[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

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Distelzombie
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Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings

Post by Distelzombie »

Ah, you fixed fluid sources, Mooncat! Yay!
Can I safely save my saves with your fix, mickael9? Will they go corrupt when mooncat fixes it or something?
Complete 2-Lane system as a Blueprint-Book! The perfect OCD reactor? Testing chained science lab efficiency Please use real prefixes and proper rounding!
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Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings

Post by mickael9 »

I don't see why it wouldn't be safe, I hardly changed anything (just added missing properties to the prototypes)

Code: Select all

--- prototypes/entity.lua
+++ prototypes/entity.lua
@@ -397,6 +397,16 @@
                        },
                        production_type = "input-output"
                },
+               fluid_input =
+               {
+                       name = "water",
+                       amount = 0.0
+               },
+               fluid_output =
+               {
+                       name = "steam",
+                       amount = 0.0
+               },
                output_fluid_box =
                {
                        base_area = 1,
@@ -1323,6 +1333,15 @@
                        },
                        production_type = "input"
                },
+               fluid_input =
+               {
+                       name = "water",
+                       amount = 0.0
+               },
+               fluid_output = {
+                       name = "steam",
+                       amount = 0.0,
+               },
                output_fluid_box =
                {
                        base_area = 1,
This may not be the right fix but it makes the mod load at least.
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Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings

Post by Mooncat »

Saw the popup about 0.15.10 being released last night before sleep. :D
-> Read release note this morning. :)
-> Read comments below the note. :shock:
-> View my posts - Creative Mode :o

Looks like I need to release an update tonight.
Thanks mickael9 for the hotfix!
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

Released v0.3.3.
Changelog
Probably the most productive day due to the error in 0.15.10. :)
I'm enough with the boilers. Changed fluid void to underground pipe. :evil:
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by impetus maximus »

"Added recipes for the electric energy interface and the belt immunity equipment."

the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.

cheers
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

impetus maximus wrote:"Added recipes for the electric energy interface and the belt immunity equipment."

the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.

cheers
I don't think they will add it into vanilla, since Rseding91 has said it is just for mods. :)
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by StoneLegion »

Mooncat wrote:
impetus maximus wrote:"Added recipes for the electric energy interface and the belt immunity equipment."

the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.

cheers
I don't think they will add it into vanilla, since Rseding91 has said it is just for mods. :)
Lot of people seem to want it overall in Vanilla. I think people want some more end game toys like this. I would say the devs have loosen up over the years but their infi research calculations kind of proves the opposite lol.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Nexela »

impetus maximus wrote:"Added recipes for the electric energy interface and the belt immunity equipment."

the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.

cheers

Nanobots has belt-immunity equipment :)
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

hm... I didn't see the requests. I personally think (hope) the belt immunity equipment is just a test from the devs. I will like it more if they implement it into the spidertron. :P
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by DRY411S »

Please can you tell me how to use Creative Mode on a map that was started without it? With Creative Mode enabled, I loaded a savegame where it hadn't been used, but the icon and crafting for creative mode doesn't appear. If I save the game then try to load it again, factorio says that creative mode is in use on that save, but it still does not display.

Edit: Additional info. Creative Mode is definitely enabled when I load the map because the migration script runs and gives a message about the super-electric-pole and super-substation.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by nagapito »

DRY411S wrote:Please can you tell me how to use Creative Mode on a map that was started without it? With Creative Mode enabled, I loaded a savegame where it hadn't been used, but the icon and crafting for creative mode doesn't appear. If I save the game then try to load it again, factorio says that creative mode is in use on that save, but it still does not display.

Edit: Additional info. Creative Mode is definitely enabled when I load the map because the migration script runs and gives a message about the super-electric-pole and super-substation.
Check the mod settings. I think there is an option to show you the popup with the option when you load a map or even activate it by default without asking anything
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by DRY411S »

nagapito wrote:Check the mod settings. I think there is an option to show you the popup with the option when you load a map or even activate it by default without asking anything
Pretty sure I tried that, I'll give it another try, thanks.

UPDATE: Tried it, doesn't seem to work. The pop-up is the default, it doesn't pop-up. Trying to force enable doesn't seem to work either. Console command is a workaround.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

DRY411S wrote:
nagapito wrote:Check the mod settings. I think there is an option to show you the popup with the option when you load a map or even activate it by default without asking anything
Pretty sure I tried that, I'll give it another try, thanks.

