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.
1
PM me a mod list please.
Because I am almost certain pulled that number out of your butt.
Nice attempt at showing off though.
You shot ridiculously high though.
1
I think they're holding out due to simply laziness.
The lighting issue was simply the convenient excuse.
After all, no word from Mojang even though multiple alternate ideas have been offered.
And they've grown complacent.
After all, why put forth the effort if the game is still insanely popular and selling as is?
I think we'd better get used to being ignored.
1
Man, you're taking things ENTIRELY too personal.
Calm down and you'll enjoy it better.
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42
1
1) I don't think what you think matters. You've no authority to dictate what aspects of this idea are to be discussed.
2) It is something that needs consideration were cubic chunks implimented.
3) It helps garner support if someone is provides ideas on how to handle generation.
1
Opps.
Sorry I found it before checking to see if you had responded.
2
Why not just tell us what he said?
Why say anything at all?
1
And, please please PLEASE don't give up the fight guys.
This change would make minecraft absolutely EPIC.
1
I haz sad.
2