Mooncat wrote:Although CM is specialized for testing purpose but not normal gameplay, I still hope that it can bring no impact to the game if the mode is disabled. This will be the focus for the next update. So please feel free to share anything you think I can help on cooperating with other mods.
this mod is one of the most reliable mods that i have used so far. many other mods aren't behaving well, eg do a loop on all items in 100k chunks only once every 10 minutes, etc. you also took great care of handling your own special items, occasionally hiding them, etc. in contrast i just got another problem with two other mods where one was adding its own items only in the end so that other mods couldn't see them, resulting in a crash unless the second mod would declare specific dependencies. When i write my first mod (i already have lots of ideas :-) I'll probably be one such programmer too since I'm missing the practical experience with factorio mods.
with all the additional functionality you have added during the last months, exploring this mod alone and how to use it best is already some interesting game by itself :-)
now for some real bug (or at least some strange mismatch) :
when i setup a train with creative wagons, i noticed that i needed as many wagons to get all items as i previously had needed creative provider chests. but since the wagons can hold 200 stacks (in this case 9 wagons for 1625 stacks) and the chests only 150 (in this case also 9 chests but for only 1294 stacks), there is some mismatch and the chests seem to be missing some items which are only available in the creative wagons.
comparing the two sets: the first 1251 stacks were identical, as well as the last 43 stacks (for a total of 1294, all that was available in the chests), but the wagons had some more stacks between the beginning and the end. the missing items were mostly 300+ textplates whose boxed versions were included in the first 1251 stacks, but also items from several other mods up to your energy absorption. the three loaders, railgun/ammo and the other creative items are those remaining 43 items at the end.
speaking of those creative wagons:
- how are they supposed to work at all ?
having personal bots on me, and a roboport in range (each having lots of logistic and construction bots), also having a fusion reactor and personal roboports in the provider wagon and in the engine and in another normal wagon, all didn't cause any robot to start working and build a few items on a blueprint or fill a requester chest.
- only to grab items from them manually ?
i can select an unlimited item in the crafting gui quicker than manually searching 9 wagons for such an item.
and having an unloader station do the searching doesn't make much sense to me when there are maybe 9+ wagons in a train.
- maybe for FARL ?
i have to test that ... would be crazy but nice to add creative wagons to a FARL train and thus never run out of rails, signals, poles, etc.
it would be really nice if we could get the same convenience for wagons that we already have for chests:
- creative chest and creative wagon
- creative provider chest
and creative provider wagon
- duplicating chest and duplicating wagon
- duplicating provider chest
and duplicating provider wagon
with the old factorio, it might be illogical to have logistic wagons, but since we got grids now, everything should be possible :-)
maybe active/passive provider wagons, requester wagons, and storage wagons would be an idea for a
different new mod (there is already a similar mod which does logistic wagons by putting the functionality (provider/requester/storage) in the rails; but not yet with the help of grids in the wagons)
but
then it would be really nice to have a counterpart as creative versions too :-)
Optera wrote:Really disabling CM would make CM usable in megabases. ...
for a test I'd switch CM on do the testing and disable it afterwards.
I would like to have two or a few presets. one of them would be to reset everything to the values that CM had at the start of the map (to start over after experimenting and messing up), a second would be my favorite settings for testing something (most of the time, this is only a set of at most 4 or 5 settings, like cheat mode, creative tools' recipes, instant research). setting some values to my own defaults also could replace several other mods like enable loaders, extend reach, etc. the latter option would also be useful when starting a new map, but i have no idea where/how to store such settings between saves or maps, if that would be possible at all.
edit: PS : how do i get rid of living turrets (worms) and enslaved watchposts (spawners) ?
i can't remove them with rightclick, and killing them is a lot of work since robots rebuild them unless i remove roboports in those areas first.