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[MOD 0.17] Seablock patches

Posted: Sun Mar 03, 2019 11:24 am
by mrvn
Not wanting to wait I started a Seablock game with 0.17. A lot of mods are already updated but a few were not. Below is a list of patches I had to apply to get a game started.

General changes:
  • Set factorio_version to 0.17
    science-pack-1 => automation-science-pack
    science-pack-2 => logistic-science-pack
    science-pack-3 => chemical-science-pack
    high-tech-science-pack => utility-science-pack
    remove goes-to-main-inventory and goes-to-quickbar flags
    adding the "hidden" flag now often has to create the flags table (because of above)
    raw-wood => wood, wood no longer exists
ScienceCostTweakerM
I had a technology loop in there (2 actually) with the oil-gas separator. I haven't checked the results closely. Might be now everything oil related is unreachable. It's something that can be fixed mid game so I plan to look at it when I hit that stage.

SeaBlock
No more iron-axe to give to the player. I commented out the liquid burning stuff. I think that now uses fuel values on liquids so it's completely different. Since I never used liquid fuel before I ignored it. Certainly not something for the start of the game.

The noise layers for map generation have changed. So the tricks to make lots of small islands broke. Can't turn off the cliffs like it used to and now I get some really huge island and the gardens/trees go crazy:
Island generation is broken
Island generation is broken
seablock-bad-island.png (38.72 KiB) Viewed 2829 times
Last problem appeared with the inventory check for enabling research targets for the first few techs. Seems to get called without inventory sometimes (sandbox only?). Checking if the inventory is nil seems to fix it.

raw-wood, wood, wooden-boards
Vanilla has removed wood (those off-white boards) and raw-wood (what you get from felling trees) is now wood. SeaBlock has wooden-boards though that you get from paper. But you can't make them from wood. Not sure how that will effect game play but I think now you have to produce a lot of paper, which is rather slow, instead of using arboretums to create circuit boards. Good? Bad? Time will tell.

Re: [MOD 0.17] Seablock patches

Posted: Sun Mar 03, 2019 11:24 am
by mrvn
Seems the number of attachments is limited, heres the last patch:

Re: [MOD 0.17] Seablock patches

Posted: Sun Mar 03, 2019 11:30 pm
by mrvn
I messed up the science packs slightly, some more Science cost tweaks

Re: [MOD 0.17] Seablock patches

Posted: Mon Mar 04, 2019 11:12 pm
by mrvn
Update Tue 05. March 2019

The ScienceCostTweakerM update seems to be royally screwed. The info.json wasn't even changed to 0.17. So a small patch remains for that. I've send pull request for the bugs.

That then leaves only angelsbioprocessing that needs to be updated other than Seablocks own mods.

Re: [MOD 0.17] Seablock patches

Posted: Tue Mar 05, 2019 1:06 pm
by omar123456
Thanks for your patches. I am new here and I didn't understand how to apply your patches ?

Re: [MOD 0.17] Seablock patches

Posted: Tue Mar 05, 2019 2:33 pm
by mrvn
Each patch file lists the changes needed for a number of files. For each file it starts with a header and the chunks of changes. Each chunk starts with the line and size of the chunk in the original file and line and size of the chunk in the patched file. Then it shows the lines where a - prefix denoted lines to be removed and a + prefix lines to be added. The rest is just context to make sure you are in the right place and remains the same in both files.

You can apply the patch by hand but it's really mend to be applied by the patch utility or git. Unpack each zip and then use patch to apply the changes to the mod using

Code: Select all

patch -p1 < patch-file


If that doesn't help it's probably simpler to wait a few more days for everything to be ready on it's own.