Page 31 of 87
Re: [0.16] Sea Block Pack 0.2.7
Posted: Thu May 17, 2018 10:19 am
by mexmer
Bilka wrote:With seablock updated to 0.16, I have now also finally updated my "Seablock Tweaks" mod which fixes a bunch of ordering issues the pack has. It does not change the gameplay in any way. You can find it here:
https://mods.factorio.com/mod/SeablockTweaks
This is what it does:
- Fixes that the water pump could be researched and placed when was is disabled in bobs and did not have recipes.
- Fixes that the electrolyzer could be unlocked before its recipes.
- Fixes that the electric mining drill recipe and the oil pumpjack recipe were not disabled correctly.
- Fixes that technologies needing angels bio tokens would get sorted before all other technologies.
- Fixes that the ordering of alien aritfacts was not the same as the small alien artifact ordering.
- Fixes that clay brick tiles were not named.
- Fixes that the alien processing group was not named.
Optional item group changes:
- All chemical plants and electrolyzers are now together in the angels refining group.
- All alien artifacts are now together in the alien processing group.
- All storage tanks are now together in the fluid handling group.
- The offshore pump is now located in the water treatment group.
- The belts are now ordered by type instead of by tier.
I'd be happy if @Trainwreck would include the fixes in the seablock mod, that way everyone has a better experience playing the pack

and now you will need to redo it, because of changes in latest SCT

Re: [0.16] Sea Block Pack 0.2.7
Posted: Thu May 17, 2018 11:03 am
by Bilka
mexmer wrote:
and now you will need to redo it, because of changes in latest SCT

Well, the pack isn't updated yet so until them I'm fine. And due to your awesome cooperation I now only have one change related to SCT, so I shouldn't need to change too much

Re: [0.16] Sea Block Pack 0.2.7
Posted: Thu May 17, 2018 2:22 pm
by mrvn
Bilka wrote:mexmer wrote:
and now you will need to redo it, because of changes in latest SCT

Well, the pack isn't updated yet so until them I'm fine. And due to your awesome cooperation I now only have one change related to SCT, so I shouldn't need to change too much

But you want to fix this before the next pack so it can be included in the pack.

Re: [0.16] Sea Block Pack 0.2.7
Posted: Thu May 17, 2018 3:43 pm
by mexmer
mrvn wrote:Bilka wrote:mexmer wrote:
and now you will need to redo it, because of changes in latest SCT

Well, the pack isn't updated yet so until them I'm fine. And due to your awesome cooperation I now only have one change related to SCT, so I shouldn't need to change too much

But you want to fix this before the next pack so it can be included in the pack.

