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Gunpowder (unshaped): made from 6 saltpeter, 1 sulfur dust and 1 charcoal. >> 10 gunpowder
Fertilizer (unshaped): made from 1 guano, 1 phosphorite and 1 potassium ore (Carnallite, Sylvite, Polyhalite, Kainite, Langbeinite). >> 6 fertilizer.
Anthracite block (unshaped): made from 9 anthracite. >> 1 anthracite block
Peat occurs in cold/temperate humid biomes (downfall > 0.75) like forest. It occurs much more frequently in very humid biomes like swamps (downfall > 0.85). It can be used in furnaces to burn 3 items.
Lignite occurs in every biome. Burntime: 5 items.
Bituminous coal occurs in every biome. Burntime: 8 items.
Anthracite occurs in every biome. Burntime: 10 items. An anthracite block can burn up to 100 items.
Nitratine (which drops saltpetre) only spawns in dry biomes, where downfall is inferior to 0.25. At the time of writing this, such biomes are : Desert biomes, Badlands biomes and Savanna. If you have custom biomes from mods which meet the downfall criteria, Nitratine will spawn in them too.
Sulfur spawns uncommonly in the overworld, in the form of pyrite in all biomes, and in the native form only in cold or warm biomes. It spawns much more frequently in the Nether as native sulfur.
Some gems ores only spawn in certain biomes. You can look up the complete list here.
Enabled by default: nether gold ore, nether coal ore.
PGMs (platinum, rhodium, palladium, ruthenium, osmium, iridium) are dropped by 2 blocks:
Common platinum group metals block drops platinum (65% chance), osmium (20%), iridium (15%)
Rare platinum group metals block drops rhodium (15%), palladium (70%), ruthenium (15%)
They spawn in all biomes when enabled. You can enable/disable/config these two blocks separately in the config file.
This is a feature added in 1.0.1.0. You can activate this option in the configuration file (requires restart). With this enabled, you can't get metals until you have a refiner. This feature is intended to add a real early game stage, because the refiner is expensive enough to make: you won't have one on the first day... You need around 30 chrysocolla gems to make all the mechanisms. This gem spawns between layer 25 and 50, typically in veins of 3-6 blocks. It is not so common, so maybe you should not rush into the iron age, and prepare yourself to spend some time without metals. Of course, chrysocolla ore spawning is automatically enabled if you activate the stone age option, do not worry about that.
There is a flint shears recipe to help you get a bed before you have iron, because you know, the phantoms ! Only 42 durability and cannot be used on leaves or grass.
Depending on what mods you have (I have Tinkers' Construct in mind, even if it's not out yet), you should most likely change copper minerals harvest level from 1 (default) to 2, so you can't just bypass the stage where you have to make a refiner. Other metals minerals harvest level are fine, because it is already high enough (2 or 3).
If you need to use iron ore for other mods, you should use Refined Iron Ore, as it is now the only item registered under the following tag: forge:ores/iron. You can make some by refining any iron mineral (Hematite, Magnetite, Limonite, Siderite, Telluric Iron).
JEI is recommended to know how to build the refiner as it has several parts, and you would definitely not guess how to build one on your own. However, I did not add JEI integration yet for the refiner recipes themselves, meaning that you can't know what the output materials are going to be. For now the only refiner recipes added are: refined iron ore from iron minerals, sulphur dust from pyrite. Those recipes are loaded only if the stone age option is enabled, because otherwise it does not make any sense to have them.
Almost all the ores automatically activates ore generation for supported mods. If you'd rather set up ore generation manually, you should set enablePlugAndPlay to false in the general section.
You can set custom harvest levels for most ores in the configuration file. Use 0 for wood, 1 for stone, 2 for iron, 3 for diamond, and 4 or 5 for modded materials stronger than diamond.
You can prevent groups of minerals from spawning using blacklists in the config file. Each group of minerals has a list of biomes (empty by default) where its ores will not spawn. You have to write the full biome registry name otherwise it will not work. If you misspell a biome name, don't worry, the game will not crash. Of course this feature works with biomes from mods such as Biomes O' Plenty.
E.g. you don't want copper minerals to spawn in plains, deserts, mountains, swamps, and rivers. Simply set the config option to this :
biomesBlacklistCopperOres = ["minecraft:plains", "minecraft:desert", "minecraft:mountains", "minecraft:swamp", "minecraft:river"]
You can look for tags here if you want to use this mod’s items in your recipes.
PGMs items are simply registered under their names in tags, e.g. iridium is registered under forge:ores/iridium
You can make refiner recipes as it is Json based. It is quite straightforward so you should not need any explanations. You can find more examples in the mod recipes folder. The following recipe only has 1 output, but you can define more by adding result_b, result_c, and so on, until result_i, which is the last inventory slot of the refiner.
{
"type": "almostalltheores:refiner_serializer",
"refiningTime": 200,
"experience": 0.5,
"ingredient": {
"item": "almostalltheores:hematite"
},
"result_a": {
"item": "almostalltheores:refined_iron_ore",
"count": 1
}
}
You can use the "stoneagecondition" I made for my recipes if you need it. If you set stoneage to true, the game will only load the recipe if the Stone Age feature is enabled in the config file. If you set it to false, the game will not load the recipe if the Stone Age feature is enabled.
"conditions": [ { "type": "almostalltheores:stoneagecondition", "stoneage": true } ]
If you want to make a refiner recipe that uses sulfuric acid in the left-upper slot, just make your recipe filename ends in _acid. e.g. mysuperrecipe_acid.json
Here's a list of mods working and not working alongside AatO, based on tests and user reports. Some have very good synergy while it's just pointless to have others installed alongside AatO.
Tools for AatO Gems (1.14.4, 1.15.x) : Of course my own addon works perfectly fine with AatO.
Easy Steel & More (versions tested 1.15.2-1.1.43) : this mod works perfectly alongside AatO : its ores don't spawn, and AatO's ores can be used in all its recipes (e.g. crackhammer). You should also know that you can't crush AatO's iron ores with the crackhammer, so you have to use iron ingots so make steel. That's the only problem we found.
Underground Materials (1.15.x-1.3.2) : No problems found so far.
The most common problem with other mods is they don't use tags in their recipes, or only in certain recipes, so it's pointless to have them. The second most annoying one is the way mods add ores to biomes : sometimes they do it in a way you can't prevent their ores from spawning, and then you have to disabled everything in their config manually.
Silent's Gems (1.15.2-3.5.1+84): Ore generation can't be prevented by AatO. Some recipes uses tags like gem lamps and soul urns, but some other recipes don't use tags, e.g. gem blocks, shards from gems. Also, some ores don't have a replacement in AatO, e.g. chaos ore. You'd have to set _handleEverythingInOverworld _to false in AatO's config, and manually disable Silent's ores in its config.
Gems Plus Plus (1.15.2 - 1.6.1) : Ore generation can't be prevented by AatO, and their recipes don't use tags.
Just Another Ruby Mod (1.15.2) : Generation is blocked, but their recipes don't use tags, so you can't use AatO's items (gems/ores) with that mod.
More Ores in One (1.0b_1.15.1) : Generation is blocked, but their recipes don't use tags.
Simple Ores (1.14.4) : Generation is blocked, their recipes use tags, except their smelting recipes, so in the end you can't craft anything.