[1.0] Sea Block Pack 0.4.10
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Re: [0.16] Sea Block Pack 0.2.5
Well it looks like my previous bug report isn't the only thing that an Angel's update broke. I've got a progress blocking issue right at the beginning of a new world: there is no way for me to craft the Wooden Boards needed to make Basic Circuit Boards. Cellulose Fiber Boards have no recipe that consumes them, and the recipe to make Wooden Boards out of Paper can only be done in an Assembling Machine 2 or better.
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Re: [0.16] Sea Block Pack 0.2.5
It is unsupported, use exact version of mods as provided in this modpack.PaladinOne wrote:Ran an 'update all mods' this morning
Re: [0.16] Sea Block Pack 0.2.5
Just stick to the versions provided in the modpack, the individual mods can and will break things when versions change.PaladinOne wrote:Ran an 'update all mods' this morning
Re: [0.16] Sea Block Pack 0.2.5
had a quick look at the code while looking after the kids look like a few naming changes and bug with the wood which is already known
these are some band-aids until fixed for those who like running on the edge like me
seablock/data-updates.lua needs changes:
lines 640-642
data.raw.technology['bio-aboretum'].enabled = false
data.raw.technology['bio-aboretum-temperate'].enabled = false
data.raw.technology['bio-aboretum-swamp'].enabled = false
to
data.raw.technology['bio-aboretum-1'].enabled = false
data.raw.technology['bio-aboretum-temperate-1'].enabled = false
data.raw.technology['bio-aboretum-swamp-1'].enabled = false
and also Fahrradkette said change the names in seablock files below which solves that one
angelsbioprocessing_0.5.5\prototypes\bio-processing-override.lua
line 33 just remove the -- at the start of the line if will bring back the old recipe until the bug is fixed
Link about raw wood problem
viewtopic.php?f=185&t=19652&start=2560#p353626
these are some band-aids until fixed for those who like running on the edge like me
seablock/data-updates.lua needs changes:
lines 640-642
data.raw.technology['bio-aboretum'].enabled = false
data.raw.technology['bio-aboretum-temperate'].enabled = false
data.raw.technology['bio-aboretum-swamp'].enabled = false
to
data.raw.technology['bio-aboretum-1'].enabled = false
data.raw.technology['bio-aboretum-temperate-1'].enabled = false
data.raw.technology['bio-aboretum-swamp-1'].enabled = false
and also Fahrradkette said change the names in seablock files below which solves that one
lastly for the making a circuit issue inFahrradkette wrote:
reason:
boblogistics_0.16.17/migrations/boblogistics_0.16.16.json: ["black-transport-belt", "basic-transport-belt"]
conflicts with:
SeaBlock_0.2.5/prototypes/technology.lua: {type = "unlock-recipe", recipe = "black-transport-belt"}
SeaBlock_0.2.5/data-updates.lua: {'black-transport-belt', 2},
edit:
Fix which worked for me was renaming the entity in SeaBlock
angelsbioprocessing_0.5.5\prototypes\bio-processing-override.lua
line 33 just remove the -- at the start of the line if will bring back the old recipe until the bug is fixed
Link about raw wood problem
viewtopic.php?f=185&t=19652&start=2560#p353626
Re: [0.16] Sea Block Pack 0.2.5
@cruentus or anyone else.
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that makes the rename fix no longer work. In case others are trying to update to "latest"
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that makes the rename fix no longer work. In case others are trying to update to "latest"
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Re: [0.16] Sea Block Pack 0.2.5
I'm not sure what didn't work for you, but you've identified the reason live22morrow's test didn't work. You need more than one steam engine 1 to use up all the steam produced by a boiler 2. Boiler 2 with two steam engine 1's will produce more than 112MJ of electricity from one rocket fuel.mrvn wrote:Supposedly with higher temperature steam the steam engines where now supposed to use proportionally less steam. Doesn't seem to work for me either.live22morrow wrote:lt's worse. Just did a quick test. 1 boiler and boiler mk2 each connected to steam engine 1. Outputting to accumulators. Put 1 rocket fuel (225MJ) in each.Theaisa wrote: Quick question:
Is Boiler II still better than Boiler I with Steam Engine 1? Or do you lose more from heat loss than you gain from efficiency?
Steam engine connected to boiler 1 makes 112MJ. Engine connected to mk2 boiler makes 92MJ.
Basically, the engine consumes steam at a constant rate, and if the temperature is higher than the max, the remaining energy gets thrown away. Boiler Mk4 to Steam engine 1 is even worse, only making 75MJ.
Note that the opposite is not true. Connecting a low level boiler to a higher level engine actually seems to increase the total power you gain. Mk3 steam engine and mk3 steam turbine gave me 134MJ for a single rocket fuel.
