Search found 43 matches

by khadgarion
Wed Oct 16, 2019 2:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

is there any chance that balance changes from Khad's Fixes will be integrated in new mod version? personally i want - easier portable solar panel (purple science only need for this - next equipment need only 2-3 types of scince pack) and changes for robot frame and T2 semiconductor (because they ne...
by khadgarion
Fri Oct 11, 2019 5:44 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358185

Re: [MOD 0.17] Industrial Revolution

I'd like to echo someone who posted about the sounds. I find it really satisfying to listen to the burner machines. I am kind of sad in a way to move on to the electronic assemblers, it's an interesting rythum the burners make when you pick up some end products and they all spring to life. Great job...
by khadgarion
Sat Jun 01, 2019 5:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated. Things that work: ore generation mining times adjusted for default iron axe assembler ingredient limits removed Things that I know don't work yet: 0.17 graphics updates (e.g. highres sola...
by khadgarion
Thu Feb 28, 2019 2:24 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36616

Re: Version 0.17.1

To all people who report bug reports or technical issues : There is a "Bug report" subforum for reporting bugs (including in the campaign) There is a Technical Help for people who experience technical issues that don't seem to be bugs There is also a Balancing subforum for those who think...
by khadgarion
Wed Feb 27, 2019 3:50 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36616

Re: Version 0.17.1

A suggestion for the campaign: Give splitters and underground belts to the player, or allow them to be researched. I kind of feel like I had my hands tied behind my back when trying to automate all the things during the last phase of the biter attack, not being able to organize my spaghetti. I ended...
by khadgarion
Thu Jan 10, 2019 3:08 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 5698

Re: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

LTN does not in any way change how inserters work, so by default they will fill any train to capacity or until it leaves. It's strange that it worked differently for you. I agree, it is strange that it was working. I don't know what exactly happened there, but I am going to modify all my existing s...
by khadgarion
Wed Jan 09, 2019 4:08 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 5698

Re: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

I unchecked the "Finish Loading" setting in the menu and train seem to be running as they were before, but I noticed (like the tooltip said) it leaves some inserters hanging onto items. While it's not a big deal for a coal provider, it may mess up other stations. I remember reading somethi...
by khadgarion
Wed Jan 09, 2019 3:47 am
Forum: Logistic Train Network
Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Replies: 7
Views: 5698

[LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount

I have been using a mixture of LTN and vanilla scheduling with some success up until last night. The vanilla stops are remainders until I can replace them with LTN, because I have really enjoyed using it. I have my coal supplied power plant requesting 20K coal, with a request threshold of 4k. The mi...
by khadgarion
Sat Jan 05, 2019 3:07 am
Forum: Logistic Train Network
Topic: Load up only one cargo wagon?
Replies: 2
Views: 1648

Re: Load up only one cargo wagon?

If LTN could correctly guess at what carriage position your station expects which item I'd rework it to play lottery games. :lol: Joking aside, try wide chest spanning the whole train length and use filtered loader or miniloader to output from those. It's by far the simplest and most ups friendly w...
by khadgarion
Fri Jan 04, 2019 3:46 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

what is difference between pressurized and basic storage tank? as i see they both have 25K storage If i had to guess I would say transfer speed? I'm probably missing something obvious, but I can't figure out how to pump natural gas. It won't work for me with pumpjacks. I finally got to the point wh...
by khadgarion
Fri Jan 04, 2019 3:11 am
Forum: Logistic Train Network
Topic: Load up only one cargo wagon?
Replies: 2
Views: 1648

Load up only one cargo wagon?

I have been building mini-factories in my train grids, and was using one station with filter inserters to unload only specific items (see picture for an example) http://prntscr.com/m2tutc http://prntscr.com/m2tutc This is an old station that is still using a vanilla station. Is there any way for me ...
by khadgarion
Wed Dec 12, 2018 8:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

I think induction motors are a more appropriate entry point to construction robots. All the other components required for flying robot frames are tier 2 components. Technically induction motors are AC only, and IRL drones require either brushed or synchronous brushless DC motors. I'd be fine with d...
by khadgarion
Wed Dec 12, 2018 4:11 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

I made a mod fix that changes some of the recipes to be more consistent:

https://mods.factorio.com/mod/KhadsXanderFixes

I will try to fix things as I find them.
by khadgarion
Wed Dec 12, 2018 1:41 am
Forum: Modding help
Topic: Making a mod that changes another mod's recipes
Replies: 2
Views: 688

Re: Making a mod that changes another mod's recipes

I think I just answered my own question; I added a data.lua file and put in a require for the file I changed and it worked!
by khadgarion
Wed Dec 12, 2018 1:15 am
Forum: Modding help
Topic: Making a mod that changes another mod's recipes
Replies: 2
Views: 688

Making a mod that changes another mod's recipes

Hi folks, I am trying to modify some recipes in a mod I am playing. I have successfully edited the mod's files and made some recipe changes, but I would like to keep my changes separate from the actual mod. Essentially, I am making a new mod that has a dependency on the old mod. I made my info.json ...
by khadgarion
Fri Dec 07, 2018 5:10 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

1) Yes, AFAIK. Compact flying drones capable of carrying heavy loads are high tech. but there is high-performance flying robot frame - it needs same motors but all other is next tier also it's hard to construct big base without construction robot. i think it will be better that for standard flying ...
by khadgarion
Wed Nov 28, 2018 1:52 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

OMGosh, I think I give up now. The mod has beaten me. I'm at 166 hours, and just got past blue science (don't even have red belts being made yet), and was trying to make the move to robots. Good lord, there are dozens of things needed for this, PLUS purple science to make some of the items. With al...
by khadgarion
Thu Oct 18, 2018 6:45 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

Holy cow. I am now at the point where I need fast inserters... Talk about a serious production chain! I had to write down a tree for the production of the etched fiberglass boards, it was quite confusing trying to figure it out until I had an idea of what I needed to make it all. It's going to take ...
by khadgarion
Thu Oct 04, 2018 4:19 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

Just started playing this mod last night, I like it so far. I am guessing you like to hear suggestions or questions, so I just had a thought; Burner miners require a chemical furnace to build, but cannot use coal coke as fuel. I would suggest allowing coal coke as a fuel, or changing the recipe to ...
by khadgarion
Fri Sep 28, 2018 3:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294800

Re: [MOD 0.16] Xander Mod v2.1.1

Just started playing this mod last night, I like it so far. I am guessing you like to hear suggestions or questions, so I just had a thought; Burner miners require a chemical furnace to build, but cannot use coal coke as fuel. I would suggest allowing coal coke as a fuel, or changing the recipe to u...

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