[1.0] Sea Block Pack 0.4.10

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Antaguana
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Re: [0.17] Sea Block Pack 0.3.4

Post by Antaguana »

Plasticizer wrote: ↑
Fri May 03, 2019 12:58 pm
I've fixed an issue with the modpack, version 0.17.35 wasn't compatible anymore with the data.lua & control.lua.

Changes (replace [line] with the code below):
- control.lua[129]
local inv = player.get_main_inventory()
- data.lua[8]
if data.raw.player and data.raw.player.player then --pre 0.17.35
table.insert(data.raw.player.player.crafting_categories, "crafting-handonly")
elseif data.raw.character and data.raw.character.character then --post 0.17.35
table.insert(data.raw.character.character.crafting_categories, "crafting-handonly")
end
Seems to be working for me. Thanks Plasticizer!

Nolaa
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Re: [0.17] Sea Block Pack 0.3.4

Post by Nolaa »

Error on loading mod :
Error Loading mods
Failes to load mods:__SeaBlock__/data.lua:8: attempt to index field 'player' (a nil value)
stack traceback:
__SeaBlock__/data.lua:8: in main chunk

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Re: [0.17] Sea Block Pack 0.3.4

Post by NeptuneJr2 »

Plasticizer wrote: ↑
Fri May 03, 2019 12:58 pm
I've fixed an issue with the modpack, version 0.17.35 wasn't compatible anymore with the data.lua & control.lua.

Changes (replace [line] with the code below):
- control.lua[129]
local inv = player.get_main_inventory()
- data.lua[8]
if data.raw.player and data.raw.player.player then --pre 0.17.35
table.insert(data.raw.player.player.crafting_categories, "crafting-handonly")
elseif data.raw.character and data.raw.character.character then --post 0.17.35
table.insert(data.raw.character.character.crafting_categories, "crafting-handonly")
end
Someone had the same problem on the last page. This is how to fix it.

aehaac84
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Re: [0.17] Sea Block Pack 0.3.4

Post by aehaac84 »

NeptuneJr2 wrote: ↑
Sat May 04, 2019 1:23 pm
Plasticizer wrote: ↑
Fri May 03, 2019 12:58 pm
I've fixed an issue with the modpack, version 0.17.35 wasn't compatible anymore with the data.lua & control.lua.

Changes (replace [line] with the code below):
- control.lua[129]
local inv = player.get_main_inventory()
- data.lua[8]
if data.raw.player and data.raw.player.player then --pre 0.17.35
table.insert(data.raw.player.player.crafting_categories, "crafting-handonly")
elseif data.raw.character and data.raw.character.character then --post 0.17.35
table.insert(data.raw.character.character.crafting_categories, "crafting-handonly")
end
Someone had the same problem on the last page. This is how to fix it.
I'm still getting an error message when trying to load the seablock mod.

Failed to load mods: __SeaBlock__/lib.lua:18: attempt to index field '?' (a nil value) stack traceback:
__SeaBlock__/lib.;ua:18: in function 'takeeffect'
__SeaBlock__/lib.lua:33 in function 'moveeffect'
__SeaBlock__/data-updates.lua:79: in main chunck

Mods to be disabbled:
* SeaBlock

I made the changes to the files noted above and am still not able to get it to work.

mmppolton
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Re: [0.17] Sea Block Pack 0.3.4

Post by mmppolton »

Tide wrote: ↑
Fri May 03, 2019 10:15 pm
I really like the farm changes, it feels like they're a solid mid-game power solution. And enriched fuel blocks get to be the same 20% bonus as charcoal pellets, which is a great place for them.

I'm a little concerned about two of the changes from the most recent version of Angels and how they affect Seablock:

Electrolysers having their recipe time doubled doubles the cost of anything made by slag. Early plates being more expensive is fine if you want to push people towards geodes for mineral slurry, but bricks and landfill are already a major bottleneck in how the game progresses and this seems like its going to make an already long early game longer. This also makes green algae from co2 and mineralised water terrible, as others have mentioned.

