Search found 371 matches

by Ratzap
Sat Sep 09, 2017 7:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I beelined for electric labs and electric miners - got there in 10 hours played with 2 burner labs. I think I'll pause there for a bit to let the author move ahead, maybe play a bit more to build up the automation steps.
by Ratzap
Sat Sep 09, 2017 2:51 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I think the russian guys problems stem from having all those other mods mixed in with this one - sucks for them but that shouldn't be a priority when the mod is still in development. 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 ...
by Ratzap
Fri Sep 01, 2017 10:13 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 39943

Re: Friday Facts #206 - Workflow optimisation

Now all stock needs is the functionality from 'Upgrade planner'. Manually replacing yellow transport then red later in my sotck save is soooo tedious and error prone.
by Ratzap
Sat Aug 26, 2017 8:44 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

Re: [MOD 0.15+] Xander Mod v1.2.0

Airat9000 wrote:bob angels mods compartible?
And there he is, a few pages late ;) No, it's not and don't expect it any time soon (or ever probably).
by Ratzap
Fri Aug 25, 2017 8:11 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426914

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Hey, I'm 127 hours into a game with your mod and while I'm still enjoying it, it's feeling like a little bit of a grind. I think to an extent thats probably my fault; I didn't focus enough on limiting pollution early on but the result is now that anywhere outside my base walls is covered with xeno ...
by Ratzap
Mon Aug 21, 2017 9:45 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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. Some mods do this and stock does to an extent and I must admit I like it. It lets you do in situ replacement upgrades without leaving you with boxes of obsolete gear and it's realisti...
by Ratzap
Mon Aug 21, 2017 8:21 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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 Ratzap
Mon Aug 21, 2017 1:10 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I let it run and plugged away at the research. I'm now 7 hours in with organics researching now (basically almost all the red tech). I've not tried to build any circuits or assemblers as you've said they're still problematic. The solder recipes all have missing keys by the way. Even once it's safe t...
by Ratzap
Sun Aug 20, 2017 8:51 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

One thing I've noticed just now is you're being hit by the 'multiple recipe for the same item' feature.

I'm researching steel parts and anything using standard belt/shaft/gear mechanism will no longer autocraft because the steel recipe is taking presidence?
by Ratzap
Sun Aug 20, 2017 4:51 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I think what the author is trying to get at though is that those are design decisions, not bugs or balance problems to solve. He wants the early phase to be mostly beltless and he wants some degree of manual tree cutting. Making belts cheaper, slower low tech belts or greenhouses would make the mod ...
by Ratzap
Sun Aug 20, 2017 2:38 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

That's really a nice story-telling, like the beginning of a novel for people with an affinity for chemistry. And it describes the mood of a scientist who knows how to do something, but is very limited without the proper materials. So he is wondering, how to bootstrap a proper production. Since ther...
by Ratzap
Sat Aug 19, 2017 10:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

Ah, good man. I was kind of hoping you'd get it working with RSO. For now though, all the grey science stuff should be fine but you might want to stop there as he's still working on the bits after that. As for the ore colours, if you look for images you'll find that those ones are closer to the real...
by Ratzap
Sat Aug 19, 2017 8:02 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

orzelek wrote: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 ;)
by Ratzap
Sat Aug 19, 2017 3:06 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I just found this problem too as I was playing literally 5 minutes ago, then I log onto the forums and see you've beat me to it by 4 hours :lol: This is part of a bigger cluster of problems with basic circuits and the assembling machine 1, that I aim to fix for the next release, since I still have ...
by Ratzap
Fri Aug 18, 2017 8:50 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

I had something similar happen where I actually needed 2 electric inserters to take all the coke OUT of a brick furnace, which was problematic because it didn't leave room for the inserter to re-fuel the coking oven. Although I'm not sure why one would run a boiler on wood, given how annoying it is...
by Ratzap
Fri Aug 18, 2017 5:33 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

3 hours played: I've researched all grey science now and harvested all trees/rocks on my island. I'm going to stop at this point for now and wait for the next developments. jodokus31 - electric inserters are a hell of a lot of work to get to. A lot more research and considerable amount of resources,...
by Ratzap
Fri Aug 18, 2017 3:26 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

Another small snag

Image

This should be a self feeding coke unit. Unfortunately the burner inserters don't recognise coke as fuel so they won't use it and everything stops.
by Ratzap
Fri Aug 18, 2017 2:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

One thing which comes to mind from other saves is that if you have a lot of fuel usage or low fuel value items, burner inserters or sometimes even the basic inserters, cannot keep up. So you get low throughput as a best case and worst case things grind to a halt. Example: using raw wood to fuel boil...
by Ratzap
Thu Aug 17, 2017 6:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

That's a big improvement. I regenerated the same map from my seed and started fresh. After 1 hour I had a couple of techs and 9 miners working away.
Fuel supply is the next big problem I think. The 900 charcoal I made is almost gone and with 4 coal miners I'll switch to coke soon.
by Ratzap
Wed Aug 16, 2017 8:58 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 295028

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

Then there are folk like me. I won't do anything by hand that I don't have to (tree clearance for example). For slow things I tab out and watch an episode of something then check back in.

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