Per Fabrica Ad Astra aims to enhance the technical complexity and realism of Minecraft to enable more sophisticated modeling of the modern industrial economy, including mineral extraction, agriculture, manufacturing, and transportation. Eventually, gameplay will extend to worlds beyond Earth. Its broader aim is to help realize the potential of Minecraft in STEM (Science, Technology, Engineering, Math) education. Since reality is often stranger and more interesting than fiction, many of the ideas are directly inspired by nature and actual science. Of course, gameplay takes precedence over realism, because if no one plays, no one learns. Community involvement is a prerequisite of this becoming a reality: contributions are welcome to this wiki, as well as to the development of the mod itself.
For more details: wiki
Geologica adds realistic and interesting geology to Minecraft, with the goal of enhancing the mining experience. It defines new types of rocks and minerals and relies on the Custom Ore Generator mod to place them in the world in a way that is totally configurable. Vanilla stone is completely replaced by the new types of rocks. Mineral deposits, including metal ores and industrial minerals, spawn in psuedo-realistic veins and clouds, accoding to the type of rock and, often, the biome. Since Geologica is implemented on top of CustomOreGen, it is possible to override every aspect of its generation using the standard COG mechanisms (see its documentation).
Features
- 24 types of rock, each with corresponding stone, cobble, brick, stone/cobble/brick slab and cobble/brick wall blocks. Limestone, granite and marble also have cobble/brick stair blocks. Cobble blocks may be smelted to stone. Existing stone/cobble/brick recipes are automatically ore-dictified to support the new rock types.
- 35 types of metal ore, found in various types of deposits, in stone, sand or clay form.
- 25 types of industrial mineral in stone, sand or clay form.
- 4 types of oil, oil shale, oil sands and natural gas.
Downloads
Dependency: CustomOreGen
1.7.10: PFAA-0.2.29 (Requires CustomOreGen 1.2.13)
Changelog
- Attempt to fix the alpha-blending issues (leaves)
- Register oil sand in the ore dictionary (oreOilSand)
- Rename rock salt in ore dictionary as oreSalt
- Fix alpha blending of overlays for blocks in the world
- Add red sandstone and incorporate into mesa biome
- Fix block dropping for stones with random drops
- Rework some textures
- Fix crash when breaking un-hosted clay/soil ores, like bentonite
- Fix fuel burn times, thus preventing NEI crash
- Add natural coal coke ore (found at bottom of deep coal beds, next to granite)
- Generate bituminous coal instead of vanilla coal (put in crafting table to convert to vanilla)
- Anthracite and lignite drop eponymous lumps, instead of vanilla coal
- Oil shale drops lumps, instead of blocks
- Soil and clay ores drop clumps (like vanilla clay, craftable to blocks), instead of blocks
- Add proper bog limonite ore, embedded in peat in swamps
- Oil shale, coal, and coal coke are all supported as fuels
- Remove limonite from rivers
- Fix crash with Rotarycraft
- Some texture improvements
- Add peat generation in swamps
- Add two new types of coal (lignite and anthracite) that drop different amounts of coal
- Swamp limonite (bog iron) deposits consist mainly of clay instead of dirt
- Fix glauconite generation (used invalid biome type)
- Fix crash with Chisel
- Fix gold ore crash.
- Fix losing oil bucket when clicking on BC tank.
- Fix the glauconite texture (packaging failure).
- Fix torch placement and monster spawning on stone.
- Fix crash when rendering slabs.
- Fix the massive chunk generation lag.
- Fix alpha blending of cobble, bricks and rubble overlays. This change will confuse Carpenter's Blocks again; however, I have a patch for CB that should be in its next release.
- Tweak some overlays to blend in better.
- Fix glauconite sand ore name and processing.
- Fix rendering issue with leaves.
- Rewrite rendering. Overlays should no longer overlap e.g. potion effects, except for wall blocks (would disturb mob pathfinding -- that's Minecraft for you). Should play a bit nicer with carpenter's blocks.
- Redo overlays. Old textures are back but as overlays, many of which have been modified heavily but hopefully for the better. Every ore has a distinct overlay now. Vanilla ores use vanilla-style overlay.
- Generate our own version of sandstone, which is has behavior consistent to that of the other rocks and is intentionally distinct from vanilla sandstone (potentially for balance, and because vanilla is more of a decorative block).
- Add pyrite ore, which is a minor component of various sulfide ore deposits.
- Add realgar, an ore of arsenic found in granite veins and new volcanic fumaroles, which are found in the Extreme Hills and BoP Hot Springs and also consist of gypsum and rock salt.
