Simple Seablock

by Aronson

Seablock based primarily around vanilla factorio techtree with minor changes

Overhaul
a month ago
1.1 - 2.1
3.72K
Environment Fluids

g K2SO Mod Compatibility

7 months ago
(updated 7 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

7 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.

7 months ago
(updated 7 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.

7 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 months ago
(updated 2 months 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 months 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

2 months ago

1.7.0 is now up with k2so compatibility. Added some basic tweaks like recipes for Imersite, Rare Metals, and Mineral Water, and added windmills to the starting rock. However, I haven't given it a full play-through for testing, so please give it a try and report any issues.

2 months ago

Sweet, glad you added it.

Yeah i hadn't realized anyone would have been using my fork when I deleted it so that is my bad

a month ago

One thing I've noticed is that K2SO needs biters for miltary science so you're basically locked out of all military until post-gleba whne you can make eggs

a month ago

Version 1.7.3 of this mod had a couple K2SO fixes for military being blocked off like this. However, if you haven't opted into Factorio 2.1 (i.e. the experimental branch) you won't see the latest versions of this mod as I made the jump and have been working off 2.1 since.

I would rather just wait until 2.1 hits stable rather than backport any updates/fixes to Factorio 2.0, though I might consider it if enough people ask about it.

a month ago

My bad, switched to experimental so no need to consider backporting on my behalf

a month ago

Hey, I'm playing this mod with K2SO and I have difficulty getting uranium ore. It seems like I should be able to craft some in a assemble mk2 with the "Uranium Ore From Sediment" recipe but the recipe doesn't show up. Maybe it's just a skill issue but I feel like there might be a problem with K2SO compatibility on that craft

a month ago

I just took a look and it's available on assembly machine 2s and 3s plus the advanced ones. You're sure you have Uranium Mining researched? Do you have other mods that could be interfering?

a month ago

I just checked, there is no "Uranium Mining" research in my game, i only see "Uranium processing" that requires crafting an uranium ore to be unlocked.

Also when I look for more info on the "Uranium Ore From Sediment" recipe with ALT + click I don't see the "Unlocked by" part that shows what research I have to do to unlock it

Here are my mods (I think I only added Rate calculator and K2SO)

Elevated Rails 2.0.77
Quality 2.0.77
Space Age 2.0.77
Change Inserter Drop Lane 1.2.0
Factorio Library 0.16.5
Krastorio 2 Assets 2.0.5
Krastorio 2 Menu Simulations 2.0.2
Krastorio 2 Spaced Out 1.6.21
Krastorio 2 Spaced Out Assets 1.0.5
Rate Calculator 3.3.8
Simple Seablock 1.7.0

I just tested, even with Rate Calculator uninstalled it doesn't change anything

a month ago

I haven't done any mod dev on the 2.0 Factorio branch for a little while now (1.7.0 is the last simple seablock version for 2.0) and I have mostly moved to 2.1, which you need to opt into the factorio experimental branch to play. If you feel so inclined, try out factorio 2.1 with the latest mod versions and see how things work. If there's enough demand I might consider releasing an updated version for factorio 2.0, but I imagine we're close to 2.1 becoming the stable branch now so I'm trying to focus on 2.1.

a month ago

I updated the game and it worked ! ty so mutch I will place turbines everywhere lol

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