[1.0] Sea Block Pack 0.4.10

Topics and discussion about specific mods
kenlon
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Re: [0.18] Sea Block Pack 0.4.1

Post by kenlon »

mrvn wrote: Wed Feb 19, 2020 10:31 am Option 2: dry the brown algae and burn it. It doesn't / shouldn't be efficient but it would allow adding a drain for the excess brown algae.

Option 3: user brown algae as a kind of fertilizer thing to produce more algae. Maybe just crushing it or drying + crushing could give algae feedstock or something.
These are good ideas. Personally, to make my old save playable after the update, I just unzipped the bioprocessing mod and removed the line that added the brown algae. Hopefully we get a more permanent fix.
lxl
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Re: [0.18] Sea Block Pack 0.4.1

Post by lxl »

Thank you for this wonderful and painful modpack.
evandy
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Re: [0.18] Sea Block Pack 0.4.1

Post by evandy »

3ara3ik wrote: Mon Feb 17, 2020 7:39 pm Image

What am I doing wrong)?
1) you have steam engines instead of turbines
2) Are all your heat exchangers at max temperature? They won't all run unless they have temperature to make. You either need to increase demand, or turn the fuel oil off until the temperature goes down (measure steam by volume in a tank is the best way to do this)
evandy
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Re: [0.18] Sea Block Pack 0.4.1

Post by evandy »

Report for Trainwreck the next time he goes to update - the current version of Angel's Refining introduces an incompatibility with Seablock:

Code: Select all

Failed to load mods: Error while loading recipe prototype "slag-processing-5" {recipe}: Key "icon_size" not found in property tree at ROOT.recipe.slag-processing-5
Modifications: Angel's Refining > Sea Block

Mods to be disabled:
angelsrefining
SeaBlock
Disabling just SeaBlock and all is fine, so this is just an issue with Seablock to be dealt with at the 0.4.2 update.
Trainwreck
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Re: [0.18] Sea Block Pack 0.4.2

Post by Trainwreck »

Sea block pack 0.4.2 has been released. Check first post for download link.

Update 2020-2-24, version 0.4.2:
  • Update for recent Angel's changes: crystallization icons, solder smelting
  • Remove extra crystallization recipes (uranium, chrome etc)
BubimasterXD
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Re: [0.18] Sea Block Pack 0.4.2

Post by BubimasterXD »

I have a problem. I tried to download the file and then put all the mod files into the Factorio mods folder. I started the game and then i get an error which says that i have to deactivate a few of the mods.Now i don't really know how to fix the problem. Does anybody know what i did wrong ?
Attachments
That is one of the Errors i get.
That is one of the Errors i get.
Bild 3.PNG (31.18 KiB) Viewed 7396 times
This is the Mod list that i downloaded.
This is the Mod list that i downloaded.
Bild 2.PNG (64.42 KiB) Viewed 7396 times
This is the Mod list that i downloaded.
This is the Mod list that i downloaded.
Bild 1.PNG (66.53 KiB) Viewed 7396 times
Theaisa
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Re: [0.18] Sea Block Pack 0.4.2

Post by Theaisa »

This is probably a stupid question, but the answer eludes me.. when the tooltip says beltspeed 7.5 items/s, is that both sides or each sides?? eg. the grey belts is 3.75 items per second per lane, or 7.5 ?? And the yellow is 15 items per belt or per lane? :oops:
tpatm
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Re: [0.18] Sea Block Pack 0.4.2

Post by tpatm »

yes exactly, whole belt ;-)
evandy
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Re: [0.18] Sea Block Pack 0.4.2

Post by evandy »

Trainwreck wrote: Mon Feb 24, 2020 8:28 am Sea block pack 0.4.2 has been released. Check first post for download link.

Update 2020-2-24, version 0.4.2:
  • Update for recent Angel's changes: crystallization icons, solder smelting
  • Remove extra crystallization recipes (uranium, chrome etc)
Wowza, that’s like 6 hours after I reported the issue. Were you already working on it?
evandy
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Re: [0.18] Sea Block Pack 0.4.2

Post by evandy »

BubimasterXD wrote: Mon Feb 24, 2020 11:09 am I have a problem. I tried to download the file and then put all the mod files into the Factorio mods folder. I started the game and then i get an error which says that i have to deactivate a few of the mods.Now i don't really know how to fix the problem. Does anybody know what i did wrong ?
This has been reported over at Bobs as an incompatibility with one of the 0.18.x updated and his mods. Either pull the new version of bobs at your own risk, or downgrade the base game.

