I’m having some issues smelting lead. I produce galena (using Angels mods), and I can manually smelt the galena in a stone furnace to get lead plates. The problem is that an inserter won’t pick up the galena sitting in a box to put it in the furnace, even though the furnace is empty (it only has coal). Is this a know issue?
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Thu Aug 25, 2016 12:23 pm
by brab
brab wrote:I’m having some issues smelting lead. I produce galena (using Angels mods), and I can manually smelt the galena in a stone furnace to get lead plates. The problem is that an inserter won’t pick up the galena sitting in a box to put it in the furnace, even though the furnace is empty (it only has coal). Is this a know issue?
Nevermind, there is no bug: the inserter had something in its hand, but I could not see it because it was behind the furnace. I just removed it and put it back, and it’s working. Sorry for the noise.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Mon Aug 29, 2016 2:57 pm
by Szentigrade
i just updated to 0.14 and all the bobs ores are gone from my map, how do i re-gen them? or do i have to start again?
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Mon Aug 29, 2016 3:16 pm
by Neemys
Szentigrade wrote:i just updated to 0.14 and all the bobs ores are gone from my map, how do i re-gen them? or do i have to start again?
You have upgraded to latest bob's ore version as well as other bob mod you use before loading your save ?
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Mon Aug 29, 2016 3:33 pm
by Szentigrade
Neemys wrote:
Szentigrade wrote:i just updated to 0.14 and all the bobs ores are gone from my map, how do i re-gen them? or do i have to start again?
You have upgraded to latest bob's ore version as well as other bob mod you use before loading your save ?
yep
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Mon Aug 29, 2016 6:38 pm
by bobingabout
Double check to make sure the mod is actually active, As far as I know, there should be no reason for the ores to despawn.
If the mod is active, and the ores still disappear, try this command
full list of ores: bauxite-ore cobalt-ore gem-ore gold-ore lead-ore nickel-ore quartz rutile-ore silver-ore sulfur tin-ore tungsten-ore zinc-ore
Plus the liquids: lithia-water and ground-water
Yes, it's a lot of commands (and some like cobalt-ore will give an error message instead, the remote.call command should account for this and not call it though)
Actually, is there any error message when you use the remote call? if you share it, perhaps I can fix it.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 8:06 am
by Szentigrade
bobingabout wrote:What about trying the base command for each of the ores?
full list of ores: bauxite-ore cobalt-ore gem-ore gold-ore lead-ore nickel-ore quartz rutile-ore silver-ore sulfur tin-ore tungsten-ore zinc-ore
Plus the liquids: lithia-water and ground-water
Yes, it's a lot of commands (and some like cobalt-ore will give an error message instead, the remote.call command should account for this and not call it though)
Actually, is there any error message when you use the remote call? if you share it, perhaps I can fix it.
crashes the server too
added the logs from both crashes
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 8:14 am
by bobingabout
If the base command (game.regenerate_entity("nickel-ore")) crashes the game too, then this is probably something to report in the main bug reporting subforum.
Something else to try though... try loading the gamesave single player, and see if it crashs too.
Don't think I'm being lazy by not trying that myself, I'm at work right now, so can't.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 8:17 am
by Szentigrade
bobingabout wrote:If the base command (game.regenerate_entity("nickel-ore")) crashes the game too, then this is probably something to report in the main bug reporting subforum.
Something else to try though... try loading the gamesave single player, and see if it crashs too.
Don't think I'm being lazy by not trying that myself, I'm at work right now, so can't.
