[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

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impetus maximus
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Post by impetus maximus »

mickael9 wrote:Here's a zip with the change
many thanks. :)
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Post by torne »

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.
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.
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Post by Optera »

torne wrote:
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.
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.
Do you need the items configurable in game which are randomly produced or do you simply need an output of random items?
If it's the later the solution is as simple as placing a super speed mining drill on different ore types (don't use uran).
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Post by Mooncat »

Seems not that bad.
RandomItemSource.jpg
RandomItemSource.jpg (144.28 KiB) Viewed 13376 times
But still, don't spam it too much. The amount of possible items matters too.
I will release the next version after some more tests.
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Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes

Post by Mooncat »

Mod version update test - OK
Multiplayer test - OK
Mod compatibility test - OK
Ready for bug reports - OK

Version 0.3.8 is released!
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Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes

Post by tzwaan »

Glad to see those randomized matter sources implemented. I'll try them out very soon!
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by Mooncat »

Released v0.3.9. Fixed errors related to the creative lab. Also added the player port recipe.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by Mobius1 »

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:

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)
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.
Those are the mods I'm using on the save, just making bps for the real play afterwards.
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Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by impetus maximus »

Mobius1, what version of creative mode mod are you using?
what version of Factorio?
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by Mobius1 »

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. [...]

Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
Also I always update factorio game, so I'm using the 15.30.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by Mooncat »

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:

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)
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.
Those are the mods I'm using on the save, just making bps for the real play afterwards.
Thanks for the report.
The error isn't caused by the change on remote event. It seems to be a mod incompatibility. It will take some time to investigate.
Meanwhile you can help me by disabling some mods and see if the error still occurs. ;)
Mobius1 wrote:Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
Color Picker - Locomotive and other Color Picker sub-mods (Player, Cargo Wagon, Train Stop) have been combined into Color Picker. Please delete them.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by impetus maximus »

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. [...]
:oops:
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by dgw »

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. [...]
:oops:
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.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by impetus maximus »

cheers dgw. :)

what does the 'player port' do? :?
[edit] never mind found it. when placed, if you die you respawn at the player port.

Mooncat, many thanks for the wands.
made making my all concrete island test bed map much easier than map editor.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Post by Mooncat »

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:

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)
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.
Those are the mods I'm using on the save, just making bps for the real play afterwards.
Modlist
Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
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. :)

impetus maximus wrote:Mooncat, many thanks for the wands.
made making my all concrete island test bed map much easier than map editor.
I'm glad it helps. :D
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by Mooncat »

Released v0.3.10. Now you can test heat pipe setups without a reactor! (Why? Why not!)
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by impetus maximus »

Mooncat wrote:
  • Fixed the bug that player character could be duplicated by spamming the off button of god mode.
had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.
felt like Quaid until i realized it ran off with my armor. :lol:

Mooncat is Creative Mode compatible with 0.15.33? i saw they did some mod changes.

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

Post by Mooncat »

impetus maximus wrote:
Mooncat wrote:
  • Fixed the bug that player character could be duplicated by spamming the off button of god mode.
had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.
felt like Quaid until i realized it ran off with my armor. :lol:

Mooncat is Creative Mode compatible with 0.15.33? i saw they did some mod changes.

cheers
I don't see any change that affects CM and haven't found any issue in 0.15.33 so far. ;)
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by impetus maximus »

sweet. thanks Mooncat :)
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Post by Mooncat »

impetus maximus wrote:sweet. thanks Mooncat :)
No problem. ;)
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