[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by blueblue » Sat Aug 19, 2017 2:29 pm

I think there's a minor bug with matter sources not producing 100% compressed belts. I'm still not completely sure what's happening here, it might also be a bug in the base game or just a bug in my setup.

I have a setup that tests how many items an inserter can move in a minute which uses matter sources. I've noticed that inserters facing south will move more or less items when the belt that they are taking items from goes left to right versus right to left. I was almost ready to make a bug report in vanilla but I decided to recheck my results.

An inserter moving items from a belt (belt direction orthogonal to inserter direction) into a chest moves 553 items in a minute in my setup, unless that inserter is facing towards south direction (grabbing from north) and the belt is right to left direction, in which case it will move 624 items. Here's an image illustrating this.
Image
Then I switched from a single matter source to two sources to get a compressed belt and suddenly I get equal numbers between left-to-right and right-to-left. They're also slightly higher even though the items have to travel a slightly longer distance at the start. But the inserter facing towards south is still faster than the other inserters (648 for north to south and 575 otherwise), so I'm just really not sure what's going on anymore.

Note there is a known bug which leads to inserters being faster if they move items across chunk boundaries, so in my experiments I stayed away from chunk boundaries.

Here are the setups.
Blueprints

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by Optera » Sat Aug 19, 2017 2:50 pm

You know a duplicating chest and super loader have much better performance due to loaders running in Factorio's native code?

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by blueblue » Sat Aug 19, 2017 3:15 pm

Huh, good point. Performance usually doesnt become a concern in my test games so I didnt think of that.

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by Mooncat » Sun Aug 20, 2017 6:26 pm

blueblue wrote:I think there's a minor bug with matter sources not producing 100% compressed belts. I'm still not completely sure what's happening here, it might also be a bug in the base game or just a bug in my setup....
Thanks for bringing this issue up. It has been reported before but I somehow forgot it.
I will fix it, but as Optera said, there is a better (UPS-friendlier) solution for this problem now, the fix will be in CM v0.4.0+ (if it is possible to fix). :)
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by impetus maximus » Sun Aug 20, 2017 7:22 pm

i just tested the matter source vs a 2:1 splitter source, and a provider chest + loader and they seem dead even.
top belts are - copper plate from memory cell, bottom belts are + copper plate to memory cell.
source count image

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by impetus maximus » Wed Aug 23, 2017 8:58 am

[edit] ok it's voiding the rocket. never mind. :P
found a post that has unexpected (to me anyway) results of a matter void placement.
i thought the flat side of the void had to face and touch the edge of what it's voiding.

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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by Mooncat » Thu Aug 24, 2017 2:44 am

impetus maximus wrote:[edit] ok it's voiding the rocket. never mind. :P
found a post that has unexpected (to me anyway) results of a matter void placement.
i thought the flat side of the void had to face and touch the edge of what it's voiding.
But I mind! It is a bug! Will be fixed in next version. :)
Also I want to try something: use "position" instead of "area" when finding entities for the matter source/void/duplicator. Theoretically this will have better performance and won't return entities that don't have collider, like the rocket.
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by impetus maximus » Thu Aug 24, 2017 3:36 am

cool. glad i brought it to your attention then. :D

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Re: [MOD 0.15.29+] Creative Mode 0.3.11 - Infinite resources

Post by Mooncat » Mon Sep 04, 2017 6:42 pm

Released v0.3.11
Changelog
Edit: the issue has not been fixed. Working on it.

Edit 2:
Released v0.3.12
Changelog
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Salty Wagyu » Thu Sep 21, 2017 10:45 am

Hi, I mostly play in sandbox mode (never liked the slow movement and getting stuck in pipes etc. that is in freeplay). That said, I sometimes switch God Mode off so logistic bots can replenish my inventory stock, but when I switch God mode back on I notice logistic bots bringing in a lot of items to my character left behind, and discover that these items disappear forever.

Is there a way to prevent this? Or suggest an alternative playstyle I could use within Creative Mode's options?

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

Post by impetus maximus » Thu Sep 21, 2017 9:05 pm

you can destroy the body, but i would put items in chests first.
highlight the body, while you are not 'in' it and enter

Code: Select all

/c game.local_player.selected.destroy()
in console.

or just stay out of range of the roboports.

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

Post by CopperBoltwire » Tue Nov 07, 2017 10:47 pm

== Bug Spotted ==
Object: Creative Chest
Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD.
Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing.
Could be another mods reason, but i honestly don't think so.

I can provide a full mod list i got, upon request.

