SeaBlock
bobsmods
SeaBlock | bobsmods | |
---|---|---|
29 | 9 | |
20 | 40 | |
- | - | |
7.7 | 8.6 | |
7 days ago | 2 months ago | |
Lua | Lua | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SeaBlock
- This game is insane
- Factorio: Space Age
-
Asking for mods suggestions based on my gameplay preferences.
I would recommend starting with Krastorio 2 or Industrial Revolution 3. Krastorio (the original) isn't currently being developed, and afaik K2 is better. Industrial Revolution 1 and 2 are unavalaiable. Both are great starter overhaul mods, and can be a good way to get into modded games. Some other mods that you might want to check out are MSI II, Warptorio, Seablock, and Space Exploration. MSI II is an expansion of the base game, making it a bit more linear and storylined. Warptorio is vanilla factorio with a fun twist of base management. Seablock and Space Exploration are bigger overhauls, and aren't usually ones that beginners to mods jump into. But they're not the worst out there, and many people have played and enjoy them. I think you would like IR3 and SE the most, based on your preferences. But be sure to search around the factorio mod site to see what peaks your interest.
-
Starting seablock: pack vs barebones
So - you finally decided to start a seablock run after playing around in vanilla factorio (or maybe some space exploration / K2 / AE / etc). You load up a new install of factorio, search the mod listing for seablock... and find 2 options: seablock, and seablock pack. Perhaps going by the latest update (seablock), or by just the name, you decide to select seablock - start the game... and its not quite the same as you expect (or perhaps you post some screenshots of your starter base online and notice all the comments of 'you got the wrong modpack!'). So let me clarify for you!
-
I may have found a glitch in the latest pack (0.5.12)
Found and fixed for the next version.
-
Starting without wind power
You should grab the seablock pack from the mod directory instead of just the seablock mod. It will have all the needed dependencies to get you started, to which you can add whatever QOL mods you wish.
-
No long inserters?
Second this - dont just look at the base 'seablock' mod, but also grab the 'seablock pack' mod. The second provides all the necessary mods you should play with (including QOL mods like helmod and FNEI).
- Hitting "Start Research" on Basic Logistics (1st splitter/underground) does absolutely nothing. It this normal?
- Factorio mod recommendation for after Destiny finishes this one
- Are there any mods for a tiny, invincible base?
bobsmods
-
Any Factorio fans around here? I designed these modular belts for 3d printing.
bob's mods are always good. I believe they were the among the first overhaul mods on the block.
-
what does this even do?
Essentially yeah. This research is essentially split up into the following path in Bobs: Basic Electronic Components > Basic Circuit Board > Basic Electronic Circuit Board
-
What are SE, K2, and pY-Mods?
AB - Angels & Bobs. Overhaul mods by two different authors, usually played together. The "OG"s of factorio mega-modpacks.
-
not sure if this has been brought up yet (bob's metals chemicals and intermediates)
Fixed, ready for the next release. Thanks for reporting this! https://github.com/BobsMods/bobsmods/issues/75
-
After 500 hours and restarting 7 times due to being overwhelmed with biters and poor planning (spaghetti), I’ve launched my first rocket. What’s next. I want to hate myself.
Vanilla -> Bob's/Angels -> K2 and or SE (many people combine them) -> Pyanodons in that order.
- Overhaul mods that DON'T make the game substantially harder?
-
Endless singleplayer games? Like how you can play a Minecraft world for thousands of hours, never actually running out of things to do.
bob's mods and angel's mods. are almost always combined together because they mash so incredibly well. rather than singular big overhaul mods they both break up their suites into many many smaller parts so you can mix and match if you wanted to. if you use these mods ore management becomes vastly more complicated as there will be a lot more to deal with, and petrochem will also be at least 10 times as convoluted as vanilla. in general, both of these mods take the existing vanilla game and makes every single part far more complicated than it originally was. especially noticable when you're trying to craft advanced electronics. might not be the best choice for your first modded playthrough.
-
some "must" have mods? recommended mods for starters?
Links Bobs : https://mods.factorio.com/user/Bobingabout
- New mod ideas
What are some alternatives?
FactoryPlanner - A mod for Factorio. Allows you to plan out your production in detail.
Foreman2 - Visual planning tool for Factorio
Logistic-Train-Network - Factorio mod adding logistic network for trains.
Satisfactorio - Factorio mod that brings Satisfactory mechanics
yafc - Powerful Factorio calculator/analyser that works with mods
factorio-logiNetChannels - Factorio mod - Logistic Network Channels
mods - Angelsmods Repository
Factorio-SmallMods - Various Factorio Mods that I have made, but aren't large enough to warrant individual repositories.
factorio-example-mod - Lightweight modular example mod with various features and compatibilities
Krastorio2 - An overhaul mod for Factorio focusing on end-game technologies and moderately increased complexity.
Factorissimo2 - Factorissimo2, a Factorio mod that adds factory buildings to the game