Search found 180 matches

by Repofme1
Wed Apr 08, 2020 3:05 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Update to 3.4.1

Hi all - The latest version 3.4.1 is now available on the mod portal. Quick summary: Content overhauled to early blue science Fully implemented mid-tier steam temperature (300 C) Modules, tier 1 and 2 Playtested up to late green science - not much news Nominally complete up to early blue science - c...
by Repofme1
Wed Apr 08, 2020 2:39 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: Nice Base and Mod Bits

Thank you for keeping the updates coming, I played until chemical (blue) science packs and can't wait to continue with the upcoming content and technologies. I think the chemical science pack really feels like a chemical one when you look at the factories that produce it (I added a screenshot of a ...
by Repofme1
Sun Mar 08, 2020 4:55 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Version 3.4.0 out

Hi all - Xander Mod 3.4.0 is available on the mod portal, finally upgraded to work with Factorio 0.18. The main new chunk here is the mipmap-enabled icons, which I reconstructed throughout what should be the whole mod. There is relatively little new content besides this, but I did add another tier e...
by Repofme1
Sun Feb 02, 2020 3:43 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Version 3.3.0 out

Hi all - I know it's been a long time, and I too wish I could have gotten this update out earlier. It's not especially large, either, but it does include better entity sprites in the graphics-pack-1. Hopefully I won't have to update the graphics packs again for a while, which would be good because I...
by Repofme1
Mon Dec 23, 2019 1:15 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.17] Xander Mod v3.2.0

We cheated our way to our first electric refining furnace and kept playing, reached blue science successfully. It looks like in the current version, after blue science it pretty much reverts to stock, so I would expect the rest of the game to be relatively easy. Thanks for the tip! I guess I wasn't...
by Repofme1
Thu Nov 21, 2019 3:17 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Version 3.2.0 Out

Hi all - Version 3.2.0 is now available on the mod portal. Brief summary: Content overhauled just up to blue science pack Playtested up to middle green science - similar to last update Nominally complete up to middle green science - content and balance feel good, major change unlikely Added migratio...
by Repofme1
Wed Nov 13, 2019 1:09 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.17] Xander Mod v3.1.0

repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time...
by Repofme1
Tue Oct 29, 2019 8:36 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.17] Xander Mod v3.0.0

It'd be nice to have a burner powered building that would make clay ball out of laterite. I didn't see anything in helmod that showed an assembler (other than the am1 which requires electricity... Which is a ways away) Maybe add that recipe to the burner assembler? It's in the burner Ore Processor....
by Repofme1
Mon Oct 28, 2019 4:36 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Upcoming 3.1.0, and Conversation

Hi all - well, the few of you who are still paying attention to this topic I do like reading your comments, because they remind me of some of the really good moments we've had :) . It's quite satisfying to know how my (mis)adventures have inspired people, and even affected the base game a bit. And w...
by Repofme1
Wed Oct 16, 2019 4:51 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.17] Xander Mod v3.0.0

I'm finally back, Welcome back ;). I've left the field to the other two (one), but thanks for the thanks anyway. I'm assuming 3.0 is another breaking change that won't play nice if people try to load their old maps with it? I have a decent list-function system in place (well, perpetual work-in-prog...
by Repofme1
Sun Oct 13, 2019 8:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.17] Xander Mod v3.0.0

Alright everyone, welcome back to Repo's Lab! Greetings, fellow nerds. Hello everybody and welcome back to my laboratory. And remember, safety is number one priority. ... Hm. Oh well. ... Hi all! I'm finally back, and now with some time on my hands again. I put some time into a 0.17 update over the...
by Repofme1
Fri Jan 25, 2019 2:00 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

News

Wow. I am quite impressed that people continued to persevere or so long through such a balance- and advancement-broken mod as XM.

My hiatus is still in effect, and I will not be present on the forums much, but I am looking at the mod again.


Gears are turning . . .
by Repofme1
Wed Aug 22, 2018 2:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.16] Xander Mod v2.1.1

Hi all - Only a brief word, unfortunately. Once again real life &tc. has ramped up, so I have had almost no time for Factorio. This message is simply to say that things might go this way for the next handful of weeks, so if you don't hear from me, I'm super busy, is all. Good because my work irl...
by Repofme1
Sun Aug 05, 2018 2:10 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.16] Xander Mod v2.1.1

Hey! I've taken a long break from factorio, just getting my sanity back a bit but when I returned about a month ago I quickly realised that vanilla was missing something. Checked in on XM and was ecstatic to see all the growth since my last time! I'm running through a new map (biters are on, holdin...
by Repofme1
Sun Aug 05, 2018 2:02 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Another Status Update

Hi all- It's been a couple weeks since any updates or posts, so I thought I would say a bit here. My ultimate goal in the present time of developing this mod, is to play through the game, and apply my knowledge of industry & technology to content, balance, progression, etc., to make a fun and mo...
by Repofme1
Fri Jul 20, 2018 2:39 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Version 2.1.1 Published

Hi all - As the title says, XM version 2.1.1 is up on the mod portal. Changes of note: -Improvements to content structure (lists and organization of items and recipes, mainly in bulk materials) -Some assorted fixes and smoothing early gameplay -New locale structure and content in progress -Offloaded...
by Repofme1
Thu Jul 19, 2018 11:09 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.16] Xander Mod v1.5.1

morcup wrote:Oo, thanks, that did it. I briefly looked at that mod earlier, but must have misunderstood it, I'm still very new to XanderMod.
This fix is integrated in the latest development version.
by Repofme1
Thu Jul 19, 2018 11:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Re: [MOD 0.16] Xander Mod v1.5.1

Hello, I am loving this mod, but I am having a bit of difficulty with sustainability. The red stone furnaces and blast furnace both require coke. The problem I am having with coke is that 1 coal = 16 coke. There is no way that my insurers can keep up with that, not to mention assembly belt feeding ...
by Repofme1
Thu Jul 19, 2018 10:59 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

General Status Update

Hi all - First, a bit of news for everyone. I'm going to be taking a break or a trip this weekend, so I won't be able to pay any attention to the mod from tonight until probably about next Tuesday night. Plan accordingly. Second, in connection with that, I feel like you all deserve an actual mod upd...
by Repofme1
Wed Jul 11, 2018 1:45 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295149

Some Mod Outline

Hi all - A bit of an unusual update here. I was writing something else for Factoiro, and I actually found myself explaining some long-standing ideas about XM. So, here they are. I was talking about PyCoal actually: They have come a long way indeed! I didn't know it had progressed this far - last tim...

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