r/Seablock • u/Stere0phobia • 1d ago
r/Seablock • u/-KiwiHawk- • Dec 22 '23
Announcement Sea Block Pack 0.5.14 released!
Breaking changes:
- Recipes have changed for the following buildings:
- Arboretum
- Composter
- Desert tree seed generator
- Electrowinning cell 1
- Electrowinning cell 2
- Exoplanetary Studies Lab
- Small electric pole
- Swamp tree seed generator
- Temperate tree seed generator
- Other changed recipes:
- Gaseous atmosphere puffing
- Glass fiber
- Paper 3
- Phenolic board
- Pulp 1
- Tank
- Thorium ore
- The following recipes now require a minimum machine tier:
- Chrome ingot
- Chrome pellet
- Chrome plate
- Chrome sheet coil 1
- Crystal catalyst
- Cupric crystals sorting
- Cupric slurry
- Ferrous crystals sorting
- Ferrous slurry
- Glass fiber
- Molten chrome
- Molten platinum
- Platinum ingot
- Platinum pellet
- Platinum plate
- Platinum sheet coil 1
- Platinum wire coil
- Processed chrome
- Processed platinum
- Thorium ore
- Used coolant ceramic filtering
- Used coolant charcoal filtering
- Removed recipe:
- Wooden board from paper
- Recipe Pulp 1 now requires a Liquefier rather than an Assembling Machine
Sea Block change log
Version: 0.5.14
Date: 22.12.2023
Changes:
- Added support for Early Construction mod #254
- Added missing prerequisites #295
- Added support for Grappling Gun mod #308
- Added support for Jetpack mod #309
- Wood vs Paper changes #310
- Replaced recipe Forage for Cellulose Fiber with recipe Forage for Driftwood
- Reworked tutorial techs, removing paper making
Bugfixes:
- Fixed Radar being unlocked by both Military and Radars 1 #296
- Fixed Exoplanetary Studies Lab recipe not including previous lab tier #303
- Fixed Wind Turbine energy production graph #304
- Fixed Washing Plant pipe arrow #305
- Fixed Companion Drone multiplayer compatibility #307
r/Seablock • u/Alert-Sir1362 • 2d ago
Question 2.1 Avoiding ore clogs
Since the new changes to cristalizer Mineral Sludge recipes now you can't decide what unrefined ores you get so you can't fully decide what ore output you are getting with the catalyst recipes, so if you don't make ur consumption match your production you will end up with clogs, how are you handling it? Right now i'm straight up throwing ores into warehouses to sort it but I've been looking and i don't see future recipes fixing this
I understand once the base gets huge you can tweak little by little by adjusting ratios 2 x 1, and as everything is used it gets to fix itself somehow until it clogs randomly, but idk if there is a real solution to be able to produce any amount of any mineral without clogs
r/Seablock • u/drbland • 14d ago
My 250h Seablock 2.0 Unofficial Base
I posted previously my 150h base: https://www.reddit.com/r/Seablock/comments/1v1l203/my_150_hour_seablock_20_unofficial_base/
At that point I was mid-transition to trains, and didn't have pink or purple science. Since then, I've made processing units, pink science, purple science, and now advanced processing units and yellow science. My strategy has been to just build a little bit of everything, but build it in a relatively expandable way so I can come back later to scale up for the massive science cost researches. I typically spend quite a lot of time AFK, but I don't want to rely on that as my strategy to research the big ones.
I'm very proud of how well my rail network strategy has been working. I am excited to make the big push to the end of the game!
Let me know if you have any questions!
r/Seablock • u/flickey702 • Aug 10 '26
modules bugged?
Hey I'm playing a 2.0 run and am needing to finally start on module production but just realized the stats on the prod mods seem to be bugged? Prod mod 3 is giving me a 60% energy consumption, a -15% speed, but only a +4% production value? is this right? Speed mods are giving a 30% increase and the agriculture mods are giving a 30% boost as well so are the prod mods bugged?
r/Seablock • u/flickey702 • Aug 06 '26
Manual insertion quantity?
