No ore patches, expand from a small island. Also install the 'Sea Block Pack - Official' mod for a complete modpack
Large total conversion mods.
Hi, will there be a compability with Factorio 2.0? I would love to play SeaBlock only with the new optimizations of the basic game. For me there is no need for new stuff like new planets!
Eventually, yes. I'm working on. No eta currently. All the other mods in the pack need to be updated first.
That would be awesome. I appreciate your work!
Thank you for considering updating the mod to 2.0 Looking forward to it. If there's any way to contribute let me know. Thanks for taking the time to port and appreciate your work!
Thank you for considering updating the mod to 2.0 Looking forward to it. If there's any way to contribute let me know. Thanks for taking the time to port and appreciate your work!
Yes, I do have a way set up. Donations are never expected but always greatly appreciated! https://www.buymeacoffee.com/KiwiHawk
I'm here for morale support!
Wanted to drop a note that I would be very interested in SeaBlock becoming 2.0-compatible, as about 30% of my save games need it
:)
I redownloaded 1.1 just to play your seablock mod thank for the hard work
здравствуй как дела с совместимостью с 2.0?
zadravstvui kak dela s sovmestimostyu s 2.0
"angely" i "boby" pervvy obnovit 2.0
English: Player is asking how update is progressing. I say Angels and Bobs need update first.
Thanks Hipchurch!
Yup, that's right. I'm just waiting on one a couple of graphics changes to be done then I can release Bob's mods. In the meantime, I've started working on Angel's.
Bob's mods have been updated. I'm working on updating Angel's mods now.
@kiwiHawk what happen to angel?
Bob, Angel, and Trainwreck have all retired from modding.
Subscribed incase of progress updates
Dear KiwiHawk! Thank you very much for your work. Thank you)
Bob, Angel, and Trainwreck have all retired from modding.
Oh that is very sad to hear, amazing that you took over development of those mods!
I tried doing the coffee thing, but it only supports credit card, but loving seablock! spend 100s of hours on it (and still going)
Eventually, yes. I'm working on. No eta currently. All the other mods in the pack need to be updated first.
What is your estimation that is it possible to release this as new planet instead of as full mod? I have no idea what kind scoping system they had done that is is even possible to limit mods to one planet. Naturally in that case it will need some twist to limit import materials from another planets so it will be original pain and misory to kickstart full production at water planet. Storyline can be that planet atmosphere prevents all material import to planet and explorer get stuck to planet until some kind new sience is explorerd what allows import and export from that planet.
KiwiHawk, thank you a ton for your work! A friend of mine and I really like Sea Block and is really looking forward to playing it again when 2.0 update drops! Cheers for your hard work :)
Thanks Kiwi for your hard work. Spent around 600hrs on seablock, never actually finished it. I've got restartitus syndrom rofl.
Yeah, one day i'll finish it, Haha.
Maybe before 3.0 hits :D
KiwiHawk - Hope it's going well! Looking forward to more SeaBlock in the future :D
I'm super duper excited for SeaBlock with the QOL updates for 2.0, keep up the amazing work!
I follow Kiwi's WEEKLY updates on his GitHub. Looking forward to A+B again, and of course SeaBlock!
Is there any news on the modpack?
Because the silence has been supported for 4 months now, and I personally would really like to play version 2.0
This mod itself is very beautiful, and I'm still waiting for the angel mods and the core to be updated...
Is there any news on the modpack?
Because the silence has been supported for 4 months now, and I personally would really like to play version 2.0
This mod itself is very beautiful, and I'm still waiting for the angel mods and the core to be updated...
GitHub shows the project is down to 81 open issues. Again, its actively being updated daily/weekly.
GitHub shows the project is down to 81 open issues. Again, its actively being updated daily/weekly.
Thank you for the information. I will follow the github.
While waiting for an update for 2.0, can anybody help me play the old version? I tried reverting back to factorio 1.1 but couldn't get all dependencies to revert back to working versions. Anybody got any tips?
While waiting for an update for 2.0, can anybody help me play the old version? I tried reverting back to factorio 1.1 but couldn't get all dependencies to revert back to working versions. Anybody got any tips?
make sure you have no mods installed when you revert backwards. also uninstall the dlc. before selecting a older factorio on "bata" found in properties. (for steam)
Easiest is to create a stand-alone install for 1.1 . Go to the Factorio website and download version 1.1.110 . Yes, you can do this even if you purchased the game through Steam.
https://www.factorio.com/download/archive/1.1.110
If you do want to play Factorio 1.1 through Steam, you will need to disable the Space Age DLC (if you own it) as well as selecting 1.1.110 from betas.
