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

Changelog

Version: 2.1.2
Date: 2026-09-17
  Bugfixes:
    - Basic electronics no longer sits at 99% with a full progress bar
      - Its "craft 10 copper plate" trigger is satisfied in the first minute, but Sea Block
        had gated it behind Slag processing 1, and Factorio holds a satisfied trigger at 99%
        while a prerequisite is unresearched, which looks exactly like a broken research
      - The technology unlocks nothing in Sea Block, so the gate bought nothing: what it
        guarded was its successors, and they carry their own prerequisites
Version: 2.1.1
Date: 2026-09-17
  Bugfixes:
    - Declared incompatible with SeaBlock and SeaBlockMetaPack, the mods this forks
      - Installing both leaves two copies transforming the same prototypes, and Sea Block's
        data stage is not idempotent: data-updates/fuel.lua reads a fuel value, uses it,
        then clears it a few lines later, so the second copy reads nil and dies somewhere
        that looks unrelated to having two mods installed
      - Factorio now refuses the combination up front and says why
Version: 2.1.0
Date: 2026-09-17
  Changes:
    - Renamed to SeaBlock21 for the mod portal, with the pack as SeaBlockMetaPack21
      - Mod portal names are unique per account and the originals are Trainwreck's, so a
        fork cannot publish under them. In-game titles are unchanged
      - The remote interface is renamed to match; Bob's forbidden_mods entries for the old
        name no longer apply, so Bob's own Milestones presets show alongside Sea Block's
    - LICENSE now ships inside the mod, as MIT requires
    - Updated for Factorio 2.1, and for Bob's 3.0 and Angel's 2.1
      - Science packs are items rather than tools, which 2.1 removed as a prototype type
      - Recipe category is now the categories table
      - Product probability is now independent_probability
      - Fluid boxes use volume instead of base_area / base_level, and pipe connections
        use flow_direction plus a direction, positioned inside the entity
      - Renamed references Bob's and Angel's have changed: carbon, bob-battery-3,
        angels-ore-silos, angels-sea-pump-resource, angels-bio-wood-processing,
        and the base game's sulfur-processing as Angel's sulfur tier 1
    - Dropped support for Explosive Excavation and Space Extension Mod, neither of which
      has a Factorio 2.1 release
    - Removed the buff to Angel's Carbon 2 recipe, which Angel's no longer has
  Bugfixes:
    - Fixed the automation science pack being uncraftable with ScienceCostTweakerM
      - sct-automation-science-pack takes sb-startup4's place at the end of the tutorial
        chain, but hiding sb-startup4 stranded its unlocks rather than moving them, and
        the red science recipe is disabled with nothing else to grant it
      - Its effects are now handed to the replacement before it is retired
    - Fixed recipe bob-rocket-engine being visible but unobtainable, since the technology
      that unlocked it is one of the military ones Sea Block removes
    - Fixed stale names in the Milestones preset Sea Block serves
      - bob-tungsten-plate and bob-tungsten-carbide lost their prefix when the base game
        gained tungsten
      - Fluid liquid-fuel-oil is angels-liquid-fuel-oil
      - Without ScienceCostTweakerM the bio science pack was token-bio rather than
        angels-token-bio, so that milestone was missing for everyone not running it
    - Fixed the starting rock chest killing a new game during chunk generation
      - Bob's 3.0 removed stone, ceramic and nitinol pipes, and inserting an item that
        no longer exists is a non-recoverable error there
      - The stone pipes' 100 and 50 are folded into the plain pipes so the early run is
        not short of them
      - The list now skips anything that does not exist, rather than taking the save
        down with it
    - Fixed two icons that crashed the graphical client while loading fine headless
      - sb-basic-circuit-board-tool declared icon_size 128 over Bob's 64px file, because
