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
13 days ago
2.1
331

Changelog

Version: 2.1.11
Date: 2026-10-08
  Changes:
    - Sea Block now needs Factorio 2.1.20 or later, Bob's Metals, Chemicals and Intermediates
      3.0.2, Angel's Petrochemical Processing 2.1.3 and Angel's Bioprocessing 2.1.2, and, if
      installed, Bob's Greenhouse 3.0.1
      - These releases set fuel categories the way Factorio 2.1.20 expects, so Sea Block no
        longer converts them on their behalf. The conversion added in 2.1.4 is removed
    - Tested on Factorio 2.1.21
Version: 2.1.10
Date: 2026-10-08
  Bugfixes:
    - Large alien artifacts can be made again, from the small ones Alien bio processing 3 grows
      - Aliens drop no artifacts in Sea Block, and Bob's Enemies 2.x took that to mean no small
        artifacts either, hiding the recipes that turn them into large ones. Artifact processing
        unlocked nothing, and every recipe that uses large artifacts could not be crafted:
        Power armor MK3 to MK5, Energy shield MK3 to MK6, Battery MK4 and MK5, Fission reactor
        equipment 2 and 3, Night vision 3, Solar panel equipment 4, Personal laser defense 5,
        Plasma turrets 1 and 2, and Bob's vehicle equipment from the same tiers
      - Technologies that make something from large artifacts now require Artifact processing
      - Power armor MK3 and Fission reactor equipment 3 required the hidden Alien research,
        so they and everything after them could not be researched. They now require Artifact
        processing instead
    - Boiler 3, Oil boiler 2, Burner and Fluid reactor 2, Heat pipe 2, Heat exchanger 2,
      Roboport antenna 2 and Roboport chargepad 2 use steel plate again instead of nickel plate
      - Sea Block has no nickel plate, and Bob's 2.x puts it in these recipes in place of steel.
        Through the antenna and chargepad this also blocked Personal roboport MK2 and MK3, Zone
        expander 2 and the modular roboport parts
  Changes:
    - Hidden the equipment that is made from alien alloys or alien fluids, which only alien
      research makes and Sea Block cuts: Exoskeleton 3, Fission reactor equipment 4, Personal
      laser defense 6, and vehicle big turret 4, fission cell 5 and 6, fission reactor 5 and 6,
      laser defense 6 and solar panel 5. Their technologies could not be researched
    - Hidden Explosives 3, which only unlocks recipes Sea Block already hides
Version: 2.1.9
Date: 2026-10-07
  Bugfixes:
    - Swamp, Desert and Temperate farming environment, Assembling machine 3, Military 3 and
      seven other technologies can be researched again, and with them everything after blue
      science up to the rocket silo
      - They required Zinc processing, which Angel's 2.1 disables after moving brass to Brass
        processing. The tech tree does not show disabled technologies, so every prerequisite
        looked green while the game still reported one missing
      - They now require Brass processing instead
    - Artillery can be researched again
      - It required Cobalt processing, which Angel's disables. It now requires Cobalt smelting 1
    - With ScienceCostTweakerM, Production science pack can be researched again
      - It required Gas processing, which Sea Block hides
Version: 2.1.8
Date: 2026-10-06
  Bugfixes:
    - Recipes that Sea Block moves to another catalyst now give that catalyst back, not the
      one Angel's used before (catalytic cracking of naphtha took a green catalyst and returned
      the hidden red one)
      - Angel's 2.1 returns the catalyst 90% of the time and an empty carrier otherwise, and
        Sea Block only swapped the catalyst the recipe takes, not the one it returns
      - Mineral oil from catalyst now also returns its purple catalyst 90% of the time,
        like every other catalyst recipe
    - Green, blue and purple catalysts cost 1 catalyst carrier each again
      - Angel's 2.1 makes 1 catalyst per craft instead of 10, and Sea Block still asked for
        10 carriers, so each catalyst cost 10 carriers
Version: 2.1.7
Date: 2026-10-02
  Bugfixes:
    - Cobalt steel axe now requires Cobalt steel smelting 1 instead of Brass processing
      - Angel's swaps Cobalt processing for Brass processing everywhere, so the axe became
        available long before the 50 cobalt steel it asks for, which needs blue science
Version: 2.1.6
Date: 2026-10-01