i have tried in single player all it does then is crash the client
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 8:29 am
by Nexela
on .14.1 I can't seem to get either game.regenerate_entity or surface.regenerate_entity to do anything
PS I re-rewrote your regenerate function to support surfaces and other entities as well as fixing your ipairs bug
local function regenerate_entity(ore, surface, force_place)
if game.entity_prototypes[ore] and (game.entity_prototypes[ore].autoplace_specification) then
if surface then
if type(surface) == "string" then surface=game.surfaces[surface] end -- get the surface object
if surface and surface.valid then
if (force_place or surface.map_gen_settings.autoplace_controls[ore]) then
log("bobores: regenerating ".. ore .. "for " .. surface.name)
surface.regenerate_entity(ore)
else
log("bobores: No autoplace_specification for ore on surface, use force_place to override")
end
else
log("bobores: surface not valid")
end
else
for _, cur_surface in pairs(game.surfaces) do
log ("bobores: checking surface " .. cur_surface.name .. " for auto_place controls")
if (force_place or surface.map_gen_settings.autoplace_controls[ore]) then
log("bobores: regenerating ".. ore .. " for " .. cur_surface.name)
cur_surface.regenerate_entity(ore)
end
end
end
else
ore = ore or "nil"
log("bobores: No ore prototype autoplace_specification found for "..ore)
end
end
remote.add_interface("bobores",
{
Regenerate = function(ore, surface, force_place)
--ore -optional string - if present then place only this ore
--surface -optional string - if present and valid only regenerate on this surface, if not return empty handed
--force_place -optional bool - if present force the placement even if no map_gen settings for this ore on this surface
-- for _, player in pairs(game.players) do
-- player.print("Regenerating all ores now, this may take some time...")
-- end
log("bobores: Regenerating all ores")
local ore_list = {
"tin-ore", "lead-ore", "quartz", "silver-ore", "zinc-ore",
"gold-ore", "bauxite-ore", "rutile-ore", "tungsten-ore", "nickel-ore" ,"cobalt-ore",
"sulfur", "gem-ore", "lithia-water", "ground-water"
}
local get_ore = function(cur_ore)
for _, ore_name in pairs(ore_list) do
if cur_ore == ore_name then return true end
end
return false
end
if ore and get_ore(ore) then -- bob's ores!
regenerate_entity(ore, surface, force_place)
elseif ore and ore ~= "all" then -- possible new ore!
log("bobores: " .. ore .. " not found in bobs:ore_list attempting to regenerate")
regenerate_entity(ore, surface, force_place)
else
for _, ore_name in pairs(ore_list) do
regenerate_entity(ore_name, surface, force_place)
end
end
for _, player in pairs(game.players) do --Ipairs not valid, using pairs
player.print("All ores successfully regenerated!")
log("bobores: Regeneration finished")
end
end
}
)
--[[EXAMPLE USAGE
/c remote.call("bobores", "Regenerate") -- Regenerates all bobores for every surface that has autoplace_specifications for bobore -- slight change to this one from original
/c remote.call("bobores", "Regenerate" ,nil ,nil ,true) -- Regenerates all bobores for every surface regardless of autoplace_specification in mapgen
/c remote.call("bobores", "Regenerate", "bobs-new-ore", "Nauvis", true) -- regenerate a new ore on the main surface and force place it
/c remote.call("bobores", "Regenerate","all", game.player.surface) -- Regenerates all bobores for the surface that the player is on as long as there are autoplace_specifications for it
/c remote.call("bobores", "Regenerate","tin-ore" game.player.surface, true) -- forces regeneration of tin-ore on players surface even if no autoplace_specification
--]]
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 8:45 am
by Szentigrade
Nexela wrote:on .14.1 I can't seem to get either game.regenerate_entity or surface.regenerate_entity to do anything
PS I re-rewrote your regenerate function to support surfaces and other entities as well as fixing your ipairs bug
local function regenerate_entity(ore, surface, force_place)
if game.entity_prototypes[ore] and (game.entity_prototypes[ore].autoplace_specification) then
if surface then
if type(surface) == "string" then surface=game.surfaces[surface] end -- get the surface object
if surface and surface.valid then
if (force_place or surface.map_gen_settings.autoplace_controls[ore]) then
log("bobores: regenerating ".. ore .. "for " .. surface.name)
surface.regenerate_entity(ore)
else
log("bobores: No autoplace_specification for ore on surface, use force_place to override")
end
else
log("bobores: surface not valid")
end
else
for _, cur_surface in pairs(game.surfaces) do
log ("bobores: checking surface " .. cur_surface.name .. " for auto_place controls")
if (force_place or surface.map_gen_settings.autoplace_controls[ore]) then
log("bobores: regenerating ".. ore .. " for " .. cur_surface.name)
cur_surface.regenerate_entity(ore)
end
end
end
else
ore = ore or "nil"
log("bobores: No ore prototype autoplace_specification found for "..ore)
end
end
remote.add_interface("bobores",
{
Regenerate = function(ore, surface, force_place)
--ore -optional string - if present then place only this ore
--surface -optional string - if present and valid only regenerate on this surface, if not return empty handed
--force_place -optional bool - if present force the placement even if no map_gen settings for this ore on this surface
-- for _, player in pairs(game.players) do
-- player.print("Regenerating all ores now, this may take some time...")
