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.\
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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).\
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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"