Fibre from wood being halved means arboretums about a third worse than they were in 0.16, even with the added requirement for saw blades. At the moment it seems the best power transition is basic algae -> farms.
why use farm i just do solar till i get nuclear pass a big steam aray on carbon or coke pelts to get base started and soalr unlock

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Re: [0.17] Sea Block Pack 0.3.4

Post by randomdude »

mmppolton wrote: ↑
Sat May 04, 2019 10:48 pm
why use farm i just do solar till i get nuclear pass a big steam aray on carbon or coke pelts to get base started and soalr unlock
He is one of the crazy ones planning to speedrun it :). And even for normal playthroughs, solar has a very bad ROI for power

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Re: [0.17] Sea Block Pack 0.3.4

Post by mmppolton »

randomdude wrote: ↑
Sun May 05, 2019 12:58 am
mmppolton wrote: ↑
Sat May 04, 2019 10:48 pm
why use farm i just do solar till i get nuclear pass a big steam aray on carbon or coke pelts to get base started and soalr unlock
He is one of the crazy ones planning to speedrun it :). And even for normal playthroughs, solar has a very bad ROI for power
for me it is more reiliable and if i have to i just let the base run for a while i hade a few time of have to restart power becase of max it out

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Re: [0.17] Sea Block Pack 0.3.5

Post by Trainwreck »

Sea block pack 0.3.5 has been released. Check first post for download link.

Update 2019-5-5, version 0.3.5:
  • player -> character api update
  • Increase fluid_usage_per_tick of diesel generator

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MrHick
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Re: [0.17] Sea Block Pack 0.3.5

Post by MrHick »

Unable to install after last update, fresh Factorio zip download 0.17.36

"Failed to load mods:__SeaBlock__/data-updates.lua.671:attempt to index field "hydrogen" {a nil value} site traceback:
__SeaBlock__/data-updates.lua.671: in main chunk"

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Re: [0.17] Sea Block Pack 0.3.4

Post by mrvn »

mmppolton wrote: ↑
Sun May 05, 2019 3:03 am
randomdude wrote: ↑
Sun May 05, 2019 12:58 am
mmppolton wrote: ↑
Sat May 04, 2019 10:48 pm
why use farm i just do solar till i get nuclear pass a big steam aray on carbon or coke pelts to get base started and soalr unlock
He is one of the crazy ones planning to speedrun it :). And even for normal playthroughs, solar has a very bad ROI for power
for me it is more reiliable and if i have to i just let the base run for a while i hade a few time of have to restart power becase of max it out
Build your power plant with a bit of free space around it so no power poles connect to it. Built a few steam engines close to the rest of the plant to provide power for the plant itself. Place the remaining steam engines so their power poles don't connect to the power plant and connect it to the outside.

That way the plant will always generate it's own power and never black out. The outside might max out the power and fall short but that won't put you into a death spiral.

Edit: Obviously set up the fuel line so all the fuel goes to the internal steam engines first and only the excess is used for the rest.

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Re: [0.17] Sea Block Pack 0.3.4

Post by StavroM »

mrvn wrote: ↑
Mon May 06, 2019 9:36 am
Build your power plant with a bit of free space around it so no power poles connect to it. Built a few steam engines close to the rest of the plant to provide power for the plant itself. Place the remaining steam engines so their power poles don't connect to the power plant and connect it to the outside.
Alternatively, build the fuel source and power plant as normal, then hold copper wire and manually disconnect the power poles until the fuel source is no longer connected to the main power network.

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Re: [0.17] Sea Block Pack 0.3.4

Post by mrvn »

StavroM wrote: ↑
Mon May 06, 2019 6:50 pm
mrvn wrote: ↑
Mon May 06, 2019 9:36 am
Build your power plant with a bit of free space around it so no power poles connect to it. Built a few steam engines close to the rest of the plant to provide power for the plant itself. Place the remaining steam engines so their power poles don't connect to the power plant and connect it to the outside.
Alternatively, build the fuel source and power plant as normal, then hold copper wire and manually disconnect the power poles until the fuel source is no longer connected to the main power network.
Did that too. But then when you blueprint the next copy you easily forget to cut that wire again.

mrvn
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Geode to slag ratio wrong in hellmod?