UPDATE: Tried it, doesn't seem to work. The pop-up is the default, it doesn't pop-up. Trying to force enable doesn't seem to work either. Console command is a workaround.
Was your game a multiplayer game and you were not the first player in that game? I think it is the cause because CM currently only shows the popup to the first player.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by DRY411S »

Mooncat wrote:Was your game a multiplayer game and you were not the first player in that game? I think it is the cause because CM currently only shows the popup to the first player.
Yes, that's an exact description. This was a local save of a multiplayer map where I was not the first player.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Slackie »

Hi Mooncat. Thanks for the great mod.

I noticed earlier when creating an oil setup that the maximum resource amount for the Magic Wand "Creator" tool is capped at 1,000,000 (one million) which only allows creating oil patches with a maximum 333% (33/sec) yield. With the oil changes in 0.15, this is somewhat close to what a normal oil patch would yield.

I was wondering if you would be willing to increase the resource amount cap for oil patches to something higher? For example, an amount of 10,000,000 (ten million) would yield 3333% (333/sec), which seems a bit more "cheaty".

I tried doing this myself by adding another value to the creator_resource_amount_slider_values table, but that didn't seem to work, so I modified the 100,000 value to 10,000,000. That worked, but I figured I would make a post as well to see if it was something you'd be interested in changing.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

Slackie wrote:Hi Mooncat. Thanks for the great mod.

I noticed earlier when creating an oil setup that the maximum resource amount for the Magic Wand "Creator" tool is capped at 1,000,000 (one million) which only allows creating oil patches with a maximum 333% (33/sec) yield. With the oil changes in 0.15, this is somewhat close to what a normal oil patch would yield.

I was wondering if you would be willing to increase the resource amount cap for oil patches to something higher? For example, an amount of 10,000,000 (ten million) would yield 3333% (333/sec), which seems a bit more "cheaty".

I tried doing this myself by adding another value to the creator_resource_amount_slider_values table, but that didn't seem to work, so I modified the 100,000 value to 10,000,000. That worked, but I figured I would make a post as well to see if it was something you'd be interested in changing.
May I tell you the truth?
...

I forgot the x10 change in 0.15 again. :P
Will fix that in the next version.
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Slackie »

Mooncat wrote:May I tell you the truth?
...

I forgot the x10 change in 0.15 again. :P
Will fix that in the next version.
Sweet. Thank you!
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by mickael9 »

My fix for Factorio 0.15.11

I don't think the fluid source needs an input box at all, so I just removed it (it was complaining because production_type wasn't set)

Code: Select all

--- prototypes/entity.lua
+++ prototypes/entity.lua
@@ -1248,12 +1248,6 @@
 		fluid_boxes =
 		{
 			{
-				pipe_covers = pipecoverspictures(),
-				base_area = 10,
-				base_level = -1,
-				pipe_connections = {{type = "input", position = {0, 1}}}
-			},
-			{
 				production_type = "output",
 				pipe_covers = pipecoverspictures(),
 				base_level = 1,

Attachments
creative-mode_0.3.3.zip
(2 MiB) Downloaded 151 times
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by Mooncat »

mickael9 wrote:My fix for Factorio 0.15.11

I don't think the fluid source needs an input box at all, so I just removed it (it was complaining because production_type wasn't set)

Code: Select all

--- prototypes/entity.lua
+++ prototypes/entity.lua
@@ -1248,12 +1248,6 @@
 		fluid_boxes =
 		{
 			{
-				pipe_covers = pipecoverspictures(),
-				base_area = 10,
-				base_level = -1,
-				pipe_connections = {{type = "input", position = {0, 1}}}
-			},
-			{
 				production_type = "output",
 				pipe_covers = pipecoverspictures(),
 				base_level = 1,


Wut!? It is broken again!? pfff
Thanks for the fix! :D
Edit: the input fluidbox is for drawing the pipe cover. You can see that when you rotate the fluid source.
Edit2: I will update the graphics so the fluidbox is not needed. That arrow is really annoying. ;)

BTW, I have just started a discussion about mod license, feel free to join it: viewtopic.php?f=34&t=47740
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Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!

Post by nagapito »

mickael9 wrote:My fix for Factorio 0.15.11

I don't think the fluid source needs an input box at all, so I just removed it (it was complaining because production_type wasn't set)
Thanks for the fix. I was like, 'yeahh, new version!!! Ok... rollback..... :('

Come here to warn it was broken again and....let update the client again :)
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