#Geology Additions
1 messages · Page 3 of 1
I honestly don't know if it fixes that, I've never used weapons in the game.
It might, as it's quite possible they're using the "*" default case for assigning textures.
And I think spears were one of the cases where the entire default shape had been removed.
Oh gosh, thank you so much! I'll take a peek at these and get them implemented
No problem, happy to help!
cough cough
Not a geology additions thing, but there's something new in the works >:3
Interesting! Much more unified texture, looks like.
Not just textures ;3
would you be able to make the first column of the spreadsheet you posted a while back 'stick' to the screen, so when you scroll over to the GA rocks it scrolls with you, and you dont have to go back and forth to see what is where?
honestly i don't think anyone would've said anything but "go right ahead!"
can anyone tell me which of the GA ores and gemstones should spawn in the Material Needs: Geology mod's 10 rock types? and also how bountiful each should be, if you can. feeling impatient waiting for integration between the two mods
Easier said than done, I lost the last 2 days using ChatGPT to try help me out on that just for its informations being extremely contradicting to what GA has set at first, specially for Gemstones. Right now, I believe I can't really be accurate to unify a good compatibility between GA, MN:G, EM and Vanilla without an expert/geologist insight
i had a look at the gemstone files, seems like they're all treated equal? so not as much worry there
but there seem to be a few geologist types around here so figured some might have insights
So far, I've set that both GA and MN:G has their own sets for Vanilla stones, so I'm not touching these.
All I'm currently working on is to add GA ores and gemstones to MN:G, so I already asked Neph directly to see what he wants to do about it, I might get a response later today or maybe tomorrow.
And after all that, I'll probably add support for EM as well to make Crushed and Powdered versions of each stone
Toolsmith is also included in the works for GA and MN:G, but it's already done; you can find my patches in the Toolsmith thread
is conglomerate meant to not generate any GA ores? it's not in the metaloredepositgeneration.json, so i assume that means they dont currently generate, yet i see conglomerate included in the files for several GA ores. it's also not listed in the spreadsheet
hmm, seems like conglomerate is in the GA portion of the spreadsheet. info seems right tho.
They are patched in their own ore files: game\worldgen\deposits\metalore
You can check my sheetlist here
https://docs.google.com/spreadsheets/d/1DL1mGtwM-vGk_Z1--XRMW-7gGcNwXiOAY3-pt-fxl-0/edit?gid=1765372851#gid=1765372851
It's still incomplete
yeah, not seeing it in the spreadsheet at first lead me to believe they'd left it off because it simply wasn't necessary if it didn't have new ores
as a spreadsheet noob, the colors impress and dazzle me
Thank you, glad that makes it easier to understand 😄
N_Azurik sent me the geologically accurate patches for GA ores and minerals in MNG rocks for IOG generators, and I'm building the vanilla generator patches from those for inclusion into MNG. I've sent the finished IOG patches to Ross for inclusion in IOG, and I'm starting on the MNG patches today. I don't yet have an estimate for how long those will take to make. Might be done by tomorrow, may take a few days, it's a lot of patches.
Ok, just to be sure then in case we don't do the same thing redundantly
Are you patching GA ores and gemstones to spawn in MNG stones?
Yes. The patches for IOG generators are done, but I've only just started on the vanilla generators. Done so far: Block and item variants for ores.
Awesome, thanks for the works man ❤️ I'll be waiting
If you can ping me once you're done, I would really appreciate it 🤗
I've submitted the MNG-GA patches to Neph here: #1425022578472259666 message
Sadly this mod cant be added on my favorite server😭😭
It is, which is (sadly!) something you can't really get in vanilla.
the file name for garnet-grossular is misspelled, the r and n being swapped, so ganret-grossular
any thoughts about adding gypsum and alabaster? im not terribly familiar with world gen/ore spawn mechanics, but maybe having alabaster spawn inside gypsum deposits, bit like the way marble and gold spawn?
Deepvein: Asbestos
The first in a series of small content mods that enhance cave exploration and add unique ores.
With this mod you can now find asbestos ore! A magical material beloved for its fire-resistant properties, and also known to be perfectly safe! Asbestos can be found in a 5 different ores which can be mined and processed for f...
Is that the same thing?
Btw, what Is "RSV?"
Rock Strata Variety.
Thx
im not a geologist, but based on wiki, no. asbestos is a silicate mineral, while gypsum is a sulfate mineral, with alabaster being a rock that's either a fine grained gypsum or fine grained calcite and used like a marble (which can be dyed!). so gypsum could be used for plaster or mortar, and (maybe with another mod to keep scope in check) could also be used for making cement to make concrete
n- no, gypsum alabaster is just a type of really fine-grained type of gypsum, it's still a relatively soft but stone but still hydrated calcium sulfate (and thus can be calcined into plaster of paris, like other types of gypsum), the six different types of asbestos are all silicates, some in the serpentinite family and some in the amphiboles, you might be confusing it with talc which is another relatively soft mineral but is a silicate (and in recent years talcum powder products have been subject to scrutiny regarding asbestos content, as evidently they cohabit enough to be an issue in the kind of scales modern talcum powder is processed and produced in, or insufficient scrutiny has been made to ensure the feedstocks aren't contaminated by product from extraction sites where these minerals do cohabit)
or confusing it for sepiolite, a silicate clay mineral used to make smoking pipes which does have a fibrous, asbestiform subtype or cohabits with a type of asbestos but usually they form under different enough conditions that they're not usually, or not at all found together from what i understand
but uh i think the most accessible form of that would be in cat litter, where it serves as a sorbent
can't make pulverizer frames out of diorite, despite it being igneous
Mr rn^
I forgot that was even a part of the recipe 😅
I'll get that addressed
More stuff for the update
is cracked granite supposed to spawn in diorite? because im finding enough to think it's not an odd world gen fluke, and i dont think ive seen any cracked diorite either
It is not, I'll look into this.
anyone ever get the large crystal ores to drop from this mod? mined out two chalcocite deposits without a single one, and im not sure if it's an oversight or just that the xskills ability that increases crystal ore spawns doesn't touch GA ores, or just that i'm unlucky
xskills is notoriously a compatibility nightmare so i wouldn't be surprised if that's the culprit
Maybe it is xskills
I know it needed a patch for material needs because so many leaves
Had to place the leaves down just to break them again and get nothing to get rid of them
i did end up getting both pyrite and chalcocite ore crystals. so at least it's not an issue on this end. im gonna guess it's probably just a bit of poor luck on my part
which known incompatibility have I missed on the mod page?
trying to create a new world throws a bunch of these in the log [Warning] Block game:cobblestonestairs-mudstone-down-west-free defines a wildcard texture game:block/stone/cobblestone/mudstone/* (or one of its alternates), key south, but no matching texture found with different materials
my mods: [Notification] Mods, sorted by dependency: walkingstick, barkbeetle, betterforest, catchledge, conquest, fallingtree, forestsymphony, geoaddons, hangingoillamps, immersivelanterns, immersivemining, manualscraping, overhaullib, pipeleaf, primitivesurvival, prospecttogether, rlmoonsun, temporalsymphony, game, vsimgui, abcsredux, aculinaryartillery, apelanterns, attributerenderinglibrary, egocaribautomapmarkers, betterruins, bloodtrail, butchering, carryon, climbmountain, composter, configlib, critcherscalculator, extrainfo, farseer, feverstonewilds, foodshelves, fromgoldencombs, herbarium, hydrateordiedrate, lowergrassoverlay, maketeaforked, moredirslabs, pelaguswinds, petai, placeonslabs, realsmoke, rivers, saltandsands, simplebedspawn, simplecloth, smithingplus, substrate, terraprety, thecritterpack, toastlib, creative, vsinstrumentsbase, vsroofing, survival, windchimes, xlib, zzzinstandtemporalmobdrops, cats, expandedfoods, em, foxtaming, quiversandsheaths, shearlib, tabletopgames, terrainslabs, vsinstruments_quackpack, wildcraftfruit, wildcrafttree, wolftaming, xskills, tailorsdelight, wildcraftharvestcrashfix, wool, xskillsgilded, dressmakers
the moment I disable Geology Additions, the world loads
I wouldn’t have thought this type of error would be fatal, maybe there’s another somewhere in the logs thats actually the issue
My guess for that particular warning would be Conquest, as it's a texture pack and the most likely one to add texture types to objects. Geoaddons adds more types of cobblestone, but if Conquest is adding more texture types to cobblestone items then Geoaddons isn't going to have textures for those new types.
However, Warnings do not typically prevent world load. Look for Errors.
Yeah, it's definitely Conquest, according to the comments it prevents world loading with a lot of mods. Per oldcake: "When run together with the MaterialNeeds mod, it will cause the problem of material loss. And when run together with the GeologyAdditions mod or the MaterialNeedsGeology mod, they will both cause the issue of being unable to enter the game."
They are working on compatibility, so I'd keep an eye on the commit history on their Github. They don't seem to list specific mod compatibility fixes in their moddb changelogs.
thanks for the time you took to look, it's a shame because I really like that texture overhaul, will probably look for a different one or just disable it until a patch comes out
Are you using the latest version of Conquest or an older one? I fixed a lot of compatibility issues with Geology Additions and Material Needs in my last update.