        the data-final-fixes refresh that used to correct it looked for the pre-2.0 item
        name and silently found nothing
      - sb-angelsore3-tool pointed at a file that is in angelsrefininggraphics, not
        angelsrefining
      - With ScienceCostTweakerM, sb-startup4 declared icon_size 128 over its 64px lab icon
      - The three tutorial cost items now carry base game placeholders and take their real
        icon from the item they stand for, so another mod moving or resizing a file cannot
        break them again
    - Fixed references to prototypes Bob's and Angel's have since moved or removed
      - Technology bob-tungsten-alloy-processing is now angels-tungsten-smelting-1
      - moveeffect follows a recipe unlock that upstream has moved to a different
        technology instead of giving up, since the destination is what matters
      - Dropped settings removed by Bob's, Angel's and ScienceCostTweakerM, which logged
        an error on every load and did nothing
    - Fixed ScienceCostTweakerM compatibility, which stopped the pack loading entirely
      - Its tech_replace folds sct-automation-science-pack into the base game's
        automation-science-pack during data-final-fixes, after Sea Block has written the
        sct- name into every startup technology's prerequisites
      - Lab 1 waited on Electronics and Steam Power, which Sea Block places after the
        technologies that need Lab 1
      - Lab 3 waited on Oil Processing, which in Sea Block comes from blue algae and so
        sits behind the blue science Lab 3 gates
      - The runtime lab unlock and the configuration-changed migration both looked for the
        sct- name, which does not exist once folded
    - Fixed the thermal bore keeping a duplicated pre-2.0 setup that overwrote its ported
      one with 1.1 prototype names, and restored the technology unlock for its water recipe
    - Fixed military technologies losing every science pack, which made them free to research
    - Fixed the starting island never being raised, because its noise expression compared
      with = instead of ==
    - Fixed all resources being removed, including the sea pump resource that heavy pump
      placement needs and that Factorio requires at least one of
    - Fixed technology tree cycles between slag processing, sulfur processing and the early
      wood and chemistry technologies
    - Fixed trigger technologies pointing at prototypes Sea Block removes, such as
      oil-processing being triggered by mining crude oil
    - Fixed technologies whose science packs no lab accepts, left behind by clearing the
      alien lab's input list
    - Fixed enemies not being removed when map generation sets them to none
    - Fixed seablock.lib.hide_item and seablock.lib.unhide_recipe being called but never
      defined, and unobtainable fluids being hidden as if they were items
    - Fixed crashes on recipes that declare no ingredients or no results, which 2.0 allows
    - Fixed the unobtainable item scan iterating recipe fields as if they were the
      normal/expensive variants 2.0 removed
Version: 2.0.0
Date: ???
  Changes:
    - Petrochem Cleanup #207
      - Changed Blue Algae Liquefaction recipe to produce Crude Oil instead of Multi-phase Oil
      - Change Cellulose Paste recipe to use Chlorine Gas instead of Chloromethane Gas
      - Hid Multi-phase Oil and Chloromethane Gas
      - Hid techs Gas Processing, Oil and Gas Extraction, Sulfur Processing 4, Chlorine Processing 3, and Chlorine Processing 4
      - Hid Oil & Gas Separator and Advanced Gas Refinery
    - Added custom Better Victory Screen statistics #323
    - Handle Ore Sorting Facility 5 changes #327
      - Stop creating recipe, item, and entity in Sea Block
      - Added migration of removed Sea Block item and entity to new Angel's item and entity
    - Metal Catalyst Recipes Review #333
      - Changed recipes for making metal catalysts (removed red and added purple)
      - Spread catalyst recipes more evenly out in the tech tree
      - Changed catalyst recipes to use the appropriate catalyst for their tech tier
    - Remove underused items/fluids #334
      - Hid crushed stone. Use stone instead. Ratios will all stay the same
