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
When we implement Ore Dictionary (soon!) they will for sure. For now, maybe they will work? I have not tested this myself.
We need to take another look at cobblestone. Thanks for the suggestion!
Interesting mod. In my opinion, there are two or three things you should do for basic inter-mod compatibility. This is important if you want lots of people to play with your mod, as people rarely use just one mod--modpacks are very popular, and so is just mixing and matching stuff that interests the player.
First, is adding ore dictionary registration to make your metals and stone compatible with other mods' metals and stones. I am aware that you already plan to do this--however, it's really very easy to do and absolutely crucial for mod compatibility; there's no reason to delay. On the other hand, I've noticed it's hard to find good, up-to-date information on how to register things with the Forge ore dictionary and use ore dictionary entries in recipes. So, on the off chance that lack of information is what's holding you up, here's some information:
You would need to add a similar (or identical) isReplaceableOreGen() method to your stone block class to override the method inherited from class Block, otherwise other mods' ores will not generate in a world with BetterGeo rocks. This would make players of many other mods very sad--Thaumcraft users would not have any infused ores, Big Reactors users would have no Yellorium, etc, etc, etc.
Third thing is just for convenience--consider also hosting your mod on CurseForge. It's a convenient, popular, trusted, and free location to host mods, and makes it easy to keep multiple versions available without constantly editing the main post here. (There's a Curse widget for including in your main post; it automatically shows the latest file uploaded)
When you do make your source available, consider GitHub--it's very popular with modders and makes it easy to track issues and collaborate with other programmers.
Expect Ore Dictionary in the next update. We're working on it. Great links!
isReplaceableOreGen() is planned for the next update or the one after. It will happen.
Hosting on CurseForge is just a matter of passing the review process. Any day (or hour?) now.
Github will be considered when we release the source.
SGU/Mathias
You're welcome.
If the CurseForge thing is taking too long, one thing that isn't well-documented is that they don't even start the review process until you have at least one file loaded. I ran into that problem, as well as the "you have to have a picture" thing.
I have an important request that I'm sure everyone is thinking.
A good config file would be very much appreciated. Config files serve as the best method of allowing end users to disable, and or alter select mod functionality. This allows us to work out cross mod conflicts on our own. A good example of this would be an optional config line to alter your major changes made to redstone. These changes, while amazing, impact every major tech mod created to date, including those that strive for realism. In almost all cases, these mods generate and work with copper as a separate ore as to not interfere with others. While I'd say your generation mechanics are much better, the fact that your copper overrides natural redstone completely throws a wrench throw cross mod interactions. An optional config line that allowed us to generate your copper distinct from minecraft redstone would greatly enhance compatibility.
So where can I find Bauxite? I've been hunting in beach and ocean biomes above the Granite layer and I've yet to find any. Also, a config file would be VERY much appreciated.
I have an important request that I'm sure everyone is thinking.
A good config file would be very much appreciated. Config files serve as the best method of allowing end users to disable, and or alter select mod functionality. This allows us to work out cross mod conflicts on our own. A good example of this would be an optional config line to alter your major changes made to redstone. These changes, while amazing, impact every major tech mod created to date, including those that strive for realism. In almost all cases, these mods generate and work with copper as a separate ore as to not interfere with others. While I'd say your generation mechanics are much better, the fact that your copper overrides natural redstone completely throws a wrench throw cross mod interactions. An optional config line that allowed us to generate your copper distinct from minecraft redstone would greatly enhance compatibility.
Hi I3lackCalamity,
thank you for you advise on config files! We will look into that as soon as possible. It should not be too difficult to make Hopefully, we can incorporate this in the next update of the mod.
So where can I find Bauxite? I've been hunting in beach and ocean biomes above the Granite layer and I've yet to find any. Also, a config file would be VERY much appreciated.
We have placed bauxite in jungle biomes (as bauxite is created in tropical environtments in reality), and you will find it on top of granite or adjecent to limestone, gneiss or shale in those biomes.
If the CurseForge thing is taking too long, one thing that isn't well-documented is that they don't even start the review process until you have at least one file loaded. I ran into that problem, as well as the "you have to have a picture" thing.
