It works now!KiwiHawk wrote: ↑Sun Jan 10, 2021 12:28 pmThanks for reporting this. I've just released Sea Block 0.5.2 . This issue should be fixed. Please let me know if you have any issues after upgrading.Abalone wrote: ↑Sun Jan 10, 2021 1:29 am When crafting the basic circuit board i get the following error message.
The mod Sea Block (0.5.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event SeaBlock::on_player_crafted_item (ID 13)
__SeaBlock__/control.lua:106: attempt to index field '?' (a nil value)
stack traceback:
__SeaBlock__/control.lua:106: in function 'haveitem'
__SeaBlock__/control.lua:114: in function <__SeaBlock__/control.lua:111>
[MOD 1.1] Sea Block Pack 0.5.16
Re: [MOD 1.1] Sea Block Pack 0.5.1
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Re: [MOD 1.1] Sea Block Pack 0.5.1
Just found a small bug . Can't craft Night vision 3 . There is a missing space in the name of Nightvision 2 which makes it unsuitable use as a input.
Thank for all the great work.
Thank for all the great work.
Re: [MOD 1.1] Sea Block Pack 0.5.1
I haven't been able to reproduce this sorry. Can you provide some more information please? Screenshots would be ideal. I can make Nightvision, Night vision MK2, Night vision MK3.Drizznarte wrote: ↑Sun Jan 24, 2021 11:38 am Just found a small bug . Can't craft Night vision 3 . There is a missing space in the name of Nightvision 2 which makes it unsuitable use as a input.
Thank for all the great work.
The names you see don't matter. Recipes use item's internal name. If you want to see these, press F4 and tick show-debug-info-in-tooltips. The internal names are: night-vision-equipment, night-vision-equipment-2, night-vision-equipment-3. When you move the mouse over the recipe for Night vision MK3, which mods are listed at the top of the recipe tooltip?
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 0.5.0
I agree, but this is easily solved by moving the logistics chests late in the tech tree. The normal ones already are; only angels big chests need to be tweaked.jodokus31 wrote: ↑Thu Dec 17, 2020 7:27 pmConstruction Bots with Crawler vehicles (truck, train) would be great. Logistic Cargo Bots are too much, i think, esp. Mk2 ones. The thing, that they are moving one stack is really powerful.
Keeping a couple chests to supply the player might make it worth keeping red chests earlier, but you could easily put off all logistics until later
Re: [MOD 1.1] Sea Block Pack 0.5.0
Yeah, that should be simple to do. Adding support for Industries (no Component mode) is probably enough. I've not heard convincing arguments about it being added to the pack.evandy wrote: ↑Mon Feb 08, 2021 4:49 pmI agree, but this is easily solved by moving the logistics chests late in the tech tree. The normal ones already are; only angels big chests need to be tweaked.jodokus31 wrote: ↑Thu Dec 17, 2020 7:27 pmConstruction Bots with Crawler vehicles (truck, train) would be great. Logistic Cargo Bots are too much, i think, esp. Mk2 ones. The thing, that they are moving one stack is really powerful.
Keeping a couple chests to supply the player might make it worth keeping red chests earlier, but you could easily put off all logistics until later
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 0.5.1
Please consider adding Hovercraft to the mod list. It's thematically appropriate, more so than the standard issue car. Also, a re-labelling of one of the fish to Eels would provide the framework for a special Sea Block achievement. Have your Hungarian Phrasebook in hand.
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.
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 0.5.3
SCT new ingridient
Re: [MOD 1.1] Sea Block Pack 0.5.3
- ickputzdirwech
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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?
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
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Tools: Atom language pack
Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
- A reminder for me and all who read what I write
Re: [MOD 1.1] Sea Block Pack 0.5.3
I've gone through the settings of the other mods and hidden the ones that weren't relevant to Sea Block. For others, I've tried to set defaults that made sense.ickputzdirwech wrote: ↑Sun Mar 07, 2021 11:08 am 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?
The settings default changes to Adjustable Inserters will be removed in the next version of Sea Block due to feedback.
In Bob's Power, I've hidden things which are not generally useful in Sea Block such as the higher tier solar panels. This does technically make the game slightly easier as when disabled they are then are no longer required in the SpaceX project.
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 0.5.3
Version: 0.5.4
Date: 14.05.2021
Bugfixes:
Date: 14.05.2021
Bugfixes:
- Fixed multiplayer desync issue
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 0.5.3
KiwiHawk said on discord:
You have to revert the angels mods, to get it running. (Which is only possible by manually downloading from mod-portal)
You can also use the zip-file from here and extract the mods to mods folder:
viewtopic.php?f=190&t=93136
If you did it anyway:Angel's mods have been updated. Don't upgrade. It will break your Sea Block. I'm hoping to have a new version out soon.
You have to revert the angels mods, to get it running. (Which is only possible by manually downloading from mod-portal)
You can also use the zip-file from here and extract the mods to mods folder:
viewtopic.php?f=190&t=93136
Re: [MOD 1.1] Sea Block Pack 0.5.3
Hello, Sorry to ask, but i have played Sea Block before, but when i just installed the modpack and made it running, i can't make a " Modded World "
im just starting in a standard world for some reason. Can anyone help me with what im doing wrong?
im just starting in a standard world for some reason. Can anyone help me with what im doing wrong?
Re: [MOD 1.1] Sea Block Pack 0.5.3
I would check, if all mods are active and not red
Re: [MOD 1.1] Sea Block Pack 0.5.3
i have checked it, but some of the mods are red like -
-Angel's Addons - Storage Options
-Angel's Bioprocessing
-Angel's Petrochemical Processing
-Angel's Refining
-Angel's Smelting
and when i check further it's because my Base mod is not the same version as them, but when i change to the right version i get a Error loading mods with
" Failed to load mods: Difficulty normal: Cycle in technology tree detected.
Steel-processing
-> basic-chemistry-2
-> water-treatment-2
-> slag-processing-2
-> steel-processing "
Re: [MOD 1.1] Sea Block Pack 0.5.3
Seems, you updated base game now (which is good) and you might also updated angels mods to latest version, which doesn't work currently.
See some posts before:
viewtopic.php?p=546458#p546458
Re: [MOD 1.1] Sea Block Pack 0.5.3
ok, have downloaded the file at the start of the Forum, and it works nowjodokus31 wrote: ↑Fri Jun 04, 2021 1:37 pmSeems, you updated base game now (which is good) and you might also updated angels mods to latest version, which doesn't work currently.
See some posts before:
viewtopic.php?p=546458#p546458
Re: [MOD 1.1] Sea Block Pack 0.5.3
Glad, that is worksLynical95 wrote: ↑Fri Jun 04, 2021 1:50 pmok, have downloaded the file at the start of the Forum, and it works nowjodokus31 wrote: ↑Fri Jun 04, 2021 1:37 pmSeems, you updated base game now (which is good) and you might also updated angels mods to latest version, which doesn't work currently.
See some posts before:
viewtopic.php?p=546458#p546458
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Re: [MOD 1.1] Sea Block Pack 0.5.3
I'm new to Sea Block and its various mods and I'm using FNEI to try to understand all what I need to make next. Some recipes show a technology in green and some in red, but some have no technology show like this one:
What does this mean? It's a recipe that I will never be able to use? Is that a result of something I did or forgot to do?