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  1. This mod aims to make smelting ores and forging tools more immersive (GUI free) and engaging. It adds new mechanics to smelting and forging ores and tools and steps for gems lapidary. Features:

    • RealOresMod

      the Dexibo Bottle can be used with a stone block to craft...

  2. This mod adds ores that exist in real life, including ores from other games and mods. Requires Fabric API. Note: the mod is in development and some ores are not in the game yet, don't have equipment or don't generate in ground.

  3. the Dexibo Bottle can be used with a stone block to craft the Dexibo Ore. Dexibo ore : you can craft a sword with it (attack : 14 => 10) Skeleton Creeper can now spawn on Mars + 25% Grey Sand spawn . Block : Weak Lantern. Some of the recipe changed! 2 new records

    • Overview
    • Ores

    GregTech Community Edition has dozens of ores with complex processing chains that produce hundreds of different materials. Almost every element on the Periodic Table and many kinds of real-life mineral and ore deposits are represented in the mod. This guide lists all of the various ores.

    GregTech by default does not disable vanilla ore generation although such a change can be easily done via the config, thus replacing it with its own ore generation patterns. These patterns are compatible either by default or through configuration with almost all ores from almost all other mods, so unless explicitly noted, ore generation from other mods can and should be disabled, as GregTech will compensate.

    Unlike GregTech 5 Unofficial, the Community Edition introduces only one type of ore generation in the form of mixed veins. They can generate different amounts of vein per section (3x3 chunk area), depending on the config. By default, the minimal amount of veins per section is 0. Although a player can’t explicitly calculate the chance for a vein to spawn, you can manipulate the outcome on the *per section* basis. The formula is as follows:

    Veins= MinVeinsInSection+random(additionalVeinsInSection)

    The entry data can be found in the config: Mixed veins can contain hundreds or even thousands of blocks of up to four different types of ore. Contents are dependent upon height and dimension, but are not dependent upon biome. Veins usually generate as ellipsoids with dimensions ranging from 13x13 to 18x18, with very few and small gaps between ore blocks. However, ore veins can only generate where they have Stone, Red/Black Granite, Netherrack, or End Stone that can be replaced by ore blocks.

    Mix Veins come in four parts: Primary, Secondary, Inbetween, and Around. Each of them can be a different ore. When viewed from a distance either via an X-Ray mod or after having removed all Stone in the area, ore Mix Veins look like large, oval-shaped American football balls. Ore vein generation takes place as a series of steps. First, at the center of every 3x3 chunk area a random ore mix is chosen. If that ore mix cannot generate within the current dimension, the generator tries again. If the ore vein is allowed, a random height will be chosen within the mix vein's Minimum and Maximum height values, and ore generation will propagate out from that point. However, as ores are placed by replacing Stone, Red/Black Granite, Netherrack, or End Stone, if the generation area contains none of those materials ore blocks will not generate. As such, it is possible to encounter areas that do not contain mix veins. In Forests, Plains, and similar biomes, this happens about a quarter of the time. In mountains or extreme hills, it happens fairly rarely, while deep oceans often will not have mixed veins below them.

    Name: The name given to the mix in configuration. This does not have an effect in-game.

  4. Reminds me a bit of GregTech with all its ore types (at least I assume it's GT?), and the way it's implemented in FTB:I. While FTB:I doesn't have the realistic ore mining, it does go for the names, and has them in huge ore veins/clusters, which I'm personally conflicted on. Refining the chunks

  5. Basically, instead of iron ore dropping iron ore, it will drop 'raw iron', which is smelted into an ingot. The amount of raw iron that drops is normally 1, but is affected by fortune. This also applies to gold and copper.

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  7. From what I've seen of 1.18 so far tech mods don't allow ore doubling of the new iron and gold raw ores. You need Silk Touch to get the ore block which can be doubled. Which does makes sense if you think about it.

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