Search found 168 matches

by Repofme1
Sun Sep 27, 2020 6:14 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Version 3.5.0 Published

Hi all - Just a note to say that a new version is finally out, with my (sparse) work over the past several months. Here's a quick summary: Advanced refining - Copper Nickel Chromium Platinum Gold Silver Semiconductor silicon Some petroleum content Materials & Parts - Stainless steel Epoxy resin All ...
by Repofme1
Sun Sep 20, 2020 2:03 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Mod Status Update

Hi all - It's been quite a while since my last update, so I thought I should at least post some news. To be honest, my interest in the mod - along with Factorio, and computer games in general - has been gradually declining for a while, as I have found myself growing more interested in other activiti...
by Repofme1
Mon May 25, 2020 11:57 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: [MOD 0.18] Xander Mod v3.4.3

Good ! I am just tired of pyHell i am using instead. Hey, you used semiconductor image for active electronic components, but recipe telling me about vacuum tubes. All that axes and bushing gone, so sad. All that coils now made without any isolation, You not afraid of short-circuit ?. Electronic jus...
by Repofme1
Fri May 15, 2020 1:12 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Version 3.4.3 Published

Hi all - Like the title says. Available everywhere mods are downloaded. For external use only. Here's what's new: Fixed automation science pack recipe unlock missing from its technology Fixed crude-tier belt graphics Fixed assembler 1 pipe connection graphics Fixed iron and copper ore icon graphics ...
by Repofme1
Fri May 15, 2020 12:02 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: Upcoming update

Hi all - I'm working on 3.4.3 to publish soon, which will fix the automation science pack bug. I also have several graphics bugfixes in the works, and a bit more clarity in the crafting menu as well. Hopefully this will be out in the next day or two. Another thing I'm trying to figure out is changi...
by Repofme1
Thu May 14, 2020 11:51 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: [MOD 0.18] Xander Mod v3.4.2

Been a long time fan of the mod and am really to happy to hear you have more free time and is doing well these days! Playing the latest version of the mod it seems that coke production was heavily nerfed to 4 coal -> 9 coke. Why is that the case? I am all for complete realism, but that seems a bit ...
by Repofme1
Thu May 14, 2020 2:05 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Upcoming update

Hi all - I'm working on 3.4.3 to publish soon, which will fix the automation science pack bug. I also have several graphics bugfixes in the works, and a bit more clarity in the crafting menu as well. Hopefully this will be out in the next day or two. Another thing I'm trying to figure out is changin...
by Repofme1
Mon Apr 13, 2020 4:10 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

3.4.2 Graphics Bugfix Out

TNT90 wrote:
Sun Apr 12, 2020 5:29 pm
It seems like the 3.4.1 version is dependent on 0.5.0 version of the graphic-1 pack. But the graphics-1 pack is at version 0.4.1.
Thanks to everyone who caught and posted this. An error on my part, corrected in mod version 3.4.2 just published.
by Repofme1
Wed Apr 08, 2020 3:05 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Update to 3.4.1

Hi all - The latest version 3.4.1 is now available on the mod portal. Quick summary: Content overhauled to early blue science Fully implemented mid-tier steam temperature (300 C) Modules, tier 1 and 2 Playtested up to late green science - not much news Nominally complete up to early blue science - c...
by Repofme1
Wed Apr 08, 2020 2:39 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: Nice Base and Mod Bits

Thank you for keeping the updates coming, I played until chemical (blue) science packs and can't wait to continue with the upcoming content and technologies. I think the chemical science pack really feels like a chemical one when you look at the factories that produce it (I added a screenshot of a ...
by Repofme1
Sun Mar 08, 2020 4:55 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Version 3.4.0 out

Hi all - Xander Mod 3.4.0 is available on the mod portal, finally upgraded to work with Factorio 0.18. The main new chunk here is the mipmap-enabled icons, which I reconstructed throughout what should be the whole mod. There is relatively little new content besides this, but I did add another tier e...
by Repofme1
Sun Feb 02, 2020 3:43 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Version 3.3.0 out

Hi all - I know it's been a long time, and I too wish I could have gotten this update out earlier. It's not especially large, either, but it does include better entity sprites in the graphics-pack-1. Hopefully I won't have to update the graphics packs again for a while, which would be good because I...
by Repofme1
Mon Dec 23, 2019 1:15 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: [MOD 0.17] Xander Mod v3.2.0

We cheated our way to our first electric refining furnace and kept playing, reached blue science successfully. It looks like in the current version, after blue science it pretty much reverts to stock, so I would expect the rest of the game to be relatively easy. Thanks for the tip! I guess I wasn't...
by Repofme1
Thu Nov 21, 2019 3:17 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Version 3.2.0 Out

Hi all - Version 3.2.0 is now available on the mod portal. Brief summary: Content overhauled just up to blue science pack Playtested up to middle green science - similar to last update Nominally complete up to middle green science - content and balance feel good, major change unlikely Added migratio...
by Repofme1
Wed Nov 13, 2019 1:09 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

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 Repofme1
Tue Oct 29, 2019 8:36 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

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 Repofme1
Mon Oct 28, 2019 4:36 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Upcoming 3.1.0, and Conversation

Hi all - well, the few of you who are still paying attention to this topic I do like reading your comments, because they remind me of some of the really good moments we've had :) . It's quite satisfying to know how my (mis)adventures have inspired people, and even affected the base game a bit. And w...
by Repofme1
Wed Oct 16, 2019 4:51 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: [MOD 0.17] Xander Mod v3.0.0

I'm finally back, Welcome back ;). I've left the field to the other two (one), but thanks for the thanks anyway. I'm assuming 3.0 is another breaking change that won't play nice if people try to load their old maps with it? I have a decent list-function system in place (well, perpetual work-in-prog...
by Repofme1
Sun Oct 13, 2019 8:48 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

Re: [MOD 0.17] Xander Mod v3.0.0

Alright everyone, welcome back to Repo's Lab! Greetings, fellow nerds. Hello everybody and welcome back to my laboratory. And remember, safety is number one priority. ... Hm. Oh well. ... Hi all! I'm finally back, and now with some time on my hands again. I put some time into a 0.17 update over the...
by Repofme1
Fri Jan 25, 2019 2:00 pm
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.0
Replies: 700
Views: 137407

News

Wow. I am quite impressed that people continued to persevere or so long through such a balance- and advancement-broken mod as XM.

My hiatus is still in effect, and I will not be present on the forums much, but I am looking at the mod again.


Gears are turning . . .

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