That's what I had in 0.15 but I couldn't find it again in 0.16. Maybe I missed some tech.jonhwoods wrote:I'm pretty sure the simplest way is just Cellulose>Methanol>Propene>Plasticmrvn wrote: But what do you think is the simplest way to get your first plastic bar?
You get a small amount of Residual Gas byproduct which I flared, although many hours later I now need it to make Fuel Oil out of Lubricant byproducts.
[1.0] Sea Block Pack 0.4.10
Re: How do you get your first plastic?
Re: How do you get your first plastic?
Aluminium and silver requires hydrorefining and some more processing. I would include that in the setup cost for a first plastic setup.jodokus31 wrote:Agreed.jonhwoods wrote:mrvn wrote: I'm pretty sure the simplest way is just Cellulose>Methanol>Propene>Plastic
Just an additional note, because its a tiny bit more complicated:
If you already have some aluminium and silver ore, then Methanol from CO2 + Hydrogen + Green Metal Catalysts seems to produce twice the amount and its much smaller.
I did setup Aluminium to get LTN Train Stops but from memory I'm pretty sure it wasn't for plastic. I needed Aluminium Plates. But I would like to avoid silver ore for a simple setup.
Re: How do you get your first plastic?
I'm pretty sure, there is also a recipe in bioprocessing, to get Methanol directly from Cellulose Fiber (from GreenAlgae) in 0.16. I just did a comparison and the recipe with hydrogen + green catalysts appear better to me, because i already have the ores and hydrogen is produced by the electrolyzers anyway. Aluminum Plates are needed for the red circuits, too.mrvn wrote:Aluminium and silver requires hydrorefining and some more processing. I would include that in the setup cost for a first plastic setup.jodokus31 wrote:Agreed.jonhwoods wrote:mrvn wrote: I'm pretty sure the simplest way is just Cellulose>Methanol>Propene>Plastic
Just an additional note, because its a tiny bit more complicated:
If you already have some aluminium and silver ore, then Methanol from CO2 + Hydrogen + Green Metal Catalysts seems to produce twice the amount and its much smaller.
I did setup Aluminium to get LTN Train Stops but from memory I'm pretty sure it wasn't for plastic. I needed Aluminium Plates. But I would like to avoid silver ore for a simple setup.
You should search for the methanol and propene in tech window/FNEI
I'm also on this journey to get the LTN Stops I wondered, if I should simply install this mod: https://mods.factorio.com/mod/LTN-easier
But it felt not right somehow...
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Re: [0.15] Sea Block Pack 0.1.7
It's probably because both of us have spelt it wrong here, should be 'arboretum' ('r' as second letter).mrvn wrote:I did noticed aboretums when I tried to figure out how to make plastic using FNEI but couldn't find them in the tech tree. Searching for aboretum just gives an empty list (or I mistyped it). Can you check what you have to search for in the tech tree so it shows up please?khalgregar wrote:You can build aboretums, have a look in the tech tree.mrvn wrote:Are you sure about trees? Not gardens but trees. I had to go insanely far to find swamp and temperate gardens in a sandbox but never saw trees.Theaisa wrote:Yes, but they are stupidly rare :/khalgregar wrote:Do temperate and swamp trees exist at all in seablock? I've explored a long way out from my base in all directions, and I now have loads of desert, temperate and swamp gardens, but I'm yet to see a single tree.
What are trees needed for?
Re: [0.15] Sea Block Pack 0.1.7
quick question guys, how have you managed getting resin?
Re: [0.15] Sea Block Pack 0.1.7
Resin is really a major step to advanced circuits:n8jeno wrote:quick question guys, how have you managed getting resin?
- You need Methanol, which can be obtained from green algae (see thread above)
- Then you need the green metal catalyst (aluminium/silver ore from hydrorefining (sorting chunks: f.e. jivolite, crotinnium))
-> This is formaldehyde
- Then you need ammonia, from nitrogen (Airfilter) /hydrogen (f.e. Electrolyzers) and red metal catalysts (iron and copper ore)
- this can be combined with co2 (from green algae)
-> This is urea gas
--> Both combined to liquid resin -> resin
Re: [0.15] Sea Block Pack 0.1.7
jodokus31 wrote:Resin is really a major step to advanced circuits:n8jeno wrote:quick question guys, how have you managed getting resin?