that depends if people like new difficulty or not

Re: [0.16] Sea Block Pack 0.2.8
Posted: Fri May 18, 2018 11:02 am
by Trainwreck
Sea block pack 0.2.8 has been released. Check
first post for details.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Fri May 18, 2018 11:46 am
by Bilka
mexmer wrote:and now you will need to redo it, because of changes in latest SCT
I no longer have to make changes to sct stuff, only bobs alien science, thank you
Trainwreck wrote:Sea block pack 0.2.8 has been released.
And with that,
my mod is also updated. Only change: Alien science packs are now in the same color order as the other alien things.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Fri May 18, 2018 6:08 pm
by mexmer
Bilka wrote:mexmer wrote:and now you will need to redo it, because of changes in latest SCT
I no longer have to make changes to sct stuff, only bobs alien science, thank you
Trainwreck wrote:Sea block pack 0.2.8 has been released.
And with that,
my mod is also updated. Only change: Alien science packs are now in the same color order as the other alien things.
i don't plan any changes to bobs alien stuff, still might change gold science in future
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat May 19, 2018 6:16 am
by mexmer
Trainwreck wrote:Sea block pack 0.2.8 has been released. Check
first post for details.
is there any point in having lab mk2 enabled? since you removed speed bonus, there is no advantage over quantum lab.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat May 19, 2018 8:13 am
by reinss
Trainwreck wrote:Sea block pack 0.2.8 has been released. Check
first post for details.
Still get error "Failed to load mods: _ _ SeaBlock _ _ /data-final-fixes.lua:50: wrong number of arguments to 'insert'
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat May 19, 2018 1:44 pm
by StaRbUck42
How do you get into the Farming? I cannot seem to get any tree seeds or exploration tokens. The base farm has no recipes...
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat May 19, 2018 3:47 pm
by talchas
mexmer wrote:Trainwreck wrote:Sea block pack 0.2.8 has been released. Check
first post for details.
is there any point in having lab mk2 enabled? since you removed speed bonus, there is no advantage over quantum lab.
IIRC the MK2 labs have module slots, while every other normal-science lab has them removed, so you get productivity on them.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat May 19, 2018 7:43 pm
by mexmer
talchas wrote:mexmer wrote:Trainwreck wrote:Sea block pack 0.2.8 has been released. Check
first post for details.
is there any point in having lab mk2 enabled? since you removed speed bonus, there is no advantage over quantum lab.
IIRC the MK2 labs have module slots, while every other normal-science lab has them removed, so you get productivity on them.
SCT has setting that enables module slots for tier 3 and tier 4 lab, so that should not be and issue.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sun May 20, 2018 1:39 am
by Trainwreck
mexmer wrote:
is there any point in having lab mk2 enabled? since you removed speed bonus, there is no advantage over quantum lab.
Mostly for compatibility with existing saves. I could swap lab-2 out with a migration script but at this point I consider 0.16 sea block development finished, so if it's not broken then I ain't going to fix it.
Bilka wrote:With seablock updated to 0.16, I have now also finally updated my "Seablock Tweaks" mod which fixes a bunch of ordering issues the pack has. It does not change the gameplay in any way. You can find it here:
https://mods.factorio.com/mod/SeablockTweaks
This is what it does:
- Fixes that the water pump could be researched and placed when was is disabled in bobs and did not have recipes.
- Fixes that the electrolyzer could be unlocked before its recipes.
- Fixes that the electric mining drill recipe and the oil pumpjack recipe were not disabled correctly.
- Fixes that technologies needing angels bio tokens would get sorted before all other technologies.
- Fixes that the ordering of alien aritfacts was not the same as the small alien artifact ordering.
- Fixes that clay brick tiles were not named.
- Fixes that the alien processing group was not named.
Optional item group changes:
- All chemical plants and electrolyzers are now together in the angels refining group.
- All alien artifacts are now together in the alien processing group.
- All storage tanks are now together in the fluid handling group.
- The offshore pump is now located in the water treatment group.
- The belts are now ordered by type instead of by tier.
I'd be happy if @Trainwreck would include the fixes in the seablock mod, that way everyone has a better experience playing the pack

The mining drill is enabled in case players don't install ScienceCostTweaker, then it is used in science-pack-3. Guess pumpjack could be disabled, I left it hanging around after early 0.15 experimental releases used it for science. I haven't done a complete pass over sea block trying to remove every useless item, so there a few pointless recipes available (uranium and fluorite from mineral sludge, mining productivity research to name a couple I'm aware of).
The rest of the tweaks look like they apply to every Bob/Angels game, not just sea block. Some of the issues, like missing localization strings, are clearly bugs and should be reported to the mod author.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sun May 20, 2018 7:45 am
by Bilka
Most of the issues are just angel/bob issues, yes, but that doesn't mean I have to play with them. Seablock is the only pack where it's guaranteed that the user has the full bob/angel suite, so my mod is made for seablock.
Trainwreck wrote:Some of the issues, like missing localization strings, are clearly bugs and should be reported to the mod author.
I reported those to Angel
many months ago, back in 0.15. He clearly does not care.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Sun May 20, 2018 10:21 am
by Arch666Angel
Bilka wrote:Most of the issues are just angel/bob issues, yes, but that doesn't mean I have to play with them. Seablock is the only pack where it's guaranteed that the user has the full bob/angel suite, so my mod is made for seablock.
Trainwreck wrote:Some of the issues, like missing localization strings, are clearly bugs and should be reported to the mod author.
I reported those to Angel
many months ago, back in 0.15. He clearly does not care.
I added that but havent released an update for smelting in the meanwhile