@dry urchin
Just pushed another update. At the moment the only incompatibility that I know of are the querns.
I updated and was able to load in! legend, many thanks
Amazing and wonderful mod! As a geology nerd, this is a must have for all my worlds, especially the ore variants, I love having many unique variants! I am curious though as to why sperrylite and (I think native platinum too) are incorporated into the mod as platinum has yet to be given any sort of function in the base game?
Anybody can make one post in forum for delete some mineral variation? I am really bad writing this things.
In vanilla, when i see quarz into peridotite is like to see de stone in minerft and if my friend (how will start play tomorrow) see thats type of things they are going laught of me.
Or emerald in granite.... this class of things
I think wich in the future they make a geology expansion in vanilla.
You can dream with acuarrate rock strata.... or very less granite (Plutonics rocks) in surface
igneous rocks also seem to be missing the recipes for stone coffins and lids
Noted, thank you
I'll get that added to my list
For no other reason beyond I kind of wanted one :3
Tbh I expected platinum would have had a use by now, but ya know
Fair enough = P
Me and a friend are actually working on a mod to add a few more vanilla variant tools so we'll probably be including platinum in that
Oh yay!
Only thing slowing us down is decision paralysis over stats balancing haha
deadass, keep me in the loop, it sounds interesting!
Hey @wicked geode Would you be able to help Fern with some stuff? This is outside of my skillset 😅
What's going on?
@sturdy wraith
It's a JSON issue with a new mod of hers, I'll let you guys discuss
I'll shoot you a dm @wicked geode, and thanks for the help Ross :3
❤️
Sounds good
Will do
I host a server of 8-15 people and I saw a similar issue posted in this thread a while ago similar
any recommendations regarding this being repeated en masse hundreds of times?
[Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15933,Z=17404 in world 'A new world' with seed 581451574
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.ChildDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 originChunkX, Int32 originChunkZ, BlockPos pos, Dictionary`2& subDepositsToPlace) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\Disc-ChildDeposit.cs:line 50
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 204
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1936
You've got a couple of stuff added that is also implemented in #1091409444535021749 - any thoughts into adding compatability between the two so they play nicely? Corundium in particular is of note
Hey, thanks for sending this my way; I'm aware of this error, although i've not had the time to sit down and dig into it
I'll add it to my list of things to look into
I'm receptive to doing so, I'm just predisposed with developing another mod and moving rn
So eventually, yes
Hello! Is this normal?
That's all pumice
Trying to generate a new world going through some new mods I haven't used before, ironing any kinks out
First time using GA, just no idea if this much pumice in this landform is normal
i think it's supposed to be like a normal generating rock type, rather than an inclusion like marble or jade or jasper, so i think it's normal.
Okay but that formation looks cool as fuck
hmmm okay
looks normal to me, pumice is a regular volcanic rock type and both volcanic geoprovinces allow up to 30 blocks of volcanic rock to generate
Goated combination btw
Also I thought I'd suggest
Due to uranium already being partially implemented but lacking generation, it might be cool to enable its generation tho this may conflict with expanded matter which does the same
We do use EM so I guess we will get it from there
Is it possible to edit the rock strata handbook entry at some point with the extra rock added? I'm a dabbler in geography, but I sometimes forget what's sedentary and not.
I think you mean sedimentary
I've added it to my list of things to do
is it possible for jade or jasper deserts/gravel areas to form, even if small/partial?
no dont think so as some materals just wouldnt be around in enough of a qualty to justy a desert part it.
for anyone who uses this and the draconis mod, i made it so they can also spawn in GA deserts. hopefully the texture edits i made fit well enough
Mineral Needs: Geology is the mod adding a second crushed corundum to your game. I can't find anything in Geology Additions that is incompatible with EM2. I'll submit a patch to MN:G to fix the EM2 incompatibility.
Hmm. Is Pyrite worth going for?
No
its like 2 ingots per bloomery. sucks balls
if you are obscenely desperate for iron and cant find any other source then go for it, but otherwise it's just a waste of fuel
honestly pyrite being a surface ore breaks progression. so Im a tad biased. either way I dont think the 2 ingots is worth the hassle
Well, I can't seem to find hematite, even in an ultra high reading. Unless I'm blind. Except trace 1-2 blocks.
Also, the pyrite was in limestone. That shit is hard to see. I gave up on it. 
Get Juicy Ores
Pyrite is a poor source of iron in game and is a last resort IMO. I think it looks pretty in the darker blocks though
I'd realistically only choose to use pyrite if nothing else is available and I'm swimming in Fire clay/bituminous coal
A dirt mod would be so cool. I assume that’s what is being showcased, I’ve heard it mentioned before. Now I have to figure out if I should drop my grass retexture. lol.
Oh dang that was posted a while ago. 😬
Juicy ores mod
Juicy ores works on modded ores?
Yes
Yeah dawg. Gotta dig down. Many ores spawn only below 0.6 world heights so like below 60 or so
L
tbh i dont recommend jucy ores. tired it and it unbalance game far much in my opinion espcaly if your already knolageable about game
How can a texture unbalance a game
i reported some time ago not finding cracked diorite, that it instead was cracked granite. seems to also happen with ores. in the middle of a diorite layer and found bismuth and tin (cassiterite i believe) and both were in granite
Probably because it's a lot easier to see ores with the mod than without. I can see how that might change the gameplay because ores being easier to see means less time spent searching/mining.
but the main part of ores comes from prospecting and underground mining, you specificly dig for it on a spot
I think they got confused with interresting ores which is very much op
I'm actually looking into this right now, that's strange
I think I know why it's happening though
to add to my confusion, part of the cassiterite deposit actually ended up being hosted in diorite rock. and with no clip and block overlay, i did find a bismuth deposit that was hosted in diorite.
I assume these are from Geo Additions? if so could it be possible to add the posibility of luxuries traders buying gems? (maybe like a material needs mod?)
just gonna leave this here
Ive never been excited for dirt before. What are you people doing to me? Lol. I also just ran across Gabbro for the first time and I'm in love. I must build with this.
I'll add it to the list :3
Ty, I love all the gems we have around but we have no real use for them beyond displaying them and maybe selling some of the vanilla ones XD
can't really make like "polished gem showcase" type deal or for selling either haha
Rough/cut gems and encrusting in the armor/tools with buffs.Has integration with rough gems from Geology AdditionsIntegration with:- Titanium-steel Tools(Partial)
- Swordz- Blackguard Additions- All Forgotten Armory modsVideos:- Gem cutting(revisited)- 0.5.1 jewelry inventory(rings, earrings, nose rings)- 0.5.2 Nadiyan necklaces
- 0.5.1...
Best mod for giving gems a purpose
My experience with CAN mods is they're rather unintuitive and a bit strange/buggy
I like the idea but it feels like installing a ticking time bomb
well it just seems a bit wonky like Alpha state vibe
I have the bad habit of checking comments and I don't get encouraged a lot w the amount of issues I see pop up
I really like how you can cut the gems in the different styles
Also to be fair, it adds a bunch of extra stuff that isn't really to do with the gems, panning, crafting a lot of metal+ gem stuff (which does clutter some menus)
if it was just gem cutting and not the socketing thing either I would like it more i think
Well I think the mod is cool. I haven't tried the other newer gem mod out there. Have you?
This mod adds crafting recipes for most of already existing jewelry items.
All crafting recipes require Tinkerer trait (Malefactor pendant requires Improviser trait)
List of items:
Head
Gold coronet
Silver diadem
Crown
Byzantine crown
Gem encrusted fur hat
Noble fillet
Neck
Pearl necklace
Merchant amulet
Bronze gem necklace
Copper torc
…
This one
@full silo this might be more your style
To me if a mod says "simple" it's a turn off. Since vintage story to me is all about the more complex path.
Well simple means less mod conflicts or weird mechanics issues
Not necessarily
There are plenty of "simple" mods that conflict with things
making per-rock type soil blocks and replacing soil generation with those per-rocktype soil blocks was always the thing stopping me making Terrafirmacraft plus-style mud bricks
its one of the features i felt VS was missing, as it lent an entire palatte of blocks in more subtle earth tones
honestly i've considered this issue for some time and i haven't really come up with a good solution for it
a standalone jewelry mod would look cool and all, but i fear it wouldn't be compatible with stuff like CAN jewelry which is essentially an unofficial companion mod
and as cool as crystallised ore chunks are i don't feel like they scratch that itch that a really aesthetically pleasing sample does, it's just can i justify adding a heap of models for items that exist to look nice, and at best have a new trader that exists to buy them (and the gems)
might be a analysis paralysis issue tbh
though back to the mud bricks, would it be better to retain the TFC+ feature of having to leave the bricks out to dry for a while in ground storage before being able to build with them, or should they be immediately usable
also is this worth breaking off into a seperate mod
I actually think it’s unfortunate that isn’t used. Peat could use the same. I know there are mods, but it’s always bothered me that you can burn wet peat.
Give me the whole triangle spectrum of sand/silt/loam
🤔
above is Clayey Soil on the left, Sandy Soil on the right, Silty Soil on the bottom, and then Loamy Soil in the center.
Mmmm clayey
So I want to make it so bog iron can be dug up with a shovel as it historically was IRL, how would I go about changing it to make this work?
