[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Topics and discussion about specific mods
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

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

Post by Airat9000 »

17.9 bug
2019-03-09_12-04-45.png
2019-03-09_12-04-45.png (767.43 KiB) Viewed 7711 times
and old game lost in recipes 17.9 in menu
Maddhawk
Fast Inserter
Fast Inserter
Posts: 125
Joined: Sat May 05, 2018 6:53 am
Contact:

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

Post by Maddhawk »

Glad to see this is being kept updated. Particularly since the new built in editor is lacking in tools for testing and tweaking blueprints.
iceman11a
Burner Inserter
Burner Inserter
Posts: 8
Joined: Thu Jun 08, 2017 8:54 am
Contact:

Re: Error using mod

Post by iceman11a »

I had to create a new world and I'm using the creative mod. and I got a crash pointed at this mod. I attached a screen shot. hoping you can get this fixed soon. I can't play until it's fix. Unless I disable it.
Attachments
Screenshot_23.png
Screenshot_23.png (634.76 KiB) Viewed 7612 times
Zanostra
Long Handed Inserter
Long Handed Inserter
Posts: 82
Joined: Mon Apr 03, 2017 8:03 pm
Contact:

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

Post by Zanostra »

the 'creative tools' tab in the crafting menu disappears when you save and load.
particularly when you load a save where you use the 'sync mods with save' button and 'Creative Mod' is disactivated.
when after that you load the game where creative mod was in use, you have to sync mods with save again to activate it again.
then when the save is loaded, the 'creative tools' tab is gone.
but you can still use every creative construct, but the only way I know of getting them is with the item picker tool ( pressing 'Q' when mouse hover ) to duplicate existing entities, because you can't craft them anymore from the corresponding menu.

when disabling Creative Mod in the mod portal to manually sync your mods with another save-game, play it, and enable it again by manually sync your mods back to match the Creative Mod save-game again, nothing is wrong and the creative tab still exists.

steps to reproduce:
needed: 2 savegames, one with creative mod enabled, and one without.

1 - play creative savegame ( tab creative tools is working. )
2 - go to menu, load game.
3 - select savegame without creative mod.
4 - press 'sync mods with save'
5 - after restart and loading go to menu, load game.
6 - select savegame with creative mod.
7 - press 'sync mods with save'
8 - after restart and loading the creative tools tab is gone.
Bazinga
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue Mar 12, 2019 6:55 pm
Contact:

The mod Creative Mod caused a non-recoverable error.

Post by Bazinga »

Update: Thanks to Qon!
Replacing defines.inventory.player_... with defines.inventory.character_... in the cheats.lua worked.

---

The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.

Error while running event creative-mod::on_tick (ID 0)
real number expected got nil.
stack traceback:
__creative-mod__/scripts/cheats.lua:2516: in function 'get_inventory_or_slot_count_function'
__creative-mod__/scripts/cheats.lua:2608: in function 'apply_slot_cheat_to_players'
__creative-mod__/scripts/cheats.lua:2695: in function 'tick'
__creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146>
stack traceback:
[C]: in function 'get_inventory'
__creative-mod__/scripts/cheats.lua:2516: in function 'get_inventory_or_slot_count_function'
__creative-mod__/scripts/cheats.lua:2608: in function 'apply_slot_cheat_to_players'
__creative-mod__/scripts/cheats.lua:2695: in function 'tick'
__creative-mod__/scripts/events.lua:177: in function <__creative-mod__/scripts/events.lua:146>

Creative Mod 1.1.1
Factorio 0.17.35

savegame: https://www.sendspace.com/file/p6zf58
Last edited by Bazinga on Fri May 03, 2019 3:34 pm, edited 1 time in total.
nexx
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 03, 2019 12:16 pm
Contact:

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

Post by nexx »

Fatal crash after updating factorio (on steam+linux) to 0.17.35 and CreativeMod to 1.1.1 today. Worked normal yesterday with 0.17.34 + 1.0.4.
Attachments
crash_creativemod.png
crash_creativemod.png (132.96 KiB) Viewed 7379 times
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

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

Post by Qon »

Replacing

Code: Select all

defines.inventory.player_
with

Code: Select all

defines.inventory.character_
solves the issues. 3 instances in scripts/cheats.lua
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
malventano
Filter Inserter
Filter Inserter
Posts: 345
Joined: Thu Apr 27, 2017 4:31 pm
Contact:

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

Post by malventano »

Qon wrote: Fri May 03, 2019 1:59 pm Replacing

Code: Select all

defines.inventory.player_
with

Code: Select all

defines.inventory.character_
solves the issues. 3 instances in scripts/cheats.lua
This thread in the mod discussion suggests more changes are needed?
*edit* disregard, I believe your changes encompass those changes.
*edit edit* With these changes only, it appears that the magic wand can still remove the player character (shift to god mode) even if 'don't remove player characters' is checked.
Allyn Malventano
---
Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

