[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Topics and discussion about specific mods
Neo-Silver
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Neo-Silver »

chrisgbk wrote:
Creative mode button -> Cheats -> Team Cheats -> Choose which team (probably 'player') and "Reset" All technologies

I seem to have overlooked this, since i viewed the options multiple times, but as you mentioned, it is right there.

Thank you very much!

Krowi
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Krowi »

Untitled.png
Untitled.png (147.41 KiB) Viewed 9823 times

chrisgbk
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by chrisgbk »

Krowi wrote:
Untitled.png
Can you explain what you were doing at the time this occurred, or how to replicate it?

Edit: Figured it out, fixed in 0.0.30

Bassad
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Bassad »

Seems like the armor fix didnt help, because

https://imgur.com/a/6FQSEC7

using version 0.0.30

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by chrisgbk »

Bassad wrote:Seems like the armor fix didnt help, because

https://imgur.com/a/6FQSEC7

using version 0.0.30
This is fixed in 0.0.31.

Eylrid
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Eylrid »

Is there a way to lock a creative chest so the filters can't be changed? I want to play a game with a handful of items freely available, but not everything.

I figured how to do what I wanted to do, but I'm posting anyway in case anyone else wants to do the same thing.

How to lock a creative chest or matter source so you have certain items freely available, but not everything:

1. Place a matter source (a matter source works better for this than a creative chest).

2. Set the items you want in the filters.

3. Use the modifier wand on the matter source to set destructible, minable, and operable to off.

4. Do what ever else you want to do with creative mode.

5. Reset tech, turn off cheats, etc.

6. SAVE THE GAME in case you realize later that you messed something up or forgot to setup something you wanted.

6. Disable creative mode.

7. To get items from the matter source walk in front of it (if you had "can insert to players in front" enabled), or place a chest or transport belt in front of it.

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Protheus7 »

When I place a BP with tiles on I get below crash. When I uncheck the Tiles from the BP, it works without crash. ANy suggestions

version: creative-mode-fix_0.0.32
Attachments
Capture7.JPG
Capture7.JPG (48.56 KiB) Viewed 9055 times

IGotBaconSoda
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by IGotBaconSoda »

Bug report:

Matter source from blueprint fails to output to chest correctly (when output is preset)

I deleted the matter source and made another and copied its traits, I did not test if simply toggling the output preset would work

MisterFister
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by MisterFister »

Hey there, thanks for this mod. Sheer brilliance allowing for the popup at mapgen asking whether or not you intend to use the cheats for a playthrough -- saves restarting the game after disabling individual mods.

Two questions(with subdivided trains of thought for clarification) if anyone can assist:

1.) The command "/c game.player.surface.always_day=true" [not including quotation marks, obviously] may or may not have the desired effect. Full disclosure, I'm running a hefty amount of other mods, including Axial Tilt. I think that this command is simply resetting the in-game clock to midnight...? Is there a way to arbitrarily set and freeze the day-night cycle at an in-game time-of-day that I specify? Or at a specific light level? Or freezing at a specific point when the ambient lighting is at my ideal level?
A.) First, I can work around the blindness by simply cheat-equipping myself with night vision (Mk2, incidentally, from the Power Armor Mk3 mod).
B.) I have a savefile set aside for creative mode tinkering. For some blueprinting purposes in the future, I might want to freeze the lighting levels at a specific fractional amount, like dawn / dusk -- I can imagine this being a key factor in designing solar arrays, especially with respect to Axial Tilt mod. Could a percentage of lighting level be used?
C.) Default game behavior is that even the darkest midnight-hour brightness level isn't exactly pitch-black. I am dimly aware of mods that work either to make things darker (a difficulty-mod, to enforce night vision / lighting / maybe even player-equipped flashlights or vehicle-equipped headlight upgrades) but I'm asking about this mod's functionality specifically: is there a way to intentionally set light levels to zero, even darker than the vanilla-darkest point?

2.) In addition to the above, I run some QoL and QoL-research-unlockable mods. In enabling all researches, that means that my default *no armor and therefore no skellies* running speed is quite fast. I know that I could manually disable individual tech-tree researches to re-impose my default walking speed, but is there a way to specifically manipulate my walking speed through this mod? What about manipulating vehicle travel speeds?
A.) The biggest issue that I've run into so far with this is that the run speed is too fast to click-hold lines of furnaces / assemblers with no gaps.
B.) This possibility, even discounting my other mods installed, allows for the possibility of specifically testing run-speed of my designs, since some of my mods (Rampant, Swarm, etc.) emphasize defense and combat -- thus, I'd care to incorporate into my blueprint-tinkering what kinds of response times different layouts might afford me, especially in early-game stages where the car or skellies are not yet available.


