#Geology Additions

1 messages · Page 3 of 1

light sundial
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Does that solve the inability to make jade/jasper spears from the knapped heads, when playing with CO and such?

wicked geode
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I honestly don't know if it fixes that, I've never used weapons in the game.

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It might, as it's quite possible they're using the "*" default case for assigning textures.

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And I think spears were one of the cases where the entire default shape had been removed.

sturdy wraith
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Oh gosh, thank you so much! I'll take a peek at these and get them implemented

wicked geode
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No problem, happy to help!

light sundial
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Great example pic for why I love using GA with RSV

sturdy wraith
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cough cough

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Not a geology additions thing, but there's something new in the works >:3

light sundial
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Interesting! Much more unified texture, looks like.

sturdy wraith
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Not just textures ;3

alpine raptor
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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?

worldly pagoda
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honestly i don't think anyone would've said anything but "go right ahead!"

alpine raptor
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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

light hearth
alpine raptor
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i had a look at the gemstone files, seems like they're all treated equal? so not as much worry there

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but there seem to be a few geologist types around here so figured some might have insights

light hearth
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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.

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And after all that, I'll probably add support for EM as well to make Crushed and Powdered versions of each stone

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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

alpine raptor
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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

alpine raptor
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hmm, seems like conglomerate is in the GA portion of the spreadsheet. info seems right tho.

light hearth
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It's still incomplete

alpine raptor
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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

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as a spreadsheet noob, the colors impress and dazzle me

light hearth
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Thank you, glad that makes it easier to understand 😄

wicked geode
# light hearth Easier said than done, I lost the last 2 days using ChatGPT to try help me out o...

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.

light hearth
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Are you patching GA ores and gemstones to spawn in MNG stones?

wicked geode
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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.

light hearth
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If you can ping me once you're done, I would really appreciate it 🤗

wicked geode
prisma schooner
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stratification

uncut roost
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Sadly this mod cant be added on my favorite server😭😭

light sundial
alpine raptor
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the file name for garnet-grossular is misspelled, the r and n being swapped, so ganret-grossular

alpine raptor
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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?

woeful crest
# alpine raptor any thoughts about adding gypsum and alabaster? im not terribly familiar with wo...

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...

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Is that the same thing?

prisma schooner
mild copper
prisma schooner
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Thx

alpine raptor
# woeful crest https://mods.vintagestory.at/show/mod/27244

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

worldly pagoda
# woeful crest https://mods.vintagestory.at/show/mod/27244

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)

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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

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but uh i think the most accessible form of that would be in cat litter, where it serves as a sorbent

alpine raptor
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can't make pulverizer frames out of diorite, despite it being igneous

sturdy wraith
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Mr rn^

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I forgot that was even a part of the recipe 😅

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I'll get that addressed

dusky kraken
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More stuff for the update

alpine raptor
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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

sturdy wraith
alpine raptor
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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

sacred mesa
opal crown
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Maybe it is xskills

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I know it needed a patch for material needs because so many leaves

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Had to place the leaves down just to break them again and get nothing to get rid of them

alpine raptor
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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

dry urchin
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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

worldly pagoda
wicked geode
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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."

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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.

dry urchin
quartz badge
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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.

quartz badge
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@dry urchin

quartz badge
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Just pushed another update. At the moment the only incompatibility that I know of are the querns.

dry urchin
smoky bay
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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?

verbal yoke
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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

verbal yoke
alpine raptor
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igneous rocks also seem to be missing the recipes for stone coffins and lids

sturdy wraith
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I'll get that added to my list

sturdy wraith
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Tbh I expected platinum would have had a use by now, but ya know

smoky bay
smoky bay
smoky bay
sturdy wraith
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deadass, keep me in the loop, it sounds interesting!

pseudo harness
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Hey @wicked geode Would you be able to help Fern with some stuff? This is outside of my skillset 😅

pseudo harness
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It's a JSON issue with a new mod of hers, I'll let you guys discuss

sturdy wraith
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I'll shoot you a dm @wicked geode, and thanks for the help Ross :3

pseudo harness
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❤️

tulip iris
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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

dusky barn
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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

sturdy wraith
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I'll add it to my list of things to look into

sturdy wraith
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So eventually, yes

final shuttle
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Hello! Is this normal?