If you have an empty mod directory (like from a stand-alone install) you can just download "Sea Block Pack - Official" from the in-game mod browser. This will automatically download the latest 1.1 version of all mods in the pack.
If you have downgraded a 2.0 install to 1.1, it's slightly more complicated. The game won't automatically download the 1.1 version of mods where you already have the 2.0 version. You can either delete the 2.0 versions so the game will automatically download the latest compatible version. Or manually download the 1.1 versions from the mod portal here and copy them into your mods directory.
I was able to do this quite easily on steam. I had no mods installed previously.
Unchecked Space age DLC in game properties
Under Betas, set to 1.1.110 - Factorio Outdated Stable 1.1.110
Then once in-game, click mods, search for Sea Block Pack - Official, click install
No issues so far
good to hear. playing sea block official with extra mods (wanted some other mods to help like handy hands)
Honestly I was going to wait for 2.0 Seablock update but i've been dying to play something like it and so far i've been having a blast! Thanks a ton for making such an evil/fun modpack ^~^!
Glad to hear that you're enjoying it!
Angel's update is progressing well 🙂
@kiwiHawk what % are you at for updating sea block to 2.0? what are some basic things your team working on lately?
My current focus is Angel's mods. Once those are release, I'll shift on to Sea Block. It's almost impossible to give a percentage sorry! There are currently 11 open Angel's issues. However not all issues take the same amount of time. And as we test things, we log any new issues we find. Definitely making good progress though. I'm aiming to have Angel's mods released this year.
Is there any way to help with updating any of the mods? Asking as someone who's very experienced in programming, but mostly worked solo
All the code is available on GitHub. Please feel free to tackle one of the open issues and submit a PR!
@KiwiHawk, love your progress and effort for the modding community.
For those who are interested, I've written a short guide (https://gist.github.com/neonbyte1/9224bbe9ba55a5862c4642084afd0107) on what to do in order to play the current version of Factorio 2.0. Keep in mind, this is not an official support or whatsoever. It's just for those who want to play with new QoL features (and may submit fixes if errors have occurred).
Since all of the Angel mods have been updated for 2.0 I'm super excited to see this get ported to 2.0 in the future as well!!
Great job KiwiHawk et al.
I'm so excited for 2.0, keep up the excellent work! I've got somewhere around 250 hrs logged on a couple files of the original seablock and can't wait to try it with space age.
For anyone looking for a progress update, you can find the remaining issues here https://github.com/Arch666Angel/mods
Looks like all the necessary core dependencies are finally on 2.0.
Big kudos to everyone who has been working on that!
Looks like all the necessary core dependencies are finally on 2.0.
Big kudos to everyone who has been working on that!
Yes, playing SeaBlock on 2.0 is now more than possible. I've reached single-use ATMOS set (green science) and haven't found a single bug
Looks like all the necessary core dependencies are finally on 2.0.
Big kudos to everyone who has been working on that!
Yes, playing SeaBlock on 2.0 is now more than possible. I've reached single-use ATMOS set (green science) and haven't found a single bug
Mind sharing how you made things work? I tried the dev-branches of the relevant missing mods of the modpack and the result is that "desert-gardens" cannot be found during map-gen. Would be much appreciated :)
Mind sharing how you made things work? I tried the dev-branches of the relevant missing mods of the modpack and the result is that "desert-gardens" cannot be found during map-gen. Would be much appreciated :)
Scroll up a few posts and you'll find the guide on GitHub. For any further questions, head over to Discord. My nickname there is Pingu.
Will this be available in the in game mod portal? Or would following neonbyte1's guide be the best way of playing this?
Also many thanks to all the amazing people who helped port this over to 2.0!
When it is updated, it will be on the mod portal, yes.
Where can we see the progress/timeline for this to be finished? I have looked for github repos for hours to no avail :(
and as always, absolutely incredible work on this. you will be remembered for generations
The Sea Block discord
love playing the alpha 2.0. takes some effort for setting up. cant wait for 2.0. thank you to all the dev's that spent there time working on this.
The Sea Block discord
Is there one?
Any updates on when the 2.0 compatibility will be available on the mod portal?
Somebody created a 2.0 mod portal port for seablock:
https://mods.factorio.com/mod/SeaBlockWanne
Though it is not entirely faithful to the original unfortunately.
