Search found 43 matches
- Sat May 15, 2021 5:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.1] Xander Mod v3.6.1
I am glad to see another update. Thanks for continuing to work on this wonderful mod =)
- Wed Feb 24, 2021 9:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.1] Xander Mod v3.6.0
I'm not sure if I just had a fluke while using RSO, but it generated a lot of same ores (tons of skarn)bbut I had to go really far to find another coal patch besides the starter one. Banded iron was a bit far but not too bad. All resources set to the middle slider (default settings). I have biters ...
- Sun Feb 14, 2021 4:19 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.1] Xander Mod v3.6.0
Cool. Looks like I might have to start (yet another) new game. Thanks for sticking with this mod!!
I li ke to play with biters enabled, will see how a new game plays out with the tweaks you have mentioned.
I li ke to play with biters enabled, will see how a new game plays out with the tweaks you have mentioned.
- Thu Dec 17, 2020 8:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.0] Xander Mod v3.5.3
I've been thinking of making a small Xander tweak mod to add concrete and reinforced concrete walls. Probably, those would just be more efficient recipies for walls that used more sophisticated types of concrete. I was also thinking of adding a refinery process to extract CO2 from the atmosphere ...
- Sat Dec 12, 2020 2:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.0] Xander Mod v3.5.3
Hey folks!
if anyone is looking to make Xander mod work with 1.1 there are a few tweaks that will make it work. Do so at your own risk though, no warranty expressed or implied...
edit the info.json in all 3 zip files so the version says 1.1 (the main mod zip, and the two graphics pack zips)
in ...
if anyone is looking to make Xander mod work with 1.1 there are a few tweaks that will make it work. Do so at your own risk though, no warranty expressed or implied...
edit the info.json in all 3 zip files so the version says 1.1 (the main mod zip, and the two graphics pack zips)
in ...
- Fri Nov 13, 2020 12:54 am
- Forum: Ideas and Suggestions
- Topic: Option for disabling artillery auto target
- Replies: 11
- Views: 24477
Re: Option for disabling artillery auto target
I have the inserters that feed my wall artillery set to enable only when they get a signal. I found it troublesome to clear out an area, weather the counterattack, then push out my defense wall only to have one artillery piece randomly fire on a nest that called in another counterattack and would ...
- Sat Oct 17, 2020 9:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 1.0] Xander Mod v3.5.0
Hmm. There's a whole bunch of stuff that now requires the blue assembler (like medium power poles) instead of the grey assembler. That means automation of some fairly basic stuff requires tungsten production. I updated and my "mall" broke, lol.
EDIT: The assembler machines (grey ones) should have 4 ...
EDIT: The assembler machines (grey ones) should have 4 ...
- Mon Sep 07, 2020 5:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 68 Science Per Minute Raw Ore Bus
- Replies: 12
- Views: 17228
Re: 68 Science Per Minute Raw Ore Bus
Thanks for this blueprint, I used it to complete the There is no Spoon achievement!
It was very close, I finished with about a minute and a half left =)
It was very close, I finished with about a minute and a half left =)
- Fri Jun 12, 2020 1:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.18] Xander Mod v3.4.3
Hi, that is a problem with FT tweaks, not the the Xander mod. You may want to post in their thread if there is one (I've used that mod so I am unfamiliar with it).
Good luck

- Thu Jun 11, 2020 4:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.18] Xander Mod v3.4.3
I use lightshot for screenshots. Hit print screen and then can edit, upload to their site, save, copy paste, etcjakeyjkp wrote: Thu Jun 11, 2020 4:14 pm Not having a good day with Mods... just reloaded a new game with Xander and got this (screen shot)
I dont want to download a random pdf =p
- Mon Jun 08, 2020 6:57 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.18] Xander Mod v3.4.3
Edit: It seems work if I put a pump directly on the input and force feed the acid. Is that how it's supposed to work?
There are some fluidbox errors. Input fluid boxes should have base_level = -1, and output fluid boxes should have base_level=1. Some of the input fluidboxes have the wrong base ...
- Mon Jun 08, 2020 5:21 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.18] Xander Mod v3.4.3
Bit of wierdness with the standard electrolyzer;
I have it supplied with sulfuric acid and surface water, but it won't accept the acid. If I break the acid pipe, the building shows it has 2 units of acid, does some work, then stops when it runs out. I reconnect pipe, it doesn't pull acid. Break ...
I have it supplied with sulfuric acid and surface water, but it won't accept the acid. If I break the acid pipe, the building shows it has 2 units of acid, does some work, then stops when it runs out. I reconnect pipe, it doesn't pull acid. Break ...
- Sun May 31, 2020 7:08 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: Version 3.4.3 Published
Changed early rail recipe to use wood instead of iron stick. All uses of wood get replaced relatively early.
I like this idea but wood is becoming a hassle, need it for tracks, rubber, potash (glass), resin.
I miss having the greenhouses. I do have plenty of trees around on my map, but if ...
- Sun May 31, 2020 1:56 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.18] Xander Mod v3.4.3
Small request:
Could we make the medium / large power poles in the standard assembling machine? They are "low" on the tech tree but the blue assembler requires a *lot* more stuff to create. I just went to try and make some medium power poles and realized they are WAY far off from where I am (can't ...
Could we make the medium / large power poles in the standard assembling machine? They are "low" on the tech tree but the blue assembler requires a *lot* more stuff to create. I just went to try and make some medium power poles and realized they are WAY far off from where I am (can't ...
- Thu Nov 14, 2019 6:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.17] Xander Mod v3.1.0
Double post
- Thu Nov 14, 2019 6:11 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
Re: [MOD 0.17] Xander Mod v3.1.0
No idea why there are two subsequent posts of me quoting myself! Probably some goofiness from posting on mobile.
- Thu Nov 14, 2019 6:08 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
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 ...
- Fri Nov 01, 2019 6:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
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 ...
http://prntscr.com/pr8z3h
edit: somewhere around 250 hours of gametime I believe (some of that is AFK ...
- Fri Nov 01, 2019 6:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
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 ...
- Tue Oct 29, 2019 8:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 385908
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?
Maybe add that recipe to the burner assembler?