[1.0] Sea Block Pack 0.4.10

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jodokus31
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Re: [0.15] Sea Block Pack 0.1.7

Post by jodokus31 »

This topic was covered one page ago:
You can craft wooden boards from cellulose fiber, brown algae and copper. the confusion comes from a misleading icon in angels bioprocessing for the wooden-board
-> in 0.16: have copper and brown algae inventory and try to craft the basic circuit by hand. thats should do it. no assembly machine needed.
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Re: [0.15] Sea Block Pack 0.1.7

Post by lol10096 »

jodokus31 wrote:This topic was covered one page ago:
You can craft wooden boards from cellulose fiber, brown algae and copper. the confusion comes from a misleading icon in angels bioprocessing for the wooden-board
-> in 0.16: have copper and brown algae inventory and try to craft the basic circuit by hand. thats should do it. no assembly machine needed.
Thank you, it worked. Guess they have to upgrade their icons lol
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Re: [0.15] Sea Block Pack 0.1.7

Post by topolog »

Hello there.

I've installed the newest version 0.2.2 of seablock, but I'm getting this error. I also use a lot of mods (bobangel, omni, pyanodon, yuoki), so it's probably a conflict
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jodokus31
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Re: [0.15] Sea Block Pack 0.1.7

Post by jodokus31 »

topolog wrote: I've installed the newest version 0.2.2 of seablock, but I'm getting this error. I also use a lot of mods (bobangel, omni, pyanodon, yuoki), so it's probably a conflict
Seablock is supposed to work with the proposed modpack in the list.
I guess, other overhaul mods like pyanodon and omni are not compatible. Most QoL mods should not be a problem.
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Re: [0.15] Sea Block Pack 0.1.7

Post by mrvn »

lol10096 wrote:
mexmer wrote:
lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
that would not make sense, don't you think?

since how can you research without lab?

as others pointed out, it's progression unlock. you need to meet certain criteria and it will get unlocked automatically, there is few tech in seablock, which unlocks this way.
Which criterias lol

PS: I crushed saaphirite and stiratite, and made green algae. I am able to craft the labs but i need to research Automation to get assembly machines to make wooden boards for basic circuit boards.
The technology lists what it needs. Like one of them needs green algae. Select that in the research tree and then produce green algae and pick it up. That should give you the next tech.

But it doesn't sound like that is the problem. It sounds like you lost the ability to hand craft some stuff and now you are in a catch 22. You need an assembly machine to research assembly machines. Are you sure you don't have a burner assembler or something that is sufficient?
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Re: [0.15] Sea Block Pack 0.1.7

Post by live22morrow »

To fix the power icon on the windmills, edit turbine.lua in the mod's prototype folder. Under type = "electric-energy-interface", in the "energy_source =" block, add the line

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render_no_power_icon = false
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Re: [0.15] Sea Block Pack 0.1.7

Post by ukezi »

Yes! That blinking is so bad if you play at higher speeds.
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Re: [0.15] Sea Block Pack 0.1.7

Post by Pothrekr »

live22morrow wrote:To fix the power icon on the windmills, edit turbine.lua in the mod's prototype folder. Under type = "electric-energy-interface", in the "energy_source =" block, add the line

Code: Select all

render_no_power_icon = false
Thanks bro, this is exactly what I came here to comment on, was about to have an epileptic fit.
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Re: [0.15] Sea Block Pack 0.1.7

Post by Trainwreck »

topolog wrote:Hello there.

I've installed the newest version 0.2.2 of seablock, but I'm getting this error. I also use a lot of mods (bobangel, omni, pyanodon, yuoki), so it's probably a conflict
I can't reproduce this. From the line number I guess there might be a recipe that defines a normal set of ingredients without defining the expensive recipe ingredients. But I don't want to start adding extra checks based on guesswork, let me know if you isolate which mod causes this.
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Re: [0.15] Sea Block Pack 0.1.7

Post by fiery_salmon »

live22morrow wrote:To fix the power icon on the windmills, edit turbine.lua in the mod's prototype folder. Under type = "electric-energy-interface", in the "energy_source =" block, add the line

Code: Select all

render_no_power_icon = false
Thanks, I reported issue on a mod bug tracker - see https://github.com/Klonan/KS_Power/issues/1
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Re: [0.15] Sea Block Pack 0.1.7

Post by BeastPotato »

Hey guys, i asked myself if it would be possible to create a seablock modpack without angels and bobs, for that for example quarry mod or so ?
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Re: [0.15] Sea Block Pack 0.1.7

Post by steinio »

BeastPotato wrote:Hey guys, i asked myself if it would be possible to create a seablock modpack without angels and bobs, for that for example quarry mod or so ?
https://mods.factorio.com/mod/BasicSeaBlock
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Re: [0.15] Sea Block Pack 0.1.7

Post by TeamX »

Edit: resolved. apologies and thanks.
Hello, So I actually registered to the factorio forums for this problem because I cant seem to solve it. Great mods, really love the Factorio modding community (lurker for a lonnnng time).