Re: [0.16] Sea Block Pack 0.2.5
ok bobs has added a option to turn the new belt on/off which defaults to off which is causing the problem,dragagon wrote:@cruentus or anyone else.
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that makes the rename fix no longer work. In case others are trying to update to "latest"
to fix
load with out seablock
go options > mod settings > startup > down to bob's logistics mod > tick transport belt overhaul on > click apply
enable seablock and should work now
Re: [0.16] Sea Block Pack 0.2.5
Just be aware when you do this all undergrounds will now require wooden boards. Early game this is a deal break IMHO.cruentus wrote:ok bobs has added a option to turn the new belt on/off which defaults to off which is causing the problem,dragagon wrote:@cruentus or anyone else.
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that makes the rename fix no longer work. In case others are trying to update to "latest"
to fix
load with out seablock
go options > mod settings > startup > down to bob's logistics mod > tick transport belt overhaul on > click apply
enable seablock and should work now
Re: [0.16] Sea Block Pack 0.2.5
found it, have revert to old style bob belts and change sea block to use yellow belts to get it to work both in technology.lua and can comment out the following lines in data-updates.lua in seablockPothrekr wrote:Just be aware when you do this all undergrounds will now require wooden boards. Early game this is a deal break IMHO.cruentus wrote:ok bobs has added a option to turn the new belt on/off which defaults to off which is causing the problem,dragagon wrote:@cruentus or anyone else.
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that makes the rename fix no longer work. In case others are trying to update to "latest"
to fix
load with out seablock
go options > mod settings > startup > down to bob's logistics mod > tick transport belt overhaul on > click apply
enable seablock and should work now
Code: Select all
-- Use steel instead of tin for yellow belts/splitters
--data.raw.recipe['transport-belt'].ingredients = {
-- {'basic-transport-belt', 2},
-- {'steel-plate', 1}
--}
--data.raw.recipe['transport-belt'].result_count = 2
--lib.removeingredient(data.raw.recipe['splitter'].ingredients, 'iron-gear-wheel')
--lib.substingredient('splitter', 'tin-plate', 'steel-plate', 2)
--ib.substingredient('underground-belt', 'tin-plate', 'steel-plate', 2)
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Re: [0.16] Sea Block Pack 0.2.5
I just wanted to let people know the only 2 mods that seem to be causing trouble is Angel's Bio-processing and Bob's Logistics. If you revert them to Seablock's suggested version they seem to work fine.cruentus wrote:found it, have revert to old style bob belts and change sea block to use yellow belts to get it to work both in technology.lua and can comment out the following lines in data-updates.lua in seablockPothrekr wrote:...
Code: Select all
-- Use steel instead of tin for yellow belts/splitters --data.raw.recipe['transport-belt'].ingredients = { -- {'basic-transport-belt', 2}, -- {'steel-plate', 1} --} --data.raw.recipe['transport-belt'].result_count = 2 --lib.removeingredient(data.raw.recipe['splitter'].ingredients, 'iron-gear-wheel') --lib.substingredient('splitter', 'tin-plate', 'steel-plate', 2) --ib.substingredient('underground-belt', 'tin-plate', 'steel-plate', 2)
Last edited by Kayanor on Sun Apr 01, 2018 3:50 pm, edited 1 time in total.
Reason: Shortened the quoted text down a bit.
Reason: Shortened the quoted text down a bit.
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Re: [0.16] Sea Block Pack 0.2.6
Sea block pack 0.2.6 has been released. Check first post for details.
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Re: [0.16] Sea Block Pack 0.2.6
At least for me upgrade seems to be changing recipes of at least also red and blue belts (red no longer requires brass), black belts disappeared. Is it intentional?Trainwreck wrote: [*]Remove changes to yellow belt and splitter recipes.
Yellow belts with steel were bordering on an overkill but I liked brass in the red stage (blue and further remained untested).
EDIT: to reenable new belt recipes go to mod setting from the main menu and select checkbox for "belt overhaul". Factorio will restart, after that load game - new belt recipes should be present.
As result now only changelog change will be present (tin rather than steel for yellow belts). Note that you should research "basic logistics" at this point.
Last edited by fiery_salmon on Mon Apr 02, 2018 11:31 am, edited 1 time in total.
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Re: [0.16] Sea Block Pack 0.2.6
Thanks for the update!
