[1.0] Sea Block Pack 0.4.10

Topics and discussion about specific mods
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2834
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

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 ?
BobDiggity (mod-scenario-pack)

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2167
Joined: Thu Jun 12, 2014 3:05 am
Contact:

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:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2834
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

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 ?
BobDiggity (mod-scenario-pack)

Megouski
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Nov 29, 2017 7:34 pm
Contact:

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

Image

3ara3ik
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Jan 07, 2020 7:06 pm
Contact:

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)))

dcbartlett
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Feb 09, 2020 8:49 pm
Contact:

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?

skeeterbug
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Feb 10, 2020 1:36 am
Contact:

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.

Trainwreck
Fast Inserter
Fast Inserter
Posts: 110
Joined: Wed Apr 05, 2017 2:17 am
Contact:

[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.

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2167
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: [0.17] Sea Block Pack 0.3.8

Post by Ranakastrasz »

How do you get the resin then?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Megouski
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Nov 29, 2017 7:34 pm
Contact:

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!

nord
Manual Inserter
Manual Inserter
Posts: 1
Joined: Tue Feb 11, 2020 6:34 am
Contact:

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}
  },

vjbone
Fast Inserter
Fast Inserter
Posts: 143
Joined: Sun Feb 14, 2016 10:02 am
Contact:

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:

Hellspawn
Inserter
Inserter
Posts: 20
Joined: Fri Dec 01, 2017 11:59 am
Contact:

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 ;)

Trainwreck
Fast Inserter
Fast Inserter
Posts: 110
Joined: Wed Apr 05, 2017 2:17 am
Contact:

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.

Bilka
Factorio Staff
Factorio Staff
Posts: 3305
Joined: Sat Aug 13, 2016 9:20 am
Contact:

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.

Medium9
Inserter
Inserter
Posts: 22
Joined: Thu Oct 04, 2018 8:30 pm
Contact:

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?

User avatar
ptx0
Smart Inserter
Smart Inserter
Posts: 1507
Joined: Wed Jan 01, 2020 7:16 pm
Contact:

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.

Megouski
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Nov 29, 2017 7:34 pm
Contact:

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.


Image

kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

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

Medium9
Inserter
Inserter
Posts: 22
Joined: Thu Oct 04, 2018 8:30 pm
Contact:

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.

Post Reply

Return to “Mods”