Mods / Material Needs: Geology
- Tags:
- Author:
- Nephelangelo
- Side:
- Both
- Created:
- Dec 17th 2025 at 6:16 AM
- Last modified:
- Feb 9th at 2:01 AM
- Downloads:
- 12757
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Recommended download (for Vintage Story 1.21.6):
MaterialNeedsGeology_1.0.7.zip 1-click install
Due to requests from my patient and merciful wife, who wishes for me to justify the absurd amount of time and energy I put into the development of these mods, I have now set up a Ko-Fi Donation Page at ko-fi.com/nephelangelo! Feel free to share whatever you feel is appropriate. If you are tight for money, please do not donate, but if you're rich, hey, go nuts! :D All help is appreciated!
HEADS UP to everyone: In order to update Material Needs: Geology to work with 1.22, I will need to do a big block / item remapping to accomodate vanilla now introducing their own version of Travertine. MNG's Travertine will now be renamed to Tufa (and get a snazzy new texture update). You will need to download and run a remapping mod to update your world from MNG 1.0.7 to MNG 1.1.0. This remapping mod MUST be run in 1.21.6, not in 1.22. As always, BACKUP YOUR WORLD before attempting to do this remapping. I should be uploading this remapping mod in the next few days. I've finished my end of the remapping and tested it and can confirm it's working nicely with no issues. I've reached out to fern to get it to also work with Geology Additions' compatible ores, so just waiting on that.
1.0.7 UPDATE NOTES: Adds compatibility for Expanded Matter courtesy of Droseran!
I strongly recommend checking this mod out with the latest release of Terra Prety 7.9.0 and its recommended worldgen settings for the full geological experience, in combination with Rock Strata Variety to prevent vanilla rock regions from taking priority in spawning and making the new rocks hard to find, Better Forest for much more open and breathable forest exploration, and of course the flagship Material Needs mod. This mod is compatible with Geology Additions.
This mod introduces 10 new stone varieties to add more color and life to the landscape. These stones and their colors, classifications and physical formations are based on known real world rock varieties, and are equipped with geologically accurate ore generation balanced for gameplay, thanks to the consultation of geologists small_fern and Calamity2000, and geology enthusiast Illuminati. Several of the new stone varieties serve as geologically accurate alternative sources of Lime, Olivine, and Crushed Corundum as substitution for Crushed Bauxite.
Arkose - Sedimentary
Komatiite - Igneous - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Marl - Sedimentary - Source of Lime.
Monzonite - Igneous - Source of Corundum (substitute for Crushed Bauxite).
Pyroxenite - Igneous - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Serpentinite - Metamorphic - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Syenite - Igneous - Source of Corundum (substitute for Crushed Bauxite).
Travertine - Sedimentary - Source of Lime.
Wacke - Sedimentary
Geology Additions - Fully compatible!
Rock Strata Variety - Fully compatible!
Interesting Ore Gen - Fully compatible!
Expanded Matter - Fully compatible!
Terra Prety - Fully compatible!
Material Needs - Mostly compatible, still need to incorporate recipes.
