[MOD 1.1] Sea Block Pack 0.5.16
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Re: [MOD 1.1] Sea Block Pack 0.5.7
URGENT!
0.5.7 brakes belts and splitters, because yellow tier requires grey one, only belt is available, underground belt and splitter in grey tier is unavailable
0.5.7 brakes belts and splitters, because yellow tier requires grey one, only belt is available, underground belt and splitter in grey tier is unavailable
Re: [MOD 1.1] Sea Block Pack 0.5.7
Not sure, what you mean.
Judging from the tech overview, it should not happen: Did you add bobslogistics (later) to the playthrough?
Judging from the tech overview, it should not happen: Did you add bobslogistics (later) to the playthrough?
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- Burner Inserter
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Re: [MOD 1.1] Sea Block Pack 0.5.7
Ah, my bad. I am pretty far in the tech tree with latest tier of belts and didnt look for a new research. Thanks
Re: [MOD 1.1] Sea Block Pack 0.5.7
Hello, I have noticed 2 issues while playing this pack.
-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)
-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)
-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
Re: [MOD 1.1] Sea Block Pack 0.5.7
Bob's vehicle equipment isn't part of the default mod pack but still should be supported. I'll make sure this is fixed in the next version.Griggers wrote: ↑Sun Nov 07, 2021 10:21 am Hello, I have noticed 2 issues while playing this pack.
-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)
-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
Not sure about the tree issue. I'll have to investigate.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.7
Thanks for reporting these issues!Griggers wrote: ↑Sun Nov 07, 2021 10:21 am Hello, I have noticed 2 issues while playing this pack.
-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added?)
-Secondly i found an issue with Tral's Robot Tree Farm. (I want to use it for aesthetic purposes late game)
The fully grown trees can not be cut down using the deconstruct planner.
I assume that it's a problem because you kind of 'removed' the tree's. (to maybe avoid spawning on world gen?)
First issue is fixed. Bob's vehicle equipment mod isn't part of the default Sea Block pack but should be fine to add if you want.
I've logged the second issue. It will be fixed eventually.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.8
The Sea Block pack has been updated. Check the first post for details.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.8
i'm getting this error right now
Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point {0.0000000000, 0.0000000000}
Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point {0.0000000000, 0.0000000000}
Re: [MOD 1.1] Sea Block Pack 0.5.8
Can you give me some more information please? Is this when starting a new game? Loading an old one? After dying? Can you post your mod list and / or a save file please?
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.9
The Sea Block pack has been updated. Check the first post for details.
Angel's mods have been updated. Just a small update from Sea Block itself this time.
Angel's mods have been updated. Just a small update from Sea Block itself this time.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.9
I just started a new playthrough on 0.5.9, and it seems like the direct smelting of crushed ore to lead and tin plates is gone. I can smelt stir/saph to iron and copper, but not rub/bob to lead and tin. I have to do sorting to ores first, and then I can smelt those. Is this change intentional?
Re: [MOD 1.1] Sea Block Pack 0.5.9
Yes, this was intentional. At least some mixed output sorting is required at every tier: crushed, chunks, crystals, purified.kyndigen wrote: ↑Sun Dec 19, 2021 10:21 pm I just started a new playthrough on 0.5.9, and it seems like the direct smelting of crushed ore to lead and tin plates is gone. I can smelt stir/saph to iron and copper, but not rub/bob to lead and tin. I have to do sorting to ores first, and then I can smelt those. Is this change intentional?
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.10
Sea Block has been updated to 0.5.10
Just one bug fix (Lithium Processing could not be researched) so I've not created a new .zip download.
Just one bug fix (Lithium Processing could not be researched) so I've not created a new .zip download.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.9
Hi,
I've started a game quite long time ago. And there is something I don't understant, I have recipes in my FNEI showing up but I don't have a tech associated to it. I'm speaking of "Coal" 5 woods -> 1 Coal and "Coal cracking gasification" in a advanced chemical plant. Is it disabled ? Or is it a bug ? Can i enable it ?
Thx everyone
I've started a game quite long time ago. And there is something I don't understant, I have recipes in my FNEI showing up but I don't have a tech associated to it. I'm speaking of "Coal" 5 woods -> 1 Coal and "Coal cracking gasification" in a advanced chemical plant. Is it disabled ? Or is it a bug ? Can i enable it ?
Thx everyone
Re: [MOD 1.1] Sea Block Pack 0.5.9
No, it's not a bug. And no, you can't enable that recipe.Protox wrote: ↑Wed Jan 05, 2022 4:59 pm Hi,
I've started a game quite long time ago. And there is something I don't understant, I have recipes in my FNEI showing up but I don't have a tech associated to it. I'm speaking of "Coal" 5 woods -> 1 Coal and "Coal cracking gasification" in a advanced chemical plant. Is it disabled ? Or is it a bug ? Can i enable it ?
Thx everyone
In FNEI's settings, untick "Show hidden recipes". Leave "Show disabled recipes" ticked. Hidden recipes have a gray title. Disabled recipes are ones you haven't researched yet and have a red title.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.9
Alright thank you very much , Im pretty much sad cause those recipe were pretty life changing
Re: [MOD 1.1] Sea Block Pack 0.5.9
Hello.
It seems to me that Ammonium chloride recycling recipe (unlocked with RTG) allows for a loop (together with Ammonium chloride gas from Nitrogen processing 2) that is very Ammonium positive.
This was surprising to me, so I just want to make sure this was desired. Thanks.
It seems to me that Ammonium chloride recycling recipe (unlocked with RTG) allows for a loop (together with Ammonium chloride gas from Nitrogen processing 2) that is very Ammonium positive.
This was surprising to me, so I just want to make sure this was desired. Thanks.
Re: [MOD 1.1] Sea Block Pack 0.5.9
I don't think that recipe should be enabled. It makes sense in a Bob's game. But with Bob's and Angel's, Ammonium Chloride isn't a waste product so doesn't need a recycling recipe. Thanks for highlighting this!Muche wrote: ↑Tue Mar 01, 2022 9:34 pm Hello.
It seems to me that Ammonium chloride recycling recipe (unlocked with RTG) allows for a loop (together with Ammonium chloride gas from Nitrogen processing 2) that is very Ammonium positive.
This was surprising to me, so I just want to make sure this was desired. Thanks.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [MOD 1.1] Sea Block Pack 0.5.11
Sea Block, Bob's, and Angel's mods have all been updated! First post has been updated with details
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Re: [MOD 1.1] Sea Block Pack 0.5.11
is missing recipe thing like FNEI, yes?