This! This is what happened to us as well. The review has been completed now however. Woop!
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2205)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2135)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:239)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2050)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2205)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2135)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:239)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~ERROR~~ NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Linux (amd64) version 3.18.2-2-ARCH
Java Version: 1.8.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 125624752 bytes (119 MB) / 309436416 bytes (295 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SGU{1.0-b02u1} [SGU BetterGeo] (sgu-bettergeo-1.7.10-1.0-b02u1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1277
LWJGL: 2.9.1
OpenGL: Mesa DRI Intel(R) Ivybridge Desktop GL version 3.0 Mesa 10.4.2, Intel Open Source Technology Center
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Hello arvids_sonson!
It looks like you have the same problem with the render distance setting as smithcraft1 earlier in the thread. Take a look at this post by Snukey76 and see if the solution works for you too.
Because I have learned so much from BetterGeo about rock types and where they occur and what they look like, I'm excited to think of what else BetterGeo, or another mod, could do along the same lines. If Minecraft offers a simple version of materials engineering, and the BetterGeo beta is already taking that to a new, fun, educational level, then here is my wishlist for what else BetterGeo or a similar mod could do…
Brick v. Polished
The mechanics of sandpaper are great, but sanding something doesn't really make it a brick. Brick implies heating a material mixture into one solid piece.
So instead of sandpaper making brick, what about calling sanded variants of stone Polished, such as Polished Gneiss, Polished Shale, etc? And make the brick variants something that is fired in a furnace.
A couple of obvious polished "bricks" in BG already are quartz and marble. Seems a little out of place right now.
Downside: more textures needed for polished variants; more blocks to manage in the mod
Upside: will make BetterGeo even richer and more consistent with real life
Slag:
In real life, slag is mostly silica with metal oxides. In the game, since you can extract more pure metal from various slags, I would assume that "Slag waste" is mostly silica. What else could be done with silica?
- New sand type: Silica Sand, a grey sand variant capable of doing everything else you can do with regular sand, including making glass.
- Block of Slag Waste: allow for better storage once you're producing Slag Waste in quantity. 9 Slag Waste = 1 Block of Slag Waste.
- If there were to be electronics introduced in this mod or another, could Slag Waste be a source of silicon? Perhaps there is some use for this in the electronics already introduced in this mod?
- can Slag Waste be used as a source for arrowheads?
Obsidian:
- please, BG textures are much nicer than Vanilla, how about a new obsidian texture that, like your other textures, reflect real obsidian better?
- use, like Flint, for arrowheads
Miscellaneous:
- different surface (polished, brick) and configuration (stairs, slab, etc.) types for other rocks not already including them like kimberlite, skarn, etc.
Thanks. This mod has taught me a lot already and I wish I could contribute more to this sort of learning project. Kudos to the SGU team and the Swedish government,
Because I have learned so much from BetterGeo about rock types and where they occur and what they look like, I'm excited to think of what else BetterGeo, or another mod, could do along the same lines. If Minecraft offers a simple version of materials engineering, and the BetterGeo beta is already taking that to a new, fun, educational level, then here is my wishlist for what else BetterGeo or a similar mod could do…
Brick v. Polished
The mechanics of sandpaper are great, but sanding something doesn't really make it a brick. Brick implies heating a material mixture into one solid piece.
So instead of sandpaper making brick, what about calling sanded variants of stone Polished, such as Polished Gneiss, Polished Shale, etc? And make the brick variants something that is fired in a furnace.
A couple of obvious polished "bricks" in BG already are quartz and marble. Seems a little out of place right now.
Downside: more textures needed for polished variants; more blocks to manage in the mod
Upside: will make BetterGeo even richer and more consistent with real life
Slag:
In real life, slag is mostly silica with metal oxides. In the game, since you can extract more pure metal from various slags, I would assume that "Slag waste" is mostly silica. What else could be done with silica?
- New sand type: Silica Sand, a grey sand variant capable of doing everything else you can do with regular sand, including making glass.
- Block of Slag Waste: allow for better storage once you're producing Slag Waste in quantity. 9 Slag Waste = 1 Block of Slag Waste.