Enormous thank you to small_fern of the Geology Additions mod, geologist Calamity2000 and enthusiast Illuminati from the Discord for consulting me on this to make Material Needs Geology as geologically accurate and faithful to the spirit of Vintage Story as possible.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.7 | mngeology | 2969 | Feb 9th at 2:00 AM | MaterialNeedsGeology_1.0.7.zip | 1-click install | ||
|
Fixes compatibility for Expanded Matter. | |||||||
| 1.0.6 | mngeology | 246 | Feb 8th at 4:10 AM | MaterialNeedsGeology_1.0.6.zip | 1-click install | ||
|
Adds compatibility for Expanded Matter courtesy of Droseran! | |||||||
| 1.0.5 | mngeology | 4742 | Jan 11th at 8:05 PM | MaterialNeedsGeology_1.0.5.zip | 1-click install | ||
|
Added full compatibility for all Geology Additions ores, which should now make Material Needs: Geology, Geology Additions and Interesting Ore Gen all totally compatible and functionally harmonious together in any combination. Thanks to Droseran, N_Azurik, and Arybeki for helping to put together these cross compatibility patches! | |||||||
| 1.0.4 | mngeology | 1778 | Jan 3rd at 5:26 AM | MaterialNeedsGeology_1.0.4.zip | 1-click install | ||
|
Fixed Corundum Ore not generating in stones. | |||||||
| 1.0.3 | mngeology | 1604 | Dec 24th 2025 at 10:50 PM | MaterialNeedsGeology_1.0.3.zip | 1-click install | ||
|
Fix for Bone Knife recipes. | |||||||
| 1.0.2 | mngeology | 214 | Dec 24th 2025 at 1:31 AM | MaterialNeedsGeology_1.0.2.zip | 1-click install | ||
|
Fixed Monzonite and Syenite not being knappable. | |||||||
| 1.0.1 | mngeology | 353 | Dec 22nd 2025 at 9:41 PM | MaterialNeedsGeology_1.0.1.zip | 1-click install | ||
|
This update should be safe to update from 1.0.0, but as standard precaution, it's always recommended to backup your world first, just in case. | |||||||
| 1.0.0 | mngeology | 231 | Dec 22nd 2025 at 3:12 AM | MaterialNeedsGeology_1.0.0.zip | 1-click install | ||
|
This is the official release of Material Needs: Geology 1.0.0. Everything should be generating properly and fully playable now. | |||||||
| 0.0.3 | mngeology | 159 | Dec 21st 2025 at 5:45 AM | MaterialNeedsGeology_0.0.3.zip | 1-click install | ||
|
This remains a test release, and will very likely be the last test release before official release. Almost everything seems to be implemented and working properly. | |||||||
| 0.0.2 | mngeology | 245 | Dec 19th 2025 at 8:41 AM | MaterialNeedsGeology_0.0.2.zip | 1-click install | ||
|
Added recipes for almost all core gameplay needs. | |||||||
| 0.0.1 | mngeology | 55 | Dec 19th 2025 at 1:33 AM | MaterialNeedsGeology_0.0.1.zip | 1-click install | ||
|
This update remains a TEST VERSION but should now be semi-playable. The only thing left to add should be recipes. This may be the last version before full release. | |||||||
| 0.0.0 | materialneedsgeology | 161 | Dec 17th 2025 at 6:18 AM | MaterialNeedsGeology_0.0.0.zip | 1-click install | ||
|
This is a bare bones test release, it is not yet functional for gameplay, but all rock types are implemented and generating. Strongly recommend checking it out with Terra Prety and its recommended worldgen settings, as well as the main Material Needs mod. This version will very likely not be compatible for long term play as I will be adjusting balance for the full gameplay ready release, which will be released as 1.0.0. | |||||||
Mollycoddle
Not all the stones are meant to spawn equally. Serpentinite is rare, you'll mainly find it underground alongside Peridotite. Syenite is a more common stone, it spawns at the same rate and conditions as Pyroxenite. All of the stones are less common than vanilla. Regions in the game are large, so whatever region you spawn in, it's likely to extend for a few miles in some directions. Rock Strata Variety mixes them up a bit so you will find more variety of stone within a region, but the size of the dominant stone of a region I think remains the same.
Arcanum3000
Haven't run into this myself, so not sure what is producing it. Tests with those mods were clean last I checked but I can look into it.
So I'm currently using this with Terra Prety, Rock Strata Variety, Geology Additions and Material Needs, for some reason I'm getting a ridiculous amount of syenite spawning as top-layer, way out of proportion with sedimentary or metamorphic. It seems to be effectively guaranteed that whenever I gen a world I'll end up in a syenite region. Other rocks do occur, but elsewhere and I have to look for them. I don't think I've even seen Marl or Serpentinite.
I'm not sure if this is important, but I'm seeing these errors in the debug log. Running on 1.21.6 with the latest versions of MN: Geology, IOG, and Geology Additions.
