[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

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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Lisi »

Or maybe the reason why it happening is me not having the same settings as other mods? I just spotted a little bit of galena ore here and there in my secured place, so maybe it because of full default settings for these ores? I will try again with regenerating it
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

Default settings, it is quite sparse in the starting area. and on existing games, there is a command for regenerating ores, the command is on the first page.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Lisi »

bobingabout wrote:Default settings, it is quite sparse in the starting area. and on existing games, there is a command for regenerating ores, the command is on the first page.
I know. I told that when i regenerated ores with this command, ores turned out to be using default settings. I assume that RSO might help, as for the time being all bob's ores are being torn in to bits by someone and spoiled over my world, and these bits are like 2-3 pieces with 500-1500 richness. But, no "legit" ways?
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

That does sound pretty odd... most of the ores should have patches that are quire large. Though default settings, Galena and Quartz in the starting area do have these tiny patches like you mentinoed.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Lisi »

bobingabout wrote:That does sound pretty odd... most of the ores should have patches that are quire large. Though default settings, Galena and Quartz in the starting area do have these tiny patches like you mentinoed.
I can make a screenshot, if u want to look at it. Also, dont u know which size and sequence of the ores are most likely match default "low-very big-very good" settings?
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Ancient Fossil »

I cannot get Bob's mods - Ores to work, it's in the "C:\Users\Owner\AppData\Roaming\Factorio\mods" folder. I have bob-s-mods-library and Bob's mods - Metals, Chemicals and Intermediates(bobplates). The problem is - nothing happens when a map is generated and they do not appear on the map setup menu. What did I do wrong? Using Bobsconfig I was able to set the battery to Iron (not Lead) for there is no lead.
:?
OK, It's working! Not sure what happened but everything is working like it should. Did someone hack my computer and got it to work? (HA-HA-HA) Thank you Bob for this mod.
:D
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by sparr »

If I generate a map with Train Outpost then load a save with Bob's Ores and call the Regenerate remote, it pauses for a few seconds and says it's regenerated, but I can't find any patches of any bob's ores having been created :(
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by orzelek »

sparr wrote:If I generate a map with Train Outpost then load a save with Bob's Ores and call the Regenerate remote, it pauses for a few seconds and says it's regenerated, but I can't find any patches of any bob's ores having been created :(
Thats a problem with Train Outposts atm - it doesn't support bob's ores currently I think.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

use the console command
/c remote.call("bobores", "Regenerate")
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by sparr »

bobingabout wrote:use the console command
/c remote.call("bobores", "Regenerate")
sparr wrote:If I generate a map with Train Outpost then load a save with Bob's Ores and call the Regenerate remote, it pauses for a few seconds and says it's regenerated, but I can't find any patches of any bob's ores having been created :(
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

I'm not famillier with the train outpost mod. if it changes the ways ores spawn, then there's nothing I can do about the issue, since he'd be overwriting whatever I do.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Neemys »

Are you using last version of Train Outpost ? (version 1.0.1), as Train Outpost author stated in the the last changelog :
SirRichie wrote:And... here is the latest release with support for bob's mod and also support for any other resource-adding mod (I hope). There will still probably be some bugs, so please report if you find any.
Also in this release: code rewrite for performance improvements, use native math.random

See first page for download and detailed info.
So if you are using last version and it doesn't work, maybe post a message in Train Outpost thread to report the bug.
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 !
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by sparr »

I reported it to the TO author and he is aware of the problem.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Neemys »

Hope he correct that quickly.

If you don't want to wait, you can have similar result with RSO and angel's infinite ore

RSO make the ore spawn more richer the further you go from the start area (to use train). It make sure all necessary ore spawn in starting area too. Angel's infinite ore spawn some infinite one in the middle of regular one.

both compatible with bob's mod :) (I use them)
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 !
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

Actually, I heard that RSO doesn't give the correct ores in the starting area, apparantly you don't get Galena, but then I haven't tried this myself.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Neemys »

It does spawn galena but a tiny patch (default config), as it is black you can't see really well if you are not in a desert. If it is in a forest you nearly can't see it like in the next picture :
galena_spawn.jpg
galena_spawn.jpg (4.38 KiB) Viewed 5807 times
It was taken in zoomed full map, can't see it at all on minimap nor on full map default zoom.

It might be a good idea to change the color as for new player to bob's mod, they don't know what to look for when they need lead so this tiny black ore patch in forest will not be noticeable.

If someone does report RSO not spawning Galena, it might be another mod conflict, or maybe some config changed that make RSO behaving differently (like making nickel ore patch spawn or sulfur patch). With all bob's mod included, RSO, angels's infinite ore, all up to date, Galena spawn for me. Default config for me for bob's ore (no nickel ore patch, galena give nickel at 'true', no sulfur patch).

