Search found 151 matches

by Repofme1
Wed Oct 16, 2019 4:51 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

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 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

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 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

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 . . .
by Repofme1
Wed Aug 22, 2018 2:12 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v2.1.1

Hi all - Only a brief word, unfortunately. Once again real life &tc. has ramped up, so I have had almost no time for Factorio. This message is simply to say that things might go this way for the next handful of weeks, so if you don't hear from me, I'm super busy, is all. Good because my work irl is ...
by Repofme1
Sun Aug 05, 2018 2:10 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v2.1.1

Hey! I've taken a long break from factorio, just getting my sanity back a bit but when I returned about a month ago I quickly realised that vanilla was missing something. Checked in on XM and was ecstatic to see all the growth since my last time! I'm running through a new map (biters are on, holdin...
by Repofme1
Sun Aug 05, 2018 2:02 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Another Status Update

Hi all- It's been a couple weeks since any updates or posts, so I thought I would say a bit here. My ultimate goal in the present time of developing this mod, is to play through the game, and apply my knowledge of industry & technology to content, balance, progression, etc., to make a fun and more r...
by Repofme1
Fri Jul 20, 2018 2:39 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Version 2.1.1 Published

Hi all - As the title says, XM version 2.1.1 is up on the mod portal. Changes of note: -Improvements to content structure (lists and organization of items and recipes, mainly in bulk materials) -Some assorted fixes and smoothing early gameplay -New locale structure and content in progress -Offloaded...
by Repofme1
Thu Jul 19, 2018 11:09 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v1.5.1

morcup wrote:Oo, thanks, that did it. I briefly looked at that mod earlier, but must have misunderstood it, I'm still very new to XanderMod.
This fix is integrated in the latest development version.
by Repofme1
Thu Jul 19, 2018 11:07 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v1.5.1

Hello, I am loving this mod, but I am having a bit of difficulty with sustainability. The red stone furnaces and blast furnace both require coke. The problem I am having with coke is that 1 coal = 16 coke. There is no way that my insurers can keep up with that, not to mention assembly belt feeding ...
by Repofme1
Thu Jul 19, 2018 10:59 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

General Status Update

Hi all - First, a bit of news for everyone. I'm going to be taking a break or a trip this weekend, so I won't be able to pay any attention to the mod from tonight until probably about next Tuesday night. Plan accordingly. Second, in connection with that, I feel like you all deserve an actual mod upd...
by Repofme1
Wed Jul 11, 2018 1:45 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Some Mod Outline

Hi all - A bit of an unusual update here. I was writing something else for Factoiro, and I actually found myself explaining some long-standing ideas about XM. So, here they are. I was talking about PyCoal actually: They have come a long way indeed! I didn't know it had progressed this far - last tim...
by Repofme1
Wed Jul 11, 2018 1:35 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: 2.1.0 Update: Up on GitHub, Mod Portal Issue

I have an update ready now, and it's definitely playable up to the burner lab and first coal coke technology. Likely much further, but I haven't tested to find exactly where it breaks. I know this isn't very far, but like I said, my effort has been going into reorganizing, and it is already paying ...
by Repofme1
Mon Jul 09, 2018 10:57 pm
Forum: Mods
Topic: [MOD 0.17] Wood Harvester
Replies: 11
Views: 1433

Re: [MOD 0.16] Wood Harvester

Wow, great work! I really appreciate this. Been looking for a mod like this for a while now, since it would go really well with my mod (Xander). A big thanks to eradicator too, since I recall he was around when I was discussing the raw wood problem in Xander Mod, and now he's helped out with this mo...
by Repofme1
Mon Jul 09, 2018 9:56 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

RSO Config for XM 2.0.0+

Hi all- I realized that I forgot to post this when I finished it, so here it is attached. As I've been working in near isolation the past few months, this config with the new XM resources is not part of the standard RSO download. If you are using RSO and XM 2, this file (xander.lua) has to go in the...
by Repofme1
Sun Jul 08, 2018 9:31 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

2.1.0 Update: Up on GitHub, Mod Portal Issue

Hi all - I have an update ready now, and it's definitely playable up to the burner lab and first coal coke technology. Likely much further, but I haven't tested to find exactly where it breaks. I know this isn't very far, but like I said, my effort has been going into reorganizing, and it is already...
by Repofme1
Fri Jul 06, 2018 12:23 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Xander Mod Status

Hi all- Once again, life has gotten the better of me, and suddenly I find myself having gone 3 months without any XM news. Work this summer turned out to be much more engaging than I expected, which is good in its own ways, but obviously means less time for Factorio. That, and my attention wandering...
by Repofme1
Fri May 04, 2018 1:01 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v1.5.1

I just wanted to say thank you. I am a chemist and love that angle on this mod. I am loving playing you mod. Thank you! I'm glad to hear you like the chemistry in the mod :) It's one of my favorite subjects, especially the heavy-duty industrial type. I hope it keeps giving you enjoyment, and that m...
by Repofme1
Fri May 04, 2018 12:56 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Update to XM 2! (well, 2.0.0)

Hi all - So, once again it took me over a month to get something really workable out, but at least I have a good feeling about it. Summary: New resource set, game progression temporarily broken because I haven't fixed any of the recipes yet I'm working more efficiently with lists and loops to build ...
by Repofme1
Sat Apr 07, 2018 8:35 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

Re: [MOD 0.16] Xander Mod v1.5.1

Hi there - Thanks for the replies and ideas, because (again) it's helped me see some flaws and improve my plans. I was thinking of splitting code and everything, but really that doesn't make any sense; the graphics take up 99% of the data in the mod! I remember you suggesting it, eradicator, but I c...
by Repofme1
Wed Apr 04, 2018 1:12 am
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.0.0
Replies: 644
Views: 98275

General Status Update

Hi all - Phew. All my classes for the winter are finally over, and I'm a couple days into my job for the spring and summer. Still getting the hang of things of course but feeling good. Anyway, now that I don't have to deal with homework, I should finally have more time for the mod! Mainly on weekend...

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