20.2.2026 11:55:49.278 [VerboseDebug] Patch 86 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 87 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 88 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 89 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 90 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 91 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 92 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 93 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 94 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 95 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 96 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 97 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 98 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 173 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/stibnite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 174 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/stibnite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 175 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 176 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 177 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 178 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 179 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 180 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 181 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 182 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 183 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 184 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 185 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 186 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 187 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 188 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
it is still doing it with all the mods in question updated
Kyokui
I think I should be able to implement some sort of rework, either adopting vanilla's Travertine or reworking my Travertine to another similar rock type. Maybe Tufa.
percyV13
I'll have to look into that when I get a chance. I recommend testing the latest version of MNG to see if the problem still exists, since you're a few updates behind.
i have a glitch where the top of the quern becomes a random texture, mostly decorated vessels and plants, when you spin the quern. when it's still then the texture is fine. i've done some testing and it's stayed consistant across a reinstall of the game. i'm on 1.21.6, MNG 1.0.3. there appears to be some kind of interaction or similar glitch with geology additions 1.4.6 and vanilla variants 7.1.1
when testing GA by itself in a new world i had the glitch on all the querns added by the mod. when i added VV all the querns added from GA rocks also had the glitch
MNG on its own was incredibly strange, the querns loaded but with the ? missing block texture, they did function and when turned the top did get the right texture. adding VV gave the querns the right texture and they worked fine, as did the VV versions of those four rocks, but the other VV querns made from MNG rocks had the glitch
through all of this the VV querns made of vanilla rocks worked fine, but only when all three mods were installed at once did every single one of them get the glitch
if you need i can send you the creative world i did testing in, i marked the querns by way of signs and ground storage items
this mod iS OBSOLETE in the new prerelease, travertine is NO MORE😡
Nevermind. I found my issue after a little digging. Seems Expanded Matter overwrites crushed corundum with its own.
I can't seem to get crushed Corundum to make refractory bricks at all in 1.21.6. Not sure why. Is it just me or is anyone else experiencing this?
crumps
I will have to look into Salty's mod to see. But we did recently fix a few tool bugs around the time you posted, so update your mod and see if the issue persists.
zZalo
Thank you very much! That was my goal. :)
Schwartzy
Crushed Corundum has been added as an alternative to Crushed Bauxite! You can find Corundum in Komatiite, Monzonite, Pyroxenite, Serpentinite and Syenite.
Hi, I love your mods but I have a small issue, I only have bauxite as recipes for the late game stuff. I have Syenite and other type of rocks in my world, but I can't grind them or use them as alternative for recipes. I'm on V1.0.4, is that why?
Thanks!
The world looks way more beautiful with these extra colors 👐
Heyo! There seems to be an issue with Material Needs: Geology and the mod Salty's Manual: Tool Crafting. The material mod adds numerous rock types and subsequent knappable items. It seems, at least for Syenite, i cannot make the Syenite knife with sticks. The game tells me it requires bones, but the guide mentions that you can make the syenite knife with both sticks and bones. I tested the axe and it was usable with both stick and bone to craft a syenite axe.
Are marls similar to arkose in terms of tools, blocks made from them, and so on? Geologically, they are exactly the same in these respects, but how is this implemented in the mod?
It's just a big chunk to translate... which turns out not to need translating. 😵
ChimMAG
Yep, that's why Arkose tools were removed in 0.0.2 before official release. I'm not terribly worried about them in the language files, but thanks for the tenacity.
If we take a material such as arkose, language files contain a shovel made of it, a knife, polished blocks, and so on. But in fact, it is a sedimentary rock similar to sandstone, and it is impossible to polish it or make a knife or shovel out of it. It seems to me that such items rather undermine any claims to realism.
Nephelangelo Yeah my bad, removed the comment after doing some more testing. I'll disable GA for now cheers
MaxVZD
Yes, I know. You must have only read the first half of my reply. The problem was that GA removed wildcard entries that need to remain at the end of the sequence before adding in their own entires, but never added the wildcards back in at the end. I fixed the GA patches for all the tools and tested it and confirmed it eliminated the errors and sent it to them. We're just waiting for them to push the update.
VoiCat
Fern and I have been in contact recently and I'm like going to help them with some texture work in GA. We're also working on an additional collaborative mod together! :)
Nephelangelo the author of GA had responded too and they've basically said that they have plans for stuff like that and have done some initial testing and it seems to work, but they don't know when they'll have it all ready, so if you are interested in working on either of those ideas, you could message them? Just wanted to let you know. Either way, thanks for the answer and for the wonderful mod.
MaxVZD
Sarsaparilla
ChimMAG
I'm guessing you're also using Geology Additions? In which case, I found a knife error caused by a little missing code in Geology Additions, which I wound up patching in a fix for them and sent it over. Not sure if they have released it yet, but whenever they do that should fix the error you're receiving.