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That's all pumice

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Trying to generate a new world going through some new mods I haven't used before, ironing any kinks out

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First time using GA, just no idea if this much pumice in this landform is normal

alpine raptor
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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.

cursive heron
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Okay but that formation looks cool as fuck

burnt grail
# final shuttle

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

smoky bay
smoky bay
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Also I thought I'd suggest

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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

final shuttle
serene heron
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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.

opal crown
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I think you mean sedimentary

sturdy wraith
alpine raptor
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is it possible for jade or jasper deserts/gravel areas to form, even if small/partial?

heady sinew
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no dont think so as some materals just wouldnt be around in enough of a qualty to justy a desert part it.

alpine raptor
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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

wicked geode
serene heron
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Hmm. Is Pyrite worth going for?

ember plover
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No

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its like 2 ingots per bloomery. sucks balls

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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

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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

serene heron
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Well, I can't seem to find hematite, even in an ultra high reading. Unless I'm blind. Except trace 1-2 blocks.

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Also, the pyrite was in limestone. That shit is hard to see. I gave up on it. heh

dusky barn
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Get Juicy Ores

cursive heron
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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

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I'd realistically only choose to use pyrite if nothing else is available and I'm swimming in Fire clay/bituminous coal

lapis minnow
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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.

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Oh dang that was posted a while ago. 😬

serene heron
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Juicy ores works on modded ores?

ember plover
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Yes

serene heron
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Nice.

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Also, finally found the Iron. It was down at like... 80Z?

warm parrot
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Yeah dawg. Gotta dig down. Many ores spawn only below 0.6 world heights so like below 60 or so
L

heady sinew
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tbh i dont recommend jucy ores. tired it and it unbalance game far much in my opinion espcaly if your already knolageable about game

kind spoke
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How can a texture unbalance a game

alpine raptor
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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

mild copper
# kind spoke How can a texture unbalance a game

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.

kind spoke
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but the main part of ores comes from prospecting and underground mining, you specificly dig for it on a spot

dusky kraken
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I think they got confused with interresting ores which is very much op

sturdy wraith
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I think I know why it's happening though

alpine raptor
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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.

full silo
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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?)

sturdy stirrup
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just gonna leave this here

lapis minnow
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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.

sturdy wraith
full silo
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can't really make like "polished gem showcase" type deal or for selling either haha

woeful crest
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Best mod for giving gems a purpose

full silo
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I like the idea but it feels like installing a ticking time bomb

woeful crest
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I only use this one in the series

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How so? I haven't had any problems with the mod

full silo
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well it just seems a bit wonky like Alpha state vibe

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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

woeful crest
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I really like how you can cut the gems in the different styles

full silo
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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)

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if it was just gem cutting and not the socketing thing either I would like it more i think

woeful crest
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Well I think the mod is cool. I haven't tried the other newer gem mod out there. Have you?

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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
…

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This one

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@full silo this might be more your style

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To me if a mod says "simple" it's a turn off. Since vintage story to me is all about the more complex path.

full silo
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Well simple means less mod conflicts or weird mechanics issues

woeful crest
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There are plenty of "simple" mods that conflict with things

worldly pagoda
# sturdy stirrup just gonna leave this here

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

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its one of the features i felt VS was missing, as it lent an entire palatte of blocks in more subtle earth tones

worldly pagoda
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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

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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)

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might be a analysis paralysis issue tbh

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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

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also is this worth breaking off into a seperate mod

lapis minnow
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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.

