[1.0] Sea Block Pack 0.4.10
Re: [0.15] Sea Block Pack 0.1.7
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.
			
			
									
									
						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.
Re: [0.15] Sea Block Pack 0.1.7
Thank you, it worked. Guess they have to upgrade their icons loljodokus31 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.
Re: [0.15] Sea Block Pack 0.1.7
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'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
- Attachments
- 
			
		
				- this
- error seablock.png (21 KiB) Viewed 12797 times
 
Re: [0.15] Sea Block Pack 0.1.7
Seablock is supposed to work with the proposed modpack in the list.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
I guess, other overhaul mods like pyanodon and omni are not compatible. Most QoL mods should not be a problem.
Re: [0.15] Sea Block Pack 0.1.7
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.lol10096 wrote:Which criterias lolmexmer wrote:that would not make sense, don't you think?lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
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.
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.
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?
- 
				live22morrow
- Long Handed Inserter 
- Posts: 74
- Joined: Wed Nov 29, 2017 10:59 pm
- Contact:
Re: [0.15] Sea Block Pack 0.1.7
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 = falseRe: [0.15] Sea Block Pack 0.1.7
Yes! That blinking is so bad if you play at higher speeds.
			
			
									
									
						Re: [0.15] Sea Block Pack 0.1.7
Thanks bro, this is exactly what I came here to comment on, was about to have an epileptic fit.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 lineCode: Select all
render_no_power_icon = false
- 
				Trainwreck
- Fast Inserter 
- Posts: 110
- Joined: Wed Apr 05, 2017 2:17 am
- Contact:
Re: [0.15] Sea Block Pack 0.1.7
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.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
- 
				fiery_salmon
- Fast Inserter 
- Posts: 128
- Joined: Wed Dec 13, 2017 1:20 pm
- Contact:
Re: [0.15] Sea Block Pack 0.1.7
Thanks, I reported issue on a mod bug tracker - see https://github.com/Klonan/KS_Power/issues/1live22morrow 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 lineCode: Select all
render_no_power_icon = false
- 
				BeastPotato
- Manual Inserter 
- Posts: 1
- Joined: Thu Mar 01, 2018 7:48 pm
- Contact:
Re: [0.15] Sea Block Pack 0.1.7
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 ?
			
			
									
									
						Re: [0.15] Sea Block Pack 0.1.7
https://mods.factorio.com/mod/BasicSeaBlockBeastPotato 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 ?
Re: [0.15] Sea Block Pack 0.1.7
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.

			
			
													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

					Last edited by TeamX on Sun Mar 04, 2018 1:41 pm, edited 1 time in total.
									
			
									
						Re: [0.15] Sea Block Pack 0.1.7
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.TeamX wrote: angelsindustries_0.1.0.zip
- 
				Trainwreck
- Fast Inserter 
- Posts: 110
- Joined: Wed Apr 05, 2017 2:17 am
- Contact:
Re: [0.16] Sea Block Pack 0.2.3
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.
			
			
									
									
						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.
Re: [0.15] Sea Block Pack 0.1.7
Nilaus wrote: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.TeamX wrote: angelsindustries_0.1.0.zip
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).
Re: [0.16] Sea Block Pack 0.2.3
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?
			
			
									
									
						Is this a problem or expected? Should we be able to continue older saves?
- 
				Trainwreck
- Fast Inserter 
- Posts: 110
- Joined: Wed Apr 05, 2017 2:17 am
- Contact:
Re: [0.16] Sea Block Pack 0.2.3
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.
			
			
									
									
						Try again after 0.16.28 is released.
Re: [0.16] Sea Block Pack 0.2.3
Yep, the new release fixed it. Ta
			
			
									
									
						- 
				fiery_salmon
- Fast Inserter 
- Posts: 128
- Joined: Wed Dec 13, 2017 1:20 pm
- Contact:
Re: [0.16] Sea Block Pack 0.2.3
I am planning to upgrade from 0.2.2. IsTrainwreck 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.
- 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.







 _
_