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

Post by Qon »

New version of CM is out by the maintainer so just update via the in-game mod manager to get latest version (and remove any modified versions of CM from the mod folder if you have them).
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
sniderthanyou
Inserter
Inserter
Posts: 22
Joined: Tue Jul 05, 2016 11:43 am
Contact:

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

Post by sniderthanyou »

Is it possible to use the 0.17 upgrade planner with CM-specific items? Like mass-replacing steel chests with void chests, for example.
Quax
Fast Inserter
Fast Inserter
Posts: 101
Joined: Mon Mar 14, 2016 7:57 am
Contact:

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

Post by Quax »

Heloo, I'm running Factorio version 0.16.51, and the mod installer tells me there is no version of this mod available? So is this mod not ready for 0.16?
dgw
Fast Inserter
Fast Inserter
Posts: 197
Joined: Tue Apr 12, 2016 7:06 pm
Contact:

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

Post by dgw »

"Creative Mode" only has downloads available for 0.17.

In 0.16, you can use "Creative Mode (Fix for 0.16)", an unofficial tweak of the mod to work in 0.16. Just be aware that you'll need to migrate back to the official release if you want to play your save in 0.17 later.

(There's also an older "Creative Mode" that only has releases for 0.13 – 0.15. This mod has had several maintainers over the years, and they haven't always handed off maintenance responsibilities in the cleanest way.)
spinba11
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Mon Mar 07, 2016 9:07 pm
Contact:

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

Post by spinba11 »

Has anyone else lost the icon in the top left corner? It was there in .45 but it’s not in .46 and . 47.
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

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

Post by Qon »

Yes. I've lost it before. Just start a new world and play with it until it disappears again...
Might be possible to disable CM, re-save your world, enable CM and re-save your world again to make CM think you added CM for the first time again. But you will lose all CM cheat entities that you have built since they can't exist without the mod.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
spinba11
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Mon Mar 07, 2016 9:07 pm
Contact:

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

Post by spinba11 »

I’m unwilling to start a new map, I’ve done what you’ve suggested on my testing map and on the menu that comes up when you first load it it says you can use a command to enable it if you press no. Any idea what the command is?
User avatar
MasterBuilder
Filter Inserter
Filter Inserter
Posts: 353
Joined: Sun Nov 23, 2014 1:22 am
Contact:

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

Post by MasterBuilder »

spinba11 wrote: Sat Jun 08, 2019 9:32 am I’m unwilling to start a new map, I’ve done what you’ve suggested on my testing map and on the menu that comes up when you first load it it says you can use a command to enable it if you press no. Any idea what the command is?
In the zip: scripts/gui-menu.lua:

Code: Select all

-- Creates or destroys the Creative Mode main menu button for the given player according to the current state of Creative Mode and also the player's access rights.
-- Returns whether the button exists. If false is returned, it means the whole Creative Menu is removed for such player.
function gui_menu.create_or_destroy_main_menu_open_button_for_player(player)

-- Creates or destroys the Creative Mode main menu button for all players according to the current state of Creative Mode.
function gui_menu.create_or_destroy_main_menu_open_button_for_all_players()

-- Destroys the Creative Mode main menu for the given player if it is already opened.
function gui_menu.destroy_main_menu_for_player(player)
There are more in that file but my guess is one of these will work. Just make sure you have a backup first.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
spinba11
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Mon Mar 07, 2016 9:07 pm
Contact:

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

Post by spinba11 »

Ive tried them all but it’s not working I’m guessing I’m doing something wrong as I hardly touch commands.
vanatteveldt
Filter Inserter
Filter Inserter
Posts: 947
Joined: Wed Nov 25, 2015 11:44 am
Contact:

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

Post by vanatteveldt »

Feature request: might it be possible to add statistics counters on sources/sinks, so you can see exact number of items created/consumed in past minute / 10 minutes?

In a way this would be a workaround for the production screen not showing full accuracy, so you can't tell the difference between 1101 and 1190 items per minute.

Of course I can mimick this with circuitry, but it would be so much easier if it would just show in the source/sink.
MisterFister
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Jun 27, 2017 1:12 am
Contact:

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

Post by MisterFister »

Hey there. I visited the in-portal link for this Creative Mod that I'm enjoying. It's great to be able to run a test map to tweak and optimize builds and to perform troubleshooting.

I'm aware that this mod prompts you to choose, whether permanently or not, if you want to activate CM at time of gameplay or later on.

I cancelled that option at the time. How do I get back the chance to active this mod? Is there a hotkey, or a lua command I should be using?

Thanks
User avatar
DRY411S
Filter Inserter
Filter Inserter
Posts: 731
Joined: Sun Mar 13, 2016 9:48 am
Contact:

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

Post by DRY411S »

Look at the Long Description in the very first post in this topic.
Post Reply

Return to “Mods”