#Geology Additions
3302 messages · Page 4 of 4 (latest)
yeah 70% landcover, 100% landcover scale and 300% landform
huh
Maybe I got lucky 🤷
Perhaps, the last 5 or so playthroughs I've done with TP the oceans hardly exceeded 5k blocks
Maybe in the shorter distances to be fair, some of them were large
but like narrow
Maybe yeah, I didn't travel too far east-west
It could have been just chaining oceans together also. I also set upheaval to 0% maybe that helps?
Yeah the screenshots looked really good
Having realistic rivers is like a white whale for world gen. Seems like everything is converging on it
Yeah no kidding
I'm really curious what vanilla rivers are gonna look like ngl.
I hope they do them justice
The vanilla terrain doesn't seem like it would work well but maybe they will tweak it well
Vanilla terrain tweaks would be cool, but yeah rivers don't feel like they make sense with vanilla terrain in a realistic capacity. However I think they'd work if they're just generic moreso than realistic?
Yeah, maybe something that starts at a rapid on a mountain and just kind of lazily curves through the low areas
it'd be nice if they at least went toward larger bodies of water
Agreed
I've found some rocks around where I am where they look normal at a glance but when one turns it in the light it becomes suuuuuper sparkly glittery, I wonder if that's some kind of like, quartz dust within it or somethin. It is a really cool effect but hard to capture on camera.
This doesn't really have to do with the mod, it's just, cool
these are such lovely pinkish reds
Finally, we can play 1.22! Thank you!
could be mica depending on what type of rock it is, usually that forms these thin little plates that catch the light at certain angles
yoooo post when it gets faceted i wanna see, the rest are showing off that neat hexagonal crystal structure, they kind look like rowntree's fruit pastilles, a type of candy you can get over here and i kinda wanna go get some of those now
this is prolly a schist, and the little flecks that catch the light are mica minerals that were aligned through metamorphic processes
@worldly pagoda
oh sure seems like it!! fun
damn honestly its a looker, i don’t know how much of the opaqueness is inclusions and how much is it being on the dop stick still but it’s kinda pretty because it’s so opaque tbh
opaque gems underrated
Some of it is the dop stick, but it's also nigh impossible to find a bixbite without a little sand in it
That stone would still go for 400 - 500 dollars since bixbite is so rare
(Keep in mind, it's 0.27 carats, bixbite goes for 1 - 10k per carat)
god damn
is that like, a quarter carat post-faceting or prior, either way a great find
That kind of value reminds me of the alexandrite (rough) I was handed years ago, as a curio. I haven't had the bravery to facet it yet. 😅
post faceting; the stone was originally about 1 carat
Damn they remove a lot huh, was it an inconvenient shape for that particular cut or was it a weird shape that they'd have to remove a bunch of material regardless of which cut they'd use?
Did they choose a cut which maximised the total post-faceting weight or a particular one which looked best? I'm kinda curious about the details of their role in turning it into something they can set into a piece
Losing 3/4 of the weight is pretty typical when faceting, for what it's worth.
i knew they generally remove a lot of material, just not how much they generally lose to grinding media on the regular
Yeah, it's a LOT unless the rough is really, really perfect for the chosen facet, and has no internal fractures, and whoever is cutting is super skilled.
The best of the best can sometimes pull like... 45-50%? Around there, rarely.
Generally you end up with 20-30% of the rough weight as the faceted stone, lower end for calibrated and higher end for "as big as practical".
Calibrated meaning a definitive mm, "standard size".
ok that makes sense
Just the nature of the game, and why cabs stuck around for SO LONG as the preferred jewelry piece.
If I had to guess, super rich people went "okay lose 75% of it, don't care, make it PERFECT" and then others saw that and went for it too, and on and on. That's just human nature, the trendsetters and all.
I like rocks as they exist, none of this fancy cut and polish business. Just good ol' rocks.
once its bludgeoned by the dull hands of a human it looses its rock-ness
silly question but
is there a list anywhere of what rock can be used for what
(especially lime)
Dolostone and Limestone are lime sources @silk vault :3
Mudstone is a bauxite substitute for balance reasons
pinged the wrong sharkie 😭
Oh yeah there are at least 3 on this discord
Lmao
it still wasn't 
it's fine lmao
wait maybe it was
who knows
Okay
Backup
Because I DEF selected you and your photo
And it still pinged the wrong person :<
wait
Okay @uncut dock
I think you're the right one
thats a lot of sharks
What i do
O
I see
Okie thanks, dole-somethingy stone is limey
It's funny because an @ reply to the original message would have completely prevented all of this.
