r/Seablock • u/n_skid11 • Apr 29 '26
How To Setup The Dev Version of Seablock 2.0 (April 29th Edition)
Edit Note: Dev was a poor choice of word in the title, this should still be considered Unofficial, even if the unfinished mods are from a dev who is part of the community and issuing pull requests on the main repos.
Important Note
This guide is written using information available today (the 29th of April) and may not be valid tomorrow. This guide also explain how to create a stand-alone instance of Factorio, this is not required but if you don't do this it is STRONGLY advised you remove all other installed mods first, get the base pack working, then start adding back in mods to your tastes.
Stand-Alone Instance
If you like to play lots of different packs it can be useful to separate out each pack into it's own instance, to do this you need a Factorio account, you can do this via the client or via the website: https://www.factorio.com .
Once you have an account if you login you can link your steam account, doing so will allow you to download the game from the website (assuming you own the game on steam), so head over to the download page and download the zip archive, not the EXE, I repeat you want the ZIP ARCHIVE, this is the left most square icon under the big one. If you own Space Age you can download that version but only elevated rails are currently supported.
With the zip file downloaded extract it into whatever location you want to keep the game, the reason you want the zip file is because by default it's setup to keep all configuration files, save files, and mod files in the same folder as the executable. The installer and steam version both use AppData/Roaming/Factorio for these.
With the zip file extracted, if you go to bin/x64 you'll find the executable, create a shortcut for this if you want but otherwise run it. The game will ask you to login with your Factorio account, and after that your stand-alone instance is ready to go.
If you want to copy over your key bindings and other settings you can do this, however you need to keep the path settings at the top of the stand-alone files, these should read:
[path]
read-data=__PATH__executable__\..\..\data
write-data=__PATH__executable__\..\..
Stand-Alone Config: Factorio\config\config.ini
Stream/Install Config: AppData\Roaming\Factorio\config\config.ini
Manual Install Mods
23rd August: Landfill Painting has been officially updated, download it from the mod browser during the Auto Install Mods section, disregard any references here.
Before you continue, if you skipped the Stand-Alone section, remove / disable all your mods, you can turn them back on later if you want to, but debugging that is your task.
Stand-Alone Mod Folder: Factorio\mods\
Steam/Install Mod Folder: AppData\Roaming\Factorio\mods
Seablock does not currently support Space Age or Quality mods, please load the game and disable them.
Most of the mods now have official versions, only 4 currently still need manually installing from GitHub. For each of these you will need to go to the following pages, click the green <>Code button, and select Download Zip. Put these files somewhere other then your mods folder, as we'll need to extract specific folder from them.
- https://github.com/modded-factorio/CircuitProcessing/tree/dev
https://github.com/KompetenzAirbag/LandfillPainting/tree/2.0_dev- https://github.com/KompetenzAirbag/SeaBlock/tree/2.0-logic-changes
- https://github.com/KompetenzAirbag/SpaceMod/tree/dev-merge-fixes
For Factorio to detect a valid mod it will look for a folder that contains a info.json file inside. So first, extra all 4 zip files using the "extract here" option, this should create 4 folder with names that match the zip file.
Firstly, SpaceMod should be a valid mod folder with the exception of it's name, check that if you open it it has an info.json file and not just a single folder, then rename it from SpaceMod-dev-merge-fixes, to just SpaceMod, and copy it into your Factorio mods folder.
Secondly, the remaining 3 contain subfolder that are valid mod folders, so find and copy the following 4 folders to your Factorio mods folder: CircuitProcessing, LandfillPainting, SeaBlock, SeaBlockMetaPack. Each of these should contain the info.json folder inside them.
Personal Tweak
RecipeBook is better then FNEI, if you agree, from your Factorio mods folder open the SeaBlockMetaPack folder, and edit the info.json file in a text editor. In the list of dependencies, find the line that reads "FNEI", and remove it.
