Search found 180 matches

by Repofme1
Sun Dec 17, 2017 8:03 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Short notice: Return to XM

Hi all - A lot has happened since I last had time to look at Factorio! For the past three weeks I have been completely occupied with six or seven large projects, four final exams, and five interviews. So I've had practically zero time, which unfortunately means I've missed a lot of stuff. I only jus...
by Repofme1
Mon Nov 20, 2017 4:15 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

Especially since the mod is rather large and a new copy takes up a fair bit of space for such small (data-wise) changes. Technically it's possible to put all of the graphics into a seperate mod (e.g. "Xander Mod Graphics Pack") that only has to be updated if any of the graphics change or ...
by Repofme1
Mon Nov 20, 2017 4:06 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

Hi. Sorry I haven't responded for so long. Wow, that's a lot of fixes! ... Otherwise it looks pretty good, thank you so much for all that work! And I'm glad you like the mod, when I was making it I didn't expect it to get so popular! You're very welcome! :D I haven't had much chance to play recentl...
by Repofme1
Mon Nov 20, 2017 3:44 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

\* Perhaps less whimsically, Spaceship Debris or something. As a concept on paper i agree that that sounds really cool, as a mod designer myself i'd inadvertently think of the balancing issue tho. You say it's easy because the player can just choose how much he wants...but i'm not so sure of that. ...
by Repofme1
Mon Nov 20, 2017 3:29 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

I don't really understand that numbering convention, just been going with what feels right. http://semver.org In the context of a Factorio mod, the major version number wouldn't change short of a full rewrite of the mod that completely breaks existing saves and requires a full restart. My impressio...
by Repofme1
Fri Nov 17, 2017 2:08 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

Path 3 would be a good hotfix, but as I just put out an update, I have some time before the next one. That gives me time spend some time thinking about waste treatment in more detail, which I'd like to do. Oh, and thanks for the tip on circuit-1-b, I added it to Substrates II real quick so as to no...
by Repofme1
Thu Nov 16, 2017 3:05 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

There's a significant gap between when you start producing Waste Water (Bauxite Sediment Classifying, red science) and have the ability to treat it (Chemical Reactor I, red science, but construction is gated behind Basic Nickel Smelting, green science). You also don't have any way to store the wast...
by Repofme1
Wed Nov 15, 2017 4:45 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Version 1.3.2 Released

Hi all -

Just a quick announcement that the latest version is out. And yep, mineral sand washing should be fixed! Along with many other changes. I'll post the full log tomorrow when it's not so late.
by Repofme1
Mon Nov 13, 2017 8:24 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Xander Mod now on GitHub!

Hi all - Good news! Thanks to some much-appreciated help from ironchefpython, Xander Mod is now on GitHub! Currently just an initial commit and pull request for the changes Gragorath suggested, both added by ironchefpython, but I'll give it some proper attention soon. My weekend was very occupied wi...
by Repofme1
Sat Nov 11, 2017 3:30 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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
Sat Nov 11, 2017 3:12 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Re: [MOD 0.15+] Xander Mod v1.3.1

Hi. I've spent a lot of hours on this really cool mod, and I've gradually fixed (or unborked) most of the issues I've run into on the way. I get the feeling you want to finish the 1.4.0 release before getting the project on GitHub so I thought I'd post the issues and the fixes I've done. Hopefully ...
by Repofme1
Thu Nov 09, 2017 6:15 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Re: [MOD 0.15+] Xander Mod v1.3.1

I guess I won't write a migration or anything about the removed recipes, largely because I still don't really understand the problem. I did actually mean for the removed recipes to go away, are they still showing up? No, i think, everything would be fine, if you start a new map The problem occurs, ...
by Repofme1
Tue Nov 07, 2017 5:52 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Re: [MOD 0.15+] Xander Mod v1.3.1

- Loader situation: keep XM recipes for people who want to use only XM - Test out a bit of integration with other mods: find a good, standalone loader mod to add as an optional dependency. That way I get its good loader behavior with my good recipes I think "Loader Redux" is a good one *T...
by Repofme1
Tue Nov 07, 2017 5:31 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Re: [MOD 0.15+] Xander Mod v1.3.1

*My idea with keeping the electromechanical tier is to represent *large* and simple things, like major switches, that control the massive power flowing through a machine, instead of the very low power and immense complexity of super-advanced data processing circuits Ah, so basically a https://en.wi...
by Repofme1
Tue Nov 07, 2017 3:27 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Re: [MOD 0.15+] Xander Mod v1.3.1

Hi all - Wow, so much activity! I don't want to get distracted actually implementing fixes until I get the mod on GitHub, but I at least compiled everything from the recent posts here into a list of my own. I copied it roughly below, I guess it's like a precursor to a proper GitHub list of known iss...
by Repofme1
Fri Nov 03, 2017 5:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

Version 1.3.1 Out

Hi all - Sorry I kept you waiting for a month! It's been a while, but I finally got to a point where I could post an update, and just in time for the weekend! This one feels pretty heavy on content, so I maybe could have broken it into two smaller ones, with one of them sooner and the other half now...
by Repofme1
Thu Oct 19, 2017 5:44 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

Attempting to load an old savegame that never had xander before causes a migration error: [img]xanderbug.png[/img] I'm 90% 100% sure that none of the other mods i have adds anything called "steel-charge-a". Ah, I see why this happened. In a previous version of XM, I did have something cal...
by Repofme1
Thu Oct 19, 2017 5:38 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

I'm glad I could help, and it's always interesting to hear your stories. Having studied some chemistry, I find your recipies a lot more fun to play (WAY less immersion-breaking) than the vanilla ones. On this note, something else that would be interesting to see is large scale versions of machines,...
by Repofme1
Wed Oct 18, 2017 1:39 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

I've been thinking about the motor recipies and have a few suggestions. For realism, I think the roles of brushless and induction motors should be switched since induction motors became widespread fairly early on (early 20th century, only a few decades after brushed motors) and are a very simple de...
by Repofme1
Wed Oct 18, 2017 1:18 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294872

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

A lot of this early stuff is of course inspired by real life - check out some early (or late, later in the game) industrial history if you're curious. I would say do that if you're confused, but it would probably just leave you more bewildered :lol: "Where the heck did [X feature] come from!?&...

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