Find the json file for bog iron and look for the tool line i believe
Ah, I mistook that for just being about sound because it's contained within a bracket for the block's sounds
Soil variants based on local rock type?
DIRT!
originally we were going to go that route, but decided to instead do the a proper implementation of soil classifications
they're basically color coded, so just looking by eye you should have an idea of their contents. red being clay, lighter white being sandy, the darker purple being silt, and loam being the more neutral middle brown
All I know is that clay rich is very undesirable for growing potatoes. XD
yeah they're gonna have unique agricultural attributes
loam will be the All Purpose balanced soil for growing, but the others will have different strengths and weaknesses
I recall one article I read where people in Finland were growing potatoes in gravel, not even sand or dirt
IIRC it's because gravel drains more easily than sand, which is important for growing potatoes in particularly cold places
that must be why clay sucks for growing potatoes because the drainage is bad
Exactly what I'm thinking
How will high fertility or terra preta interact with this?
I assume all recipes dirt wise are going to work with everything, and I assume if a mod searches for dirt it wont care which loam it is
the vanilla soils are now designated as the Loamy variant, because they're evenly balanced all-purpose soil. otherwise they remain unchanged, they'll work exactly the same as they do in vanilla. the other soils will have different agricultural strengths and weaknesses, but they each have a High, Medium and Low fertility variant, pictured above.
we haven't talked about how they're going to be used in recipes but i don't see any reason not to let them all work as substitutes for standard soils
I was certainly jumping the gun, but still thank you for the answers
all good! happy to answer
yeup, these are the total soils we have prepared, 12 total including vanilla's soils on the right.
may add a couple more and wind up landing somewhere between 12 and 16
They look very crunchy
... do they make different colored rammed earth?
Makes me feel like a Material Needs type thing
not yet but totally could
Curse of 32? mudbricks XD, super
I think I'd prefer they make the same color rammed earth, but have recipes for dying rammed earth
Would make things simpler to work with
Anyone know if the ores in Swordz mod spawn in this mod and/or MN: Geology?
They spawn but only in vanilla rocks
Any plans to implement a similar system for sand? I always thought it was a little strange having sand types for rocks where it doesn’t make any sense like shale
I figured as such. Do you think they should be patched to the mod rocks? If so which?
I've avoided the swordz ores and metals so far, so I can't really give a fair shake, but I know Aithril spawns as distinct meteor craters in non-vanilla rocks
I have no plans for that, I don’t think fern does either. I’m not sure what gameplay role it could serve. But we figured we could have fun with the agricultural side of the soils.
Sand also has plenty of variety already.
If I made any changes to vanilla it would probably be to give gravel a similar sort of “wavy” texture that wavy sand has. Feels like that texture could use an update.
It does make sense though, shale sand is a very real thing
im not finding anything about it, i was under the impression that shale weathered into clays mainly. interested tho, source?
On second thought, I'm fairly certain shale sand is most often industrial waste since it's easily weathered into a dust which when hydrated becomes functionally essentially clay
But that aside, the defining factor of sand is grain size, any stone can be made into sand
WHO is sandy loam?
And why can't we reach her?
loam, sandy loam and etc? (I forgot all the soil names)
what was that
was that sandy loam?
@alpine raptor Regarding the cracked granite spawning in diorite, would you by chance be willing to provide the world you're seeing it in? Are you running any other mods that touch worldgen/oregen?
i was able to replicate it with the only other mod being block overlay. there are also examples of native copper in granite sandwiched inside diorite rock, of granite gravel and sand being used on top of diorite, and i think i also saw some weirdness with quartz in granite intruding into the diorite but forgot to note the location. for the native copper, can be seen at coordinates 1, 116, 71 looking sw. cracked granite sandwiched in diorite at -232, 123, 52 facing sw, and granite gravel and sand atop diorite just to the left of that. world seed is 1555115487 with default settings.
Thanks so much for the info; i'll try and narrow in on it
👀
Hello. Updated translation for russian language https://drive.google.com/file/d/1K5J1zdab3ptemn4td_mRxGZvEytuBjeQ/view?usp=sharing
I also recommend to add next string in en.json for platinum units:
"material-platinum": "platinum"
@sturdy wraith
Thanks so much! And I see what you mean about the platinum, I can def make that fix
I'm looking forward to your release of Terra Dirty 😄
lol
Im in another medium sized server and having the same issue with console spam
5.3.2026 22:42:52 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=3896,Z=1219 in world 'Pandorica World FINAL' with seed 1948172728
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.ChildDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 originChunkX, Int32 originChunkZ, BlockPos pos, Dictionary`2& subDepositsToPlace) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\Disc-ChildDeposit.cs:line 50
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 204
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1936
5.3.2026 22:42:53 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=3893,Z=1219 in world 'Pandorica World FINAL' with seed 1948172728
Anyone know how to find Gabbro? Like does it spawn along with certain types of stones?
other than following strata rules, it could be anywhere. just luck. you might try the geology map mod, so you are less likely to miss a small area of it. but that will only help if it's the top layer
gabbro is igneous like granite so it should spawn just about anywhere, you could just be getting unlucky
Alright thanks guys
So, i did some digging and I think this is actually a vanilla issue? I found an old bug report referencing it
I can try and find the report again, but I don't think this is something I can fix
How queer
mmhm
Holy soil
So many
Here's a little teaser on a side project of mine for VS, worldgen might be getting a lot more dynamic ;3
still really early in development, but this is a map of tectonic strain over a large region >:3
here's a rough heightmap; notice the fun rift valleys on the right continent
The heightmap won't be used directly, but i'm biasing which landforms spawn where based on the heightmap
Voronoi?
Yes, it's used to establish simple tectonic plates. The plates are then "moved" in a direction that either causes a convergent, divergent, or transform boundary. the simulation runs for a certain number of timesteps, changing the direction of the plates every 100 steps or so. There's also a really simple erosion model that helps smooth everything out
If it ends up being feasible, I'd love to map the precipitation values in the game to their distance from the sea, so you have humid coastlines and dry interiors. My thought is to generate a distance map that's influenced by the height of the terrain (mountains can cause rain shadows, for example)
Okay this is a sick idea
Any idea of an ETA for an update to 1.22? No pressure, just wondering. Thanks.
shortly after 1.22 officially releases
barring major unforseen changes.
Awesome. Thanks.
can we expect any changes to come with it, or just a barebones update to get it running on 1.22?
At the moment, it'll be bugfixes but no major changes. I'm working with a gent to get a lot of the GA textures revised but it'll take longer than the time between now and 1.22
Hey, I encountered strange bug with stone axes from this mod:
Firstly, if I load this mod together with In Dappled Groves, the knapping recipe for stone axehead for the stones from this mod disappears.
Secondly, if I load this mod with String Sense, which requires stone tools to be bound by string in the crafting grid, I can no longer craft stone axes made out of this mod's stones, but all other tools work fine.
I am on 1.21.6 and using the latest version of this mod.
Hi @bold briar! It sounds like it's a compatibility issue; I can peek at it but it might be worth reaching out to the devs of String Sense + Dappled groves
Ty,for you response! Will do
The String Sense dev is really good with compatibility. They'll fix it up real quick once you let them know.
Still early, but I have a system that generates stratigraphy based on the history of the cell so that rock layers actually mean something. I happened to find a spot where there was a TON of different layers and wanted to share :3
Also; a fun example of the terrain the tectonics sim can create
(I'm using the volumetric clouds mop, just fyi because it's pretty :3)
Mountains in the distance (farseer mod)
small scale (landform) terrain gen is still vanilla, but the base height of the land is determined by the tectonics sim
So you could plug the heightmap generated by the sim into Terra Prety for their landforms? 🤔 Because they use a heightmap based landform generation method i think.
do you mind explaining this? like what does far and near shore mean in this context?
this looks like such a prime hobbit hole location
This shows in prospecting, anyone else?
I found some bugs regarding stone tools. No other mods loaded. Hatchets made with bone regardless of axehead material do not get any increase in durability. Quartzite stone axe has the same durability as other stones. Lastly knives made out of quartzite and stick/bone have their stats flipped. Knife made with a stick has higher durability.
I also tried making the patches myself. For string sense I added this file:
[
{
ingredientPattern: "T B",
ingredients: {
"T": { type: "item", code: "game:axehead-*", name: "material", allowedVariants: [ "quartzite", "gabbro", "diorite" ] },
"B": { type: "item", code: "game:stick" }
},
width: 1,
height: 2,
output: { type: "item", code: "game:axe-{material}", quantity: 1 }
},
{
ingredientPattern: "T B",
ingredients: {
"T": { type: "item", code: "game:axehead-*", name: "material", allowedVariants: [ "quartzite", "gabbro", "diorite" ] },
"B": { type: "item", code: "game:bone" }
},
width: 1,
height: 2,
output: { type: "item", code: "game:axe-bone-{material}", quantity: 1 }
}
]
I just looked how Material Needs was done. It does not make them fully compatible but at least the crafting recipe for stone axes reappears.
But for Dappled Groves, I have no idea why the knapping recipe disappeared.
Please add Cadmium based minerals. For reasons ...
thanks!
