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FT's Geology

A geology layer for Minecraft: real plate tectonics driving real landforms. Strongly recommended alongside Flowing Fluids and especially Terralith.
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fts-geology-0.10.0-alpha.jar

File namefts-geology-0.10.0-alpha.jar
Uploaded
Sep 5, 2026
Downloads
45
Size
881.4 KB
Mod Loaders
Forge
File ID
8817523
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:fts-geology-1675459:8817523")

Learn more about Curse Maven

What's new

ADDED

Blocks. 12 rocks — travertine, rhyolite, gabbro, peridotite, serpentinite, schist, gneiss, slate, marble, quartzite, shale, chert. 7 minerals — pyrite, chalcopyrite, malachite, azurite, quartz vein, cinnabar, galena. Polished, slab, stair and wall forms for all of them. 86 blocks in total.

In-game field guide. The commands were not discoverable and the geology behind them was written down nowhere. Also a Turkish translation.

Eruption columns. Ash to the world ceiling, leaning downwind. Ordinary particle sends reach 32 blocks, so nothing a volcano did was ever visible from off the mountain; these are sent per player at long range and carry 512.

Ash fall. Settles as a layer block in a downwind lobe, so it destroys nothing underneath: the grass lives, the cone stays basalt. Repeat eruptions deepen it — 34% of the near downwind after one, 96% after four. Each volcano keeps its own prevailing wind for the life of the world.

Frozen lava flows. Tongues of cooling crust down the flanks, glowing at night. 10% of the flank, at every cone size.

Camera shake. For earthquakes and eruptions. The view moves; your aim does not.

Geothermal basin floors. Sinter flats, pale crust and mud pots between the springs instead of grass. A basin is a floor with pools in it, not pools dropped on a lawn.

Fumarole fields. Sulfur, mud pots and steam-vent chimneys, laid along a fracture trace rather than scattered. Now at rifts and subduction arcs as well as hotspots. Volcanoes carry them on their flanks too, and blow black smoke out of them while erupting.

Soil colour from the rock beneath it. Red laterite over basalt and gabbro, pale rendzina over carbonate, leached podzol over granite. Only named rock counts, so ordinary countryside is untouched.

Groundwater table. A real water level that springs and wells answer to.

Spring runoff. A pale carbonate ribbon spilling downhill from a mature pool.

Its own particles. A geyser now throws a jet of atomised water instead of smoke; mud pots throw mud; sulfur ground breathes a yellow haze that sinks, because SO2 is heavier than air. Quakes throw dust coloured by the ground it comes off, and volcanic bombs leave smoke trails.

River erosion, off by default. A quake drops the ground under a river and the step retreats upstream until the profile is graded. It works; it costs more than it shows.

CHANGED

Hot springs rebuilt from the ground down. Every spring is now fed by a mineral water line seated 50 blocks under it, out of an earthquake's reach — so a quake can block a spring but never destroy one. They grow in four stages over in-game days and gain their colour bands as they mature, and they build their pool by depositing rather than by digging, so nothing can ratchet itself into the ground.

Hotspots are half as far apart — 28,284 blocks to 20,035 — and 25% denser in hot springs on genuinely geothermal ground.

Subduction margins are deeper. Arc uplift 17 to 22 blocks, trench 19 to 25.

Quakes may move the mod's own rock. Sinter, mud pots and the twelve rocks read as terrain now, not as somebody's build.

One shared tick budget across earthquakes, weathering, volcano jobs and worldgen.

FIXED

Springs tore themselves down every two seconds. 450 rebuilds across 6 sources in one session, two of them 156 and 177 times. The health test was scanning a circle while the pool has a wavy edge, so it was reading the pool's own retaining wall as dry ground: a sound stage-1 pool measured 38% wet against a 90% threshold and could never pass.

Terraced springs deleted each other's water. Spacing came from a radius nothing ever read, while every pool grew to a different one. 651,794 overlapping columns. Now none.

Springs stayed dead after a quake. The quiet zone waited on debris settling that was parked in unloaded chunks, so it never released and every spring within 548 blocks froze permanently. It now releases within a minute whatever else is outstanding.

Springs from world generation cleared no canopy at all — the only call that did was on a code path generation never took.

River erosion locked a server up for thirteen minutes. 129,000 terrain-generator height queries in a single tick, looking for the river.

A volcano flattened by a quake stayed dead, and its crater never refilled.

Mud pots, sinter crust and the new rocks stood in towers after a quake instead of falling.

Steam vents shipped with no texture — a catch-all entry in the blockstate collided with the part property and dropped the whole model definition.

Water left hanging in the air after a quake moved a spring's pool.

Basin edges and soil boundaries were drawn as lines. Chunk-aligned walls and hard thresholds replaced with ramps: the biggest step across a basin edge fell from 0.52 to 0.15, and two soils now interfinger over 16 blocks instead of meeting on a straight edge down the middle of a chunk.

And more than fifty others.

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