My guess is that this mod doesn't raise the on_built_entity event on the created ghost so creative mode doesn't see it. Ask the mod author to do itsteinio wrote:Hi,
i've enabled instant blueprints but if another mod places ghosts they are not revived.
As workaround i instant request the items and my personal roboport build it.
Is it possible to get this ghosts also build instantly?
Greetings, steinio.
[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Factorio Mod Portal Notifier - https://fac-notify.ml/
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I noticed some strange behaviour in the new version: under "Intermediate products" I can no longer hand craft empty fuel cells, uranium-238, or uranium-235; instead I only have the recipes that use/create those resources: uranium refining, kovarex process, fuel reprocessing, etc(and no way to create empty fuel cells by hand without crafting a reactor and waiting 200 seconds for the cell to burn). Same with some of the other recipes; I now have refining and unbarreling recipes(?) Useful for bathing yourself in oil I guess? Simulating koverax over and over by clicking with u-238 on auto-trash gets old fastMooncat wrote:Released v0.3.5 for 0.15.12.Changelog
Is this a change to workaround changed behaviour in 0.15.12, or is this a bug?
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Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
As a workaround you can make an autofill requester chest and request the things you need, or put them in your own logistic slots and they will be instantly put in your inventory
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I didn't and won't modify or remove the recipes outside Creative Mode in this mod. So it is a change in the game, not the mod. As vanatteveldt said, there are ways to give yourself empty cells. Creative chests, cargo wagons, duplicating chests, autofill requester chest, matter source, matter duplicator, etc.chrisgbk wrote:I noticed some strange behaviour in the new version: under "Intermediate products" I can no longer hand craft empty fuel cells, uranium-238, or uranium-235; instead I only have the recipes that use/create those resources: uranium refining, kovarex process, fuel reprocessing, etc(and no way to create empty fuel cells by hand without crafting a reactor and waiting 200 seconds for the cell to burn). Same with some of the other recipes; I now have refining and unbarreling recipes(?) Useful for bathing yourself in oil I guess? Simulating koverax over and over by clicking with u-238 on auto-trash gets old fast
Is this a change to workaround changed behaviour in 0.15.12, or is this a bug?
Just realized 0.15.13 was released. It is expected that the surface cheats are broken. Will fix that soon.
Edit: oh, only the freeze_daytime is broken. Good!
Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!
So I wanted to fix this issue in the next version, but failed to find a way to determine whether the game is in singleplayer mode. I'm seeking for help: viewtopic.php?f=28&t=33264DRY411S wrote:Yes, that's an exact description. This was a local save of a multiplayer map where I was not the first player.Mooncat wrote:Was your game a multiplayer game and you were not the first player in that game? I think it is the cause because CM currently only shows the popup to the first player.
Meanwhile, I have found a dirty workaround: log out Factorio (Options > Other) before loading the save, then you will be player one and everything should work.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Move your logic to on_player_joined_game
if player.admin and not button and not cm.permantly_disabled? show button?
if player.admin and not button and not cm.permantly_disabled? show button?
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
hm.. this may solve the problem of showing the initial popup. Thanks!Nexela wrote:Move your logic to on_player_joined_game
if player.admin and not button and not cm.permantly_disabled? show button?
But there is another problem: player does not have access right to admin-only features.
player.admin is false, player.connected is true, player.index is not 1
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
They will still have to promote themselves via a server console command to become admin. That there is no way around (currently) that I know of.Mooncat wrote:hm.. this may solve the problem of showing the initial popup. Thanks!Nexela wrote:Move your logic to on_player_joined_game
if player.admin and not button and not cm.permantly_disabled? show button?
But there is another problem: player does not have access right to admin-only features.
player.admin is false, player.connected is true, player.index is not 1
load game player joins no button is shown because they are not admin
save game
promote via server console
load game player joins is admin does not have button, gets button
Actually if the devs would allow .admin to be r/w you could fix this yourself using on_init and on_joined
on_init global.first_player = false
on_join if not global.first_player then player.admin = true; cm.create_button; global.first_player=player.index
I will leave it for you to double check on r/w for .admin and ask for it to be made available if it isn't
I see no reason this shouldn't be R/w because well they can already run commands which is more powerful
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
Sounds more complicated then just logging out Factorio.Nexela wrote:They will still have to promote themselves via a server console command to become admin. That there is no way around (currently) that I know of.
