ick's Sea Block Pack deprecated


Custom version of the Sea Block Pack. Other than the original mod pack this mod applies some small changes, mostly hiding unnecessary clutter and reordering stuff. All changes, including to dependencies, can be found in the description.

Mod packs
3 years ago
1.1
370

Changelog

Version: 1.1.10
Date: 2021-04-18
  Changes:
    - Translations are now made on Crowdin (https://crowdin.com/project/factorio-mods-localization).
  Dependencies:
    - Updated mod versions.
  Hidden:
    - Hid vanilla trees from deconstruction planner GUI.
    - Hid crystal rock from deconstruction planner GUI.
  Order:
    - Configured order_in_recipe for all item-groups.
    - Moved "Environment" tab to second last.
  Bugfixes:
    - Fixed several localization issues.
    - Changed order of new Empty nuclear fuel cell.
    - Adjusted that laser-rifle now needs to be hidden from laser-shooting-speed instead of weapon-shooting-speed.
Version: 1.1.9
Date: 2021-03-10
  Bugfixes:
    - Fixed that the game wouldn't load without "Artisanal Reskins: Bob's Mods" (reskins-bobs).
Version: 1.1.8
Date: 2021-03-10
  Features:
    - Fix for the missing tooltip for the ingredient slot of the composter from Angel's Bio Processing.
  Changes:
    - Removed some stuff that was implemented in Sea Block 0.5.3 and Circuit Processing 0.4.1.
    - Changes made to the combinator recipes are disabled if Wire Shortcuts mod is active (thx Seraphendipity for the idea).
  Settings:
    - Added startup setting "Hide gold science pack", default true.
    - Changed "Long inserters 2 research" and "More inserters 2 research" from "Bob's Adjustable inserters mod" default to "true".
    - Changed "New accumulators", "Burner electric generator", "Fluid burning generator" and "New solar panels" from "Bob's Power mod" default to "true".
    - Removed changes to startup setting "Vehicle: Spidertron remote" from "Shortcuts for 1.1".
  Dependencies:
    - Removed dependency: KS_Power_quickfix, A Sea Block Config
    - Added dependency: KS_Power
    - Added optional dependency: reskins-compatibility and RecipeBook
    - Updated mod versions.
  Technologies:
    - Speed, efficiency and productivity modules 0 are dependent on modules lab.
    - Replaced gold science pack with automation, logistic, military and chemical science packs.
    - All alien science packs are now unlocked by "Outworld Biology Testing".
  Graphics:
    - Fixed that alien science pack icons weren't the high resolution ones from Artisanal Reskins.
    - Improved enriched fuel block recipe icon to be in line with the solid fuel recipes.
  Locale:
    - Changed ceramic filter cleaning recipe name from "Clean ceramic filter" to "Ceramic filter cleaning".
    - Added French and German translation.
  Hidden:
    - Hid gold science pack.
  Order:
    - Made order of science packs in labs more consistent.
  Bugfixes:
    - Fixed that diesel generator technology wasn't renamed to "Diesel fuel".
    - Fixed that "Robotics", "Military 2-4" "Energy weapons damage" and "Weapons shooting speed" technologies were accidently hidden.
Version: 1.1.7
Date: 2021-02-05
  Bugfixes:
    - Fixed that a few redundant technologies weren't hidden.
    - Fixed that un-researching an ammo turret damage bonus in the editor wouldn't reduce the bonus.
Version: 1.1.6
Date: 2021-01-29
  Features:
    - Grouped all ammo turret damage bonuses together (gun and sniper turrets).
  Changes:
    - Removed even more things that were implemented in to the "Sea Block" mod version 0.5.2.
    - Made use of the new "forced_value" introduced in 1.1.9 to set the value for other mods settings.
  Recipes:
    - Atomic bombs require an explosive rocket.
    - Explosive cannon shells require a cannon shell.
    - Explosive uranium cannon shells require a uranium cannon shell.
    - Tanks require a car.
  Graphics:
    - Fixed modules 2 and 3 technology icon size.
    - Fixed infinite worker robot cargo size technology icon.
Version: 1.1.5
Date: 2021-01-10
  Features:
    - Increased small storage tank and small inline storage tank size from 2.5k to 5k.
  Changes:
    - Removed things that were implemented in to the Sea Block mod version 0.5.2.
  Settings:
    - Changed startup setting "Equipment: Personal laser defense" from mod "Shortcuts for 1.1" default to "false" and hid it.
    - Changed startup setting "Equipment: Discharge defense remote" from mod "Shortcuts for 1.1" default to "false" and hid it.
    - For these changes to take effect you have to reset your mod settings via the red "reset X options to default" button in the top right corner of the mod settings menu.
  Dependencies:
    - Updated mod versions.
