[1.0] Sea Block Pack 0.4.10

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Ethario
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Re: [0.18] Sea Block Pack 0.4.6

Post by Ethario »

Hello lovely peoples I was wondering if someone had a guide or instruction to remove the water from seablock and use a normal land world instead without changing anything about the mechanics itself.

I saw some old threads about this / mods but they seem outdated, I'm sure this has been asked before.

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

Heads-up to everyone: The next release of angels will break SCT (and therefore seablock). Those of us who update mods, be warned.

viewtopic.php?f=190&t=59596&p=494187#p494187

Theaisa
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Re: [0.18] Sea Block Pack 0.4.6

Post by Theaisa »

Gotta admit, I'm a little worried for Trainwreck :O

No updates for a while now!

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

evandy wrote:
Thu May 14, 2020 2:50 pm
Heads-up to everyone: The next release of angels will break SCT (and therefore seablock). Those of us who update mods, be warned.

viewtopic.php?f=190&t=59596&p=494187#p494187
King Arthur put in a PR for the fix; hopefully there is a new release of SCT around the time Angels' update comes out.

https://github.com/mexmer/ScienceCostTweakerM/pull/44

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

evandy wrote:
Thu May 21, 2020 12:58 am
evandy wrote:
Thu May 14, 2020 2:50 pm
Heads-up to everyone: The next release of angels will break SCT (and therefore seablock). Those of us who update mods, be warned.

viewtopic.php?f=190&t=59596&p=494187#p494187
King Arthur put in a PR for the fix; hopefully there is a new release of SCT around the time Angels' update comes out.

https://github.com/mexmer/ScienceCostTweakerM/pull/44
aaaand, updated SCT is out, prior to the angels release. Thanks to mexmer and king arthur.

Jemsterr
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Re: [0.18] Sea Block Pack 0.4.6

Post by Jemsterr »

Do we know if anyone is working to make seablock work with the 18.27 and .28 changes?

Leapepe
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Re: [0.18] Sea Block Pack 0.4.6

Post by Leapepe »

I don't know if it's me or not but i can't crush coal because there is no coal(vainilla) recipe.

A solution could be to change the coal crush to accept charcoal or coal (Green Algae)

t0d
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Re: [0.18] Sea Block Pack 0.4.6

Post by t0d »

evandy its broken for me even after the fix now that I've updated to the latest versions

Image

SuperTux88
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Re: [0.18] Sea Block Pack 0.4.6

Post by SuperTux88 »

And there is also a technology loop now:
2020-05-29_15-01.png
2020-05-29_15-01.png (18.19 KiB) Viewed 5536 times
Angel's Bio Processing 0.7.9 added 'chemical-science-pack' to 'bio-processing-blue', but in seablock Blue Algae Processing is needed for Oil Processing which is needed for Blue Science. So Blue Algae Processing needs to be changed to only need Red and Green Science again.

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

t0d wrote:
Fri May 29, 2020 12:45 pm
evandy its broken for me even after the fix now that I've updated to the latest versions

Image
Yeah, I just found that one out myself. Looks like someone started a PR for it over on SCT already: https://github.com/mexmer/ScienceCostTweakerM/pull/47

Unfortunately, Angels' swapping of blue and red algae in the tech tree is an even bigger issue - there is now a loop in the science tree (somewhat easy to solve), but blue algae is locked behind blue science, which means seablock can not progress at all. Santa was speculating that we could make red algae into oil instead of blue ... but that's ultimately a decision that Trainwreck will need to weigh in on, and I haven't seen him posting too much lately. Hopefully he will speak up (or release an update) soonish.

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

SuperTux88 wrote:
Fri May 29, 2020 3:05 pm
And there is also a technology loop now:
2020-05-29_15-01.png

Angel's Bio Processing 0.7.9 added 'chemical-science-pack' to 'bio-processing-blue', but in seablock Blue Algae Processing is needed for Oil Processing which is needed for Blue Science. So Blue Algae Processing needs to be changed to only need Red and Green Science again.
Or we need to get oil a different way... even if it's just an inefficient early way to be replaced with blue algae later.

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Re: [0.18] Sea Block Pack 0.4.6

Post by Jemsterr »

New update released. Thx trainwreck.

I won't be able to test if the dependencies and my other mods are updated until tomorrow, though.

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Re: [0.18] Sea Block Pack 0.4.6

Post by Chapeau-Claque »

New version of Sea Block, but what versions of base game, Angel's & Bob's are supported? Same as before or OK to upgrade to latest? First post says 0.18.18 for base game.

