Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Tue May 16, 2017 6:20 pm
by Mooncat
Released v0.3.4 for 0.15.11.
Changelog
-Improvements:
Pipes no long connect to the back of fluid source.
Removed the option "50000" from the resource amount pseudo-slider in the Creator magic wand setting panel. Added "10000000" as the last option, to follow the 10-timed fluid amount in 0.15.
- Changes:
Factorio version is now required to be equal or higher than 0.15.11 (from 0.15.10)
- Fixes:
Fixed loading errors for 0.15.11.
Not much, just the fix.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Tue May 16, 2017 7:00 pm
by tamanous
Thank you very much.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Tue May 16, 2017 10:36 pm
by mickael9
@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Wed May 17, 2017 3:37 am
by Mooncat
mickael9 wrote:@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it
May I have more information about this? What should I do for item-request-proxy?
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 3:25 pm
by nagapito
We reached a point that every update Factorio has, will break Creative mod
Happened once more
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 3:35 pm
by vanatteveldt
Thanks again for the great mod and the recent frequent updates
While you're fixing .15.12 [heh], I was wondering it it would be possible to add a "1GW drain" or "100MW drain" entity or somehow set a cap on the passive/active power voids (or is this already possible somehow?). I'm testing nuke plants under different load levels and building 20k radars gets old really fast . Not to mention it kills your fps if you try game speed x10, which is quite useful for nuke plants as they are so slow to heat up / cool down...
(What would also be great if the power void could output the energy it consumes on the circuit network)
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 4:04 pm
by Mooncat
nagapito wrote:We reached a point that every update Factorio has, will break Creative mod
Happened once more
vanatteveldt wrote:Thanks again for the great mod and the recent frequent updates
While you're fixing .15.12 [heh], I was wondering it it would be possible to add a "1GW drain" or "100MW drain" entity or somehow set a cap on the passive/active power voids (or is this already possible somehow?). I'm testing nuke plants under different load levels and building 20k radars gets old really fast . Not to mention it kills your fps if you try game speed x10, which is quite useful for nuke plants as they are so slow to heat up / cool down...
(What would also be great if the power void could output the energy it consumes on the circuit network)
Try the electric energy interface?
Active power void is assembling machine, which is not connectable with wire. I will check the passive power void.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 4:05 pm
by Optera
What did it break this time?
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 4:24 pm
by Mooncat
Optera wrote:What did it break this time?
The super cooler... a simple fix would be setting its efficiency to be higher than 0.
But I have fixed their functionalities as well. In testing phase now.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Posted: Thu May 18, 2017 4:37 pm
by Mooncat
Released v0.3.5 for 0.15.12.
Changelog
- Fixes:
Fixed loading errors for 0.15.12.
Fixed the super boiler, super cooler and super configurable boiler.
They can be connected with red and green wires, because they are storage tanks now.
Removed the obsolete config.lua.
- Known issues:
Please rebuild the super boilers, super coolers and super configurable boilers if you are loading an old save.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 6:05 pm
by mickael9
Mooncat wrote:
mickael9 wrote:@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it
May I have more information about this? What should I do for item-request-proxy?
Ideally, you'd just insert the items from itemProxy.item_requests into the target entity, then destroy the item proxy.
Unfortunately, the target entity of an item-request-proxy isn't exposed (but I asked for it: viewtopic.php?p=275737#p275737 ) so this could be achieved by searching for the entity at that position (ignoring item-request-proxy and entity-ghost) and using that as the target.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Thu May 18, 2017 6:18 pm
by vanatteveldt
vanatteveldt wrote:Thanks again for the great mod and the recent frequent updates
While you're fixing .15.12 [heh], I was wondering it it would be possible to add a "1GW drain" or "100MW drain" entity or somehow set a cap on the passive/active power voids (or is this already possible somehow?). I'm testing nuke plants under different load levels and building 20k radars gets old really fast . Not to mention it kills your fps if you try game speed x10, which is quite useful for nuke plants as they are so slow to heat up / cool down...
(What would also be great if the power void could output the energy it consumes on the circuit network)
Try the electric energy interface?