Post by mrvn »

I've tried doing some math with hellmod to build a self contained geode washing plant that produces mineral sludge and little else.

The basic ratio for geodes is one seafloor pump -> washing plant -> 5x washing plant for geodes. And crushing geodes into crystal dust gives me a ratio of 20 washing plants mk II to 10 filtration units mk I with coal filtering. I'm using coal filtering because ceramic filter use more sulfuric acid than you can reclaim from the sulfuric waste water and need extra purified water. So far nothing new there.

But with the new slag and green algae recipes now things change. With 40 washing plants mk II and 20 filtration units mk I it looks like I need 30 electrolyuer mk II to produce enough oxygen for the sulfur loop and 13 (seriously?) green algae farm mk III to produce the charcoal for the coal filtering (or 3 wood/s). Converting the slag and excess crushed stone to mineral sludge adds another 8 (rounded up) filtration units mk I.

So hellmod tells me I need 40+8 washing plants mk II : 30 electrolyzer mk II : 20+8 filtration units mk I : 13 green algae farm mk III. There should be an excess of ~14.4 crushed stone / s that one liquifier mk II turns into slag slurry. And yet when I build it all there seems to be a lot more crushed stone. It keeps backing up and I've produced a bit of landfill form the overspill.

I wonder what I'm missing there. Is hellmod getting the wrong numbers because SeaBlock changes some recipes after hellmod? Or is it screwing up with the probabilities?

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Re: Geode to slag ratio wrong in hellmod?

Post by jodokus31 »

mrvn wrote: ↑
Thu May 09, 2019 10:21 am
With 40 washing plants mk II and 20 filtration units mk I it looks like I need 30 electrolyuer mk II to produce enough oxygen for the sulfur loop and 13 (seriously?) green algae farm mk III to produce the charcoal for the coal filtering (or 3 wood/s). Converting the slag and excess crushed stone to mineral sludge adds another 8 (rounded up) filtration units mk I.
I think its easier to produce oxygen from air filters.
The excess stone turned into mineralized water/green algae should be enough for filter charcoal and a lot of power.
But i'm not there yet, just my ideas from last time.

EDIT: filter charcoal got a lot more expensive, because it eats 4 MJ instead of 2.5 MJ. Considering the charcoal yield got also reduced from 30MJ to 20 MJ, its more than double the cost than in seablock 0.3.4 0.3.3
Last edited by jodokus31 on Sat May 11, 2019 8:49 am, edited 1 time in total.

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Re: [0.17] Sea Block Pack 0.3.5

Post by ramyalexis »

del
Last edited by ramyalexis on Sun May 12, 2019 7:31 pm, edited 2 times in total.

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Re: [0.17] Sea Block Pack 0.3.5

Post by Chapeau-Claque »

This looks weird. Is this tech to be available at all? If so, what requirements are not shown?
Bottled.jpg
Bottled.jpg (12 KiB) Viewed 2685 times

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jodokus31
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Re: [0.17] Sea Block Pack 0.3.5

Post by jodokus31 »

ramyalexis wrote: ↑
Fri May 10, 2019 6:22 pm
del
Remembered your original message. That is a missing localization string in angels mod. Nothing gamebreaking.
Chapeau-Claque wrote: ↑
Sat May 11, 2019 2:48 pm
This looks weird. Is this tech to be available at all? If so, what requirements are not shown?
I think, that is a relic from bobs mod, where some kind of gas could only be bottled in those tanks instead of barrels. Somehow, its unavailable, maybe a prequisite is missing, which doesn't exist anymore. But you wont need it.

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Re: Geode to slag ratio wrong in hellmod?

