you need both.Airat9000 wrote:I have a question I have is mod Bob's Metals, Chemicals and Intermediates mod
I put this mod? or in that fashion is all inclusive?
Bob's Ores mod + Bob's Metals, Chemcials and Interediates mod.
It is fine if you're using a new map, but not when using an old map.CreeperDaReeper wrote:You mentioned somewhere that to reduce loading times when first using this mod, you reduced the number of noise maps generated, by pairing up ores. What if you didn't generate all the new ores at the same time, but used a geological radar to reveal them once you actually need them?bobingabout wrote:-snip-
Simply put. Only have the game generate the most basic ores needed to get started when loading an old save or starting a new game. Then add some functionality to the radar, or a new building, that when activated, reviles (generates) the next ore or ores needed in the production chain.
Sounds kinda stupid, a bit complicated to me now that I've written it out, but I thought it sounded kinda cool.
A solution would be to remove the generation on load build into the migration scripts, but then it wouldn't be added later. Using functions to add them later would likely slow the game down, and conflict with normal ore generation, because there's no real way to tell the difference between an old game, and a new one.