load game player joins no button is shown because they are not admin
save game
promote via server console
load game player joins is admin does not have button, gets button
I have a gut feeling that they won't allow mods to promote/demote players. I think it is better if player.admin can return true in singleplayer mode.Nexela wrote:Actually if the devs would allow .admin to be r/w you could fix this yourself using on_init and on_joined
on_init global.first_player = false
on_join if not global.first_player then player.admin = true; cm.create_button; global.first_player=player.index
I will leave it for you to double check on r/w for .admin and ask for it to be made available if it isn't
I see no reason this shouldn't be R/w because well they can already run commands which is more powerful
Anyway, I will suggest both solutions there. Thanks.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Are you sure? Does your mod touch wire distance ?Mooncat wrote:Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Yes and no. It is pure vanilla (no yellow words).Fatmice wrote:Are you sure? Does your mod touch wire distance ?Mooncat wrote:Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Just a quick report that the Creative buildings don't show up in the deconstruction planner filter. Not a massive deal, but I was looking for a way to nuke just all creative labs from my map.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Then how do you explain this?Mooncat wrote:Yes and no. It is pure vanilla (no yellow words).Fatmice wrote:Are you sure? Does your mod touch wire distance ?Mooncat wrote:Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
http://imgur.com/a/ORgkA
Only your mod and a test mod of mine, which are just prototypes of entities unrelated to substation, are enabled.
When I disable your mod, I don't get these strange issues. Outside of enabling your mod, I do not change any values.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I think I can add an option to unhide the entities. This way you can select them in the filter and also in the requester slots, even if Creative Mode is disabled in the map.tehfreek wrote:Just a quick report that the Creative buildings don't show up in the deconstruction planner filter. Not a massive deal, but I was looking for a way to nuke just all creative labs from my map.
I really can't reproduce it. I have also tried placing substations inside the supply area of a super substation, still no problem. Can you also try only enable my mod and disable the others? Maybe it is caused by some combinations of mods.Fatmice wrote:Then how do you explain this?Mooncat wrote:Yes and no. It is pure vanilla (no yellow words).Fatmice wrote:Are you sure? Does your mod touch wire distance ?Mooncat wrote:Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
http://imgur.com/a/ORgkA
Only your mod and a test mod of mine, which are just prototypes of entities unrelated to substation, are enabled.
When I disable your mod, I don't get these strange issues. Outside of enabling your mod, I do not change any values.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
That's the thing, it is just your mod and mine. The problem remains if I disable my very small mod, which has three prototypes and three recipes. The problem go away if I disable your mod. It's spurious.Mooncat wrote: I really can't reproduce it. I have also tried placing substations inside the supply area of a super substation, still no problem.Can you also try only enable my mod and disable the others? Maybe it is caused by some combinations of mods.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Feature request:
Can you add a "Super" super radar?
I need it to explore new maps for flaws before using the in MP.
Current scan range: 14
A version with scan range: 50 would be nice.
I know it takes a lot of time to generate the world for such a large area, but its way better than using airplains to fly around and explore the world/drop radar stations.
(And way better than having to tell my team that their x hour game is wasted because the used to much stone and thus are unable to escape from the big island we spawned on.)
Can you add a "Super" super radar?
I need it to explore new maps for flaws before using the in MP.
Current scan range: 14
A version with scan range: 50 would be nice.
I know it takes a lot of time to generate the world for such a large area, but its way better than using airplains to fly around and explore the world/drop radar stations.
(And way better than having to tell my team that their x hour game is wasted because the used to much stone and thus are unable to escape from the big island we spawned on.)
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Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
You can use lua to reveal the map as well:
From: viewtopic.php?f=79&t=19641
Code: Select all
/c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I have no idea then. Sorry.Fatmice wrote:That's the thing, it is just your mod and mine. The problem remains if I disable my very small mod, which has three prototypes and three recipes. The problem go away if I disable your mod. It's spurious.Mooncat wrote: I really can't reproduce it. I have also tried placing substations inside the supply area of a super substation, still no problem.Can you also try only enable my mod and disable the others? Maybe it is caused by some combinations of mods.
bNarFProfCrazy wrote:Feature request:
Can you add a "Super" super radar?
I need it to explore new maps for flaws before using the in MP.
Current scan range: 14
A version with scan range: 50 would be nice.
I know it takes a lot of time to generate the world for such a large area, but its way better than using airplains to fly around and explore the world/drop radar stations.
(And way better than having to tell my team that their x hour game is wasted because the used to much stone and thus are unable to escape from the big island we spawned on.)
Or just use team cheat -> chart all.vanatteveldt wrote:You can use lua to reveal the map as well:
From: viewtopic.php?f=79&t=19641Code: Select all
/c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
The same as
Code: Select all
/c game.player.force.chart_all()
Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern
Released v0.3.6. Licence has been changed.
Changelog
Having fun with the random pattern