[0.12.x][v0.12.8] Bob's Ore Mod.

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Keep merged Galena, or change to seperate Lead and Nickel ores?

Poll ended at Sun Oct 05, 2014 3:05 am

Galena gives Lead and Nickel
5
56%
Lead and Nickel as seperate ore fields.
1
11%
Keep Galena, and add another mod that adds Nickel ore fields. (turning Galena to Lead ore)
3
33%
 
Total votes: 9

haunted_1
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Re: [0.10.0] Bob's Ore Mod.

Post by haunted_1 »

bobingabout wrote:(...)
Nice! Thank you!
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Re: [0.10.0] Bob's Ore Mod.

Post by bobingabout »

Okay, the next version is up, it doesn't change much, but adds the dytech metalurgy overide.
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Re: [0.10.0] Bob's Ore Mod.

Post by Slan »

Really nice addition
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Re: [0.10.0] Bob's Ore Mod.

Post by theit8514 »

I had to update your info file to check for DyTech-Metallurgy instead of DyTech. The ores were not getting replaced.
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bobingabout
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Re: [0.10.0] Bob's Ore Mod.

Post by bobingabout »

theit8514 wrote:I had to update your info file to check for DyTech-Metallurgy instead of DyTech. The ores were not getting replaced.
...what the fudge?

You're right, I just checked my local copy, it checks for DyTech-Metalurgy as it should, downloaded the version on here, and it does not... how did that happen? I must have accidently uploaded an out of date working file by accident or something.

I've just re-uploaded the file from my local copy, it should be fixed now. Thankyou for the bug report.


By the way, since this is 0.9.8 "Stable" and 0.10.x "experimental" compatable, it should check for both the 0.9.8 compatable DyTech 2.0.0 and the 0.10.x compatable DyTech-Metalurgy.

When 0.10.x has a "Stable" release, I will remove the check for old DyTech.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.10.0] Bob's Ore Mod.

Post by Airat9000 »

Bob dear, tell me where so many tin Ore, why use it? at least something to make it. and that 40,000 pieces fall down do not know what to do.
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Re: [0.10.0] Bob's Ore Mod.

Post by Slan »

Basically Bob Ore plan to be compatible with all major mod here. So he offer us possibility to control ore from other mod. Tin usefull with bob intermediate and some other mods.
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Re: [0.10.0] Bob's Ore Mod.

Post by bobingabout »

Biggest use of tin so far:
Bob's Intermediates: Used in several of the Electronic Recipes, and the major part of Solder, which is used in the electronic recipes.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.10.0] Bob's Ore Mod.

Post by UserKen »

Hello, :)

Is there a Console Commands on the map to generate a particular ore? On the Map lack 2-3 metal varieties (too few). I do not want to restart. Because I have 22 hours of play, I will not give up.

(Thanks) 8-)

Bye
//UserKen
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Re: [0.10.0] Bob's Ore Mod.

Post by SuperSandro2000 »

Bob's Ore should do this automatically.
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Re: [0.10.0] Bob's Ore Mod.

Post by UserKen »

SuperSandro2000 wrote:Bob's Ore should do this automatically.
Yes, but far too little. 300-400 pieces. And I have to walk a very long way. Besides, it has not distributed to entire map. There are too few veins. (Silver, Tungsten)

Console Commands Please.

(Thanks)

Bye
//UserKom
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Re: [0.10.0] Bob's Ore Mod.

Post by SuperSandro2000 »

game.regenerateentity("tin-ore")
game.regenerateentity("zinc-ore")
game.regenerateentity("tungsten-ore")
game.regenerateentity("silver-ore")
game.regenerateentity("gold-ore")
game.regenerateentity("bauxite-ore")
game.regenerateentity("lead-ore")
game.regenerateentity("quartz")
game.regenerateentity("rutile-ore")

Some ores are only generated outside th starting area and you must update the map.This happen bot automatically.
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Re: [0.10.0] Bob's Ore Mod.

Post by UserKen »

SuperSandro2000 wrote:game.regenerateentity("tin-ore")
game.regenerateentity("zinc-ore")
game.regenerateentity("tungsten-ore")
game.regenerateentity("silver-ore")
game.regenerateentity("gold-ore")
game.regenerateentity("bauxite-ore")
game.regenerateentity("lead-ore")
game.regenerateentity("quartz")
game.regenerateentity("rutile-ore")

Some ores are only generated outside th starting area and you must update the map.This happen bot automatically.
Hello,

I would like to show you what I mean. Look at the screenshots please. Thanks for your help. :)

http://s14.directupload.net/images/140723/bafaq2x4.jpg
http://s1.directupload.net/images/140723/mv8u2ifh.jpg

Bye
//UserKen
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SuperSandro2000
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Re: [0.10.0] Bob's Ore Mod.

Post by SuperSandro2000 »

Then I can't help you.
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Re: [0.10.0] Bob's Ore Mod.

Post by UserKen »

SuperSandro2000 wrote:Then I can't help you.
You have already helped me, Thanks.

Cheerio!
//UserKen
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Re: [0.10.0] Bob's Ore Mod.

Post by bobingabout »

Such wide open spaces are usually quite rare during my testing.
I would normally recomend starting a new map with different generation settings, but if you don't want to restart, that's not an option.
Just use the commands posted by Sandro, and it should add more of that specific ore to the game.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.10.x] Bob's Ore Mod.

Post by bobingabout »

Uploading a Minor update.
Biggest change to note is a change from base 2 to base 10 item stack sizes.
See first post for download and change log.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: [0.10.x] Bob's Ore Mod.

Post by CreeperDaReeper »

bobingabout wrote:-snip-
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?

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.
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Re: [0.10.x] Bob's Ore Mod.

Post by Airat9000 »

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?
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Re: [0.10.x] Bob's Ore Mod.

Post by CreeperDaReeper »

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 Ore mod is the raw materials needed to make the 'stuff' in the Metals, Chemicals, & Intermediates mod.
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