Attempting to make a patch for this mod and AutoMapMarkers. As soon as I can figure out one thing that isn't working I will post it on Github and here
Into the VintagestoryData\ModConfig\AutoMapMarkers/MarkerDefinitions Folder
https://github.com/Vegalyp/GeologyAdditionsMarkers/blob/main/geologyadditionsmarkers.json
For AutoMapMarkers + Geology Additions Compat. Contribute to Vegalyp/GeologyAdditionsMarkers development by creating an account on GitHub.
how's that tectonic mod coming along?
It's sure going lol, I'm much happier with how things are generating/looking, but there's a lot of polish that needs to be done before I feel comfortable releasing it
Here's one of my debug images to get an idea of continent shapes
Archipelagos sound nice
they do generate from time to time, there's a few small clusters of islands around
a tectonics mod?
I've been working on a tectonic-based worldgen mod that produces accurate sedimentary beds to the history of an area, uplifts mountains and carves into them, alters precip/forest locations based on distance from water bodies and cell elevation, ect
It's just a lot for one person to do
Actually? now that sounds really nice
mmhm!
Here's an older screenshot kind of showing the bedding and some burial metamorphism
I legit just studied sedimentary geology and did a geological trip to Hawai'i
YO
Think we might be able to see volcanic plume island chains?
That's awesome, I'm a geologist by trade too :3
I've played around with volcanoes near areas of high tectonic strain, primarily cinder cones because they scale well with VS, althought stratovolcanoes and shield volcanoes can also generate
I'm still in undergrad but its such cool stuff
Nice!
sounds quite ambitious but this has huge potential
And for clarity I went to big island (hawai'i) which is the current active island
so seeing cinder cones and shield volcanoes is quite familiar lol
I studied near the San Francisco Volcanic Field in Arizona, I've seen lots of them too!
They're super cool :3
Sweet!
I'm loading some terrain so I can send screenshots, give me a bit
Sounds good
yooo this is sick
I live up near van isle so we've insanely variable geology up here
(other side of that mountain range)
where is that?
I call it that for simplicity lol
Been studying for like 3 years, still considered 2nd year
Volcanic islands would be neat but actually getting the luck to spawn on one would suck
would be great for minerals tho
My dream start would be a nice island chain with reefs in between for fishing
(one more for posterity) :3
Unfortunately no palm trees
for those interested, Peridotite and Dunite xenoliths in basalt I encountered upon
I love wide plains surrounded by mountains!
Very cool!!!
Does floral zones or one of those have palm trees
the vanilla game had the little tree ferns I thought
No coconut tho : (((
That's about it yeah
You cant have a castaway experience without coconuts
I should beg and plead for tyron to add coconuts
One of my fav movies lol
Like almost a year later, I finally figured this out coming back to the game.
It turns out I had the dev option for faster start up enabled, causing the game to load quicker than the textures to resolve, forcing me to F2 reload textures every time I loaded a world.
No idea why it only popped up with Geology Additions, but incase anyone else ever gets the issue. 👍🏼 🫡
Do you have plans for mineral veins/deposits as well?
At the moment, no. the scope of this is already huge for just one person and I have several other personal projects going on irl
Thats covered by interesting ore gen
Fair
^^^this
What you should really be asking for is fossils smh
What kind of dino fan are you
Call me that living fossil!
cough cough
I've thought about it ;3
Ive got a friend who actually has a dinosaur mod in the works too
YOOOO that's so cool!
They've got some pretty good models with rideable functionality
We've planned on making it so that you have to ressurect them in fossils and archeology style
I love that idea so much!
It reminds me a lot of that really old MC dino mod, based on jurassic park I think?
Just such a unique idea; I'd never even thought of them in VS
They've done most of the work, I just give them advice at times since I'm an absolute paleontology nerd
jurassiccraft I believe
I do a lot of fossil hunting, if you ever wanna share finds :3
And fossils and archeology, less JP themed but its still active
I forgot, you're in Arizona, prime land for that lol, sure! Ive got some stuff at home, just out atm
we've got the Nanaimo Group which was a late cretaceous basin
Indeed!