Active power void is assembling machine, which is not connectable with wire. I will check the passive power void.[/quote]
Yeah I know about that screen . My use case was as follows: To test where the problems were with my setup, I put each set of turbines in its own grid so I could see whether it was delivering the 8x10MW power. Manually checking 10+ electric networks every time is possible, but if the void were connectable I could have indicator lights or something like that to show whether a bank is providing the power it should. Anyway, minor issue, but I though that it might be a neat feature... Again, I am loving your mod, together with Helmod it is a fantastic way of planning out optimal designs before placing them in the "real" game.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Posted: Thu May 18, 2017 6:37 pm
by tamanous
This probably means bad karma for the next few weeks of my life ... bet hey, we're all anonymous OCDs here, right?
Mooncat wrote:
...
Version history
Version 0.3.5 (May 19, 2017):
- Fixes:
Fixed loading errors for 0.15.12.
Fixed the super boiler, super cooler and super configurable boiler.
They can be connected with red and green wires, because they are storage tanks now.
Removed the obsolete config.lua.
- Known issues:
Please rebuild the super boilers, super coolers and super configurable boilers if you are loading an old save.
Version 0.3.4 (May 17, 2017):
-Improvements:
Pipes no long connect to the back of fluid source.
Removed the option "50000" from the resource amount pseudo-slider in the Creator magic wand setting panel. Added "10000000" as the last option, to follow the 10-timed fluid amount in 0.15.
- Changes:
Factorio version is now required to be equal or higher than 0.15.11 (from 0.15.10)
- Fixes:
Fixed loading errors for 0.15.11.
Version 0.3.3 (May 12, 2017):
- New:
New equipments: super fusion reactor, super personal roboport.
Added recipes for the electric energy interface and the belt immunity equipment.
Added the electric energy interface into the non-hidden creative item list of creative chests.
Added per-player settings that are about the default values of cheats:
Enable invincible player by default
Enable instant blueprint by default
Enable instant deconstruction by default
Enable personal long reach by default
Enable personal fast run by default
Default technology research cheat type (research all, enable instant research, or do nothing)
Override evolution factor by default, default evolution factor
New surface cheats: freeze daytime, daytime
- Changes:
Factorio version is now required to be equal or higher than 0.15.10 (from 0.15.1)
Changed the entity type of fluid void, from "boiler" to "pipe-to-ground".
Due to the nature of "pipe-to-ground", after building a fluid void, the rotation for the next one will be automatically rotated to the opposite direction.
Changed the position of the belt immunity equipment in creative chests.
Disabling all team cheats for any team will also disable instant research.
- Improvements:
LuaTechnology::level and LuaTechnology::upgrade are included in the event logs that contain a technology.
- Fixes:
Fixed loading errors for 0.15.10.
Fixed error when logging a vanilla event that contains "tags" or "buffer".
- Known issues:
The super boiler, super cooler and super configurable boiler are broken, again.
Please rebuild the fluid voids if you are loading an old save.
Version 0.3.2 (May 1, 2017):
- 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.
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.
Version 0.3.0 (Apr 26, 2017):
- New:
Belt Immunity Equipment is now included inside the creative chests.
- Fixes:
Fixed the tooltip of build distance personal cheat displaying wrong default cheat value.
- Changes:
Updated for Factorio 0.15.
Factorio version is now required to be equal or higher than 0.15.1 (from 0.14.13)
Super boiler, super cooler and super configurable boiler are now directional and have only 2 connection points in maximum.
Evolution factor is moved from Game Settings to Team Cheats.
Updated event logging system:
it can now recognize the new event parameters.
added the following events to the entity-related events category:
on_biter_base_built
on_entity_renamed
on_market_item_purhcased
on_player_dropped_item
on_player_mined_entity
on_robot_mined_entity
on_selected_entity_changed
on_train_created
added the following events to the player-related events category:
on_gui_elem_changed
on_gui_selection_state_changed
on_market_item_purhcased
on_player_changed_force
on_player_dropped_item
on_player_mined_entity
on_pre_entity_settings_pasted
on_selected_entity_changed
added the following events to the force-related events category:
on_player_changed_force
added the following events to the surface-related events category:
on_pre_surface_deleted
on_surface_created
on_surface_deleted
added the following events to the GUI-related events category:
on_gui_elem_changed
on_gui_selection_state_changed
added a new category: settings-related events, with the following events:
on_difficulty_settings_changed
on_runtime_mod_setting_changed
Modding: the event for entity removal caused by instant deconstruction or the magic wands is changed from on_entity_died to on_robot_pre_mined.
the "robot" parameter will be a small table: {valid = false, type = "player", name = "player"}
the index of player who triggered the removal will be stored in the "player_index" parameter
removed the "force" parameter
"instant_deconstruction" is true if it is caused by instant deconstruction. Otherwise, it is nil.