Re: [0.16] Sea Block Pack 0.2.8
Posted: Mon May 21, 2018 12:41 pm
by hewhoispale
StaRbUck42 wrote:How do you get into the Farming? I cannot seem to get any tree seeds or exploration tokens. The base farm has no recipes...
You will find a number of "Gardens" on the small isolated islands. If you mine them, you should get a garden item. Putting those garden items into the Seed Extractor machine will consume the garden and, depending on the selected recipe, create biotokens and/or a random assortment of seeds. You can only get bio tokens from harvesting gardens, you can get more of the same seed from farming a crop. There is a high end farming tech that allows for a perpetual garden "cultivation" that will functionally create infinite gardens, and thus biotokens.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Mon May 21, 2018 5:38 pm
by Riktol
hewhoispale wrote:StaRbUck42 wrote:How do you get into the Farming? I cannot seem to get any tree seeds or exploration tokens. The base farm has no recipes...
You will find a number of "Gardens" on the small isolated islands. If you mine them, you should get a garden item. Putting those garden items into the Seed Extractor machine will consume the garden and, depending on the selected recipe, create biotokens and/or a random assortment of seeds. You can only get bio tokens from harvesting gardens, you can get more of the same seed from farming a crop. There is a high end farming tech that allows for a perpetual garden "cultivation" that will functionally create infinite gardens, and thus biotokens.
IIRC the cultivation tech only requires green science and a ~32 biotokens, it doesn't take many gardens to get through to that.
The main issue with cultivating gardens is that at 5% chance of getting a new garden and a 400 second cycle time means that it is horrifically slow to generate more.
Also cultivation also has a chance to generate biotokens as well as gardens which means your main use for gardens is just turning them into seeds.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Mon May 21, 2018 9:50 pm
by BlakeMW
In my new playthrough, I'm currently producing fuel oil from beans (via the fermentation glycerol route) to generate power. It seems to generate 3-4x the energy as goes in. The nice thing is it's quick and easy to scale up since the requirements are very simple to meet (sand, water, and seed that rapidly multiplies).
Re: [0.16] Sea Block Pack 0.2.8
Posted: Mon May 21, 2018 10:35 pm
by StaRbUck42
hewhoispale wrote:StaRbUck42 wrote:How do you get into the Farming? I cannot seem to get any tree seeds or exploration tokens. The base farm has no recipes...
You will find a number of "Gardens" on the small isolated islands. If you mine them, you should get a garden item. Putting those garden items into the Seed Extractor machine will consume the garden and, depending on the selected recipe, create biotokens and/or a random assortment of seeds. You can only get bio tokens from harvesting gardens, you can get more of the same seed from farming a crop. There is a high end farming tech that allows for a perpetual garden "cultivation" that will functionally create infinite gardens, and thus biotokens.
Oh. Wow, I was not expecting that to be the answer.
Re: [0.16] Sea Block Pack 0.2.8
Posted: Tue May 22, 2018 3:57 am
by orbadon
BlakeMW wrote:In my new playthrough, I'm currently producing fuel oil from beans (via the fermentation glycerol route) to generate power. It seems to generate 3-4x the energy as goes in. The nice thing is it's quick and easy to scale up since the requirements are very simple to meet (sand, water, and seed that rapidly multiplies).
I'm using the same setup after switching over from wood farms. I currently make 200MJ worth of enriched fuel blocks per second and the whole setup only uses 17.2MW at full capacity. I quite like those ratios
I'm probably gonna add another block producing enriched fuel blocks via the vegetable oil route to use all that mineral oil for coolants. That seems to be even more efficient space and power wise, only using 8.9MW per 200MJ enriched fuel blocks.