Ore patches now spill over into the sea as submerged variants. Dredge them up with new floating hardware, and build deeper into the blue with water-placeable refined concrete.
Getting an interesting crash on load upon first installing this one. Not sure what the cause could be (I have just a whole bunch of mods so narrowing it down may be difficult). Wanted to report it in case you have any insight.
Failed to load mods:/prototypes/floatgear.lua:296: attempt to concatenate field 'fast_replaceable_group' (a nil value)
stack traceback:
__dredgeworks/prototypes/floatgear.lua:296: in main chunk
[C]: in function 'require' dredgeworks/data.lua:2 in main chunk
Whelp, it still crashes on load, but the error message is different now at least:
Failed to load mods: dredgeworks/data-updates.lua:8: attempt to index local 'floatserver' (a nil value)
stack traceback: dredgeworks/data-updates.lua:8: in main chunk
No Bob's mods, currently, and unfortunately still won't load. Different error message, though, so that's something:
Failed to load mods: dredgeworks/data-updates.lua:38: attempt to index field 'minable' (a nil value)
stack traceback: dredgeworks/data-upadtes.lua:38: in main chunk
Mods to be disabled:
dredgeworks (0.2.3)
Modlist is in the next post (sans dredgeworks, obviously).
Having a hard time sifting through all that for the exact source of the issue, so I've made a best guess at a fix in 0.2.4. Let me know if it pans out.
Ok, using process of elimination (activate dredgeworks, then activate mods in groups of 10 until the error occurs, then go one by one until I find the trigger).
The issues in my case are Logistic Belt (https://mods.factorio.com/mod/logistic_belt) and Miniloader (https://mods.factorio.com/mod/miniloader). I'm guessing those mods use some simulated/invisible inserter shenanigans to do their thing. Hopefully that helps on your end (it may just be that the two mods are incompatible with dredgeworks, too).
I'm going for maximum compatibility when possible, since underwater ores are pretty widely useful - most incompatibilities are likely edge cases that can be adjusted for. I'll take a peek at those, probably soon.
Your supposition about invisible inserters was correct - compatibility with both of those mods (and any other mod that has inserters which don't actually visibly move an item) has been added in 0.2.5. If you run into issues further down the list, let me know.