[1.0] Sea Block Pack 0.4.10

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BlueTemplar
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Re: [0.17] Sea Block Pack 0.3.8

Post by BlueTemplar »

Ranakastrasz wrote:
Fri Feb 07, 2020 5:19 am
Compared to the earlier version I played, I have to say, I really like the shorter path to basic crystallization.
Oh, what is the difference ?
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Re: [0.17] Sea Block Pack 0.3.8

Post by Ranakastrasz »

BlueTemplar wrote:
Fri Feb 07, 2020 11:09 am
Ranakastrasz wrote:
Fri Feb 07, 2020 5:19 am
Compared to the earlier version I played, I have to say, I really like the shorter path to basic crystallization.
Oh, what is the difference ?
Two differences, at least two that were obvious enough.

One, Green algae, there is a lower tier recipe than before. The current T2, mineralized water plus carbon dioxide, used to be the lowest tier, but now you can just use plain seawater from a offshore pump, for half the yield.

Two, Mineral crystalization. Used to be, again, T2 was the only method, so you had to, I think, make coal, crush coal, wash coal, get sulfur. Make sulfuric acid, melt slag into slag slurry. Make Filters with coal and something, filter slag slurry into.... Something something something, crystalize into ore.

It was complicated, ok? Now, its, Crush slag into crushed stone, dissolve in sea water, and crystalize. Up until you want something other than Iron and Copper.


Its so much simplier now. Basically, the old T1 stuff, with many steps, is now the T2, more efficient/needed for progression part.

Here is the old flowchart

https://preview.redd.it/kfjaiel9bwtz.pn ... c8e8863e61
My Mods:
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Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [0.17] Sea Block Pack 0.3.8

Post by BlueTemplar »

Right, it used to be (in late 0.16) that you didn't have a choice and had to go trough the relatively bad mineralized algae for power until you got to trees, which then easily carried you to nuclear.
While now burning trees is worse than the new sea algae (t1) - which is even "better" than the mineralized algae (t2) as long as you have the space and buildings ! (Which you obviously might not early on, so it's an interesting dilemma...) (And then having to divert precious crushed stone... :/ )
And also free cellulose hand-harvesting was added at some point before latest 0.16 ?

But I can't see when the mineralized crystallization (t1) might have been added, wasn't it always there ?
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Re: [0.17] Sea Block Pack 0.3.8

Post by Megouski »

3ara3ik wrote:
Fri Feb 07, 2020 10:55 am
Megouski wrote:
Fri Feb 07, 2020 12:41 am
3ara3ik wrote:
Thu Feb 06, 2020 9:07 pm
Image

Is that what you intended?
What is the problem with that exactly?
Image
Should processed quartz go like with metal or what I don't understand?
I don’t see the logic to distill 6 silicon ingot into 24 silicon ingot
Ill jump in game and look at this

Trichlorosilane is silicon (quartz) ingot and hydrogenchloride. I dont see the issue still. Its just adding complexity to get higher yield, like most of this packs processes. Use FNEI to find it

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Re: [0.17] Sea Block Pack 0.3.8

Post by 3ara3ik »

Megouski wrote:
Fri Feb 07, 2020 3:55 pm
3ara3ik wrote:
Fri Feb 07, 2020 10:55 am
Megouski wrote:
Fri Feb 07, 2020 12:41 am
3ara3ik wrote:
Thu Feb 06, 2020 9:07 pm
Image

Is that what you intended?
What is the problem with that exactly?
Image
Should processed quartz go like with metal or what I don't understand?
I don’t see the logic to distill 6 silicon ingot into 24 silicon ingot
Ill jump in game and look at this

Trichlorosilane is silicon (quartz) ingot and hydrogenchloride. I dont see the issue still. Its just adding complexity to get higher yield, like most of this packs processes. Use FNEI to find it

Image
I did not look what liquid is made of)))

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Re: [0.17] Sea Block Pack 0.3.8

Post by dcbartlett »

When trying to launch the seablock server i get the following error.