The issue here is that cadmium doesn't really have any significant mineral concentrations known worldwide, it represents 0.1ppm of the earth's crust making it pretty uncommon and the only economically important mineral, Greenockite (Cadmium sulfide) is almost always associated with Sphalerite (Zinc sulfide), and thus it is generally a secondary product of the refining of other metals like zinc, and to a lesser degree lead, copper and secondarily through other sources like recycling streams of other metals and in coal combustion products like fly ash where trace cadmium is concentrated (not that you'd be able to run a pulverised coal boiler of the scale needed to make this useful), and apparently the native metal occurs in the riverbed sediments of one particular river in siberia
even for the stuff that is collected, it's mostly used as a corrosion-resistant surface treatment for metal parts expected to be exposed to the elements
other uses are pigments and semiconductors
really nice use of voronoi diagrams, this is dwarf fortress level world generation and that is as high a praise as it sounds, i'm eager to see how this develops- the terrain it produces even now is proving very appealing
The sim is used to create a world, so it'll be a srand alone thing
The tectonic simulation keeps track of the depth (height from 0) that a cell is at. If the cell is underwater, one block of sandstone/siltstone/conglomerate will be deposited every 3 simulation steps (out of 800). Deeper water creates limestone/dolostone/chalk, and the deepest areas have mudstone/shale/claystone deposited
It's based off a general assumption that the closer you are to shore, the more turbulent the water is and thus only certain sized grains can settle out
The chemical sed rocks (lime,dolo,chalk) generally are the product of either reef builders or microrganisms (plankton, in general just any microscopic animal with a shell)
So in summary the near/far shore labels are just a way of communicating the environment the rock formed in
I'll take a look at it again, but to be entirely frank i'm on the edge of just removing them. Two years on, ~7 different implementations, and there's still issues.
It is a part of GA that I very consistently have people report problems with.
Thank you for explaining this so I don't have to :3
This is such a sweet thing to say omg 😭
Good catch!
I'll look at getting that fixed for 1.22 :3
Silly thought, couldnt you make all the GA additional stone tools just turn into flint/generic rock tools?
Deadass not a bad idea lol
If I end up pulling them out in their current inplementation, i'll pursue your avenue :3
I mean from what little code hijinks this means maximum compatibility and less issues long term, if it's just "flint stone axe" but made from a green rock XD
Green boulder 😏
Sneak peek at the stratigraphy for a project of mine :3
(all still wip/subject to change, ofc)
Oh damn this looks nice!
honestly its the kind of thing dwarf fortress simulates to get the depth of the simulation right, if I remember correctly you can found forts in locations next to the ocean with extreme cliffs, where you might be able to view the soil types, here those of the deep ocean might be calcareous or silicious ooze
You know, those famous ocean sediment layer/soil types
mmhm :3
So i meant it when i said it, im eager to see how this develops
cough cough Precip map cough
if I can get everything working as intended, yes
the project at this point is several thousand lines of code being held together with duct tape and glue
;3
Oh man you shouldn't look at IOG then 😅
Flextape for my code, gum for the keyboard.
Have you considered an evil config option that just "jumbles" stone layers, so its not 8k blocks of sandstone?
I'm having the opposite problem right now lol; too many stone layers in one area
the sedimentary rocks are based on the history of the cell, so as the cell is in the process of being uplifted you tend to see the following pattern: (mudstone/shale/claystone) --> (limestone/dolostone/chalk) --> (Siltstone, Sandstone, Conglomerate)
an simplified erosion model is applied as the sim runs, so areas that have been above water for a long time may weather down to the basement rocks (intrusive igneous rocks)
I'm also simulating strain during the tectonics sim, so I plan to allow rocks to be metamorphosed if they're subject to a lot of strain or if they're buried really deep
Mixed Cobblestone 2 the 32 stone block to defeat them all
Could be a kinda funny easter egg type block I guess
By the way thinking about this, how would this affect say, ore generatoon? And have you ever considered changing the default stack size for the ores that are 1/3rd or 1/5th of the regular ore value? I know pyrite you can only get 2 ingots out of the bloomery iirc?
Assuming Fern doesn't add anything special to the oregen code, it'll probably just generate normally honestly. I think the only limitation is the shallowness of those veins.
Vintage story is an ambitious game that attempts to recreate many natural processes of the real world. This is part two of a review where I discuss how realistic it is compared to real life geology and my opinions on how to improve it.
Part 1: https://youtu.be/b4e7mTRB7qg
Intro: Discord: icarotkd
Ending Music: https://www.youtube.com/c/Dingyfr...
Part 2!!!
@tame fossil you mentioned Tin is much more common on the surface irl. There are game settings for surface tin. What would you set it at to make it realistic?
I didn’t look at the name but i think you asked the same over in the video comments. I would just paste my reply here but they are sort of two different things since the surface bits are sub surface materials breaking up and being exposed on the surface and placer deposited are sourced from higher elevation and collected in low points.
Yeah I posted my question here first and then on your video comments in case you didn't find this on discord. As for your answer. I guess that's more the limitation of the game. By default tin doesn't spawn on the surface. But I set mine to "extremely rare", whatever that means. And leave copper at "rare" (its default setting). It has ...
- Very Common
- Common
- Uncommon
- Rare
- Very Rare
- Extremely Rare
As the choices for those two custom world settings.
Yeah I saw that when I was poking around at things. It just making the appearance of surface bits above ore deposits which I would have to look at how coming cassiterite is near the surface, like in reality in a world. Even if it was common I don’t think you would find it much more. It would be interesting to generate two worlds with different settings and actually see how much those change things.
@tame fossil on a side note this mod Geology Additions has many of the things you mentioned the base game lacked. Such as Bog Iron, Pyrite, Chalcopyrite and even vanilla uranium spawning. @worldly pagoda and @sturdy wraith have done an amazing job on this mod. I am curious on what you would review this and the other vintage story geology mods (expanded matter: geology and deepvein: asbestos). Unlike say Minecraft which has tons of geology mod there are only a couple geology related mods for Vintage Story. Thus a reasonable amount to review for a part 3 video? Maybe? 🤞
moreminerals was actually born as a mod that exclusively added bog iron, it's one of the less well-made parts of the whole arrangement, but that developed into a collection of other mineral types that aligned with a dwarf fortress mod i made but never wound up sharing
since you're here the reason why surface iron doesnt really exist is because of gameplay as well
the developers want players to venture deeper the further in progression the ore is
we had a mutual interest in geology so it made sense to fold moreminerals in with geology additions, sometimes i think about overhauling bog iron- while it does make sense that it sits at the bottom of bodies of water, it's life cycle as a mineral does also place it in shallow deposits in the earth
thats also why nickel and such are so far down
they are tier 4 and 5 ores so they are deep to increase the risk for the player since they will encounter stronger enemies
I don't see surface iron ever happening in vanilla for that reason.
yeah that's kind of the issue, and why it's locked behind bronze tools, people are unlikely to leave it as floating blocks by virtue of it being inside a lake so it's not a huge visual burden, but it's hard to balance it as a source of material with making it ludicrously easy to get hold of
some mods add surface iron, including this one
yeah bog iron and pyrite being surface ore kind of breaks the game progression but bog iron less so since it's fairly rare iirc
it's also why i haven't made black sand concentrations in muddy gravel- partly because panning isn't an exciting activity and partly because it'd also disrupt progression if it was readily accessible
or similar placer deposit of tin
I mean sure you can find some surface nuggets but if you want to actually mine the iron sources you will need a pickaxe that can do it. I feel like if you really want to gather up all the surface nuggets then sure you could get iron faster. But if you follow the progression you are going to get a more reliable way to get it.
Reliability vs Luck
no pyrite is just a progression break since its a surface iron ore that is fairly common
I remember Gneiss saying in a video he really only does the main game and not mods because he likes the developer's intended experience
Pyrite gives much less iron though than say hematite when smelting though. You are going need a lot more pyrite just to make one pickaxe
doesnt matter the fact that you dont have to delve deep for it is the problem
if it wasn't a surface ore it wouldn't be a problem
I mean sure. I did the progression from copper to tin bronze to iron. But I was trying to reach milestones. If anything I was having trouble finding enough copper for my needs. Since even if you have enough iron you still need copper and sometimes bronze alloys for other crafting. I feel like vintage story is much less linear than other games and makes all metals relevant for different tasks. Especially if you use other mods.
i dont think delving deeper is much of a marker of progression. a stack of torches and a couple stacks of dirt to block off passages for more economical torch use, and you can get down to nickel or more no more than copper, and neither of those are terribly difficult to get
so i have thought about this kinda thing for awhile. It's something that is not just in vintage story but games in general. Especially crafting games. When you are in games where it has lots of people such as multiplayer and they look for exploits and min/maxing then sure you want to be more strict. But in my single player games i set some self imposed rules. This way i can be more true to real life discoveries. In this situation it's like why go through copper and bronze eras when you can jump to iron? But really this issue could be applied to lots of mods. like the firearm mod when has copper age firearms. Use some self imposed limits and don't allow them until much later on. Same goes for this. If you have your own personal game and dislike the pyrite at the surface then don't use it until you have bronze. Sure it would be great to have a mod that limits this but that would be a lot of work just for just using some self control for a more interesting game.
In my opinion, as someone that's never been in a discussion of the metal progression system mind you, you can't really have a satisfying and realistic "progression" system in any survival game that's realistic.