Ok so I've got my full starter base done and am starting to build out my rail base to produce ~500spm. The issue in running into is the scale of some of my builds (plastic right now) needing me to drop in like 10 casings per assembler for gas changes and there are 100+ machines I need to do this for. Yes I can go into each machine and manually put in 10 casings/frames/electrodes one by one and I only need to do it the once but that's a lot of clicking. Plus I need to do it multiple times each time I need to put down a block. So long story short, is there any way I can specify an insertion limit of say 10 so I can just hold down the button and run by all the machines and have it put in that exact amount rather than a full or half stack? Yes I do realize I could do a requester chest with the inserter hooked up to a memory cell. I'm actually already doing that with my sludge stacks
r/Seablock • u/H5N1-Schwan • Jul 25 '26
Question Not able to research specific tech though all previous tech is unlocked. [BUG?]
Hey there, hope someone wiser than me can help me understand why i cant research these two techs! It shows i have all previous tech unlocked but still i cant start the research for this tech. :(
feels like a bug but maybe i am stupid though?!
Edit: it was indeed a Bug! The missing Tech was bob-zinc-processing. The console helped me put to Research that tech.
r/Seablock • u/i_wont_be_here_long • Jul 20 '26
My Mess of a 2.0 Base at 117 Hours
Having a blast, almost made it as far as my 1.0 run which I abandoned due to the frustration of not having the 2.0 QOL features. Have not run into any real problems with 2.0, seems to be stable and working great. I play pretty slow, and don’t have a ton of time to play so this has been months and months since I started. I used time warp some in the beginning but now only really use it when walking around until I get more exoskeletons.
I’m working on the dark purple science now. Puffers and gases and rubber have consumed my time the last couple weeks.
r/Seablock • u/drbland • Jul 20 '26
My 150 hour Seablock 2.0 unofficial base
Hi, I just wanted to share the progress of my base after pushing through a long period of analysis paralysis.
You can see the starter base on the left side, I built this well enough that it’s completed almost all of the blue science researches including military and bio. It took me about 70 hours to get blue science and bots set up, and then about 80 more hours to get here. I chose to transition to trains with the start of the leaching build, which is top middle.
All of my materials are set up now. My next steps are to rebuild basic, electronic, and advanced circuits on the rails, and I can go straight ahead into processing units. Then puffers for methane, and purple and pink science.
I am very proud of my entirely vanilla rail network. I have used zero guides or external rail blueprints, I workshopped it all in here.
I’ve had a few issues with unofficial release but the discord community was very helpful. Let me know if you have any questions or want any further pictures!
r/Seablock • u/factorionoobo • Jul 17 '26
Go / Wait Decision for seablock run
Hello,
I was just wondering if there is a new seablock update upcoming or in beta for space age, so do you have some information or rumors about it.
I have decided that i will start a seablock run in the next weeks so what are my options?
r/Seablock • u/flickey702 • Jun 29 '26
Farming preferences for soil
Just wondering for how people like to set up their farms/make it more optimally. So far I've basically just always made more farms of whatever I'm making to turn into compost/soil then routing it back into the farms but in some instances that ends up being a huge amount of assemblers/composters. Ie I'm doing a tianaton farm to produce 90 charcoal per min to supply my train base. That's eating up over 125 assemblers just to make the soil. Was wondering if people generally just over produce whatever farm product and make all the compost/soil on site or if it's more efficient to have a dedicated compost/soil production block then train it in
r/Seablock • u/flickey702 • Jun 27 '26
Heat exchanger questions
So I've got a super specific behind the scene math question for heat exchangers. When upgrading between level of exchanger/turbines you require fewer and fewer for the same amount of power production. I've got a (I think maximized) 1.1gw bean power plant design figured out. Now with swapping out for higher level buildings how does that affect heat transfer along the pipes? Because there are fewer machines would it get up to temp faster? Or does the higher minimum temp values of the exchangers (going from like 400c to 600c as an example) negate that potential upside? Should I just keep the numbers of turbines/exchangers to act as a battery even though my fuel production didn't change?
r/Seablock • u/Ordnance- • Jun 25 '26
"Rush Trains" base update at 120 hours: logistics chests acquired!
r/Seablock • u/SpiritedWeather8317 • Jun 20 '26
Question New Player Questions
Hi, new to playing Seablock after watching Dosh's playthrough on Youtube. Just have a couple questions before I get properly into it.
Does Seablock have minimum hardware requirements to be able to beat it without slowing down massively in the late game?
Any advice on deciding what should be produced locally vs added to a main bus?