0.000 Error Util.cpp:83: "coal" is not a valid autoplace control name.

Info:
Factorio Version: 0.17.79
Seablock pack: 0.3.8

Steps:
1) Download pack from here
2) Create a mods folder
3) Unzip pack into mods folder
4) Delete pack zip from mods folder
5) Start factorio server for the first time

Is there some configuration that i need to do?

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Re: [0.17] Sea Block Pack 0.3.8

Post by skeeterbug »

Angel's PetroChem was updated to work with Factorio 0.18. It now appears all the dependencies for Seablock have been updated to work against 0.18! I spent some time today testing out Seablock against 0.18. The first error encountered was:
Failed to load mods: Error in assignID, technology with name 'bio-processing-alien' does not exist.
The fix for this is in seablock\data-updates.lua, by changing line 212 to

Code: Select all

local artifacttech = 'bio-processing-alien-1'
It appears this tech has two tiers now. After this, the mod loads and is able to create a new game. I enabled cheats and proceeded to work my way through the tech tree using infinity chests and labs. I ran into a hard stop on researching cellulose paste. It appears petrochem has two pre-reqs for this tech now, one of which was removed from this mod pack: bio-processing-brown. The fix for this is also in data-updates.lua, down on line 659 there is a section to remove bio-processing-brown. We need to add the cellulose paste to this removal. Here is the fix (starting on line 659):

Code: Select all

-- Remove brown algae tech
data.raw.technology['bio-processing-green'].prerequisites = {'water-treatment'}
local brownidx = lib.tablefind(data.raw.technology['bio-processing-blue'].prerequisites, 'bio-processing-brown')
if brownidx ~= nil then
  table.remove(data.raw.technology['bio-processing-blue'].prerequisites, brownidx)
end
-- Remove brown algae from bio paste
brownidx = lib.tablefind(data.raw.technology['bio-processing-paste'].prerequisites, 'bio-processing-brown')
if brownidx ~= nil then
  table.remove(data.raw.technology['bio-processing-paste'].prerequisites, brownidx)
end
data.raw.technology['bio-processing-brown'].enabled = false
After this, I was able to research all the way to the FTL drive and win the game (using infinity chests, not the actual assemblers).
Last edited by skeeterbug on Mon Feb 10, 2020 1:51 am, edited 1 time in total.

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[0.18] Sea Block Pack 0.4.0

Post by Trainwreck »

Here's a 0.18 test release:
SeaBlockPack_0.4.0.zip - outdated, check first post for latest version
  • Remove alginic acid solder recipe
  • Update tech tree dependencies/prerequisites for Angel's changes
  • Remove fuel_value for some Angel's fluids
  • Reduce neighbour bonus for heat source burners
  • Force Bob's nuclear update setting on
Last edited by Trainwreck on Thu Feb 13, 2020 10:03 am, edited 1 time in total.

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Re: [0.17] Sea Block Pack 0.3.8

Post by Ranakastrasz »

How do you get the resin then?
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Re: [0.18] Sea Block Pack 0.4.0

Post by Megouski »

Trainwreck wrote:
Mon Feb 10, 2020 9:51 am
Here's a 0.18 test release:
SeaBlockPack_0.4.0.zip
  • Remove alginic acid solder recipe
  • Update tech tree dependencies/prerequisites for Angel's changes
  • Remove fuel_value for some Angel's fluids
  • Reduce neighbour bonus for heat source burners
  • Force Bob's nuclear update setting on
:shock: :mrgreen: Faster than expected. Nice work!

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Re: [0.17] Sea Block Pack 0.3.8

Post by nord »

dcbartlett wrote:
Sun Feb 09, 2020 8:52 pm
When trying to launch the seablock server i get the following error.

0.000 Error Util.cpp:83: "coal" is not a valid autoplace control name.
This is a map generation issue. I assume you either have a dedicated server host, or you pass a dedicated map-gen-settings.json file with map generation settings. It will contain autoplace settings for various stuff not available von seablock, such as 'coal'. I had the same issue yesterday with da dedicated server host.

I would recommend you generate the map locally and upload it to the server.

