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: 295093

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) Activated carbon...
by voidf.0xb3
Wed Mar 14, 2018 2:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295093

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: 295093

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}, insert_po...
by voidf.0xb3
Mon Feb 19, 2018 4:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295093

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 s...

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