New in this version:
- added a bunch of new config options so you can change which blocks spawn as rock layers
- fixed a bug that caused a crash when you interact with half-slabs
- added chert to the creative tabs
- made gypsum spawn as ores instead of as layers
- updated sulfur and nitrate textures (see Resource Pack version rp1.8-3)
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
DrCyano, I don't know if it has been suggested to you or if you would be even interested in doing it, but what do you think about making ores spawn with specific textures depending on the surrounding blocks they are in (so iron spawning in a chert layer would use an iron/chert textures while iron spawning in andesite would use an iron/andesite texture, etc) similar to what Zeno410's Underground Biomes Construct mod does.
Additionally, if you pursue this, could there be compatibility with the ores generated in your Base Metals mod for this feature?
I know it is kind of a big thing to suggest and ask for, but I love mods that change up the underground for the better however things like non-matching textures drives me crazy when trying to make my own textures and it pushes my OCD button. ;P
Either way, thank you for your time, your mods are a joy to play with!
I haven't really dug around in extreme hills biomes and I was wondering if there are still silver fish monster egg block type things, but using your various stones?
@Zoofule: Yeah, the monster eggs are pretty obvious when using Mineralogy. I should modify the texture pack to make them less obvious.
@EnzerDeLeo: I've considered doing that a few times, but that is not a simple change. To do that, I'd need to get rid of all ore blocks and replace them with a custom-rendered TileEntity that is able to grab a block texture from a Block object (I haven't yet figured out how to do that yet) and holds the ore drops in its inventory. On top of that, it opens a mod compatibility issue if you install a mod that adds new ores that are not instances of the BlockOre class.
It's a great idea, but not an easy one to implement. For now, use the latest Mineralogy texture pack to at least have the Base Metal ores have the same look as the Mineralogy ores (the Mineralogy texture pack includes alternative Base Metal ore textures).
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Hello, I'm trying to create my own Modpack [private one for 1.7.10]. I'm wondering if this mod is compatible with the following mods, at least: Enviromine, Biomes O' Plenty, Ex Nihilo, Gany's mod [Nether, End, and Surface], Garden Stuff, Glenn's Gases, Plant MegaPack, Mystic Mods, and Wild Caves? I presume these are the mods that have more interaction with the terrain generation. Thus, I'm hoping the users of this mod as well as the creator can provide me with some feedback. One last thing, does the mod version for 1.7.10 have the same updates as for the one for 1.8? Thanks in advance for your response.
P.S This is an awesome mod and I would be glad to have it in my modpack. It completes the touch of realism that I'm seeking.
The 1.7.10 version of Mineralogy (Version 1.00) may have compatibility issues, and it does not have any of the changes made since the initial release (though it works just fine). I can confirm that the 1.8 version works well with Plant MegaPack and Biomes O' Plenty (Mineralogy v2.0 and later don't replace the terrain generation algorithm).
The reason that 1.8 has better compatibility is that I do the stone replacement after terrain generation instead of replacing terrain generation. Minecraft 1.8 has multi-threaded chunk loading, greatly reducing the performance cost of replacing the stone after terrain generation. The stone replacement process is simply unplayable without multi-threaded chunk loading and therefore Mineralogy will not be backported.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
@Trylox: Version 1.00 basically reimplements the default terrain generation algorithm from Minecraft, so it will ignore extra settings like flat world and large biomes, but versions 2.x.x do not touch the terrain generation algorithm and do the stone replacement after the terrain is generated so you can use the custom world types to your heart's content (that's how GrimmLiberty is able to make such fantastically beautiful worlds).
BTW, those screenshots are jaw-dropping, GrimmLiberty. I give you the Awesome World-Builder Award.
Is it possible you could do a mod-based algorithm to put ores in deposits rather than veins? Would make mining look a bit more realistic geology-wise.
Also, what's the recipe for cobblestone? I heard something mentioning some types of stone mixed with gravel.
As for different ore spawning algorithms, that is something that I often play with. I'm not too familiar with how different minerals appear in the real world, but I know that it is dependent on the geologic history of the area. Coal beds in North America appear in vast (but not always deep) layers while gold in California was often in winding motherload veins that the miners would chase through the rocks. I could change the algorithm, but I don't think that I can make it noticeably more realistic.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
As for different ore spawning algorithms, that is something that I often play with. I'm not too familiar with how different minerals appear in the real world, but I know that it is dependent on the geologic history of the area. Coal beds in North America appear in vast (but not always deep) layers while gold in California was often in winding motherload veins that the miners would chase through the rocks. I could change the algorithm, but I don't think that I can make it noticeably more realistic.
