Search found 4 matches

by voidf.0xb3
Tue Mar 20, 2018 12:39 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 402740

Re: [MOD 0.16] Xander Mod v1.5.1

So there’s something weird going on with fluid categories. Here’s how they currently work.

The following fuels are crude fuels:
Wood (2 MJ)
Raw wood (4 MJ)
Wooden crate (4 MJ)
Small electric pole (4 MJ)
Coal (16 MJ)

The following fuels are chemical fuels:
Charcoal (4 MJ)
Coke (4 MJ ...
by voidf.0xb3
Wed Mar 14, 2018 2:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 402740

Re: [MOD 0.16] Xander Mod v1.5.1

You could probably report bugs on GitHub: https://github.com/Factorio-Xander-Mod/ ... od/issues/
by voidf.0xb3
Mon Mar 12, 2018 1:56 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 402740

Re: [MOD 0.16] Xander Mod v1.5.1

I actually reported the long fast inserter bug here: https://github.com/Factorio-Xander-Mod/Xander-Mod/issues/27

Looks like it can be fixed by editing prototypes/entity/logistic/inserter.lua around line 85 to read:
extension_speed = 0.07,
rotation_speed = 0.0457,
pickup_position = {0, -2 ...
by voidf.0xb3
Mon Feb 19, 2018 4:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 402740

Re: [MOD 0.16] Xander Mod v1.4.1

about to try my third attempt at beating this mod, yup already got stuck on steel bearing and applied the hot fix. i got overrun by behemoth biters cause i had more than 10 steam engines going :P; several times that's how i know 10 is the most.
get the bullet upgrades as soon as you can, military ...

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