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Re: [0.17] Sea Block Pack 0.3.2
Posted: Sun Mar 31, 2019 11:19 am
by Trainwreck
mrvn wrote: Sun Mar 31, 2019 10:38 am
Does this include the fixes for 0.17.23 and will it work with versions before 0.17.23?
It works with 0.17.23. Not sure about previous versions, I've only tested with 0.17.23.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 01, 2019 2:31 am
by Shakes
Trainwreck wrote: Sun Mar 31, 2019 6:05 am
Adjust random placement of trees, plants and fish
Since you're messing with terrain generation, any chance you can fix setting cliff continuity to none doesn't disable cliffs the way that it does in vanilla terrain generation?
Re: [0.17] Sea Block Pack 0.3.2
Posted: Tue Apr 02, 2019 12:09 am
by Theaisa
Is there a way to disable worms completely in .17 ?
In .16 you could set Enemy Bases to None, but that doesn't seem to work anymore.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Tue Apr 02, 2019 4:35 am
by raisins
Theaisa wrote: Tue Apr 02, 2019 12:09 am
Is there a way to disable worms completely in .17 ?
In .16 you could set Enemy Bases to None, but that doesn't seem to work anymore.
If all else fails, this will kill them all:
Code: Select all
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
Re: [0.17] Sea Block Pack 0.3.2
Posted: Wed Apr 03, 2019 6:22 pm
by doppelEben
I have the issue that I'm not able to hand-craft cellulose-fiber - but the fiber is necessary for further progress.
Any ideas why/how this happen? And any tipp for a little workaround?
Re: [0.17] Sea Block Pack 0.3.2
Posted: Wed Apr 03, 2019 8:57 pm
by jdtunn
Do you have any extra mods installed that aren't in the modpack?
Re: [0.17] Sea Block Pack 0.3.2
Posted: Thu Apr 04, 2019 3:13 pm
by doppelEben
jdtunn wrote: Wed Apr 03, 2019 8:57 pm
Do you have any extra mods installed that aren't in the modpack?
Activated were only the mods from Sea Block pack and the mods following:
Squeak Through,
what-is-it-really-used-for,
even-distribution,
clock
After re-download the Sea Block Pack, it works for now

how ever, anyway its a strange behaviour but at least, thats the important thing, I can play it now

Only Bobs/Angels isnt challenging anymore, and for Pyanodons I have to little spare time
Re: [0.17] Sea Block Pack 0.3.2
Posted: Thu Apr 04, 2019 7:40 pm
by doppelEben
Is there somewhere a bug-tracker for sea-block or where should I place following info?
There is a 'key' missing:

- aboretum.png
- aboretum.png (2.09 MiB) Viewed 8112 times
don't know if its a sea-block issue or an angels... please move this post to its right place if its not here
edith: I deactivated
all other mods - its just the sea block pack running
Re: [0.17] Sea Block Pack 0.3.2
Posted: Thu Apr 04, 2019 9:02 pm
by jdtunn
Yeah the missing key is an issue with Angel's mod, not seablock.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Sun Apr 07, 2019 10:24 am
by Octoshape
I just started my own 0.17 seablock run and am super hyped for it! Thanks so much for this awesome modpack!!
I stumbled upon something a bit strange though:
The electronics research unlocks solder plates, solder and green chips. But to make solder plates (needed for greens) you need a metal mixing furnace. That furnace is only unlocked with Alloy processing 1, which takes like 145 red science. Is that intended or should the metal mixing furnace maybe be unlocked with electronics as well? (Not putting this here as a suggestion to make the game easier, just wondering if this is the intended way

)
Re: [0.17] Sea Block Pack 0.3.2
Posted: Sun Apr 07, 2019 2:02 pm
by jodokus31
Octoshape wrote: Sun Apr 07, 2019 10:24 am
The electronics research unlocks solder plates, solder and green chips. But to make solder plates (needed for greens) you need a metal mixing furnace. That furnace is only unlocked with Alloy processing 1, which takes like 145 red science. Is that intended or should the metal mixing furnace maybe be unlocked with electronics as well? (Not putting this here as a suggestion to make the game easier, just wondering if this is the intended way

)
Yeah, indeed. In 0.16 the blue mixing furnace was unlocked with electronics. Now you need copper, tin and bronze smelting + alloy processing 1. It does make more sense in bobs only. Bronze is also needed much later and tin and lead can smelted directly from ores without smelting tech. Even copper smelting is no must have.
Another thing, which I want to propose is to not gate basic logistics (underground + splitters) behind slag processing 1.
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization and you tend to scale up way more before able to research lots, it would be nice to get some undergrounds earlier. (Or I have to do better designs, which don't need undergrounds ... but i refuse "cheaty" inserters

