Re: [MOD 0.15.1+] Creative Mode 0.3.0 - Update for 0.15!
Posted: Wed Apr 26, 2017 5:28 pm
by Mooncat
mavzor wrote:Error while running event creative-mode::on_tick (ID 0)
__creative-mode__/scripts/util.lua:177: attempt to index local 'item' (a number value)
When enabling instant construction/blueprint laying and applying a blueprint
Thanks for the report.
The bug is caused by having modules in the blueprint. Looks like the data structure of item requests (e.g. modules) have finally been fixed to match the API doc.
Will be fixed in the next version.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Wed Apr 26, 2017 6:19 pm
by Mooncat
Released v0.3.1 with the shortest changelog ever (except v0.0.1).
Changelog
Version 0.3.1 (Apr 27, 2017):
- Fixes:
Fixed error when placing a blueprint that has module inside an entity while instance blueprint is turned on, or when reviving an entity that has module inside using the magic wands.
Wanted to do more. But I'm too tired today.
The boilers are still broken. I'm thinking about changing their entity types entirely.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Thu Apr 27, 2017 8:21 pm
by ScottyDoesKnow
Thanks for the quick updates. I did notice that matter sources don't seem to compress belts if you put them directly into an underground. Easy to workaround by just using one regular belt first.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 1:41 am
by Mooncat
ScottyDoesKnow wrote:Thanks for the quick updates. I did notice that matter sources don't seem to compress belts if you put them directly into an underground. Easy to workaround by just using one regular belt first.
Yes, it is a known issue and can't fix on my side. Also true if you use matter source on splitters. But I haven't and properly won't request the devs to fix this, because I think this is not a usual case?
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 6:12 am
by Optera
Mooncat wrote:
ScottyDoesKnow wrote:Thanks for the quick updates. I did notice that matter sources don't seem to compress belts if you put them directly into an underground. Easy to workaround by just using one regular belt first.
Yes, it is a known issue and can't fix on my side. Also true if you use matter source on splitters. But I haven't and properly won't request the devs to fix this, because I think this is not a usual case?
I think matter source and drain are obsolete. Duplicating/Void chests with loaders yields much better performance. (even when placing down one for each side of the belt)
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 10:41 am
by Nexela
Optera wrote:I think matter source and drain are obsolete. Duplicating/Void chests with loaders yields much better performance. (even when placing down one for each side of the belt)
Not quite obsolete, point a matter source at a machine and it automatically fills it
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 8:39 pm
by Bomaz
After upgrading my save to 0.15 I can't seem to build the creative buildings. Is there something I need to do to reenable them?
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 9:37 pm
by impetus maximus
Bomaz wrote:After upgrading my save to 0.15 I can't seem to build the creative buildings. Is there something I need to do to reenable them?
you need to enable creative tool recipes under team cheats.
creative.recipes.png (109.88 KiB) Viewed 9813 times
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Fri Apr 28, 2017 10:35 pm
by Bomaz
impetus maximus wrote:
Bomaz wrote:After upgrading my save to 0.15 I can't seem to build the creative buildings. Is there something I need to do to reenable them?
you need to enable creative tool recipes under team cheats.
Great, thanks
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sat Apr 29, 2017 6:51 pm
by Mehve
Just a quick head's up - loving creative mode in 0.15 as always, but the Fluid Source works exactly the same - despite all fluid amounts having been bumped by a factor of 10 You can still place a load of them in parallel of course, but it would be nice to be able to eventually use a single entity like before. Not sure if that's just a quick fix or not.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sat Apr 29, 2017 7:04 pm
by Mooncat
Mehve wrote:Just a quick head's up - loving creative mode in 0.15 as always, but the Fluid Source works exactly the same - despite all fluid amounts having been bumped by a factor of 10 You can still place a load of them in parallel of course, but it would be nice to be able to eventually use a single entity like before. Not sure if that's just a quick fix or not.
It is in the next version.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sat Apr 29, 2017 9:18 pm
by impetus maximus
Mooncat wrote:
Mehve wrote:Just a quick head's up - loving creative mode in 0.15 as always, but the Fluid Source works exactly the same - despite all fluid amounts having been bumped by a factor of 10 You can still place a load of them in parallel of course, but it would be nice to be able to eventually use a single entity like before. Not sure if that's just a quick fix or not.
It is in the next version.
are you going to keep the older fluid sources as well? hope so.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sat Apr 29, 2017 9:30 pm
by Mooncat
impetus maximus wrote:are you going to keep the older fluid sources as well? hope so.
But why?
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sat Apr 29, 2017 11:30 pm
by impetus maximus
something else to tinker with. yes i know i won't help for testing purposes. ok fine get rid of it.
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sun Apr 30, 2017 2:43 am
by Nexela
Possibly just missing gui.is_valid_sprite_path() checks
Modifier wand, uncheck healthless and indestructable, Select a row a running steam engines.
