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Compatibility
bearstate edited this page Oct 14, 2026
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No other mod is required. The mods below are optional; when one is installed, the mod works with it as described.
| mod | what happens |
|---|---|
| Terralith | The mod's world stays the default, and Terralith's biomes grow on its terrain with their own ground. Terralith's Yellowstone and caldera count as live hot spots, with fewer of the mod's springs in Yellowstone. Its basalt cliffs appear only on basalt coasts, and its fortified villages are kept out of rivers. |
| Tectonic, TerraBlender, Biomes O' Plenty, BYG | The vanilla world stays the default. Pick the mod's world under World Type. In Tectonic's own world the quakes, volcanoes, springs and weather still run, but the plates do not follow its mountains. From 0.11.2 the biomes of Biomes O' Plenty and other TerraBlender mods grow in the mod's worlds, with their own ground (worlds made with 0.11.2 or later). In other world types, the plates are read from the biome layout. |
| TerraFirmaCraft | The mod writes TFC's rock and leaves its soil alone. Springs, geysers, reservoirs and ores use TFC rock and ores, and TFC snow and ice melt around hot springs. TFC's own climate and soil water run instead of the mod's regional rain and soil water. |
| Distant Horizons | Far terrain in the mod's world types is drawn from the plate model without generating chunks: sea, rivers, lakes, snow, bare rock and forest cover, about seven times faster. Volcanic ash thickens DH's fog for a while. |
| Jurassic Reborn | Fossils, amber and gypsum are placed by geology in the mod's world types. See [[Rocks, Ores and Fossils |
| Alex's Mobs | Bald eagles, snow leopards, grizzly bears, crows, gazelles, elephants, shoebills and bison spawn in the mod's biomes. |
| mod | what happens |
|---|---|
| Flowing Fluids | Rivers are still drawn flowing. A river keeps a broken bank's hole filled, and poured water is soaked up level by level. Fissure lava is tracked and frozen. |
| Embeddium | Rivers are drawn flowing in its fluid renderer too. |
| Create | An open pipe end or hose pulley in a river draws plain water, and the river never runs dry. A pipe buried under the water table draws groundwater. Gas burners heat boilers, the gas engine drives a crankshaft, and water wheels turn in dam spillways. |
| Puddles & Floods | Its puddles appear where the ground would hold water. Its floods only rise where water already stands. |
| Serene Seasons | Climate types (Mediterranean, monsoon, oceanic, continental, tropical) and rivers that rise and fall with the seasons. |
| Streams Reflowing | From 0.11.3 the world creation screen's World tab asks whose rivers a new world gets (newWorldRivers on a server). Streams Reflowing, the default: the mod keeps its big rivers and lakes, in its own running water, and Streams draws the streams and small lakes between them. FT's Geology: the mod's whole network, and Streams adds its streams beside it; set Streams' generateStreams=false to keep only the mod's. A world keeps what it was made with, so adding Streams to an older world changes none of its rivers. Where Streams' water runs into one of the mod's channels, the channel takes it back as its own water, and the two waters are drawn as one body where they meet. Streams' underwaterFlora 3 also grows seagrass in the mod's rivers (2 keeps it to Streams' own water), and allWaterBanks 1 or 2 and bankFeatures 3 dress the mod's banks too (0 and 2 keep Streams to its own water). The first area generates more slowly while Streams plans its watersheds. |
| Immersive Weathering, The Roads More Travelled | Their soils and paths are read as ground: droughts and rain work on them too, and quakes do not treat paths as buildings. Immersive Weathering's lightning no longer turns rock into magma and lava; /geology fixlightning cleans up old ones. |
| mod | what happens |
|---|---|
| Electrodynamics | 120 V out of the turbine, gas engine and thermoelectric generator; 120 V into the pump and gas machines, with higher voltages refused. |
| Create Diesel Generators | Its pump finds oil only over the mod's oil fields, and its distillery takes the mod's crude oil. |
| Create Crafts & Additions | The crankshaft's FE to SU rate matches its electric motor. |
| Pollution of the Realms, Create Big Cannons, HBM, Mekanism | Their masks filter the mod's poison gases. Gas-fired furnaces give off no Pollution of the Realms smoke. |
| Ore mods (All The Ores, Immersive Engineering, Mekanism, Thermal...) | One ore per metal, and optional geological placement. |
| mod | what happens |
|---|---|
| Tough As Nails | Sea water is dirty water, the gas heater warms you, a hot spring's hidden lava counts as heat, and you only get wet where it actually rains. |
| Thin Air | In the tall world, height is scaled so the air thins where it would in a normal world. |
| Oculus (shaders) | Shader packs draw the rain themselves and read the local rain. River water counts as the pack's water (waves, reflections). |
| Dynamic Trees | Strong shaking fells trees whole, and trees move with the ground. |
| Building mods (Chisel, Rechiseled, Chipped, Macaw's, Create Deco, Framed Blocks, Handcrafted, Builders Delight...) | Their blocks count as buildings in quakes (buildingMods). |
| Spelunkery | Rock salt is no longer taken for a building and shaken loose. Vanilla's ores go into the mod's rocks too, in the rock's own look (0.11.3). |
- FT's Geology: Feel the Nature adds rain and wind sounds and plant cover.
- FT's Water (coming later) takes over river water with its own shallow water simulation.
See also: FAQ, For Addon Makers.
FT's Geology 0.11 · GPL-3.0 · This wiki was written with the help of an AI model and checked against the mod's code.
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