Search found 180 matches

by Repofme1
Tue Oct 17, 2017 2:18 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Please, be my guest, but, uh... I don't think you'll have an easy time. That's another reason why I don't want to put effort into patching this particular combination. Oh yeah thanks Repofme1, i'll be ur guest - for now i'm trying to make a huge counts of charcoal to provide fuel to my furnaces - i...
by Repofme1
Mon Oct 16, 2017 2:53 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Hi Repofme1 How about compatibility with angel's mods - especially I am interested in compatibility with angel's refining and angel's ores :?: Can we make some patch for ur mod to allow angel's ores mod and angel's refining mod to work with ur resources - so we can extract ores from ur mod from 6 a...
by Repofme1
Mon Oct 16, 2017 2:39 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Really enjoying this mod so far, and I'm at the point of making my first electric machines (handcrafting circuits). Unfortunately, it looks like the Standard Chemical Reactor is locked behind itself via nickel and blasting fluid. Any way of getting around this (perhaps wood-derived nitrocellulose)?...
by Repofme1
Mon Oct 16, 2017 2:35 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Here it would be nice, if inserter would have a durability property and the bad ones would stop working earlier...(just thinking) You could also consider to remove the bad recipes for motor and inserter. They are there to bridge the gap, where you need circuits and steel parts. Steel parts are quit...
by Repofme1
Mon Oct 16, 2017 2:24 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Thanks for the explanations :) I must confess, that I dont have much idea about material processing, because I'm a computer science guy. But it is so fascinating I fully agree, that it is very realistic (and realism regarding material processing is really the tenor of this mod), that processes prod...
by Repofme1
Fri Oct 13, 2017 8:56 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

More specific work so far - This mainly covers the issue of things with two different recipes, like simple coils, basic electric motors, and regular inserters. After looking at these, I came up with some improvements to hopefully simplify them, like removing circuits from the motor recipe, and incre...
by Repofme1
Fri Oct 13, 2017 6:18 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Hi all - Just an update so far. About waste: I decided to reduce the pollution ratios of all machines by a factor of 5, and things looks a lot better in my test world. That should help a lot with problems. I haven't had time to examine early waste processing in detail yet, but I can explain my inten...
by Repofme1
Thu Oct 05, 2017 8:57 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

Hello questions.. wtah in Heavy Mineral Sands? Where to use it? 2017-10-05_2-42-36.png 4 components: chromite = FeCr2O4 -> for chromium rutile = TiO2 -> for titanium zirconia = ZrO2 -> for zirconium sand = SiO2 -> waste from extracting chromite, rutile, or zirconia You can only get 1 component at a...
by Repofme1
Thu Oct 05, 2017 8:52 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: Version 1.3.0 finally out!

Hi all - ...etc... Thank you. I cannot say much about the new features at the moment, because I restarted my map. It was such a mess :) Wanted to get rid of bobs greenhouse and some other resource and water settings. I can say, that it feels relativly smooth to restart compared to the beginnings. A...
by Repofme1
Thu Oct 05, 2017 8:36 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.3.0

orzelek wrote:Perfect timing with config update since I was just planning to release another update.
So new config is in 3.4.5.
Thanks!
by Repofme1
Mon Oct 02, 2017 11:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

Coding something like that wouldn't be too tough to be honest. Base it on the assembler entity then decide what inputs (if any) it would need. You could make it need electricity, steam, water and/or fuel (or a mixture of them). Drag chains and some kind of saw come to mind from logging in the 19th ...
by Repofme1
Mon Oct 02, 2017 10:50 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Version 1.3.0 finally out!

Hi all - So, I finally got around to finishing 1.3.0. I wish it hadn't taken so long, because I've only put in a couple new features in the past two weeks, but between university classes and moving to a new apartment, I only had a few spare hours. That being said, I'm happy that this update does add...
by Repofme1
Sun Sep 24, 2017 3:02 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

Hi all - Wow, a lot of ideas for fixing these stupid lumber problems we've been having! And fast too. To wrap up my thoughts: This problem with wood happens because the stuff is relatively easy to produce in reality, but not in Factorio. The main reasons are time (as pointed out), but also the labor...
by Repofme1
Fri Sep 22, 2017 3:41 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

Hi all, So, I'm nearly ready to publish the 1.3.0 update, but I want to include some fix to the high use of raw wood. Even though I dislike this solution, my current plan is, yes, to add a greenhouse type building. Finding some convoluted alternative is simply not worth the extra time and aggravatio...
by Repofme1
Fri Sep 22, 2017 3:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

a new game. there are no electric poles. who faced? prescription is also not ... yes - find and open technology - hardness Correct - the "electricity" tech unlocks electric poles. Start your automation with simple burner machines: drill, assembler, furnaces, inserters, chemical reactor, m...
by Repofme1
Thu Sep 14, 2017 1:45 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

That's correct about parts which are not fixed yet - my test world is not as far as either of yours :| That's why it is actually very helpful, when people point out issues, so I know what to focus on. For example, several situations that I now know to address, but had not reached yet: too much need...
by Repofme1
Wed Sep 13, 2017 11:47 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

on what to produce this apparatus? and what kind of technology is needed? and chemical plant not automatic create 2017-09-12_22-18-32.png You must hand craft those until you get far enough. technology? example automatic craft? you need assembling machine that can make stuff with 4 ingredients. I do...
by Repofme1
Sun Sep 10, 2017 2:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

Jod, I'd bet your problems are mostly because you're ahead of the part he has fixed up to. The wood thing is a valid concern though yes, base game doesn't have automated wood because it barely uses any. This mod uses quite a lot and really needs to provide means to get it or put a banner in the OP ...
by Repofme1
Sun Sep 10, 2017 2:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

Fixed automatic? clay iron casting? Clay can be automated in the mineral sieve which is unlocked by one of the early techs and iron castings can be made in the clay furnace. I hope that answered your question. you talked about this technology *? 2017-09-09_7-05-32.png find 2017-09-09_7-15-41.png 20...
by Repofme1
Sun Sep 10, 2017 2:01 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297212

Re: [MOD 0.15+] Xander Mod v1.2.2

anybody knows how do pipes work in this mod? i mean, are the different materials used for different substances or they are tiered in quality? (like copper < iron < steel, etc) The pipes are all mostly identical right now. The only difference is that better materials have longer underground distance...

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