)
But that are just minor things. 0.17 feeling good so far and green algae is nicer.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 08, 2019 10:37 am
by mrvn
jodokus31 wrote: Sun Apr 07, 2019 2:02 pm
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization
I still think that is a bug. Makes no sense to reverse efficiencies like that in marathon mode.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 08, 2019 2:26 pm
by randomdude
jodokus31 wrote: Sun Apr 07, 2019 2:02 pm
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization
It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing ore, each plate comes down to ~6MW
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 08, 2019 3:03 pm
by mrvn
randomdude wrote: Mon Apr 08, 2019 2:26 pm
jodokus31 wrote: Sun Apr 07, 2019 2:02 pm
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization
It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing ore, each plate comes down to ~6MW
The Crushed Stone from crushing ore you get in both cases.
An advantage of the slag processing is that you get to choose the ore. In my current game I rushed into ore sorting and smelting ore Angels way. Since then I'm not sure I've used any Stiratite at all. I've got a huge copper surplus piling up. Is it more efficient even if you don't use the Stiratite at all? .oO(Is the lowest form of ore sorting even better in marathon mode than direct smelting?)
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 08, 2019 3:48 pm
by jodokus31
randomdude wrote: Mon Apr 08, 2019 2:26 pm
jodokus31 wrote: Sun Apr 07, 2019 2:02 pm
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization
It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing ore, each plate comes down to ~6MW
Nice catch. In 0.16, I used the mineralized water mainly for charcoal filters and dumped the rest into mineralized water crystallisation. But now, with the much better green algae, it yields much more than before. It's probably a good idea to create charcoal -> power from all of the excess mineralized water and crushed stone.
mrvn wrote: Mon Apr 08, 2019 3:03 pm
An advantage of the slag processing is that you get to choose the ore. In my current game I rushed into ore sorting and smelting ore Angels way. Since then I'm not sure I've used any Stiratite at all. I've got a huge copper surplus piling up. Is it more efficient even if you don't use the Stiratite at all? .oO(Is the lowest form of ore sorting even better in marathon mode than direct smelting?)
I use sorting for both saphirite and stiratite to get iron and copper ore out of both and throw it in a regular furnace and use the slag and crushed stone into mineralized water again. I think, its better than direct smelting, not 100% sure. I also think its better to use up the stiratite because you can get some iron out of it.
But of course, if I can choose to only produce saphirite with slag processing and if its even more efficient, slag processing is clearly superior even in marathon.
Copper is stockpiling, yes, but if I switch to ferrous ore for iron later, the stockpile gets eaten quite fast. I'm not talking about warehouses full of copper. More like several iron chests.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Mon Apr 08, 2019 8:49 pm
by mrvn
jodokus31 wrote: Mon Apr 08, 2019 3:48 pm
randomdude wrote: Mon Apr 08, 2019 2:26 pm
jodokus31 wrote: Sun Apr 07, 2019 2:02 pm
Esp. in marathon mode, where slag processing is not more efficient than mineralized water crystallization
It's is when you take into account the fact that you get 'free' power in the mineralized water output from sulfur processing. If you use it all of that + the crushed stone you get from crushing ore, each plate comes down to ~6MW
Nice catch. In 0.16, I used the mineralized water mainly for charcoal filters and dumped the rest into mineralized water crystallisation. But now, with the much better green algae, it yields much more than before. It's probably a good idea to create charcoal -> power from all of the excess mineralized water and crushed stone.
mrvn wrote: Mon Apr 08, 2019 3:03 pm
An advantage of the slag processing is that you get to choose the ore. In my current game I rushed into ore sorting and smelting ore Angels way. Since then I'm not sure I've used any Stiratite at all. I've got a huge copper surplus piling up. Is it more efficient even if you don't use the Stiratite at all? .oO(Is the lowest form of ore sorting even better in marathon mode than direct smelting?)
I use sorting for both saphirite and stiratite to get iron and copper ore out of both and throw it in a regular furnace and use the slag and crushed stone into mineralized water again. I think, its better than direct smelting, not 100% sure. I also think its better to use up the stiratite because you can get some iron out of it.
But of course, if I can choose to only produce saphirite with slag processing and if its even more efficient, slag processing is clearly superior even in marathon.
Copper is stockpiling, yes, but if I switch to ferrous ore for iron later, the stockpile gets eaten quite fast. I'm not talking about warehouses full of copper. More like several iron chests.
Yeah, I'm racing towards manganese + powdered iron too.
Re: [0.17] Sea Block Pack 0.3.2
Posted: Tue Apr 09, 2019 7:54 pm
by Snowflake1989
I get allways this error with the new Factorio Version.

Re: [0.17] Sea Block Pack 0.3.2
Posted: Tue Apr 09, 2019 9:14 pm
by warfan1815
I am having a problem with a give research in the sea block cua 17 which causes it to crash to title. Could you please tell me how to fix it?
Re: [0.17] Sea Block Pack 0.3.2
Posted: Tue Apr 09, 2019 10:11 pm
by jodokus31
I know, its sounds boring, but it's best to stay on the tested base game version. in this case 0.17.23 (0.17.24 seems to work, too). see first post of this thread.
You can also use a dedicated factorio installation for seablock, and try out the latest base game version on an other installation
Re: [0.17] Sea Block Pack 0.3.2
Posted: Wed Apr 10, 2019 5:48 am
by Octoshape
warfan1815 wrote: Tue Apr 09, 2019 9:14 pm
I am having a problem with a give research in the sea block cua 17 which causes it to crash to title. Could you please tell me how to fix it?
It's crashing because of this recent change in 0.17.26:
FactorioBot wrote: Mon Apr 08, 2019 6:30 pm
Scripting
- Removed LuaForce::current_research write.
Note that it will only crash if you create a new game or load a game, where you have not "researched" the very first technology (in quotes because to research it, you simply need to crush some ore by hand).
So if you have such a save, or want to start a new game, you have 2 possibilities:
1. Set your game version to 0.17.25 or lower
2. Download this
fixed version which I changed myself
The download will give you a fixed version of the SeaBlock_0.3.2 mod. So download this and replace the SeaBlock_0.3.2 .zip in your mods folder. (Note that you still need to download the full modpack from the first post on this thread to be able to play SeaBlock, this fix only replaces one mod in the pack!)
Tested and working in 0.17.28.