That's quite all right, just try to get as close as you can. It'll be fun digging through deposits and make mines more amazing. Think of diamond mines, they're huge, and extremely deep. Diamonds can be more common deep underground, typically around igneous rock formations. If it's possible, maybe later add structures like volcanoes, which can have more precious ores than usual, though not OP.
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Using Project Red 4.5.15 build #75 and Mineralogy 1.0, world generation
places volcanoes everywhere, in every land biome, with so much overlap
there is little terrain left open. Anyone else seeing this/have a fix?
I do not want to stop volcano generation.
EDIT - Incremental changes of PR's volcano resistance setting, all the way up to 500
resulted in a more rational generation. Setting to 1000 has made
volcanoes a little more rare than before adding Metalurgy.
Here's a modpack I put together using all of my mods plus many other very good ones:
This modpack adds a dash of realism plus another dash of fantasy to make a more immersive Minecraft survival experience.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Enjoying the mod, great visuals. I think there may be an odd interaction with ExtraBiomes, though. It seems to generate the same biome more frequently with Mineralogy active. I am not sure how it is working, but it appears that whatever biomes are near spawn get a higher frequency of insertion into the world. I have four Red Rocks biomes immediately around my spawn, which are usually fairly well separated.
I have started several worlds to see if this repeats, in the course of figuring out the volcano spawning, and the effect repeats. Could this be linked to the volcano issue? Not a deal-breaker, by any means, just a curiosity.
Also, is there an intention of turning some of the different types of stone into uniquely-craftable items? Slate roof tiles come to mind.....
No plans like that at the moment, but that's a good idea. I've not very artistic, so I'd like to collaborate to add more stylish blocks to this mod and Basic Metals.
Also, I notice that you're using the old version of Mineralogy for Minecraft 1.7.10. I don't suppose I could convince you to upgrade to Minecraft 1.8 so you could get all of the new features, like stairs and half-slab.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
No plans like that at the moment, but that's a good idea. I've not very artistic, so I'd like to collaborate to add more stylish blocks to this mod and Basic Metals.
Also, I notice that you're using the old version of Mineralogy for Minecraft 1.7.10. I don't suppose I could convince you to upgrade to Minecraft 1.8 so you could get all of the new features, like stairs and half-slab.
96 mods, almost all of which are not yet upgraded to 1.8. Once most of them do, and I have a stable connection, I will upgrade all. However, in China it is hit and miss as VPNs are sometimes blocked, sometimes not....
Wow! Please post the settings used for that. My brother and his wife are looking for a custom world setting that simulates the Yellow Mountains of China (really steep mountains with flat-ish tops that are close enough together to build bridges between them).
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
The top of that particular spire has two clusters of 4 diamonds visible on the ground, lol.
[They probably want just the first half of that config and run with their own ore generation....]
If they want less water, and don't care too much about rivers, they can lower the water depth to 64 and things will look even better. I wanted wide lazy rivers so I had to run the water depth up to 84.
It is going to be Steampunk, so I need a lot of High places, waterways, and deep oceans, for those Airships, Boats, and Submarines I wish to make. (plus their 'bases') :-)
Also, a biome scale of 8 would produce larger masses of what they want, I used 7 just because I needed all the biomes in my 32k x 32k map
(using the "all biomes in 2000 block" seed, scale4=1:1, S5=x2, S6=x4, S7=x8, 4k original = 32k at S7)
New in this version:
- added a bunch of new config options so you can change which blocks spawn as rock layers
- fixed a bug that caused a crash when you interact with half-slabs
- added chert to the creative tabs
- made gypsum spawn as ores instead of as layers
- updated sulfur and nitrate textures (see Resource Pack version rp1.8-3)
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Additionally, if you pursue this, could there be compatibility with the ores generated in your Base Metals mod for this feature?
I know it is kind of a big thing to suggest and ask for, but I love mods that change up the underground for the better however things like non-matching textures drives me crazy when trying to make my own textures and it pushes my OCD button. ;P
Either way, thank you for your time, your mods are a joy to play with!