  Recipes:
    - Combinators require red and green wire.
    - Cliff explosives require the ingredients of a grenade instead of the grenade itself.
    - Guns require their previous tier.
    - Reset uranium rounds magazine recipe to the vanilla ingredients.
  Graphics:
    - Fixed lab 2 entity icon.
    - Added roman numerals to the two rocket booster recipes.
  Locale:
    - Added descriptions for all empty and filled barrels, canisters and bottles.
  Hidden:
    - Hid discharge defense equipment and remote.
    - Hid flamethrower, flamethrower turret and ammo.
    - Hid laser rifle and ammo.
    - Hid grenades and capsules.
    - Hid special bullets and magazines.
    - Hid special shotgun shells.
    - Hid scatter cannon shell.
    - Hid special rockets.
    - Hid special artillery shells.
    - Hid gunmetal.
    - Hid alien alloys and fluids.
    - Hid iron rod and iron rod stack from GUIs.
  Order:
    - Moved uranium and thorium ore into intermediate products tabs.
    - Reordered some more things in "Combat" tab.
    - Reordered "Resource refining" tab.
    - Moved glowing hot iron plate in "Metallurgy casting" tab.
  Bugfixes:
    - Fixed that barrels of hidden fluids weren't hidden.
    - Fixed that recipes with difficulty weren't hidden properly.
    - Fixed that recipe changes weren't applied to recipes with normal difficulty. Expensive difficulty is not supported.
    - Fixed broken links in README.md
Version: 1.1.4
Date: 2021-01-03
  Bugfixes:
    - Attempt to fix an issue in multiplayer (this mod wasn't the issue, so changes were reverted in version 1.1.5).
Version: 1.1.3
Date: 2021-01-03
  Settings:
    - Changed startup setting "Enable pressure fluid tanks" from mod "Angel's Addons - Storage Options" default to "false" and hid it (does nothing).
    - Changed startup settings "Always show assembling machines" and "Always show products" from "Bob & Angel RAWs Patch" default to "false".
    - Changed startup setting "Multi-purpose furnaces" from "Bob's Assembling machines mod" default to "false" and hid it.
    - Changed startup setting "Fluid burning furnaces" from "Bob's Assembling machines mod" default to "false".
    - Changed startup settings "Fluid wagon base size" and "Storage tank base size" from "Bob's logistics mod" default to "50".
    - Changed startup settings "Add conversion recipes" from "Bob's Metals, Chemicals and Intermediates mod" default to "false" and hid it.
    - Hid startup settings "Enable water ores" and "infinite ores" from "Bob's Ores mod" (do nothing).
    - Changed startup setting "Burner and fluid powered heat sources" from mod "Bob's Power mod" default to "false" and hid it (does nothing).
    - Hid startup setting "Burner power phase" from "Bob's Technology mod" (messes everything up).
    - Hid startup setting "Science pack colors update" from "Bob's Technology mod" (does nothing).
  Recipes:
    - Warehouses require silos.
    - Steel and electric furnaces require stone and steel furnaces.
    - Reduces steel count for heavy armor recipe to account for light armor.
    - Moved recipes for bob's chemical and metal mixing furnaces to either angel's chemical furnace or sintering oven.
  Technologies:
    - Warehouses and logistic warehouses are dependent on silos and logistic silos.
  Graphics:
    - Improved SpaceX Combinator icon.
  Locale:
    - Renamed third carbon dioxide recipe to "Carbon dioxide from wood pellets".
  Hidden:
    - Hid storage tanks from angels.
    - Hid bob's chemical and metal mixing furnaces.
    - Hid bob's electrolyser from GUIs.
    - Hid mining recipes from GUIs (had to remove all resource entities).
    - Hid some more combat robots related stuff.
  Order:
    - Reordered some more things in "Production" tab.
    - Reordered some more things in "Intermediate products" tab.
    - Reordered some more things in "Combat" tab. (WIP)
  Bugfixes:
    - Fixed that recipes with new technology to unlock were not unlocked if the technology was researched already.
    - Fixed that hiding technologies could result in unresearchable technologies.
Version: 1.1.2
Date: 2021-01-01
  Changes:
    - Added list of all changes in README.md
    - Updated description.
    - Overhauled changelog.
  Settings:
    - Added startup setting "Hide burner inserter", default true.
    - Added startup setting "Hide walls and gates", default true.
  Dependencies:
    - New optional dependency: northifytool
  Recipes:
    - Repair packs require their previous tier.
    - Armors require their previous tier.
    - Tankotrons require a tank instead of spidertron cannons.
    - If burner inserters are enabled, they are an ingredient of the inserter.
    - If walls and gates are enabled, reinforced walls and gates have normal walls and gates as ingredients.
  Technologies:
    - Raw gem recipes are unlocked by geode crystallization 1.