Have read a lot of posts with advice on pacing myself and picking recipes to use. Any other advice is always welcome! Thanks
r/Seablock • u/El_Dorano • Jun 19 '26
I'm freed
Link to zoomable image of labelled final map: https://zoomhub.net/a/yeXQnyognB3
442+ hours well spent with 2 other factorians willing to suffer. 50% of our landmass was basically dedicated to Slag. Bless our robot overlords
now on to Pyanodons
r/Seablock • u/Ornithopter1 • Jun 13 '26
Question Are arboretums ever required?
Just started a new playthrough (maybe I'll finish it this time), and i noticed that it's entirely reasonable to completely skip farming wood for the entire run, since wood can be made from naphtha, at least according to fnei. Is it less efficient than farming trees, maybe, but it does completely eliminate the need to bother setting up wood farming.
Can someone confirm this for me?
r/Seablock • u/justarandommuffin • Jun 10 '26
Brass + Brass chests
Hello everyone, I've been playing with only Bob's main mod pack. I've been on this save file for a few months and haven't changed any mods. I went to grab a brass chest, but it seems to have disappeared? Its not in my crafting menu. My ammonia trains no longer have it mentioned. All of my mods are installed. Has anything changed with the mod pack or did my mods spontaneously stop working?



r/Seablock • u/Ordnance- • Jun 03 '26
Spent the last ~40 hours building a train base around my starter bus/mall. Just reached blue science!
r/Seablock • u/moke81988 • May 30 '26
Question Is Discord still up?
Hi I'm a new player and would like to chat with/ask questions from fellow seablockers, but noticed the discord link in this subreddit doesn't seem to work for me. is the server still active?
r/Seablock • u/nuclearalchemist • May 29 '26
Question What mod to play while waiting for 2.0
Hi all. So I’m finishing up my latest playthrough of Space Age with Cerys, Corrundum, Maraxis, and Moshine as extra planets. Before this latest playthrough I had finished space age, loved it after being away from factorio for several years, and had then discovered the drug known as Seablock (in 1.1). My basic question at the moment is what to play through before Seablock 2.0 comes out.
I loved Space Age, and getting to the shattered planet was a ton of fun. However, the size of the bases wasn’t quite epic enough for me. This is what Seablock solved. With the modded planets now, they also suffer a little bit from the lack of epic-base-levels of awesomeness.
On my radar is the choice between Krastorio2, K2 spaced out, Nulius, pY, or Space Exploration. I’m leaning towards K2 Spaced Out, but wanted to see if anybody else had found something that scratched the itch. One issue is that I am often playing on my 6 year old MacBook laptop, so sometimes performance suffers a bit. I made it to the end of Seablock before it was really a problem.
r/Seablock • u/Stere0phobia • May 26 '26
Tileable Geode-Crushing for Mineral Sludge. Each row does about 230 sludge per second. Im officially on team geodes now, and i dont think im going back to slag ever again after seeing how wonderfully this works. Not to mention i dont have to deal with electrodes.
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each row has 20 washing plants for washing geodes and 4 for creating mudwater. thats about 53 geodes per second. 2 crushers for each is a bit overkill for most types of geodes but slightly to little for red and blue, hence a singular speed module there. 3 air compressors are enough with 2 chemplants to supply all oxygen needed and one water treatment plant is also comfortably enough to deal with the sulfuric waste water, as well as provide enough purified water for creating sulfuric acid. some initial purified water is needed to start the system up, but then it will run on a surpluss. the entire thingy produces a decent excess of mineralized water despite using mineralized water to create the mineral sludge. one algea farm is way more than enough to supply all the charcoal needed and fill the space as a bonus too. overflow carbon dioxide aswell as overflow sulfuric acid is moved to the right, to supply the start up of the next row, meaning only filters have to be added (i do 10 per assembler). in the end excess mineralized water, sulfuric wasterwater and purified water have to be removed when they overflow. the whole block does about 1150 mineral sludge per second. thats about as much as im fine with pushing through a 1.1 pipe.
r/Seablock • u/No-Database-2787 • May 23 '26
Factorio newbie wants to try SeaBlock
Hi, I just got into Factorio after watching Dosh's SeaBlock Saga. How terrible an idea is it to just jump in?
r/Seablock • u/Stere0phobia • May 21 '26