dusky barn
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Give me the whole triangle spectrum of sand/silt/loam

dusky barn
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Yayy

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I goofed it's sand/clay/loam but yea

sturdy stirrup
lapis minnow
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Mmmm clayey

trail root
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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?

wheat canopy
sturdy stirrup
trail root
trail root
lapis minnow
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DIRT!

sturdy stirrup
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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

trail root
sturdy stirrup
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loam will be the All Purpose balanced soil for growing, but the others will have different strengths and weaknesses

trail root
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I recall one article I read where people in Finland were growing potatoes in gravel, not even sand or dirt

sturdy stirrup
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lol woah

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illegal

trail root
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IIRC it's because gravel drains more easily than sand, which is important for growing potatoes in particularly cold places

sturdy stirrup
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that must be why clay sucks for growing potatoes because the drainage is bad

trail root
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Exactly what I'm thinking

full silo
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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

sturdy stirrup
# full silo How will high fertility or terra preta interact with this?

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.

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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

full silo
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I was certainly jumping the gun, but still thank you for the answers

sturdy stirrup
opal crown
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Are there gonna be more

sturdy stirrup
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may add a couple more and wind up landing somewhere between 12 and 16

full silo
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They look very crunchy

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... do they make different colored rammed earth?

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Makes me feel like a Material Needs type thing

sturdy stirrup
full silo
trail root
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Would make things simpler to work with

woeful crest
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Anyone know if the ores in Swordz mod spawn in this mod and/or MN: Geology?

wheat canopy
burnt grail
woeful crest
wheat canopy
sturdy stirrup
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Sand also has plenty of variety already.

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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.

trail root
burnt grail
trail root
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But that aside, the defining factor of sand is grain size, any stone can be made into sand

wheat canopy
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And why can't we reach her?

worldly timber
meager dust
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what was that

meager dust
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was that sandy loam?

sturdy wraith
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@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?

alpine raptor
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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.

sturdy wraith
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Thanks so much for the info; i'll try and narrow in on it

sturdy stirrup
west meadow
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@sturdy wraith

sturdy wraith
winged shard
meager dust
# tulip iris I host a server of 8-15 people and I saw a similar issue posted in this thread a...

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

lapis minnow
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Anyone know how to find Gabbro? Like does it spawn along with certain types of stones?

alpine raptor
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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

hearty wadi
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gabbro is igneous like granite so it should spawn just about anywhere, you could just be getting unlucky

lapis minnow
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Alright thanks guys

sturdy wraith
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I can try and find the report again, but I don't think this is something I can fix

sturdy wraith
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mmhm

opal crown
sturdy wraith
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Here's a little teaser on a side project of mine for VS, worldgen might be getting a lot more dynamic ;3

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still really early in development, but this is a map of tectonic strain over a large region >:3

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here's a rough heightmap; notice the fun rift valleys on the right continent

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The heightmap won't be used directly, but i'm biasing which landforms spawn where based on the heightmap

sturdy stirrup
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Voronoi?

sturdy wraith
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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)

gentle prism
#

Any idea of an ETA for an update to 1.22? No pressure, just wondering. Thanks.

sturdy wraith
#

barring major unforseen changes.

gentle prism
#

Awesome. Thanks.

alpine raptor
#

can we expect any changes to come with it, or just a barebones update to get it running on 1.22?

sturdy wraith
#

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

bold briar
#

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.

sturdy wraith
#

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

bold briar
#

Ty,for you response! Will do

winged shard
#

The String Sense dev is really good with compatibility. They'll fix it up real quick once you let them know.

sturdy wraith
#

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

sturdy wraith
#

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

winged shard
#

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.

alpine raptor
full silo
west meadow
#

This shows in prospecting, anyone else?

bold briar
#

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.

woeful crest
#

Please add Cadmium based minerals. For reasons ...
thanks!

worldly pagoda
# woeful crest 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

worldly pagoda
# sturdy wraith

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

sturdy wraith
sturdy wraith
#

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

sturdy wraith
#

It is a part of GA that I very consistently have people report problems with.