Temp fix: Shoot/break chest, put down a new one and Hud will then seem to work again. I got no clue as to why this works, but at least it does.

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

Post by Brathahn » Sun Nov 19, 2017 2:26 pm

Hi,
please add a chart function to discover the map.
the command is this one: (maybe with a variable size to it)

Code: Select all

/c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
i know that there is already a chart command in creative mode but it only reveals already generated chunks.
its helpful for finding a good map at the start.

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

Post by Mooncat » Tue Nov 21, 2017 2:53 am

CopperBoltwire wrote:== Bug Spotted ==
Object: Creative Chest
Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD.
Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing.
Could be another mods reason, but i honestly don't think so.

I can provide a full mod list i got, upon request.

Temp fix: Shoot/break chest, put down a new one and Hud will then seem to work again. I got no clue as to why this works, but at least it does.
Thanks for the report. I will check it when I get home. ;)
(Sorry for the delay)

Brathahn wrote:Hi,
please add a chart function to discover the map.
the command is this one: (maybe with a variable size to it)

Code: Select all

/c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
i know that there is already a chart command in creative mode but it only reveals already generated chunks.
its helpful for finding a good map at the start.
Are you sure it can reveal chunks that have not been generated, i.e. chunks that do not exist? :?
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by eradicator » Tue Nov 21, 2017 3:46 am

Mooncat wrote: Are you sure it can reveal chunks that have not been generated, i.e. chunks that do not exist? :?
Force.chart(): reveal and create
Force.rechart(): update already visible
Force.chart_all(): reveal all generated

All of this is on the doc... LuaForce.chart
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by Mooncat » Tue Nov 21, 2017 1:25 pm

CopperBoltwire wrote:== Bug Spotted ==
Object: Creative Chest
Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD.
Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing.
Could be another mods reason, but i honestly don't think so.

I can provide a full mod list i got, upon request.

Temp fix: Shoot/break chest, put down a new one and Hud will then seem to work again. I got no clue as to why this works, but at least it does.
Unfortunately I couldn't reproduce it, with or without other mods. It seems to be a problem caused by another mod on your side.
How many pages are there in total?

eradicator wrote:
Mooncat wrote: Are you sure it can reveal chunks that have not been generated, i.e. chunks that do not exist? :?
Force.chart(): reveal and create
Force.rechart(): update already visible
Force.chart_all(): reveal all generated

All of this is on the doc... LuaForce.chart
Well, the doc says "create charts", not "create chunks", and I expect "chart" means visibility for existing chunks only. It is a bit confusing. :P
Anyway, I have tested it and it indeed creates chunks. That's new to me.
It is in my to-do list now. But I'm a bit busy, it will take some time before it is implemented. :)
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Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Post by chrisgbk » Sun Nov 26, 2017 1:04 pm

There is a bug with the heat void: you create it with a max temperature of 0 in entity.lua, so heat never flows into it.

Code: Select all

-- Heat void
	heat_pipe(
		creative_mode_defines.names.entities.heat_void,
		creative_mode_defines.names.items.heat_void,
		{r = 0.2, g = 0.2, b = 0.2},
		false,
		1000)
results in it working as expected.

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Creative Mode fastrun

Post by kazooie911 » Sun Dec 03, 2017 8:49 pm

i uncheck fast run but the guy stills runs any ideas

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Re: Creative Mode fastrun

Post by impetus maximus » Mon Dec 04, 2017 12:17 am

kazooie911 wrote:i uncheck fast run but the guy stills runs any ideas
what do you mean unchecked? set the run speed in 'team cheats', 'player' to 0
if you mess with game speed, make sure it's set to 1.

Code: Select all

/c game.speed=1
when i start a world i don't use 'with cheats'. i just enable cheat mode mod, then enable what i need.

[edit]welcome to the forums. :)

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

Post by Therax » Tue Dec 05, 2017 7:57 am

Creative Mode instant-deconstruction breaks my mod, leaving behind orphan entities.

My mod (viewtopic.php?f=93&t=54343) creates invisible partner inserter entities, which are removed when the on_player_mined_entity or on_robot_mined_entity events are raised. It's necessary for my mod to use these events because any items held by the inserters need to be returned to the player via the buffer parameter of these two events. Other mods that create partner chest entities would have a similar problem.

Creative Mode currently only raises the on_robot_pre_mined event, which is unfortunately insufficient. I think you probably need to either raise on_entity_died (as you discussed yourself at viewtopic.php?f=34&t=34952&start=60#p218915), or raise both on_robot_pre_mined and on_robot_mined_entity, providing a dummy version of buffer as well.
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