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Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Thu Dec 25, 2014 12:42 am
by bobingabout
Pretty much all the ores that you can't turn off in the config.lua file are needed at some point or other. Silver is probably the most useless on the list though, and is only needed for about 3 things total, Zinc is also of low demand, because it is only used so far for a couple of brass items. If you turn them off completely though, you'll miss them at some point.
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Thu Dec 25, 2014 8:10 am
by aklesey1
bobingabout wrote:Pretty much all the ores that you can't turn off in the config.lua file are needed at some point or other. Silver is probably the most useless on the list though, and is only needed for about 3 things total, Zinc is also of low demand, because it is only used so far for a couple of brass items. If you turn them off completely though, you'll miss them at some point.
By the way about zinc and silver, what else can they be found?
And questions:
1) Will you add ore like uranium like rare earth, it is unclear why in hardcorio it calls "rare earth", or may be some ore which will need for nuclear power?
2) Ground salt like in cartmen overhaul - is it normal? may you can add ground salt, as well as you added ground sulfur
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Thu Dec 25, 2014 10:24 pm
by bobingabout
Uranium, probably not, since I don't plan to add anything that uses it.
Salt is a possibility
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Mon Dec 29, 2014 9:36 pm
by AnodeCathode
Finished updating RSO to add support for Bob's Ores. I took iGi's unofficial 1.0.4 update and modified. All modifications can be seen on github.
Downloadable unofficial version 1.0.5:
https://github.com/AnodeCathode/Resourc ... tag/v1.0.5
Github main page:
https://github.com/AnodeCathode/Resourc ... ulBobsOres
The config values were based on a very scientific process of pulling the values out of the air and checking the result. Seems to be balanced against the actual ore usage and compared with vanilla. Feedback on specific values appreciated.
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Sat Jan 03, 2015 1:28 am
by Airat9000
bobingabout wrote:Uranium, probably not, since I don't plan to add anything that uses it.
Salt is a possibility

idea!! natural gas in resoure in real life in earth (in procces in gas)
thanks!
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Tue Jan 06, 2015 10:12 am
by greenglaz
Airat9000 wrote:bobingabout wrote:Uranium, probably not, since I don't plan to add anything that uses it.
Salt is a possibility

idea!! natural gas in resoure in real life in earth (in procces in gas)
thanks!
Айрат, как же ты заебал блядь со своими ебнутыми предложениями и вопросами. Когда ты читать научишься?
Bob wrote already that natural gas is represented by petroleum gas from oil refining process.
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Tue Jan 06, 2015 7:09 pm
by bobingabout
greenglaz wrote:Bob wrote already that natural gas is represented by petroleum gas from oil refining process.
the processed stuff anyway.
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Fri Jan 23, 2015 7:34 am
by TheLastRonin
Why is stone so rare? It seems you're tripping over copper, iron and coal every time you take two steps but stone (the most common material known to man?) is super rare?
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Sat Jan 24, 2015 8:08 am
by Airat9000