Edit : If you want to change color and see if it noticeable, the next map exchange string will spawn the galena patch see in the above picture just north-north-east of starting location (with RSO) :

Code: Select all

>>>AAAMACMAAAADAxAAAAALAAAAYmF1eGl0ZS1vcmUDAwIEAAAAY29h
bAMDAgoAAABjb3BwZXItb3JlAwMCCQAAAGNydWRlLW9pbAMDAgoAAAB
lbmVteS1iYXNlAwMCBwAAAGdlbS1vcmUDAwIIAAAAZ29sZC1vcmUDAw
IIAAAAaXJvbi1vcmUDAwIIAAAAbGVhZC1vcmUDAwIGAAAAcXVhcnR6A
wMCCgAAAHJ1dGlsZS1vcmUDAwIKAAAAc2lsdmVyLW9yZQMDAgUAAABz
dG9uZQMDAgcAAAB0aW4tb3JlAwMCDAAAAHR1bmdzdGVuLW9yZQMDAgg
AAAB6aW5jLW9yZQMDAnRvp2g8GgAAYYoAAAAAAAAAAAAAAwAaNVL7<<
<
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 !
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Chibiabos »

bobingabout wrote:
hexatriene wrote:I've been playing with 0.12.7 in multiplayer mode and for some reason I can't find cobaltite (cobalt ore) anywhere. Of course I tried the command as instructed:
The question though is... Why do you want it?
If you're going to say "I need it to make cobalt, to make Lithium Ion Batteries, and Cobalt-steel", well, no you don't, you only need Cobalt Oxide.
Why have a recipe in the game that calls for a non-existent ore? If Cobaltite has been removed from the game, then maybe you should remove the recipe that calls for it to help clear up this confusion. I think a lot of players (like myself) of your mod enjoy the complexity, it feels more adventurous, but I know as for myself there's no way I could memorize all these recipes so I have to look for things in your crafting menu to see how to make stuff, and when we see the big cobalt oxide recipe that matches the cobalt oxide icon we need to make those batteries, mousing over says it requires Cobaltite. Cue the time wasted wandering around looking for that blue ore, then googling "bob's mods cobaltite" to find out if other players are having issues, and ... yeah that brought me to find oh! alternative processing, I don't need that recipe that's in the game calling for a non-existent ore.

Your mod is fantastic, its like playing for the first time with so many new recipes, though I have to toss out the idea of a main belt setup I had used in vanilla. But I'm reliant on the recipes in the crafting screens to tell me what I need to make stuff, and when you have a recipe broken because it calls for an ingredient that no longer exists, that's confusing. I hope you'll consider removing the 'Cobalt oxide' crafting recipe that requires the Cobaltite in future versions to avert confusing players.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Arch666Angel »

Chibiabos wrote:
bobingabout wrote:
hexatriene wrote:I've been playing with 0.12.7 in multiplayer mode and for some reason I can't find cobaltite (cobalt ore) anywhere. Of course I tried the command as instructed:
The question though is... Why do you want it?
If you're going to say "I need it to make cobalt, to make Lithium Ion Batteries, and Cobalt-steel", well, no you don't, you only need Cobalt Oxide.
Why have a recipe in the game that calls for a non-existent ore? If Cobaltite has been removed from the game, then maybe you should remove the recipe that calls for it to help clear up this confusion. I think a lot of players (like myself) of your mod enjoy the complexity, it feels more adventurous, but I know as for myself there's no way I could memorize all these recipes so I have to look for things in your crafting menu to see how to make stuff, and when we see the big cobalt oxide recipe that matches the cobalt oxide icon we need to make those batteries, mousing over says it requires Cobaltite. Cue the time wasted wandering around looking for that blue ore, then googling "bob's mods cobaltite" to find out if other players are having issues, and ... yeah that brought me to find oh! alternative processing, I don't need that recipe that's in the game calling for a non-existent ore.

Your mod is fantastic, its like playing for the first time with so many new recipes, though I have to toss out the idea of a main belt setup I had used in vanilla. But I'm reliant on the recipes in the crafting screens to tell me what I need to make stuff, and when you have a recipe broken because it calls for an ingredient that no longer exists, that's confusing. I hope you'll consider removing the 'Cobalt oxide' crafting recipe that requires the Cobaltite in future versions to avert confusing players.
Like most things in bobs mods: To give you options on how to do it. Some might like the way to have the ore and then process into cobalt-oxide, other might like the way to have it as a byproduct of the advanced copper processing. But the point is he lets you decide which way you want to go. The only issue I see here is that the recipe could be activated/deactivated with the cobalt ore spawn setting, but that isn't really an issue I think just a small inconvenience.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by bobingabout »

It may be possible to have the recipe disabled by default, and only enabled if you enable cobalt ore spawning, but, that makes it impossible for the config toggle system to work, since there's no way to detect if the option has changed or not, and therefore no option to turn enable the recipe if the ore was turned on after map creation. (Yes, map creation, not even the point when it would be available in research)

This is one reason why I changed the icon of the advanced copper plates recipe to include cobalt oxide in the picture, people were complaining there was no clear indication that it could be produced by other means, but this changed icon helps. on top of that, the copper plate and cobalt oxide recipe is available side by side with the cobalt oxide and cobalt plate recipe, as such I considered it a non-issue that the "useless" cobaltite to cobalt oxide recipe existed even when no cobalt ore did.
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Re: [0.12.x][v0.12.7] Bob's Ore Mod.

Post by Arch666Angel »

bobingabout wrote:It may be possible to have the recipe disabled by default, and only enabled if you enable cobalt ore spawning, but, that makes it impossible for the config toggle system to work, since there's no way to detect if the option has changed or not, and therefore no option to turn enable the recipe if the ore was turned on after map creation. (Yes, map creation, not even the point when it would be available in research)

This is one reason why I changed the icon of the advanced copper plates recipe to include cobalt oxide in the picture, people were complaining there was no clear indication that it could be produced by other means, but this changed icon helps. on top of that, the copper plate and cobalt oxide recipe is available side by side with the cobalt oxide and cobalt plate recipe, as such I considered it a non-issue that the "useless" cobaltite to cobalt oxide recipe existed even when no cobalt ore did.
For me its very convenient that you left the ore to oxide recipe in, because with my refining I more all the byproduct steps/recipes into the ore refining and from that you get the cobalt ore.
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