Simple Seablock

by Aronson

Seablock based primarily around vanilla factorio techtree with minor changes

Overhaul
a month ago
1.1 - 2.0
3.07K
Environment Fluids

g K2SO Mod Compatibility

5 months ago
(updated 5 months ago)

Is there any chance you could make this compatible with k2so?

It wouldnt be too difficult. Add a nill check to hidden technologies

for ____, techName in ipairs(hiddenTechs) do
local tech = data.raw.technology[techName]
if tech then
tech.hidden = true
tech.enabled = false
end
end

Add recipes for mineral water, imersite, and raw rare metals. I stole these recipes from Stranded Block mod for 1.1 and modified them for k2so. It works but it is not a proper implementation of recipes I know.

data:extend(
{
{
type = "recipe",
name = "rare-metals-extraction",
energy_required = 6,
enabled = true,
ingredients = {
{type = "fluid", name = "kr-chlorine", amount = 50},
{type = "item", name = "iron-ore", amount = 5},
{type = "item", name = "copper-ore", amount = 5}
},
results = {
{type = "item", name = "kr-rare-metal-ore", amount = 5}
},
icon = "",
icon_size = 64,
category = "chemistry",
subgroup = "fluid-recipes"
},
{
type = "recipe",
name = "mineral-water-extraction",
energy_required = 5,
enabled = true,
ingredients = {
{type = "fluid", name = "water", amount = 100},
{type = "item", name = "stone", amount = 10}
},
results = {
{type = "fluid", name = "kr-mineral-water", amount = 100}
},
icon = "",
icon_size = 64,
category = "chemistry",
subgroup = "fluid-recipes"
},
{
type = "recipe",
name = "imersite-extraction",
energy_required = 10,
enabled = true,
ingredients = {
{type = "fluid", name = "ammonia", amount = 50},
{type = "item", name = "uranium-ore", amount = 5}
},
results = {
{type = "item", name = "kr-imersite", amount = 5}
},
icon = "",
icon_size = 64,
category = "chemistry",
subgroup = "fluid-recipes"
}
}
)

Finally add just a single solar panel to the starter items to power the offshore pump

Edit: You would also need to modify something with option to hide mining drills as that breaks integration with k2so as well but that is a simple addition

5 months ago

I'll certainly consider this one. I haven't messed with Krastorio in a long time, and never tried K2SO, so I'll want to familiarize myself with it a bit before trying to tackle it. However, your info is certainly a helpful starting point.

5 months ago
(updated 5 months ago)

That would be cool if you did.

I found that rare metals have a k2so recipe for vulc so my janky one is unnecessary. Still need mineral water and immersite. Would probably be most balanced to setup immersite to be from fulgora scrap. Edit: the rare metals recipe is needed as I forgot you needed rare metals to make blue circuits

If you do want to integrate these mods in as a possibility and allow for higher science costs there will be a fair few techs that need to change especially for 248k redux as you need to make ceramics from 248k to make more chemical plants.

I will keep an eye out for any other integration issues especially for k2so as I play.

5 months ago

I have created a fork of the mod on github to track and changes I make or things I add just incase you want to look at those for inspiration for if/when you add k2so integration. I will also have my 248k redux changes which will likely just be removing tech multipliers for techs for my 100x run. I plan to properly write it in TS soon™

2 days ago
(updated 2 days ago)

Any plans? Because gakm4 has now deleted his fork. I can tackle this but we might need to talk about a few prerequisites/recipes if it's going into your mod, otherwise I can create a compatibility layer.

Edit: I've cloned your repository and made some changes, it works so far and shouldn't softlock - at least when Nauvis or Vulcanus is your home. But there is currently no way to get Imersite from Fulgora (when used as starting planet) without visiting Nauvis first. Otherwise new recipes such as Imersite from Scrap / Mineral Water from Heavy-Oil or something like that. I've never used Aquilo as my first planet, but I'm pretty sure that this also needs a few additions/changes.

2 days ago

As mentioned I'm only moderately familiar with Krastorio/k2so and was going to play through the mod to get a feel for it, but I've ended up getting distracted/busy and that didn't happen. So for now, I'll take some feedback on what needs to change and do a compat pass from there.

So far from these comments I have:
- some passive generator in the starting items like solar or wind
- mineral water recipe, maybe water plus stone
- rare metal recipe, maybe sediment plus chlorine?
- immersite recipe, from ??
- other stuff for other planet starts

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