--Edit on Thursday 21 Feb 2018: By sheer accident, I wandered into the mod's in-game menu settings and was pleasantly surprised to stumble across the ability to set my run-speed to zero (the C-logo in the upper left > CHEATS > PERSONAL CHEATS > "Running speed [?]". Thus, Q2 above is no longer relevant.


Thanks!

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by HYPPS »

Are you going to update this to work in 0.17 experimental at any point or 0.17 stable version?

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by jodli »

Hi!

I've pushed a new mod as an update to the fix 0.16 version by Chrisgbk.
You can find it here: https://mods.factorio.com/mod/creative-mod.

I guess there still are some issues, but my first tests worked.

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by HYPPS »

Works so far, thanks for the quick response and fix! I'll post if I find something doesn't work.

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by MisterFister »

Thanks for the fast push to v0.17!

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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Slackie »

I can reproducibly crash Factorio 0.17.3 with the 1.0.4 version of Creative Mod.

Custom map:
https://mega.nz/#!kjQh1Q4S!zZirYcyf5_et ... RpmxRdfuM4

Code: Select all

   0.000 2019-02-28 22:06:53; Factorio 0.17.3 (build 43128, win64, steam)
   0.000 Operating system: Windows 10 (version 1803) 
   0.000 Program arguments: "E:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "9524" 
   0.000 Read data path: E:/Steam/steamapps/common/Factorio/data
   0.000 Write data path: C:/Users/Mike/AppData/Roaming/Factorio [548357/976195MB]
   0.000 Binaries path: E:/Steam/steamapps/common/Factorio/bin
   0.013 System info: [CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 8 cores, RAM: 4498/32706 MB, page: 6699/37570 MB, virtual: 4330/134217727 MB, extended virtual: 0 MB]
   0.014 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.020 Available displays: 1
   0.020  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 {0x05, [0,0], 3840x2160, 32bit, 60Hz}
   0.342 Display: 0 -> Adapter: 0, Output: 0
   0.410 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080; driver: nvldumdx.dll 25.21.14.1681
   0.410   D3D Feature Level: 11.1, DXGI 1.5+
   0.410   [Local Video Memory] Budget: 6867MB, CurrentUsage: 2MB, Reservation: 0/3635MB
   0.410   [Non-Local Vid.Mem.] Budget: 14717MB, CurrentUsage: 0MB, Reservation: 0/7767MB
   0.410   Tiled resources: Tier 2
   0.410   Unified Memory Architecture: No
   0.410   BGR 565 Supported: Yes
   0.410   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.456 Desktop composition is active.
   0.456 Graphics settings preset: very-high
   0.456   Dedicated video memory size 8079 MB
   0.456 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality]
   0.456                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]
   0.494 DSound: Starting _dsound_update thread
   0.494 DSound: Enter _dsound_update; tid=13392
   1.228 Razer Chroma Controller initialized.
   1.259 Logitech LED Controller initialized.
   1.273 Loading mod settings creative-mod 1.0.4 (settings.lua)
   1.279 Loading mod core 0.0.0 (data.lua)
   1.374 Loading mod base 0.17.3 (data.lua)
   1.804 Loading mod creative-mod 1.0.4 (data.lua)
   1.887 Loading mod base 0.17.3 (data-updates.lua)
   1.963 Loading mod creative-mod 1.0.4 (data-final-fixes.lua)
   2.050 Checksum for core: 3928040144
   2.050 Checksum of base: 260351520
   2.050 Checksum of creative-mod: 1648215781
   2.473 Loading sounds...
   3.919 Info PlayerData.cpp:69: Local player-data.json unavailable
   3.919 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551419410
   4.034 Crop bitmaps.
   4.089 Parallel Sprite Loader initialized (threads: 7)
   4.170 Initial atlas bitmap size is 16384
   4.191 Created atlas bitmap 16384x16380 [none]
   4.193 Created atlas bitmap 16384x12228 [none]
   4.193 Created atlas bitmap 16384x2116 [decal]
   4.194 Created atlas bitmap 16384x3808 [low-object]
   4.195 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level]
   4.195 Created atlas bitmap 16384x6592 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]
   4.196 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]
   4.196 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   4.196 Created atlas bitmap 16384x748 [alpha-mask]
   4.198 Created atlas bitmap 16384x12852 [shadow, linear-magnification, alpha-mask]
   4.198 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
   4.203 Texture processor created. GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
   6.208 Parallel Sprite Loader initialized (threads: 7)
  11.776 Sprites loaded
  11.809 Generated mipmaps for atlas of size 16384x3808
  11.831 Generated mipmaps for atlas of size 16384x1888