      - Hid liquid fuel. Enriched fuel is now made directly from fuel oil plus residual gas
      - Hid Electrowinning cells. Moved their recipes to Electrolyser 4
      - Hid Desert / Swamp / Temperate environment kits
    - Changed recipe icon for Slag 1 and Slag 2 #335
    - Buffed the output of recipe Carbon 2 #336
    - Updated for Factorio 2.0 #339
    - Marked Quality and Space Age as incompatible
    - Allow tiles from Landfill Painting mod to be mined
  Bugfixes:
    - Fixed tech steam-power missing a locale in some mod configurations #332
    - Fixed missing starting items in multiplayer games when Companion Drones mod is enabled #337
Version: 0.5.16
Date: 27.02.2024
  Changes:
    - Hid solid resin item and recipes #322
  Bugfixes:
    - Landfill tech not ignoring tech cost multiplier #320
    - Milestones error when mod setting Default landfill type set to Landfill #321
Version: 0.5.15
Date: 13.01.2024
  Bugfixes:
    - Fixed Landfill tech being automatically researched #312
    - Fixed AAI Loaders compatibility #315
    - Fixed placement of heavy offshore pumps crashing new seablock maps #317
Version: 0.5.14
Date: 22.12.2023
  Changes:
    - Added support for Early Construction mod #254
    - Added missing prerequisites #295
    - Added support for Grappling Gun mod #308
    - Added support for Jetpack mod #309
    - Wood vs Paper changes #310
      - Replaced recipe Forage for Cellulose Fiber with recipe Forage for Driftwood
      - Reworked tutorial techs, removing paper making
  Bugfixes:
    - Fixed Radar being unlocked by both Military and Radars 1 #296
    - Fixed Exoplanetary Studies Lab recipe not including previous lab tier #303
    - Fixed Wind Turbine energy production graph #304
    - Fixed Washing Plant pipe arrow #305
    - Fixed Companion Drone multiplayer compatibility #307
Version: 0.5.13
Date: 14.07.2023
  Changes:
    - Milestones mod compatibility #292
Version: 0.5.12
Date: 01.01.2023
  Changes:
    - Marked Alien Biomes mod as incompatible #263
    - Marked Angel's Exploration mod as incompatible #264
    - Added tech Steam power #271
    - Reduced the cost of Circuit wires #286
    - Adjusted science packs required for Power Armor research #287
    - Adjusted science packs for FTL techs (SpaceX) #288
    - Added Thermal Water Bore to ingredients for Thermal Water Extractor #290
  Bugfixes:
    - Fixed tech unlocks after adding Science Cost Tweaker mod mid game #260
    - Fixed duplicate starting items in rock-chest as well as player inventory #268
    - Basic Chemistry 2 tech missing green science #269
    - Fixed setting "SpaceX ignore tech price multiplier" #273
    - Removed Fuel pollution from fluids with no fuel value #280
Version: 0.5.11
Date: 06.06.2022
  Changes:
    - Science Cost Tweaker: #247
      - Purple and some military science intermediates are craftable in an Electronics assembling machine
      - Bio science can use productivity modules
      - Renamed Lab 2 to Exoplanetary Studies Lab
      - Changed recipe and energy consumption of Exoplanetary Studies Lab
    - Added missing tech prerequisites #252, #265
    - Added purple and yellow science packs to Radio Thermoelectric Generator tech #252
    - Renamed recipes and entities containing the word "coal" #252
    - When playing multiplayer, each player will get their own copy of the starting items. Home Rock will not spawn #259
    - Compatibility changes for Bob's mods 1.1.5 #262
  Bugfixes:
    - Lab 2 could not be researched (without SCT) #244
    - Error when using custom colors for tiers with Artisanal Reskins #251
    - Some disabled techs were not being hidden #252
    - Fixed setting "SpaceX ignore tech price multiplier" #256
    - Made SpaceX Drydock Assembly Component use modular roboports if regular roboports are disabled #261
Version: 0.5.10
Date: 30.12.2021
  Bugfixes:
    - Lithium Processing could not be researched #246
Version: 0.5.9
Date: 19.12.2021
  Changes:
    - Added setting to give each player their own set of starting items #242
    - Compatibility changes for latest Angel's mods #210
    - Increased output of Thermal water bore from 5 to 20 Thermal water #241