- If there were to be electronics introduced in this mod or another, could Slag Waste be a source of silicon? Perhaps there is some use for this in the electronics already introduced in this mod?
- can Slag Waste be used as a source for arrowheads?
Obsidian:
- please, BG textures are much nicer than Vanilla, how about a new obsidian texture that, like your other textures, reflect real obsidian better?
- use, like Flint, for arrowheads
Miscellaneous:
- different surface (polished, brick) and configuration (stairs, slab, etc.) types for other rocks not already including them like kimberlite, skarn, etc.
Thanks. This mod has taught me a lot already and I wish I could contribute more to this sort of learning project. Kudos to the SGU team and the Swedish government,
Thank you smithcraft1 for you wishlist. You contribute a lot and we really appreciate the suggestions!
Blocks v. polished:
It is a good idea to make differences between making bricks and polishing the blocks (with the sandpaper). We are in the process of improving the textures and we are also thinking about chiseled blocks. So one suggestion could be to make three versions: bricks made in a new, separate furnace, polished blocks that is shining and polished by the sandpaper and a new tool like a chisel to make patterns in the blocks. Also, like you said, we should take a look on which blocks could undergo which change.
Slag:
I don’t think we have thought about the smaller componants of slag in detail, like silica. The idea has been that you can recycle the slag once and then it is a waste product that you have to get rid of/dispose in some way. Very simple.
But I like your ideas on how to use slag in better ways. We are just about to improve the smeltery, so hopefully the whole process will be a little bit easier and new areas of application for slag could be possible. I will forward your suggestions to the project group.
Obsidian:
Thank you! I will put it on the suggestion list. We hope to introduce flint, we have heard a few people asking for it.
Miscellaneous:
New surfaces sounds nice. It could perhaps be developed if we have the three ways of altering the blocks: by polishing, making bricks in the furnace and by chiseling.
bricks made in a new, separate furnace, polished blocks that is shining and polished by the sandpaper and a new tool like a chisel to make patterns in the blocks. Also, like you said, we should take a look on which blocks could undergo which change.
That all sounds really cool. Could the new type of furnace be a kiln?
Slag:
I don’t think we have thought about the smaller componants of slag in detail, like silica. The idea has been that you can recycle the slag once and then it is a waste product that you have to get rid of/dispose in some way. Very simple.
But I like your ideas on how to use slag in better ways. We are just about to improve the smeltery, so hopefully the whole process will be a little bit easier and new areas of application for slag could be possible. I will forward your suggestions to the project group.
Just to be clear, thinking is that, once the metal oxides have been extracted from it, slag is mostly silica, and sand is also mostly silica…
Also maybe it makes sense that Slag Sand would never spawn naturally, just generated in the smelting process.
Obsidian:
Thank you! I will put it on the suggestion list. We hope to introduce flint, we have heard a few people asking for it.
Flint different from the type found in gravel?
Miscellaneous:
New surfaces sounds nice. It could perhaps be developed if we have the three ways of altering the blocks: by polishing, making bricks in the furnace and by chiseling.
/SGU, Josephine
Thanks for the feedback. BG is really great so far, looking forward to the next beta.
Why not have flint in both gravel and all types of sedimentary rock, where the flint is in veins like other ores.
When mined, flint veins would drop
- flint - 40% of the time
- shards - 60% of the time, between 1 and 3.
Both would interact with Fortune enchants.
Shards can be used in the smeltery to make quartz and silica. You can also put 9 shards into a crafting grid to make a flint block, which you could chisel to bricks. Flint can then be used as a building material.
Another suggestion: replace lapis lazuli ore with limestone containing lapis lazuli. Not sure whether dropping directly, like feldspar, or smelting, like titanium in gabbro, is more appropriate.
When we implement Ore Dictionary (soon!) they will for sure. For now, maybe they will work? I have not tested this myself.
We need to take another look at cobblestone. Thanks for the suggestion!
SGU/Mathias
Interesting mod. In my opinion, there are two or three things you should do for basic inter-mod compatibility. This is important if you want lots of people to play with your mod, as people rarely use just one mod--modpacks are very popular, and so is just mixing and matching stuff that interests the player.