- Give polluted soil hardness and step sound
- Fix the incompatibility with recent Buildcraft.
- Improve? the appearance the medium ore overlay -- contributions are welcome here.
- Fix rendering of falling blocks
- Fix flicker of block items in world
- Use a custom item renderer instead of block renderer to avoid breaking path finding around wall blocks (and probably other things).
- Fix ore/rock block dropping
- Fixed accidental usage of scale Arrays class
- Overhaul rendering. Ores are rendered as overlays, where the overlay pattern depends on the strength and material type. Colors distinguish ore types. Cobble, brick and rubble are also rendered as overlays. The base stone texture is fixed for some ores, for others it is selected based on nearby stone.
- Many textures have been reworked to "blend in" more.
- Add vanilla ore equivalents that use the overlay system and blend into the surroundings. By default, they drop items as in vanilla, but this can be disabled.
- Conglomerate can drop copper nuggets, garnet sand can drop gold, silver and electrum nuggets (requires a mod to be installed that adds these, except for gold of course).
- Glauconite is now a sand instead of a rock.
- Use "stoneBricks" instead of "stoneBrick" as ore dictionary term for stone bricks.
- Fluid source blocks are now flammable, so infinite fires should no longer consume CPU
- Kyanite now generates in quartzite and quartz veins, not so much in pegmatites
- Many ore distributions now replace vanilla stone, so that they generate even when Geologica rocks are disabled
- Config cleanup
- General nerf (1/2) of ore densities in clouds
- Balance/compatibility with COG Gregtech config
- Graphite clouds are more common and can contain diamonds
- Add hint veins for apatite and gypsum
- Drop magnesite, beryl, and scheelite from pegmatite veins (too crowded)
- Add quartz (aplite) veins to granite
- Add scheelite veins to skarn deposits
- Cassiterite veins now contain some gold and scheelite
- Small chance of lapis in skarn deposits
- Sedimentary generation disabled in deep oceans (not enough space)
- Add config options for disabling manganese, chromium and titanium ore generation
- Carbonatites are now localized to mesas and shield volcanos; the composition of carbonatite veins has changed
- Add specific rock strata to mesa biomes
- Squid (water mobs) should now longer spawn in industrial fluids (like oil)
- Flammable liquids can be ignited by nearby lava
- Farmland near industrial liquid will convert to "polluted soil"
0.2.9: Fix respiration in water, other liquids
0.2.8: Biome dictionary fixes (laterite in jungles, basalt in oceans, etc)
0.2.7: Fix client-side crash related to flammability.
0.2.6: Fix for dedicated server crash.
0.2.4:
- Fix dedicated server support
- Model respiration in fluids: it is now possible to drown in liquids, and asphyxiate or suffer other ill effects in gases
- Burning entities can ignite flammable fluids
- Fix crasher bug related to setting private fields by name, which breaks after obfuscation.
- Override fog rendering so that the fog assumes the color of a custom fluid when the player is submerged in it.
- Chemica is actually a mod now (in same jar as Geologica)
- Add petroleum resources: crude oil (light, medium, heavy, extra-heavy), natural gas and oil shale. As usual, other mods are expected to add uses, but the fluids will burn if near fire, lava or if they pass into a torch or fire block. Natural gas required a new gaseous fluid behavior that I think is consistent with Minecraft; feedback welcome.
0.1.8:
- Fix compatibility with (and require) CustomOreGen 1.1.7
- Add configurable hardness and resistance multipliers
- Fix block resistance (now set to 5 * hardness, except rubble/sand is zero)
- Hardness is now configurable
- Ores should be compatible with Gregtech (fixed its mod ID)
- When a new config is generated and Gregtech is installed, more appropriate defaults for the initial tool damages are selected, as recommended by the Gregtech community.
- Add Russian translation (thanks Malcanteth)
- Sands should spawn at more appropriate heights when using ATG.
- No longer necessary to open COG config GUI to get generation to work.
- Add Chinese translation by sb023612.
- Some texture tweaks.
0.1.1: Fixed ore dictionary, ore drops and an annoying NEI issue.
0.1.0: Ported to 1.7.2. Many changes behind the scenes to chemica.
0.0.12:
- Add the requested Geologica (cobble)stone => vanilla (cobble)stone recipes.
- Add config options for strength-specific harvest levels and stone pickaxe damage.
- Minor changes to world generation
0.0.10: When Gregtech is installed, register all minerals and ores under their proper names, rather than their simple names; i.e., cassiterite is oreCassiterite, instead of oreTin.
0.0.9: Initial wide release
Screenshots:
(OUT OF DATE, textures are much improved now, or not)