  Bugfixes:
    - Fixed Chlorine Processing 4 tech cost #210
Version: 0.5.8
Date: 05.12.2021
  Changes:
    - Added Companion Drones compatibility #108
    - Wood bricks now have a fuel value of 18MJ #216
    - Adjusted Plasma turret recipes #218
    - Moved perchlorate recipes to new tech Chlorine Processing 4 #218
    - Advanced farming recipes now require specialized farms #226
    - Adjusted farming tech prerequisites #226
    - Other minor tweaks #220
    - Science Cost Tweaker: #232
      - All green science intermediates are craftable in an Electronics assembling machine
      - Removed Sulfur lightsource from blue science
    - Rebalanced Sniper turret tech cost #236
  Bugfixes:
    - Recipes for Bob's pollution cleaning and pollution producing boards were being hidden even if Circuit Processing was disabled #215
    - Recipes for Lithium and Lithium perchlorate were showing Bob's electroliser in FNEI #224
    - Garden duplication recipes were requiring T2 farms #225
    - Calcium carbonate is now made in an Assembling machine rather than a Liquifier #220
    - Heat unusable at green science #233
    - Bob's Vehicle Equipment mod techs required disabled science packs #231
    - Electronics recipes with a fluid ingredient were showing in machines that with no fluid input #227
Version: 0.5.7
Date: 11.09.2021
  Changes:
    - Disabled Resin to Rubber recipe
    - Rebalanced Insulated wire recipe to increase rubber consumption
    - Removed Glass smelting 1 as prerequisite for Sniper Rifle
    - Reduced Electrolyser volume
    - Rebalanced Glass mixture recipes
    - Rebalanced Cement recipes
    - Added Brass and Invar smelting as prerequisites for Military science (with SCT)
    - Hid overwritten settings from Bob's Logistics
    - Standardized concrete walk speed bonuses
    - Moved Dinitrogen tetroxide gas recipe to chemical plant and added yellow metal catalyst
  Bugfixes:
    - Fixed startup error with Mad Clown's mods enabled
    - Hid gunmetal item, recipes, and tech
    - Fixed that basic steel smelting was half price
    - Removed fuel value from diesel so it would not show in helper mods
    - Fixed duplicate hazard concrete unlocks
Version: 0.5.6
Date: 14.08.2021
  Changes:
    - Re-enable early glass recipe as Arboretum now require glass
Version: 0.5.5
Date: 14.08.2021
  Changes:
    - Reverted default settings override of Bob's Adjustable Inserters mod
    - Made Long Inserters ignore tech cost modifier
    - Streamlined hand crafting of wood pellets and boards
    - Standardized terrain vehicle speed
    - Refund all landfill when painting over sand islands
    - Added missing tech prerequisites
    - Reduced cost of Water Treatment tech
    - Hid recipe Wood Pellets > Carbon Dioxide
    - Hid redundant ore sorting recipes
    - Re-enabled Coal silo (Angel's Addons - Storage Options)
    - Reverted ore crystallization recipe icons
    - Made Logistic System take pink science rather than yellow science (when possible)
    - Added support for Angel's Industries mod
    - Rebalanced salt to saline water recipe
    - Reverted Polishing wheel to require Wood rather than Wood pellets
    - Reverted Protective scaffolding to require Wood rather than Wood bricks
    - Removed override of Bob's furnaces as this has been implemented in Angel's
    - Disable and hide deep oil settings of cargo ships mod
    - Added platinum to high level modules and circuits
    - Unhide rocket part to make it easier to view in FNEI
    - Disabled Zinc, Nickel, and Cobalt plates
    - Move Nitinol smelting up a tier
    - Hide extra power entities
    - Added Ore sorting facility 5
    - Buffed recipes for Silicon carbide, Silicon nitride, Tungsten carbide plate, Copper-tungsten plate
    - SpaceX techs Habitation Modules and Life Support Systems require bio science
    - Doubled the slag produced by ore sorting recipes
    - Substituted vanilla concrete and refined concrete for concrete bricks in building recipes
    - Swapped concrete and concrete brick title types
    - Reduced fuel value of carbon
    - Hid rocks and trees from deconstruction planner GUI