Modding: the event for tile removal caused by instant deconstruction or the magic wands is changed from on_player_mined_tile to on_robot_mined_tile.
the "robot" parameter will be a small table: {valid = false, type = "player", name = "player"}
the index of player who triggered the removal will still be stored in the "player_index" parameter
"instant_deconstruction" is true if it is caused by instant deconstruction. Otherwise, it is nil.
- Known issues:
Super boiler, super cooler and super configurable boiler are broken.
Version 0.2.9 (Apr 22, 2017):
- New:
New option on the modifier popup: backer name.
- Fixes:
Fixed error when instant blueprint is performed while logging is enabled for the on_robot_built_entity event.
Ghost tile revival caused by Healer magic wand now invokes on_robot_built_tile instead of on_player_built_tile, for being consistent as instant blueprint.
the "robot" parameter will be a small table: {valid = false, type = "player", name = "player"}
the index of player who triggered the revival will still be stored in the "player_index" parameter
additional parameter "revived" whose value is true
- Improvements:
For the alternate mode of Modifier magic wand, the default values of "Don't select healthless entities" and "Don't select indestructible entities" are changed from true to false, making them different from the standard mode.
Event logging now checks the "valid" property of parameters of following types before showing some advanced properties like position, train backer name. "valid = false" will be shown if valid is false.
LuaEntity
LuaEquipment
LuaEquipmentGrid
LuaForce
LuaGuiElement
LuaSurface
LuaTechnology
LuaTrain
The on_robot_built_entity and on_robot_built_tile events invoked by this mod due to instant blueprint now have an additional parameter: "instant_blueprint". Its value is always true.
Similar to above, the on_entity_died and on_player_mined_tile events invoked by this mod due to instant deconstruction now have an additional parameter: "instant_deconstruction". Its value is always true.
Version 0.2.8 (Mar 14, 2017):
- Fixes:
Fixed possible error caused on other mods by reading the value of "robot" parameter in the on_robot_built_entity and on_robot_built_tile events that raised from entity/tile revival.
Now the "robot" parameter contains a small table: {valid = false, type = "player", name = "player"}.
Creative lab can now generate the science packs from the Research Revolution mod.
Version 0.2.7 (Mar 11, 2017):
- New:
New entity: creative lab.
New options on the modifier popup: to be looted, revive.
New remote function for registering your entities so they will be ignored by the instant-blueprint cheat: remote.call("creative-mode", "exclude_from_instant_blueprint", "<entity-name>")
Also the same for the instant-deconstruction cheat: remote.call("creative-mode", "exclude_from_instant_deconstruction", "<entity-name>")
A remote function for deregistering your entities from the blacklist of the instant-blueprint cheat: remote.call("creative-mode", "add_back_to_instant_blueprint", "<entity-name>")
Same for the instant-deconstruction cheat: remote.call("creative-mode", "add_back_to_instant_deconstruction", "<entity-name>")
And a remote function checking whether your entities have been ignored by the instant-blueprint cheat: remote.call("creative-mode", "has_excluded_from_instant_blueprint", "<entity-name>")
Same for the instant-deconstruction cheat: remote.call("creative-mode", "has_excluded_from_instant_deconstruction", "<entity-name>")
- Changes:
Modding: entity revival casued by instant blueprint or the Healer magic wand now raises on_robot_built_entity and on_robot_built_tile instead of on_built_entity and on_player_built_tile respectively.
the "robot" parameter will be nil
the index of player who triggered the revival will still be stored in the "player_index" parameter
- Improvements:
Clicking "Yes" from the initial popup will also unhide the recipe category of creative tools.
Delayed the effect of instant blueprint by 1 tick to increase mod compatibility. This leads to the following improvement.
