[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

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

Post by FallenPaladin »

The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.

Error while running event creative-mod::on_player_selected_area (ID 49)
The mod Water As A Resource caused a non-recoverable error.
Please report this error to the mod author.

Error while running event WaterAsAResource::on_player_built_tile (ID 45)
__WaterAsAResource__/control.lua:1409: attempt to index field 'tile' (a nil value)
stack traceback:
__WaterAsAResource__/control.lua:1409: in function <__WaterAsAResource__/control.lua:1408>
stack traceback:
__creative-mod__/scripts/util.lua:161: in function 'raise_event'
__creative-mod__/scripts/magic-wand-creator.lua:463: in function 'create_tiles_or_resources_in_pattern'
__creative-mod__/scripts/magic-wand-creator.lua:533: in function 'on_player_selected_area'
__creative-mod__/scripts/events.lua:451: in function '?'
__creative-mod__/scripts/events.lua:1154: in function <__creative-mod__/scripts/events.lua:1083>
stack traceback:
[C]: in function 'raise_event'
__creative-mod__/scripts/util.lua:161: in function 'raise_event'
__creative-mod__/scripts/magic-wand-creator.lua:463: in function 'create_tiles_or_resources_in_pattern'
__creative-mod__/scripts/magic-wand-creator.lua:533: in function 'on_player_selected_area'
__creative-mod__/scripts/events.lua:451: in function '?'
__creative-mod__/scripts/events.lua:1154: in function <__creative-mod__/scripts/events.lua:1083>
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by dgw »

FallenPaladin wrote:
Mon Feb 03, 2020 3:00 am
The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.
What Factorio version? What Creative Mod version?

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

Post by FallenPaladin »

What Factorio version? What Creative Mod version?
Sorry, I forgot to include that information to you.

Factorio Version: 0.18.3
Creative Mod: 1.3.0
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Drayton359 »

New Update broke the mod

Factorio ver 0.18.8
Creative mod 1.3.0

Please Fix
Attachments
Mod Load error.jpg
Mod Load error.jpg (248.58 KiB) Viewed 5536 times

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

Post by Allerbmu »

Hi,

Sorry to report a mod crash scenario when I try to put down a blueprint with the option to build instantly. It might have to do something with VoidChest mod. If I remove VoidChest it works fine.

Also posted same message to Void Chest + page.
Factorio_Creative_Mod_Crash.jpg
Factorio_Creative_Mod_Crash.jpg (55.96 KiB) Viewed 5383 times
Factorio: 0.18.14
Creative Mod: 1.3.3
Void Chest +: 2.3.1

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

Post by Xorimuth »

Hey, thanks for the mod, after trying the sandbox mode and /editor mode, this is what I settled on, its got everything I need!

I had a few suggestions for stuff that you might want to fix, but nothing critical.

- You're still using all the old icons and graphics
- It would be nice to allow easily 'upgrading' base game buildings with their creative equivalent, for example placing a void lab over a normal lab should be allowed.
- The Matter source, duplicator and voids look quite strange because the belts are now raised up off the ground.

Thanks!
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QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

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

Post by MasterBuilder »

gloin wrote:
Tue Aug 11, 2020 5:56 pm
Hey, thanks for the mod, after trying the sandbox mode and /editor mode, this is what I settled on, its got everything I need!

I had a few suggestions for stuff that you might want to fix, but nothing critical.

- You're still using all the old icons and graphics
- It would be nice to allow easily 'upgrading' base game buildings with their creative equivalent, for example placing a void lab over a normal lab should be allowed.
- The Matter source, duplicator and voids look quite strange because the belts are now raised up off the ground.

Thanks!
This mod hasn't been updated in forever. It did get a temp update for a while, but then Infinity Mode was released.
Infinity Mode was then deprecated in favor of Editor Extensions. it will not receive new features and old graphics won't be updated.
https://mods.factorio.com/mod/EditorExtensions

That said, I still prefer Infinity Mode over either so I've updated it myself:
https://github.com/Synthlight/Factorio- ... tag/v0.6.3
Beware though I don't intend to add new features or update graphics. I'm only interested in keeping it running with the latest Factorio versions.
I also didn't put the update on the mod portal. I may or may not be too lazy to do that in the future.
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Xorimuth »

MasterBuilder wrote:
Sun Aug 16, 2020 4:05 am
gloin wrote:
Tue Aug 11, 2020 5:56 pm
Hey, thanks for the mod, after trying the sandbox mode and /editor mode, this is what I settled on, its got everything I need!

I had a few suggestions for stuff that you might want to fix, but nothing critical.

- You're still using all the old icons and graphics
- It would be nice to allow easily 'upgrading' base game buildings with their creative equivalent, for example placing a void lab over a normal lab should be allowed.
- The Matter source, duplicator and voids look quite strange because the belts are now raised up off the ground.

Thanks!
This mod hasn't been updated in forever. It did get a temp update for a while, but then Infinity Mode was released.
Infinity Mode was then deprecated in favor of Editor Extensions. it will not receive new features and old graphics won't be updated.
https://mods.factorio.com/mod/EditorExtensions

That said, I still prefer Infinity Mode over either so I've updated it myself:
https://github.com/Synthlight/Factorio- ... tag/v0.6.3
Beware though I don't intend to add new features or update graphics. I'm only interested in keeping it running with the latest Factorio versions.
I also didn't put the update on the mod portal. I may or may not be too lazy to do that in the future.
Thanks for the response. Yes, found EditorExtensions pretty quickly afterwards and that definitely seemed the way to go for most people now.
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

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

Post by MHPlayer12 »

When In god mode biterrs run away from me?

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

Post by Shenpen »

MHPlayer12 wrote:
Wed Feb 10, 2021 9:08 pm
When In god mode biterrs run away from me?
Up your personal hygiene a bit and it wont happen as often.

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