VoiCat
I haven't thought about introducing new marble colors but that seems pretty doable and backwards compatible, I can think about it.
As for distinctive textures for each rock, I'm generally trying to color within the lines of vanilla for this mod, so I tend to avoid introducing any original textures. It's a cool idea though, and I have some ideas for how to do them. After I finish everything else I'm working on with all these mods I may look into it, but not anytime soon.
DeeTales
You might be experiencing the same tool error as those above if you're using Geology Additions. Not sure if they released it yet, but their next release should have a fix for it.
Hi Nephelangelo - I updated the mod to fix the errors people are having below for my private use but I can send over the relevant files if you'd like?
I'm also encountering the issue/bug ChimMAG & DeeTales posted earlier. 'Can't craft stone knives with any of the new rocks. If the cause of this bug is what I think it is, it should be a simple fix. But I am an idiot, so what do I know?
DeeTales I have exactly the same series of errors. With the knife, the error appears twice (different ones):
"knife-generic-chert": {
"base": "item/tool/knife/stone"
},
"knife-generic-granite": {
"base": "item/tool/knife/stone"
},
"knife-generic-andesite": {
"base": "item/tool/knife/stone"
},
"knife-generic-basalt": {
"base": "item/tool/knife/stone"
},
"knife-generic-obsidian": {
"base": "item/tool/knife/stone"
},
"knife-generic-flint": {
"base": "item/tool/knife/stone"
},
"knife-generic-peridotite": {
"base": "item/tool/knife/stone"
},
"knife-generic-bone*": {
"base": "item/tool/knife/stone"
},
"*-ruined": {
"base": "item/tool/knife/ruined/{type}"
},
"@knife-generic-(copper|tinbronze|bismuthbronze|blackbronze|gold|silver|iron|steel|meteoriciron)": {
"base": "item/tool/knife/copper"
},
"knife-generic-diorite": {
"base": "item/tool/knife/stone"
},
"knife-generic-gabbro": {
"base": "item/tool/knife/stone"
},
"knife-generic-quartzite": {
"base": "item/tool/knife/stone"
}
}
8.1.2026 14:21:30 [Error] Patch 17 (target: game:itemtypes/tool/knife.json) in mngeology:patches/tools/mn-tool-knife.json failed because supplied path /texturesByType/knife-generic-* is invalid: The json path /texturesByType/knife-generic-* was not found. Could traverse until /texturesByType, but then 'knife-generic-*' does not exist. Full json at this path: {
"knife-generic-chert": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-granite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-andesite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-basalt": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-obsidian": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-peridotite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-flint": {
"material": {
"base": "block/stone/{material}"
}
},
"knife-generic-bonechert": {
"material": {
"base": "block/stone/rock/chert1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-bonegranite": {
"material": {
"base": "block/stone/rock/granite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneandesite": {
"material": {
"base": "block/stone/rock/andesite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-bonebasalt": {
"material": {
"base": "block/stone/rock/basalt1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneobsidian": {
"material": {
"base": "block/stone/rock/obsidian1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneperidotite": {
"material": {
"base": "block/stone/rock/peridotite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneflint": {
"material": {
"base": "block/stone/flint"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"@knife-generic-(copper|tinbronze|bismuthbronze|blackbronze|gold|silver|iron|steel|meteoriciron)": {
"material": {
"base": "block/metal/ingot/{material}"
}
},
"knife-generic-diorite": {
"material": {
"base": "block/stone/rock/diorite1"
}
},
"knife-generic-bonediorite": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/diorite1"
}
},
"knife-generic-gabbro": {
"material": {
"base": "block/stone/rock/gabbro1"
}
},
"knife-generic-bonegabbro": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/gabbro1"
}
},
"knife-generic-quartzite": {
"material": {
"base": "block/stone/rock/quartzite1"
}
},
"knife-generic-bonequartzite": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/quartzite1"
}
}
}
Asking both here and under Geology Additions since it would fit both mods, Nephelangelo out of interest, do you have any plans to add alternative colour variants for rock types? Like pink marble.
And in a similar vein, any chance for greater visual distinctiveness between rock types? Like making shale blocks look like they consist of slabs, rather than being granular like granite.
