Search found 180 matches

by Repofme1
Wed Aug 23, 2017 8:23 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.1.1

Its not only an issue for previous saves. (and here not a big, if you have one clay furnace) In a new game, i have only one of your new stone furnaces as starter item The ones, which are crafted are old ones. I dont think, thats intended, but its not a showstopper, because you have one to bootstrap...
by Repofme1
Wed Aug 23, 2017 6:13 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.1.0

One starting problem: - bronze can be obtained only in a clay furnace with the recipe selection, because of the 2 inputs. - for the first clay furnace you need bronze. I thought I made the stone furnace (at least the one you can craft and place) be assembling-machine type so it can take multiple in...
by Repofme1
Wed Aug 23, 2017 5:18 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.1.0

One starting problem: - bronze can be obtained only in a clay furnace with the recipe selection, because of the 2 inputs. - for the first clay furnace you need bronze. I thought I made the stone furnace (at least the one you can craft and place) be assembling-machine type so it can take multiple in...
by Repofme1
Wed Aug 23, 2017 10:41 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Patch 1.1.1 Out

Hi all - Patch 1.1.1 is now out, mostly (relatively) small fixes like the furnace re-write. Completing the full set of burner machines for a distinct starting age will take a little while, and I didn't want to delay this finished stuff for too much longer. Also... I'm researching steel parts and any...
by Repofme1
Wed Aug 23, 2017 6:42 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.1.0

Hey, I started playing with this mod earlier today and noticed that you can't research the tech for the blue science packs without first unlocking a few techs that require them. So... yeah. Should be an easy fix, though, as it's just 2 techs. And I love what I see so far, by the way. The amount of ...
by Repofme1
Tue Aug 22, 2017 10:10 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Well, if you don't like lategame plates so much make IronOre -*chemistry-chemistry* ->FineIronPowder-> *3d printer machine* -> a complex irregularly shaped part for whatever or even the whole mechanism. Like, fineMetalPowder+Coils+MagnetizedIron->*3d-printer*->Electric Stepper Motor. You also don't...
by Repofme1
Tue Aug 22, 2017 10:01 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Short note: above is guaranteed to happen.. sooner or later :D (Cue all bob's games where some nasty gold patch needed searching of about 2.5k tiles area from start and then fight to get to it) HAHAHA! I know exactly what you mean :lol: Still, I'd like to get this sort of thing down to a little les...
by Repofme1
Tue Aug 22, 2017 9:48 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

One thing I didn't mention that I thought was missing: using previous tier items as part of the recipe for the next. I do use this a lot for upgrades of my electric machines once they are attained, but I think I'll keep the break between burner and electric 1 tiers. It helps distinguish them, and n...
by Repofme1
Mon Aug 21, 2017 9:15 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Well that's good news. Both that you have solved the furnace problem and are feeling less discouraged. The belts and machines proposal would probably be for the best. Currently you added the basic tier because you think starting off with the stock tech levels is unrealistic right? Then again, doing...
by Repofme1
Mon Aug 21, 2017 7:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

orzelek wrote:RSO config: if you are sure it's good I will update it soon-ish and release new one.
I'm actually not certain of it yet, still needs more testing to make sure you won't get stuck with an impossibly difficult world. I'll let you know when it's done.
by Repofme1
Mon Aug 21, 2017 6:57 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Hi all - Quick note regarding the brick furnace, the coke->graphite was the last straw between me and the current brick furnace. I decided that a little graphics were not worth the trouble for a furnace-type machine. I also wanted to see if my initial qualms were even valid anymore, and it turns out...
by Repofme1
Mon Aug 21, 2017 10:54 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Hi all - Good news is, I've put together a hopefully better plain-text description, that guides some of the early game and explains some of the problems I'm running into. It's in the Long Description section of the OP. Bad news is I see these same problems as before are still as nasty as ever, based...
by Repofme1
Sun Aug 20, 2017 6:14 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

I fear, that I'm not the most representative type of player. Regarding upload problems on the mod platform (which seems to be really problematic sometimes) The mod is really big due to the graphics. Maybe it can be splitted, because I would assume, that the graphics don't change very often. I dont ...
by Repofme1
Sun Aug 20, 2017 5:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Thanks for the quick replies! I'm glad you like it, jodukus, but I agree with all that it's not very clear. I'll probably write a more explanatory guide in the near future, based on a test playthrough. Oh! I didn't realize that about the science multiplier, but good to know. The belts and automation...
by Repofme1
Sun Aug 20, 2017 11:26 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Starting Guide - I added a section to the OP, for a sort of guide that I wrote for the startup. It's not *super* extensive, but it is basically solid hints on how to do stuff early on, with a few of my overall design principles. I styled it as a story for fun :P , let me know if that makes things un...
by Repofme1
Sun Aug 20, 2017 11:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

I assume, that the expensive recipes and tech multiplier > 1 are making this a marathon². I'm sure that I'm going to play only without it, at least at first. Indeed a marathon squared! :D Xander Mod features built-in increases in science costs, not by a factor of 5 but probably 2-3 overall consider...
by Repofme1
Sun Aug 20, 2017 8:54 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

About Bob/Angels - I have a question: Am I assuming correctly that this mod will not work nicely with bob's or angels set? Hehe. I was expecting one of the usual Russians to appear asking that but it's you instead ;) As for my above question about compatibility - for sure don't try to mix with bob's...
by Repofme1
Sun Aug 20, 2017 8:40 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Hi all - Wow, a lot happened last night! I was trying to figure out the problems with the circuit and assembling machine level 1, because I got bored of hand crafting science packs in my test world. And if I got bored, that usually means most people already did a while ago :( But this is a bit like ...
by Repofme1
Sat Aug 19, 2017 5:02 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

You could save yourself some hassle if you post a note (or update the OP) saying "Up to <ABC> is working and can be tested. Please do not post issues after that point". We can test up to what should be working and save you the time waste of replying to things you haven't done yet. Great s...
by Repofme1
Sat Aug 19, 2017 1:32 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294046

Re: [MOD 0.15+] Xander Mod v1.0.0

Nice mod you developed there. I can see the love for detail. So I might be wrong, but I think there's something wrong with the brass plates. Probably an early recipe for brass plates is missing. :roll: When I have a look into the tech tree the only recipe to get brass plates is in the "Leaded ...

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