Simple Seablock

by Aronson

Seablock based primarily around vanilla factorio techtree with minor changes

Overhaul
14 minutes ago
1.1 - 2.0
1.09K
Environment Fluids

b Make chem plants appear earlier

9 days ago

I tried to play x100 science, but bonked into being limited by 10 chem plants, and no cheap route to get to the oil processing research, since it isn't affected by the game option made for science multipliers

9 days ago

Yes fair enough, this was a miss with yesterday's science multiplier change. As mentioned on the other thread, some early-game friction is by design and I'm trying to minimize the number of things I'm changing from the base game. However, in this case I'm open to moving the chemical plant earlier in the tree since it's relatively far down and removing the cost multiplier from oil processing and all of its dependencies seems a little heavy-handed. Also I'll admit the positioning of the chemical plant feels a little bit awkward currently. It wasn't bad enough to warrant moving on its own, but given this is the second report surrounding 100x science in as many days, it's clearly a more popular way to play than I had realized, so I'm more receptive to supporting it.

The chemical plant takes steel so it's going to have to be added to a post-steel-processing tech (which will then have the science cost multiplier removed). The 2 most likely candidates are either Advanced material processing or Automation 2, I'll give some thought to which one is a better pick.

9 days ago

Alright, 1.2.0 is now out which moves the chemical plant to Automation 2 and adds Automation 2 to the disabled multiplier setting.

Hopefully the mod is now accommodating to the 100x science crowd.

8 days ago

Thanks for the change! Now I can properly continue without cheating in chem plants.
For me, I kinda just enjoyed the idea of working with a simple seablock that would demand scale, so I've gone for a 100x playthrough.

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