[MOD 1.1] Sea Block Pack 0.5.12

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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by arrowcircle »

URGENT!
0.5.7 brakes belts and splitters, because yellow tier requires grey one, only belt is available, underground belt and splitter in grey tier is unavailable

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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by jodokus31 »

Not sure, what you mean.
Judging from the tech overview, it should not happen:
Screenshot_2021-09-11_11-12-55.png
Screenshot_2021-09-11_11-12-55.png (149.17 KiB) Viewed 7924 times
Did you add bobslogistics (later) to the playthrough?

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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by arrowcircle »

Ah, my bad. I am pretty far in the tech tree with latest tier of belts and didnt look for a new research. Thanks

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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by Griggers »

Hello, I have noticed 2 issues while playing this pack.

-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)

-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)

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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by KiwiHawk »

Griggers wrote:
Sun Nov 07, 2021 10:21 am
Hello, I have noticed 2 issues while playing this pack.

-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)

-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
Bob's vehicle equipment isn't part of the default mod pack but still should be supported. I'll make sure this is fixed in the next version.

Not sure about the tree issue. I'll have to investigate.
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Re: [MOD 1.1] Sea Block Pack 0.5.7

Post by KiwiHawk »

Griggers wrote:
Sun Nov 07, 2021 10:21 am
Hello, I have noticed 2 issues while playing this pack.

-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)

-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
Thanks for reporting these issues!

First issue is fixed. Bob's vehicle equipment mod isn't part of the default Sea Block pack but should be fine to add if you want.

I've logged the second issue. It will be fixed eventually.
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Re: [MOD 1.1] Sea Block Pack 0.5.8

Post by KiwiHawk »

The Sea Block pack has been updated. Check the first post for details.
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Re: [MOD 1.1] Sea Block Pack 0.5.8

Post by Nekogui_ »

i'm getting this error right now

Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point {0.0000000000, 0.0000000000}

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Re: [MOD 1.1] Sea Block Pack 0.5.8

Post by KiwiHawk »

Nekogui_ wrote:
Sun Dec 05, 2021 1:48 pm
i'm getting this error right now

Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point {0.0000000000, 0.0000000000}
Can you give me some more information please? Is this when starting a new game? Loading an old one? After dying? Can you post your mod list and / or a save file please?
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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by KiwiHawk »

The Sea Block pack has been updated. Check the first post for details.

Angel's mods have been updated. Just a small update from Sea Block itself this time.
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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by kyndigen »

I just started a new playthrough on 0.5.9, and it seems like the direct smelting of crushed ore to lead and tin plates is gone. I can smelt stir/saph to iron and copper, but not rub/bob to lead and tin. I have to do sorting to ores first, and then I can smelt those. Is this change intentional?

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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by KiwiHawk »

kyndigen wrote:
Sun Dec 19, 2021 10:21 pm
I just started a new playthrough on 0.5.9, and it seems like the direct smelting of crushed ore to lead and tin plates is gone. I can smelt stir/saph to iron and copper, but not rub/bob to lead and tin. I have to do sorting to ores first, and then I can smelt those. Is this change intentional?
Yes, this was intentional. At least some mixed output sorting is required at every tier: crushed, chunks, crystals, purified.
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Re: [MOD 1.1] Sea Block Pack 0.5.10

Post by KiwiHawk »

Sea Block has been updated to 0.5.10

Just one bug fix (Lithium Processing could not be researched) so I've not created a new .zip download.
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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by Protox »

Hi,
I've started a game quite long time ago. And there is something I don't understant, I have recipes in my FNEI showing up but I don't have a tech associated to it. I'm speaking of "Coal" 5 woods -> 1 Coal and "Coal cracking gasification" in a advanced chemical plant. Is it disabled ? Or is it a bug ? Can i enable it ?
Thx everyone

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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by KiwiHawk »

Protox wrote:
Wed Jan 05, 2022 4:59 pm
Hi,
I've started a game quite long time ago. And there is something I don't understant, I have recipes in my FNEI showing up but I don't have a tech associated to it. I'm speaking of "Coal" 5 woods -> 1 Coal and "Coal cracking gasification" in a advanced chemical plant. Is it disabled ? Or is it a bug ? Can i enable it ?
Thx everyone
No, it's not a bug. And no, you can't enable that recipe.

In FNEI's settings, untick "Show hidden recipes". Leave "Show disabled recipes" ticked. Hidden recipes have a gray title. Disabled recipes are ones you haven't researched yet and have a red title.
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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by Protox »

Alright thank you very much , Im pretty much sad cause those recipe were pretty life changing :lol:
KiwiHawk wrote:
Wed Jan 05, 2022 6:53 pm

No, it's not a bug. And no, you can't enable that recipe.

In FNEI's settings, untick "Show hidden recipes". Leave "Show disabled recipes" ticked. Hidden recipes have a gray title. Disabled recipes are ones you haven't researched yet and have a red title.

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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by Muche »

Hello.
It seems to me that Ammonium chloride recycling recipe (unlocked with RTG) allows for a loop (together with Ammonium chloride gas from Nitrogen processing 2) that is very Ammonium positive.
This was surprising to me, so I just want to make sure this was desired. Thanks.

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Re: [MOD 1.1] Sea Block Pack 0.5.9

Post by KiwiHawk »

Muche wrote:
Tue Mar 01, 2022 9:34 pm
Hello.
It seems to me that Ammonium chloride recycling recipe (unlocked with RTG) allows for a loop (together with Ammonium chloride gas from Nitrogen processing 2) that is very Ammonium positive.
This was surprising to me, so I just want to make sure this was desired. Thanks.
I don't think that recipe should be enabled. It makes sense in a Bob's game. But with Bob's and Angel's, Ammonium Chloride isn't a waste product so doesn't need a recycling recipe. Thanks for highlighting this!
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by KiwiHawk »

Sea Block, Bob's, and Angel's mods have all been updated! First post has been updated with details
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

is missing recipe thing like FNEI, yes?

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