    - Remote interface changes to help BNW
  Bugfixes:
    - Moved Bob's modules settings overrides from Sea Block to Circuit Processing
    - Fixed localised name of Mad Clown's Ore crystallization recipes
    - Hid unreachable recipes and items
    - Compatibility changes for latest Angel's mods
    - Made cliff spawning respect map settings
Version: 0.5.4
Date: 14.05.2021
  Bugfixes:
    - Fixed multiplayer desync issue
Version: 0.5.3
Date: 06.03.2021
  Changes:
    - Buffed Lead 3
    - Added fuel value to tool tips for burnable fluids
    - Merged in A Sea Block Config mod
    - Added compatibility for MadClown01's Extended AngelBob Minerals
    - Reshuffled early game technology and recipe unlocks
    - Moved Clarifier from Water treatment to Washing 1
    - Removed Water treatment from startup techs
    - Reduced Hydrogen sulfide gas from Viscous mud water washing
    - Reduced lime and time required for Porus lime filters
    - Reduced time required for Sulfur air scrubbing
    - Reduced cost of mud landfill
    - Hid settings from other mods that have no effect with Sea Block
    - Removed bio sicence from Fish refugium 2
    - Set techs Desert farming 1, Swamp farming 1, and Temperate farming 1 to ignore tech cost modifier
    - Hid metal mixing furnaces if multi purpose furnaces are disabled
    - Renamed Metal mixing and Multi purpose furnaces to Recipe furnaces. They are exactly the same as regular furnaces except they need a recipe set
    - Renamed Bob's Assembling machines mod setting Multi purpose furnaces to Recipe furnaces
    - Reduced cost of basic Steel plate smelting from 8 Glowing hot iron plate to 6 Glowing hot iron plate on normal difficulty
    - Increased starting landfill from 1k to 2k
    - Updated crystallization recipe icons
    - Added table of starting tech and items for YAFC to read
    - Added remote interface to allow other mods to modify starting tech and items
    - Added compost voiding recipe
    - Slightly changed starting items
  Bugfixes:
    - Fixed crash when Train Construction Site is enabled
    - Fixed Forage for cellulose fiber recipe not usable with mods that replace the default character
    - Fixed Cobalt Processing not researchable with some combinations of mods
    - Fixed research time for startup techs not being standardised
  Info:
    - A Sea Block Config mod has been merged in and should be removed
    - KS Power mod has been updated for 1.1 so can be installed instead of the patched version ⚡KS Power_quickfix
Version: 0.5.2
Date: 11.01.2021
  Changes:
    - Cleared fuel value from disabled fluids
    - Standardise research time for startup techs
    - Removed Bob's Chemical furnaces. Recipes moved to Angel's Chemical furnaces
    - Metal mixing furnace recipes moved to Sintering oven or Blast furnace
    - Stone metal mixing furnaces are available at the start of the game
    - Bob's assembling machines mod setting Fluid burning furnaces defaults to false
    - Renamed Brass and Bronze processing techs
    - Tidied up tech prerequisites
    - Raw gem recipes unlocked by Geode crystallization 1
    - Alien artifact recipes unlocked by Alien bio processing 3
    - Reshuffled early game smelting technologies and recipe unlocks
    - Disabled recipes Silicon > Glass and Silver ore > Silver plate
    - Removed recipe Carbon > Carbon Dioxide
    - Moved garden duplication recipes to Alien farming
    - Added bio science to relevant techs
    - Moved Small storage tanks to Fluid control
    - Removed empty technologies
    - Moved Manganese techs down a tier
    - Moved Silicon techs up a tier
    - Moved Nickel techs up a tier
  Bugfixes:
    - Fixed crash in tutorial when SCT was not enabled
    - Cellulose Pulp was not usable as intermediate when hand crafting
    - Fixed Total raw tooltip for Basic circuit board
    - Fixed Electric engine tech did not require Engine
Version: 0.5.1
Date: 23.12.2020
  Bugfixes:
    - Fixed crash on startup when PickerAtheneum was enabled
    - Default landfill type changed from base game Landfill to Sand
    - Fixed Basic circuit board tech icon issue with graphics reskin mods
    - Reverted merge of A Sea Block Config