  11.853 Generated mipmaps for atlas of size 16384x6592
  11.864 Generated mipmaps for atlas of size 16384x480
  11.875 Generated mipmaps for atlas of size 16384x456
  11.886 Generated mipmaps for atlas of size 16384x1264
  11.901 Custom inputs active: 0
  12.001 Factorio initialised
  18.698 Info PrototypeMigrationList.cpp:60: Activating migration creative-mod/creative-mode_0.3.2.json
  20.100 Applying migration: Creative Mod: creative-mode_0.3.2.lua
  20.863 Loading Level.dat: 68977141 bytes.
  20.863 Info Scenario.cpp:147: Map version 0.17.3-0
  21.906 Loading script.dat: 328 bytes.
  21.915 Checksum for script C:/Users/Mike/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2366710471
  21.939 Checksum for script __creative-mod__/control.lua: 3428198232
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logger.cpp (405): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logger.cpp (515): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logging.cpp (89): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logging.cpp (83): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaplayer.cpp (194): LuaPlayer::LuaPlayer
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\luahelper.cpp (946): LuaHelper::pushPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (5345): LuaGameScript::luaReadConnectedPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luabinder.hpp (160): LuaBinder<LuaGameScript>::findAndCallMethod
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (466): LuaGameScript::luaIndex
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luabinder.hpp (330): LuaBinder<LuaGameScript>::callWrapper
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (319): luaD_precall
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (392): luaD_call
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (104): callTM
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (129): luaV_gettable
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (589): luaV_execute
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lapi.c (1018): f_call
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (131): luaD_rawrunprotected
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (590): luaD_pcall
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lapi.c (1044): lua_pcallk
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\luahelper.cpp (3261): LuaHelper::pCallWithStackTrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (873): LuaGameScript::runEventHandler
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaeventdispatcher.cpp (543): LuaEventDispatcher::run<GameAction>
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaeventdispatcher.cpp (413): LuaEventDispatcher::dispatch
c:\cygwin64\tmp\factorio-build-5th2rl\src\gameactiondispatcher.cpp (14): GameActionDispatcher::sendToListeners
c:\cygwin64\tmp\factorio-build-5th2rl\src\map\map.cpp (1775): Map::removePlayer
c:\cygwin64\tmp\factorio-build-5th2rl\src\map\map.cpp (1546): Map::checkRemoveAllPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\scenario\scenario.cpp (263): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanager.cpp (581): AppManager::createGame
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanagerstates.cpp (811): InNewGameFromScenarioDialog::process
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanager.cpp (214): AppManager::process
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (456): MainLoop::prePrepare
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (544): MainLoop::mainLoopStep
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (356): MainLoop::run
c:\cygwin64\tmp\factorio-build-5th2rl\src\main.cpp (1244): wmain
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (288): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE9E0D3DC4)
00007FFE9E0D3DC4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE9F083691)
00007FFE9F083691 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  23.401 Error LuaPlayer.cpp:194: Invalid state for player.
Logger::writeStacktrace skipped.
  23.401 Error CrashHandler.cpp:174: Map tick at moment of crash: 231985
  23.401 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
  34.955 Uploading log file
  34.959 Error CrashHandler.cpp:221: Heap validation: success.
  34.961 Creating crash dump.
  35.195 CrashDump success

MisterFister
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by MisterFister »

Does this mod provide a way to remove / move / spawn terrain decorables / ores / oil patches / water?

I found the "Wand" tool to place water or other tiles. The best method I found was to use that to spawn water and then re-spawn landfill.

chrisgbk
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by chrisgbk »

Slackie wrote:
Fri Mar 01, 2019 6:12 am
I can reproducibly crash Factorio 0.17.3 with the 1.0.4 version of Creative Mod.