OK: after checking it out, it seems to be way harder to generate resources than this version of seablock. Not very polished experience in general either. False alarm I guess.
Yes, I am waiting for the original Sea Block experience :) Any news on when it will be available on the mod portal?
OK: after checking it out, it seems to be way harder to generate resources than this version of seablock. Not very polished experience in general either. False alarm I guess.
I purposely debuffed the early slug recipes because they where as efficient as the later ones with sulfuric acid so there was absolute no incentive to switch to these. It makes also space for the new steam based slag recipe that you can enable in the mod settings. To offset the early hassle a little bit you get a lot more (solar) power and free filtration plants.
I also brought back the fuel value (even so a much smaller) of hydrogen to make things a little bit easier. – But again only after you research fluid boilers.
It also makes the later smelting and geode recipes much more attractive if slurry is hard to come by. In the original it was never worth while to use them if you where able to offset the worse efficiency by a few filtration plants.
If you think it is to difficult, I can add an easy mode like you did with your Seablock Tweaks mod.
Sadly I think no one looks into the settings...
OK: after checking it out, it seems to be way harder to generate resources than this version of seablock. Not very polished experience in general either. False alarm I guess.
I purposely debuffed the early slug recipes because they where as efficient as the later ones with sulfuric acid so there was absolute no incentive to switch to these. It makes also space for the new steam based slag recipe that you can enable in the mod settings. To offset the early hassle a little bit you get a lot more (solar) power and free filtration plants.
I also brought back the fuel value (even so a much smaller) of hydrogen to make things a little bit easier. – But again only after you research fluid boilers.
It also makes the later smelting and geode recipes much more attractive if slurry is hard to come by. In the original it was never worth while to use them if you where able to offset the worse efficiency by a few filtration plants.
If you think it is to difficult, I can add an easy mode like you did with your Seablock Tweaks mod.
Sadly I think no one looks into the settings...
I ran many different setups in your mod through helmod to make 1000/s mineral sludge, which, by the way, can generate about a tenth of the plates that it does in the original Seablock despite the massive infrastructure cost, as well as requiring more complicated resource processing to actually use that sludge (there are no pure crystallization recipes like in the original mod). Though this is not that bad, given that SpaceMod isn't included. Building that infrastructure will definitely take longer though.
The hydrogen fuel value only allows recovery of a miniscule amount of energy from slag electrolysis, and is generally not worth recycling into electricity. It's better off used in making oil products, which can no longer be made from blue algae in wanne's seablock.
The "basic" slag slurry recipe that uses slag and water is slightly less efficient for making slurry than the acid-based recipe... but wanna know something really dumb you can do with it? You can make tons of sulfuric waste water as a byproduct, since it doesn't use the sulfur produced by sludge filtration, so you get pretty much limitless sulfuric acid at the cost of a tiny bit of additional power and more buildings. Say goodbye to acid air filtering.
The gap between the basic and acid-based recipe is too small to bother with the acid-based one, especially as the acid-based one costs more buildings to make, so I have no clue what you meant by "debuffing" the early slag recipes. The original Seablock makes its early recipe absolutely horrible compared to acid, especially as it requires acid for progressing the game, since it is necessary to produce mineral sludge.
By the way, crystallizing directly from slag slurry instead of mineral sludge produces more ore per slurry than by using sludge. That's funny. It does suffer from the fact that you can't make jivolite or crotinnium from it, so you don't get to use the ferric and cupric mixture recipes, but early-game, it is actually better than making sludge.
Sludge from thermal water is awful, not worthwhile.
Geode washing has definitely gotten better in your mod. It costs less than half the energy and fewer buildings to make the same amount of sludge compared to slag. If you only liquefy the high-value geodes and crush all the low-value ones, you can reduce your sulfuric acid usage and make enough crushed stone to recoup most of the mineralized water cost, only needing a few slag electrolysers to cover the remaining crushed stone deficit. A small drawback is that it doesn't create free mineralized water as a byproduct for making algae charcoal, but this isn't a big issue.
However, all of these previous chains are objectively trash compared to the absolute monster that is steam-based slag.
Steam-based slag costs slightly more energy per slag than the electrolyser recipes, and it can also benefit from the basic slag recipe that produces free sulfur... but it also produces tons of free steam. You can just recycle this steam back into steam engines to get back almost all of your power. Suddenly, this recipe chain costs about a third of the energy that geode washing takes, all while using the least number of buildings per sludge/s.
