Search found 15 matches

by VirBinarus
Wed Apr 13, 2016 5:01 pm
Forum: Modding help
Topic: how to create a scenario
Replies: 3
Views: 1458

Re: how to create a scenario

Nah,it's not stupid. Can you clarify your question: are you trying to:

1. create a world for you to play in
2. create a world, with custom tips and objectives that come up
3. create a world and share it
4. create a world and share it, with custom tips and objectives that come up
by VirBinarus
Thu Feb 25, 2016 6:52 am
Forum: Resolved Problems and Bugs
Topic: Settings Defaulting
Replies: 6
Views: 3138

Re: Settings Defaulting

VirBinarus wrote: This time, to be confronted with the menu in German.
The problem's gone...

Deleting config.ini worked. I assume it's something to do with the fact that mine was just a load of spaces.
by VirBinarus
Wed Feb 24, 2016 7:12 pm
Forum: Resolved Problems and Bugs
Topic: Settings Defaulting
Replies: 6
Views: 3138

Re: Settings Defaulting

1. I found config.ini (it did exist) 2. I deleted it 3. I ran factorio, changed langauge to german, chat to Y 4. Closed factorio 5. Opened factorio, This time, to be confronted with the menu in German. (Which took me a little while to navigate :p) old config looked like this:
by VirBinarus
Tue Feb 23, 2016 6:05 pm
Forum: Resolved Problems and Bugs
Topic: Settings Defaulting
Replies: 6
Views: 3138

Re: Settings Defaulting

Log_Previous ( When I opened it up, changed language to German, changed chat key to y, then closed it.) 0.001 2016-02-23 17:10:19; Factorio 0.12.22 (Build 17589, win64) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files\Factorio\bin\x64\Factorio.exe" 0.001 Read d...
by VirBinarus
Mon Feb 22, 2016 9:15 pm
Forum: Resolved Problems and Bugs
Topic: Settings Defaulting
Replies: 6
Views: 3138

Settings Defaulting

Whenever I close Factorio and start it up again, all my settings have defaulted.
by VirBinarus
Mon Feb 22, 2016 7:59 am
Forum: Gameplay Help
Topic: Completely confused by Smart Chests.
Replies: 9
Views: 5056

Re: Completely confused by Smart Chests.

I have to say though, the wiki page on the circuit network is so confusing compared to what it actually is. I'm still struggling to understand that page even though I know how the circuit network works...
by VirBinarus
Sun Feb 21, 2016 5:52 pm
Forum: Multiplayer
Topic: [Public/Europe] Dedicated Server
Replies: 331
Views: 152051

Re: [Public/Europe] Dedicated Server [0.12.22/Vanilla]

Server's down....
by VirBinarus
Sat Feb 20, 2016 6:57 pm
Forum: Modding help
Topic: (Solved)boost::filesystem::path codecvt to wstring: error
Replies: 3
Views: 8862

Re: boost::filesystem::path codecvt to wstring: error

1. check all your folders are named correctly

2.
a. What does the info.json look like?
b. What's the folder name for your mod?
by VirBinarus
Sat Feb 20, 2016 7:05 am
Forum: Ideas and Requests For Mods
Topic: [Request] Inserter Transport Belts
Replies: 5
Views: 9349

Re: [Request] Inserter Transport Belts

It seems to be no different to the inserter in use and placement...
by VirBinarus
Fri Feb 19, 2016 9:39 am
Forum: Ideas and Requests For Mods
Topic: [Request] Inserter Transport Belts
Replies: 5
Views: 9349

Re: [Request] Inserter Transport Belts

ben132 wrote:I had the idea for a belt that can insert into, and remove from, an inventory. This would be for those projects that you want to keep as small and don't need lots of chests for, like tier 1 science.
How would they differ from the current inserter option?
by VirBinarus
Tue Feb 16, 2016 4:08 pm
Forum: Multiplayer
Topic: [Vanilla|0.14|US] SUG Dedicated Server
Replies: 416
Views: 193232

Re: [Vanilla|0.12.22|US] MP Dedicated Server

I tried to connect but this came up. Connection refused by peer. Reason: type(ConnectionReply) confirm(true) status(refused) description(Active mods configuration doesn't match.) latency(6) remoteApplicationVersion(0.12.22 (Build 17589, win6)4) remoteActiveMods((base 0.12.22) ) connectionRequestID(5...
by VirBinarus
Mon Feb 15, 2016 10:12 pm
Forum: Modding help
Topic: Adding Tiles
Replies: 3
Views: 3168

Re: Adding Tiles

You have defined the "tile" that is already on the ground, you need also to create the actual "item" that is held in hand, which has to have a special flag so it can be placed on the ground as a tile. I'm not trying to make something that the player can place in-game, I'm just m...
by VirBinarus
Mon Feb 15, 2016 9:49 pm
Forum: Modding help
Topic: Adding Tiles
Replies: 3
Views: 3168

Adding Tiles

Hello, I'm relatively new to modding factorio. I'm trying to add another tile, to act like concrete, but is not craftable or destroyable. mod_name\prototypes\tile\tile.lua: data:extend( { { type = "tile", name = "New-Concrete-path", needs_correction = false, minable = {hardness =...

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