[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Found the guilty
PY coal processing 1.0.4
I did not expect from him such a case, heh it's looks like py coal processing is too complex in its structure
Can't launch creative mod fix 0.0.25 with py coal processing 1.0.4 and newer versions https://yadi.sk/i/bKjzLAlw3TywVn
If i'm toggling off py coal processing i can launch game only with bob's mods with this configuration of the mods
PY coal processing 1.0.4
I did not expect from him such a case, heh it's looks like py coal processing is too complex in its structure
Can't launch creative mod fix 0.0.25 with py coal processing 1.0.4 and newer versions https://yadi.sk/i/bKjzLAlw3TywVn
If i'm toggling off py coal processing i can launch game only with bob's mods with this configuration of the mods
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
weird. i'm not getting an error. it just isn't showing in the corner, and using the enable command does nothing.
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
How to fix this problem? I put my set of mods - there're minimum number of mods - only:impetus maximus wrote:weird. i'm not getting an error. it just isn't showing in the corner, and using the enable command does nothing.
1) Bob's which need for pyanodon coal's processing mod and for py-suite
2) What is really used for
3) And Creative mod (fix)
What was done wrong? Tell what u did so its no error on ur side? have u used the presented set of mods?
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
i didn't do anything. but note the mod is NOT working.
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Sorry which mod NOT working i can't understand?impetus maximus wrote: but note the mod is NOT working.
Pls, express yourself more correctly and more detailed, when people expressed brief confusion begins
Nickname on ModPortal - Naron79
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
bug py coal processing
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Who can help to fix this launch error? What causing it?
Nickname on ModPortal - Naron79
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Error on game load. Factorio 16.36, no other mods loaded.
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
[edit]creative mode (fix for 0.16)aklesey1 wrote: Sorry which mod NOT working i can't understand?
Pls, express yourself more correctly and more detailed, when people expressed brief confusion begins
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
What version of CM-fix are you using? That was fixed in 0.0.22.McDuff wrote:Error on game load. Factorio 16.36, no other mods loaded.
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
aklesey1 wrote:Found the guilty
PY coal processing 1.0.4
I did not expect from him such a case, heh it's looks like py coal processing is too complex in its structure
Can't launch creative mod fix 0.0.25 with py coal processing 1.0.4 and newer versions https://yadi.sk/i/bKjzLAlw3TywVn
If i'm toggling off py coal processing i can launch game only with bob's mods with this configuration of the mods
Airat9000 wrote:bug py coal processing
This is fixed in 0.0.26aklesey1 wrote:Factorio 0.16.35
Version 0.0.25
Error when launch
https://yadi.sk/i/am-Raf1M3TxtiU
My mods
https://yadi.sk/i/eG1aCBgh3Txtok
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Try using the disable command first, and then the enable command again. If the mod is already enabled, running the enable command will be ignored.impetus maximus wrote:weird. i'm not getting an error. it just isn't showing in the corner, and using the enable command does nothing.
Re: [MOD 0.16] Creative Mode 0.0.25
Sounds like a conflict with another mod, what mods are you using?Junia wrote:Error loader mods
Failed to load mods. Error while loader item prototype "creative-mode-fix_enemy-object_simple-spawner" (item): Key "icon" not found in property tree at ROOT.item.creative-mode-fix_enemy-object_simple-spawner
Modifications: Creative Mode (Fix for 0.16)
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Deadlock989 wrote:Creative Mode Fix 0.0.25 - bug with the automatic creation of infinite resources and non-standard icon sizes.
Code in lines 242-285 of data-final-fixes assumes that item icons are default size, but it copies attributes from the base item including icon_size. When the base item wasn't icon_size = 32, and it tries to layer the little infinity symbol onto them, the game won't load and suggests disabling the mod because the layer isn't big enough. Solution: create 64 and 128 versions of the infinity symbol layer and use icon_size as the suffix for the icon's filename. Alternatively, don't layer anything onto them at all if icon_size isn't 32.