I live in the land of no fossils
defo one of my favorite mods imo
convinced my server to add it for our new opening lol
This sounds sick as hell??
Good luck homie
maan i kinda wish i still had some of my brother's finds from lyme regis, the mud's full of crinoids and cephalopod remains replaced with pyrite, it's just that they weather so so quickly once tidal action drags them out the anoxic mud and you have to varnish them pretty much immediately
i think i've got a quartz vug sitting as a decorative piece out back, i'll go take pictures next time i'm out there
i've mentioned that i'd like to make rock/mineral sample items as collectible things as i love to make museums with all my collected finds in them whenever i play VS
usually i'll have a fungus room with mock trees and plant pots/planters with every type of mushroom possible to plant
(i kinda wish you could put shelf/on-log fungi in planters, perhaps with a mock aged log/branch in planters and plant pots respectively)
as much as the crystallised ore chunks represent passable display-grade mineral samples, i feel more detailed sample items (like a "flawless xyz sample" with a description that mentions it looks great/very interesting or whatever and that you should display it) with models unique to either the specific mineral or if that's too much work a compromise with models unique to the mineral class (like sulfides, carbonates, oxides, etc) would be good
here’s that quartz vug i mentioned earlier
samples that you can display would be amazing
kinda similar to how i made the gem items, making those was a pain in the ass but the end result was so good that it made it a real delight
Even if it was something simple like ground specimens you can pick up
You could have bits spawn like regular rocks, on the ground. Different varieties like how shells are currently
Nice little collectibles
Cute little geodes in game would be cool
Oh there is a geode mod
Adding to my list
pst fern
Makes ore and mineral deposits more visible and appealing with richness and type variants.
Inspired by and edited from the original mod Juicy Ores by DanaCraluminum
Scale of each variant can be modified via config.Also check out my other work :3
Visible Ores & Minerals - Full Coverage List
Vein Ores (Poor / Medium / Rich / Bountiful)
Depos...
geo additions patch? XD
so we can have our crunchy rocks to eat
Looks like you already got your wish @full silo
The chopsticks of the earth
Despite being such a little thing im pretty proud of them
I can’t remember if my limestone speleothem mod got integrated into GA but this is the next best thing
It was always weird to me that you’d see speleothems made of granite or whatever, when they rely on soluble minerals like calcium carbonate to form
I got my leather bags so im happy
no need to TL jumop 12 times for chalk if I can get stacks of limestone from these things
Im glad, providing an unconventional lime source was the reason i made the limestone speleothem mod and these sode straws, the other reason was that they looked cool, could use modified glowworm code and the models were simple to make
I really like the attention to gameplay balance that this mod and MNG both have, it's something some content mods in general occasionally overlook when adding bulk content
i was actually kind of worried some of the additions were potentially upsetting balance badly enough to warrant changes, but I didn’t wind up seeing enough complaints to validate those anxieties
Hey, we got a weird little issue with your mod.
It seems like in 1.22, Iron Bars that are made from your mod's iron variants (pyrite, etc) don't stack with Iron Bars made from vanilla ores.
They still are fully functional, so it's more of an organizational issue, but mentionworthy nonetheless.
Man i was trying to figure out what kind of fish that was it looks so good
… it’s a neat rock too
Question for the devs here or anyone with enough knowledge, I've been told that this mod causes severe "interal micro-latency" and I'm not sure why
I'm unsure on that one, but I've been using GA for quite some time and never had issues like that from it. It doesn't do anything code-wise other than spawning the speleothems. (To my knowledge). It does add a bunch of new textures and items but that seems entirely unrelated to any micro-latency.
I think the onyl thing it could maybe have slowed you down in earlier versions with the handbook items? but I think that's like a common many mod problem type deal
and I've personally haven't had it happen in 1.22
Does anyone else is getting a weird exception error when putting stones from this mod in the crafting grid?
