[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

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Mooncat
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Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Post by Mooncat »

steinio wrote:Hello,

i tried some stuff but provoked a crash ;)

...
I found the reason for the error.
The defines.events.on_player_created event is not called when the earth scenario is started. This event is used for initializing necessary data in Research Queue when a player is created. Because this event is not called, the data is nil and hence the game complains it. (It has nothing to do with Creative Mode. Without it, you will still get into the error when you finish a research.)
But the reason why it is not called is beyond my knowledge. Perhaps you should ask the author of that scenario. ;)

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Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Post by steinio »

Mooncat wrote:
steinio wrote:Hello,

i tried some stuff but provoked a crash ;)

...
I found the reason for the error.
The defines.events.on_player_created event is not called when the earth scenario is started. This event is used for initializing necessary data in Research Queue when a player is created. Because this event is not called, the data is nil and hence the game complains it. (It has nothing to do with Creative Mode. Without it, you will still get into the error when you finish a research.)
But the reason why it is not called is beyond my knowledge. Perhaps you should ask the author of that scenario. ;)
Ah ok thank you.
I tested it with a new game and all works flawless.

So it's related only to the scenario.

Greetings steinio
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Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Post by atlas1205 »

yo, still waiting for that resource richness slider XD

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Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Post by Anson »

Mooncat wrote:If you are talking about resetting specific technologies, that will require additional GUI.
I will do it after 0.15 come out. :P
quite understandable, but ...

in case you didn't read the newest FFF-164 yet :
Kovarex wrote:There are many things we want to have finished for 0.15, so the estimate isn't precise. The plan is to have approximately 3 months to implement all the planned changes, so it could be expected around february 2017.
and if the ETA is "around feb 2017", when will it be released ? maybe Xmas '16 or Easter '17 ? :-)

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Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Post by Mooncat »

atlas1205 wrote:yo, still waiting for that resource richness slider XD
Implemented. Just need some more testing and I will release it. ;)
Anson wrote:
Mooncat wrote:If you are talking about resetting specific technologies, that will require additional GUI.
I will do it after 0.15 come out. :P
quite understandable, but ...

in case you didn't read the newest FFF-164 yet :
Kovarex wrote:There are many things we want to have finished for 0.15, so the estimate isn't precise. The plan is to have approximately 3 months to implement all the planned changes, so it could be expected around february 2017.
and if the ETA is "around feb 2017", when will it be released ? maybe Xmas '16 or Easter '17 ? :-)
Before they said that, my guess was nearly 100% correct. 8-)
viewtopic.php?f=38&t=34922&p=217445#p217445
Now I think Feb - March is a reasonable range. Just don't expect it will be earlier than that, or you will be disappointed. :lol:

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by Mooncat »

v0.2.2 is released. Added the slider for setting amount of resources generated by the Creator magic wand. Also added log() support for events.
Added 4 new team cheats. The new Super Radar is designed to be used together with the alien attractors from the last version.

Thanks to the png optimizing script by nastyslave, the size of this mod has been greatly reduced from 1560KB (v0.2.1) to 841KB (v0.2.2) even with the new sprites of Super Radar. :D

Again, for details, please read the version history first.
(Continue to work on the wiki. I think I should put the remote interface part to top priority.)

Edit: http://factorio-creative-mode.wikia.com ... _Interface

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by atlas1205 »

good to hear that slider is finally implemented XD

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by judos »

Hi Mooncat,

Awesome mod!

Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?

/edit: maybe also creative robots (don't use energy, are extremely fast) ?

Cheers,
judos
Last edited by judos on Fri Nov 18, 2016 11:44 pm, edited 1 time in total.

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by Nexela »

judos wrote:Hi Mooncat,

Awesome mod!

Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?

Cheers,
judos

+1

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by Mooncat »

judos wrote:Hi Mooncat,

Awesome mod!

Small request: Can we have a "Creative Roboport" with huge area and amount of charging / charging places ?

/edit: maybe also creative robots (don't use energy, are extremely fast) ?

Cheers,
judos
Absolutely. But I will need to research on the possibility first. ;)

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Re: [MOD 0.14.13+] Creative Mode 0.2.2 - Epic update!!

Post by judos »

Those are all properties on the prototype which can be set for the entity, so it shouldn't be a large hack :)

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Mooncat »

Released v0.2.3, added super robots and roboport as suggested. Also some fixes for the careless mistakes in the previous version. ;)
judos wrote:Those are all properties on the prototype which can be set for the entity, so it shouldn't be a large hack :)
It is not just about can they be implemented, but also how. Like the Super Radar, you can't set its energy type to burner, or you will not be able to provide free energy to it by setting LuaEntity::energy.
And for the roboport, it turns out changing its energy type to burner has no effect at all. It will still be electric. Fortunately, setting LuaEntity::energy works. So, just ignore the energy warning signal. :)

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Fatmice »

Current version, Modding -> Interfaces -> Mod, click on the button to open the interfaces, click again to close, click again gives nothing. Click to another mod gives the gui again.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Mooncat »

Fatmice wrote:Current version, Modding -> Interfaces -> Mod, click on the button to open the interfaces, click again to close, click again gives nothing. Click to another mod gives the gui again.
Thanks for the report! I can confirm this bug and will fix it in the next version. ;)

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Nexela »

Have to admit this mod is a pretty high level of awesomeness!

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Mooncat »

Nexela wrote:Have to admit this mod is a pretty high level of awesomeness!
Thanks for your kind words. :mrgreen:

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Nexela »

Now we need Surface cheats, Create map markers for resources on map :)

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Mooncat »

Nexela wrote:Now we need Surface cheats, Create map markers for resources on map :)
Not sure what it is, would you mind to elaborate? :mrgreen:

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by siggboy »

Mooncat wrote:
Nexela wrote:Now we need Surface cheats, Create map markers for resources on map :)
Not sure what it is, would you mind to elaborate? :mrgreen:
I'm pretty sure he just wants to be able to put notes on the map.

I'd agree that it would be very useful, but you might consider it out of scope because it's more display related and not really a cheat.

I guess it could be integrated into the magic wand, though, giving it an ability to add and remove arbitrary map nodes.

Having said that, there are already other mods that cover such functionality.

I love the work that you've done lately on the mod. Currently I'm not playing the game so I've only followed it from the sidelines. A lot of people seem to be using the mod now. Very solid.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

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Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Post by Mooncat »

siggboy wrote:
Mooncat wrote:
Nexela wrote:Now we need Surface cheats, Create map markers for resources on map :)
Not sure what it is, would you mind to elaborate? :mrgreen:
I'm pretty sure he just wants to be able to put notes on the map.

I'd agree that it would be very useful, but you might consider it out of scope because it's more display related and not really a cheat.

I guess it could be integrated into the magic wand, though, giving it an ability to add and remove arbitrary map nodes.

Having said that, there are already other mods that cover such functionality.

I love the work that you've done lately on the mod. Currently I'm not playing the game so I've only followed it from the sidelines. A lot of people seem to be using the mod now. Very solid.

Ah! So Nexela wants something like this: Map Labels - Add labels to resources on the map.
Yes, it is a bit out of scope. Please use that mod and see if it is suitable first. ;) (Someone created the patch for 0.14 on the second page.)
I'm glad you guys love this mod. :D I'm planning to add more features, like programmable spawner (heavily inspired by FFF #166) and command block (like the lua combinator mod. The command block in Minecraft is a good reference.)

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