sturdy wraith
sturdy wraith
sturdy wraith
#

I'll look at getting that fixed for 1.22 :3

full silo
sturdy wraith
#

Deadass not a bad idea lol

#

If I end up pulling them out in their current inplementation, i'll pursue your avenue :3

full silo
full silo
#

Green boulder 😏

sturdy wraith
#

Sneak peek at the stratigraphy for a project of mine :3

#

(all still wip/subject to change, ofc)

lapis minnow
#

Oh damn this looks nice!

worldly pagoda
# sturdy wraith This is such a sweet thing to say omg 😭

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

sturdy wraith
#

mmhm :3

worldly pagoda
#

So i meant it when i said it, im eager to see how this develops

sturdy wraith
#

cough cough Precip map cough

worldly pagoda
#

man look at that

#

we gonna have real rain shadows!

sturdy wraith
#

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

pseudo harness
pseudo harness
#

Flextape for my code, gum for the keyboard.

full silo
sturdy wraith
#

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

full silo
#

Could be a kinda funny easter egg type block I guess

full silo
pseudo harness
woeful crest
#

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?

tame fossil
#

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.

woeful crest
# tame fossil I didn’t look at the name but i think you asked the same over in the video comme...

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.
tame fossil
#

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.

woeful crest
#

@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? 🤞

worldly pagoda
#

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

ember plover
#

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

worldly pagoda
#

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

ember plover
#

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.

worldly pagoda
#

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

ember plover
#

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

worldly pagoda
#

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

woeful crest
#

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

ember plover
#

no pyrite is just a progression break since its a surface iron ore that is fairly common

cursive heron
woeful crest
#

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

ember plover
#

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

woeful crest
#

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.

alpine raptor
#

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

woeful crest
# ember plover if it wasn't a surface ore it wouldn't be a problem

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.

haughty prawn
#

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".

ember plover
#

Concessions need to be made no matter what yeah

haughty prawn
#

(It 100% would contribute, but I'm just saying.)

ember plover
#

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

haughty prawn
#

Yeah, that's true.

#

The team wants to properly fill out underground content better.

#

The dungeons are one part of that.

ember plover
#

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

haughty prawn
#

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.

ember plover
#

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

haughty prawn
#

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.

ember plover
#

Cold progression definitely needs some work

haughty prawn
#

I however am most invested in stuff you can just do on the surface.

haughty prawn
ember plover
#

Warm areas need an actual challenge component

#

Perhaps we should take this to #suggestions as to not clog up the mod thread

woeful crest
# ember plover As for ore progression i actually really like how the game puts pressure on the ...

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.

woeful crest
# ember plover Warm areas need an actual challenge component

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.

light sundial
#

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!

hearty wadi
#

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

light sundial
#

Fair! I run a small server, and they're all interested in 1.22 ASAP, so.

sturdy wraith
#

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.

sturdy wraith
#

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)

alpine raptor
full silo
#

Jade and Jasper dragons... fancy

paper yoke
#

Will this mod work when vs updates?

#

Like the fishing update thing

full silo
cursive heron
#

Wait jasper gravel is a thing... is there jade gravel too?

full silo
#

I guess you could technically make it with Stone Quarry?... if it exists

sturdy wraith
light sundial
#

So if it does happen, it's vanishingly rare.

alpine raptor
#

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

sturdy wraith
#

I should have been more specific, sorry!

sturdy wraith
light sundial
cursive heron
sturdy wraith
#

Yeah, i'd added them for that purpose; I figured someone might want it in a creative build

light sundial
#

Somehow I've seen players with both jade and jasper gravel... quarry mod, I think?

sturdy wraith
#

Probably

clever wharf
sturdy wraith
#

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 :<

cursive heron
#

I dunno, the way it looks in those screenshots is kinda insane. I love it

clever wharf
#

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"

dusky kraken
#

Will the new GA be compatible with terra pretty in 1.22 when it releases?

sturdy wraith
sturdy wraith
#

speaking of....