Because progression in real life is almost always tied into knowledge somehow.
Even if we didn't have the handbook people would just start looking up actual survival guides for the real world until they break the mechanics.
Then they'd share.
If the thing that stops you from being industrial is lack of knowledge then progression becomes weird.
However I would love the realism. I think there's a certain degree where it's honestly fun for things to feel less "linear" and for people to be able to use their IRL knowledge to accomplish things that someone who knows less or does less research simply wouldn't ever think of.
I, however, also probably have a touch more simulationist mindset than some of the others on the team.
I would love realistic water physics and a proper water cycle, for instance, even if it didn't "contribute to gameplay".
Concessions need to be made no matter what yeah
(It 100% would contribute, but I'm just saying.)
As for ore progression i actually really like how the game puts pressure on the player to go deeper
Plays very well into the horror elements
Yeah, that's true.
The team wants to properly fill out underground content better.
The dungeons are one part of that.
Copper lets you stay on the surface, bronze is a bit softer since you can still avoid the caves if you get lucky, but iron really forces you into the maw
Well, "dungeons". I don't know that I like that use of a name as it sounds more like Zelda instead of like "complex procedurally generated ruin" which is what the current ones look like.
Proc structures should help with making the underground more interesting yes
Long term however i do think the play is to have psuedo "biomes" that have specific risks/rewards
Like imagine a locust colony type of cave "biome"
You would go there specifically to get some exclusive resource, or even just for metal parts and jonas parts etc for example.
So going beyond structures into more interesting broader themed areas
Long term my hope is to have so much geologic, flora, and fauna diversity that the game generates randomness where even if you're in the temperate band you'll have a somewhat varied experience between worlds.
Plus better support for progression in the heat and the cold.
Cold progression definitely needs some work
I however am most invested in stuff you can just do on the surface.
Cold is too impossible, hot is too easy.
Warm areas need an actual challenge component
Perhaps we should take this to #suggestions as to not clog up the mod thread
See I play on the Homo Sapiens mode so like lore stuff isn't even a thing to me. And that's one of the best parts of this game. You can customize it to be however you want. So many settings built in. Then add in mods and well you can play however you wish. Do you want to play it as a cozy cottage core game? Go for it! Do you want to play as a frozen long dark inspired game? Sure! Do you want to play only vanilla? Of course you can! So yeah if I want to play with no lore, in the tropics with self imposed rules and are now making a space station, then that's a perfectly valid way to play too.
As someone who always starts on the tropics, you need the hydrate or dietate mod. Cold has hypothermia but that mod gives thirst and it's brutal. I agree by default that having no penalty for heat is unbalanced. I also use the ||poop and pee|| mods and that might be too far for people. I also tried the hygiene mod but it conflicts with something and I couldn't get clean for whatever reason.
Anyone else keep trying to test out the release candidates, and going "but... there's no GA..." and giving up? 😅
It is just not the same!
I keep playing, don't get me wrong, I'm mainly just testing out various mods and the new mechanics. I do keep getting bored and restarting, though. Subconsciously I think I'm hoping to see different rocks!
I tend to wait to update until GA comes out because I don't want to mess up a new world by adding it mid playthrough
Fair! I run a small server, and they're all interested in 1.22 ASAP, so.
I appreciate y'alls patience with me; I don't tend to have a new version of GA going until about 5-7 days after a major update.
this is a hell of a compliment, ty lol :3
I wanted to share some stuff here that's not related to GA, but is still geology related and directly uses GA.
(prior test with surface dithering to hide cell boundaries; may or may not be final)
the stratigraphy is based on the history of a region (cell) during a tectonic simulation. So rock type, thickness, ect all reflect what the rock went through
If I didn't say this already, IT'S ALL SUBJECT TO CHANGE
Jasper gravel actually spawns now, if anyone cares :3
(the landscapes produced by the tectonics mod i've been working on)
will jasper stones spawn too? what about jade? wondering if i'll need to update my mod that adds new draconis drakes based on your rock types
Jade and Jasper dragons... fancy
in like a week or two fern has mentioned
so maybe best to hold off a bit
Wait jasper gravel is a thing... is there jade gravel too?
I guess you could technically make it with Stone Quarry?... if it exists
Okay that mod is cool asf lol
If there is an area that has amphibolite at the surface (which the sim does permit) than jade will be accessible too. That being said, the loose stones won't spawn (or I haven't seem any spawn, they may)
I've never had any reports of anyone having loose jade stones surface spawning on a cumulative ~2k hours with GA.
So if it does happen, it's vanishingly rare.
think fern was talking about with the new tectonic simulation mod they've been working on, since they showed above jasper can now appear on the surface with gravel
My meaning is with the tectonics mod i'm working on would allow amphibolite to occur on the surface (if tectonic pressures / protolith were appropriate to form amphibolite). so Jade could spawn at or very near the surface.
I should have been more specific, sorry!
Jade/jasper gravel have been in the game since I added the base rocks, there was just never a case where they would actually generate
No worries!
Gotcha. I may need to creative some in then for a build or two. I had never thought about using it until someone mentioned it
Yeah, i'd added them for that purpose; I figured someone might want it in a creative build
Somehow I've seen players with both jade and jasper gravel... quarry mod, I think?
Probably
I love how that looks on the map
I love how it looks on a map too, unfortunately it looks horrible on the ground
I have genuinely spent like 3 weeks building just the stratigraphy portion of this mod and I still cannot get it right.
It's actually starting to make me saaaaaaad :<
I dunno, the way it looks in those screenshots is kinda insane. I love it
i also liked it
you are your biggest critic after all
but it depends on what you are aiming for it to look like
i can think of a few people who would see that and be like
"wow that looks really cool"
Will the new GA be compatible with terra pretty in 1.22 when it releases?
Me included.
GA will always be compatible with terrain mods, the terrain stuff i've been showing in here is just a geology-related project of mine (i.e. they can be used separate or together)
Oh that looks amazing!
Ooooh okay, since it looks very cool
So is this rock layer system part of your tectonic terrain generation system?
The nefarious bacon rock sandwich
Neapolitan Ice Cream
Yep! So the rocks in a certain area are actually representative of the history of the area, based on information from the tectonics chart. I simulate ocean transgression/regression over the length of the simulation, and terrain can uplift/sink over time, and that information is used to deposit the rocks :3
This looks AWESOME omg
I'm curious if this tectonic mod would not be compatible with other terrain gen, or if it could just take into account the terrain gen of other mods (mostly thinking terra prety here) and react with it
But this is really looking like the dream rock strata for me
As long as a terrain gen mod is entirely landform based, it should. I need to touch base with @sturdy stirrup to see exactly what TP changes in relation to the base game worldgen, because I'm not sure what compatibility looks like yet
saaaaame >:3
That makes me so so so so excited aaaaaaaa
You are cooking
I'm sure trying to, this has been so hard to figure out lmao
It took me several weeks just to get the rocks to smoothly transition between cells
but now i'm working on stuffs like burial metamorphism, so you get fun things like limestone --> marble at depth
I love rocks so much so geology additions itself has always been one of my fav mods but this is woah 💕
YEAAA
I'm a geologist and I work at a rock shop, I love rocks too >:3
Some would say a bit too much
Very awesome
You know, I've been moving and along the way I got to see the super cool plateaus of all these stripes of rock in Utah
And those were WILD
And I desperately would love that to somehow be possible
But I suppose with more advanced rock strata like this, it can kind of have that effect in areas :0
Like banded iron stripes and such
Utah is SO PRETTY
I had this working with an older implementation, i'm working on getting it running in the new one
I'm playing around with erosion methods outside of the landform system to see if I can get fun canyons/mesas and the like
-# this may be the peakest of peaks there has ever been
Oh! and I also get got the precipitation map working, so mountains create rain shadows, continential interiors are dryer then the coasts, ect
I wanted super realistic worldgen, and i'm gonna make it damnit
then maybe the devs will integrate my code so I don't have to maintain it anymore lmao
It was one of those things I always dreamed the game would have but didn't expect it, because it sounds crazy difficult lol
Would be awesome
It's not too bad with the system I use
here's the debug map of rainfall, just to give you an idea. all ocean cells have a 100% precip, and that drops off faster or slower depending on mountains, plateaus, ect.
Oooo I see
Something else I hope becomes a thing in the future, I would love to see actual volcanic activity
Like in the vanilla game
I plan to simulate volcanics in a portion of the stratigraphy gen system. Not like "here's an active volcano in the game" but using the strain map to calculate where the backarc of a convergent plate boundary is and then generate some basalt/andesite/rhyolite (+ scoria/pumice) where appropriate.
That also sounds very awesome 
scoria is currently creative only, isn't it?
Let's go! I'm absolutely floored by this!
You can go ahead and put that right into my veins.
Terra Prety introduces two things that I’m not sure how it would interact with this. One is a Voronoi noise system for continent generation, which pushes landforms up in land regions and drags them below sea level in ocean regions, and the other is a “heightmap” system which organizes and distributes the landforms based on height for more natural gradual elevation changes and blending between landforms.
So it basically disregards the vanilla ocean system and vanilla landform map.
If you could have TP use the heightmap of this tectonic mod then it might work right? You wouldn't need the Voronoi noise continents, just the organisation and distribution of landforms based on height.