17.5.2026 00:54:05 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396
at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42
at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68
at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488
at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289
17.5.2026 00:54:09 [Notification] Disconnected by the server (An action you (or your client) did caused an unhandled exception)
17.5.2026 00:54:09 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
17.5.2026 00:54:16 [Notification] Exiting current game to disconnected screen, reason: An action you (or your client) did caused an unhandled exception
17.5.2026 00:54:18 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers```
Testing with a Diorite stone. if I put anywhere on the middle or upper slots of the crafting grid it gives me thje same error
Just checked. Error persists with vanilla stones, so the culprit is not this mod.
oh that's a sound issue, weird
Are you using expanded foods? That crashes on 1.22 if you put stone, hammer, or rolling pin in the grid on its own
That might be the issue. The server I set up with friends has the mod yes.
people say you can workaround it by just putting everything else in the grid before hte stone/hammer
but I've removed it an dwaiting for it to update to 1.22, which I think will be a few more weeks. Might be hard if you have a lto of stuff from the mod cooked already though
Alright, I could seriously use some help here, our server is wanting to throw out this mod for the following reasons:
"Console errors. (instance object not set as an instance of an object)
No crushed zinc from the modded ores.
Cannot stack some mod items with their vanilla counterparts.
frequent exceptions thrown in the console during world gen."
Although I wouldn't consider these issues important and neither have I ever encountered problems with them on my own worlds, is there any way such could be quickly fixed?
Without knowing what console errors or exceptions they are seeing, that’s going to be hard to fix. It seems like it must be a bad patch or compat issue with another mod, since i have no errors from GA with ~200 mods.
Are they referring to crushed zinc from Expanded matter or a different framework? I wonder why they specified zinc? I also would like EM support! ( but it’s not make or break for me).
And finally the stuff not stacking with vanilla is like… yeah. It’s more different stuff. It wouldn’t make sense to add new types of copper ore and make them stack with malachite. This is a design philosophy of more stuff/options and detail/specificity but also more inventory clutter vs a streamlined/less detailed or more abstracted modlist. There’s nothing to fix here.
Aye, Ill see if I can get the specific console errors from them, as for crushed zinc, that's recently been added to game for taxidermy stuff
I do agree though that its but a minor thing, plus technically sphalerite and zinc are, different
Being ZnS
Which mod is that from? It’s not vanilla as far as i can tell (not in my game and not in the patch notes/wiki).
Ahaha. https://wiki.vintagestory.at/Zinc_sulfate
it was hard to find 😕
for fish taxidermy
But yuh, Ive played with GA and TP on single player before and never encountered issues myself, its not my server so I'm not sure what condition the hardware is in though
waiting to hear back for console logs tho
thanks so much! I'll add it next update :3
Tbh I have no clue what an instance object is lol, and why would it not be set?
oh, so its your server when things go right, and everyone's when things cock up? how do you know it worked so fine for you if you have no console to check errors? how can you say anything about the server hardware if it took you so long to join your world while the server takes less than a minute, and you don't even pay for the hosting? you don't even have mod or admin perms!
How old is this tree?!
Didn't know they added petrified wood to geology additions mod™
oh lmao i've never seen them spawn under trees before
sorry, that was me
Lmfaooooo
Very old, it seems 😅
https://mods.vintagestory.at/show/mod/54854 i wonder if that'll cause headaches of debugging later on when there is a legit problem
A tiny server-side Harmony patch that suppresses the benign IndexOutOfRangeException thrown by vanilla ChildDepositGenerator.GenDeposit during chunk generation under popular worldgen mods (Geology Additions, TerraPretty, and others that modify rock strata or add deposit definitions).
What it does
The exception is benign - the chunk comple...
asking here because some of yall know yer geology pretty good: would pink granite feature the same ores as the grey granite that's in vanilla? and if so would they be the same quality?
granet colors are cause of leeching so should be same minerals
Irl, pinkish granites tend to be rich in k-spar (potassium feldspar) while grey/white granites tend to have Na-plag (sodium plagioclase)
Only if it's heavily decomposed, where K-spar/Na-plag weather into clay minerals
the resulting material is called grus
A Vintage Story Geology Mod, Created By small_fern and Catasteroid.
Contributors: lazorgurl - revised tool scripts JXI - Stone Brick Texture Revamp, M00n - Wavy Sand Textures
---Do NOT use Geology Additions in an old world, ESPECIALLY VERSIONS 1.4.0 AND UP, it MUST be installed at the start of a new world to work properly---
Geology Additions ai...
1.4.8 is out
ALso, not to push this, but if y'all like the mod, I'd super appreciate supporting me at my KoFi (https://ko-fi.com/small_fern) ^_^
Hey, just to let you know the "15 New Minerals/Ores" don't have textures currently
Enjoying the mod, keep up the good work :D
They lost their textures?