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

There is something up... the forum post says we should be up to seablock 0.4.6, but the version of the mod released in the mod portal says it's 0.4.5? One of these two is wrong, or there's an update that's not on the mod portal yet?

Jemsterr
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Re: [0.18] Sea Block Pack 0.4.6

Post by Jemsterr »

The mod page always updates long before the in game portal. It'll bee ready by the time I get home, though. :)

That said, the update I was thanking trainwreck for was 0.4.5

Edit 2: The mod in the zip on page 1 here contains the 0.4.4 version, dated April 2020.

Chapeau-Claque
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Re: [0.18] Sea Block Pack 0.4.6

Post by Chapeau-Claque »

These are the change notes for the 0.4.5 Sea Block Mod (not to be confused with the Sea Block Pack):
Version: 0.4.5
Date: 30. 5. 2020
Changes:
- Adjust blue algae tech requirements back down to green science
- Add thermal water recipe for use with thermal bore
- Move jivolite and crotinum ore crystallization unlocks to Advanced mechanical refining

The first 2, at least, are due to changes made in Angel's that were released 2020-05-29. This implicitly means that mods should be updated.
The first reverses a change that would create a tech lock in Sea Block.
The second is more interesting. Isn't thermal water(TW) a spawned resource in Angels? if so, what is the point of a thermal bore in Sea Block? Will there be spawned TW?

nuhll
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Re: [0.18] Sea Block Pack 0.4.6

Post by nuhll »

Yo, this does not work in factorio 0.18.26

Edit: saw its already posted. some one know how to locally fix it for now, so i can play again? Long weekend for germans... :(

Code: Select all

 17.902 Error ModManager.cpp:1508: Fehler beim Laden der Mod „SeaBlock“: __SeaBlock__/data-updates.lua:417: attempt to index field 'thermal-water-extraction-2' (a nil value)
stack traceback:
	__SeaBlock__/data-updates.lua:417: in main chunk
  17.903 Loading mod core 0.0.0 (data.lua)
  18.019 Checksum for core: 1234716632
  18.074 Error ModManager.cpp:1508: Error in assignID: recipe-category with name 'crafting' does not exist.

Source: default (utility-sprites).
  18.124 Initial atlas bitmap size is 16384
  18.125 Created atlas bitmap 2048x544 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
  18.131 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
  18.139 Parallel Sprite Loader initialized (threads: 15)
  18.165 Sprites loaded
  18.177 Generated mipmaps (5) for atlas [0] of size 2048x544   
  18.177 Custom mipmaps uploaded.
  18.181 Factorio initialised
  18.185 Mods to disable:Fehler beim Laden der Mods: __SeaBlock__/data-updates.lua:417: attempt to index field 'thermal-water-extraction-2' (a nil value)
stack traceback:
	__SeaBlock__/data-updates.lua:417: in main chunk

Mods, die deaktiviert werden müssen:
• SeaBlock (0.4.5)
  66.869 Info AppManager.cpp:1226: Restarting Factorio
  66.875 Quitting: user-quit.
  66.928 Steam API shutdown.
  66.931 Goodbye
edit:
ive got it working thanks to the video postet...

Next problem, how to automate e.g. desert garden? is it currently broken?

is it right that the thermal pump only produces 0,5/s? i need around 60 of those pumps to automate 6 desert garden producing things... that cant be right? right?!
https://www.reddit.com/r/factorio/comme ... rt_garden/

Jemsterr
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Re: [0.18] Sea Block Pack 0.4.6

Post by Jemsterr »

There is also the blue tech "Thermal Water Extraction 2" which adds a recipe that gives 50 times the thermal water for double the cost. (Plus 100 steam, but that's cheap)

Leapepe
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Re: [0.18] Sea Block Pack 0.4.6

Post by Leapepe »

The only mod that conflicts for me now is the ScienceTweaker. There is already a master update in github, but no update in the mod portal. Neither i know how to update it manually, its only changing "bio-farm-1" to "bio-farm", but when i make the change and relaunch, factorio doesn't read the mod.

evandy
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Re: [0.18] Sea Block Pack 0.4.6

Post by evandy »

Leapepe wrote:
Tue Jun 02, 2020 3:34 am
The only mod that conflicts for me now is the ScienceTweaker. There is already a master update in github, but no update in the mod portal. Neither i know how to update it manually, its only changing "bio-farm-1" to "bio-farm", but when i make the change and relaunch, factorio doesn't read the mod.
did you delete the *.zip file after you unzipped the mod?

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