  Changes:
    - Cleared fuel value from disabled fuels
    - Added compatibility for Transport Drones mod
    - Angel's Petrochemical Processing setting Enable converter valve and conversion recipes defaults to false
    - Tutoral techs reworked
    - Hydro plant and Clarifier removed from tutorial
    - Hydro plant and Clarifier recipes reverted to default
    - Brown algae processing moved later in the tech tree
    - Lithia salt and Sodium carbonate moved to brown algae processing
    - Bob's Tech setting Science Pack colors update default value set to false. Currently only applies if SCT is disabled
    - Startup techs ignore tech cost multiplier
    - Hid Electric mining drill and pumpjack
    - Hid Mining Productivity techs (unless Seablock Mining mod is enabled)
    - Added Slag Processing 1 as a prerequisite for Logistics (if Bob's logistics setting Transport belt overhaul is enabled)
    - Removed unnecessary prerequisites
  A Sea Block Config:
    - Disabled Bob's Chemical Plants, Electrolysers, and Distilleries
    - Artisanal Reskins: Bob's Mods setting Circuit style set to Colored Vanilla
    - Disabled Bob's Steam Mining Drills
Version: 0.5.0
Date: 16.12.2020
  Changes:
    - Factorio 1.1 update
    - Worms will only spawn if map setting Enemy Bases is enabled
    - Blue algae liquefaction recipe unlock moved from Oil processing to Gas and oil extraction
    - Blue algae liquefaction recipe moved from Oil Refinery to Oil and Gas Separator
    - Prerequisite Chemical processing 1 removed from Steel processing
    - Enriched fuel block fuel value increased from 24MJ to 50MJ
    - Added setting for preferred landfill type (if LandfillPainting is installed)
    - Merged in A Sea Block Config mod
    - Hydro Plant 1 now requires Basic Circuit Boards instead of Electronic Circuits
    - Removed Electronic Circuits from starting resources
    - Moved recipe Insulated Wire from Electronics to Rubbers
    - Recipe Resin > Rubber unlocked by Rubbers rather than being available from start
    - Removed prerequisite Advanced Oil Processing from technology Rubbers
    - Recipe Liquid Rubber > Rubber unlocked by technology Rubber only instead of also being unlocked by technology Rubbers
    - Moved Algae Farm 2 from Green Algae Processing to Blue Algae Processing
    - Moved Green Algae Processing earlier in the tech tree
    - Moved Water Treatment earlier in the tech tree
    - Enforced removal of Bob's Chemical Plants and Electrolysers
    - Disabled recipe Stiratite ore crushing by hand and Saphirite ore crushing by hand
    - Artificial fish water can now be made in a regular chemical plant
  Bugfixes:
    - Fixed missing icon "liquid-multi-phase-oil.png"
    - Removed coal and crushed coal
    - Moved recipes for Sulfur and Sulfur dioxide gas back to Sulfur processing 1
    - Prevented Electric Engines from requiring blue science
    - Added missing science packs to Logistics System 3, Logistics Warehouses, and Logistics Silos
    - Added Thermal Water Extraction as a prerequisite for Fish Pressing
    - Fixed lab icon on Sacrificial electromagnet technology (if Science Cost Tweaker is installed)
    - Steam Powered Inserter was unlocked from the start
    - Restored Farming 1 as a prerequisite for Arboretum 1
    - Added Wood Processing 2 as a prerequisite for Basic Chemistry
Version: 0.4.10
Date: 28.12.2020
  Bugfixes:
    - Added missing dependency Bob's Metals, Chemicals and Intermediates
Version: 0.4.9
Date: 24.12.2020
  Info:
    - Merged in changes from kiwihawksseablockpatch. This is no longer required
  Bugfixes:
    - Fixed missing icon "liquid-multi-phase-oil.png"
    - Removed coal and crushed coal
    - Moved recipes for Sulfur and Sulfur dioxide gas back to Sulfur processing 1
Version: 0.4.8
Date: 18. 8. 2020
  Changes:
    - Extra check for crash site disable remote call
Version: 0.4.7
Date: 18. 8. 2020
  Changes:
    - Disable factorio 1.0 crash landing freeplay start
    - Always enable kovarex enrichment tech
    - Redundant normal/expensive recipe handling
Version: 0.4.6
Date: 5. 7. 2020
  Changes:
    - Check autoplace controls are unused before removing
