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Re: [0.16] Sea Block Pack 0.2.6
Posted: Tue Apr 03, 2018 2:31 pm
by Krowi
I'm trying to run SeaBlock 0.2.6 with some custom mods but when I try to place landfill the game freezes. I've located the troublesome mod and it's Bot Landfill_1.0.2. Does anyone else experienced this? Removing Bot Landfill_1.0.2 from my mods lets everything work without problems.
Here is my complete modlist:
A Sea Block Config_0.2.3
angelsaddons-oresilos_0.4.0
angelsaddons-petrotrain_0.3.2
angelsaddons-pressuretanks_0.3.0
angelsaddons-warehouses_0.3.0
angelsbioprocessing_0.5.6
angelspetrochem_0.7.8
angelsrefining_0.9.10
angelssmelting_0.4.3
bobassembly_0.16.1
bobelectronics_0.16.0
bobenemies_0.16.0
bobgreenhouse_0.16.0
bobinserters_0.16.7
boblibrary_0.16.5
boblogistics_0.16.19
bobmining_0.16.0
bobmodules_0.16.0
bobplates_0.16.3
bobpower_0.16.4
bobrevamp_0.16.2
bobtech_0.16.5
bobvehicleequipment_0.16.2
bobwarfare_0.16.6
Bot Landfill_1.0.2
Bottleneck_0.9.1
CircuitProcessing_0.1.1
creative-mode-fix_0.0.25
ElectricTrain_0.16.4
even-distribution_0.2.8
EvoGUI_0.4.302
Explosive Excavation_1.1.4
FNEI_0.1.5
folk-shuttle_0.1.13
Foreman_3.0.1
KS_Power_0.2.2
LandfillPainting_0.2.2
LoaderRedux_1.2.5
LogisticTrainNetwork_1.7.6
Nanobots_2.0.2
nixie-tubes_0.16.3
Noxys_Waterfill_0.0.13
Nuclear Fuel_0.1.3
PavementDriveAssist_2.1.6
reverse-factory_5.0.1
ScienceCostTweakerM_0.16.6
SeaBlockMetaPack_0.16.0
SeaBlock_0.2.6
ShinyAngelGFX_0.16.7
ShinyBobGFX_0.16.16
ShinyIcons_0.16.12
SpaceMod_0.3.4
Squeak Through_1.2.2
textplates_0.3.3
VehicleSnap_1.16.0
WaterWell_1.0.19
Re: [0.16] Sea Block Pack 0.2.6
Posted: Tue Apr 03, 2018 3:16 pm
by jodokus31
Placing landfill with bots is possible with the mods in the pack.
You shouldn't need an extra mod for it.
I guess it clashes somehow with another mod like landfillpainting. If you enabled bug reports sent automatically to factorio devs, they may look into it, because a game freeze should not be possible with just mods.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Tue Apr 03, 2018 3:43 pm
by fiery_salmon
jodokus31 wrote:Placing landfill with bots is possible with the mods in the pack.
You shouldn't need an extra mod for it.
That is a 100% pure truth.
jodokus31 wrote:I guess it clashes somehow with another mod like landfillpainting. If you enabled bug reports sent automatically to factorio devs, they may look into it, because a game freeze should not be possible with just mods.
I am not sure whatever reports are send on a freeze - I think that it is done merely for crashes, freezes still must be reported manually (not sure whatever mod freezing game counts as a bug according to devs).
Re: [0.16] Sea Block Pack 0.2.6
Posted: Tue Apr 03, 2018 6:32 pm
by jodokus31
fiery_salmon wrote:
jodokus31 wrote:I guess it clashes somehow with another mod like landfillpainting. If you enabled bug reports sent automatically to factorio devs, they may look into it, because a game freeze should not be possible with just mods.
I am not sure whatever reports are send on a freeze - I think that it is done merely for crashes, freezes still must be reported manually (not sure whatever mod freezing game counts as a bug according to devs).
OK, maybe you are right and a report is not sent in case of freeze.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 12:55 am
by pensa
I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 1:48 pm
by Cardoyle
pensa wrote:I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
Its not a bug, i don't know the exact reason, i just remember someone telling me before its just the way factorio displays things like this.