Im unable to update my mod pack to 2.2 for some reason. No matter if I use Nilaus pack or if I use the SeaBlock pack above I keep getting the following error; https://imgur.com/a/jskuK

I can still play my SeaBlock thankfully because I can just go back to the old pack, I thought it was Science Tweaker but removing it changed nothing. Then perhaps infinite ores or LTN and I removed those too (they werent in the mod package i had that worked yesterday). Here is the list of mods; It's Nilaus pack effectively. Not much difference. Im running 16.27, could that be it? Some of these mods are out of date but it generates the same error when updated as well.
  • A Sea Block Config_0.2.2.zip
    AfraidOfTheDark_1.0.20.zip
    angelsaddons-oresilos_0.4.0.zip
    angelsaddons-petrotrain_0.3.2.zip
    angelsaddons-pressuretanks_0.3.0.zip
    angelsaddons-warehouses_0.3.0.zip
    angelsbioprocessing_0.5.4.zip
    angelsindustries_0.1.0.zip
    angelsinfiniteores_0.7.3.zip
    angelspetrochem_0.7.6.zip
    angelsrefining_0.9.9.zip
    angelssmelting_0.4.3.zip
    AsphaltRoads_1.1.2.zip
    autofill_2.0.1.zip
    bobassembly_0.16.1.zip
    bobelectronics_0.16.0.zip
    bobenemies_0.16.0.zip
    bobgreenhouse_0.16.0.zip
    bobinserters_0.16.5.zip
    boblibrary_0.16.4.zip
    boblogistics_0.16.7.zip
    bobmining_0.16.0.zip
    bobmodules_0.16.0.zip
    bobores_0.16.1.zip
    bobplates_0.16.1.zip
    bobpower_0.16.1.zip
    bobrevamp_0.16.1.zip
    bobtech_0.16.1.zip
    bobvehicleequipment_0.16.0.zip
    bobwarfare_0.16.4.zip
    CircuitProcessing_0.1.1.zip
    Crafting_Speed_Research_0.2.0.zip
    even-distribution_0.2.8.zip
    Explosive Excavation_1.1.4.zip
    FNEI_0.0.17.zip
    KS_Power_0.2.0.zip
    LandfillPainting_0.2.2.zip
    Laser_Beam_Turrets_0.2.0.zip
    LoaderRedux_1.2.2.zip
    LogisticTrainNetwork_1.7.4.zip
    long-reach_0.0.9.zip
    LTN-easier_0.1.0.zip
    mod-list.json
    mod-settings.json
    Nanobots_2.0.2.zip
    nixie-tubes_0.16.3.zip
    Nuclear Fuel_0.1.3.zip
    ScienceCostTweakerM_0.16.3.zip
    SeaBlock_0.2.2.zip
    ShinyAngelGFX_0.16.7.zip
    ShinyBobGFX_0.16.11.zip
    SpaceMod_0.3.4.zip
    Squeak Through_1.2.2.zip
    textplates_0.3.3.zip
    Waterfill_v15_0.1.3.zip
Thanks in advance for any insight. I'd like to continue my Seablock updated if possible of course :)
Last edited by TeamX on Sun Mar 04, 2018 1:41 pm, edited 1 time in total.
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Re: [0.15] Sea Block Pack 0.1.7

Post by Nilaus »

TeamX wrote: angelsindustries_0.1.0.zip
That mod is a broken alpha version I accidentally put on the google drive. You should remove it and it has nothing to do with Sea Block.
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Re: [0.16] Sea Block Pack 0.2.3

Post by Trainwreck »

Sea block pack 0.2.3 has been released, check first post of this thread for download. I've also updated all sea block mods on the mod portal.

Only one minor change since the last beta: Add fluid-generator-3 tech prerequisite for diesel generator.
EDIT: Almost forgot, updated a couple of mods to latest versions:
bobpower now includes fluid generators, similar to the ks_power diesel generator.
FNEI_0.1.1 seems to do a better job of hiding unavailable recipes.
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Re: [0.15] Sea Block Pack 0.1.7

Post by TeamX »

Nilaus wrote:
TeamX wrote: angelsindustries_0.1.0.zip
That mod is a broken alpha version I accidentally put on the google drive. You should remove it and it has nothing to do with Sea Block.

Nilaus, thank you very much O.O

I’m sorry to have bothered you. Good luck with your sea block (I’m watching when you upload to YouTube).
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Re: [0.16] Sea Block Pack 0.2.3

Post by Ratzap »

The pack for 0.16 doesn't load a save from 0.15. It pops up a notice: Unknown mod setting type: 112.

Is this a problem or expected? Should we be able to continue older saves?
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Re: [0.16] Sea Block Pack 0.2.3

Post by Trainwreck »

You should be able to upgrade. Perhaps you're seeing this bug: viewtopic.php?f=49&t=58308
Try again after 0.16.28 is released.
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Re: [0.16] Sea Block Pack 0.2.3

Post by Ratzap »

Yep, the new release fixed it. Ta
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Re: [0.16] Sea Block Pack 0.2.3

Post by fiery_salmon »

Trainwreck wrote:Sea block pack 0.2.3 has been released, check first post of this thread for download. I've also updated all sea block mods on the mod portal.

Only one minor change since the last beta: Add fluid-generator-3 tech prerequisite for diesel generator.
EDIT: Almost forgot, updated a couple of mods to latest versions:
bobpower now includes fluid generators, similar to the ks_power diesel generator.
FNEI_0.1.1 seems to do a better job of hiding unavailable recipes.
I am planning to upgrade from 0.2.2. Is

- making backup of Factorio
- deleting mods
- unpacking 0.2.3 pack
- loading old save

A good method? Is anything missing?

BTW, is there any use for copper or iron powder or any other metal powders? I see way to produce them but not to use them.
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