Post by mrvn »

jodokus31 wrote: ↑
Thu May 09, 2019 3:24 pm
mrvn wrote: ↑
Thu May 09, 2019 10:21 am
With 40 washing plants mk II and 20 filtration units mk I it looks like I need 30 electrolyuer mk II to produce enough oxygen for the sulfur loop and 13 (seriously?) green algae farm mk III to produce the charcoal for the coal filtering (or 3 wood/s). Converting the slag and excess crushed stone to mineral sludge adds another 8 (rounded up) filtration units mk I.
I think its easier to produce oxygen from air filters.
The excess stone turned into mineralized water/green algae should be enough for filter charcoal and a lot of power.
But i'm not there yet, just my ideas from last time.

EDIT: filter charcoal got a lot more expensive, because it eats 4 MJ instead of 2.5 MJ. Considering the charcoal yield got also reduced from 30MJ to 20 MJ, its more than double the cost than in seablock 0.3.4 0.3.3
And the mineralized water -> green algae recipe costs more energy than the basic one from just water. So my previous design to turn the excess crushed stone into energy is a bad idea now. That's why I started the design from scratch again.

Splitting air into nitrogen and oxygen is indeed more efficient than making it by splitting water. Except that the slag is also used to make mineral sludge. Time to compute the MJ/l of mineral sludge for both cases and see if the slag offsets the cost enough to make it worth. It's certainly a balancing problem with slag. So much so that I've added one chemical plant to produce some extra oxygen as needed.

Also, since the mineral sludge production uses up all excess crushed stone internally, I'm running out of landfill. The ore crushing doesn't yield enough to cover my expansion. I've since diverted the crushed stone from the plant to make landfill first with internal use as fall back.

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Re: Geode to slag ratio wrong in hellmod?

Post by jodokus31 »

mrvn wrote: ↑
Mon May 13, 2019 9:17 am
jodokus31 wrote: ↑
Thu May 09, 2019 3:24 pm
mrvn wrote: ↑
Thu May 09, 2019 10:21 am
With 40 washing plants mk II and 20 filtration units mk I it looks like I need 30 electrolyuer mk II to produce enough oxygen for the sulfur loop and 13 (seriously?) green algae farm mk III to produce the charcoal for the coal filtering (or 3 wood/s). Converting the slag and excess crushed stone to mineral sludge adds another 8 (rounded up) filtration units mk I.
I think its easier to produce oxygen from air filters.
The excess stone turned into mineralized water/green algae should be enough for filter charcoal and a lot of power.
But i'm not there yet, just my ideas from last time.

EDIT: filter charcoal got a lot more expensive, because it eats 4 MJ instead of 2.5 MJ. Considering the charcoal yield got also reduced from 30MJ to 20 MJ, its more than double the cost than in seablock 0.3.4 0.3.3
And the mineralized water -> green algae recipe costs more energy than the basic one from just water. So my previous design to turn the excess crushed stone into energy is a bad idea now. That's why I started the design from scratch again.
If you take crushed stone/mineralized water as free from other processes, algae II takes less energy (only ~75%) and space (only ~50%)
Only if mineralized water is produced from scratch, its worse.
mrvn wrote: ↑
Mon May 13, 2019 9:17 am
Also, since the mineral sludge production uses up all excess crushed stone internally, I'm running out of landfill. The ore crushing doesn't yield enough to cover my expansion. I've since diverted the crushed stone from the plant to make landfill first with internal use as fall back.
Ok, if you want to produce landfill anyway, its maybe better to do it right away with the crushed stone. But imho only in early/mid game stages. I don't like, that landfill production is interconnected to ore generation, so i would create an extra array of electrolyzers for landfill/bricks only.
mrvn wrote: ↑
Mon May 13, 2019 9:17 am
Splitting air into nitrogen and oxygen is indeed more efficient than making it by splitting water. Except that the slag is also used to make mineral sludge. Time to compute the MJ/l of mineral sludge for both cases and see if the slag offsets the cost enough to make it worth. It's certainly a balancing problem with slag. So much so that I've added one chemical plant to produce some extra oxygen as needed.
Interesting approach. Currently, i think its too much hassle, even if its more efficient. But I have to calculate it.
You could also create some oxygen with air and some with water and potentially use nitrogen and hydrogen for ammonia, which is needed later for many things. Just more hassle :P

EDIT: Clarified algae II consumption. Hope its less confusing

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Re: Geode to slag ratio wrong in hellmod?