EDIT: Sorry, I was misinformed. Please read posts below

Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 4:59 pm
by Arch666Angel
pensa wrote:I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
That's because I might have been a bit stupid when I set it up, looking at the recipe again now:
Code: Select all
results=
{
{type="item", name="geode-blue", amount=1, probability=1.5},
{type="item", name="geode-cyan", amount=1, probability=0.6},
{type="item", name="geode-lightgreen", amount=1, probability=0.6},
{type="item", name="geode-purple", amount=1, probability=0.75},
{type="item", name="geode-red", amount=1, probability=1.5},
{type="item", name="geode-yellow", amount=1, probability=1},
},
Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 8:00 pm
by Theaisa
Arch666Angel wrote:pensa wrote:I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
That's because I might have been a bit stupid when I set it up, looking at the recipe again now:
Code: Select all
results=
{
{type="item", name="geode-blue", amount=1, probability=1.5},
{type="item", name="geode-cyan", amount=1, probability=0.6},
{type="item", name="geode-lightgreen", amount=1, probability=0.6},
{type="item", name="geode-purple", amount=1, probability=0.75},
{type="item", name="geode-red", amount=1, probability=1.5},
{type="item", name="geode-yellow", amount=1, probability=1},
},
Oh! Interesting, that changes things. I made the same assumptions as above, this explains a lot. I assume it's getting fixed

Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 8:01 pm
by hewhoispale
Arch666Angel wrote:pensa wrote:I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
That's because I might have been a bit stupid when I set it up, looking at the recipe again now:
Code: Select all
results=
{
{type="item", name="geode-blue", amount=1, probability=1.5},
{type="item", name="geode-cyan", amount=1, probability=0.6},
{type="item", name="geode-lightgreen", amount=1, probability=0.6},
{type="item", name="geode-purple", amount=1, probability=0.75},
{type="item", name="geode-red", amount=1, probability=1.5},
{type="item", name="geode-yellow", amount=1, probability=1},
},
Does a probability > 1 do anything?
Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 8:13 pm
by live22morrow
I'm pretty sure it doesn't. Running the washer over 100 cycles, the blue red and yellow geodes are all 100 every time. There probably does need to be some adjustment at some point, since looking at the crystal dust/slurry recipes, there seems to be an assumption that the washer will produce more red and blue geodes than yellow, which isn't the case right now.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Wed Apr 04, 2018 10:37 pm
by mexmer
probability over 1 is useless, you can''t have more than 100% probability (eg. 1)
so it's correct behavior, just 1.5 value (eg. 150%) is misleading.
system doesn't interpret it as 100% + 50%, it just caps it at 100%
Re: [0.16] Sea Block Pack 0.2.6
Posted: Thu Apr 05, 2018 2:26 am
by pensa
Arch666Angel wrote:pensa wrote:I was using some spreadsheets to calculate my washing to geodes to ore system, and in the "Washing for geodes" recipe, the yields for blue and red it says the yield is 1.5. I was expecting this to mean guaranteed 1 geode + 50% odd of getting the second one, or even 3 geodes every 2 washes, however, it is always 1 geode produced. Is this intended or is a bug?
That's because I might have been a bit stupid when I set it up, looking at the recipe again now:
Code: Select all
results=
{
{type="item", name="geode-blue", amount=1, probability=1.5},
{type="item", name="geode-cyan", amount=1, probability=0.6},
{type="item", name="geode-lightgreen", amount=1, probability=0.6},
{type="item", name="geode-purple", amount=1, probability=0.75},
{type="item", name="geode-red", amount=1, probability=1.5},
{type="item", name="geode-yellow", amount=1, probability=1},
},
Yea, i checked the source code and also found this line...
i assume
Code: Select all
results=
{
{type="item", name="geode-blue", amount=1, probability=1},
{type="item", name="geode-blue", amount=1, probability=0.5},
{type="item", name="geode-cyan", amount=1, probability=0.6},
{type="item", name="geode-lightgreen", amount=1, probability=0.6},
{type="item", name="geode-purple", amount=1, probability=0.75},
{type="item", name="geode-red", amount=1, probability=1},
{type="item", name="geode-red", amount=1, probability=0.5},
{type="item", name="geode-yellow", amount=1, probability=1},
}
would fix it, right?
kinda like how the seed duplication works?