This makes instant blueprint doesn't work on the text plates that are placed with blueprints if your Text Plates mod version is below 0.1.16. Please update to v0.1.16 to fix this issue.
When both instant deconstruction and instant blueprint are turned on, shift-placing a blueprint can now revive the ghosts that collide with other deconstructable entities, e.g. trees.
Modding: the events from entity revival (on_robot_built_entity, on_robot_built_tile) now contains an additional boolean parameter "revival" with the value true.
Modding: all events raised from this mod now contains an additional string parameter "mod" with the value "creative-mode", which is the ID of this mod.
Event logging now supports undocumented parameters and will show their data types. For boolean, number or string parameters, their values will also be shown.
A pair of double quotes are added outside the values of string parameters in event logs.
Event logs now also show the ghost_name, stack and unit_number of entity parameters if they support such values.
The modifer popup now shows more info about the selected objects. If the objects in the same have different values, e.g. unit number, only 10 values will be shown in maximum.
The super logistic robot and super construction robot now have absolute resistances, i.e. 100% resistance to all damange type.
The enemy spawners and worms provided by this mod are now minable, repairable, blueprintable, and deconstructible. The natural spawners and worms remain unchanged.
The suffix "(Creative Mdoe)" is added to their names to distinguish them from the natural ones.
New option in config.lua, creative_mode_config.enemy_spawners_and_worms.add_name_suffix, for disabling the suffix.
- Fixes:
Fixed the bug that instant blueprint removed the item requests of ghosts even though they cannot be revived due to collision with other entities.
Fixed error when reviving text plates from the Text Plates mod using the Healer magic wand.
The alien attractor marker will not move anymore after spawned.
The corpses of destroyed enemy spawners and worms should no longer be a problem when you place blueprinted entities over them.
Version 0.2.6 (Jan 19, 2017):
- New:
New entities: autofill requester chest, super beacon.
7 super modules: speed, effectivity, productivity, clean, slow, consumption, pollution.
Separated the reach distance personal cheat into reach distance and build distance.
Separated the reach distance team cheat into reach distance and build distance.
New personal cheat: repair mined item.
New option for the alternate mode of the Healer magic wand: don't affect indestructible entities.
New options for both modes of the Modifier magic wand: ignore indestructible entities.
- Improvements:
Matter Source/Void/Duplicator can now work properly on beacons.
Clicking the main menu button while holding a magic wand will open the menu for that magic wand, even if the main menu is already opened.
The messages after the value of a numeric cheat is changed by a player now shows the rounded value instead of the input value, if such cheat rounds the value into integer.
E.g. if you change your team reach distance to "2.5", the message will show "2" instead of "2.5".
- Fixes:
Matter Source/Void/Duplicator can now work properly on entities that have fuel slots but no other type of inventory instead of throwing error.
Fixed error when destroying a text plate from the Text Plates mod, or entities that are destroyed by other mods during on_entity_died, using the magic wands.
Fixed the UI bug that if the menu was opened while holding a magic wand, the last opened menu was not closed properly.
The keep last item personal cheat now works properly after a damaged entity is placed, if you have a spare inventory slot.
- Minor changes:
Reordered the super robots and super roboport to the same line of the cargo wagons on crafting menu.
Version 0.2.5 (Dec 11):
- Updated the simplified Chinese locale according to the changes in the previous version.
Version 0.2.4 (Dec 11):
- New:
Separated the reach distance personal cheat into: reach distance (build distance and entity reach distance), resource reach distance, item drop distance.
New personal cheats: item pickup distance, loot pickup distance, crafting speed, health bonus, inventory bonus, quickbar bonus.
Separated the reach distance team cheat into: reach distance (build distance and entity reach distance), resource reach distance, item drop distance.
New team cheats: item pickup distance, loot pickup distance, crafting speed, health bonus.
- Improvements:
After the Creative Mode main menu is closed, the last opened submenu will be restored once the menu is opened again. But opening the main menu with magic wand will still open the corresponding magic wand menu.
- Fixes:
Fixed the bug that the interface contents frame could not be opened right after it was closed, until another interface was opened.
The "equipment" parameters in the on_player_placed_equipment event and the on_player_removed_equipment event are now recognized correctly when they are printed, written or logged.