First, is adding ore dictionary registration to make your metals and stone compatible with other mods' metals and stones. I am aware that you already plan to do this--however, it's really very easy to do and absolutely crucial for mod compatibility; there's no reason to delay. On the other hand, I've noticed it's hard to find good, up-to-date information on how to register things with the Forge ore dictionary and use ore dictionary entries in recipes. So, on the off chance that lack of information is what's holding you up, here's some information:
Second, is making sure that your different stone blocks (in the ground) can be treated as ordinary stone by other mods' ore generation routines. Reika already posted an example of the necessary code here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2421442-bettergeo-more-geology-in-minecraft?comment=21
You would need to add a similar (or identical) isReplaceableOreGen() method to your stone block class to override the method inherited from class Block, otherwise other mods' ores will not generate in a world with BetterGeo rocks. This would make players of many other mods very sad--Thaumcraft users would not have any infused ores, Big Reactors users would have no Yellorium, etc, etc, etc.
Third thing is just for convenience--consider also hosting your mod on CurseForge. It's a convenient, popular, trusted, and free location to host mods, and makes it easy to keep multiple versions available without constantly editing the main post here. (There's a Curse widget for including in your main post; it automatically shows the latest file uploaded)
When you do make your source available, consider GitHub--it's very popular with modders and makes it easy to track issues and collaborate with other programmers.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Thank you Sinhika for your VERY informative post!
Expect Ore Dictionary in the next update. We're working on it. Great links!
isReplaceableOreGen() is planned for the next update or the one after. It will happen.
Hosting on CurseForge is just a matter of passing the review process. Any day (or hour?) now.
Github will be considered when we release the source.
SGU/Mathias
You're welcome.
If the CurseForge thing is taking too long, one thing that isn't well-documented is that they don't even start the review process until you have at least one file loaded. I ran into that problem, as well as the "you have to have a picture" thing.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I have an important request that I'm sure everyone is thinking.
A good config file would be very much appreciated. Config files serve as the best method of allowing end users to disable, and or alter select mod functionality. This allows us to work out cross mod conflicts on our own. A good example of this would be an optional config line to alter your major changes made to redstone. These changes, while amazing, impact every major tech mod created to date, including those that strive for realism. In almost all cases, these mods generate and work with copper as a separate ore as to not interfere with others. While I'd say your generation mechanics are much better, the fact that your copper overrides natural redstone completely throws a wrench throw cross mod interactions. An optional config line that allowed us to generate your copper distinct from minecraft redstone would greatly enhance compatibility.
So where can I find Bauxite? I've been hunting in beach and ocean biomes above the Granite layer and I've yet to find any. Also, a config file would be VERY much appreciated.
Hi I3lackCalamity,
thank you for you advise on config files! We will look into that as soon as possible. It should not be too difficult to make
Hopefully, we can incorporate this in the next update of the mod.
/SGU, Josephine
We have placed bauxite in jungle biomes (as bauxite is created in tropical environtments in reality), and you will find it on top of granite or adjecent to limestone, gneiss or shale in those biomes.
We will look into config files.
/SGU, Josephine
This! This is what happened to us as well. The review has been completed now however. Woop!
Hello arvids_sonson!
It looks like you have the same problem with the render distance setting as smithcraft1 earlier in the thread. Take a look at this post by Snukey76 and see if the solution works for you too.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2421442-bettergeo-more-geology-in-minecraft?comment=26
SGU/Mathias
Hi Mathias, I am using the latest update to b2 and am no longer able to use the smelter to perform any recipes, is this a known bug?
EDIT: Figured this out—you can use coal, but not coal blocks, in the smelter.
Is this on purpose? If so, why? Does it match something in real life better? Or is this something that can change in a future release?
That's not on purpose. That's an oops! Should be an easy fix for the next update. Thank you!
SGU/Mathias
Because I have learned so much from BetterGeo about rock types and where they occur and what they look like, I'm excited to think of what else BetterGeo, or another mod, could do along the same lines. If Minecraft offers a simple version of materials engineering, and the BetterGeo beta is already taking that to a new, fun, educational level, then here is my wishlist for what else BetterGeo or a similar mod could do…
Brick v. Polished
The mechanics of sandpaper are great, but sanding something doesn't really make it a brick. Brick implies heating a material mixture into one solid piece.
