Sea Block


No ore patches, expand from a small island. A continuation of Trainwreck and KiwiHawk's Sea Block for Factorio 2.1. Also install 'Sea Block Pack 2.1' for the complete modpack.

Overhaul
2 days ago
2.1
22
Owner:
Theragus
Source:
https://github.com/Theragus/Sea-Block
Homepage:
https://github.com/Theragus/Sea-Block
License:
MIT
Created:
2 days ago
Latest Version:
2.1.2 (2 days ago)
Factorio version:
2.1
Downloaded by:
22 users

This mod is highly WIP, expect weird issues and potential roadblocks!

Please open a discussion or GitHub issue if you experience issues in the game with this mod.
I will try to fix it as best as i can.

There is no ore. Not on your island, not on the next one, not anywhere on the
planet. There are no cliffs to blast through and no oil to drill, because there
is no ground — just an ocean going out in every direction, and a patch of sand
barely big enough to stand on.

Everything you will ever build comes out of the water.

You start by filtering mud from seawater. The mud gives you slag, the slag gives
you the first ores, and the first ores give you enough to build the machine that
filters mud faster. Every plate, every circuit, every rocket part in the run
traces back to that loop. Land itself is a manufactured good: you make landfill,
and your factory grows outward one tile at a time into the sea.

It is Angel's and Bob's mods with the ground taken away, and it changes
everything. There is no "go find a bigger patch". There is only making the
process better.


This is a continuation for Factorio 2.1

Sea Block was created by Trainwreck and has been maintained by KiwiHawk.
Their release on the portal is 0.5.16, for Factorio 1.1.

The 2.0 port had stalled somewhere that could not be installed at all. It
declared factorio_version: 2.0, while Bob's and Angel's had already moved to
2.1 — and Factorio treats those as separate major versions, so a 2.0 mod and its
2.1 dependencies cannot be loaded together. There was no combination of
published versions that would start the game.

This fork retargets 2.1 and fixes what that exposed. It is published under a
different internal name because mod portal names belong to their original
authors; in game it is still just Sea Block.

It is not affiliated with or endorsed by Trainwreck or KiwiHawk. If the
official mod returns to the portal for 2.1, use that one.


Requirements

  • Factorio 2.1. At the time of writing this is the experimental branch. On
    Steam: Properties → Betas → experimental.
  • Bob's mods 3.0.x and Angel's mods 2.1.x. Factorio will offer to
    install the required ones for you.
  • Quality, Space Age and Elevated Rails must be disabled. Sea Block declares
    them incompatible. Factorio enables bundled mods by default, so you may need
    to turn them off by hand.

Install Sea Block Pack 2.1 instead of this mod to get the full recommended
set in one go — the reskins, FNEI, Helmod, Milestones, Science Cost Tweaker and
the rest. That is the configuration most people play, and the one this is tested
against.


What has been fixed

The port needed more than a version bump. Factorio 2.1 removed the tool
prototype type, changed how recipes declare their category, renamed product
probability, and reworked fluid boxes and pipe connections. Bob's and Angel's
had independently renamed or removed a long list of things Sea Block reaches for
by name.

Beyond the mechanical porting, these were broken and are now not:

  • The starting island was never raised above the waterline, because its map
    generation expression compared with = instead of ==.
  • The thermal bore could never produce water. The technology unlock for its
    recipe had been lost, so the building was permanently inert.
  • Military technologies were free to research, because the code that
    assigns their science packs silently stopped working when tool was removed.
  • Several technology tree cycles in the early game made the tree
    unresolvable.
  • The starting chest crashed new games during map generation, because it
    still contained stone pipes that Bob's has removed.
  • Red science was uncraftable with Science Cost Tweaker installed — the
    recipe was disabled and the technology that unlocked it had been retired.
  • Enemies were not removed when map generation was set to have none.

What is not done

Being straight with you about the state of it:

  • Cliffs are not reimplemented in map generation.
  • There are no migrations. Do not expect a 1.1 save to carry over, and treat
    any save from an earlier version of this fork as needing a fresh start.
  • Balance has not been re-tuned for what Bob's and Angel's changed in 2.x.
    Some technology costs were rewritten automatically where the originals had
    become unresearchable.
  • It has not been played to the rocket. Everything is verified to load and
    to be internally consistent — every recipe reachable, every technology
    researchable, every icon valid — and the early game has been played. Past that
    is unexplored.

Bug reports are genuinely useful. A factorio-current.log with the error in it
is usually enough to find the cause.


Credits

Sea Block is Trainwreck's design, maintained upstream by KiwiHawk, and this fork
carries their work forward without claiming any of it. It stands on Bob's mods
and Angel's mods, without which none of it would exist.

Released under the MIT licence.

Source, issues and the test suite: **https://github.com/Theragus/Sea-Block**