Search found 35 matches

by khadgarion
Fri Jun 12, 2020 1:56 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.18] Xander Mod v3.4.3

jakeyjkp wrote:
Fri Jun 12, 2020 5:18 am
Got this now.
Hi, that is a problem with FT tweaks, not the the Xander mod. You may want to post in their thread if there is one (I've used that mod so I am unfamiliar with it).

Good luck :)
by khadgarion
Thu Jun 11, 2020 4:57 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.18] Xander Mod v3.4.3

jakeyjkp wrote:
Thu Jun 11, 2020 4:14 pm
Not having a good day with Mods... just reloaded a new game with Xander and got this (screen shot)
I use lightshot for screenshots. Hit print screen and then can edit, upload to their site, save, copy paste, etc

I dont want to download a random pdf =p
by khadgarion
Mon Jun 08, 2020 6:57 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.18] Xander Mod v3.4.3

Edit: It seems work if I put a pump directly on the input and force feed the acid. Is that how it's supposed to work? There are some fluidbox errors. Input fluid boxes should have base_level = -1, and output fluid boxes should have base_level=1. Some of the input fluidboxes have the wrong base_leve...
by khadgarion
Mon Jun 08, 2020 5:21 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.18] Xander Mod v3.4.3

Bit of wierdness with the standard electrolyzer; I have it supplied with sulfuric acid and surface water, but it won't accept the acid. If I break the acid pipe, the building shows it has 2 units of acid, does some work, then stops when it runs out. I reconnect pipe, it doesn't pull acid. Break pipe...
by khadgarion
Sun May 31, 2020 7:08 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: Version 3.4.3 Published

Changed early rail recipe to use wood instead of iron stick. All uses of wood get replaced relatively early. I like this idea but wood is becoming a hassle, need it for tracks, rubber, potash (glass), resin. I miss having the greenhouses. I do have plenty of trees around on my map, but if someone s...
by khadgarion
Sun May 31, 2020 1:56 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.18] Xander Mod v3.4.3

Small request: Could we make the medium / large power poles in the standard assembling machine? They are "low" on the tech tree but the blue assembler requires a *lot* more stuff to create. I just went to try and make some medium power poles and realized they are WAY far off from where I am (can't m...
by khadgarion
Thu Nov 14, 2019 6:12 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.1.0

Double post
by khadgarion
Thu Nov 14, 2019 6:11 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.1.0

No idea why there are two subsequent posts of me quoting myself! Probably some goofiness from posting on mobile.
by khadgarion
Thu Nov 14, 2019 6:08 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.1.0

repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time...
by khadgarion
Fri Nov 01, 2019 6:26 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.1.0

repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time).
by khadgarion
Fri Nov 01, 2019 6:03 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.0.0

It'd be nice to have a burner powered building that would make clay ball out of laterite. I didn't see anything in helmod that showed an assembler (other than the am1 which requires electricity... Which is a ways away) Maybe add that recipe to the burner assembler? It's in the burner Ore Processor....
by khadgarion
Tue Oct 29, 2019 8:24 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.17] Xander Mod v3.0.0

It'd be nice to have a burner powered building that would make clay ball out of laterite. I didn't see anything in helmod that showed an assembler (other than the am1 which requires electricity... Which is a ways away)

Maybe add that recipe to the burner assembler?
by khadgarion
Wed Oct 16, 2019 2:12 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.16] Xander Mod v2.1.1

is there any chance that balance changes from Khad's Fixes will be integrated in new mod version? personally i want - easier portable solar panel (purple science only need for this - next equipment need only 2-3 types of scince pack) and changes for robot frame and T2 semiconductor (because they ne...
by khadgarion
Fri Oct 11, 2019 5:44 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 139179

Re: [MOD 0.17] Industrial Revolution

I'd like to echo someone who posted about the sounds. I find it really satisfying to listen to the burner machines. I am kind of sad in a way to move on to the electronic assemblers, it's an interesting rythum the burners make when you pick up some end products and they all spring to life. Great job...
by khadgarion
Sat Jun 01, 2019 5:22 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 134141

Re: [MOD 0.16] Xander Mod v2.1.1

Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated. Things that work: ore generation mining times adjusted for default iron axe assembler ingredient limits removed Things that I know don't work yet: 0.17 graphics updates (e.g. highres sola...
by khadgarion
Thu Feb 28, 2019 2:24 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 22768

Re: Version 0.17.1

To all people who report bug reports or technical issues : There is a "Bug report" subforum for reporting bugs (including in the campaign) There is a Technical Help for people who experience technical issues that don't seem to be bugs There is also a Balancing subforum for those who think some thin...
by khadgarion
Wed Feb 27, 2019 3:50 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 22768

Re: Version 0.17.1

A suggestion for the campaign: Give splitters and underground belts to the player, or allow them to be researched. I kind of feel like I had my hands tied behind my back when trying to automate all the things during the last phase of the biter attack, not being able to organize my spaghetti. I ended...
by khadgarion
Thu Jan 10, 2019 3:08 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 1731

Re: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

LTN does not in any way change how inserters work, so by default they will fill any train to capacity or until it leaves. It's strange that it worked differently for you. I agree, it is strange that it was working. I don't know what exactly happened there, but I am going to modify all my existing s...
by khadgarion
Wed Jan 09, 2019 4:08 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 1731

Re: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

I unchecked the "Finish Loading" setting in the menu and train seem to be running as they were before, but I noticed (like the tooltip said) it leaves some inserters hanging onto items. While it's not a big deal for a coal provider, it may mess up other stations. I remember reading something about u...
by khadgarion
Wed Jan 09, 2019 3:47 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 1731

[LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

I have been using a mixture of LTN and vanilla scheduling with some success up until last night. The vanilla stops are remainders until I can replace them with LTN, because I have really enjoyed using it. I have my coal supplied power plant requesting 20K coal, with a request threshold of 4k. The mi...

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