Sea Block


No ore patches, expand from a small island. Also install the 'Sea Block Pack - Official' mod for a complete modpack

Overhaul
9 months ago
0.14 - 1.1
97.6K

i To less energy production, to less sand and a few other things

6 years ago

At first, the energy problem:

Energy production is compared to what you can use on machines to low.

Either giving out a suitable amount of solapanels and accumulators to withstand this from the hole beginning or tweak the energy consumption from the Electrolyser (Angel's Petro Chemical Processing) down by at last 80%

Screens:

https://i.imgur.com/r2Og5lD.jpg (KS-Power Wind Turbine Field, 1 Crystallizer (passive), 1 Liquifier (passive), 1 Electrolyser (active), 2 Flare Stacks (active))
https://i.imgur.com/5PmxuSQ.jpg (ENI, where you can see, that the Electrolyser eats up all the power, which can't be)
https://i.imgur.com/4cr2HJ5.jpg (ENI with all 4 Electrolysers running but not the Liquifier nor the Crystallizer. Definitly not what it should be as there is still 3/4 energy missing)

The screens above are showing, that only arround 1.8 MW in peak is generated, which is to less as there is definitly a need of at last 6 MW which can only be reached through solar panels and accumulators (for the nigth).
This would end up in at last 100 Solar Panels (1 SP = 60 KW; 6 MW = 6k KW = 100 SPs) and at last +50 Accumulators (because they also need energy to charge up smoothly).

Another way would be by cutting down the amount of Electrolysers, which can be crafted on the start from 4 down to 2, which should be enough I think. Then you would only need 3 MW instead of 6 MW and this results in only 50 SPs and at last 25 accumulators.

After all, this is a horrible weak point, which should be fixed as soon as possible.

Possible solution: Make a copy of the original Electrolyser which requires much less power and which is drainless but can only have Dirt Water Electrolysis: Hydrogen, Oxygen, Slag (to avoid abuse whith later recipies for it).

Next the provided sand:

1k Sand is definitly to less! At last 2.5k is needed to get a "big enough" starting place, because even Wind Turbines are consuming a lot of space - well, SPs and accumulators to - and after all it is definitly not intended to spend the first +24h in generating a hugh island instead of gaining progression.

This should also be changed.

Next one are the research labs from ScienceCostTweaker:

Not sure why but if you are using the variation of the tiered ones, they are consuming to much energy. The default vanilla lab consumes always 60 kw but the variations from SCT are going to consume crazy shit of MW of Energy, which is inacceptable.

For my own use, I tweaked them down so that the the highes tier only consumes 60 kw, like the vanilla lab. Here are screens, how I tweaked the energy consumption to them:

T1 (vanilla lab):
T2: https://i.imgur.com/gFTHzfs.jpg
T3: https://i.imgur.com/tLtDR5p.jpg
T4: https://i.imgur.com/pKUlRR9.jpg

As you can see, I cutted down the energy for all 4 of them in 15 KW steps. Well, I think adding a little energy drain to them should be finde, as long as you don't have the T4 lab.

Possible ranges:

T1: 3 KW - T2: 6 KW - T3: 9 KW passive drain.

But the default energy consumption values are to high.

Last thing - for now - is the research tree, as there are a few things, which maybe should be fixed:

https://i.imgur.com/p7j2sDU.jpg <-- This should either be removed or disabled, because it's an empty one.
https://i.imgur.com/9JqRPSo.jpg <-- This shoule be gated between Crush stiratie and Baisc circuit board, requirering paper to be crafted.
https://i.imgur.com/ISCZvbr.jpg <-- Same like the first one, because it get's ignored (Basic Sience gets unlocked instead of this research).

These are my points for this pack.

6 years ago

Here's a quick thought on the power problem:

The Dirt Water Electrolysis process produces Oxygen and Hydrogen as byproducts which are usually burned off in a flare stack.

Oxygen and Hydrogen are flammable... flame = heat, heat = power.

There should be a boiler that uses oxygen and hydrogen as a fuel source so you can recapture some of the energy lost in the original electrolysis process. Chem labs already have a Oxygen + Hydrogen = pure water process but there's no energy yield from chem labs (in fact they require power even for this process).

Obviously the amount of steam produced would have to be balanced so that there's an appreciable loss in the system, but that's just a numbers game.

Just my 2 cents... I'm sure I'm not the first person to think of this but I haven't seen it suggested anywhere else yet.

6 years ago

Thanks for your response and in thery you are right, that both gases are flamable but only for angel's flare stack as they count as voidables and since they are non-liquids, they must be voided in the flare stacl (liquids are voided in the other thing from angel's).

Means that they are not useable, as long as they don't have any Fuel Value like wood it has or as long as there isn't any additional machine, which makes use of those gases.

It would be not bad, if the Flare Stack itself would produce steam from burning them down which could then be used to generate energy but this must then be implemented by Angel self and then a re-balance for this pack is needed but for now I did not found the bioler, which uses (specific) gases to generate steam :/

6 years ago

Idk why people are too stupid for this game just build some steam generators, this is a game about optimization, if you are too stupid to play this hardcore modpack for grinders dont play it, play vanilla and learn to play, then come back for the real shit

6 years ago

For a more balanced experience, see
https://forums.factorio.com/viewtopic.php?p=388392#p388392
Also ignore animexamera, he's a troll. Just because a modpack is hardcore doesn't mean it should be poorly balanced.

New response