These are fixed in 0.0.27; the icons just skips layering currently if icon_size isn't 32.blueblue wrote:I hope this is the correct place to report minor bugs. I was trying to add recipes and items for biters, spawners, etc through another mod and I got an error from creative mode. Apparently there needs to be at least one spawner without item and recipe. The relevant code is in data-final-fixes, at the end of the function clone_enemy_entities_in_data_raw_and_create_recipe, the code
should check if next(new_data) exists because data:extend gives an error for an empty table. It's not an issue for me, I added a copy of a spawner etc to make the mod load again, just thought I'd report it.Code: Select all
-- Extend data. data:extend(new_data) end
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I deleted and resubscribed and it seems to have worked now. Thanks.chrisgbk wrote:What version of CM-fix are you using? That was fixed in 0.0.22.McDuff wrote:Error on game load. Factorio 16.36, no other mods loaded.0.0.250.0.26 is current.
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
This is a weird one: matter voids can't quite keep up with red belts any more. Items on the red belt are fractionally "pushed back". This causes issues when you're designing factory units to compress a red belt, making you think you're producing too much. What I can't figure out is why yellow belts and blue belts are perfectly fine.
I would place a bet that it's something to do with the new belt compression stuff in late 0.16, I know that Miniloaders had issues with red belts after that which had to be corrected.
You can work around it in the meantime by adding a red splitter to the end and then having two matter voids eat both halves.
I would place a bet that it's something to do with the new belt compression stuff in late 0.16, I know that Miniloaders had issues with red belts after that which had to be corrected.
You can work around it in the meantime by adding a red splitter to the end and then having two matter voids eat both halves.
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Fixed in 0.0.28. Took a lil while to track down where/why; items now get removed from belts slightly sooner as a result to prevent this from happening.Deadlock989 wrote:This is a weird one: matter voids can't quite keep up with red belts any more. Items on the red belt are fractionally "pushed back". This causes issues when you're designing factory units to compress a red belt, making you think you're producing too much. What I can't figure out is why yellow belts and blue belts are perfectly fine.
I would place a bet that it's something to do with the new belt compression stuff in late 0.16, I know that Miniloaders had issues with red belts after that which had to be corrected.
You can work around it in the meantime by adding a red splitter to the end and then having two matter voids eat both halves.
The reason why certain tiers of belt worked is down to timing and belt speed; yellow and blue also technically suffered from this, but with their current speeds they just happened to line up exactly perfect.
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Nice, cheers.chrisgbk wrote:Fixed in 0.0.28. Took a lil while to track down where/why; items now get removed from belts slightly sooner as a result to prevent this from happening.
The reason why certain tiers of belt worked is down to timing and belt speed; yellow and blue also technically suffered from this, but with their current speeds they just happened to line up exactly perfect.
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hello,
i searched the forum for an solution but did not find anything yet.
I have a game with activated creative mode and hence near all technologies are researched.
Is there a way to "unresearch" them?
Just disabling it does not work.
Resetting via Esc/Options/Mods does not work either.
In the creative mode wikipedia is mentioned, that there should be a reset function for this, but i can't find it.
i searched the forum for an solution but did not find anything yet.
I have a game with activated creative mode and hence near all technologies are researched.
Is there a way to "unresearch" them?
Just disabling it does not work.
Resetting via Esc/Options/Mods does not work either.
In the creative mode wikipedia is mentioned, that there should be a reset function for this, but i can't find it.
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Creative mode button -> Cheats -> Team Cheats -> Choose which team (probably 'player') and "Reset" All technologiesNeo-Silver wrote:Hello,
i searched the forum for an solution but did not find anything yet.
I have a game with activated creative mode and hence near all technologies are researched.
Is there a way to "unresearch" them?
Just disabling it does not work.
Resetting via Esc/Options/Mods does not work either.
In the creative mode wikipedia is mentioned, that there should be a reset function for this, but i can't find it.