I'm not sure what you are asking sorry. FNEI mod is included in the mod pack by default.
[MOD 1.1] Sea Block Pack 0.5.16
Re: [MOD 1.1] Sea Block Pack 0.5.11
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Re: [MOD 1.1] Sea Block Pack 0.5.11
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?
Re: [MOD 1.1] Sea Block Pack 0.5.11
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
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
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
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
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
Re: [MOD 1.1] Sea Block Pack 0.5.11
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.
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.
Re: [MOD 1.1] Sea Block Pack 0.5.11
probably. fixed now.Zavian wrote: ↑Mon Dec 19, 2022 4:11 amI'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.
Thanks
Re: [MOD 1.1] Sea Block Pack 0.5.11
Yes, that's fine.nOObe wrote: ↑Mon Dec 19, 2022 3:57 amis 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
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
How do i get start with robots to work?
Re: [MOD 1.1] Sea Block Pack 0.5.11
There are many different mods that add starting robots. None are included in the default mod pack. Just pick your favorite and enable it.
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
I have tried several and they not give armor or bots upon starting a new game.
are any known to work?
are any known to work?
Re: [MOD 1.1] Sea Block Pack 0.5.11
Companion Drones, by Klonan?
https://mods.factorio.com/mod/Companion_Drones
https://mods.factorio.com/mod/Companion_Drones
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 0.5.12
Sea Block has been updated to 0.5.12 !
First post has been updated with details
First post has been updated with 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 0.5.12
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...
Re: [MOD 1.1] Sea Block Pack 0.5.12
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.
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 0.5.12
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
Re: [MOD 1.1] Sea Block Pack 0.5.12
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.
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 0.5.12
Cool, thanks!KiwiHawk wrote: ↑Sat Feb 18, 2023 8:09 pmNo, 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
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"]`.
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"]`.