Fixed the crash caused by writing or logging any unrecognized event parameter.
Version 0.2.3 (Nov 23):
- New:
New entities: Super Logistic Robot, Super Construction Robot, Super Roboport.
- Fixes:
Team Cheat - Character inventory bonus is renamed to "Inventory bonus". Its description is also updated to reflect that its effect is applied to the players, not the characters.
Updated the description of Team Cheat - Quickbar count to reflect that its effect is applied to the players, not the characters.
Fixed missing word for Team Cheat - Stack "inserter" capacity bonus.
Version 0.2.2 (Nov 17):
- New:
New entity: Super Radar.
New team cheats: character inventory bonus, quickbar count, inserter capacity bonus, stack inserter capacity bonus.
Added a slider for changing resource amount generated by the Creator magic wand.
New "Log events" option in odding > Events. It can log the selected events into factorio-current.log. But it shares to all players in multiplayer games.
- Improvements:
Matter void will only remove the output items rather than all items on the assembling machine, chemical plant, furnace, or any other structure that can craft items, in front of it if no filter is set.
Enriched the description of Fluid source, to remind for enabling the Creative tools' recipes before choosing the fluid recipes.
Shifted the images of the alien attractor markers so they are now aligned to the center of cursor correctly.
Compressed the images to reduce the overall size of the mod.
- Changes:
The original "Log events" option in Modding > Events is renamed to "Write events". This does't affect its original functionality.
- Fixes:
Fixed possible configurable inventory size for Creative cargo wagon in config.lua. It should be 254 instead of 255 due to the extra trash slot.
Fixed the bug that the print events and log events checkboxes wasn't displayed properly.
Fixed a typo in locale.
Version 0.2.1 (Nov 6):
- New:
New items: Small, Medium and Large alien attractors.
Added new options for the alt-select mode of Creator magic wand: don't remove tiles if any entity is selected. It is on by default.
Added buttons for removing the recorded actions of the Modifier magic wand.
Added search button in Modding > Events.
- Improvements:
Clearer descriptions for the magic wands.
Creator magic wand can no longer remove its smoke, because that will just create more smoke.
Modifier magic wand can no longer select its smoke.
The items on ground, ghost entities and tile entities are separated by their item stacks, entities and tiles on the modifier popup, with proper icons and tooltips.
The "Kill" action of the Modifier magic wand no longer closes the popup, so you can perform "Kill" to kill entities with health first, then perform "Remove" to remove the remaining healthless entities.
Added entity backer name in the entity event messages, if the entity has backer name that.
The opened or closed status of entity GUI is saved, meaning that if you have opened the GUI for an entity, e.g. Creative Chest, and then you select another one, the GUI will be automatically opened.
Better alignment for the Creative Chest UI. Also changed the icons of Original View and Compact View.
- Fixes:
Fixed the bug that the Creator magic wand could not create resources.
Fixed error when clicking an already died entity on the modifier popup.
Fixed error when trying to print or log the on_train_changed_state event.
- Minor changes:
The modifier popup is automatically closed when you leave a multiplayer game.
Both the Creative main menu and modifier popup are automatically closed whenever the version of Creative Mode is changed.
Decreased the maximal height of the scroll views in Cheats, Build Options, Modding > Events and Interfaces, so they look better with the default window size of Factorio.
Version 0.2.0 (Nov 2):
- New:
New GUI after Creative Mode is enabled. With it, you can:
- enable or disable cheats whenever you like
- change build options
- print events in console and/or log them into text file
- check and test remote interfaces
- control the accessibility of different options for non-admin players in multiplayer games
Cheats are separated into Personal Cheats, Team Cheats and Surface Cheats:
- Personal cheats: each player can have different set of personal cheats enabled.
- Team cheats: each cheat applies to all players in the selected teams.
- Surface cheats: each cheat applies to the selected surfaces.
- Global cheats: each cheat applies to the whole current game.
New cheats:
- Personal cheats: keep last item, instant request, instant trash, god mode
- Team cheats: creative tools' recipes, railgun recipes, instant research, reach distance, mining speed, running speed, chart all, kill all units
- Surface cheats: peace mode, kill all enemies
- Global cheats
New options for the start-game popup: Yes with cheats, No permanently
New entities: Void Storage Chest, Super Loader, Creative Cargo Wagon, Duplicating Cargo Wagon, Void Cargo Wagon, Super Boiler, Super Cooler, Configurable Super Boiler, enemy worms and spawners (if no recipe for them).