I’d have to look at the way the tectonics on this mod works, it doesn’t sound like it controls landform distribution the way the TP heightmap does. It’s totally feasible to use the TP landforms with it somehow, but it may still need something like our heightmap to regulate the distribution of the landforms.
All the TP landforms are given a height value so I’m guessing that could be extrapolated to this if need be.
But it sounds like the tectonic regions doesn’t select landforms, I think it pushes land up and down or something probably?
If so then it would probably have to replace the ocean system, but the height map would probably still be necessary.
I have to check out how it works.
That's what I was thinking too. The tectonics has it's own ocean system and whatnot, so potentially you could take the height data from the tectonic simulation and use that as a heightmap for your landform distribution.
How does the tectonic system here work? Does it alter / warp the landforms? Does it overlay additional “tectonic” detail over the landforms? Does it stretch the landforms up or down below the sea?
That might make the most sense for a macro level “tectonic” system, to overlay that map as an altitude modification over the landforms, sort of like we used Voronoi for the continents / oceans.
Pushing them up over sea level or down under sea.
Could also use this map to place rockier landforms over certain mountainous regions.
So, I've taken a turn away from the landform system almost entirely; at this point, I don't think it would be compatible with other terrain mods
I can explain further another time when it's not the middle of the night
So it just replaces the landform system?
For the moment, I have it set everything to the realisticplains landform. The main terrain elevation is taken from the tectonics sim, so you still get mountains and the like, just much larger scale than vanilla. I'm working on layering different noise layers that are extracted/interpolated from the tectonics sim in lieu of the vanilla system
So it layers the tectonic detail over the landforms detail?
the tectonic detail is the base, additional noise layers are applied after the base tectonic land, then the landform data is layered on top of that. However, using the default landforms creates really deep pits and really strange peaks out of nowhere, in a way that isn't representative of real terrain.
That's why I have it set to just blanket the world in realisticplains
The vanilla landforms causing the deep holes and strange peaks?
Is it just compounding the vertical changes?
So not proportional to what the landforms are normally, but exaggerated?
Are these set to default landform scale and world height or I imagine those were those changed from default?
If you increase world height a bunch but don’t compensate with landform scale that will make those vertical jumps much more exaggerated which probably won’t look real.
It's partially a worldheight issue; the base tectonic sim does fine even at 512, but the landforms are suuuuper exaggerated
Ah. If you increase the landform scale to like 500% that should keep them relatively proportional.
At 512 world height.
Under normal circumstances.
Yes, although landforms still can't do exactly what I want them to
Otherwise they’ll get super stretchy and weird.
What do you want them to do exactly?
Raindrop sim/watershed stuff
The fun thing with the tectonic mod is that I can effectively pregenerate 10s of thousands of blocks out, which in my understanding puts me in a semi unique position
To sum it up as much as I can, I don't have to rely on random noise to make the terrain look nice; I can actually shape it based on the conditions of the cell.
So it’s procedural and will generate identically no matter which direction you approach it from?
If you pregenerate 10,000 blocks out how much computing power is that eating up during gameplay?
It takes about 15 seconds to run the tectonic sim, that data is then used/smoothed over however many thousands of blocks. For testing, i've been running a roughly 25k x 25k grid
It sounds like the tectonics are not a noise map?
The tectonic map starts out as a bunch of Voronoi cells below sea level that are given a direction to move. This direction changes every 100 steps or so. As the plates converge, the terrain is uplifted, which over several hundred steps creates a rough map of the continent.
Ah. So you are using Voronoi as well.
And it pushes the land upward above sea level over large regions?
Only over the near-adjacent cells to plate boundaries
Right
the voronoi defines which cells are part of what plate
^This is an example of the kind of terrain (I put this image together because I wanted to see it)
Just so you have an idea.
That’s similar to what TP does, which is uses Voronoi cells to create continents. But instead of uplifting at borders it uplifts at the center of the cells to try to form isolated continents.
The grid is warped by RNG
ahhhh alr
But originally it starts as a grid.
I actually want to be able to adjust the RNG a bit because I think it warps a bit too much.
Thanks!
The idea of using the borders of the cells as convergence points for mountains and stuff is really cool
And makes a lot of sense.
What world height and landform scale are you testing with?
I've not messed with landform scale (because it doesn't super matter with what i'm doing), but I'm generally testing terrain heights of 384 +
Ah, yeah that will stretch them vertically a lot then. That must be why the holes and peaks look so weird.
mmhmmmm
I’d recommend checking it out with landform scale adjusted relative to world height. So if you do 512 world height try 500% landform scale. That will keep them proportional and should look a lot better.
I'll def test it out, tysm!
yeah I've just made prolly like 300-400 worlds at this point, the less settings I have to adjust the better :3
But i'll add landform scale to the list :3
Yeah world height stretches everything vertically so compensation is needed by stretching landform scale wider, otherwise the landforms will look super cartoony tall
Just looked in here after a long time, you can't just flash bang me with this type of info
This would likely mess with other terrain gen mods like watershed though, wouldn't it?
I'm sure Watersheds would be able to add compatibility if it isn't already. Terra Prety wasn't compatible until they added specific compatibility for it.
Yeah, in my testing the tectonic world mod and watersheds aren't compatible.
:<
Speaking of; what do y'all think of the name for the tectonic worldgen mod being Geology Foundations?
you could make the name a pun of tectonic/titanic
Tectonica has kind of been the working name while programming it, but idk if I wanna stick with it
-# maybe there is a way...
🥲 I do love watersheds but this is so cool I'm gonna be mega conflicted shfjsd
Yeah as much as I want to figure out my own stream system, i'm not that talented or patient lmao
I'd def want to figure out compatibility stuff once I'm happy with the project
I've implemented most of what I wanted, the rest of what needs adding isn't anything particularly complex, famous last words >;3
Ring = VS geology mod >;3
If you want to get really funky you could give an age to each sedimentary layer for use with fossils
There is the minor issue of coal but uh... who cares hand wave handwave
Tectonic Terrain has some nice alliteration. Always a sucker for alliteration 👌
We beliebe in you 🫡
I suppose another curiosity I have, how does this tectonic mod do oceans/coastlines?
i think i'd be more likely to click thru to a mod with a title like tectonica or something else that more directly refrences tectonics. feels more descriptive
Tectonica Mundus, hear me out
The entire world starts underwater, and plates of cells (defined by voronoi noise) are given directions in which to move in. This causes uplift at certain boundaries which creates dry land.
that may or may not be the eventual plan
;3
Okay I could absolutely get behind that ✨✨
Oh that looks good!
Now that feels like a mountain!
Are there ammonites on that mountain
will it make more beach like beaches?
I've seen some areas with more beachy features, some much less so
It does create shallows off the coast pretty often, LOTS of reefs and such like spawning on them
not that we'd be able to actually find or explore it, but will we get marinas trench situations?
I.... don't actually know lol, I haven't looked
the oceans by default are pretty freaking deep
lemme go look around lol
(reef shallows)
On a y512 world, the average bottom of the ocean is like Y 160
80 blocks deep from sea level
sounds pretty deep. suppose it's a bit harder to contextualize, even with larger y worlds, it's still just... nothing compared to reality
(more shallows around the coast)
yeeaaaah, unfortunately
I def wish we hade like 1000+ world heights, although for vanilla games there's literally no world in which that would be useful lol
i thought we did tho? i seem to remember being able to make up to 1.5k
also, are you using a modified farseer in that last screenshot?
It's a 1.22-rc7 fork of farseer
the world height bar only goes to 512; unless i'm missing something, I don't think there's a way to change it in vanilla at least
What's the world height here?
512
Oh this one's nice. I wonder if there's any places with super steep mountains
They get steep, but not like cliff steef :3
well, mostly
Fingers crossed too; as long as 1.22 doesn't come out like, tomorrow, I should have this ready for the update
like, I still need a week or two to really polish it, but I'm getting close to releasing a version y'all can play with
Would it be possible with post initial release testing to try more landform mixes that do encourage more harsh steep places and canyons etc? Since I saw you mentioned earlier it adapts everything from a flat plains form
But I'm super excited to try playing around with this myself in genning worlds
Also I really like the coast shallows
I wonder if there would be a way to make it so that in some places the ground is sand for a few more blocks from where the ocean is, forming sandy beaches and dunes.
Please please please give me feedback if/when you try it out; I want to see how folks feel about it
I'm not opposed to messing around with landforms a tad more, but honestly the terrain produced (effectively) without the landform system is unique versus other terrain mods
Ofc, I always tend to take a lot of screenshots with these too.
There's prolly a way to do it; I'm not opposed to looking into what I might need to do to make it work :3
My preference does tend to lean towards varied terrain where I like a mixture of these plains & smooth sloping landscapes like shown here but also harsh rocky steep landforms, either jagged or more cliffy plateaus
(And I also really like what watersheds has been doing, so I hope that could be compatible someday, or some sort of water carving system that pays attention to slopes)
So probably my feedback would be from that sort of perspective heh
Things that make for distinct landmarks for building and navigation & such
there is an erosion sim i'm running that's down to roughly ~5 blocks of resolution (why you get the flatter valleys/high peaks), I def wanna talk with the watershed's dev and see what compatibility might look like
Is this more the rough terrain you were looking for?