So instead of sandpaper making brick, what about calling sanded variants of stone Polished, such as Polished Gneiss, Polished Shale, etc? And make the brick variants something that is fired in a furnace.
A couple of obvious polished "bricks" in BG already are quartz and marble. Seems a little out of place right now.
Downside: more textures needed for polished variants; more blocks to manage in the mod
Upside: will make BetterGeo even richer and more consistent with real life
Slag:
In real life, slag is mostly silica with metal oxides. In the game, since you can extract more pure metal from various slags, I would assume that "Slag waste" is mostly silica. What else could be done with silica?
- New sand type: Silica Sand, a grey sand variant capable of doing everything else you can do with regular sand, including making glass.
- Block of Slag Waste: allow for better storage once you're producing Slag Waste in quantity. 9 Slag Waste = 1 Block of Slag Waste.
- If there were to be electronics introduced in this mod or another, could Slag Waste be a source of silicon? Perhaps there is some use for this in the electronics already introduced in this mod?
- can Slag Waste be used as a source for arrowheads?
Obsidian:
- please, BG textures are much nicer than Vanilla, how about a new obsidian texture that, like your other textures, reflect real obsidian better?
- use, like Flint, for arrowheads
Miscellaneous:
- different surface (polished, brick) and configuration (stairs, slab, etc.) types for other rocks not already including them like kimberlite, skarn, etc.
Thanks. This mod has taught me a lot already and I wish I could contribute more to this sort of learning project. Kudos to the SGU team and the Swedish government,
Double post, sorry..
/SGU, Josephine
Thank you smithcraft1 for you wishlist. You contribute a lot and we really appreciate the suggestions!
Blocks v. polished:
It is a good idea to make differences between making bricks and polishing the blocks (with the sandpaper). We are in the process of improving the textures and we are also thinking about chiseled blocks. So one suggestion could be to make three versions: bricks made in a new, separate furnace, polished blocks that is shining and polished by the sandpaper and a new tool like a chisel to make patterns in the blocks. Also, like you said, we should take a look on which blocks could undergo which change.
Slag:
I don’t think we have thought about the smaller componants of slag in detail, like silica. The idea has been that you can recycle the slag once and then it is a waste product that you have to get rid of/dispose in some way. Very simple.
But I like your ideas on how to use slag in better ways. We are just about to improve the smeltery, so hopefully the whole process will be a little bit easier and new areas of application for slag could be possible. I will forward your suggestions to the project group.
Obsidian:
I will put it on the suggestion list. We hope to introduce flint, we have heard a few people asking for it.
Thank you!
Miscellaneous:
New surfaces sounds nice. It could perhaps be developed if we have the three ways of altering the blocks: by polishing, making bricks in the furnace and by chiseling.
/SGU, Josephine
That all sounds really cool. Could the new type of furnace be a kiln?
Just to be clear, thinking is that, once the metal oxides have been extracted from it, slag is mostly silica, and sand is also mostly silica…
Also maybe it makes sense that Slag Sand would never spawn naturally, just generated in the smelting process.
Flint different from the type found in gravel?
Thanks for the feedback. BG is really great so far, looking forward to the next beta.
Yeah, that sounds like a good idea since it is used for bricks and porcelain in reality. I can't promise anything, but we'll see if we can do that.

We will think about that when we improve the smeltery
I'm not sure on how/where we would place flint. Maybe as gravel or as concretions in sedimentary rock types.
Thank you for your feedback!
/SGU Josephine
Nice idea mdf25!
Another suggestion: replace lapis lazuli ore with limestone containing lapis lazuli. Not sure whether dropping directly, like feldspar, or smelting, like titanium in gabbro, is more appropriate.
Hej Papadepapa!
Ja, du kan göra järnhackor med våra järntackor.
Hey Papadepapa!
Yes, you can make iron pick axes using our iron ingots.
/SGU Mathias