question
what in usage in gem ore?
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Sat Jan 24, 2015 6:01 pm
by bobingabout
TheLastRonin wrote:Why is stone so rare? It seems you're tripping over copper, iron and coal every time you take two steps but stone (the most common material known to man?) is super rare?
My mod does have an option, turned on by default, to make stone more common.
Airat9000 wrote:
question
what in usage in gem ore?
readme wrote:
v0.6.2
* Added optional Gem ore (incomplete, do not use)
Currently is no use. I plan to come back and do something with it later.
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Sat Jan 31, 2015 9:02 pm
by the_noisies
I am using all bobs mods but I cant get cobaltite.
I didnt realise it wasn't enabled by default until I wanted to make the MK4 robots and need the Lithium Ion Batteries.
I changed false to true for cobalt in control.lua
What else do I need to do? Thanks
*edit*
So I did /c game.regenerateentity("cobalt-ore") and that seems to have generated some but it's miles away from my base. any way to generate some closer?
Re: [0.11.x][v0.6.3] Bob's Ore Mod.
Posted: Sat Jan 31, 2015 10:05 pm
by bobingabout
No, it is set to generate outside the starting area, even then it should be relatively close, but rare.
In any case, you don't need cobaltite, you need Cobalt Oxide, which is obtainable from a method other than refining Cobaltite, hence why Cobaltite isn't turned on by default, it is an option to make things easier.
When you research Cobalt processing, you should notice there is an Advanced Copper processing recipe in the list, this gives Cobalt Oxide as a byproduct.
If you change some of your copper processing facilities over to this method, you will get more than enough Cobalt Oxide for your Lithium Ion battery needs.
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Sat Feb 21, 2015 5:23 pm
by bobingabout
v0.6.4
* Added new DyTech overide
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Tue Feb 24, 2015 12:45 am
by Airat9000
bobingabout wrote:v0.6.4
* Added new DyTech overide
v0.6.3 normal work? dytech?
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Tue Feb 24, 2015 8:15 pm
by bobingabout
Airat9000 wrote:bobingabout wrote:v0.6.4
* Added new DyTech overide
v0.6.3 normal work? dytech?
The latest versions of DyTech merge Metalurgy stuff into the Core.
This means DyTech's ores apear in the game, with tiny 1x1 fields instead of my own.
0.6.4 sets CORE-DyTech-Core as a dependancy, which means mine are used instead.
Basically, if you want bobs ores in the latest versions of DyTech, you need Bob's Ores v0.6.4.
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Thu Feb 26, 2015 1:38 pm
by Xeteth
bobingabout wrote:Airat9000 wrote:bobingabout wrote:v0.6.4
* Added new DyTech overide
v0.6.3 normal work? dytech?
The latest versions of DyTech merge Metalurgy stuff into the Core.
This means DyTech's ores apear in the game, with tiny 1x1 fields instead of my own.
0.6.4 sets CORE-DyTech-Core as a dependancy, which means mine are used instead.
Basically, if you want bobs ores in the latest versions of DyTech, you need Bob's Ores v0.6.4.
Awesome, thankyou!
As a side note is it possible to update to this latest version and somehow force those metalurgy ores to reload through the use of a console command? if so will it change the location of these ores etc throughout the world?
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Thu Feb 26, 2015 9:44 pm
by bobingabout
Xeteth wrote:bobingabout wrote:Airat9000 wrote:bobingabout wrote:v0.6.4
* Added new DyTech overide
v0.6.3 normal work? dytech?
The latest versions of DyTech merge Metalurgy stuff into the Core.
This means DyTech's ores apear in the game, with tiny 1x1 fields instead of my own.
0.6.4 sets CORE-DyTech-Core as a dependancy, which means mine are used instead.
Basically, if you want bobs ores in the latest versions of DyTech, you need Bob's Ores v0.6.4.
Awesome, thankyou!
As a side note is it possible to update to this latest version and somehow force those metalurgy ores to reload through the use of a console command? if so will it change the location of these ores etc throughout the world?
Yes, and Yes.
To regenerate (respawn my versions) default ores, turned on by default in the configuration file, use the following command.
Code: Select all
remote.call("bobores", "Regenerate")
However, this will regenerate ALL bob's ores default ores, including those not in DyTech, which spawned correctly the first time. It will also lock up the game while the command is processed, don't worry, the game will function normally when it has finished.
This does not spawn the additional ores that you have to turn on in the config.lua file, so, if you want to regenerate each ore seperately, or regenerate additional ores, use the following lines
Code: Select all
game.regenerateentity("tin-ore")
game.regenerateentity("zinc-ore")
game.regenerateentity("tungsten-ore")
game.regenerateentity("gold-ore")
game.regenerateentity("silver-ore")
game.regenerateentity("bauxite-ore")
game.regenerateentity("lead-ore")
game.regenerateentity("rutile-ore")
game.regenerateentity("quartz")
game.regenerateentity("nickel-ore")
game.regenerateentity("cobalt-ore")
game.regenerateentity("sulfur")
You should only need to regenerate Tin, Zinc, Tungsten, Gold, Silver and Lead. If you enabled Cobalt in my mod, you will also need to regenerate that.
Be aware that if you turn on my cobalt ore that it will no longer give Obsidian when mined. If you do want lots of Cobalt around, I sugest you turn on Cobalt in my mod, load the game, Regenerate the entity, save and exit the game, then disable it again, then load and play the game. This will spawn the ore as if it were mine (AKA, larger richer patchs) but return the mining functionality to that of DyTech's (Giving Obsidian, but it mines slower). My Cobalt and DyTech's cobalt are internally the same resource, so you can use either in either mod reguarless of the settings.
I didn't know about DyTech's cobalt giving Obsidian when I made the 0.6.4 fix, but I could fix the Obsidian thing in a future patch.
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Fri Feb 27, 2015 5:17 am
by Xeteth
Amazing, cheers!

Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Sat Feb 28, 2015 6:22 pm
by Xeteth
That method to regenerate the ores worked perfectly - except I still have the crappy 1x1 dytech metalurgy ore patches. Is it somehow possible to delete the specific ore entities before regenerating them? Thus (in theory) only leaving me with actual patches of the ore rather than the 1x1?
Edit: Will game.regenerateentity("") obey the settings of the map generation as well? (ie. size, richness, etc)
Re: [0.11.x][v0.6.4] Bob's Ore Mod.
Posted: Sat Feb 28, 2015 9:19 pm
by bobingabout
No, and yes.
There is no way to delete the 1x1 patchs of ores, just have to mine them out
and the Regenerate command will obay the settings defined in map generation.