere about stone and cobblestone, and which new blocks that replace stone/cobblestone. We have replaced them with diabase, gabbro, gneiss, granite, kimberlite, limestone, schist and skarn in the recipes.
Do these replacements work in recipes from other mods?
For example a buildcraft wood gear requires four sticks. Next, a stone gear is four cobblestone around a wood gear.
Could the stone gear be made with Gabbro around a wood gear, or any of the other rocks supported in any combination?
EDIT: I have a suggestion to get vanilla cobblestone - mix one of every type of stone together to get that number of cobblestone blocks. I can't remember how many different types you have but if there are 8 you would put 1 of each in the crafting grid and get 8 pieces of cobble out.
That would encourage proper stone mining as well as for ores
Lava/Water mechanics still work. So just make a cobble gen and you get your vanilla stone.
A seperate block would be wonderful
The default solution in MC is not very useful. (seeing as it's paved, and constructed) But resourcepacks replace your default sandstone texture since yours is also just a texture override atm.
Apart from that, it seems like layers are based on height? Anyways, to the point. I ended up having banded mountains, with lots of sandstone and shist /shale (unsure, black rock) bands going through at heights from 100 - 250, point being these custom painted mountains ended up pretty weird looking due to the current, non random nature of the rock formations. (Or maybe it was just random?) It looked very segmented, and not very chaotic of nature.
This was however on a pre-constructed map, made within worldpainter.
I'm really liking how this mod is coming along and think it really has potential. Something interesting you could do would be to take a page from Gregtech's ore generation and, rather than sprinkle ore throughout the world, clump it into rare veins with huge quantities of that ore. Instead of fumbling around underground looking for small, individual deposits of ore, a player would find a large vein (ideally with some sort of indicator visible from the surface) of a certain mineral or several minerals and set up infrastructure to mine that vein out. Obviously, that would require (I would imagine) a fair amount of code time and more ores, but it would be good both from a gameplay and realism standpoint.
Hej papadepapa,
vad roligt att du gillar vår mod! Vi har bytt ut vanlig sten mot nya block som ska representera olika bergarter, och det gäller även i recepten.
Järnmalm kan du hitta som små randiga drops i brunaktig färg från block av bandad järnmalm och skarn. Hör gärna av dig med fler saker som du vill se i moden så ska vi se vad vi kan ta med.
Hi papadepapa,
we are glad that you like the mod! We have replaced the previous stone-block with our new blocks that represent rock types. Our new blocks also replace stone in the recipes.
Iron can be found as brown striped drops when you mine banded iron formation-blocks and skarn-blocks. Please let us know if you have ideas on how we can develop the mod.
SGU, Josephine
Hi kinkodoyle,
thank you for testing BetterGeo and giving us good and useful ideas on how we could develop the mod
We have four types of veins at the moment, but they represent rock types with smaller amount of mineral- or metaldrops. I like the idea of developing them further, and include bigger findings and indicators of them. We will write it up on our list of suggestions. We will also add Gregtech's ore generation to the list. Can we find it easily? Thank you!
SGU, Josephine
BetterGeo 1.0b02 is released! This is mainly a bug fix release. These are the fixes:
* Magnetic compass now using less CPU resources.
* Fixed magnetic compass endless rotating after switching graphic mode.
* Slab recipes weren't aligned with latest slab changes, this has been fixed.
* Sand paper now work on stairs in survival mode.
* Fixed missing Gabbro brick translation.
* Monster scanner charge in item frame now shown correctly.
* Invalid empty ItemStacks was left in the alloy furnace, this has been fixed.
* It's now possible to place blocks, in creative mode, that drops both resources and the block itself and get the drops from them when switching back to survival. Currently only work on clients and not on multiplayer servers. If placed in survival mode the block only drops itself to prevent a never ending source of resources. Please note that REE will still not drop from Skarn.
Now back to work on b03.
SGU/Mathias
Edit: Download link
A new sandstone block is in the works.
Can you post a picture of your weird painted mountains?
SGU/Mathias
Look at Reasonable Realism.
http://reasonable-realism.wikia.com/
Quick summary: Portions (HarderOres) include ores that take longer to mine, and drop more total; indicator plants that grow in high mineral concentration soil; bonemeal producing these (bonemeal's behavior is narrower than worldgen), sluices to "pan" some of the material from soil, COG to place rare but large deposits, etc.
* 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?
Updated to this version, now I can't mine banded iron. (with stone/iron)
If you're talking about adding compatibility with Gregtech's ore/worldgen, you probably shouldn't even bother. Gregtech is in a state of near-perpetual developmental flux and adds/changes stuff constantly. It is also a massive change to worldgen in its own right, almost on the scale of this mod. Nevertheless, here's Greg's IC2 form page and here's a page specifically about the oregen in the mod.
Oops! Thank you Chefbarbie!
Please download sgu-bettergeo-1.7.10-1.0-b02u1.jar where this is fixed.
SGU/Mathias
Edit: working link
Dead link.
sgu-bettergeo-1.7.10-1.0-b02u1.jar
I think I'm missing something, but I can't make any brick blocks from shale, schist, marble, etc. I've tried 2x2 and 3x3 in the crafting table, and sticking them in the furnace and the smelter, and nothing. I can make stairs and slabs, but not bricks.
Are there changes to the recipes for certain types of blocks?
Apparently http:// matters in links.
Fixed it. Sorry!
SGU/Mathias
At the moment you use sandpaper to make bricks. Use it like a pickaxe on the block you want to brickify(?). Like magic. Go paint the world.
SGU/Mathias
That was definitely it, thanks.
Okay, thank you for the information! We will look at the pages you posted and see what we can do.
/SGU, Josephine
Hej oritza1991,
Har du rätt versioner av det som behövs? Vi har nedladdningsinstruktioner här med en lista på vilka versioner som man bör spela med: http://www.sgu.se/om-geologi/bettergeo--minecraft-med-mer-geologi/
Du måste ladda ner moden sen också, och det kan du göra här på forumet under rubriken "Downloads". Vi har version beta 02u1 ute nu.
Instructions on how to install BetterGeo can be found here (in English): http://www.sgu.se/en/geology-of-sweden/bettergeo--minecraft-with-more-geology/
SGU, Josephine
I think there was a question somewhere about stone and cobblestone, and which new blocks that replace stone/cobblestone. We have replaced them with diabase, gabbro, gneiss, granite, kimberlite, limestone, schist and skarn in the recipes.
/SGU, Josephine
Lava/Water mechanics still work. So just make a cobble gen and you get your vanilla stone.