-- end
log("bobores: Regenerating all ores")
local ore_list = {
"tin-ore", "lead-ore", "quartz", "silver-ore", "zinc-ore",
"gold-ore", "bauxite-ore", "rutile-ore", "tungsten-ore", "nickel-ore" ,"cobalt-ore",
"sulfur", "gem-ore", "lithia-water", "ground-water"
}
local get_ore = function(cur_ore)
for _, ore_name in pairs(ore_list) do
if cur_ore == ore_name then return true end
end
return false
end
if ore and get_ore(ore) then -- bob's ores!
regenerate_entity(ore, surface, force_place)
elseif ore and ore ~= "all" then -- possible new ore!
log("bobores: " .. ore .. " not found in bobs:ore_list attempting to regenerate")
regenerate_entity(ore, surface, force_place)
else
for _, ore_name in pairs(ore_list) do
regenerate_entity(ore_name, surface, force_place)
end
end
for _, player in pairs(game.players) do --Ipairs not valid, using pairs
player.print("All ores successfully regenerated!")
log("bobores: Regeneration finished")
end
end
}
)
--[[EXAMPLE USAGE
/c remote.call("bobores", "Regenerate") -- Regenerates all bobores for every surface that has autoplace_specifications for bobore -- slight change to this one from original
/c remote.call("bobores", "Regenerate" ,nil ,nil ,true) -- Regenerates all bobores for every surface regardless of autoplace_specification in mapgen
/c remote.call("bobores", "Regenerate", "bobs-new-ore", "Nauvis", true) -- regenerate a new ore on the main surface and force place it
/c remote.call("bobores", "Regenerate","all", game.player.surface) -- Regenerates all bobores for the surface that the player is on as long as there are autoplace_specifications for it
/c remote.call("bobores", "Regenerate","tin-ore" game.player.surface, true) -- forces regeneration of tin-ore on players surface even if no autoplace_specification
--]]
will that work for me?
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 9:10 am
by Nexela
You could try it but it really is just expanded version of what bob already has.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 10:41 am
by Szentigrade
Nexela wrote:You could try it but it really is just expanded version of what bob already has.
i tried /c remote.call("bobores", "Regenerate", "bobs-new-ore", "Nauvis", true) and and it was successful, yet to go explore and see if the ores are back
update: just went exploring they are not spawned in the areas already explored and i have explored quite far, i just explored new parts of the map and have found some of bobs ores but i dont have the resources now to make the trains to reach that far... anyway to make the ore spawn on explored map?
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 6:05 pm
by orzelek
You can add RSO and call it's regenerate - should work.
You might not like the results tho
Command is:
Also if you already have RSO then above command is only one that will work.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Tue Aug 30, 2016 9:06 pm
by bobingabout
Umm, Yeah, I forgot to ask if you have RSO. If you use my command, or the default if you have RSO installed, it probably will error.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Posted: Wed Aug 31, 2016 12:36 am
by Szentigrade
bobingabout wrote:Umm, Yeah, I forgot to ask if you have RSO. If you use my command, or the default if you have RSO installed, it probably will error.
who doesn't use rso?
edit: i ran /c remote.call("RSO", "regenerate") ... its spawned new ores in unexplored areas only anyway to make it spawn in the whole map including explored areas