SE Ore Integration


This mod integrates ores from a modpack consisting of SE, K2, BZ mods, Planetfall's mods, Trikop's mods, and Timeken's mods into a smaller number of "raw" or composite ores. Now it is more likely that your starting system has at least one planet with the ores / core seams that you need. The actual ores needed for gameplay can be crafted from the "raw" ores (with byproducts of course, as is the SE way).

Tweaks
11 months ago
1.1
158
Mining Fluids

g Graphite softlock

1 year, 13 days ago

Hi ! Good job with this mod, I've wanted something along those lines ever since I started adding bismuth and manganese to my bz runs

However, your intended way of getting graphite from coal requires assembly machines 2 to take in the steam, which we absolutely can't get without graphite (at least with the SEKR version of Bob's Electronics)

1 year, 12 days ago

Sorry for the delay. It looks like there are two separate issues. One is that I hadn't considered the Bob's Electronics fork at all so I will need to look into that. The other is that it is probably still a softlock if you don't have BZ chlorine with appropriate settings (because it gives a fluid input/output and the crafting-with-fluid category to assembling machine 1's, if you enable the correct setting). I'll try to start fixing the softlock in some way or other as soon as I can, but I'm not sure if I can promise full Bob's Electronics support yet, as I haven't used that mod yet.

1 year, 12 days ago

Hi ! Good job with this mod, I've wanted something along those lines ever since I started adding bismuth and manganese to my bz runs

However, your intended way of getting graphite from coal requires assembly machines 2 to take in the steam, which we absolutely can't get without graphite (at least with the SEKR version of Bob's Electronics)

Steel use graphite too (Foundry mod)

1 year, 12 days ago
(updated 1 year, 12 days ago)

For now, I'm changing the crafting category of the graphite-from-coal recipe to "basic-chemistry", which should make it craftable in the burner chemical plant added by BZ Gas or BrimStuff. In a test world containing the required + optional dependencies, both with and without Bob's Electronics SE KR, the burner chemical plant doesn't require graphite (and neither does the foundry). I should be uploading an update in a few minutes which will hopefully fix your softlock. Let me know if there is still a problem.

Also, it seems that either BZ Gas or BrimStuff nullifies the effect of the BZ Chlorine early salt setting and doesn't tell the player that. But it should be fixed now regardless of that setting.

1 year, 12 days ago

Thank you, man!

1 year, 12 days ago

Thank you for the quick update, everything's peachy now !

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