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

Posted: Wed Aug 31, 2016 12:56 am
by Thomasnotused
Szentigrade wrote:
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.
who doesn't use rso?
I sometimes skip out on RSO, plz don't burn me at the stake

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

Posted: Wed Aug 31, 2016 5:22 pm
by orzelek
Szentigrade wrote:
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.
who doesn't use rso?

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
Thats... strange.
It should spawn ores everywhere except starting area.

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

Posted: Thu Sep 01, 2016 11:15 am
by Szentigrade
orzelek wrote:
Szentigrade wrote:
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.
who doesn't use rso?

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
Thats... strange.
It should spawn ores everywhere except starting area.
nop :( sad face

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

Posted: Thu Sep 01, 2016 8:05 pm
by orzelek
Szentigrade wrote:
orzelek wrote:
Szentigrade wrote:
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.
who doesn't use rso?

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
Thats... strange.
It should spawn ores everywhere except starting area.
nop :( sad face
How big is your explored 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.

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

Posted: Fri Sep 02, 2016 5:23 am
by Szentigrade
orzelek wrote:
Szentigrade wrote:
orzelek wrote:
Szentigrade wrote:
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.
who doesn't use rso?

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
Thats... strange.
It should spawn ores everywhere except starting area.
nop :( sad face
How big is your explored 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.

Posted: Sat Sep 10, 2016 5:53 pm
by libre
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.

Posted: Sun Sep 11, 2016 2:06 am
by bobingabout
libre wrote:as I can get ore cobalt and missing me to continue with the investigations.
Research Cobalt Processing Technology... Use "Cobalt oxide from Copper" recipe. You now have Cobalt Oxide.

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

Posted: Sun Sep 11, 2016 10:40 am
by libre
bobingabout wrote:
libre wrote:as I can get ore cobalt and missing me to continue with the investigations.
Research Cobalt Processing Technology... Use "Cobalt oxide from Copper" recipe. You now have Cobalt Oxide.
Thank you

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

Posted: Sun Oct 30, 2016 6:09 pm
by Threndor
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).

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

Posted: Sun Oct 30, 2016 6:45 pm
by steinio

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

Posted: Sun Oct 30, 2016 10:45 pm
by Ratzap
steinio wrote:You may have a look at MapLabels
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
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.

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

Posted: Sun Oct 30, 2016 11:07 pm
by steinio
Ratzap wrote:
steinio wrote:You may have a look at MapLabels
viewtopic.php?f=92&t=22380&hilit=MapLab ... 20#p204329
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.
Sure.
But only.on manually updating the ore patches.

There is probably no other way currently.

Greetings steinio

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

Posted: Thu Dec 01, 2016 2:04 pm
by saltsenpai31
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

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

Posted: Thu Dec 01, 2016 3:05 pm
by Deadly-Bagel
There's a config setting you have to change, otherwise it's available as a biproduct from processing lead ore or crude oil.

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

Posted: Fri Dec 02, 2016 7:09 pm
by bobingabout
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.

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

Posted: Sun Dec 04, 2016 5:18 pm
by Bushdoctor
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.

Posted: Mon Dec 05, 2016 10:19 pm
by arbarbonif
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..
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...

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

Posted: Tue Dec 06, 2016 9:55 am
by ukezi
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.

Posted: Sat Dec 17, 2016 6:52 pm
by Gator753
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?

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

Posted: Sat Dec 17, 2016 11:18 pm
by bobingabout
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?
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.