The Sea Block pack has been updated! Check the first post for details
Edit: Quick patch to allow early glass
Search found 265 matches
- Sat Aug 14, 2021 8:57 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
- Thu Aug 05, 2021 11:10 am
- Forum: Minor issues
- Topic: [1.0.0] Mod doesn't sync with save properly if the mod acquired new dependencies
- Replies: 7
- Views: 3285
- Sat Jul 17, 2021 1:26 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 92860
Re: [0.16] Space Extension Mod (SpaceX)
Prerequisites on bob's tech are not being added correctly. bobmods.lib.tech.add_prerequisite("protection-fields", "energy-shield-equipment-6") -- Should be "bob-energy-shield-equipment-6" bobmods.lib.tech.add_prerequisite("rocket-silo", "electric-energy-a...
- Mon Jun 21, 2021 8:22 am
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 1974
Re: Modpacks with specific mod versions
Optional dependencies in a mod pack should also be handled differently. Ideally players should be able to enable the whole pack in one click. But for experienced players, if they wanted to swap out FNEI for Recipe Book (for example) then they should able to - while still be using the Sea Block mod p...
- Mon Jun 21, 2021 8:06 am
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 1974
Re: Modpacks with specific mod versions
I'm the current dev for Sea Block. Yes, something like this would be super helpful! It feels a bit broken that the easiest way of distributing the mod pack is a downloading a .zip from a third party site. One way around the dependency hell issue would be to treat mod packs differently from other mod...
- Sun Jun 20, 2021 12:15 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: Faliure to run, tech-tree cycle
So, when I try to run the game with your mod enabled, I get an error message that says: Failed to load mods: Difficulty normal: Cycle in technology tree detected. Sea Block isn't yet compatible with the latest versions of Angel's mods. Revert these back and everything will work fine. Required mod v...
- Sun Jun 06, 2021 3:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: [MOD 1.1] Sea Block Pack 0.5.3
In FNEI, the header text will either green (available), red (not researched), or gray (hidden). If the header text is red but there's no tech listed at the bottom, then there's no way to research the recipe and you can ignore it. FNEI used to have a setting (enabled by default) to hide unreachable r...
- Tue May 18, 2021 3:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1243512
Re: Bugs & FAQ
I am getting a bug for 0.7.18 which is Error in assignID: technology with name 'module-merging' does not exit, source: angels bio yield module (technology). It also tells me to disable CircuitProcessing 0.4.2 and Science Cost Tweaker 1.1.6. I have Bobs mods installed with seablock pack and some min...
- Fri May 14, 2021 11:13 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: [MOD 1.1] Sea Block Pack 0.5.3
Version: 0.5.4
Date: 14.05.2021
Bugfixes:
Date: 14.05.2021
Bugfixes:
- Fixed multiplayer desync issue
- Sun May 02, 2021 11:16 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 83428
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources. Hi there, I just wanted to tell you that there is no way to make Sanguinate ore through Crystallizer. All other appear to be working fine. The recipe itself is visible through FNEI, but it's not on the buildi...
- Tue Apr 20, 2021 11:58 am
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 4988
Re: [MOD 0.17] Landfill Everything!
Hi! I'm the current dev for the Sea Block pack, including the Landfill Painting mod. People were asking on the Sea Block reddit about modifying your mod to use the landfill tiles created by Landfill Painting. Do you have your source code on GitHub? I can submit a pull request to add compatibility wi...
- Sun Mar 21, 2021 10:30 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: [MOD 1.1] Sea Block Pack 0.5.3
Apparently you changed the default values of seven startup settings in 0.5.3. (Bob‘s Adjustable inserters, Bob‘s Power and SpaceX) Just personal preferences or is there a bigger plan behind it? I've gone through the settings of the other mods and hidden the ones that weren't relevant to Sea Block. ...
- Thu Mar 11, 2021 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
- Replies: 7
- Views: 5486
Re: Recipe incorrectly not usable as intermediate
Can you provide a minimal mod or set of recipe definitions that reproduces the issue? Test mod attached. It contains two sets of new items + recipes. The coloured square recipes are working correctly. The others are not. Start a new Freeplay game with only Handcraft Test mod enabled. You will start...
- Wed Mar 10, 2021 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
- Replies: 7
- Views: 5486
Re: Recipe incorrectly not usable as intermediate
I'm working on it! I've not yet been able to isolate the issue
- Tue Mar 09, 2021 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
- Replies: 7
- Views: 5486
Re: Recipe incorrectly not usable as intermediate
I tried deleting every other recipe that makes Cellulose fiber and Cellulose pulp. Not just disabling them, but totally removing. It still doesn't work.
I wanted to check if internally it was trying to use one of the other recipes for Cellulose fiber / pulp.
I wanted to check if internally it was trying to use one of the other recipes for Cellulose fiber / pulp.
- Tue Mar 09, 2021 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
- Replies: 7
- Views: 5486
[Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
Factorio 1.1.26 Handcrafting.png I can't hand craft Paper unless I hand craft Cellulose pulp first. The Cellulose pulp recipe has allow_as_intermediate = true. If I change recipe "sb-cellulose-foraging" (makes Cellulose fiber from nothing) to allow_as_intermediate = false, then Paper can c...
- Tue Mar 09, 2021 3:41 am
- Forum: General discussion
- Topic: Building new Radars - minimap/map view
- Replies: 3
- Views: 1577
Re: Building new Radars - minimap/map view
+1 Yes please! This would be super useful.
- Sat Mar 06, 2021 11:49 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 83428
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources.mysticdreamer76 wrote: ↑Sat Oct 31, 2020 12:44 amIs there a mod to make this compatible with seablock?
IE: mineralized water, or sludge, or ... something -> Orichalcite?
Or am I just missing something to get the extra ores?
- Sat Mar 06, 2021 11:25 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: [MOD 1.1] Sea Block Pack 0.5.3
Sea Block Pack version 0.5.3 has been released! First post has been updated with the details.
- Mon Feb 08, 2021 6:53 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149376
Re: [MOD 1.1] Sea Block Pack 0.5.0
Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist. I've had a few requests so I will be investigating. The bots would be a big change to the balance o...