Sea Block with Space Exploration


Standard SeaBlock by Trainwreck with patches to include Earendel's Space Exploration mods

3 months ago
0.18
2655

Changelog

Version: 0.5.0
Date: 25. 5. 2020
  Changes:
    - Remove space and material science from Commercial AI Implementation to avoid tech lock.
Version: 0.4.9
Date: 22. 5. 2020
  Changes:
    - Remove space and material science from tungsten processing to avoid tech lock.
Version: 0.4.8
Date: 16. 5. 2020
  Changes:
    - Remove utility science requirements of material science and space science to unblock logistic bots
	- NOTE: You will need to change to default mod startup settings to have speaceblock work.
	-  1. The "Connect science packs" setting of the ScienceCostTweaker mod, uncheck that.
	-  2. The "Frozen" terrain tile in Alien Biomes.  Disable that or you won't get any swamps or trees.
Version: 0.4.7
Date: 14. 5. 2020
  Changes:
    - Remove material science requirement for the lab for purple science.
Version: 0.4.6
Date: 5. 5. 2020
  Changes:
    - Remove FNEI dependency for now since it is broken in 0.18.22.
	- You WILL want to have some replacement like "what is it really used for", but up to you.
Version: 0.4.5
Date: 25. 4. 2020
  Changes:
    - Make it slightly even easier to make RCUs because they're very expensive.
	- Remove material science requirement for purple science.
Version: 0.4.4
Date: 18. 4. 2020
  Changes:
    - Make it so you don't need to go to space to get logistic bots.
Version: 0.4.3
Date: 18. 4. 2020
  Changes:
    - Reduce science cost of RCUs to avoid tech lock.
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
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
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
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
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)
Version: 0.2.1
Date: 24. 1. 2018
  Changes:
    - Restore collision for cliffs
    - Update bio-wood-processing startup technologies
Version: 0.2.0
Date: 8. 1. 2018
  Features:
    - Update for factorio 0.16
    - 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