The Biomes O Plenty alps, showing the transition from limestone, to sandstone, to gneiss peaks.

Typical continental sedimentary strata: limestone, claystone, mudstone, conglomerate.

Large beds of coal, suitable for pit mining.

Chalcopyrite (and gold) veins, one of the types of vein deposits.

Layered evaporite deposits, consisting of salt ores like rock salt and gypsum.

Clay limonite (iron ore) deposits in tropical biomes and swamps.

Placer deposits of mineral-rich sands on river banks and beaches.

Banded iron ore being extracted from a hillside.

A layered igneous intrusion, diorite into gabbro, with molybdenite veins.

An ore-rich pegmatite vein intersecting a mineshaft.
Development
Community participation strongly encouraged. Suggestions always welcome. For code access and contributions, see the github repository.
License
Released under the Artistic 2.0 license. In a nutshell, do what you want, as long as you give credit where credit is due.
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Someone playing my pack looks to have just run into the same thing the previous poster did, so thought I'd drop it off here too.
https://github.com/BevoTechPack/BevoTechPack/issues/36
Sooooo excited to have SFM in 1.7.10! \o/ Felt like a part of me was missing.
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Was just wondering if anyone would know the cause of the Project Red Lighting Mod causing my UI to go dark when pressing F1 or knew of a quick fix for it?
Here is an example:
w/ Just Forge, CCC NEI and all PR except lighting mod: http://i.imgur.com/XLH6bXn.png
w/ Forge, CCC, NEI & all Project Red including the lighting mod: http://i.imgur.com/YJXJ5vh.png
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This is my SSP RPG style 1.6.4 Minecraft Let's Play based on Ars Magica 2 & Thaumcraft 4 as my magic mods and Rotorycraft as my tech mod.
Below you can find a link to a google doc with all the mods and where you can download them. Below that is a download that includes the world map and config folders, as well as a readme.txt with a list of all the mods.
To play the world you need to install forge and I would suggest setting up a profile for it in the vanilla launcher with its own folders. Then run the profile with forge and close the game. Then swap the config folder with the config folder in my zip file you downloaded and place the "RPG LP" save in your saved games folder. After that download all the mods by following the links in the google document I linked and you should be good to go! Have fun!
Stay safe!
Bevo
Mod Download Links: https://docs.google....Q2c&usp=sharing
World Download & Config Pack: http://www.mediafire...83n8/RPG_LP.rar
Episodes:
RPG Ep1: Thaumcraft 4, Ars Magica 2 & Rotorycraft!
RPG Ep3: Thaumcraft
RPG Ep 5: More RotaryCraft
RPG Ep 6: Ars Magica 2 - Making first spell
Latest Video:
Fuzzzie's Modded Minecraft Thread: http://www.mmo-champ...threads/1210470
Modlist:
Zan's Minimap
Inventory Tweaks
Smart Moving Mod
Bomes O Plenty
Natura
Twilight Forest
Underground Biomes
Mo Creatures
Infernal Mobs
Lycanite's Mobs
Biblio Craft + Addons
Chisel
Obsidiplates
Better Grass & Leaves
Better Storage
Mr_Crayfish Furniture Mod
Tinkers Construct
Agriculture
Extra Utilities
Project Red
Buildcraft
