Skip to content

jodokus31/seablock-specific

Repository files navigation

seablock-specific

SeaBlock Evil mode

Flaring gases and clarify fluids is heavily restricted and consumes more power. H2/O2 still can be voided, but also could be tranformed into steam.
Lower tier boilers are less efficient, but higher tiers get better.
Rebalance sorting to encourage multioutput sorting.

CAUTION: Voiding solid item by destroying containers won't work, because the items get spilled on the ground.\

Details:

  • 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
  • Add option to disable voiding restrictions (Back to easy mode, if you only want the rest of the balancing changes)
  • Add option to enable logging of removed fluids by picking up entities like buildings/pipes
  • Add custom command /seablock_evil_mode_statistics_fluid_removed to show statistics of removed fluids by picking up entities like buildings/pipes
  • 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 hydrogen, to be able to balance oxygen consumption.
    • Chemical plant mk1 is available from start.
    • Add option to choose the old buffed steam recipes from version 0.0.5
  • 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
  • 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

Burner Power Progression

Higher tier boilers for power generation are more efficient (supports Bob's Power and KS Power).

Fuel values of chemical fuels (like coal or solid fuel) are doubled (except nuclear and rocket fuel).

Details:

  • Fuel value for most chemical solids are doubled
    • Don't adjust nuclear fuel, rocket fuel, etc.
    • Known Issue: Burner furnaces, assemblers, etc. are not changed, so they are double as efficient
  • Boiler efficiency is tiered (percentages relative to unchanged values)
  • All tiers and fuel factors are customizable
  • Default values:
    • Boiler mk1: 50.0% (actually 100% because of doubled fuel values)
    • Boiler mk2: 55.0% (actually 110%)
    • Boiler mk3: 62.5% (actually 125%)
    • Boiler mk4: 72.5% (actually 145%)
    • Boiler mk5: 85.0% (actually 170%)
    • Fluid boiler mk1: 100%
    • Fluid boiler mk2: 110%
    • Fluid boiler mk3: 125%
    • Fluid boiler mk4: 145%
    • Nuclear efficiencies are unchanged
  • AAI: Respect the startup setting for burner engine, but divide by solid fuel factor (default: 85% / 2 => 42.5%)
  • AAI: Also adjust fuel_category "processed-chemical"