[0.12.x][v0.12.8] Bob's Ore Mod.
Moderator: bobingabout
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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.
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.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?
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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.
You have upgraded to latest bob's ore version as well as other bob mod you use before loading your save ?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?
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
yepNeemys wrote:You have upgraded to latest bob's ore version as well as other bob mod you use before loading your save ?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?
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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
If the mod is active, and the ores still disappear, try this command
Code: Select all
/c remote.call("bobores", "Regenerate")
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
wait, wasn't that... broken?bobingabout wrote: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 commandCode: Select all
/c remote.call("bobores", "Regenerate")
no yes yes no yes no yes yes
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Yes, but it was fixed very recently. (Apparently, I haven't actually tried it)kinnom wrote:wait, wasn't that... broken?bobingabout wrote: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 commandCode: Select all
/c remote.call("bobores", "Regenerate")
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
i've tried that and it crashed the server, sigh i don't want to restartbobingabout wrote:Yes, but it was fixed very recently. (Apparently, I haven't actually tried it)kinnom wrote:wait, wasn't that... broken?bobingabout wrote: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 commandCode: Select all
/c remote.call("bobores", "Regenerate")
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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.
Code: Select all
/c game.regenerate_entity("nickel-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.
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
crashes the server toobobingabout 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-oreCode: Select all
/c game.regenerate_entity("nickel-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.
added the logs from both crashes
- Attachments
-
- factorio-previous.log
- /c remote.call("bobores", "Regenerate")
- (106.48 KiB) Downloaded 238 times
-
- factorio-current-client.log
- /c game.regenerate_entity("nickel-ore")
- (17.18 KiB) Downloaded 227 times
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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.
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.
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
i have tried in single player all it does then is crash the clientbobingabout 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.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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

PS I re-rewrote your regenerate function to support surfaces and other entities

bobores.control.lua
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
will that work for me?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 entitiesas well as fixing your ipairs bug
bobores.control.lua
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
You could try it but it really is just expanded version of what bob already has.
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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 backNexela wrote:You could try it but it really is just expanded version of what bob already has.
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.
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.
You might not like the results tho

Command is:
Code: Select all
/c remote.call("RSO", "regenerate")
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
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.
-
- Fast Inserter
- Posts: 109
- Joined: Mon Mar 28, 2016 7:27 am
- Contact:
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
who doesn't use rso?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.
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
Last edited by Szentigrade on Wed Aug 31, 2016 1:04 am, edited 1 time in total.