Here's a good video that, among other things, gives examples of what I had in mind for the visual distinctiveness:
I'm getting a series of errors loading the mngeology tool and toolhead JSON patches for generic tools, starting with the axe-head and continuing through spear, like so:
are these safe to ignore?
R0D96
Thanks, those aren't full on errors where something has gone wrong, it's just a warning from the game that certain blocks don't exist, and the game is not sure if they should or not. Currently they aren't intended to exist and I'm still deciding whether to add them or not, but I will eventually get around to cleaning up this warning.
PreschoolKaiju
Thanks! I'm planning on doing a full rehaul of all the recipes in the future since more materials have been added, at which point I will incorporate recipes for these.
Im getting this error log
I really love the stones added! This is a really good mod :)
The only thing I think it's really missing are some recipies for wattle and daub
Damage_Zedd
Yep, it's recommended above.
would this be compatible with https://mods.vintagestory.at/rockstratavariety
Fragarach
Noche
Fixed, thanks for the heads up.
DocBees
Did you begin your world in a test release previous to 1.0.0? Olivine was removed from Monzonite in the official 1.0.0 release for geological accuracy.
I found a mising texture for Olivine in Monzonite rock
It seems the recipes for some tools are missing. I can craft a pyroxenite spearhead, but not a pyroxenite spear, for example.
Just a quick poke to alert you of something- I'm not sure if this is actually intended or not, but rocks from this mod (or at least Pyroxenite) can be knapped, but can't be used to make tools.
Jomeaga
I'd love to create new textures but that would be opening up a whole new rabbit hole for me. The Material Needs mod is focused on coloring within the lines of vanilla, so I'm only trying to expand the variety of what already exists. Maybe in another mod in the future, I actually think the best way to do rock textures is to do a bunch of overlays, like the Cracked Rock overlay, and apply them to all the different stones for different patterns. But that's probably something for the VS team to do, or someone who is getting paid. :D I do intend to implement recipes for the main Material Needs mod, but I'm gonna do that as a whole overhaul of all the recipes, after I implement a few last colors.
Darcy
Ross said he is planning to create compatibility patches for Interesting Ore Generation and Material Needs: Geology! So hopefully he will have time for that soon.
Loving the new rock types, any thoughts towards making some of them have different textures? eg. sedimentary layers
Also, will the sands and gravels be added to the Material Needs coloured stuff crafting recipes?
Yay, more rocks!! I can't wait to play with this. Do you know if it's compatible with Interesting Ore Generation? Geology Additions only just recently made a patch for it so I'm not sure if that process will need to be repeated for Material Needs.
DocBees
Fixed! Thanks for the heads up.
This is awesome, but I have a slight issue where having this mod active makes all metal shovels have the appearance of the copper shovel
duien
Added! :)
Strelitzia
Hope you enjoy it!
Thanks for this mod -- I'm really enjoying the new rock varieties added here! Lots of new color opportunities for builds, and some interesting combinations of ore availability!
One (very tiny) issue: the crushed corundum isn't storable in a display case like the vanilla crushed minerals.
So excited for this, I'll need to make a new world with all the rock types mwahahaha!
Kosmu came here to comment this.
ausdog
I just loaded them up together and they do run together fine already, though I think the ores might not be generating in the new stones yet. But I believe Ross is already planning to add them in, so my guess is it won't be too long for that.
Will this be compatible with Interesting Ore Gen?
Sparkplug04 That's legitimate, I've been meaning to go back and clean a number of the stone types up, just a pain when there's so many :3
small_fern I'm sorry mate, it's just that the processed stone textures really could use some work. Big fan of the new deposit and ore variations, but the dry stone textures especially hurt.
You cut me deep, Sparkplug04 😜
Finally! A mod to topple Geology Additions, with good stone textures too!
I can actually use this to build with!
This is awesome! Always great to see more stone types! And they're pretty too😁
YESSS I'm so excited to see this mod develop
Kosmu
Lol, thank you! Funny enough he must have been making that video the entire time I was making this mod, which was a couple weeks. I saw it at the very end of the process, I felt like I was getting ready to release yesterday and then suddenly this big comprehensive VS geology video dropped. 😂 I'm glad I saw it before I finished because it's one of the reasons I settled on including Komatiite since it was on his list of stones he'd like to see.
The advent of Gneiss Name video is here lol, looking fantastic!