Sounds like a mod conflict
yeah, i just looked on the main VSmod page and someone posted that "Quality ores" causes textures to be lost for those minerals :(
sorry for the inconvenience, but thanks for the pointer :D
I would like to get Dolostone rocks and sand working with Immersive Quicklime, but require the item/block code for those respective things to add to the config.
Where might I find the wording of those codes?
the block and item codes? you could find them in their respective files that define them, in the blocks/items folders respectively, in recipes that use them, viewing the code in-game via creative or whatever while having the debug options on, etc, etc
Thanks for the response! I was able to figure out the debug menu in creative and get it all working.
Very good, glad to be of help
i love this mod. i have autism and one of my main special interests is geology and rocks and stuff like that. i'm learning so much new stuff
it's beautiful and doesn't clash with vanilla VS at all
Gotta add "Visible ores and minerals" Which works well and makes it double pretty
Hi I was just wondering what are the min and max values of each new ore. Does it simply follow the vanilla table? This one 👉
https://wiki.vintagestory.at/Ore_Deposits#Generation_stats
Thanks for any answers
See Mining for more information on the prospecting pick and how to prospect to detect ores.
Finding ore can be quite challenging. In Vintage Story, ores are deposited in specific rock layers , broadly classified as sedimentary, metamorphic or igneous, at random heights, in disc-shaped deposits at various angles based on the surface terrain, wi...
@sturdy wraith could I bother you to add a patch for my Meteoric Steel mod? Specifically, the way you re-write the grid recipe for the knife makes it fail to catch Meteoric Steel metal variant so the recipe doesn't produce anything.
How deep is Pyrite usually?
Pyrite tends to be closer to the surface. When I get time I can check the .json
Like I find surface veins a lot
Surface and down pretty much, so good chances to spawn in a whole chunk column. I've found it quite deep before. Truth be told its sort of a pain in terms of the fireclay brick usage. If you have even a poor or very poor reading of another iron ore anywhere else, you will have a good chance of finding it, such as hematite, just digging straight down in a 20-30 block grid. I usually did one stairwell at the middle of the readings, then align with the centre of it and dig a straight down shaft every 20 - 30 blocks, then tunnel back to the stairs to get back up
does GEo Additions + Rock Strata Varierty change how halite spawns? cause I found a chunk with the max chance of it at 48.27% good quality, and went into creative to find the dang thing after nearly 4 striaght hours of trying to fijnd it in survival.
it's just not there.
Halite pillars are quite large but have a very small spawn rate even with high ‰ which is not per-cent, its per-mille. Basically per 1000, not per 100. Im not sure if lakebed ones also show up on the density scans but that be in dry areas and will just be a flat disc 1 - 2 rocks below the sand / gravel
Its also hard to "see" them in creative even as well they are rock and not rendered in no clip mode for exanple
My friend tried to make iron blooms out of pyrite and a few odd things occured. 1, the bloomery took 128 nuggets instead of the vanilla 120.... and hen only got 2 iron Blooms from the lot....
also, the bloomery only acepts I 2 bits of coal, I think he sais?
it's been about an hour since he did so.
is this the balance for Pyrite spawning in massive quantities?
64 bits to m ake one iron bloom?
thus, 128 bits per cook off?
or is any of that another mods interaction with pyrite?
pyrite takes 60 per bloom, the 8 extra i think you should get back at the end
and i assume it needs so much for balance reasons, yeah, since you can find it pre copper
Each Pyrite bit is 1.667 "units" of metal so 60 per ingot / bloom. Which is why I was saying it is sort of a pain to use, because you only get 2 blooms per bloomery, using two coal is correct as it pairs the coal used to the amount of ingots received in the end. The spare 8 pyrite bits would have been dropped when the bloomery was broken, not lost.
friend told me it didn't return it.
though I may have misheard them....
as for why it's 60 per bloom vs 20...
IRL, Pyrite is a hella shit tier source of iron. it takes a metric buttload of it to produyce a small a ount of workable iron.
Im uh.. did a bit of research afrter inquireing earlier.
yeah, If you find Chalcopyrite, which is a source of copper it is also much worse than normal copper bits, although still manageable in crucible, alloying just becomes slightly more work to calculate