Custom map:
https://mega.nz/#!kjQh1Q4S!zZirYcyf5_et ... RpmxRdfuM4

Code: Select all

   0.000 2019-02-28 22:06:53; Factorio 0.17.3 (build 43128, win64, steam)
   0.000 Operating system: Windows 10 (version 1803) 
   0.000 Program arguments: "E:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "9524" 
   0.000 Read data path: E:/Steam/steamapps/common/Factorio/data
   0.000 Write data path: C:/Users/Mike/AppData/Roaming/Factorio [548357/976195MB]
   0.000 Binaries path: E:/Steam/steamapps/common/Factorio/bin
   0.013 System info: [CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 8 cores, RAM: 4498/32706 MB, page: 6699/37570 MB, virtual: 4330/134217727 MB, extended virtual: 0 MB]
   0.014 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.020 Available displays: 1
   0.020  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 {0x05, [0,0], 3840x2160, 32bit, 60Hz}
   0.342 Display: 0 -> Adapter: 0, Output: 0
   0.410 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080; driver: nvldumdx.dll 25.21.14.1681
   0.410   D3D Feature Level: 11.1, DXGI 1.5+
   0.410   [Local Video Memory] Budget: 6867MB, CurrentUsage: 2MB, Reservation: 0/3635MB
   0.410   [Non-Local Vid.Mem.] Budget: 14717MB, CurrentUsage: 0MB, Reservation: 0/7767MB
   0.410   Tiled resources: Tier 2
   0.410   Unified Memory Architecture: No
   0.410   BGR 565 Supported: Yes
   0.410   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.456 Desktop composition is active.
   0.456 Graphics settings preset: very-high
   0.456   Dedicated video memory size 8079 MB
   0.456 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality]
   0.456                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]
   0.494 DSound: Starting _dsound_update thread
   0.494 DSound: Enter _dsound_update; tid=13392
   1.228 Razer Chroma Controller initialized.
   1.259 Logitech LED Controller initialized.
   1.273 Loading mod settings creative-mod 1.0.4 (settings.lua)
   1.279 Loading mod core 0.0.0 (data.lua)
   1.374 Loading mod base 0.17.3 (data.lua)
   1.804 Loading mod creative-mod 1.0.4 (data.lua)
   1.887 Loading mod base 0.17.3 (data-updates.lua)
   1.963 Loading mod creative-mod 1.0.4 (data-final-fixes.lua)
   2.050 Checksum for core: 3928040144
   2.050 Checksum of base: 260351520
   2.050 Checksum of creative-mod: 1648215781
   2.473 Loading sounds...
   3.919 Info PlayerData.cpp:69: Local player-data.json unavailable
   3.919 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551419410
   4.034 Crop bitmaps.
   4.089 Parallel Sprite Loader initialized (threads: 7)
   4.170 Initial atlas bitmap size is 16384
   4.191 Created atlas bitmap 16384x16380 [none]
   4.193 Created atlas bitmap 16384x12228 [none]
   4.193 Created atlas bitmap 16384x2116 [decal]
   4.194 Created atlas bitmap 16384x3808 [low-object]
   4.195 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level]
   4.195 Created atlas bitmap 16384x6592 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]
   4.196 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]
   4.196 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   4.196 Created atlas bitmap 16384x748 [alpha-mask]
   4.198 Created atlas bitmap 16384x12852 [shadow, linear-magnification, alpha-mask]
   4.198 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
   4.203 Texture processor created. GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
   6.208 Parallel Sprite Loader initialized (threads: 7)
  11.776 Sprites loaded
  11.809 Generated mipmaps for atlas of size 16384x3808
  11.831 Generated mipmaps for atlas of size 16384x1888
  11.853 Generated mipmaps for atlas of size 16384x6592
  11.864 Generated mipmaps for atlas of size 16384x480
  11.875 Generated mipmaps for atlas of size 16384x456
  11.886 Generated mipmaps for atlas of size 16384x1264
  11.901 Custom inputs active: 0
  12.001 Factorio initialised
  18.698 Info PrototypeMigrationList.cpp:60: Activating migration creative-mod/creative-mode_0.3.2.json
  20.100 Applying migration: Creative Mod: creative-mode_0.3.2.lua
  20.863 Loading Level.dat: 68977141 bytes.
  20.863 Info Scenario.cpp:147: Map version 0.17.3-0
  21.906 Loading script.dat: 328 bytes.
  21.915 Checksum for script C:/Users/Mike/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2366710471
  21.939 Checksum for script __creative-mod__/control.lua: 3428198232
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logger.cpp (405): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logger.cpp (515): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logging.cpp (89): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\logging.cpp (83): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaplayer.cpp (194): LuaPlayer::LuaPlayer
