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[Mod 0.12.x] Creative Inventorys

Posted: Sun Nov 29, 2015 6:21 pm
by CNR_Thunder
Mod-Info-Header
  • Name: Creative inventorys
  • Version: 0.0.2
  • Factorio-Version: 0.12.16
  • Description: Adding some creative like inverntorys to the game
  • License: feel free to use it
  • Release: 2015-11-29
  • Download-Url:
    c-inv_0.0.2.zip
    (4.85 KiB) Downloaded 1725 times
  • Category: Helper.
  • Tags: Free
Description
I haven't seen something that does the same in 0.12 so I made this for myself and thought you can need this as well.
I use vanilla icons and entity's because the names don't needing explanation.

This is my first mod so I hope I've done everything right

Re: [Mod 0.12.x] Creative Inventorys

Posted: Sun Jan 03, 2016 10:33 am
by Danielv123
Whenever I find something I need, I always find a new mod that does it on the forums. I love this game! 3rd mod attempt discarded!

Re: [Mod 0.12.x] Creative Inventorys

Posted: Mon Jan 18, 2016 9:48 pm
by judos
Awesome, thanks for this mod!
Helps me a lot with testing while I do modding myself.

Do you have a github repository for this mod? I would like to add a few things myself.
I created already these creative items: InfiniteProducer (Solar panel which creates 5 GW energy), InfiniteConsumer (Furnace which uses 5 GW Energy).
Would be cool if we can extend this to a general Creative mod 8-)

Re: [Mod 0.12.x] Creative Inventorys

Posted: Fri Apr 01, 2016 8:40 pm
by captncraig
I really love this mod.

I made some modifications to my local copy to add a few features:

1. creative chests with adjactent belts pointing away from them will fill the belts to capacity.
2. void chests with incoming belts will clear the belts.

My code is in this gist: https://gist.github.com/captncraig/10e8 ... 2b2172b18f

It did require performing chest actions every game tick to fully compress belts. seems to run ok in my worlds. you can integrate the changes or not. It helps me out.

Re: [Mod 0.12.x] Creative Inventorys

Posted: Fri Apr 08, 2016 1:11 pm
by Lurkily
Have you considered an assembler version of this? This way you can select recipes rather than having to mine/pump/refine the resource before you can use the creative item to produce it.

This is the first problem I encountered when trying an extremely low-resource, low-water game so I could focus on my factory.

Re: [Mod 0.12.x] Creative Inventorys

Posted: Tue Apr 26, 2016 10:35 pm
by Octorob
hello i dont get how to get the createive chest i can see the void chest but i dont see the one that gives u all the stuf

Re: [Mod 0.12.x] Creative Inventorys

Posted: Tue May 17, 2016 5:55 pm
by Amerem
I fixed the filename issue and added in the creative chest and tank with recipies as I believe they were supposed to be I also corrected a spelling error in the desc of the creative chest. Not sure if the original author is still around so I would just like to share the fixes I did on my own.