Hi all -
Over the past couple months, I've mostly taken a break from Factorio, only doing a bit of work for the latest update 3.6.1. This has again got me thinking about my involvement with the game, and the truth is that I've felt my interest and motivation substantially decreasing for a long ...
Search found 180 matches
- Tue May 18, 2021 2:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
- Sat May 15, 2021 2:23 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Update XM 3.6.1 for Factorio 1.1
Hi all -
Another update out. This one took a while, as I've been spending less time on Factorio, but I'll talk about that in my next post. For now, here's a general list of the changes:
Features:
Added tier 2 fluid handling: longer underground pipe, larger storage tank, faster pump
Added high ...
Another update out. This one took a while, as I've been spending less time on Factorio, but I'll talk about that in my next post. For now, here's a general list of the changes:
Features:
Added tier 2 fluid handling: longer underground pipe, larger storage tank, faster pump
Added high ...
- Sun Feb 14, 2021 4:03 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
XM 3.6.0 for Factorio 1.1 Finally Out!
Hi all -
Woohoo! The long-awaited update is done at last!
I know that this one has been on the slower side, even by my normal. This is mostly because of its sheer size: over 10 main new features, loads of testing and tweaks, a couple bugfixes, and of course compatibility with Factorio 1.1 ...
Woohoo! The long-awaited update is done at last!
I know that this one has been on the slower side, even by my normal. This is mostly because of its sheer size: over 10 main new features, loads of testing and tweaks, a couple bugfixes, and of course compatibility with Factorio 1.1 ...
- Mon Feb 01, 2021 1:58 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Mod Status Update
Hi all -
First, sorry for disappearing for the past few months. Sometimes I need to simply forget about the community for a while, in order to focus on the content, and my external life. However, I have good news: Xander Mod is getting close to nominally complete! The only major features left are ...
First, sorry for disappearing for the past few months. Sometimes I need to simply forget about the community for a while, in order to focus on the content, and my external life. However, I have good news: Xander Mod is getting close to nominally complete! The only major features left are ...
- Wed Nov 18, 2020 1:52 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Re: More Bugs...
Okay, the gun turret bug should be fully fixed. Thanks to kingarthur and eradicator for your help. Looking back, it seems all I really needed was the force.reset_technology_effects() command, which I simply put in a loop in a new lua migration file. I've been iterating over game.forces in ...
- Sun Nov 15, 2020 3:56 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Re: [MOD 1.0] Xander Mod v3.5.2
Are VSLI wafers used for anything yet? I can't find reference to them?
I work in the field and find the idea of making virtual ones in my off time to be oddly entertaining. I also like the thought of using them to play the silicon lottery -- having to test finished products and getting a random ...
- Sun Nov 15, 2020 3:46 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
More Bugs...
Hi all -
I've run into another bug which I don't know how to fix.
The fast-replace function doesn't work for the Xander Mod chemical reactors, and I'm not sure why. For other machines which upgrade in a series, the entity code seems to simply have the fast_replaceable_group set to one name, which ...
I've run into another bug which I don't know how to fix.
The fast-replace function doesn't work for the Xander Mod chemical reactors, and I'm not sure why. For other machines which upgrade in a series, the entity code seems to simply have the fast_replaceable_group set to one name, which ...
- Sun Nov 15, 2020 3:43 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Re: Gun Turret Upgrades
Okay, the gun turret bug should be fully fixed. Thanks to kingarthur and eradicator for your help. Looking back, it seems all I really needed was the force.reset_technology_effects() command, which I simply put in a loop in a new lua migration file. I've been iterating over game.forces in my ...
- Sun Nov 15, 2020 2:17 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
XM 3.5.3 Out
Hi All -
Simply announcing that version 3.5.3 is now up on the mod portal. Rather a lot of changes here:
Bugfixes:
Gun turret damage upgrades should be completely fixed
Corrected diesel-electric locomotive, car, and tank to accept both crude and chemical fuel
Fixed processing unit recipe not ...
Simply announcing that version 3.5.3 is now up on the mod portal. Rather a lot of changes here:
Bugfixes:
Gun turret damage upgrades should be completely fixed
Corrected diesel-electric locomotive, car, and tank to accept both crude and chemical fuel
Fixed processing unit recipe not ...
- Tue Nov 03, 2020 2:13 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Gun Turret Upgrades
Okay, the gun turret bug should be fully fixed. Thanks to kingarthur and eradicator for your help. Looking back, it seems all I really needed was the force.reset_technology_effects() command, which I simply put in a loop in a new lua migration file. I've been iterating over game.forces in my ...
- Sun Nov 01, 2020 3:57 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Quick Update to 3.5.2 & More
Hi all -
Lots of various stuff here, hope to address several things - I hear you, even when I don't individually respond.
---
First, I just got out a quick bugfix update to handle the problem I accidentally created with the new plastic bars. When I changed the name for the polyethylene pellets ...
Lots of various stuff here, hope to address several things - I hear you, even when I don't individually respond.
---
First, I just got out a quick bugfix update to handle the problem I accidentally created with the new plastic bars. When I changed the name for the polyethylene pellets ...
- Sat Oct 31, 2020 1:52 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
Version 3.5.1 Published
Hi all -
New update just out! I feel like I got a pretty good amount of work into this one, summarized as follows:
Bugfixes:
Fixed piercing ammo recipes and rewrought military-4 into XM
Fixed broken electrolyzer fluid boxes
New content:
Expanded advanced refining & materials: top tier ...
New update just out! I feel like I got a pretty good amount of work into this one, summarized as follows:
Bugfixes:
Fixed piercing ammo recipes and rewrought military-4 into XM
Fixed broken electrolyzer fluid boxes
New content:
Expanded advanced refining & materials: top tier ...
- Sun Sep 27, 2020 6:14 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
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 ...
- Sun Sep 20, 2020 2:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
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 ...
- Mon May 25, 2020 11:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
- Fri May 15, 2020 1:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
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 ...
- Fri May 15, 2020 12:02 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
- Thu May 14, 2020 11:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
- Thu May 14, 2020 2:05 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
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 ...
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 ...
- Mon Apr 13, 2020 4:10 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 366076
3.4.2 Graphics Bugfix Out
Thanks to everyone who caught and posted this. An error on my part, corrected in mod version 3.4.2 just published.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.