Version: 0.4.5
Date: 30. 5. 2020
  Changes:
    - Adjust blue algae tech requirements back down to green science
    - Add thermal water recipe for use with thermal bore
    - Move jivolite and crotinum ore crystallization unlocks to Advanced mechanical refining
Version: 0.4.4
Date: 8. 3. 2020
  Changes:
    - Add extra fluid output to extended angels washing plants if present
Version: 0.4.3
Date: 1. 3. 2020
  Changes:
    - Adjust electronics tech prerequisites
Version: 0.4.2
Date: 24. 2. 2020
  Changes:
    - Update for recent Angel's changes: crystallization icons, solder smelting
    - Remove extra crystallization recipes (uranium, chrome etc)
Version: 0.4.1
Date: 13. 2. 2020
  Changes:
    - Fix ore crystallization recipe icons and names
    - Reduce science cost of solder smelting technology and its prerequisites
Version: 0.4.0
Date: 10. 2. 2020
  Changes:
    - Factorio 0.18 update
    - Remove alginic acid solder recipe
    - Update tech tree dependencies/prerequisites for Angel's changes
    - Remove fuel_value for some Angel's fluids
  A Sea Block Config:
    - Factorio 0.18 update
    - Reduce neighbour bonus for heat source burners
    - Force Bob's nuclear update setting on
Version: 0.3.8
Date: 29. 12. 2019
  Changes:
    - Remove duplicate transport science pack unlock
Version: 0.3.7
Date: 8. 9. 2019
  Changes:
    - Make KS_Power optional dependency
Version: 0.3.6
Date: 26. 7. 2019
  Changes:
    - Move chemical processing 1 and basic automation technologies earlier in tech tree
    - Mineralized water crystallization icon tweaks
Version: 0.3.5
Date: 5. 5. 2019
  Changes:
    - player -> character api update
    - Increase fluid_usage_per_tick of diesel generator
Version: 0.3.4
Date: 28. 4. 2019
  Changes:
    - Updates for recent changes in angels mods
    - Switch over to angels charcoal. Decrease fuel_value to 4MJ
    - Electronics tech unlocks metal mixing furnace
    - Increase algae crafting speeds
    - Use wood bricks instead of wood for ScienceCostTweaker sample scaffold
    - Use wood pellets instead of wood for polishing wheel
    - Use wooden board instead of wood for phenolic board
    - Remove naphtha -> wood recipe
    - Increase liquid fuel values. Adjust solid fuel recipes to balance. Increase blue cellulose required for algae liquefaction
Version: 0.3.3
Date: 11. 4. 2019
  Changes:
    - Scripting bugfixes. Use add_research to set starting tech, check valid_for_read on item stacks.
Version: 0.3.2
Date: 31. 3. 2019
  Changes:
    - Decrease amount of sulfuric waste water from blue cellulose liquefaction
    - Adjust random placement of trees, plants and fish
Version: 0.3.1
Date: 24. 3. 2019
  Changes:
    - Increase worm density
    - Copy icon size when updating circuit board tech icon
    - Remove changes to various algae related crafting speeds (MK1 algae farm, cellulose fiber, wood pellets)
    - Move green algae -> cellulose fiber recipe unlock to the wood processing startup tech
    - Reduce cost of SpaceMod ftl theory D1 and D2 technologies
    - Disable coal liquefaction tech
    - Disable bob distillery techs
    - Add remote call so pvp scenario does not overwrite starting rock with silo
Version: 0.3.0
Date: 18. 3. 2019
  Changes:
    - Factorio 0.17 update
    - Remove change to ScienceCostTweakerM flash fuel recipe
    - Reduce enriched fuel block fuel value
  A Sea Block Config:
    - Override boblogistic belt speeds
Version: 0.2.17
Date: 19. 11. 2018
  Changes:
    - Slightly reduce cellulose fiber and wood pellet crafting time.
    - Remove ScienceCostTweaker waste byproduct reduction.
Version: 0.2.16
Date: 16. 9. 2018
  Changes:
    - Adjust crude oil fuel value
    - More expensive/normal recipe checks for compatibility with other mods
Version: 0.2.15
Date: 10. 9. 2018
  Changes:
    - Expensive/Normal check when adjusting recipe results
Version: 0.2.14
Date: 2. 9. 2018
  Changes:
    - Increase liquid rubber production back to petrochem 0.7.9 levels
    - Fix angelsbioprocessing seeded-dish/alien-pre-artifact mix up
    - Adjust Angel's alien fish and puffer nest spawning. Add migration script to add fish and nests to existing saves.