#

I finally got the rocks working how I wanted >:3

clever wharf
#

oh hells yea

#

🔥

winged shard
#

Oh that looks amazing!

dusky kraken
winged shard
full silo
pseudo harness
#

Neapolitan Ice Cream

sturdy wraith
modest radish
#

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

sturdy wraith
modest radish
#

You are cooking

sturdy wraith
#

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

modest radish
#

I love rocks so much so geology additions itself has always been one of my fav mods but this is woah 💕

sturdy wraith
#

Some would say a bit too much

modest radish
#

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

modest radish
sturdy wraith
#

Utah is SO PRETTY

sturdy wraith
#

I'm playing around with erosion methods outside of the landform system to see if I can get fun canyons/mesas and the like

modest radish
#

-# this may be the peakest of peaks there has ever been

sturdy wraith
#

Oh! and I also get got the precipitation map working, so mountains create rain shadows, continential interiors are dryer then the coasts, ect

modest radish
#

Whaaaaat

#

That's crazy

#

Making it that dynamic is going to go so hard

sturdy wraith
#

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

modest radish
#

It was one of those things I always dreamed the game would have but didn't expect it, because it sounds crazy difficult lol

sturdy wraith
#

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.

modest radish
#

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

sturdy wraith
#

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.

modest radish
#

That also sounds very awesome slugsparkle

alpine raptor
#

scoria is currently creative only, isn't it?

light sundial
light sundial
sturdy stirrup
# sturdy wraith As long as a terrain gen mod is entirely landform based, it should. I need to to...

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.

winged shard
sturdy stirrup
#

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.

winged shard
sturdy stirrup
#

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.

sturdy wraith
#

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

sturdy stirrup
sturdy wraith
#

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

sturdy stirrup
#

So it layers the tectonic detail over the landforms detail?

sturdy wraith
#

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

sturdy stirrup
#

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.

sturdy wraith
sturdy stirrup
#

Ah. If you increase the landform scale to like 500% that should keep them relatively proportional.

#

At 512 world height.

#

Under normal circumstances.

sturdy wraith
#

Yes, although landforms still can't do exactly what I want them to

sturdy stirrup
#

Otherwise they’ll get super stretchy and weird.

sturdy stirrup
sturdy wraith
#

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.

sturdy stirrup
#

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?

sturdy wraith
#

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

sturdy stirrup
#

It sounds like the tectonics are not a noise map?

sturdy wraith
#

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.

sturdy stirrup
#

Ah. So you are using Voronoi as well.

#

And it pushes the land upward above sea level over large regions?

sturdy wraith
#

Only over the near-adjacent cells to plate boundaries

sturdy stirrup
#

Right

sturdy wraith
#

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.

sturdy stirrup
#

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.

sturdy wraith
#

Is it running it on a grid ?

#

or does it just randomly offset?

sturdy stirrup
#

The grid is warped by RNG

sturdy wraith
#

ahhhh alr

sturdy stirrup
#

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.

sturdy wraith
#

I've always loved playing with TP

#

I think you do a good job :3

sturdy stirrup
#

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?

sturdy wraith
sturdy stirrup
#

Ah, yeah that will stretch them vertically a lot then. That must be why the holes and peaks look so weird.

sturdy wraith
#

mmhmmmm

sturdy stirrup
#

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.

sturdy wraith
#

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

sturdy stirrup
#

Yeah world height stretches everything vertically so compensation is needed by stretching landform scale wider, otherwise the landforms will look super cartoony tall

meager dust
# sturdy wraith

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?

winged shard
#

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.

sturdy wraith
meager dust
#

:<

sturdy wraith
#

Speaking of; what do y'all think of the name for the tectonic worldgen mod being Geology Foundations?

