(Also posted on the Cargo Ships thread)
Seablock 0.5.5 (August 2021) added compatibility code to make sure the deep sea oil setting stays permanently disabled. It seems to load for me. Does this fix your issue? I think the problem might have been that with "Use different mod settings per save" enabled, it was difficult to get the runtime setting to stick manually before loading the game at all. Seablock simply removes all other other options from the menu. Unless math.random() generates a negative number, it should never actually try to make deep_oil
in this case, even though it will consume UPS.
Your solution of disabling the on_chunk_generated
event is a good idea for performance regardless. I'll see if it can be included in the next release. I'm also confused why the oil settings are still runtime settings. Resource generation is usually configured in startup settings, which also makes it easier to force a save to load with different settings.