Mods / Geology Expansion: World
- Tags:
- Author:
- Vyh06
- Side:
- Server
- Created:
- 5 days ago
- Last modified:
- 3 days ago
- Downloads:
- 211
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
geologyexpansionworld_v1.0.1.zip 1-click install
A vanilla-friendly geology mod, part of a group of two geology mods (Geology Expansion: World and Geology Expansion: Works) meant to go together.
IMPORTANT NOTES:
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Designed to be able to be added mid-save and currently should be stable (but still remember to make backups)
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Not recommended to remove from an existing save (any modded items/blocks anywhere in the world will be replaced with ? blocks)
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HIGHLY RECOMMENDED and DESIGNED to be used alongside Geology Expansion: Works. Without that mod, many items in this mod are useless
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Active volcanoes were originally intended to be added on release, but the feature is way too complex for now
COMPATIBLE WITH:
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Configurable with Integrated Mod Manager
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C&N Jewelry (ruby ore drops are replaced with rubies from the mod)
MAIN FEATURES
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Corundum
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Corundum veins
- In-game: Large (spawning with average radius of 14) deposits of corundum (an unused vanilla ore) that spawn only in peridotite, phyllite, slate, or marble.
- Real life reasoning: Corundum can form when heat and pressure deep underground change rock with little silica (the main ingredient in quartz).
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Rubies and sapphires
- In-game: Small deposits of rare rubies or sapphires within corundum deposits. Like vanilla gems, spawn with grades (low, medium, and high grade). Ruby deposits are 2x rarer than sapphire deposits.
- Real life reasoning: Both are corundum crystals, given bright colors by tiny amounts of other elements mixed into them.
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Polymetallic nodules
- In-game: Very large fields of dark-colored rocks called polymetallic nodules spawn in deep water (minimum water depth of 20 and maximum water depth of 100).
- Real life reasoning: Minerals from seawater and ocean seabed mud build up in layers around small objects, forming lumps containing valuable metals.
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Inactive volcanoes
- In-game: Large, rare, inactive volcanoes filled with water made of either andesite or basalt and has rare rock types like tuff, scoria, and obsidian. Inside and around the volcano, there also can be rare ores, with quartz being common, native copper and magnetite/ilmenite being uncommon, and gold and silver being very rare. It also has volcanic vents with rare sulfur crystals around them. There's also medium/high fertility soil near the bottom of the volcano, great for farming.
- Real life reasoning:
- Active volcanoes go inactive when the magma supply from deep below the Earth is cut off, stopping lava from coming back, and the volcanic crater can fill with water over time.
- Lava that rapidly cools forms obsidian, bubbly lava that is ejected from a volcano can form scoria, and tuff forms when ash compacts and hardens.
- Volcanic vents contain lots of sulfur gas, and when that sulfur gas is exposed to cool air, the gas starts to crystallize on the rocks near the vent.
- Volcanic ash contains many yummy nutrients like calcium and potassium, which makes very good soil.👍
MINOR FEATURES
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Monoliths
- In-game: 10-15 block tall common rock structures that spawn across the world
- Real life reasoning: Monoliths can occur IRL when water and wind strip away soil, sand, and softer rock, leaving tall structures of resistant rock.
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Arches
- In-game: 10-15 block tall rare rock arch structures that spawn in areas with warm-to-very-high temperatures and little rain.
- Real life reasoning: In real life, water wears away parts of rock, making a hole while the rock above stays standing. This creates an arch.
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New vugs
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Halite vugs
- In-game: Air pockets with salt crystals now spawn in halite (salt) pillars
- Real life reasoning: Sometimes, when there are hollow pockets within rock, water seeps in and dries up, leaving minerals behind that grow into crystals.
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Sulfur vugs
- In-game: Air pockets with sulfur crystals now spawn in sulfur veins.
- Real life reasoning: Sometimes, when there are hollow pockets within rock, water seeps in and dries up, leaving minerals behind that grow into crystals.
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Dirt/clay in caves
- In-game: Patches of barren/low fertility soil or red clay can spawn within caves.
- Real life reasoning: Sediment can build up within caves, coming from wind/water blowing or washing it in.
ROADMAP (subject to change)
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Bog iron as a realistic source of iron that spawns in peat
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Gypsum ore as an ore
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Siderite as a low-quality but large iron vein type
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.1 | geologyexpansionworld | 102 | 3 days ago | geologyexpansionworld_v1.0.1.zip | 1-click install | ||
| |||||||
| 1.0.0 | geologyexpansionworld | 109 | 5 days ago | Empty | geologyexpansionworld_v1.0.0.zip | 1-click install | |




Do you know which worldgen mods this will not work with?
I don't think it is compatible with Advanced Geology or Geology Additions
Boric Alchemy already has polymetallic nodules apparently, it could work but I might have to work on making this mod compatible with that
I'm not sure about Material Needs: Geology
Would it be possible to add stromatolites and coquina boulders? Haven't seen either done by anyone to my knowledge.
I'll do some research to see what I can do
For Geology Additions, I've never tested it but I would definitely not recommend it, it already adds rubies and sapphires and I'm planning on adding bog iron which it already has
For Material Needs: Geology, it could work but just make backups and test it in a separate world before doing that
For Visable Ores and Minerals, they most likely won't cause any issues but the ores in my mod I don't think they'd work unless I add compatibility which I might do
For Boric Alchemy, I don't see any features that I already have or am planning to have so it could work but just test it in a separate world and make backups of your main world
Boric Alchemy has Polymetalic nodules and other such deep sea resources. As well as other geological features.
So then I'd say no, unless you want two different versions of the same feature
Also sorry I accidentally hid your comment, idk how to undo it :(
Also what about CAN Jewelry?
It already has its own ruby, so currently probably not but maybe if I look into it, I could add compatibility
This seems like a lot of overlap then. Could you possibly release a lite version that has only the unique stuff? Like maybe just the vilcano stuff. I haven't seen anyone do those yet.
Idk maybe
That would be amazing! Or even making patches between the mods. Like why reinvent the wheel ya know? Makes a more diverse game when modders each do unique stuff.
It should be compatible now, if it's not working then let me know
For Geology Additions, you could just have configs for disabling stuff from that mod in favor of yours, or vice-versa
I was thinking about that, soon I will probably
FINALLY, after 4 MONTHS, it's FINALLY done
There was so much delay because of me trying to make active volcanoes work and more