many thanks.mickael9 wrote:Here's a zip with the change
![Smile :)](./images/smilies/icon_e_smile.gif)
many thanks.mickael9 wrote:Here's a zip with the change
You could probably just generate a random sequence of outputs once when it's configured and just cycle through that repeatedly; if the cycle length is long enough and prime then it should be usable for most testing.Mooncat wrote:Added to the todo list, but I can't promise when it will be implemented.
For now, I think it may have performance issue because it will require the random number generator work twice in every tick. Need some tests first.
Do you need the items configurable in game which are randomly produced or do you simply need an output of random items?torne wrote:You could probably just generate a random sequence of outputs once when it's configured and just cycle through that repeatedly; if the cycle length is long enough and prime then it should be usable for most testing.Mooncat wrote:Added to the todo list, but I can't promise when it will be implemented.
For now, I think it may have performance issue because it will require the random number generator work twice in every tick. Need some tests first.
Code: Select all
Error while running event creative-mode::on_gui_click (ID 1)
__creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
impetus maximus wrote:Mobius1, what version of creative mode mod are you using?
what version of Factorio?
Also I always update factorio game, so I'm using the 15.30.Mobius1 wrote:[...] I'm using latest version of all mods. [...]
Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
Thanks for the report.Mobius1 wrote:Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list:For some reason the crafting list gets disabled when I choose the option "use creative mode without cheats" and load a saved game with it previously enabled, so I have to go to Team Cheats and manually click the "on" button for "Creative tools' recipes [?]" option. Now after that event update this error started to show for me, I'm using latest version of all mods.Code: Select all
Error while running event creative-mode::on_gui_click (ID 1) __creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
Those are the mods I'm using on the save, just making bps for the real play afterwards.
Color Picker - Locomotive and other Color Picker sub-mods (Player, Cargo Wagon, Train Stop) have been combined into Color Picker. Please delete them.Mobius1 wrote:Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
Mobius1 wrote:impetus maximus wrote:Mobius1, what version of creative mode mod are you using?
what version of Factorio?Mobius1 wrote:[...] I'm using latest version of all mods. [...]
No need for the embarrassed emoticon. It's still helpful to know the actual version number even if the reporter believes that it's the latest, in case there has been an update since they noted the issue and haven't checked for updates in the short window between report and current time.impetus maximus wrote:Mobius1 wrote:impetus maximus wrote:Mobius1, what version of creative mode mod are you using?
what version of Factorio?Mobius1 wrote:[...] I'm using latest version of all mods. [...]
I have just downloaded all the listed mods + CM from the Mod Portal and tested. But I couldn't reproduce the issue. Can you test again? Maybe the problem has already been solved by mod update.Mobius1 wrote:Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list:For some reason the crafting list gets disabled when I choose the option "use creative mode without cheats" and load a saved game with it previously enabled, so I have to go to Team Cheats and manually click the "on" button for "Creative tools' recipes [?]" option. Now after that event update this error started to show for me, I'm using latest version of all mods.Code: Select all
Error while running event creative-mode::on_gui_click (ID 1) __creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
Those are the mods I'm using on the save, just making bps for the real play afterwards.ModlistAlso the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
I'm glad it helps.impetus maximus wrote:Mooncat, many thanks for the wands.
made making my all concrete island test bed map much easier than map editor.
had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.Mooncat wrote:
- Fixed the bug that player character could be duplicated by spamming the off button of god mode.
I don't see any change that affects CM and haven't found any issue in 0.15.33 so far.impetus maximus wrote:had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.Mooncat wrote:
- Fixed the bug that player character could be duplicated by spamming the off button of god mode.
felt like Quaid until i realized it ran off with my armor.![]()
Mooncat is Creative Mode compatible with 0.15.33? i saw they did some mod changes.
cheers
No problem.impetus maximus wrote:sweet. thanks Mooncat