You didn't merely "make space" for steam-based slag, you completely demolished every other method for sludge production in comparison to it.
The high-tier smelting recipes are also already very attractive in the original Seablock. Of course you'll want to double your plate output for the cost of a slightly more complex smelting chain, it doesn't require nuking resource production and slowing down the gameplay just to encourage it even more.
Also, you have exactly two options in your settings menu that affect factory design:
- The "rebalance energy" setting reduces the fuel value of hydrogen from 35 kJ to 5 kJ, and prevents electrolysers from accepting efficiency modules. The original Seablock mod already completely removes the fuel value of hydrogen, meaning that eff-modded electrolysers can't be used to produce infinite power in it, so your mod basically does nothing new on this front. This setting is on by default.
This actually makes things harder, as now you are unable to reduce the energy cost of using electrolysers using modules, and there is pretty much no point in burning the hydrogen byproduct due to its paltry fuel value.
- The "steam slag" setting adds the OP steam slag chain. The original Seablock mod doesn't allow slag production from electric boilers, for good reason. This setting is off by default, so your mod also does nothing new on this front.
TL;DR
Your mod is unbalanced and doesn't do the things you said it does.
P.S. My SE Seablock Tweaks mod has nothing to do with the original Seablock, it was made for a silly scenario to allow running Space Exploration in a seablock-style map. It is not an "easy mode" as you describe. At least get it right if you want to call me out for being a casual.
You didn't merely "make space" for steam-based slag, you completely demolished every other method for sludge production in comparison to it.
It is the las one you get. So yes: It is the best, and yes it sidelines geode processing to waste utilization and the places where you really need them.
You can make tons of sulfuric waste water as a byproduct, since it doesn't use the sulfur produced by sludge filtration, so you get pretty much limitless sulfuric acid at the cost of a tiny bit of additional power and more buildings.
There has always been a lot of cheap ways so make acid waste water. First and foremost: Coke production. Cheaper than needing the tiny amount of 1 additional electrolyser per filtration unit/crystalizer. Still it was not intended that it is more efficient.
Sludge from thermal water is awful, not worthwhile.
Yes. I never did that. Was it useful in the original mod? I think geode processing was always more efficient and much earlier in the game.
The original Seablock mod already completely removes the fuel value of hydrogen, meaning that eff-modded electrolysers can't be used to produce infinite power
Yes. I initiated this change back in the days. I like it more that you get at least something back.
and there is pretty much no point in burning the hydrogen byproduct due to its paltry fuel value.
It gives you back ⅙ oft the energy you require for the Electrolysers which will dominate your energy consumption. And energy is a big struggle in the early game. The only problem I see that energy tends to get really cheap when you are able to research fluid boilers. Still hydrogen stays an byproduct until late game and with the better slag recipes, you get ⅓ of the energy back and using it for diesel will be absolute OP for energy production.
The high-tier smelting recipes are also already very attractive in the original Seablock.
No. They are not. If you put even a third of the resources you need to research them into sludge generation you will have won the game before implementing them. And even if you go to infinite tech: The buildings to implement these "slightly more complicated" chains will be almost as expensive than just increasing your sludge throughput. It is not as if ore is running out. Yes you will need a lot of filtering plants/crystalizers for one Blast furnace IV. But they are cheap... And this is in the assumption that they run all the time.
At least get it right if you want to call me out for being a casual.
Not casual. I just said that you also made a mod, that made them cheaper in the first place and could do that again.
OK: after checking it out, it seems to be way harder to generate resources than this version of seablock. Not very polished experience in general either.
So. Added a setting named slurry mulitplier. As in the description: Setting it to 5 will make slurry as expensive as it was in the original Seablock. 20 (the default on 2.0) is how it was before and how it is in vanilla Angels which is IMHO much more balanced for the late game.
Default on 2.1 will be 10. Since I agree that early game is really slow otherwise. But I do not want to break ratios existing saves.
I also slightly debuffed simple-slurry-mixing from 30 to 40 crushed stone. This will make acid waste water from coke almost twice as efficient then the additional buildings you need for the basic sludge chain even if you have the advanced catalyst electrolysis recipes.
Another seablock from darkenade has appeared with this description (Original SeaBlock updated to 2.0. Unofficial fork of KiwiHawk's Sea Block (MIT), fixed to run on Factorio 2.0 with current Bob's (2.1.x) and Angel's (2.0.x). Also adds a stone-based pipe recipe.). What do you know about it, and when will there be an official version from the developer?