Oh yeah, that is a nice area there
Did this mean some spots still get high cliffs too?
Tbh something I've always wondered about in VS is formations like this as well, those cliffy seasides
Not that cliffy, but close. The erosion sim kind of smooths stuff like that out
It would be a lot of fun to get them working proper tho :3
Yeah understandably! I really adore what you've talked about it in here so far, it is super cool to see, & I get that getting more specific stuff like this is gonna be a challenge with worldgen systems so its more like suggestions from a "this would be cool" pov
Oh gosh I so get it, I want these in the game too I just gotta figure out how lol
Also, you saw my DM?
Oh I did now! I looked away for a sec lol
I wonder if you can apply some sort of sharpness filter to the heightmap along the coast in some areas to make cliffs like this. That would theoretically cause something like this? I think JonR had a ocean/land/coast detection thing working pretty well at some point that you might be able to ask him about?
What I imagine is the sharpness being applied to everything, but then using a combo of the noise and the coastline detection you can mask the sharpness to only apply to certain areas of the coastline.
This is coming from someone who has no idea what he's talking about, so idk if any of this would even work in practice. 😅
Is a Caldera those volcano like rings that are like a huge crater
Like a reverse mesa lol
Yousa? 😏
Huh?
Oh no
The darkest of Sith Lords.
You can do it through the server config and running it, if you leave the name space blank or unique it will gen a random world for you available in single player
@sturdy wraith do you think the tectonics mod will interact with caves and make funky new ones or it doesn't touch that at all beyond rock layers?
It doesn't mess with caves ; just rock layers
Caves would be its own mod tbh
That being said the variety in real world caves is minimal at least in terms of large structures
Any cave mod would have to have fantasy elements or take liberties for variety
hmm, maybe i misremembered, or it's something they've toned down since 1.18 when i remember trying out such a world
oooooo
Man, I am SO excited!
Ice Cream rocks
Whats wrong with neocrocklitan
Hmm beans...
Rocks looking crunchy is good tho
LMAOOOO
Me when bountiful malachite
Okay that does look like beans :3
Taking into account this is VS and Onion Soup is the winter staple
Beans with granite ice cream isnt too.. inpossible
Random thought, it makes me a bit sad to know we can't really have columnar jointing in VS due to 1m blocks versus, well, columns.
I'd love columnar basalt 😭
Speaking of food stuff, I've debated adding new food-related ores for funny as a separate addon for my mods. Each with a unique processing event 😄
Stuff like Chicken Nugget ore, or Barbque sauce ore
mmhm, it would be cool asf :3
B e a n s Gravel
In all fairness, I consider food comparisons a high compliment, if I say I want to eat something that means good things
I have in fact looked at real life rocks before and went mmm looks yummy
Me staring at the crayons
I wonder how this will interact with IOG boulders..
Well the new update reduces their spawn rate(Via reduction of ore across the board), but it'll likely just put them right on top of the cones. 😅
... ice cream cones
Not sure if I wanna challenge myself with IOG when .22 is out or that "less but bigger deposits"
Well that's all totally configurable, if you want more common deposits you for sure can config them to be more common
Also my 1.22 IOG version is out now if you do want to run a few test worlds or something. 😄
That's beautiful
Do those typically have plants growing on them? I genuinely dont know
This is SP Crater in Arizona, it erupted about 400 years ago
It's in the desert and it still has lots of veg :3
@ember plover
It's just such a gorgeous cinder cone
Forested Cinder Cone in Hawai'i
Stratovolcano :3
Volcanoes are just what was missing in VS
Lava lakes or lake lakes?
Ohh wait lake lakes I'm guessing I rember those are a thing :D
Going to be tempting to settle by one of these...
they're the only formations where you can get rhyolite and andesite :3
Ooooo okay
so this new mod will change some of the rock strata stuff?
It's a full world simulation with actual tectonics and rock strata that are based on the history of that part of the world (you can see where the rock layers pinch in and out based on the environment at one point in the simulation). I simulate burial metamorphism, so rocks super deep down or near and orogeny are metamorphosed.
The mod runs a full hydraulic erosion simulation over the terrain, so rock layers can be exposed by actual erosion.
so with erosion, you might still find andesite and rhyolite elsewhere?
No, the erosion just removes rock
let me see if I can find a screenshot to explain
well with what you said about those formations being the only ones you can find those rocks, i was just slightly worried that the base of granite would be even more common
Granite, Diorite, Gabbro, Peridotite are all allowed to be basement rocks
Those are intrusive igneous
Rhyolite, Andesite and Basalt are extrusive (volcanic) igneous rocks
so volcanics really only occur at or really really near to the surface.
my point with this is you can see that a good chunk of the sedimentary rocks were eroded away, leaving sloped sed units that transition into granite basement
are the formations you mentioned going to be rather large, in terms of area?
like, featuring large lava fields over extended areas away from the volcano itself
not massive fields, the volcano placement is based on historical tectonic strain in the area. so you might have ~8-12 cinder cones clustered in a general area
it's more than enough to the point that you will not run out of it :3
so not likely far enough away that we could start seeing it before we see the cone(s)?
Unless it's a shield volcano, yes
shield volcanoes are set to have an angle from 4-8 degrees, and they're several hundred blocks in diameter
they're just pretty rare
yep, this mod indeed goes well with interesting ore gen
Geology Additions, absolutely. 😄
bc gah damn this look so damn good
same with this
Oh, I hiked around there. There is also a lava tube you can walk through in that area.
Oh super cool! I'd been out there a few years back for school; suuuuuch a cool spot
Probably my bad
No, it's a me thing :3
Oh, good I'm glad it's just a you thing then ❤️
Shield Volcano in map view
Would hot springs be more common around volcano formations?
ohhhhh that's a good thought
Syncline lookin world gen
In costa rica there are tons of hot springs you can go to because of the volcanoes, so it just feels right to me
the big one called Arenal is a stratovolcano :3
Geology Additions and IOG fusion, Rockology Generations 
The eventual intention is to get some ore generators working with Ferns new map generator, in specific ways. (They should be compatible right now but I want to possibly add specific regions for it) 🙂
A big one I'll be looking into is seeing if I can spawn the newest IOG "Hydrothermal Generators" (which is what I called them but is in no way entirely accurate) and interface to make them spawn according to actual worldgen as opposed to randomly. 😄
those sound like they spawn in "volcano" like places?
You could always make it go for stone type
Sorta, in geologically active areas, also at plate boundaries for convergent plates, and a few other places. It's something I'll look more into when Fern is done with it entirely, and we can discuss what we want to do for it.
Watersheds is working on a new erosion thing at the moment too, which looks like it will be pretty awesome. If it would work with the techtonic landscape mod too that would be amazing
#1475248036040147125 message
okay so
I might be doing rivers myself
;3
In all seriousness, Tectonica approaches worldgen so differently that it's difficult to build compatibility with other worldgen mods
I already have all the bones with the erosion system, so rivers are actually placed where they make sense (where they'd actually flow)
i haven't been this excited for a mod since the first rivers mod came out
so stoked to try it out once it's ready
Oh in that case I'll guess i'll delay releasing it ;3
jkjk ofc
I am working my ass off to have this ready for 1.22
No kidding, I thought I was working hard with IME but your progress is crazy!
this is what happens when you figure out how to lock in
alright buddy no need to get me so excited
something about realistic placement of rivers in a media really makes my brain tick
REAL and NOT CLICKBAIT?
yes real
I'll let you know when I have them at a point that I feel good sharing :3
Hypeeee
Blue Clay?!
I haven't thought that far ahead yet LMAO
Listen, every river mod is like "finally, accesible blue cay" lmfaoo
I did have another thought about the volcanoes, I wonder if it would be more likely that higher fertility soil appears near them. Maybe not a lot more high fert for balance but at least a lot less likely for it to be low fert.
(As always these are brainworms that can be ignored lol)
As for the rivers themselves, if you wanted to get real fancy with it, there could even be some that are purposefully dried up, so the carving of where it was is still visible.
I think volcanic ash is sorta a fertilizer?
Is there any plan to implement the creative volcanic rocks like tuff?
Strato volcanos usually have layers of tuff iirc
I actually didn't realize those were a thing. That's what happens when I don't play enough creative ig
If you implement volcanic landforms i dont see why tuff and scoria wouldn't fit into that
Usually tuff is from rhyolitic or andesitic volcanos that spew out ash which gets cemented into rock
So you could find layers of tuff in with rhyolite in volcanic landforms
The only problem is the lack of associated blocks. There might be stones, but I don't think there are cobblestones or variants. I dont even think cracked tuff exists.
Sorry for the lack of updates! I've started a new job so i'm somewhat preoccupied :3
Hope the job goes well!!
lmfaooooo no
Thanks! I'm working at a rock shop, shocker I know >:3
Rock shop? Got any nice azurite for sale?
Not atm, we have some GORGEOUS malachite specimens though
Oooh, got any pics?
Send all of the cubes to me thanks
'grats on the new job! Hopefully it'll treat you right. 👍
...do you, now. Go ahead and slide me the name in a DM. 😅
I can get some at some point: I don't exactly wanna drop the exact shop and doxx myself
Oh, yeah that's fair. I completely missed that that was a possibility
I lurk on Turtles Hoard all the time for some of their rough cuts that are pretty. All their stuff is from labs, but it's still neat
It frustrates me that a lot of 'azurite' you find online is usually dyed or treated to accentuate the blue color
Honestly that's probably why people (myself included) prefer samples having both malachite and azurite in the same host.