Post by mrvn »

jodokus31 wrote: ↑
Mon May 13, 2019 1:11 pm
mrvn wrote: ↑
Mon May 13, 2019 9:17 am
jodokus31 wrote: ↑
Thu May 09, 2019 3:24 pm
mrvn wrote: ↑
Thu May 09, 2019 10:21 am
With 40 washing plants mk II and 20 filtration units mk I it looks like I need 30 electrolyuer mk II to produce enough oxygen for the sulfur loop and 13 (seriously?) green algae farm mk III to produce the charcoal for the coal filtering (or 3 wood/s). Converting the slag and excess crushed stone to mineral sludge adds another 8 (rounded up) filtration units mk I.
I think its easier to produce oxygen from air filters.
The excess stone turned into mineralized water/green algae should be enough for filter charcoal and a lot of power.
But i'm not there yet, just my ideas from last time.

EDIT: filter charcoal got a lot more expensive, because it eats 4 MJ instead of 2.5 MJ. Considering the charcoal yield got also reduced from 30MJ to 20 MJ, its more than double the cost than in seablock 0.3.4 0.3.3
And the mineralized water -> green algae recipe costs more energy than the basic one from just water. So my previous design to turn the excess crushed stone into energy is a bad idea now. That's why I started the design from scratch again.
If you take crushed stone/mineralized water as free from other processes, algae II is more energy (~75%) and space (~50%) efficient
Only if mineralized water is produced from scratch, its worse.
mrvn wrote: ↑
Mon May 13, 2019 9:17 am
Also, since the mineral sludge production uses up all excess crushed stone internally, I'm running out of landfill. The ore crushing doesn't yield enough to cover my expansion. I've since diverted the crushed stone from the plant to make landfill first with internal use as fall back.
Ok, if you want to produce landfill anyway, its maybe better to do it right away with the crushed stone. But imho only in early/mid game stages. I don't like, that landfill production is interconnected to ore generation, so i would create an extra array of electrolyzers for landfill/bricks only.
mrvn wrote: ↑
Mon May 13, 2019 9:17 am
Splitting air into nitrogen and oxygen is indeed more efficient than making it by splitting water. Except that the slag is also used to make mineral sludge. Time to compute the MJ/l of mineral sludge for both cases and see if the slag offsets the cost enough to make it worth. It's certainly a balancing problem with slag. So much so that I've added one chemical plant to produce some extra oxygen as needed.
Interesting approach. Currently, i think its too much hassle, even if its more efficient. But I have to calculate it.
You could also create some oxygen with air and some with water and potentially use nitrogen and hydrogen for ammonia, which is needed later for many things. Just more hassle :P
On my older SeaBlock game I made train stations for lots of simple things doing just one step. E.g. turn sulfur into sulfur dioxide. Another station to turn sulfur dioxide into sulfuric acid. While this allows balancing simply by setting priorities for LTN and is very flexible I run into congestion problem on the rail network. The mineral sludge production just has too much throughput.

So my next game I made the whole mineral sludge production mostly self contained. The sulfur loop internal with just the excess going to train stations. Internal charcoal and power production too with basically no crushed stone excess. Great for reducing train traffic. But with the latest changes this goes into the extreme on the other side. Not enough exports.

The sulfur loop has to stay internal to the geode washing, there simply is too much throughput there to carry that around the main train system. I think the oxygen consumption is too high to carry by train comfortably too. But the needed nitrogen might be little enough to export by train. Or maybe mix air splitting and water splitting to produce and export ammonia directly. Something to think about.

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