[1.0] Sea Block Pack 0.4.10
Re: [0.18] Sea Block Pack 0.4.4
1) Seablock 0.4.4 zip contains the mod SeaBlock_0.4.3. The SeaBlock_0.4.4 is available per update.
2) Would it make sense to give brown algae a very small bruning value like 0.1J so we can remove it?
2) Would it make sense to give brown algae a very small bruning value like 0.1J so we can remove it?
Re: [0.18] Sea Block Pack 0.4.4
I like Seablock, but I really miss the enemies. Is there a reasonable way to play Seablock on a normal map that just has no ores, but has normal enemies? (And probably a large starting area to exclude enemy spawns that are too close)
Re: [0.18] Sea Block Pack 0.4.4
Same, i want the sea block game stile, but in a normal map, with a lot of whater, for now im triying to do it with RSO & configurable quick start
Re: [0.18] Sea Block Pack 0.4.4
You're looking for Landblock.
Re: [0.18] Sea Block Pack 0.4.4
As of the latest Angels, there appear to be two iron-rod items: angels-rod-iron, and iron-stick. The latter appears to be from seablock? Doesn't seem like we need both, so probably an issue to look into for seablock 0.4.5 when the new Angels gets integrated.
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Re: [0.18] Sea Block Pack 0.4.4
I figured here might be the best place to ask but should I download 0.18.10 to play with this pack or should I just update bob and angel's mods and play with the latest version instead?
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Re: [0.18] Sea Block Pack 0.4.5
Sea block pack 0.4.5 has been released. Check first post for download link.
Update 2020-4-9, version 0.4.5:
Update 2020-4-9, version 0.4.5:
- Update all mods to latest versions
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Re: [0.18] Sea Block Pack 0.4.5
Upgraded my seablock save from 0.4.4 to 0.4.5 (and factorio to 0.18.18) can no longer craft 'iron-stick' wanted by most buildings.
As far as I understand Angels smelting is replacing iron stick with iron rods, but it isn't playing nice with Seablock:
(In angels smelting)
Setting
wasn't enough
I haven't yet figured out how to properly work around it... (just a few ways to break it even further )
As far as I understand Angels smelting is replacing iron stick with iron rods, but it isn't playing nice with Seablock:
(In angels smelting)
Code: Select all
if angelsmods.trigger.smelting_products["iron"].rod then
OV.global_replace_item("iron-stick", "angels-rod-iron")
angelsmods.functions.add_flag("iron-stick", "hidden")
OV.disable_recipe({"iron-stick"})
else
OV.disable_recipe({"rod-stack-iron-casting", "rod-stack-iron-casting-fast"})
OV.disable_recipe({"angels-rod-iron-plate", "angels-rod-stack-iron-converting"})
end
Code: Select all
angelsmods.trigger.smelting_products["iron"].rod = false
I haven't yet figured out how to properly work around it... (just a few ways to break it even further )
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Re: [0.18] Sea Block Pack 0.4.5
Exactly like last time where version 0.4.4 only contained seablock 0.4.3 now 0.4.5 contains the version 0.4.4 of the mod, is it intentional that the pack's version is equal to the latest available version of your mod but that version is not included?Trainwreck wrote: βThu Apr 09, 2020 5:36 am Sea block pack 0.4.5 has been released. Check first post for download link.
Update 2020-4-9, version 0.4.5:
- Update all mods to latest versions
(and since I sound like an ass, thank you for taking some of your time to put together and maintain this pack, it is a lot of fun to play it)
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Re: [0.18] Sea Block Pack 0.4.5
I'm not seeing this bug, myself. With a fresh install and a fresh game, the BCB research unlocks the iron stick recipe.woolyMammoth wrote: βThu Apr 09, 2020 8:51 am Upgraded my seablock save from 0.4.4 to 0.4.5 (and factorio to 0.18.18) can no longer craft 'iron-stick' wanted by most buildings.
Re: [0.18] Sea Block Pack 0.4.4
I was going to attempt to "self patch" this as well, but my "angelspetrochem_0.9.6\prototypes\petrochem-global-override.lua" is only 256 lines total so i'm not sure where this change needs to go.evandy wrote: βSun Mar 08, 2020 3:21 pmGo to your factorio mods folder and unzip angels petrochem.Chapeau-Claque wrote: βSun Mar 08, 2020 7:41 amCould you post or PM me the details of this 1-line fix? I can edit a file but GitHub is beyond me.evandy wrote: βSat Mar 07, 2020 3:13 am If you want to unzip Angel's petrochem, it's a 1-line fix. I have submitted a PR for it over at Angel: https://github.com/Arch666Angel/mods/pull/76
I expect it to be included in the next version of Angel once they have a chance to test &merge, but you can run with it now if you need to.
Click on that link above, then click on "Files Changed"
You can ignore the changelog (stating what has changed). The other one will tell you which file, and where in the file, and the code to copy & paste in. You can skip the "if" checking for whether Bob is installed (it is for seablock), or just take the whole 3-line "safe" change with no issues.
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Re: [0.18] Sea Block Pack 0.4.4
This fix is/was for angelspetrochem_0.9.3. The 0.9.6 you seem to be using should not need it.jlozen85@gmail.com wrote: βFri Apr 10, 2020 2:51 amI was going to attempt to "self patch" this as well, but my "angelspetrochem_0.9.6\prototypes\petrochem-global-override.lua" is only 256 lines total so i'm not sure where this change needs to go.evandy wrote: βSun Mar 08, 2020 3:21 pmGo to your factorio mods folder and unzip angels petrochem.Chapeau-Claque wrote: βSun Mar 08, 2020 7:41 amCould you post or PM me the details of this 1-line fix? I can edit a file but GitHub is beyond me.evandy wrote: βSat Mar 07, 2020 3:13 am If you want to unzip Angel's petrochem, it's a 1-line fix. I have submitted a PR for it over at Angel: https://github.com/Arch666Angel/mods/pull/76
I expect it to be included in the next version of Angel once they have a chance to test &merge, but you can run with it now if you need to.
