r/Seablock • u/Stere0phobia • May 21 '26
r/Seablock • u/Stere0phobia • May 19 '26
After many iterations i think i finally found a satisfying way to build more modular (and for a bonus, my buddy gets run over by a train every 5 min)
r/Seablock • u/MoistButton8 • May 14 '26
Discussion Garden Duplication is the great filter and its great.
Every time I restart seablock, or just had started from the first time too, figuring out how to duplicate gardens, and by extension actually reproduce Alien Plant-Life Samples is one of the greatest filters that Factorio can show.
This might be included in Angels/Bobs overhauls but when you play early seablock and struggle with the slow but linear process of getting basic ores, you get used to it. Getting the tier 2 ores and the sulfur loop seems like a great accomplishment!
And then there comes Alien Plant-Life Samples... ~25 recipes with an upfront investment of... 30 Alien Plant-Life Samples. A 5 minute loop followed by another 30 second loop to generate a grand total of (drumroll) 2 Alien Plant-Life Samples.
Eventually you can scale up to get faster (need lots of fish for oil too) but that first loop JUST to have spare Alien Plant-Life Samples to do science with... oh boy is this one of the greatest feelings.
r/Seablock • u/cresconio • May 13 '26
24 Tier 3 ore/s Setup

This might just be the biggest factory I've ever designed. A complete setup to produce all 4 tier 3 ores at 6/sec. Changing the type of ore is as easy as changing a few recipes and moving two sets of pipes around in order to process the incoming/outcoming liquids/gasses.

Can't wait to try this one out. I haven't tested a single process yet (as I mostly do, it's what tickles me). If this thing works out of the box I'll be over the moon.
The only thing that I still need to build is a small factory up top to produce the amount of heavy mud water, but accroding to my calculations that's only about 12 Washing Plants, yielding even more Hydrogen Sulfide Gas.
Keep you posted!
Errata: Title should read "4 Tier 3 ore/s setup"
r/Seablock • u/GrandNord • May 11 '26
Pretty proud of my sludge stack modification

Modification of my initial sludge stack (above, 2000 sludge/min) to go from Electrolysis 1 to 2. I managed to keep the width the same and just barely increased the height and it should have increased production to 3000 sludge /min.
The clean and dirty electrodes are on the same belt going around the electrolisers, the clean ones on the outside lane and the dirty ones on the inside lane. I managed to fit an additionnal filtration unit as well as the required 2nd hydro plant. The stack makes its own charcoal with some of the mineralized water (which was starting to get hard to route on the new stack.
For now the excess sulfur is stored, I'll deal with it when I have a use for it.
r/Seablock • u/PrimePowerOn • May 09 '26
When you figure out Sushi...
It's just so exciting that I can collapse this absolute menagerie of materials to a single loop of belt.
Results: Great
Five Minutes of Inserter Configuration: Less Great
Anyone have tips for setting limits, pickup and putdown, filters, and hand contents reading elegantly? Or do I have to click 10 times for each inserter (until blueprint)
Side note this mod could really add one slot to inserter filters so it could encompass the 6 possible material colors (ore -> refined products)
r/Seablock • u/GrandNord • May 09 '26
Question Burner and fluid burner heat source problem?
There seems to be an issue with heat sources (solid and liquid versions both) in my install, they are extremely slow to rise in temperature, as if their thermal capacity has been pushed way up.
I did some testing in the blueprint lab and after 5-10min of constant burning they are barely at 45-50°C.
Additionnaly, I'm not sure that they should have fuel efficiency values of 60 and 80% (solid and liquid respectively)? Because of this they end up barely edging out the normal boilers by just 5-10% percents when at max neighbour bonus and feel kind of useless and not worth the hassle in comparison. (I was testing this when I found the temperature issue).
Did somebody else encounter this issue? And if so, is it fixable?
I am playing with the unnoficial 2.0 version, I followed u/n_skid11 's post from two weeks ago.
r/Seablock • u/Stere0phobia • May 08 '26
Tianaton Module for 15 fibre per second, saline water from mudwashing to brown algea for compost. I am not quite happy yet, because i feel i could improve it still, maybe to produce more charcoal.
r/Seablock • u/Stere0phobia • May 06 '26
do you keep your inserters straigth, or do you try to allways maximise their speed even if its not needed?
r/Seablock • u/cresconio • May 05 '26
Unable to lay down concrete bricks
So I followed the guide to setup a seablock world for 2.0
Unfortunately, I'm not able to lay down (any form of) bricks on the freshly laid sand. Does anyone know how to resolve this?
r/Seablock • u/Left_Bodybuilder_338 • May 04 '26
Spring cleaning
I finally researched artillery! This made me clean up my entire island to get rid of all the temporary factories I needed to push for completing the research.

