Create: Geology
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🖼️ Gallery (12 images)
🔍 Analysis
- 👍 1.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #277 of 278 decoration mods in this game by downloads
📋 About This Mod
# Overview Terrain, resources, and industry are connected. Realistic earth processes rather than simple ore distribution is planned for the future. Reasources are harder to refine but yield much more, e.g iron from magnetite ## Geology & World Generation Some mountain ranges are dominated by andesite with layered volcanic structures. While other regions are planned to form from sedimentary and metamorphic processes. Biomes will be defined by their geology, and will include things like salt basins, limestone regions, and bauxite-rich highlands. Mineral deposits would be tied to specific host rocks, with features such as veins, intrusions, and geodes forming naturally within geological contexts. The world gen is very rudemental at the moment, more immersive worldgen is planned ## Industrial Processing Resource progression is based on multi-step chemical and thermal systems. Raw materials must be refined through structured chains using vats, mixing, heating, and electrochemical processes. For example aluminium production follows a full refinement chain from bauxite to alumina and finally metallic aluminium through blasting. Each stage produces byproducts that are integrated back into the system. ## Chemistry & Materials Industrial chemistry plays a central role, with acids, salts, and reagents forming interconnected production loops. Materials like sulfuric acid, sodium hydroxide, and fluorides are not standalone items but part of larger dependency chains that support advanced refining. ## Resources & Byproducts Ores wont be simple blocks. They will appear within specific rock types. Processing produces realistic byproducts such as redmud and waste salts, which can be reused or managed within the industrial system. ## Biomes & Environment Biomes are being redesigned around realistic ground composition and formation history. Spruce forests will use acidic podzol soils, redwood forests will use rich organic ground layers, and volcanic regions transition between lava-derived rocks and ash deposits. Vegetation will be sparse or dense depending on soil chemistry and altitude. ## Extra stuff Everything will be connected: geology determines resources, resources feed industry, and industry produces byproducts and increased yield. This is mainly a passion project, and other geology/chemistry interested people might be interested. This is an early version, so stuff is missing. Note: As per request, I will try to get a github up and running.
Terrain, resources, and industry are connected. Realistic earth processes rather than simple ore distribution is planned for the future. Reasources are harder to refine but yield much more, e.g iron from magnetite
## Geology & World Generation
Some mountain ranges are dominated by andesite with layered volcanic structures.
While other regions are planned to form from sedimentary and metamorphic processes. Biomes will be defined by their geology, and will include things like salt basins, limestone regions, and bauxite-rich highlands. Mineral deposits would be tied to specific host rocks, with features such as veins, intrusions, and geodes forming naturally within geological contexts.
The world gen is very rudemental at the moment, more immersive worldgen is planned ## Industrial Processing
Resource progression is based on multi-step chemical and thermal systems. Raw materials must be refined through structured chains using vats, mixing, heating, and electrochemical processes. For example aluminium production follows a full refinement chain from bauxite to alumina and finally metallic aluminium through blasting. Each stage produces byproducts that are integrated back into the system.
## Chemistry & Materials
Industrial chemistry plays a central role, with acids, salts, and reagents forming interconnected production loops. Materials like sulfuric acid, sodium hydroxide, and fluorides are not standalone items but part of larger dependency chains that support advanced refining.
## Resources & Byproducts
Ores wont be simple blocks. They will appear within specific rock types. Processing produces realistic byproducts such as redmud and waste salts, which can be reused or managed within the industrial system.
## Biomes & Environment
Biomes are being redesigned around realistic ground composition and formation history. Spruce forests will use acidic podzol soils, redwood forests will use rich organic ground layers, and volcanic regions transition between lava-derived rocks and ash deposits. Vegetation will be sparse or dense depending on soil chemistry and altitude.
## Extra stuff
Everything will be connected: geology determines resources, resources feed industry, and industry produces byproducts and increased yield.
This is mainly a passion project, and other geology/chemistry interested people might be interested.
This is an early version, so stuff is missing.
📊 Mod Details
- Game
- Minecraft Mods
- Author
- KattenMcFlurry
- Version
- Alpha-4.2.0
- Downloads
- 1,219
- Endorsements
- 19
- Category
- decoration
- Created
- 5/26/2026
- Updated
- 8/13/2026
- Game Versions
- 1.21.1
- Tags
- decoration, game-mechanics, technology
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Create: Geology support?
The author lists 1.21.1. Other versions may work but are untested by the author.
What is the latest version of Create: Geology?
Version Alpha-4.2.0, published 2026-08-13 with 1,219 downloads recorded at the source.
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