Is there a way to make the high res pack for version 1.10.2? I Loved it on 1.8.9 and would like to use it in 1.10.2, but it isn't compatible right now.
Is there a way to make the high res pack for version 1.10.2? I Loved it on 1.8.9 and would like to use it in 1.10.2, but it isn't compatible right now.
There is a 1.10.2 compatible high-res pack. The URL is posted in this thread, uh ... somewhere within the last few pages, I think.
If Mineralogy slabs are "transparent", this may also account for some of the terrible FPS issues I've been experiencing in my mansion. I just replaced all the shale slabs in my floors with vanilla stone slabs using WorldEdit, and my FPS went up from 5 to 30 from that change alone.
It turns out that Mineralogy slabs were possibly part of the problem, but a very large part of it was Router Reborn storage units doing unnecessary rendering on hidden faces, compounded by Minecraft stupidly triggering rendering tasks on blocks that were completely obscured on the other side of solid walls in the first place.
However, the problem remains that you cannot place doors on Mineralogy slabs, while you can on vanilla slabs or on the stone and wood slabs of any other mods I'm aware of. (As long as they are upper slabs, of course.)
Could the problem here be that doors cannot tell reliably whether a Mineralogy slab is in the upper or lower position? That's come up with Router Reborn. RR has a camouflage tool that can disguise many of its blocks (including conduits) as blocks from vanilla or other mods, but the camouflage feature always parses all vanilla slabs as lower-half slabs, and all Mineralogy slabs as upper-half.
I just finally tracked down a texture problem that's been bugging me for months, the short version of which is that sandstone looked like crap. I use a 128x resource pack (currently MojoKraft v15), but sandstone was showing up with a texture that looked like vanilla 16x sand — not even vanilla sandstone, but vanilla sand. I went through a long false trail trying to troubleshoot potential problems with WTF Expedition Worldgen, but finally I traced it back to Mineralogy, which — apparently — replaces, for no reason I can comprehend, perfectly good vanilla sandstone with its own sandstone which uses a different texture with a different name, sandstone.png instead of sandstone_normal.png. This has the result that no high-def resource pack displays a correct texture for sandstone if Mineralogy is installed, including Mineralogy's own high-def resource pack which does not contain a texture for Mineralogy sandstone.
Once I figured this out, I was able to very simply fix it by creating a little tiny patch resourcepack containing only a renamed copy of MojoKraft's sandstone texture. But finding the problem almost drove me nuts. Why replace vanilla sandstone with a different sandstone block which doesn't behave differently in any way, apparently just to replace its texture with one with a different name? It makes no sense.
Sorry if I sounded a little cranky, btw. It was very frustrating tracking it down.
I'm curious — why does Mineralogy replace sandstone? I LOVE the mod. It's wonderful to have more-or-less realistic-looking geology and so many kinds of stone to choose from instead of just grey Generic Stone.
I also love this mod as does the other players on my server (we've been using it for so long that to us mineralogy is a part of minecraft and we cant really bear to play without it now), i noticed the same issue with sandstone but at some point we'll fix our texture pack.
Have the Dr Cyano, mods been abandoned now? If so thats very sad, we use most of them, and would really like to go up to 11.2, is it possible they can be compiled against 11.2 without too many code fixes?
I've recently created an updated version of Mineralogy 1.10.2 and 1.12.2 over on the curseforge page, many new rock types and things to make out of them, enjoy
Is there a way to make the high res pack for version 1.10.2? I Loved it on 1.8.9 and would like to use it in 1.10.2, but it isn't compatible right now.
There is a 1.10.2 compatible high-res pack. The URL is posted in this thread, uh ... somewhere within the last few pages, I think.
It turns out that Mineralogy slabs were possibly part of the problem, but a very large part of it was Router Reborn storage units doing unnecessary rendering on hidden faces, compounded by Minecraft stupidly triggering rendering tasks on blocks that were completely obscured on the other side of solid walls in the first place.
However, the problem remains that you cannot place doors on Mineralogy slabs, while you can on vanilla slabs or on the stone and wood slabs of any other mods I'm aware of. (As long as they are upper slabs, of course.)
Could the problem here be that doors cannot tell reliably whether a Mineralogy slab is in the upper or lower position? That's come up with Router Reborn. RR has a camouflage tool that can disguise many of its blocks (including conduits) as blocks from vanilla or other mods, but the camouflage feature always parses all vanilla slabs as lower-half slabs, and all Mineralogy slabs as upper-half.
I just finally tracked down a texture problem that's been bugging me for months, the short version of which is that sandstone looked like crap. I use a 128x resource pack (currently MojoKraft v15), but sandstone was showing up with a texture that looked like vanilla 16x sand — not even vanilla sandstone, but vanilla sand. I went through a long false trail trying to troubleshoot potential problems with WTF Expedition Worldgen, but finally I traced it back to Mineralogy, which — apparently — replaces, for no reason I can comprehend, perfectly good vanilla sandstone with its own sandstone which uses a different texture with a different name, sandstone.png instead of sandstone_normal.png. This has the result that no high-def resource pack displays a correct texture for sandstone if Mineralogy is installed, including Mineralogy's own high-def resource pack which does not contain a texture for Mineralogy sandstone.
Once I figured this out, I was able to very simply fix it by creating a little tiny patch resourcepack containing only a renamed copy of MojoKraft's sandstone texture. But finding the problem almost drove me nuts. Why replace vanilla sandstone with a different sandstone block which doesn't behave differently in any way, apparently just to replace its texture with one with a different name? It makes no sense.
Thanks for the report, I'll see about fixing it.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
Sorry if I sounded a little cranky, btw. It was very frustrating tracking it down.
I'm curious — why does Mineralogy replace sandstone? I LOVE the mod. It's wonderful to have more-or-less realistic-looking geology and so many kinds of stone to choose from instead of just grey Generic Stone.
I love this mod! As a hobby geologist its very nice!
But i have one question, if i needed to disable the generation, how would i do that?
I dont see anything in the config that can disable it by setting it to false.
Im useing Mineralogy 2.6.1 for MC 1.8.9
I also love this mod as does the other players on my server (we've been using it for so long that to us mineralogy is a part of minecraft and we cant really bear to play without it now), i noticed the same issue with sandstone but at some point we'll fix our texture pack.
Have the Dr Cyano, mods been abandoned now? If so thats very sad, we use most of them, and would really like to go up to 11.2, is it possible they can be compiled against 11.2 without too many code fixes?
Ooooh according to jriwanak she is working on 1.11.x, 1.12.x and 1.13.x which is great news
It is now available for 1.12 and 1.11, enjoy!
I've recently created an updated version of Mineralogy 1.10.2 and 1.12.2 over on the curseforge page, many new rock types and things to make out of them, enjoy
The mineralogy rocks can be added to the blacklist in the config, this way they can be individually disabled.
I don't thing there is currently a way to switch off the terrain generation entirely but I'll consider it for the next update.