Sea Block - Evil mode


Voiding fluids and gas is heavily restricted. Additionally, some other optional features, which makes Seablock tougher, but sometimes with some potential to get more efficient Every feature is disengageable separately. CAUTION: Voiding solid items by destroying containers won't work, because the items get spilled on the ground.

Tweaks
a month ago
1.1
399

Changelog

Version: 0.1.1
Date: 2024.02.09
  Changes:
    - Add an option to also disable the voiding exceptions, if somebody is so brave
    - The inventory of a player's corpse get spilled, when it expires (~15min)
  Bugfixes:
    - Fix a certain crash, when a robot gets killed
Version: 0.1.0
Date: 2023.05.29
  Changes:
    - Evil mode is mainly for voiding restriction. Disable other features by default (Running games are not affected)
    - Only voiding restrictions are enabled by default
    - Burner power progression is made optional
  Bugfixes:
    - Fix, that flushed fluids weren't tracked correctly for statistics
Version: 0.0.9
Date: 2022.11.04
  Changes:
    - Make different key features disengageable in settings: voiding restrictions, sorting rebalance, steam recipes, lead in green science and cost reduction of millingdrum recycling
    - Fix, that some fluids on died or mined entities weren't tracked correctly
Version: 0.0.8
Date: 2022.04.19
  Bugfixes:
    - Fixed nil access error in conjunction with the mod "Fluid Memory Storage". Add safety checks
Version: 0.0.7
Date: 2022.03.12
  Bugfixes:
    - Fix call to angelsmods.functions.create_liquid_recipe_icon
Version: 0.0.6
Date: 2021.09.20
  Changes:
    - Debuff steam recipes, because they were quite powerful. Before they returned like 53% of the energy for electrolysis (+chemplant processing). Now, its like 28%.
    - Add option to choose the old steam recipes from version 0.0.5
    - Add option to disable voiding restrictions
    - Add option to enable logging of removed fluids by picking up
    - Add custom command /seablock_evil_mode_statistics_fluid_removed to show statistics of removed fluids
Version: 0.0.5
Date: 2021.08.21
  Changes:
    - Rebalance sorting to encourage multioutput sorting.
    - Catalyst/Mixed sorting yields less ores
    - Multioutput sorting yields more higher tier ores and less of lower tier ores
    - Lead plate usage in green science is doubled
    - Milling drum recycling is cheaper
Version: 0.0.4
Date: 2021.08.16
  Changes:
    - Fix steam temperature
Version: 0.0.3
Date: 2021.08.15
  Changes:
    - Fix ratios for steam recipes and slightly buff
Version: 0.0.2
Date: 2021.08.14
  Changes:
    - Fix changelog
    - Fix typos in docu
Version: 0.0.1
Date: 2021.08.14
  Changes:
    - Initial Release.
    - Disables most water void recipes. Exceptions: (Regular Water, Purified, Saline, Heavy Mud, Concentrated Mud, Light Mud, Thin Mud)
    - Disables most chemical void recipes. Exceptions: (Hydrogen, Oxygen, Nitrogen, Chlorine, Compressed Air)
    - Spill items on the floor, when containers are getting destroyed
    - Increase mining time of storage tanks and fluid wagons
    - Flarestack consumes 5 times more power
    - Add 2 recipes to get a bit of steam from hydrogen/oxygen (activated from start)
    - One to consume exactly the ratio of dirty electrolysis
    - One to consume more hydron, to be able to balance oxygen consumption.
    - Chemical plant mk1 is available from start.
    - Use "Burner power progression" (seperate mod) to adjust efficiencies of boiler tiers 
    - Fuel value for most chemical solids are doubled
    - Nerfed boiler efficiencies compared to default settings
    - Boiler mk1: 42.5% (actually 85% because of doubled fuel values)
    - Boiler mk2: 50.0% (actually 100%)
    - Boiler mk3: 57.5% (actually 115%)
    - Boiler mk4: 65.0% (actually 130%)
    - Boiler mk5: 75.0% (actually 150%)
    - Fluid boiler mk1: 60.0%
    - Fluid boiler mk2: 70.0%
    - Fluid boiler mk3: 82.5%
    - Fluid boiler mk4: 95.0%
    - Nuclear efficiencies are unchanged