  Bugfixes:
    - Blue algae processing no longer needs Cement processing 2, which costs blue science
      - Angel's added Cement processing 2 and Aluminium smelting 1 to it for Algae
        farm 4, which Sea Block unlocks later with Advanced algae processing instead
      - Blue algae is Sea Block's only source of crude oil, so oil processing and everything
        after it (lubricant, electric engines, robotics, steam cracking) was stuck behind
        blue science, although none of it costs blue science packs
      - Advanced algae processing now requires Aluminium smelting 1 itself, since Algae
        farm 4 is built from aluminium plates
Version: 2.1.5
Date: 2026-09-27
  Bugfixes:
    - The first tutorial technologies no longer look like they cost red science (#12)
      - Crush stiratite, Basic circuit board and Laboratory were priced in hidden stand-in
        items that no lab accepts. Factorio 2.1 refuses to load that, so Sea Block rewrote
        each cost to one automation science pack, and the tech tree asked for red science
        before a lab could exist, which read as a soft-lock
      - They are now research triggers, so the tech tree says "Craft Crushed stiratite",
        "Craft Basic circuit board" and "Craft Lab". Each completes when that item is made,
        by hand or in a machine, so crushed stiratite from the burner ore crusher counts
      - Wood processing, and the Electromagnetism Lab with ScienceCostTweakerM, now show the
        same trigger as the technology before them and still complete alongside it
      - Only crafted circuit boards count, as before; the ones in the starting chest do not
      - Existing saves keep their progress. Factorio drops a tutorial technology left in
        the research queue by earlier versions, since a lab can no longer research it
  Changes:
    - Removed the hidden stand-in items sb-angelsore3-tool, sb-basic-circuit-board-tool and
      sb-lab-tool
Version: 2.1.4
Date: 2026-09-26
  Bugfixes:
    - Fixed the game refusing to start on Factorio 2.1.20 with "ItemPrototype::fuel_category
      was removed" on bob-enriched-fuel
      - 2.1.20 renamed an item's fuel_category to fuel_categories. The released Bob's and
        Angel's still set the old name on 22 items, charcoal and wood pellets among them;
        the game reports only the first
      - Sea Block loads after both, so it now moves the old field onto the new one for
        them. It does so only from 2.1.20, since 2.1.19 still reads the old name
    - Coal is no longer a fuel with no fuel value on Factorio 2.1.20
      - The base game moved coal to fuel_categories, while Sea Block was still clearing
        only fuel_category, so coal kept a fuel category worth nothing
    - Landfill is a red science technology again, after Water washing 1
      - The 2.0 port kept its cost but dropped its prerequisite, which left the base
        game's Logistic science pack in front of it: a 10 red science technology behind
        more than 20 others, including Bob's electronics and three 100-pack smelting techs
      - Mud landfill is unlocked by Landfill again rather than by Water washing 2, and
        Water washing 2 no longer requires Landfill, as in Sea Block 0.5
Version: 2.1.3
Date: 2026-09-20
  Bugfixes:
    - Sulfur processing no longer waits on green science, which cannot be reached without it
      - Bob's gates it behind chemical processing 2 and nickel processing, which Angel's
        remaps onto Basic chemistry 2 and Advanced nickel smelting, both green science
      - Green science needs tin, tin comes from ore, all early ore comes from mineral
        sludge, and mineral sludge needs the sulfuric acid this technology unlocks, so the
        run stopped at the first ores with nothing left to research towards
      - It is now gated behind Basic chemistry 1, which unlocks the chemical plant the acid
        is made in, and Water washing 1 as before
    - Firearm magazines can be crafted again, and take charcoal rather than coal
      - Bob's warfare puts coal in the recipe and Angel's leaves it there, but nothing in
        Sea Block produces coal, so Military unlocked a bullet that could not be made
      - Grenades, explosives and solid fuel were already moved onto charcoal; this is the
        same substitution, which the coal removal pass had missed
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.