My pet peeve is when people put a coating on calcite
It's fucking impossible to find without it
It just ruins the natural beauty of the piece
Or dyed geodes
Or frankly
Anything that degrades the natural state of the specimen
My pet peeve is "obelisks"
No i dont want my calcite to be in the shape of a Egyptian obelisk
I know there's some nice rockhounding nesr me that I really should go and explore one day (St. Louis, which is close to some nice spots in Central MO and Illinois)
Tbh I've had over the years a bunch of minerals/crystals with resin coatings/encasings. Usually since owning it would otherwise slowly kill me or those around me. (Ones that contain lead or arsenic or mercury, ect)(like Anglesite,Realgar,Cinnabar, ect). Or more commonly is it for very dusty minerals that crumble easily (crocidolite). Or the mineral just has an oxidation risk and you wanne maintain it's brilliant colour (Pyrite in some forms)
So tldr it's ime usually a comprimise made just so you can own it responsibly. But yeah on Calcite it's rather pointless from what I remember.
I absolutely understand the risks of certain minerals, my meaning was just stuff that has no reason to be coated
and even then I still hate coatings on a specimen
THIS
The mineral periodic table is a fun collection but please for the love of god readup on your countries laws before importing any type uranium and plutonium no matter how tiny the sample
It's even more fun when you realize most people can, inside their nation, just go into nature and find fairly radioactive samples. 🤷
Ayy you can obtain domestically but oh no how dare you buy it instead. Always been dumb.
It's funny you say this since I grew up near and swam in radioactive water as a kid
Radium Springs is an unincorporated community located on the southeast outskirts of Albany in Dougherty County, Georgia, United States. It is part of the Albany Metropolitan Statistical Area.
Radium Springs is best known as the location of one of the "Seven Natural Wonders of Georgia": the largest natural spring in the state. The deep blue water...
well you ended up as a Vintage Story player so I'd say it adds up.
Terra Tectonica maybe?
the US has a bunch of road embankments that cut straight through (non-economically viable, presumably) deposits of pitchblende, amusingly they’re some of the better spots to wave a geiger counter around and collect samples
Yes, I hate it.
Yeah, if you don't post in a few days, Discord hides it. 💔
@ember plover you should be able to hit the follow button on the top right, but if there's no posts for a few days it can still turn it "silent" until something gets posted. I get notified for Rusty Shell every so often.
I just stalk fern for a crumb of content
hey guys, how do I smelt platinum into bars? and what to do with rhodochrosite
i dont believe that's implemented yet, from vanilla's side
There might be a mod that lets you use platnium?
From GA you can't physically get fuel that's hot enough last I checked. Rhodochrosite (manganese) doesn't have a usage other than in bricklayers, maybe glassworks, and swordz iirc?
Coal coke might get close, but you need a modded fuel for it I believe.
Also Platinum has no use
What about defeating people that got turned to vampires by an aztec stone mask that furthermore gained the body of your great-grandfather and scheme to take over the world by trying to kill you by squishing you with a bulldozer in frozen time?

I could have sworn it was silver required for that, but also 🤷♂️
it's star platinum
No one has uploaded the BD version yet so here it is.
Oooh I see what you did 😆
any plans to add turquoise?
I was thinking of starting new 1.22 world, I realize geo addons will be a week or two, but will there be any generation / ore updates that affect the upcoming update, or if I generate a world with the old version of GA and update once it's out will I bork things?
From what Fern had told be there's a few issues with 1.22 GA, I might wait until it's out just to be safe.
Fair. Vintage story is pretty great. But Geology Additions is the GOAT. Ill just hang tight.
This works for 1.22?
There’s some error catches at startup, but it doesn’t seem to mess with gameplay. I’d wait because the new update is gonna be pretty good.
I would recommend waiting as the current GA update does cause a few minor but sort of niche issues. Fern said she should have an update out within a week or so last I heard.
I just got home late last night
I'll rest a bit today and i'll have a 1.22 version ready to rumble end of tomorrow
Turns out rockhounding for a week straight is tiring :3
Did you find your uranium
ahem
No
;3
Jkjk ofc, just a shitton of fossils from the cambrian/ordovocian/mississippian/cretaceous, opalized wood, a bag of red/yellow/white chert, and a ton of topaz and red beryl
I found 164 non-matrix beryl on this trip in two days, i'd only found 54 non-matrix pieces when I went a few years ago
I split the nicer red beryl with my buddy who does gem cutting; i'm going to get a ring with a red beryl in it >:3
That's fucking sick
+5 charisma (very shiny)
-10 intelligence (distractingly shiny)
fern confirmed to be a dragon
Opalized wood!!
That doesn't matter, that's a super cool thing to actually find in the field!
It super was! I was hiking up this really sandy bluff and I started seeing little white fragments on the ground
🤩
Hnnnnng
Total tangent, if you haven't seen the anime Ruri Rocks, please do.
It's one of the few pieces of media that accurately captures the joy of rockhounding, in my opinion.
I just searched it rq, It seems cool! I may just take a look :3
It's very chill, and I inflicted it on all of my friends who otherwise just roll their eyes when I "babble about rocks"
Shared. Shared, not inflicted. Never inflicted.
with all these river mods becoming popular maybe we'll get a mod that simulates specific gravity for panning 😄
actual prospecting
I feel like people would either love that, or absolutely hate it.
And nothing in between.
Being able to predict deposits based on downstream sediment sounds like a dream come true for me
people already hate vanilla prospecting so whatever lmao
Maybe it could just be like, taking a sample and using a jeweler's loupe on it
I had planned on doing something similar about a year ago for IOG but it would be so difficult to implement right. And also only work for metallic ores 😢
It would have been more simplistic than sediment flow on rivers, kind of just replacing the vanilla propick. However I wasn't ever sure how to convey what you get out of the ground if you were to pan dirt near or far from an ore vein. A particle effect seemed rough because no recoverable ore, but nuggets seemed too powerful. 🤷♂️
I've daydreamed a little about it and I kind of imagined some kind if 'map' interface that had chunks of all the individual components randomly distributed, weighted based the sample area's contents, accessed by panning up 'sand samples' and you could slowly condense the samples into the heaviest components through processing multiple times to make it easier to find certain types of materials.
More useful for determining the presence of a material rather than actual concentration
maybe giving a general hint but nothing specific
You could then use what you know from the handbook and start surveying the underlying strata to see what could possibly form where and narrow down before taking samples of rock like the propick apparently does
Perhaps, although the propick is just black magic
I mean old school prospecting kinda seemed like black magic reading about it
maybe come chemistry could be introduced to test for the presence of materials in the rock sample
we have sulfuric already
nitric can be made from that
Need something a little more sophisticated than a barrel and pot though lol
Aw man now we're getting into real territory for IME 😭
Not outside the realms of possibilities
I think looking for copper nuggets is actually a lot closer to historical prospecting
For the most part it was vein knowledge or generally understanding what ores looked like, and prospecting for them
yeah
From what I understand I'm not an expert 😅
Need lodestones to naturally generate to test for ferrous ore
Interesting
maybe the lightning rod could come in handy
would still need magnetite bits though
maybe traders would sell them rarely
Ah well, ideas are cheap. I can never find the motivation to actually code it up lol
Yeah it's a ton of work
I'm done with Interesting Mining & Extraction, just about. Need a modDB page, but I've already decided after this I'm making a cooking mod. 😅
lol, I'll definitely check it out. I'm an immersion junkie. I've got like 3-4 ideas that I just need some time off from work to get into. Coding for a living really saps your motivation to do it off hours.
No kidding
I only got back into modding after my last job remembered I existed and fired me 😅
oof
Ah what can you do, bad boss + failing company
been there
I'll ping you when it's up, should be within an hour or two if I can get the motivation to write my modDB page.
Nice, Is it gonna be a companion to IOG or standalone?
I remember reading there was some issues with vanilla prospecting
Companion for IOG
It requires a few things IOG has in it to funciton right
and it got complicated to disable/enable them according to what mod was there
yeah fair
There is some prospecting stuff with IOG but you can use Betterer PRospecting if you like that, but IOG also has a built-in, in world/immersive prospecting method
not super realistic but I find it plenty fun enough 😅
Ah yeah
It didn't even really click that those were part of prospecting but that makes a lot of sense now
I should have read the mod page closer lol
Actually that would have saved me some time in my last world
Lmao
Yeah the boulders and tracer veins are really fun, I find it very enjoyable
I've been thinking of new ways to add prospecting as well honestly, while I like boulders not everyone does
tbf I wasn't really focused on progression for that world as 1.22 was right around the corner so I just made it an adventure to sail as far south as I could while living semi-nomad. Monkey brained just went ooo ore and didn't think much more about it.
Fair
i love nomadic playthroughs
i played with Tentbags once a long while ago, that was a blast
It's good fun. Had to stop for a season to get enough for sails then I was off. The ocean was like >30k blocks wide so I stopped and setup for a while to get some more provisions and 1.22 came out lol
Ocean, what landform mod were you using?