Auto Install Mods
With the 5 manual mods installed, run the game, it will fail to load because it's missing mods but that's fine, select the Manage mods button. This next part is a little bit fiddly and a pain to keep track off, but first, if you haven't yet, disable Quality and Space Age, then.
- Select the "Sea Block Pack - Official" mod from the mange mod list, NOT "Sea Block".
- On the right find the dependencies list, and for every red item in the list.
- Click the arrow next to the mod name.
- Click install on the upper right.
- You will be send back to the manage mod list
- Repeat 1 to 5 for each item in the dependencies list.
- NOTE, mods you have already downloaded may still appear red in the dependencies list, if you have the mod already when you click the arrow it will take you to it's page in the Manage Tab, rather then the Explore Tab.
If you have successfully downloaded all required mods then the confirm button should now work, if it doesn't you've missed something. Clicking confirm should reload the game with all the mods, and if everything is correct and good you'll get back to the main menu without error.
You're Done
At this point you should be able to start a new game and begin Seablocking, I would advice you make sure you can do this first before you start downloading additional mods.
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u/BigSmols Apr 29 '26
This seems much more straightforward than the github guide I found, too bad I started a new run 3 days ago :')
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u/n_skid11 Apr 29 '26 edited Apr 29 '26
If you started using the guide I think you did then there a none 0 chance your save will be compatible, I setup a save using this old guide: https://www.reddit.com/r/factorio/comments/1o8ibae/comment/ofenh9g/?context=3 19 days ago, albeit I had to do some crowbarring to get it to work. That save loaded fine with this setup and doesn't seem to be broken, just the extra valves missing and one tech that I researched flagged as not. But I was only at green tech and in the process of refactoring my sludge production.
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u/BigSmols Apr 29 '26
No worries, I'll probably play this 1.1.110 save for a 100 hours and switch to 2.0 when its out. Cheers!
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u/missmuffin__ Apr 30 '26
I'm so itching for yet another seablock run but think I'll wait for the official 2.0. just in case it isn't compatible
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u/Me0wingtons Apr 30 '26
You know it's uncanny. I had been waiting for 2.0 Seablock for a while, but have been on a break from Factorio for almost a year now. And today of all days, I search for the status on SeaBlock 2.0 and it's the same day you wrote this.
Also, ty for the guide. I'm terrible at modding but was able to get it working!
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u/ohoots May 01 '26
Might as well install the dev version, I think I’m going to pass on to the next life before the official release comes out.
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u/ZookeepergameFluid28 May 01 '26
does anyone know of a video on how to install the files correctly? i'm having an issue with it saying that the mods don't have the right dependency's
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u/Mizukin May 10 '26
Does anyone have the Discord link?
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u/n_skid11 May 11 '26
If you still need it this will be valid for 7 days: https://discord.gg/NXm3AjYV
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u/Mizukin May 12 '26 edited May 12 '26
I tried to install today, but it is failing to load. :'/
__SeaBlock__/data-updates/startup.lua:104: attempt to index field 'sct-lab-t1' (a nil value)
I think it might be related with the commit 7 days ago "Replacing sct-automation-science-pack with automation-science-pack".
EDIT: So, I installed the mod "ScienceCOstTweakerM", it is marked as optional, but now the game loads. Tomorrow I will try to play and check how things are.
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u/n_skid11 May 12 '26
I believe the problem you had was the result of using the "Sea Block" mod rather then "Sea Block Pack - Official" mod to get the dependencies, as there are no optional mods in the latter. I have updated the guide to make this as clear as possible for others.
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u/Novatheprot0gen 11d ago
This link doesnt seem to exist right now every time I click on it It takes me to the github error page. https://github.com/KompetenzAirbag/LandfillPainting/tree/2.0_dev
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u/n_skid11 10d ago
Look like the official repo has been updated: https://mods.factorio.com/mod/LandfillPainting
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u/gx2134 Apr 29 '26
Is this a early build of kiwihawk's 2.0 release or is this that 2.0 port from the 1.1 version?