- You need Methanol, which can be obtained from green algae (see thread above)
- Then you need the green metal catalyst (aluminium/silver ore from hydrorefining (sorting chunks: f.e. jivolite, crotinnium))
-> This is formaldehyde
- Then you need ammonia, from nitrogen (Airfilter) /hydrogen (f.e. Electrolyzers) and red metal catalysts (iron and copper ore)
- this can be combined with co2 (from green algae)
-> This is urea gas
--> Both combined to liquid resin -> resin
Yeah Urea is quite easy, formaldehyde is pretty much a downer, but it's the ONLY path to resin pre blue research. Making blue research with SCT is quite scary, needing gold and naphtha and alumunium and all I only need gold now... and silver for resin... I will be bootstraping those ores until I can do a dedicated setup for ''perfect sorting''( the ones you only get the ore you want, no other waste materials or ores, needs catalyst, sorry I forgot the name)
Re: [0.15] Sea Block Pack 0.1.7
I'm also at this point before blue science. I already have all ingredients for red circuits but not built it yet.n8jeno wrote: Yeah Urea is quite easy, formaldehyde is pretty much a downer, but it's the ONLY path to resin pre blue research. Making blue research with SCT is quite scary, needing gold and naphtha and alumunium and all I only need gold now... and silver for resin... I will be bootstraping those ores until I can do a dedicated setup for ''perfect sorting''( the ones you only get the ore you want, no other waste materials or ores, needs catalyst, sorry I forgot the name)
The gold requirement is quite tough, because its very much needed, and its only obtainable from rubyte chunks as a minor product, but it also provides aluminium.
And for naphta, i already have a big stock pile of blue cellulose, which is the result of all the sulfuric waste and mineralized water from hydrorefining. I'm excited to create multiphase oil this way, which offers all the struggles of the actual petrochem.
But at first I need red circuits and LTN Stops
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Re: [0.15] Sea Block Pack 0.1.7
Am I just missing something or what?
Any and all help is appreciated.
Turns out I had missed a mod when I installed the pack.
Last edited by MaDmaxwell311 on Fri Feb 16, 2018 1:08 am, edited 1 time in total.
Re: [0.15] Sea Block Pack 0.1.7
Hmm, never heard of Fawogae Do you have other mods installed like pY?
Red Packs should require only iron and copper, even with SCT
Red Packs should require only iron and copper, even with SCT
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Re: [0.15] Sea Block Pack 0.1.7
Huh, your right, sorry for the post then. Looks like I somehow missed a mod.jodokus31 wrote:Hmm, never heard of Fawogae Do you have other mods installed like pY?
Red Packs should require only iron and copper, even with SCT
Re: [0.15] Sea Block Pack 0.1.7
Hi Guys
Some help please. I can't find an Angel's bioprocessing subforum. I am trying to play a seablock game. Latest v16.24; all angels and bobs without enemies. (Turned biters and pollution off for performance.) ANyways, it seems the "forage cellulose fibres" recipe is broken, and I cannot find it in the mods documents. Am I missing something? Am I the only one stuck with this?
I had to go add/change recipes to get cellulose fibre. Been struggling with getting things balanced since then.
Some help please. I can't find an Angel's bioprocessing subforum. I am trying to play a seablock game. Latest v16.24; all angels and bobs without enemies. (Turned biters and pollution off for performance.) ANyways, it seems the "forage cellulose fibres" recipe is broken, and I cannot find it in the mods documents. Am I missing something? Am I the only one stuck with this?
I had to go add/change recipes to get cellulose fibre. Been struggling with getting things balanced since then.
seablokki
Re: [0.15] Sea Block Pack 0.1.7
so, how far is porting of this?Trainwreck wrote:0.16 beta test time.SeaBlockPack_0.2.0.zipOutdated, check thread for newer version.