    - Alien artifact recipes are unlocked by alien bio processing 3.
    - Rubite and bobmonium ore crushing and lead and tin plate are unlocked by slag processing 1.
    - Glass, copper, iron, lead and tin plate from ores are unlocked by mechanical refining.
    - Silver plate is unlocked by hydro-refining.
    - Advanced lead and tin smelting are dependent on slag processing 1.
  Graphics:
    - Changed diesel fuel recipe icon to the diesel fuel fluid icon.
    - Added roman numerals to the two carbon dioxide recipes.
    - New icons for thermal water recipes.
    - Changed clean ceramic filter recipe icon to spent ceramic filter icon.
  Locale:
    - Renamed carbon dioxide recipes to "Carbon dioxide from charcoal" and "Carbon dioxide from carbon".
    - Renamed coolant filtering recipes to "Coolant coal filtering" and "Coolant ceramic filtering".
    - Renamed ceramic filter cleaning recipe to "Clean ceramic filter".
    - Renamed diesel generator technology to "Diesel fuel".
  Hidden:
    - Hid ground water bore.
    - Hid spidertron cannon.
    - Hid landmines.
    - Hid invar cobalt-steel and titanium-ceramic armor.
    - Hid lithia water from GUIs.
  Order:
    - Moved "Barrelling and fluid control" tab behind "Bob's logistics" tab.
    - Reordered "Barrelling and fluid control" tab. (WIP)
    - Moved thermal bore and extractor in "water-treatment" tab.
    - Reordered "Water treatment" tab.
    - Reordered "Petrochemical refining" tab. (WIP)
    - Moved carbon dioxide from wood pellets recipe in "Petrochemical refining" tab.
  Bugfixes:
    - Fixed that optional dependencies "factoryplanner" and "Squeak Through" were misspelled.
    - Fixed that diesel generator wasn't properly hidden.
    - Fixed that combat robots were still visible in GUIs.
Version: 1.1.1
Date: 2020-12-28
  Features:
    - All offshore pumps can be placed anywhere on land.
  Settings:
    - Changed startup setting "Auto-barreling" from mod "Angel's Refining" default to "true".
    - Changes startup setting "Vehicle: Spidertron remote" from mod "Shortcuts for 1.1" default to "Enabled (hide remote from inventory)".
    - Hid startup settings regarding "Starting resources" from mod "Angel's Refining".
  Dependencies:
    - New dependency: A Sea Block Config
    - Removed optional dependency: inland_pumps
  Graphics:
    - New icon for "Logistics" tab (medium power pole and storage chest).
    - New icon for "Bob's logistics" tab (vanilla "Logistics" tab icon).
    - New icon for "Bob's materials" tab (polished emerald).
  Hidden:
    - Items, recipes, entities and technologies got hidden where necessary. Redundant technology unlocks got removed.
    - Hid burner and steam inserters.
    - Hid accumulator.
    - Hid armoured rolling stock.
    - Hid burner and fluid burning heat sources.
    - Hid ore silos (default and logistic variants are still available).
    - Hid converter valve.
    - Hid burner and big burner generators.
    - Hid diesel generator and oil boiler.
    - Hid all combat robots and their components.
    - Hid pollution	modules from GUIs.
    - Hid mining drills and pumpjacks from GUIs.
  Order:
    - Reordered "Logistics" tab.
    - Moved car, tanks, spider vehicles and artillery wagons in "Combat" tab.
    - Moved all pipes in "Barrelling and fluid control" tab.
    - Reordered "Production" tab. (WIP)
    - Moved repair packs in "Logistics" tab.
    - Reordered "Modules" tab.
    - Merged "Intermediate products" and "Bob's intermediates" tabs.
    - Reordered "Intermediate products" tab.
    - Moved diesel fuel in "Petrochemical refining" tab.
    - Moved all Space extension stuff in "Production" tab.
    - Moved all nuclear stuff in "Intermediate products" tab.
    - Moved carbon dioxide from carbon recipe in "Petrochemical refining" tab.
    - Reordered "Combat" tab. (WIP)
    - Moved fiberglass board recipe in "Intermediate products" tab.
    - Moved "Signals" tab at the end.
Version: 1.1.0
Date: 2020-12-20
  Features:
    - Initial release. Forked from SeaBlockMetaPack_1.1.0
  Changes:
    - Added changelog.txt
    - Added LICENSE (MIT)
  Dependencies:
    - Added minimal versions to all dependencies
    - Removed dependencies: Explosive Excavation and LandfillPainting
    - Made dependency optional: FNEI
    - New optional dependencies: factoryplanner, flib, inland_pumps, ModuleInserter, reskins-angels, reskins-bobs, reskins-library, Shortcuts-ick and Squeak Through