meager dust
#

you could make the name a pun of tectonic/titanic

sturdy wraith
#

Tectonica has kind of been the working name while programming it, but idk if I wanna stick with it

modest radish
#

🥲 I do love watersheds but this is so cool I'm gonna be mega conflicted shfjsd

sturdy wraith
#

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

ember plover
#

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

winged shard
#

Tectonic Terrain has some nice alliteration. Always a sucker for alliteration 👌

modest radish
#

I suppose another curiosity I have, how does this tectonic mod do oceans/coastlines?

alpine raptor
sturdy wraith
sturdy wraith
#

;3

sturdy wraith
sturdy wraith
#

Thoughts? :3

#

this is with the erosion model implemented

winged shard
#

Oh that looks good!

sturdy wraith
winged shard
#

Now that feels like a mountain!

ember plover
#

Are there ammonites on that mountain

sturdy wraith
#

~5000 block long desert

alpine raptor
#

will it make more beach like beaches?

sturdy wraith
#

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

alpine raptor
#

not that we'd be able to actually find or explore it, but will we get marinas trench situations?

sturdy wraith
#

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)

alpine raptor
#

oh nice. would be cool to see atolls

#

i've also been wanting to find calderas

sturdy wraith
#

On a y512 world, the average bottom of the ocean is like Y 160

#

80 blocks deep from sea level

alpine raptor
#

sounds pretty deep. suppose it's a bit harder to contextualize, even with larger y worlds, it's still just... nothing compared to reality

sturdy wraith
#

(more shallows around the coast)

sturdy wraith
#

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

alpine raptor
#

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?

sturdy wraith
sturdy wraith
modest radish
sturdy wraith
#

512

modest radish
# sturdy wraith

Oh this one's nice. I wonder if there's any places with super steep mountains

sturdy wraith
#

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

modest radish
#

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

modest radish
winged shard
#

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.

sturdy wraith
#

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

modest radish
#

Ofc, I always tend to take a lot of screenshots with these too.

sturdy wraith
modest radish
#

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

sturdy wraith
#

Is this more the rough terrain you were looking for?

modest radish
#

Oh yeah, that is a nice area there

modest radish
#

Tbh something I've always wondered about in VS is formations like this as well, those cliffy seasides

sturdy wraith
#

It would be a lot of fun to get them working proper tho :3

modest radish
sturdy wraith
#

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?

modest radish
#

Oh I did now! I looked away for a sec lol

winged shard
#

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. 😅

full silo
#

Is a Caldera those volcano like rings that are like a huge crater

#

Like a reverse mesa lol

winged shard
full silo
#

Huh?

full silo
#

Oh no

pseudo harness
#

The darkest of Sith Lords.

wheat canopy
full silo
#

@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?

sturdy wraith
ember plover
#

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

alpine raptor
sturdy wraith
#

ANTICLINE

#

I did not implement this specifically; this formed naturally

modest radish
#

oooooo

sturdy wraith
light sundial
full silo
full silo
sturdy wraith
#

almost everyone says it looks like food :<

#

cri

#

;3

pseudo harness
#

It's better than my beans comment

#

Spilled baked beans

#

😭

full silo
#

Hmm beans...

full silo
sturdy wraith
full silo
#

Me when bountiful malachite

sturdy wraith
#

Okay that does look like beans :3

light sundial
#

Classic meal: beans on granite.