Railcraft
Rotory Craft
Thaumcraft 4
Thaumic Tinker
Ars Magica
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This is my SSP Season Two for 1.6.2 Modded Minecraft. This season we are focusing on Railcraft (again) and the new Project Red mod (Redpower2 for 1.6.2) and the new experimental versions of IC2 & Gregtech)
Below you will find a spoiler containing season 1. Below that you will find a list of all of the Season Two videos I have done so far as well as the latest video embedded.
Stay safe!
Bevo
Season 1 (finished)
Modded SSP Ep 1 - Starter Home
Modded SSP Ep 2 - To the Nether
Modded SSP Ep 3 - MFR Farms
Modded SSP Ep 4 - Applied Energistics
Modded SSP Ep 5 - Logistics Pipes & Starting IC2/GT
Modded SSP Ep 6 - Railstation, Powerplant, Factory & New Farms
Modded SSP Ep 7 - New Tinkers Construct Toys!
Modded SSP Ep 8 - Onlining Power Plant
Modded SSP Ep 9 - Death to Slimes ... Part II?
Modded SSP Ep 10 (World Download 1) : Cattle Production & Trains
Modded SSP Ep 11: Redoing Factory
Modded SSP Ep 18: Automating Forestry Bees
Season 2 Episodes: (current)
Modded SSP 1.6.2 S2 Ep 1: New IC2 & Progect Red
Modded SSP 1.6.2 Ep3: Project Red
Modded SSP 1.6.2 Ep4: Mo' Creatures
Modded SSP 1.6.2 Ep 6: Reviewing IC2 & Gregtech Basics
Modded SSP 1.6.2 Ep 8: Ender Dragon & Steve's Carts
Modded SSP Ep 9: Railcraft Pt 1
Modded SSP Ep 10: Applied Energistics & The Super Miner Pt 2
Modded SSP Ep 13: New Base (that needs a name)
Modded SSP Ep 14: Diesel Power Generation
Modded SSP Ep 17: IC2 Nuclear Reactor!
Modded SSP Ep 18: Nuclear Control
Latest Video:
Fuzzzie's Modded Minecraft Thread: http://www.mmo-champ...threads/1210470
Seed: 4311179076712393391
Modlist:
Chickenbones - Chickenbones
- Forge Multipart & WR-CBE
IC2 Exp - Player, Thunderdark, GregoriousT
-Chargepads - Myrathi
-IC2 Nuclear Control - Shedar
-Gregtech - GregoriousT
Forestry - Sengir
Buildcraft 4 - Sengir, Kraft & CovertJaguar
Railcraft - CovertJaguar
Steve's Carts - VSWE
AE - AlgorithmX2
Redstone in Motion - jakj
Extra Utilities - RWTema
Ender IO - CrazyPants
XACT - Shamolk
Factorization - Neptunepink
BOP - TDWP_FTW, ted80, Amnet, Adubbz
Underground Biomes - Grom PE
Mystcraft - XCompWis
Twilight Forest - Benimatic
MPS - MachineMuse
Iron Chest - CPW
Cowboy Hat Mod - Vazkii (Thaumic Tinker)
Obsidiplates - Myrathi
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(sorry, couldn't help myself)
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I just uploaded my Project Red Spotlight and thought I would share it with anyone reading the thread who maybe interested in Project Red. It is a super cool mod that is tons of fun.
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A new FTB Season Two!
I just wrapped up my season one. FTB Ultimate. It was a blast. Here is the Season One Montage:
Additionally I will be posting below a list of all of my Season Two episodes and embedding this post with the latest episode in the series. I think this season is going to be amazing!
We are playing on a server using 1.5.2 FTB NGT.
List of Episodes for Season Two:
Tybak S2 Ep3 - Touring Bases
Tybak S2 Ep6 - Promiseland, Workshop & Bee Automation
Tybak S2 Ep7 - Lighthouse
Tybak S2 Ep8 - Our New Hot Tub
Latest Video
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