Search found 180 matches

by Repofme1
Tue May 18, 2021 2:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

Major Mod News - Conclusion

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 while...
by Repofme1
Sat May 15, 2021 2:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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-capaci...
by Repofme1
Sun Feb 14, 2021 4:03 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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. Unfortuna...
by Repofme1
Mon Feb 01, 2021 1:58 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 th...
by Repofme1
Wed Nov 18, 2020 1:52 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 my migrat...
by Repofme1
Sun Nov 15, 2020 3:56 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 ret...
by Repofme1
Sun Nov 15, 2020 3:46 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 is...
by Repofme1
Sun Nov 15, 2020 3:43 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 migrat...
by Repofme1
Sun Nov 15, 2020 2:17 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 having ...
by Repofme1
Tue Nov 03, 2020 2:13 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 migrati...
by Repofme1
Sun Nov 01, 2020 3:57 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 recip...
by Repofme1
Sat Oct 31, 2020 1:52 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 tin and le...
by Repofme1
Sun Sep 27, 2020 6:14 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 ...
by Repofme1
Sun Sep 20, 2020 2:03 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289500

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.

Go to advanced search