Version: 0.2.13
Date: 19. 8. 2018
  Changes:
    - Make SpaceX fusion reactor adjustment include SpaceX production multiplier setting.
Version: 0.2.12
Date: 15. 7. 2018
  Changes:
    - Undo SpaceX technology cost increase.
Version: 0.2.11
Date: 11. 6. 2018
  Changes:
    - Fix lab tech not unlocking if game is saved then loaded before crafting lab
Version: 0.2.10
Date: 11. 6. 2018
  Changes:
    - Fix issues when running with multiplayer pvp scenario
    - Update for ScienceCostTweakerM tech tree changes
Version: 0.2.9
Date: 3. 6. 2018
  Changes:
    - Defensive programming check when moving tech unlocks
  A Sea Block Config:
    - Reorder setup to allow other mods to remove setting overrides
Version: 0.2.8
Date: 18. 5. 2018
  Changes:
    - Update for changed ScienceCostTweakerM recipes
    - Remove dissolution sulfuric acid consumption reduction
    - Remove red-wire->insulated-cable change to bioprocessor recipe
Version: 0.2.7
Date: 22. 4. 2018
  Changes:
    - Remove fuel_value from hydrogen and glycerol
    - Increase amount of hydrazine consumed when making solid fuel
    - Make KS Power oil burning recipes use angels icons and names
    - Increase fluid_usage_per_tick of bobpower fluid generators (now 4/60)
    - Reduce amount of ore recycled from ScienceCostTweaker waste products
    - Move blue science recipe unlocks from advanced-electronics to advanced-research
Version: 0.2.6
Date: 2. 4. 2018
  Changes:
    - Enable Angel's arboretums. Spawn some arboretum trees on islands.
    - Remove changes to yellow belt and splitter recipes.
Version: 0.2.5
Date: 18. 3. 2018
  Changes:
    - Unlock basic transport belt for lab startup tech
    - Use steel instead of tin for yellow belts and splitters
Version: 0.2.4
Date: 13. 3. 2018
  Changes:
    - Move sulfuric waste water processing from water-treatment-2 to water-treatment
Version: 0.2.3
Date: 4. 3. 2018
  Changes:
    - Add fluid-generator-3 tech requirement for KS Power diesel generator
  A Sea Block Config:
    - Set basic transport belt underground distance (if present)
Version: 0.2.2
Date: 25. 2. 2018
  Changes:
    - Add hidden flag to disabled items (coal, cellulose-fiber-board...)
    - Adjust cliff collision to allow cliffs to spawn on shoreline
    - Remove researching_speed bonus from lab-2. Base lab-2 speed is now the same as other labs.
    - Merge Bob's fluids item group into Bob's materials. Leaves a total of 15 item groups which fit into 3 rows of 5 groups in the crafting window.
    - Reduce number of fusion construction bots required to build an assembly bot (5 -> 1)
    - Reduce number of portable fusion reactors required to build the SpaceMod fusion reactor (100 -> 50)
  A Sea Block Config:
    - Undo boblogistic changes to logistic request chest unlock. Back to being unlocked by logistic system technology.
Version: 0.2.1
Date: 24. 1. 2018
  Changes:
    - Restore collision for cliffs
    - Update bio-wood-processing startup technologies
  A Sea Block Config:
    - Reduce cargo capacity of Bob's logistic bots
Version: 0.2.0
Date: 8. 1. 2018
  Features:
    - Factorio 0.16 update
    - Technology tree basic tutorial.
  Changes:
    - Remove most starter technologies, adjust starting equipment.
    - Reduce number of module slots in lab-2 when running with ScienceCostTweaker
    - Replace coke with charcoal
    - Add recipe for making multi phase oil from blue algae
    - Add dependency on KS_Power, starting equipment includes wind turbines
    - Increase amount of resin used in furnace rubber recipe
  A Sea Block Config:
    - Disable bobplates cheaper steel
    - Reduce number of beacon module slots. Two modules per beacon regardless of level.
    - Undo boblogistics changes to logistic-system technology. High tech and production science packs restored.
    - Add setting for changing ScienceCostTweaker multiplier when SpaceMod is present.