Code: Select all

  "autoplace_controls":
  {
    "coal": {"frequency": 1, "size": 1, "richness": 1},
    "stone": {"frequency": 1, "size": 1, "richness": 1},
    "copper-ore": {"frequency": 1, "size": 1,"richness": 1},
    "iron-ore": {"frequency": 1, "size": 1, "richness": 1},
    "uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
    "crude-oil": {"frequency": 1, "size": 1, "richness": 1},
    "trees": {"frequency": 1, "size": 1, "richness": 1},
    "enemy-base": {"frequency": 1, "size": 1, "richness": 1}
  },

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Re: [0.17] Sea Block Pack 0.3.8

Post by vjbone »

Trainwreck wrote:
Mon Feb 10, 2020 9:51 am
  • Reduce neighbour bonus for heat source burners
:cry:

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Re: [0.17] Sea Block Pack 0.3.8

Post by Hellspawn »

vjbone wrote:
Tue Feb 11, 2020 6:41 am
Trainwreck wrote:
Mon Feb 10, 2020 9:51 am
  • Reduce neighbour bonus for heat source burners
:cry:
They are still really powerfull compared to the normal steam power generator setup ;)

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Re: [0.18] Sea Block Pack 0.4.1

Post by Trainwreck »

Sea block pack 0.4.1 has been released. Check first post for download link.

Update 2020-2-13, version 0.4.1:
  • Fix ore crystallization recipe icons and names
  • Reduce science cost of solder smelting technology and its prerequisites
Last edited by Trainwreck on Thu Feb 13, 2020 9:45 pm, edited 1 time in total.

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Re: [0.18] Sea Block Pack 0.4.1

Post by Bilka »

Trainwreck wrote:
Thu Feb 13, 2020 9:29 am
Sea block pack 0.4.1 has been released. Check first post for download link.

Update 2018-2-13, version 0.4.1:
  • Fix ore crystallization recipe icons and names
  • Reduce science cost of solder smelting technology and its prerequisites
I hope you mean 2020, not 2018 :)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: [0.18] Sea Block Pack 0.4.1

Post by Medium9 »

I just updated from 0.17.x to the latest build and wanted to try out Sea Block for the first time. I updated all mods I already had and disabled any that weren't compatible, and downloaded SB with all its dependencies via the ingame mod manager.

Upon loading the game, I get the following error:
Failed to load mods: __SeaBlock__/data-updates.lua:637: attempt to index field '?' (a nil value)

stack traceback:
__SeaBlock__/data-updates.lua:637: in main chunk
I tried disabling ALL mods (a few QoL things were still active at my first try), reloading, and then only activating Sea Block (which also activated all dependencies, and I checked that all of those also had their dependencies checked recursively), and still got the same error after restarting.

What am I missing?

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Re: [0.18] Sea Block Pack 0.4.1

Post by ptx0 »

remove your mod-settings.dat and try again, there's some incompatibilities in the way you had bob's setup, i think it involves nuclear power rework being selected. it may or may not be required, try whatever state is opposite the one it's currently in.

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Re: [0.18] Sea Block Pack 0.4.1

Post by Megouski »

Trainwreck wrote:
Thu Feb 13, 2020 9:29 am
Sea block pack 0.4.1 has been released. Check first post for download link.

Update 2018-2-13, version 0.4.1:
  • Fix ore crystallization recipe icons and names
  • Reduce science cost of solder smelting technology and its prerequisites

Found a picture of Trainwreck in the wild.


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Re: [0.18] Sea Block Pack 0.4.1

Post by kinnom »

Is the T1 green algae recipe supposed to have brown algae as byproduct?
no yes yes no yes no yes yes

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Re: [0.18] Sea Block Pack 0.4.1

Post by Medium9 »

ptx0 wrote:
Thu Feb 13, 2020 6:56 pm
remove your mod-settings.dat and try again, there's some incompatibilities in the way you had bob's setup, i think it involves nuclear power rework being selected. it may or may not be required, try whatever state is opposite the one it's currently in.
That sadly didn't do anything. I also didn't have bob's and/or angel's installed ever before.

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