Thank you for the quick response, Angel

Re: [0.16] Sea Block Pack 0.2.6
Posted: Thu Apr 05, 2018 8:17 pm
by fiery_salmon
@Trainwreck
Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Fri Apr 06, 2018 4:33 pm
by Aboba
@trainwreck
The latest Angel's Petrochem update has broken Sulfur production using the Sodium process. It's now net 0 sulfuric acid to run the whole cycle.
Angel's Petrochem > Prototypes > Recipes > petrochem-Sulfur.lua
Between 0.7.7 and 0.7.8
Line 95 (Input Sulfur Dioxide) increased from 60 to 90
Line 100 (Output Sulfuric Acid) increased from 50 to 60
Re: [0.16] Sea Block Pack 0.2.6
Posted: Fri Apr 06, 2018 7:16 pm
by live22morrow
The change also make the charcoal fitering loop a negative process. Filtering 50 slurry now gives 10 sulfuric acid instead of 12.5. And the HCl recipe was made much more expensive for sulfur as well.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Sat Apr 07, 2018 1:35 am
by Teawa
Hello,
is there any chance Sea Block to make some modpack with Pyanodons and Mad Clown? I can't get it to work properly and if I'm able to finally play with these mods enabled, I can't craft burner mining drill which is part of some basic Pyanodons buildings.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Sat Apr 07, 2018 8:38 am
by Trainwreck
fiery_salmon wrote:@Trainwreck
Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
No plans for this. Would be an interesting challenge, could enable bob's inserter overhaul also. But I don't consider adjustable inserters to be overpowered enough to consider removing.
I'm glad Angel fixed those excess sulfur byproduct recipes. With latest petrochem charcoal filtering is now exactly sulfur neutral. It was previously slightly sulfur positive, so that's not a major change. The changes also mean more oxygen is consumed when converting sulfur to sulfuric acid.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Sat Apr 07, 2018 9:12 am
by jodokus31
Trainwreck wrote:fiery_salmon wrote:@Trainwreck
Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
No plans for this. Would be an interesting challenge, could enable bob's inserter overhaul also. But I don't consider adjustable inserters to be overpowered enough to consider removing.
I'm glad Angel fixed those excess sulfur byproduct recipes. With latest petrochem charcoal filtering is now exactly sulfur neutral. It was previously slightly sulfur positive, so that's not a major change. The changes also mean more oxygen is consumed when converting sulfur to sulfuric acid.
If using bobs inserters overhaul, also the belts overhaul could be used. Now there is a grey splitter and underground. (The underground length can also be adjusted in settings to add 2+ per tier). Both overhauls are using the same materials for each tier and look quite nice imho. There is no long handed inserter, which makes the adjustable inserter mandatory here. I also use adjustable inserter only for long handed and sometimes extra long handed. But not those round the corner and near inserter shenanigans.
Regarding sulfur. It seems, that my geodes to mineral sludge now need some additional sulfur, but i need to look into it deeper. Before, I had too much sulfur products, if I don't clarify or flare anything.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Sat Apr 07, 2018 9:57 am
by Arch666Angel
Trainwreck wrote:fiery_salmon wrote:@Trainwreck
Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
No plans for this. Would be an interesting challenge, could enable bob's inserter overhaul also. But I don't consider adjustable inserters to be overpowered enough to consider removing.
I'm glad Angel fixed those excess sulfur byproduct recipes. With latest petrochem charcoal filtering is now exactly sulfur neutral. It was previously slightly sulfur positive, so that's not a major change. The changes also mean more oxygen is consumed when converting sulfur to sulfuric acid.
Coal filtering should be slightly sulfur positive, so that's something I have to adjust, but it will be a minor thing with +5 waste or something, have to check the numbers first.
Re: [0.16] Sea Block Pack 0.2.6
Posted: Sat Apr 07, 2018 4:35 pm
by fiery_salmon
Trainwreck wrote:fiery_salmon wrote:@Trainwreck
Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident.
No plans for this. Would be an interesting challenge, could enable bob's inserter overhaul also. But I don't consider adjustable inserters to be overpowered enough to consider removing.
Thanks for reply! Note for other strongly disliking adjustable inserters: in my experience it is safe to delete "adjustable inserters" mod, also in a running game.