#

Who among us hasn't supped so? 😅

full silo
#

Taking into account this is VS and Onion Soup is the winter staple

#

Beans with granite ice cream isnt too.. inpossible

light sundial
#

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.

pseudo harness
#

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

full silo
modest radish
#

I have in fact looked at real life rocks before and went mmm looks yummy

full silo
#

Me staring at the crayons

sturdy wraith
#

Still a wip, but the cinder cones are coming together :3

full silo
#

I wonder how this will interact with IOG boulders..

pseudo harness
full silo
#

Not sure if I wanna challenge myself with IOG when .22 is out or that "less but bigger deposits"

pseudo harness
#

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. 😄

full silo
#

I would but Kobolds isn't updated yet

#

😔

modest radish
#

lil baby volcanics...

sturdy wraith
modest radish
#

That's beautiful

ember plover
#

Do those typically have plants growing on them? I genuinely dont know

sturdy wraith
#

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

sturdy wraith
#

Stratovolcano :3

hidden ether
#

Volcanoes are just what was missing in VS

modest radish
#

YEAAAA

#

The widening of the tippy top really is satisfying

sturdy wraith
#

there's an actual volcanic crater at the top

#

some of them have lakes in them :3

modest radish
#

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...

sturdy wraith
#

they're the only formations where you can get rhyolite and andesite :3

modest radish
#

Ooooo okay

alpine raptor
#

so this new mod will change some of the rock strata stuff?

sturdy wraith
#

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.

alpine raptor
#

so with erosion, you might still find andesite and rhyolite elsewhere?

sturdy wraith
#

No, the erosion just removes rock

#

let me see if I can find a screenshot to explain

alpine raptor
#

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

sturdy wraith
#

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.

sturdy wraith
# sturdy wraith

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

alpine raptor
#

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

sturdy wraith
#

it's more than enough to the point that you will not run out of it :3

alpine raptor
#

so not likely far enough away that we could start seeing it before we see the cone(s)?

sturdy wraith
#

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

round kernel
#

yep, this mod indeed goes well with interesting ore gen

pseudo harness
round kernel
round kernel
sturdy wraith
#

Stratovolcano in the map view

untold lodge
sturdy wraith
pseudo harness
sturdy wraith
#

No, it's a me thing :3

pseudo harness
sturdy wraith
#

Shield Volcano in map view

modest radish
#

Would hot springs be more common around volcano formations?

sturdy wraith
#

ohhhhh that's a good thought

ember plover
modest radish
#

the big one called Arenal is a stratovolcano :3

full silo
#

Geology Additions and IOG fusion, Rockology Generations kek

pseudo harness
#

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. 😄

full silo
#

You could always make it go for stone type

pseudo harness
winged shard
#

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

sturdy wraith
#

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)

burnt grail
#

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

sturdy wraith
#

jkjk ofc

#

I am working my ass off to have this ready for 1.22

pseudo harness
#

No kidding, I thought I was working hard with IME but your progress is crazy!

unborn karma
#

this is what happens when you figure out how to lock in

clever wharf
modest radish
sturdy wraith
modest radish
#

I am joyful

#

I am also now very curious how the rivers might vary

sturdy wraith
#

I'll let you know when I have them at a point that I feel good sharing :3

modest radish
#

Hypeeee

sturdy wraith
full silo
modest radish
#

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.

full silo
#

I think volcanic ash is sorta a fertilizer?

thorny tundra
#

Is there any plan to implement the creative volcanic rocks like tuff?

ember plover
#

Strato volcanos usually have layers of tuff iirc

modest radish
ember plover
#

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

thorny tundra
sturdy wraith
#

Sorry for the lack of updates! I've started a new job so i'm somewhat preoccupied :3

full silo
#

Its so over, geology additions is dead 😔

#

Congrats tho!

modest radish
#

Hope the job goes well!!

sturdy wraith
sturdy wraith
cursive heron
#

Rock shop? Got any nice azurite for sale?

sturdy wraith
#

Not atm, we have some GORGEOUS malachite specimens though

cursive heron
#

Oooh, got any pics?

ember plover
light sundial
light sundial
sturdy wraith
cursive heron
#

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

light sundial
sturdy wraith
#

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

ember plover
#

My pet peeve is "obelisks"

#

No i dont want my calcite to be in the shape of a Egyptian obelisk

cursive heron
#

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)

dusky kraken
# sturdy wraith My pet peeve is when people put a coating on calcite