Re: [0.16] Sea Block Pack 0.2.6
started a new game on the x.16 version the other day.
love the new start and the guidance the tech tree provides at first.
it's clear though that mineralize water -> ores is a very inefficient pathway (and ores from nodules has been removed?)
so, I'll want to turn slag into slag slurry asap then and the research for this is very cheap at only 20 tier1 beakers. however, the recipe requires sulfuric acid.
in x.15 version I could get my hands on some sulfuric waste water quickly by doing the 'clean coke' recipe, but coke seems to have been removed. I can't find any recipe involving the new charcoal mechanics that gives me sulfur or sulfuric waste water. so how am I supposed to get sulf. acid at the start? do I really have to muddle on through all the way to hydro refining to get it? it'd take loads of tier2 beakers which I haven't even started making yet. it'd seem very strange especially because slag processing is so cheap but useless without sulfur.
I could be missing something but I'm worried I'm missing a recipe I should have.
love the new start and the guidance the tech tree provides at first.
it's clear though that mineralize water -> ores is a very inefficient pathway (and ores from nodules has been removed?)
so, I'll want to turn slag into slag slurry asap then and the research for this is very cheap at only 20 tier1 beakers. however, the recipe requires sulfuric acid.
in x.15 version I could get my hands on some sulfuric waste water quickly by doing the 'clean coke' recipe, but coke seems to have been removed. I can't find any recipe involving the new charcoal mechanics that gives me sulfur or sulfuric waste water. so how am I supposed to get sulf. acid at the start? do I really have to muddle on through all the way to hydro refining to get it? it'd take loads of tier2 beakers which I haven't even started making yet. it'd seem very strange especially because slag processing is so cheap but useless without sulfur.
I could be missing something but I'm worried I'm missing a recipe I should have.
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Re: [0.16] Sea Block Pack 0.2.6
@vaendryl
Try seafloor pump that is now available earlier.
Try seafloor pump that is now available earlier.
Re: [0.16] Sea Block Pack 0.2.6
I see what you mean, now. I was looking for completely the wrong things so didn't find it through fNEI either.fiery_salmon wrote:@vaendryl
Try seafloor pump that is now available earlier.
thanks!
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Re: [0.16] Sea Block Pack 0.2.6
Also, the washing method of getting sodium is quite inefficient, but after getting the initial supply, you can just loop the Sulfuric acid, and never run out. If you eventually want to shift to ceramic filtering, you need to supplement the process with sulfuric acid from another source, like the sodium chain.
Re: [0.16] Sea Block Pack 0.2.6
Have you done the actual math though? Using mineralized water you get 90% of the output compared to slag slurry and much quicker. You need far less crystalizers and no sulfur loop. I'm not sure if energy wise it even is inferior to slag slurry since you need a log more for that than the simple recipe.vaendryl wrote:started a new game on the x.16 version the other day.
love the new start and the guidance the tech tree provides at first.
it's clear though that mineralize water -> ores is a very inefficient pathway (and ores from nodules has been removed?)
so, I'll want to turn slag into slag slurry asap then and the research for this is very cheap at only 20 tier1 beakers. however, the recipe requires sulfuric acid.
in x.15 version I could get my hands on some sulfuric waste water quickly by doing the 'clean coke' recipe, but coke seems to have been removed. I can't find any recipe involving the new charcoal mechanics that gives me sulfur or sulfuric waste water. so how am I supposed to get sulf. acid at the start? do I really have to muddle on through all the way to hydro refining to get it? it'd take loads of tier2 beakers which I haven't even started making yet. it'd seem very strange especially because slag processing is so cheap but useless without sulfur.
I could be missing something but I'm worried I'm missing a recipe I should have.
As for getting your hands on some sulfur use the seafloor mud pump and washing plants. You then also want to use the geode crushing to make ores instead of millions of electrolyzers.
Re: [0.16] Sea Block Pack 0.2.6
Washing method to get sodium? Sodium chain? What recipes are you talking about?live22morrow wrote:Also, the washing method of getting sodium is quite inefficient, but after getting the initial supply, you can just loop the Sulfuric acid, and never run out. If you eventually want to shift to ceramic filtering, you need to supplement the process with sulfuric acid from another source, like the sodium chain.
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Re: [0.16] Sea Block Pack 0.2.6
Sorry typo, meant washing to get sulfur/sulfuric acid. And I meant getting sulfur through the sodium sulfate sodium recipe. (sodium (sulfur) -> sulfur dioxide -> sulfuric acid -> HCl sodium sulfate -> sodium (sulfur)).mrvn wrote:Washing method to get sodium? Sodium chain? What recipes are you talking about?live22morrow wrote:Also, the washing method of getting sodium is quite inefficient, but after getting the initial supply, you can just loop the Sulfuric acid, and never run out. If you eventually want to shift to ceramic filtering, you need to supplement the process with sulfuric acid from another source, like the sodium chain.