1 Geological layer generator for [Minetest] "rocks"
4 Aim of this mod is to replace all generic stone (default:stone) and
5 generate underground layers of different rocks.
10 * layers of different rocks: sort of working
11 * ore veins: being added
12 * extensibility, api: changed million times
14 ** Work in progress! **
16 * git clone git://repo.or.cz/rocks.git ([show](http://repo.or.cz/rocks.git/))
17 * (old) Git clone: [https](https://gitorious.org/mt/rocks.git)
18 * Forum [post](https://forum.minetest.net/viewtopic.php?f=9&t=11779)
20 This mod nor minetest_game/default do not define meaningful biomes.
21 So if you do not want unlimited grassland I suggest installing the
22 [Paramat's biomesdev mod](https://github.com/paramat/biomesdev) and adding
23 "rocks?" to depends.txt file inside the biomesdev folder. This is needed,
24 becouse "rocks" overrides the standard biome registration callback to patch
25 in it's own sedimentary rocks.
35 * My Code: GNU General Public License v2 or higher.
36 * Media: see txt files in the texture folder
37 * stated in the corresponding file
42 How the underground is generated: *todo*.
44 Mod has been rewritten, so no doc yet.
49 Is implemented by modifiing MGv7 biomes to use rocks's sedimentary rocks.
50 This means that you need mapgen v7 enabled. I also suggest enabling caves
51 and dungeons, as they are cool.
53 Soil is normlly 50-70 cm deep in real life, so I made soil (dirt) only 1
54 block thick. Under this thin layer of dirt an sedimentary layer is located.
55 In RL, there is clay and other stuff.
57 There are various types of sedimentary rock. They are generated according
58 to 2D noises described below.
60 types = Clastic, Biochemical, Chemical, Vulcano/Other
62 | X | tp2<0.76 | tp2>0.7 |
63 |--------|--------------|--------|
64 | tp1<0.2 | Clastic | Chemical |
65 | tp1>0.2 | BioChemical | Vu/Ot |
67 - Noise_tp1( 50)= type1
68 - Noise_tp2( 70)= type2
69 - Noise_vc(100)= particle size
70 - Noise_sp(220)= pressue/ hardness
72 I. 2D: fast, acceptable imho <-(used)
77 Made from large or small particles. Either loose or bound into stones.
79 (particle size: top-large botom-small)
81 (hargness: loose -> solid)
83 1. gravel -> conglomerate
86 4. clay -> claystone -> slate
88 ### BioChemical sediments
90 Made from acient plants and creatures that died long ago and turned into rock.
92 Noise_vs: kind of sediment: (top) oil, Limestone, other, carbon-based
94 Noise_sp: low quality -> high quality
98 3. other: fosfates, silicates, hornfels (unimp)
99 4. carbon-based: Lignite -> Coal -> Anthracite
101 ### Chemical sediments
103 Created by chemical or physics/chemical reactions.
107 ### Vulanic and extraterrestrial sediments
114 Default stone is aliased to basalt, but for some reason the alias is not
115 working so please treat stone as basalt until I find way to fix it.
117 Everything below sedimentary and (unimp) metamorphic layer is of igneous origin. Primary rock is basalt. But about half of basalt is replaced by granite. Some smaller fraction (like 20%) is then replaced by diorite and gabbro.
118 These are the primary rocks, and more should come.
120 ### Mineral distribution
122 Mineral ore is placed only in nodes of correct rock and only if the region
123 for the ore is right. These "mineral biomes" can and do overlap and change
124 every like 100 nodes. Following regions are defined:
127 |---------|----------
128 | Copper | Chalcopyrite, Malachyte
129 | Pb/Zn | Sphalerite, Galena
134 Are larg-ish (15-20m) blobs of skarn stone. They spawn only in granite and
135 limestone. Copper, Lead, Zinc and Iron ores often enrich the skarn stone.
136 Some deposits may (unimp) contain considerable amounts of Molybenium,
137 Uranium and Wolfram ores.
139 Concentration of the minerals is quite high, as to regard the player for
140 finding a not-so-common skarn vein.
144 Spawn only in granite. Are bit larger than skarn veins. Contain minerals
145 like skarn and more exotic minerals.