Guides:ChoosingModpack

# Choosing which mods to install for the full Seablock experience

*Seablock modpack vs barebones comparison*

* The following content was shared by /u/danielkotes on Reddit
* The content was added to the wiki and edited by /u/iser3000.
* Original post: https://www.reddit.com/r/Seablock/comments/13zjqxn/starting\_seablock\_pack\_vs\_barebones/

## **TL;DR: Install Seablock Pack instead of Seablock**

If you want the full Seablock experience, or if you came here after watching DoshDoshington (or any other Youtube Seablock videos) and want to match their settings, then you want to:

1. Install Factorio and ensure its the latest version
2. Disable any mods you may have
3. Install the "Seablock Pack" (not "Seablock") mod
4. Ensure that the "Seablock Pack" mod is enabled (not red/grey)
5. (optional) Disable Helmod / install Factory Planner, add any QoL mods you may want to add (check out the 'commonly used mods' page on the wiki for ideas)
6. Start the game in freeplay
7. If you are lost, there are guides available on the Seablock wiki, along with a link to the Discord server listed right on the Reddit page.

## Seablock vs Seablock modpack

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 installation of Factorio, search the mod listing for Seablock... and find 2 options: Seablock, and Seablock Pack. Perhaps going by the latest update, or by just the name, you decide to select only Seablock and not the modpack to start the game...and it is 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!

Seablock is a barebones mod that includes all the changes necessary to play Seablock. It adds the extra recipes and items, along with checking which mods you have installed and updating their settings for a proper Seablock experience. It does not however require all the mods you need for a full Seablock experience.

Seablock Pack is an empty mod that only contains dependencies to all the required mods you want to use to play Seablock. Basically, if you start a vanilla Factorio install and select 'seablock pack' as a mod to install, it will install all the necessary mods for a seablock run (yes - including the 'seablock' mod!)

Which of the two to use? I would highly recommend you install the **Seablock Pack** which will install and enable all the necessary mods for a proper Seablock experience. After doing that and ensuring the "Seablock pack" is enabled (not red) you can then disable any of the included mods you don't wish to play with (ex: Helmod if you prefer Factory Planner, Explosive Excavation if you prefer Waterfill). This will disable the 'Seablock pack' (marking it red), but that doesn't matter at this point!

What you miss by running barebones (not using Seablock Pack):

* All of Bob's mods
	+ No multi-tiers for power poles, steam engines, nuclear, solar, furnaces, T4-6 assembly machines, warfare (power armor), beacons, and many more.
	+ No electric assemblers (2x2 assemblers specifically for circuit parts)
	+ No bob's aliens (higher tier worms & return of alien artifacts)
	+ No fluid burning boilers / heat sources (no bean power for you!)
* Circuit processing
	+ Additional steps for making circuits
	+ Revamp of the entire module production chain that makes things much more complicated for the authentic seablock experience
* KS power
	+ This is your windmill mod!
	+ If you start the game with solar panels & accumulators, its isbecause this mod isn't enabled. This is a good hint that you haven't installed the full Seablock Pack, and the reason why screenshots of starter bases with solar panels instead of windmills have comments of "install full seablock pack!!!!"
* Landfill painting
	+ Set the type of ground used for landfill (unless you like the dirt-brown look of vanilla landfill) and the ability to place water
	+ Can also create other types of landfill (in case you want to use more than 1) along with an option to 'rotate' between different types.
* Reskin mods
	+ Recolors the various buildings based on tiers (grey/yellow/red/blue/purple/green) instead of having all buildings look the same
	+ Adds higher resolution graphics
	+ Changes item graphics to be 'better' and not look as dated
	+ The other reason your screenshots might get the "install full seablock pack!!!" comments
* Science cost tweaker
	+ Switches out the science pack recipes from vanilla to more complicated "full seablock experience" versions
	+ Very important!
* Space Extension
	+ Adds an endgame past launching a rocket
	+ Instead of the game ending after you launch the rocket you now have to research and assemble a spaceship to take you away (win the game)
	+ Involves hundreds of rocket launches for the space science, along with FTL research (over 1m science packs total required!) which necessitates you to transition to a megabase design to fully complete the game.

## Which mods can I remove from the seablock pack and still get the full experience?

* Angels addons storage
	+ Adds warehouses & high capacity tanks - you can play without them (or install a different warehouse style mod), but I would recommend leaving it
* Bob's adjustable inserters
	+ Allows you to set the pickup/dropoff positions of inserters (aka: you can now have 90\* inserters!).
	+ Very helpful for direct insertion designs, though not strictly necessary for a 'full' seablock experience.
	+ Give them a try if you never played with them, and if they arent your cup of tea then sure - remove them.
* Bob's Warfare
	+ Adds higher tier armor, sniper rifles, etc. Really the only major change removing this will have on your game is that instead of a regular radar for your space science you will need to make T5 radars which require like 20+ ingredients (total).
	+ Used to be that this mod also added a bunch of (unnecessary) war research & sci packs that just bloated the item screen, but that has been removed so there really isnt a good reason to remove this mod
* Bob's Mining
	+ Only adds research for faster deconstruction (steel axe research). Can be removed if you dont mind longer times for hand-deconstruction.
* Explosive excavation
	+ Adds ability to place water tiles by 'blasting' (requires chem-science with explosives)
	+ Can be removed & replaced with waterfill or similar if you want easier water placement, or have a preference for a different water placement mod.
* KS Power
	+ Ok, fine - if you want you can remove this mod and start with solar panels & accumulators. Not really going to loose much in terms of 'authentic Seablock experience', but be ready for the "you aren't using the full Seablock pack! Install from -here-!" comments for any screenshot of your starter base.
* Landfill painting
	+ It's nice to have, but if you are okay with the "default" landfill texture you can just disable this mod.
* Space Extension
	+ If you want a shorter game or are simply not interested in megabase content you can remove this mod, changing the 'win' condition from launching hundreds of rockets / finishing 1m research (for FTL) / building the spaceship to simply 'research and launch 1 rocket' as in vanilla.
	+ Should decrease the overall playtime from 500+h for a first run to maybe the range of 300h as you still need to figure out all the various tech and reach the endgame, but arent required to build a megabase, struggle with UPS, etc.
* FNEI
	+ The 'what is this item' search mod. Remove it only if you know you will not need it! In any case it is a very minimal mod, so if you dont need it you can just ignore the little icon for it.
	+ Recipe book is an alternate option
	+ If this is your first time playing Seablock, I would highly recommend keeping this mod!
* Helmod
	+ This is your planner mod - once you know how to use it you can plan out your factory with it and use correct ratios / recipes instead of having to do all of that on paper (or just guesstimating)
	+ Remove it only if you have alternative planners!
		- Factory planner
		- YAFC (external program)
		- Foreman 2 (external program)

## Which additional mods should I add?

Check out the commonly used mods page on the wiki for ideas. Also, any QOL mods that you prefer (picker mods, companion drones / early robots / nanobots, some version of loaders, squeakthrough, text plates, LTN, longer reach, etc.)

There are many mods which are incompatible, too many to list. If your game has any problems, that's the first thing to check.

## Note for Headless Servers

From the SeaBlock FAQ **Issue:** Getting the following error when setting up a game on a headless server

```
0.000 Error Util.cpp:83: "coal" is not a valid autoplace control name.

```

**Solution:** In *map-gen-settings.json* clear the *autoplace\_controls* section

```
<"autoplace_controls":
{
  "enemy-base": {"frequency": "normal", "size": "normal", "richness": "normal"}
},

```