I sometimes skip out on RSO, plz don't burn me at the stakeSzentigrade wrote: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.
[0.12.x][v0.12.8] Bob's Ore Mod.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
I have no idea what I'm doing.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Thats... strange.Szentigrade wrote: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
It should spawn ores everywhere except starting area.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
nop sad faceorzelek wrote:Thats... strange.Szentigrade wrote: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
It should spawn ores everywhere except starting area.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
How big is your explored area?Szentigrade wrote:nop sad faceorzelek wrote:Thats... strange.Szentigrade wrote: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
It should spawn ores everywhere except starting area.
If you have RSO then please drop by RSO forum with save and mods zipped up and I'll try to check it out.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
orzelek wrote:How big is your explored area?Szentigrade wrote:nop sad faceorzelek wrote:Thats... strange.Szentigrade wrote: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
It should spawn ores everywhere except starting area.
If you have RSO then please drop by RSO forum with save and mods zipped up and I'll try to check it out.
viewtopic.php?f=79&t=12707&p=201933#p201933
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
as I can get ore cobalt and missing me to continue with the investigations.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Research Cobalt Processing Technology... Use "Cobalt oxide from Copper" recipe. You now have Cobalt Oxide.libre wrote:as I can get ore cobalt and missing me to continue with the investigations.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Thank youbobingabout wrote:Research Cobalt Processing Technology... Use "Cobalt oxide from Copper" recipe. You now have Cobalt Oxide.libre wrote:as I can get ore cobalt and missing me to continue with the investigations.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Does anyone know if there is a mod that adds a text label for an ore if you hover over it in Map mode? I am asking here as Bob has way more ores than Vanilla (so this sort of mod is probably not needed on Vanilla). I have a hard time telling some of the more subtle color differences, especially if the particular field is very small. (Examples: Galena and Stone, Tin and Iron)
Nevermind, found one in the helper mod section.will give it a try (several posts on being Bob's compatible).
Nevermind, found one in the helper mod section.will give it a try (several posts on being Bob's compatible).
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
You may have a look at MapLabels
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
The problem with that (and other similar mods) is they work by making invisible train stations and naming them. If your map is large and a lot of patches it can really tank the performance.steinio wrote:You may have a look at MapLabels
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Sure.Ratzap wrote:The problem with that (and other similar mods) is they work by making invisible train stations and naming them. If your map is large and a lot of patches it can really tank the performance.steinio wrote:You may have a look at MapLabels
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
But only.on manually updating the ore patches.
There is probably no other way currently.
Greetings steinio
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Can anyone help me please, i have bobs mods installed and i can't seem to find sulfur ore but everything says that it should be in my game and if i go into custom maps i can spawn it in but its not in my play through at all
Thanks
Thanks
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
There's a config setting you have to change, otherwise it's available as a biproduct from processing lead ore or crude oil.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Yeah. By default, sulfur ore is disabled, and can be enabled in the config mod.
It still appears in the map editor because when disabled, the only parts of code missing are the autoplace controls, and noise layer. The noise layer is something that can cause maps to generate slower, meaning it can take a long time to start a new game, or cause lag when exploring, therefore, I minimise the number of noise layers by turning off ores you don't need.
It still appears in the map editor because when disabled, the only parts of code missing are the autoplace controls, and noise layer. The noise layer is something that can cause maps to generate slower, meaning it can take a long time to start a new game, or cause lag when exploring, therefore, I minimise the number of noise layers by turning off ores you don't need.
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Hello.
What does Rutile ore look like on the map?? What color does it have?
Thanks.
-Edit
Found it. It's purple. OMG, I was looking for differences in blackish looking ores..
What does Rutile ore look like on the map?? What color does it have?
Thanks.
-Edit
Found it. It's purple. OMG, I was looking for differences in blackish looking ores..
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
On a semi-related note. Is there anyway to easily spot galena on the main map? Especially in explored, but not actively radared areas? It is basically the exact same color as the background...Bushdoctor wrote:Hello.
What does Rutile ore look like on the map?? What color does it have?
Thanks.
-Edit
Found it. It's purple. OMG, I was looking for differences in blackish looking ores..
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Use the map label mod. That helps. Especially with differentiate normal and lithium water wells.
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
I like the Option to make the ore´s infinite and just build huge factories in a relative peaceful world.
To my Question: Is there a way to remove the depleting effekt of oil and ore which which lowers the Output over time?
To my Question: Is there a way to remove the depleting effekt of oil and ore which which lowers the Output over time?
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Re: [0.12.x][v0.12.8] Bob's Ore Mod.
unfortunately, that's build in as part of the way the game works. the only way around that is to set a very high minimum, but then anything under that minimum just mines really slowly anyway.Gator753 wrote:I like the Option to make the ore´s infinite and just build huge factories in a relative peaceful world.
To my Question: Is there a way to remove the depleting effect of oil and ore which which lowers the Output over time?