Search found 180 matches

by Repofme1
Mon Jan 15, 2018 10:21 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.16] Xander Mod v1.4.1

In case someone is interested there's a mod which fits really well for replace the "logging camp" in more realistic way called Lumberjack . Oh! I saw that mod come up on the website, but I thought it was for hand chopping - I didn't realize it's an entity! This is exactly what I was think...
by Repofme1
Thu Jan 11, 2018 1:57 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.16] Xander Mod v1.4.1

Yep it's a bit more - like corpse, explosion and light if expected. Also mods directory name is not proper - if you extract it to run it needs to be fixed up. One more thing that might need to changed - base game dropped uranium from starting area but it's in RSO config for Xander still. Do you wan...
by Repofme1
Wed Jan 10, 2018 8:06 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.16] Xander Mod v1.4.1

Yep it's a bit more - like corpse, explosion and light if expected. Also mods directory name is not proper - if you extract it to run it needs to be fixed up. One more thing that might need to changed - base game dropped uranium from starting area but it's in RSO config for Xander still. Do you wan...
by Repofme1
Mon Jan 01, 2018 8:01 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.16] Xander Mod v1.4.1

I really like it, that the miner is behind a research, because it makes them a lot more valueable. I also think, that this mod is already marathon style and very challenging, even without such a high multiplier, that your request seems a bit extraordinary. However, you could cheat a bit f.e. with I...
by Repofme1
Wed Dec 27, 2017 9:27 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.16] Xander Mod v1.4.1

So for some reason, the collision box for the burner lab is tiny to nonexistent for me. Is anyone else having this problem? Yes. I tried placing a burner lab, can see it but can't access it, put anything in it or remove it. I also had compatibility problems with several other mods which needed disa...
by Repofme1
Wed Dec 27, 2017 9:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15] Xander Mod v1.4.0

Hi all - Mod version 1.4.1 is out, for Factorio version 0.16! My thanks to Therax (mspipelberg on GitHub) for the port, notably writing several functions to base the XM entity prototypes on the existing base game definitions. This fixed the load errors and simplified a lot of redundant code. The re...
by Repofme1
Wed Dec 27, 2017 9:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: Update to XM 1.4.1 / Factorio 0.16

2017-12-25_2-22-43.png You have different mod that is removing kovarex enrichment process recipe. It would seem that either Repofme1 would need to add a lot of checking to his mod for stuff or just assume that Xander mod is not compatible with whatever mod removed the enrichment. Incompatibility is...
by Repofme1
Sun Dec 24, 2017 10:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Update to XM 1.4.1 / Factorio 0.16

Hi all - Mod version 1.4.1 is out, for Factorio version 0.16! My thanks to Therax (mspipelberg on GitHub) for the port, notably writing several functions to base the XM entity prototypes on the existing base game definitions. This fixed the load errors and simplified a lot of redundant code. The res...
by Repofme1
Sun Dec 24, 2017 8:54 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15] Xander Mod v1.4.0

Thats a lot :). And also thanks to Therax/mspielberg I took a short look and 2 problems occur (tested with Version 0.16.7): - On load, factorio complains about missing graphics: graphics\entity\production\boiler-2\E-fire.png etc. (I copied the ones from base temporary and then it loads. Maybe its a...
by Repofme1
Sun Dec 24, 2017 12:57 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Nice, thank you very much. Good to see, that something's happening. And also thanks for the work towards 0.16. I think it does make sense to copy the objects from base game and only change, what's different. This will reduce a decent chunk of redundant code and improves readability. I checked my sa...
by Repofme1
Sun Dec 24, 2017 12:31 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Mod manager just notified me this project isn't dead after all. That's excellent news! =) I'll have to take a look at the 1.4.0 update when I get home again. Really appreciate your work on the mod! Yes! It would deeply pain me to have to fully stop working on it - sorry that it looked like I droppe...
by Repofme1
Sat Dec 23, 2017 11:43 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: Version 1.4.0 Out

As for next steps, my first priority is compatibility with Factorio 0.16, mainly via the GitHub pull request I see from mspielberg. It looks pretty hefty so I don't know how long it'll take. Many of the problems with 0.16 compatibility are because some of the Lua in the base game entities has been ...
by Repofme1
Fri Dec 22, 2017 2:18 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I'm currently working on porting to 0.16, and doing a lot of code cleanup along the way. In related news, I requested got a new feature added to Factorio core that will solve the burner-inserter / chemical-burner-inserter dichotomy: https://forums.factorio.com/viewtopic.php?f=28&t=54971 ! Cool!...
by Repofme1
Fri Dec 22, 2017 2:06 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Hello! I love your mod! I'm just a bit affraid i've found a dead end to progress (2 in fact).... 1) "Metallized Fiberglass-Phenolic Boards" require (at least) "assembling machine 2" to be created, but "assembling machine 2" requires you to have 4 "Metallized Fiber...
by Repofme1
Fri Dec 22, 2017 1:14 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

delete lines new bugs 2017-12-22_2-57-57.png This problem, and most of the problems you posted just before, come from particular data functions in the base game (get_circuit_connector_sprites and conditional_return), which I do not understand. Are you perhaps using Factorio 0.16 (the new version) i...
by Repofme1
Fri Dec 22, 2017 12:57 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Version 1.4.0 Out

Hi all - Just posting to say version 1.4.0 is updated on the mod portal and GitHub. This checks off the first point I mentioned, so I can move on to bringing in Factorio 0.16 compatibility. I had time to check out this update, and it looks really cool! I especially love the artillery, and it's actua...
by Repofme1
Tue Dec 19, 2017 4:43 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I'm also very curious about the loader for train cars that doesn't kill performance, I really like that idea and how it corresponds to real loading of bulk materials in rail hopper cars. I'll definitely look into incorporating that, or maybe listing it as a strongly recommended companion. My though...
by Repofme1
Sun Dec 17, 2017 11:14 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I'm currently working on porting to 0.16, and doing a lot of code cleanup along the way. In related news, I requested got a new feature added to Factorio core that will solve the burner-inserter / chemical-burner-inserter dichotomy: https://forums.factorio.com/viewtopic.php?f=28&t=54971 ! I hav...
by Repofme1
Sun Dec 17, 2017 11:09 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Current Directions

Hi again - Alright, I've looked through the recent forum posts, but not the GitHub issues and requests. I also did a bunch of individual fixes on my local copy today, with a handful of fixes that one of my friends suggested from playing the mod. I have had very little time for actually playing the g...
by Repofme1
Sun Dec 17, 2017 8:27 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 297565

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Unfortunately, the Integrated Chemical Plant is the direct upgrade to the Fractional Distillation Column too and as such needs to be able to handle the oil recipes. At least to me, fractional distillation feels qualitatively different from the other chemical processes. There isn't much in the way o...

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