If I see it right, you need one additional ingredient to blue science, which consumes sulfur, glass and some green science ingredients.mexmer wrote: Fri Dec 25, 2020 9:05 pmi have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but t3 is now slighly more complex, so you need to build more stuff, to be able to produce blue science pack. so it does disrupt current production line. i have no idea, how bad is new intermediate for seablock balance wise, tho'jodokus31 wrote: Tue Dec 22, 2020 1:38 pm Fyi:
Science Cost Tweaker will get some changes. Don't know, if it will work without problem
viewtopic.php?p=528421#p528421
t1 lab now consumer more iron less copper, but it's not that significant, and you don't build labs en mass, so that's not issue.
as for T3 in my ab play, it shifted more focus toward chemistry, due requirement of sulfur, so i needed to rebuild my factory somewhat. i expect similar effect in seablock, so if you don't want to bother with it during christmas, just wait with mod update until you have time for rebuild.
Generally, it's a nice touch to have a sulfur sink in science. In seablock, you are able to accumulate big amounts, if you are using geode processing. (Not sure, if it's enough in relation). There are also chains (paper2, i think), which produces sulfur as side products. Some people may really struggle to find the possibilities to produce sulfur. Most straight forward is ungodly amounts of washing plants and clarify the mud water, which could probably be the annoying result
![Razz :P](./images/smilies/icon_razz.gif)
The other ingredients are not a problem it think.
Also, it makes blue science even more complex, which is already one of the biggest hurdle in overall progression.