[MOD 0.16] Xander Mod v2.1.1

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jodokus31
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Re: [MOD 0.16] Xander Mod v2.1.1

Post by jodokus31 » Thu May 02, 2019 10:28 pm

Therax wrote:
Thu May 02, 2019 9:48 pm
Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated.

Things that work:
  • ore generation
  • mining times adjusted for default iron axe
  • assembler ingredient limits removed
Things that I know don't work yet:
  • 0.17 graphics updates (e.g. highres solar panels and new belt graphics)
  • axe research for XM materials
  • advanced processing units should require a VLSI CPU, but don't
  • science pack research
Please give it a try. I have lots of other plans, but wanted to get something released.
That's really nice. I hope I find some time to get started again.
BroMasterFlex wrote:
Mon Apr 29, 2019 7:59 pm
I got it to work as long as I have the RSO mod installed with it. I ran into and fixed some issues. Then, I submitted a pull request to the update_0_17 branch that jodokus31 made.

https://github.com/justinbangerter/Xand ... pdate_0_17
Thanks for your effort. However, its probably better to move over to therax' fork.

BroMasterFlex
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Re: [MOD 0.16] Xander Mod v2.1.1

Post by BroMasterFlex » Thu May 02, 2019 11:40 pm

jodokus31 wrote:
Thu May 02, 2019 10:28 pm
Thanks for your effort. However, its probably better to move over to therax' fork.
Will do, thanks

khadgarion
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Re: [MOD 0.16] Xander Mod v2.1.1

Post by khadgarion » Sat Jun 01, 2019 5:22 pm

Therax wrote:
Thu May 02, 2019 9:48 pm
Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated.

Things that work:
  • ore generation
  • mining times adjusted for default iron axe
  • assembler ingredient limits removed
Things that I know don't work yet:
  • 0.17 graphics updates (e.g. highres solar panels and new belt graphics)
  • axe research for XM materials
  • advanced processing units should require a VLSI CPU, but don't
  • science pack research
Please give it a try. I have lots of other plans, but wanted to get something released.
Hey Therax, glad to hear someone is working on a 0.17 update! I have been thinking of starting a new Xander's game. Please feel free to use any of the data in my 0.16 fixes in your 0.17 version, if that is even possible.

I may tinker with it in .17 but right now I'd just like to play =)

You said it's probably buggy, is there a specific place you would like bug reports?

Thanks!

aklesey1
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Re: [MOD 0.16] Xander Mod v2.1.1

Post by aklesey1 » Sun Jun 02, 2019 7:00 pm

Therax wrote:
Thu May 02, 2019 9:48 pm
Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated.

Things that work:
  • ore generation
  • mining times adjusted for default iron axe
  • assembler ingredient limits removed
Things that I know don't work yet:
  • 0.17 graphics updates (e.g. highres solar panels and new belt graphics)
  • axe research for XM materials
  • advanced processing units should require a VLSI CPU, but don't
  • science pack research
Please give it a try. I have lots of other plans, but wanted to get something released.
Are u the successor author of this mod, Therax? Are you co-authoring with Repofme1?
So life of Xander mod is continued? :D

Monochrome
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Re: [MOD 0.16] Xander Mod v2.1.1

Post by Monochrome » Fri Jun 14, 2019 5:30 pm

(thank you, Therax, for getting it working with v0.17!)

The last week or two, on startup I've been seeing this error :
The given sprite rectangle (left_top=0x0, right_bottom=64x64) is outside the actual sprite size (left_top=0x0, right_bottom=32x32).
Adding the following lines in <xander-mod-th_2.2.0>\prototypes\item\material\material.lua ~ line 38 gets past it :

data.raw.item["coal"].icon_size = 32
data.raw.item["copper-ore"].icon_size = 32
data.raw.item["iron-ore"].icon_size = 32
data.raw.item["stone"].icon_size = 32

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