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.

sturdy wraith
#

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

full silo
#

The labubu of pretty stones

#

The obelisk collection

dusky kraken
#

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

light sundial
dusky kraken
cursive heron
#

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...

dusky kraken
worldly pagoda
ember plover
#

Why does discord prune your followed threads man

#

Does anyone else have this issue

light sundial
cursive heron
#

Yeah, if you don't post in a few days, Discord hides it. 💔

ember plover
#

Is there any way to stop it from doing that stupid crap

#

Surely there is a setting

pseudo harness
#

@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.

full silo
#

I just stalk fern for a crumb of content

rapid mason
#

hey guys, how do I smelt platinum into bars? and what to do with rhodochrosite

alpine raptor
#

i dont believe that's implemented yet, from vanilla's side

full silo
pseudo harness
#

Also Platinum has no use

rapid mason
# pseudo harness 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?

pseudo harness
rapid mason
#

it's star platinum

pseudo harness
#

Oooh I see what you did 😆

alpine raptor
#

any plans to add turquoise?

warm parrot
#

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?

pseudo harness
warm parrot
#

Fair. Vintage story is pretty great. But Geology Additions is the GOAT. Ill just hang tight.

paper yoke
#

This works for 1.22?

full silo
#

Not updated

#

So go at your own risk

livid elbow
#

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.

pseudo harness
#

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.

sturdy wraith
#

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

full silo
sturdy wraith
#

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

full silo
#

oooh

#

ring of rockhounding + 1

sturdy wraith
#

+5 charisma (very shiny)
-10 intelligence (distractingly shiny)

full silo
#

fern confirmed to be a dragon

sturdy wraith
#

common opal, but yeah :3

#

a whole gallon bag of it

light sundial
#

That doesn't matter, that's a super cool thing to actually find in the field!

sturdy wraith
#

It super was! I was hiking up this really sandy bluff and I started seeing little white fragments on the ground

light sundial
#

🤩

sturdy wraith
#

photo is sideways but still

light sundial
#

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.

sturdy wraith
light sundial
#

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.

unkempt copper
#

with all these river mods becoming popular maybe we'll get a mod that simulates specific gravity for panning 😄

#

actual prospecting

light sundial
#

I feel like people would either love that, or absolutely hate it.

#

And nothing in between.

unkempt copper
#

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

pseudo harness
#

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. 🤷‍♂️

unkempt copper
#

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

pseudo harness
#

Perhaps, although the propick is just black magic

unkempt copper
#

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

pseudo harness
#

Aw man now we're getting into real territory for IME 😭

#

Not outside the realms of possibilities

unkempt copper
#

I think looking for copper nuggets is actually a lot closer to historical prospecting

pseudo harness
#

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 😅

unkempt copper
#

Need lodestones to naturally generate to test for ferrous ore

pseudo harness
#

Interesting

unkempt copper
#

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

pseudo harness
#

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. 😅

unkempt copper
#

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.

pseudo harness
#

No kidding

#

I only got back into modding after my last job remembered I existed and fired me 😅

unkempt copper
#

oof

pseudo harness
#

Ah what can you do, bad boss + failing company

unkempt copper
#

been there

pseudo harness
unkempt copper
#

Nice, Is it gonna be a companion to IOG or standalone?

#

I remember reading there was some issues with vanilla prospecting

pseudo harness
#

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

unkempt copper
#

yeah fair

pseudo harness
#

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 😅

unkempt copper
#

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

pseudo harness
#

Lmao

#

Yeah the boulders and tracer veins are really fun, I find it very enjoyable

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I've been thinking of new ways to add prospecting as well honestly, while I like boulders not everyone does

unkempt copper
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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.

pseudo harness
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Fair

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i love nomadic playthroughs

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i played with Tentbags once a long while ago, that was a blast

unkempt copper
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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

pseudo harness
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Ocean, what landform mod were you using?