This is still quite rough. There is no 0.16 version of ScienceCostTweaker yet (I know there's an unofficial port over in the S.C.T thread, but I only want to include mods with an official portal release in the pack). Also, Angel's bioprocessing has [ALPHA UPDATE] stamped all over it so not sure how stable that is. So the usual beta disclaimers apply, don't be surprised if you need to rebuild your base in later releases.
But there are a few major changes that I thought could do with some early testing.The removal of coal means an alternative to coal cracking for oil production is necessary, so a recipe to produce multi phase oil from blue algae has been added. Angels bioprocessing also includes some plant based oil/hydrocarbon production, so I might add requirements for this too. But for now the algae liquefaction recipe should be enough.
- The starting equipment is a lot more basic. You'll have to work your way up through red science to unlock mineral sludge.
- When starting a new game there are now four scripted starting technologies that must be researched to unlock the lab. This is a tutorial to ensure player knows how to produce basic items.
- Remove coal, rename coke to charcoal.
Also, make sure you double check which type of landfill you're placing. You can cycle different variations by rotating the landfill brush, and it's easy to waste landfill by overwriting existing land with a different type.
just curious, it's been over month since then.
Re: [0.15] Sea Block Pack 0.1.7
Hi. Love the mod and the pack. Can't stop playing it. I did find a conflict between Land Mover and Sea Block that allows loading into game but prevents Sea Block from working. After re-reading Land Mover's mod page it seems obvious that they won't work together but I wanted to post in case anyone is having the same issue and doesn't want to sort through ~100 mods to find the problem: https://gyazo.com/a7f88f1cfb64c6927adab00c4e173edc
Re: [0.15] Sea Block Pack 0.1.7
okay i have to ask. how do i get a research building when it requires a basic circuit board that requires a wooden board i can't craft by hand? i tried the wooden board in angel's bio tab but it's different and didn't work. i can't build an assembler without automation research and i need an assembler to build a research lab? sorry if im missing something completely obvious
Re: [0.15] Sea Block Pack 0.1.7
Yes! My problem too. I think something is broken in Angel's bioprocessing mod?Nukeist wrote:okay i have to ask. how do i get a research building when it requires a basic circuit board that requires a wooden board i can't craft by hand? i tried the wooden board in angel's bio tab but it's different and didn't work. i can't build an assembler without automation research and i need an assembler to build a research lab? sorry if im missing something completely obvious
Re: [0.15] Sea Block Pack 0.1.7
Good/bad to hear xD I dropped a post in Angel's Bug thread so I guess we wait. Cheating until fix? Probably.BHakluyt wrote:Yes! My problem too. I think something is broken in Angel's bioprocessing mod?Nukeist wrote:okay i have to ask. how do i get a research building when it requires a basic circuit board that requires a wooden board i can't craft by hand? i tried the wooden board in angel's bio tab but it's different and didn't work. i can't build an assembler without automation research and i need an assembler to build a research lab? sorry if im missing something completely obvious
Re: [0.15] Sea Block Pack 0.1.7
Not sure if I may do this... but here is a changed version of bioprocessing which makes seablock playable for me. It adds a recipe to make 3 cellulose fibers from 1 algea ball...
modded mod
Re: [0.15] Sea Block Pack 0.1.7
when you say playable do you actually mean less grindy? or is there another problem I'm going to run into shortly?BHakluyt wrote:Not sure if I may do this... but here is a changed version of bioprocessing which makes seablock playable for me. It adds a recipe to make 3 cellulose fibers from 1 algea ball...
modded mod
Re: [0.15] Sea Block Pack 0.1.7
Well, it seems seablock is a grindy process. With rubber belts and adding pink slow belts I got quite far. See
But yesterday I deleted all the mods and updated to see if problem is fixed so it seems not so now I am starting from scratch again with above modded mod.
edit:
screenshot
. You need a lot of algea farms running to assemblers then I could make wood pellets for power and later got to making charcoal. My next mission was to get wood. Read a few posts back about it so thats my next step to try... but so yeah this solves the first problem easily... try it.But yesterday I deleted all the mods and updated to see if problem is fixed so it seems not so now I am starting from scratch again with above modded mod.
edit:
this one seems self sufficient
-was struggling to get the balance right before but 3 fiber from one algae ball seems to work.