@EnzerDeLeo: I've considered doing that a few times, but that is not a simple change. To do that, I'd need to get rid of all ore blocks and replace them with a custom-rendered TileEntity that is able to grab a block texture from a Block object (I haven't yet figured out how to do that yet) and holds the ore drops in its inventory. On top of that, it opens a mod compatibility issue if you install a mod that adds new ores that are not instances of the BlockOre class.
It's a great idea, but not an easy one to implement. For now, use the latest Mineralogy texture pack to at least have the Base Metal ores have the same look as the Mineralogy ores (the Mineralogy texture pack includes alternative Base Metal ore textures).
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Hello, I'm trying to create my own Modpack [private one for 1.7.10]. I'm wondering if this mod is compatible with the following mods, at least: Enviromine, Biomes O' Plenty, Ex Nihilo, Gany's mod [Nether, End, and Surface], Garden Stuff, Glenn's Gases, Plant MegaPack, Mystic Mods, and Wild Caves? I presume these are the mods that have more interaction with the terrain generation. Thus, I'm hoping the users of this mod as well as the creator can provide me with some feedback. One last thing, does the mod version for 1.7.10 have the same updates as for the one for 1.8? Thanks in advance for your response.
P.S This is an awesome mod and I would be glad to have it in my modpack. It completes the touch of realism that I'm seeking.
Minecraft Fan! And modder wanna be!
The 1.7.10 version of Mineralogy (Version 1.00) may have compatibility issues, and it does not have any of the changes made since the initial release (though it works just fine). I can confirm that the 1.8 version works well with Plant MegaPack and Biomes O' Plenty (Mineralogy v2.0 and later don't replace the terrain generation algorithm).
The reason that 1.8 has better compatibility is that I do the stone replacement after terrain generation instead of replacing terrain generation. Minecraft 1.8 has multi-threaded chunk loading, greatly reducing the performance cost of replacing the stone after terrain generation. The stone replacement process is simply unplayable without multi-threaded chunk loading and therefore Mineralogy will not be backported.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Is it possible you could do a mod-based algorithm to put ores in deposits rather than veins? Would make mining look a bit more realistic geology-wise.
Also, what's the recipe for cobblestone? I heard something mentioning some types of stone mixed with gravel.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
2 gravel + 2 mineralogy blocks = 4 cobblestone
As for different ore spawning algorithms, that is something that I often play with. I'm not too familiar with how different minerals appear in the real world, but I know that it is dependent on the geologic history of the area. Coal beds in North America appear in vast (but not always deep) layers while gold in California was often in winding motherload veins that the miners would chase through the rocks. I could change the algorithm, but I don't think that I can make it noticeably more realistic.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
That's quite all right, just try to get as close as you can. It'll be fun digging through deposits and make mines more amazing. Think of diamond mines, they're huge, and extremely deep. Diamonds can be more common deep underground, typically around igneous rock formations. If it's possible, maybe later add structures like volcanoes, which can have more precious ores than usual, though not OP.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Using Project Red 4.5.15 build #75 and Mineralogy 1.0, world generation
places volcanoes everywhere, in every land biome, with so much overlap
there is little terrain left open. Anyone else seeing this/have a fix?
I do not want to stop volcano generation.
EDIT - Incremental changes of PR's volcano resistance setting, all the way up to 500
resulted in a more rational generation. Setting to 1000 has made
volcanoes a little more rare than before adding Metalurgy.
I'm glad you got that sorted, Mgwerner.
Here's a modpack I put together using all of my mods plus many other very good ones:
This modpack adds a dash of realism plus another dash of fantasy to make a more immersive Minecraft survival experience.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Enjoying the mod, great visuals. I think there may be an odd interaction with ExtraBiomes, though. It seems to generate the same biome more frequently with Mineralogy active. I am not sure how it is working, but it appears that whatever biomes are near spawn get a higher frequency of insertion into the world. I have four Red Rocks biomes immediately around my spawn, which are usually fairly well separated.
I have started several worlds to see if this repeats, in the course of figuring out the volcano spawning, and the effect repeats. Could this be linked to the volcano issue? Not a deal-breaker, by any means, just a curiosity.
Also, is there an intention of turning some of the different types of stone into uniquely-craftable items? Slate roof tiles come to mind.....
Cheers!
No plans like that at the moment, but that's a good idea. I've not very artistic, so I'd like to collaborate to add more stylish blocks to this mod and Basic Metals.