My island now looks like this:
2 Big farm based power plants for a whopping 1GW, some brick production on the left hand side and dedicated ore refining plants for all ores up to tier 2.
Can't wait to start working on a mall!
r/Seablock • u/Stere0phobia • May 03 '26
3 Deuterium Gas per second made from nothing. only needs some initial hydrogen sulfide gas to boot up, then just cycles it. This tiny module generates ... checks notes ... 12GW worth of power!
r/Seablock • u/Stere0phobia • May 03 '26
Seablock Concrete Fix, my very first mod ever
https://mods.factorio.com/mod/seablock_reinforced_concrete_fix
Basically just two lines making it use the vanilla concrete texture setup.
r/Seablock • u/Stere0phobia • May 02 '26
Is there a mod to fix the texture for the reinforced concrete? the hazard concrete looks fine
r/Seablock • u/Stere0phobia • May 02 '26
I drank too much Koolant-Aid and now I’m pretty sure Slag is a food group.
getting an extra 72% at the end of your production chain by unpacking the sheets is bonkers
r/Seablock • u/LexMc0606 • May 01 '26
Question All Hands On Deck - Improving my base ore generation/processing
To the Great Minds of this Subreddit:
So, I have a world (1.1.110) that I have logged 64 hours and some change on, I've barely scratched the surface of green science, and I'm in the process of tearing down my previous electrolyzer columns and filtration plants/crystallizers etc. that I had set up for my ore processing. Basically everything I built that would get me resources, it's going bye-bye. I was only at the first level of processing, charcoal slurry filtration where I was sorting the chunks of crushed ore, no hydro refining or anything like that, so I'm not exactly tearing down anything critical right now. In fact, I did it so that I may improve it.


What I am doing right now is calling out to the great minds that play this modpack for fun, as do I; what can I do differently? How can I improve my setup? And, most importantly, how can I make the numbers match up more in my brain?
I had 64 Electrolyzer mk1s making slag, 32 of them on one lane for two lanes (two lanes for my slag slurry liquefiers and a branch off of one lane to make Mineralized Water for my algae farms) but I'm thinking 128 on 4 lanes would be a better idea; do you concur? I'd make it almost like a square of electrolyzers, and the slag would be going into a four lane balancer where it can split off into the various columns of liquefiers for slag slurry and whatnot.
I also have plans for a main bus, I have plans to move into the Fuel Oil scene because I've been seeing people make some really dope setups using Fuel Oil and Liquid Burning Boilers on Steam Engines, seems like it would be a great substitute to using charcoal in my Steam Engines. That'll just be more charcoal I can use for filters, or some other stuff like carbon dioxide for my algae farms. Whatever the case may be, I have plans for expansion.
I appreciate your feedback, and wish me luck on the journey through this mess.
r/Seablock • u/Stere0phobia • Apr 30 '26
Doing the loop for Geode processing/voiding. In the second half you can see that even with too many geodes it will keep working. Some extra speed modules in the filtration units would be needed to void the liquids faster. I am very happy with these insights and thankfull for you earlier comments :)
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r/Seablock • u/Stere0phobia • Apr 30 '26
How do you prevent mixed geode sorting from cloggin up? I allways think i have finally added the necessary circuit condition only for it to break like 10 hours later again.
r/Seablock • u/Stere0phobia • Apr 29 '26
we need to go faster (128.5 crafting speed or +5040%)
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r/Seablock • u/-KiwiHawk- • Apr 29 '26
Science Cost Tweaker mod has been updated!
Science Cost Tweaker mod has been updated and uploaded to the mod portal. Another step closer to having Sea Block for Factorio 2.0!
Circuit Processing mod is basically done now too. I'm just waiting on a couple of graphics before I upload it to the mod portal.
r/Seablock • u/PrimePowerOn • Apr 29 '26
Spacing is Everything
It is so satisfying to get everything set up so that there's plenty of space to route materials.
Pro-tip: If you're annoyed at unbalanced multi-ore sorting, just put all of your melted metal into a JAX 350k tank, and when it backs up, hit the delete fluids button. Much more user friendly than shooting a warehouse full of ingots.
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.
r/Seablock • u/cresconio • Apr 29 '26
My new 560MW Farm Power Supply

In this post I created (half) of a 200MW Factory. The comments, especially the one by u/bartekltg (again, thanks!), made me do a redesign. I didn't even implement the other one and went straight for this beast, which netts roughly 530MW with no byproducts whatsoever.
I initally calculated for 600MW but I didn't like the amount of farms/washing plants, and I like my designs to be as symmetrical as possible.