Unless the new 0.4.2 seablock has the fixed bobs in it?
j3robins
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Re: [0.18] Sea Block Pack 0.4.2

Post by j3robins »

I'd love to see a patch notes. I'm curious to know what has changed from version to version.
Chapeau-Claque
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Re: [0.18] Sea Block Pack 0.4.2

Post by Chapeau-Claque »

From change notes of Angel's Bio Processing [BETA] 0.7.3
---
Bugfixes:
- Fixed that there where no temperate gardens generating under any circumstances

Will temperate gardens spawn in an already started game, possibly only outside the area in the map preview?
Trainwreck
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Re: [0.18] Sea Block Pack 0.4.2

Post by Trainwreck »

Chapeau-Claque wrote: Mon Feb 24, 2020 7:13 pm From change notes of Angel's Bio Processing [BETA] 0.7.3
---
Bugfixes:
- Fixed that there where no temperate gardens generating under any circumstances

Will temperate gardens spawn in an already started game, possibly only outside the area in the map preview?
Sea block has been overriding Angel's garden generation with new autoplace rules ever since gardens were introduced.
Desert gardens spawn in the starting area, a mixture of all three garden types spawn outside the starting area on cliff islands. This logic has not changed recently.
davetripd
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Re: [0.18] Sea Block Pack 0.4.2

Post by davetripd »

Image

Tried to update to 4.2 mid save with about 50 hours right as I was getting into the swing of things and somehow fubared everything. When I load all the mods I was using previously I get the error described here (haven't tried the workaround) https://mods.factorio.com/mod/SeaBlock/ ... 000bf9b1e9

I also am unable to load Angel Industries. I went through the entire modlist very carefully to verify I have the correct versions specified in 4.2. The only mods enabled are the 4.2 modlist and Angel Industries.

Edit - I'm on Factorio 18.8 if that makes a difference
Last edited by davetripd on Tue Feb 25, 2020 12:28 am, edited 1 time in total.
NacNud
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Re: [0.18] Sea Block Pack 0.4.1

Post by NacNud »

kenlon wrote: Wed Feb 19, 2020 7:04 pm These are good ideas. Personally, to make my old save playable after the update, I just unzipped the bioprocessing mod and removed the line that added the brown algae. Hopefully we get a more permanent fix.
Can you share specifically what you edited so that those less savvy with mod editing can do this as well? 😁
Chapeau-Claque
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Re: [0.18] Sea Block Pack 0.4.2

Post by Chapeau-Claque »

This recipe (3 x copper + 1 tin = 3 x tin wire) is not available in 0.4.2. If this is intentional, so be it. If it is/could be an oversight, please look into it. The first if-statement could be the cause.


if data.raw.item["tin-plate"] then
data:extend(
{
{
type = "item",
name = "tinned-copper-cable",
icon = "__bobelectronics__/graphics/icons/tinned-copper-cable.png",
icon_size = 32,
subgroup = "bob-electronic-components",
order = "0-a1[tinned-copper-cable]",
stack_size = 200
},

{
type = "recipe",
name = "tinned-copper-cable",
category = "electronics",
enabled = false,
ingredients =
{
{"copper-cable", 3},
{"tin-plate", 1},
},
result = "tinned-copper-cable",
result_count = 3,
allow_decomposition = false
},
}
)
end
kinnom
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Re: [0.18] Sea Block Pack 0.4.2

Post by kinnom »

why is methanol no longer a valid fuel?
no yes yes no yes no yes yes
Salty Wagyu
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Re: [0.18] Sea Block Pack 0.4.2

Post by Salty Wagyu »

After upgrading from 0.4.1 to 0.4.2 I get this:

Migrated Content:
Removed recipes:
salt-water-electrolysis-2

Is it ok to carry on playing this save or should I revert back to 0.4.1?
Redire
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Re: [0.18] Sea Block Pack 0.4.2

Post by Redire »

Advanced Processing Units seem to require Chrome Plates, which are no longer available for production.
Trainwreck
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Re: [0.18] Sea Block Pack 0.4.3

Post by Trainwreck »

Sea block pack 0.4.3 has been released. Check first post for download link.

Update 2020-3-1, version 0.4.3:
  • Enable chrome plates
  • Adjust module tech prerequisites for Angel's bioprocessing changes

Redire wrote: Fri Feb 28, 2020 7:38 am Advanced Processing Units seem to require Chrome Plates, which are no longer available for production.
Oops, bit of an oversight there with recent Angel's changes. Should be fixed now.
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