Click on that link above, then click on "Files Changed"
You can ignore the changelog (stating what has changed). The other one will tell you which file, and where in the file, and the code to copy & paste in. You can skip the "if" checking for whether Bob is installed (it is for seablock), or just take the whole 3-line "safe" change with no issues.
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Re: [0.18] Sea Block Pack 0.4.5
I started a new game with 0.4.5. 'iron-stick' exists and works. I tried an old 0.17 save and 'iron-stick' is also craft-able and works.woolyMammoth wrote: βThu Apr 09, 2020 8:51 am Upgraded my seablock save from 0.4.4 to 0.4.5 (and factorio to 0.18.18) can no longer craft 'iron-stick' wanted by most buildings.
As far as I understand Angels smelting is replacing iron stick with iron rods, but it isn't playing nice with Seablock:
Re: [0.18] Sea Block Pack 0.4.4
I just pulled a fresh download of "SeaBlockPack_0.4.5.zip" and still have the same salt issue. I still cannot make lithium ion batteries due to needing salt to make salt.Chapeau-Claque wrote: βFri Apr 10, 2020 6:06 amThis fix is/was for angelspetrochem_0.9.3. The 0.9.6 you seem to be using should not need it.jlozen85@gmail.com wrote: βFri Apr 10, 2020 2:51 amI was going to attempt to "self patch" this as well, but my "angelspetrochem_0.9.6\prototypes\petrochem-global-override.lua" is only 256 lines total so i'm not sure where this change needs to go.evandy wrote: βSun Mar 08, 2020 3:21 pmGo to your factorio mods folder and unzip angels petrochem.Chapeau-Claque wrote: βSun Mar 08, 2020 7:41 amCould you post or PM me the details of this 1-line fix? I can edit a file but GitHub is beyond me.evandy wrote: βSat Mar 07, 2020 3:13 am If you want to unzip Angel's petrochem, it's a 1-line fix. I have submitted a PR for it over at Angel: https://github.com/Arch666Angel/mods/pull/76
I expect it to be included in the next version of Angel once they have a chance to test &merge, but you can run with it now if you need to.
Click on that link above, then click on "Files Changed"
You can ignore the changelog (stating what has changed). The other one will tell you which file, and where in the file, and the code to copy & paste in. You can skip the "if" checking for whether Bob is installed (it is for seablock), or just take the whole 3-line "safe" change with no issues.
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Re: [0.18] Sea Block Pack 0.4.4
The real question isn't just about what version you use but also if you loaded an existing save or made a brand new one with the new version.jlozen85@gmail.com wrote: βFri Apr 10, 2020 1:00 pm I just pulled a fresh download of "SeaBlockPack_0.4.5.zip" and still have the same salt issue. I still cannot make lithium ion batteries due to needing salt to make salt.
It's the same for the iron stick recipe mentioned earlier, if there isn't a migration script that pushes that change on the existing save there will be weird things like that happening.
You could try the following command, it should fix most of the weird unlocks caused by the lack of migration script:
/c game.player.force.reset_technologies()
This command makes the game re-do the unlocks from the technologies you already researched, it should not lose any progress in technologies and since most of the inconsistencies between mod versions in existing saves are based around unlocks from technologies it tends to fix things just fine.
It will disable your achievements since it's a script console command but between that and restarting from scratch it usually is worth it.
(of course keep a save from before the command in case it messes something up, it shouldn't but better safe than sorry when it comes to a save that potentially has tens of hours on it already)
Re: [0.18] Sea Block Pack 0.4.4
The console command didn't seem to fix it, and the same thing happens on a brand new game as well. The issue lies in recipes themselves.slay_mithos wrote: βFri Apr 10, 2020 1:12 pmThe real question isn't just about what version you use but also if you loaded an existing save or made a brand new one with the new version.jlozen85@gmail.com wrote: βFri Apr 10, 2020 1:00 pm I just pulled a fresh download of "SeaBlockPack_0.4.5.zip" and still have the same salt issue. I still cannot make lithium ion batteries due to needing salt to make salt.
It's the same for the iron stick recipe mentioned earlier, if there isn't a migration script that pushes that change on the existing save there will be weird things like that happening.
You could try the following command, it should fix most of the weird unlocks caused by the lack of migration script:
/c game.player.force.reset_technologies()
This command makes the game re-do the unlocks from the technologies you already researched, it should not lose any progress in technologies and since most of the inconsistencies between mod versions in existing saves are based around unlocks from technologies it tends to fix things just fine.
It will disable your achievements since it's a script console command but between that and restarting from scratch it usually is worth it.
(of course keep a save from before the command in case it messes something up, it shouldn't but better safe than sorry when it comes to a save that potentially has tens of hours on it already)
Lithium-ion battery takes 2x Lithium perchlorate.
Lithium perchlorate takes Sodium perchlorate and Lithia Salt (Lithium Chloride). (It also produces 1x Salt)
Sodium perchlorate takes takes Sodium chlorate and Purified Water.
Sodium chlorate takes Salt and Purified Water.
FNEI can't find anything else in the tech tree that produces "Salt" other than that chain.
I can get "Salt (Sodium Chloride)" from a salination plant, but it's not the right item. The battery chain requires simply "Salt".
The battery chain is asking for "Salt" and the tooltip says it's from "Bob's Metals, Chemicals and Intermediates mod > Angel's Refining"
The salination plant produces "Salt (Sodium Chloride)" and the tooltip says it's from "Angel's Refining > Angel's Petro Chemical Processing"