Unknown sprite "entity/smoke"
stack traceback:
__creative-mode__/scripts/gui-menu-magicwand.lua:989: in function 'create_or_destroy_modification_popup_for_player'
__creative-mode__/scripts/magic-wand-modifier.lua:206: in function 'on_player_selected_area'
__creative-mode__/scripts/events.lua:373: in function '?'
__creative-mode__/scripts/events.lua:1015: in function <__creative-mode__/scripts/events.lua:950>
Additional request # 323423423.324A -- Pressing the give wand button on the gui should close the gui after it gives the wand
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Posted: Sun Apr 30, 2017 1:44 pm
by Mooncat
Nexela wrote:Possibly just missing gui.is_valid_sprite_path() checks
Modifier wand, uncheck healthless and indestructable, Select a row a running steam engines.
Unknown sprite "entity/smoke"
stack traceback:
__creative-mode__/scripts/gui-menu-magicwand.lua:989: in function 'create_or_destroy_modification_popup_for_player'
__creative-mode__/scripts/magic-wand-modifier.lua:206: in function 'on_player_selected_area'
__creative-mode__/scripts/events.lua:373: in function '?'
__creative-mode__/scripts/events.lua:1015: in function <__creative-mode__/scripts/events.lua:950>
Thanks! Fixed in the next version.
Nexela wrote:Additional request # 323423423.324A -- Pressing the give wand button on the gui should close the gui after it gives the wand
Maybe not. Some users, like me, sometimes change the settings after getting the magic wand.
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
Posted: Sun Apr 30, 2017 10:15 pm
by Mooncat
Released v0.3.2!
Changelog
- New:
Decreased the supply area of super electric pole to 4x4. Introduced super substation with the original 200x200 supply area.
Super electric poles will be automatically migrated to super stations in old saves.
Converted the options in config.lua to mod settings.
Combined "auto_enable" and "show_popup_in_new_game" into "Default initial action".
- Remove:
Removed config.lua.
Removed remote function "update_config".
- Improvements:
A message will be shown when "No, permanently" on the initial popup is clicked.
Matter void can now remove fluid inside pump.
When facing a reactor and no filter is set, matter void will only remove the used up fuel cells in the reactor.
When "Can remove from vehicles in front" is enabled, matter void can remove fluid from fluid wagon.
When "Can duplicate in vehicles in front" is enabled, matter duplicator can duplicate fluid in fluid wagon.
- Changes:
Each recipe of fluid source now generates 500 unit of fluid instead of 50.
Updated the icons of the super robots, the cargo wagons, fluid source, fluid void, energy source, passive energy source, super electric pole and the super modules.
Updated the colors of fluid void entity.
Changed the entity type of fluid void. Now it can show the input direction in alt view.
Special entity GUIs (e.g. creative chest GUI, matter source/void/duplicator GUI, super configurable boiler GUI) are displayed by default if player has not closed any of them before.
- Fixes:
The enemy spawners and worms will no longer appear on the wild.
Fixed super boiler, super cooler and super configurable boiler.
They are now directional and have only one input and one output connection.
Their default rotation is the same as that of fluid source and fluid void.
Updated their entity graphics to show their directions without alt view.
Fluid generated by matter duplicator will no longer exceed the fluidbox capacity.
Fixed error when the Modifier popup shows an entity that has invalid sprite path.
Fixed error when logging a vanilla event that contains "by_script", "alt", "control" or "shift".
- Known issues:
Please rebuild the fluid voids if you are loading an old save.
The super boilers have different default rotation than v0.3.0, please rotate them.
The original settings in config.lua are not kept. Please modify the new settings in Options > Mods > Startup/Map.
Sorry if this version broke your setup. Just want to make some improvements for the old things.
Tried to change my custom drop-down GUIs to the new actual drop-down GUI type. But too many scripts are involved. Better wait 0.4.0.
Also tried to change surface cheat - always day into 2 cheats: freeze daytime, set daytime. But I realized freeze daytime is not readable. Made a request for that.
It's time to update my other mods.
(Serious bugs will be handled first.)
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
Posted: Mon May 01, 2017 5:02 am
by Optera
Well it broke more than only my setups.
Changing icon to icons was unexpected, now I have to adapt signal generation in LTN.
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
Posted: Mon May 01, 2017 7:55 am
by Mooncat
Optera wrote:Well it broke more than only my setups.
Changing icon to icons was unexpected, now I have to adapt signal generation in LTN.
signal generation in LTN?
Is it the change on fluid void broke your setups? I can think of a way to rebuild all fluid voids with script. But if it is the settings or super boilers, sorry I can't think of a good way to handle it.
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
Posted: Mon May 01, 2017 9:40 am
by Optera
Mooncat wrote:
Optera wrote:Well it broke more than only my setups.
Changing icon to icons was unexpected, now I have to adapt signal generation in LTN.
signal generation in LTN?
Is it the change on fluid void broke your setups? I can think of a way to rebuild all fluid voids with script. But if it is the settings or super boilers, sorry I can't think of a good way to handle it.
I create virtual signals to represent every carriage so LTN can display proper train compositions. The small change in your wagons from entity.icon to entity.icons{} threw my signal generation off.
Anyway I've already adapted LTN to handle icons with tint. Who knows maybe someone really uses your wagons for automated item distribution.