Search found 43 matches
- Sat May 15, 2021 5:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.1] Xander Mod v3.6.1
I am glad to see another update. Thanks for continuing to work on this wonderful mod =)
- Wed Feb 24, 2021 9:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.1] Xander Mod v3.6.0
I'm not sure if I just had a fluke while using RSO, but it generated a lot of same ores (tons of skarn)bbut I had to go really far to find another coal patch besides the starter one. Banded iron was a bit far but not too bad. All resources set to the middle slider (default settings). I have biters o...
- Sun Feb 14, 2021 4:19 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.1] Xander Mod v3.6.0
Cool. Looks like I might have to start (yet another) new game. Thanks for sticking with this mod!!
I li ke to play with biters enabled, will see how a new game plays out with the tweaks you have mentioned.
I li ke to play with biters enabled, will see how a new game plays out with the tweaks you have mentioned.
- Thu Dec 17, 2020 8:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.0] Xander Mod v3.5.3
I've been thinking of making a small Xander tweak mod to add concrete and reinforced concrete walls. Probably, those would just be more efficient recipies for walls that used more sophisticated types of concrete. I was also thinking of adding a refinery process to extract CO2 from the atmosphere. A...
- Sat Dec 12, 2020 2:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.0] Xander Mod v3.5.3
Hey folks! if anyone is looking to make Xander mod work with 1.1 there are a few tweaks that will make it work. Do so at your own risk though, no warranty expressed or implied... edit the info.json in all 3 zip files so the version says 1.1 (the main mod zip, and the two graphics pack zips) in the m...
- Fri Nov 13, 2020 12:54 am
- Forum: Ideas and Suggestions
- Topic: Option for disabling artillery auto target
- Replies: 11
- Views: 21899
Re: Option for disabling artillery auto target
I have the inserters that feed my wall artillery set to enable only when they get a signal. I found it troublesome to clear out an area, weather the counterattack, then push out my defense wall only to have one artillery piece randomly fire on a nest that called in another counterattack and would me...
- Sat Oct 17, 2020 9:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 1.0] Xander Mod v3.5.0
Hmm. There's a whole bunch of stuff that now requires the blue assembler (like medium power poles) instead of the grey assembler. That means automation of some fairly basic stuff requires tungsten production. I updated and my "mall" broke, lol. EDIT: The assembler machines (grey ones) shou...
- Mon Sep 07, 2020 5:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 68 Science Per Minute Raw Ore Bus
- Replies: 12
- Views: 13265
Re: 68 Science Per Minute Raw Ore Bus
Thanks for this blueprint, I used it to complete the There is no Spoon achievement!
It was very close, I finished with about a minute and a half left =)
It was very close, I finished with about a minute and a half left =)
- Fri Jun 12, 2020 1:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
- Thu Jun 11, 2020 4:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
- Mon Jun 08, 2020 6:57 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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...
- Mon Jun 08, 2020 5:21 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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...
- Sun May 31, 2020 7:08 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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...
- Sun May 31, 2020 1:56 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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 a...
- Thu Nov 14, 2019 6:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
Re: [MOD 0.17] Xander Mod v3.1.0
Double post
- Thu Nov 14, 2019 6:11 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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.
- Thu Nov 14, 2019 6:08 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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...
- Fri Nov 01, 2019 6:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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).
- Fri Nov 01, 2019 6:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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....
- Tue Oct 29, 2019 8:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293938
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?
Maybe add that recipe to the burner assembler?