Also, I notice that you're using the old version of Mineralogy for Minecraft 1.7.10. I don't suppose I could convince you to upgrade to Minecraft 1.8 so you could get all of the new features, like stairs and half-slab.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
96 mods, almost all of which are not yet upgraded to 1.8. Once most of them do, and I have a stable connection, I will upgrade all. However, in China it is hit and miss as VPNs are sometimes blocked, sometimes not....
So my new world has some interesting features.... like this one....
You really can't see all the plants covering this thing, but between Mineralogy and Plant Mega Pack, I am ecstatic!
Wow! Please post the settings used for that. My brother and his wife are looking for a custom world setting that simulates the Yellow Mountains of China (really steep mountains with flat-ish tops that are close enough together to build bridges between them).
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Here are the settings I used...
generator-settings={"coordinateScale"\:800,"heightScale"\:8,"lowerLimitScale"\:4500.0,"upperLimitScale"\:1500.0,"depthNoiseScaleX"\:325,"depthNoiseScaleZ"\:325,"depthNoiseScaleExponent"\:0.99,"mainNoiseScaleX"\:4750,"mainNoiseScaleY"\:6250,"mainNoiseScaleZ"\:4750,"baseSize"\:9.38,"stretchY"\:4.66,"biomeDepthWeight"\:1.48,"biomeDepthOffset"\:0.66,"biomeScaleWeight"\:4.66,"biomeScaleOffset"\:0.66,"seaLevel"\:84,"useCaves"\:true,"useDungeons"\:false,"dungeonChance"\:100,"useStrongholds"\:false,"useVillages"\:true,"useMineShafts"\:true,"useTemples"\:true,"useMonuments"\:true,"useRavines"\:false,"useWaterLakes"\:false,"waterLakeChance"\:100,"useLavaLakes"\:false,"lavaLakeChance"\:100,"useLavaOceans"\:false,"fixedBiome"\:-1,"biomeSize"\:7,"riverSize"\:5,"dirtSize"\:11,"dirtCount"\:3,"dirtMinHeight"\:36,"dirtMaxHeight"\:186,"gravelSize"\:7,"gravelCount"\:1,"gravelMinHeight"\:48,"gravelMaxHeight"\:124,"graniteSize"\:44,"graniteCount"\:33,"graniteMinHeight"\:1,"graniteMaxHeight"\:254,"dioriteSize"\:33,"dioriteCount"\:11,"dioriteMinHeight"\:8,"dioriteMaxHeight"\:248,"andesiteSize"\:22,"andesiteCount"\:11,"andesiteMinHeight"\:4,"andesiteMaxHeight"\:252,"coalSize"\:18,"coalCount"\:5,"coalMinHeight"\:6,"coalMaxHeight"\:96,"ironSize"\:12,"ironCount"\:9,"ironMinHeight"\:7,"ironMaxHeight"\:254,"goldSize"\:11,"goldCount"\:7,"goldMinHeight"\:6,"goldMaxHeight"\:252,"redstoneSize"\:9,"redstoneCount"\:5,"redstoneMinHeight"\:2,"redstoneMaxHeight"\:238,"diamondSize"\:9,"diamondCount"\:3,"diamondMinHeight"\:3,"diamondMaxHeight"\:254,"lapisSize"\:5,"lapisCount"\:3,"lapisCenterHeight"\:96,"lapisSpread"\:72}
The top of that particular spire has two clusters of 4 diamonds visible on the ground, lol.
[They probably want just the first half of that config and run with their own ore generation....]
If they want less water, and don't care too much about rivers, they can lower the water depth to 64 and things will look even better. I wanted wide lazy rivers so I had to run the water depth up to 84.
It is going to be Steampunk, so I need a lot of High places, waterways, and deep oceans, for those Airships, Boats, and Submarines I wish to make. (plus their 'bases') :-)
Also, a biome scale of 8 would produce larger masses of what they want, I used 7 just because I needed all the biomes in my 32k x 32k map
(using the "all biomes in 2000 block" seed, scale4=1:1, S5=x2, S6=x4, S7=x8, 4k original = 32k at S7)
Glad to be of some small help.
-Grimm
Here are a few more shots from the same world....
I will say it again and again, LOVE YOUR MOD Sir!!!!
(and 10paktimbits's Plant Mega Pack. and hopefully soon Dr.Zhark's Mo'Creatures Mod for 1.8))
Awaiting decorators for the biomes that don't have them yet though. hint hint
LOL