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\luahelper.cpp (946): LuaHelper::pushPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (5345): LuaGameScript::luaReadConnectedPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luabinder.hpp (160): LuaBinder<LuaGameScript>::findAndCallMethod
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (466): LuaGameScript::luaIndex
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luabinder.hpp (330): LuaBinder<LuaGameScript>::callWrapper
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (319): luaD_precall
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (392): luaD_call
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (104): callTM
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (129): luaV_gettable
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lvm.c (589): luaV_execute
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lapi.c (1018): f_call
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (131): luaD_rawrunprotected
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\ldo.c (590): luaD_pcall
c:\cygwin64\tmp\factorio-build-5th2rl\libraries\lua\lapi.c (1044): lua_pcallk
c:\cygwin64\tmp\factorio-build-5th2rl\src\util\luahelper.cpp (3261): LuaHelper::pCallWithStackTrace
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luagamescript.cpp (873): LuaGameScript::runEventHandler
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaeventdispatcher.cpp (543): LuaEventDispatcher::run<GameAction>
c:\cygwin64\tmp\factorio-build-5th2rl\src\script\luaeventdispatcher.cpp (413): LuaEventDispatcher::dispatch
c:\cygwin64\tmp\factorio-build-5th2rl\src\gameactiondispatcher.cpp (14): GameActionDispatcher::sendToListeners
c:\cygwin64\tmp\factorio-build-5th2rl\src\map\map.cpp (1775): Map::removePlayer
c:\cygwin64\tmp\factorio-build-5th2rl\src\map\map.cpp (1546): Map::checkRemoveAllPlayers
c:\cygwin64\tmp\factorio-build-5th2rl\src\scenario\scenario.cpp (263): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanager.cpp (581): AppManager::createGame
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanagerstates.cpp (811): InNewGameFromScenarioDialog::process
c:\cygwin64\tmp\factorio-build-5th2rl\src\appmanager.cpp (214): AppManager::process
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (456): MainLoop::prePrepare
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (544): MainLoop::mainLoopStep
c:\cygwin64\tmp\factorio-build-5th2rl\src\mainloop.cpp (356): MainLoop::run
c:\cygwin64\tmp\factorio-build-5th2rl\src\main.cpp (1244): wmain
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (288): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE9E0D3DC4)
00007FFE9E0D3DC4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE9F083691)
00007FFE9F083691 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  23.401 Error LuaPlayer.cpp:194: Invalid state for player.
Logger::writeStacktrace skipped.
  23.401 Error CrashHandler.cpp:174: Map tick at moment of crash: 231985
  23.401 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
  34.955 Uploading log file
  34.959 Error CrashHandler.cpp:221: Heap validation: success.
  34.961 Creating crash dump.
  35.195 CrashDump success
Report this as a bug in Factorio in the bug reports forum, Factorio shouldn't crash from a mod, it should detect the error and recover from it.

Slackie
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Slackie »

chrisgbk wrote:
Fri Mar 01, 2019 9:24 am
Report this as a bug in Factorio in the bug reports forum, Factorio shouldn't crash from a mod, it should detect the error and recover from it.
Already done.

viewtopic.php?f=7&t=65884&p=403154#p403154

Engineer1701D
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Engineer1701D »

I cannot set the values for power consumers/producers. I assume this is related to the GUI changes in 0.17?

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DRY411S
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Creative Mode 1.0.4 in factorio 0.17.6

Post by DRY411S »

The 2nd fluid source I've tried on a map won't work. After placing it, left-clicking does nothing. Hovering over it gives a rather odd output in the GUI.

Placing it next to a pipe doesn't make the behaviour any different.
creativefluidsource.png
creativefluidsource.png (271.68 KiB) Viewed 8458 times

Engineer1701D
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Engineer1701D »

I have been able to set the fluid thus far, but cannot set anything for the configurable power entities. This seems like some GUI issue no?

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