[MOD 1.1] Sea Block Pack 0.5.16

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KiwiHawk
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by KiwiHawk »

nOObe wrote:
Sun Dec 18, 2022 7:30 am
is missing recipe thing like FNEI, yes?
I'm not sure what you are asking sorry. FNEI mod is included in the mod pack by default.
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

KiwiHawk wrote:
Sun Dec 18, 2022 8:55 am
nOObe wrote:
Sun Dec 18, 2022 7:30 am
is missing recipe thing like FNEI, yes?
I'm not sure what you are asking sorry. FNEI mod is included in the mod pack by default.
I am sorry but I do not see it in my mod list and it does not pop when ctrl b?
are you sure?
V1.1.74?

EDIT, your mega download has many different things than the 0.5.11 on the mod portal
Will the mod portal be updated?

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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by KiwiHawk »

Easiest way of installing Sea Block is to enable Sea Block Pack mod from in game. The pack mod does nothing on it's own, just has all mods in the pack as prerequisites. This is the same list of mods as are included in the mega download.

If you don't have FNEI enabled, then just enable it? I'm not sure what is the problem here.

https://mods.factorio.com/mod/SeaBlockMetaPack
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

is it ok to update

flib_0.10.1 > flib_0.12.3
helmod_0.12.9 > helmod_0.12.13
reskins-angels_2.1.3 > reskins-angels_2.1.5
reskins-bobs_2.1.3 > reskins-bobs_2.1.4
reskins-compatibility_2.1.2 > reskins-compatibility_2.1.5
reskins-library_2.1.3 > reskins-library_2.1.4

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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by Zavian »

I'm wondering whether the FNEI issue is because of confusion between the "Sea Block" mod, and the "Sea Block Pack" mod.

I think the first contains the Sea Block changes, and depends the required mods, whilst the second also pulls in other recommended mods, like FNEI.

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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

Zavian wrote:
Mon Dec 19, 2022 4:11 am
I'm wondering whether the FNEI issue is because of confusion between the "Sea Block" mod, and the "Sea Block Pack" mod.

I think the first contains the Sea Block changes, and depends the required mods, whilst the second also pulls in other recommended mods, like FNEI.
probably. fixed now.
Thanks

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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by KiwiHawk »

nOObe wrote:
Mon Dec 19, 2022 3:57 am
is it ok to update

flib_0.10.1 > flib_0.12.3
helmod_0.12.9 > helmod_0.12.13
reskins-angels_2.1.3 > reskins-angels_2.1.5
reskins-bobs_2.1.3 > reskins-bobs_2.1.4
reskins-compatibility_2.1.2 > reskins-compatibility_2.1.5
reskins-library_2.1.3 > reskins-library_2.1.4
Yes, that's fine.
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

How do i get start with robots to work?

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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by KiwiHawk »

There are many different mods that add starting robots. None are included in the default mod pack. Just pick your favorite and enable it.
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by nOObe »

I have tried several and they not give armor or bots upon starting a new game.
are any known to work?

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Re: [MOD 1.1] Sea Block Pack 0.5.11

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by KiwiHawk »

Sea Block has been updated to 0.5.12 !

First post has been updated with details
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Re: [MOD 1.1] Sea Block Pack 0.5.11

Post by Zavian »

nOObe wrote:
Wed Dec 21, 2022 3:28 am
I have tried several and they not give armor or bots upon starting a new game.
are any known to work?
I like TinyStart.

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by dorthak »

Is Helmod actually required for the mod pack to work, or is it there just as a convenience mod? I tend to prefer "Factory Planner" to Helmod, so wondering if changing to it would break anything...

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by KiwiHawk »

dorthak wrote:
Wed Feb 01, 2023 7:12 pm
Is Helmod actually required for the mod pack to work, or is it there just as a convenience mod? I tend to prefer "Factory Planner" to Helmod, so wondering if changing to it would break anything...
No, it's not required. Feel free to swap it out 🙂

The Sea Block Pack mod doesn't do anything on it's own. It just provides a quick way to download/enable the standard set of mods in the pack.
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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by dorthak »

KiwiHawk wrote:
Wed Feb 01, 2023 7:44 pm

No, it's not required. Feel free to swap it out 🙂

The Sea Block Pack mod doesn't do anything on it's own. It just provides a quick way to download/enable the standard set of mods in the pack.
Thanks

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by platatat »

Is it intended that all green research now requires the (sorting -> ingots -> casting) chain to be set up first? I last played about a year ago and I remember that wasn't the case, just want to make sure I'm not doing something wrong

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by KiwiHawk »

platatat wrote:
Sat Feb 18, 2023 6:46 pm
Is it intended that all green research now requires the (sorting -> ingots -> casting) chain to be set up first? I last played about a year ago and I remember that wasn't the case, just want to make sure I'm not doing something wrong
No, you're not doing anything wrong. Yes, it's intended.

We made significant changes to the early game, getting rid of processes that didn't feel like they fit: Steel from Glowing Hot Iron Plates and Solder from Solder Mixture.

Blast furnace, Induction furnace, and Casting machine are now significantly cheaper to make.
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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by platatat »

KiwiHawk wrote:
Sat Feb 18, 2023 8:09 pm
platatat wrote:
Sat Feb 18, 2023 6:46 pm
Is it intended that all green research now requires the (sorting -> ingots -> casting) chain to be set up first? I last played about a year ago and I remember that wasn't the case, just want to make sure I'm not doing something wrong
No, you're not doing anything wrong. Yes, it's intended.

We made significant changes to the early game, getting rid of processes that didn't feel like they fit: Steel from Glowing Hot Iron Plates and Solder from Solder Mixture.

Blast furnace, Induction furnace, and Casting machine are now significantly cheaper to make.
Cool, thanks!

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Re: [MOD 1.1] Sea Block Pack 0.5.12

Post by Dr_Njitram »

We are having some issues with compatibility with an older beacon mod. (https://mods.factorio.com/mod/beacon-overhaul)
It introduces the overloading mechanic from space exploration, but the higher tier beacons in the current seablock pack provide only downsides.

The amount of module slots, efficiency and power balance is rebalanced based on detecting the beacon (if data.raw.beacon["beacon-2"]), but this kinda doesn't mesh with the beacon mod.

Could you either add a toggle for the beacon changes or check if the mod exists and not perform the edits? The latter can be done by just adding `and not mods["beacon-overhaul"]`.

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