New items: Magic wands - Creator, Healer and Modifier.
Now you can copy-and-paste between duplicating chests. If the first slot of the copied chest is occupied by an item, this item will fill the pasted chest. Otherwise, the pasted chest will be cleared.
Loader, Fast Loader, Express Loader, Railgun and Railgun Dart are now included inside the creative chests.
Item Source is renamed to Matter Source. When no filter is set, it can provide materials according to the crafting recipe in its target crafting machine, provide science pack to its target laboratory, or any items according to the filters on its targets (e.g. filters on cargo wagon).
Item Void is renamed to Matter Void. When no filter is set, it can also nullify fluids in its front.
A little bit further optimization for Item Source (now Matter Source), Item Void (now Matter Void) and Duplicator (now Matter Duplicator).
The on_enabled and on_disabled events now have a parameter of player_index - the index of player who enabled or disabled Creative Mode. Also, they have tick and name, same as the built-in events.
New remote function for registering your own remote function to the modding UI so it can be called with simple button click: remote.call("creative-mode", "register_remote_function_to_modding_ui", "<interface-name>", "<function_name>", [{caption = "<Button caption>", tooltip="<Button tooltip>"}])
Also a remote function for deregistering your remote function from the modding UI: remote.call("creative-mode", "deregister_remote_function_from_modding_ui", "<interface-name>", "<function_name>")
And a remote function for checking whether your remote function has been registered to the modding UI: remote.call("creative-mode", "has_registered_remote_function_to_modding_ui", "<interface-name>", "<function_name>")
New remote function for registering your items so they will be ignored by the keep-last-item cheat: remote.call("creative-mode", "exclude_from_keep_last_item", "<item-name>")
Also a remote function for deregistering your items from the blacklist of the keep-last-item cheat: remote.call("creative-mode", "add_back_to_keep_last_item", "<item-name>")
And a remote function checking whether your items have been ignored by the keep-last-item cheat: remote.call("creative-mode", "has_excluded_from_keep_last_item", "<item-name>")
- Fixes:
Fixed the bug that tiles could not be correctly marked for deconstruction by the deconstruction planner when instant deconstruction was enabled.
Fixed unsynchronised GUI for creative chest in multiplayer game when two or more players are checking the same chest.
Fixed logic error for reviving a ghost tile and raising event for it. It should now be able to raise the event correctly, and it should be on_player_built_tile but not on_built_entity.
- Changes:
Factorio version is now required to be equal or higher than 0.14.13 (from 0.14.4)
New recipe category icon.
Reordered items and recipes.
The creative tools' recipes are no longer automatically enabled together with Creative Mode. You need to enable the new team cheat - creative tools' recipes - to enable them.
All config for Item Source (now Matter Source), Item Void (now Matter Void), Duplicator (now Matter Duplicator) are removed from config.lua. Instead, you can now configure each individual entities in game just like the creative chests.
Removed the popups for enable/disable cheats. Use the new GUI to do that instead.
Removed remote.call("creative-mode", "creative_chest_per_cycle"), since the total number of item groups have already been shown in the creative chest GUI.
Removed remote.call("creative-mode", "instant_blueprint", true|false), use the new GUI to enable/disable it.
Removed remote.call("creative-mode", "instant_deconstruction", true|false), use the new GUI to enable/disable it.
- Minor Changes:
Duplicator is renamed to Matter Duplicator.
Removed unnecessary locale strings.
...
On my calenar it's the 18th ...
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Posted: Thu May 18, 2017 9:09 pm
by steinio
Australia?
Is it possible to let the killed enemies with the 'kill enemies' button count for killed enemies like displayed with EvoGUI?
Greetings, steinio.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Posted: Fri May 19, 2017 3:35 am
by iceman_1212
How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Fri May 19, 2017 6:56 pm
by Mooncat
mickael9 wrote:
Mooncat wrote:
mickael9 wrote:@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it
May I have more information about this? What should I do for item-request-proxy?
Ideally, you'd just insert the items from itemProxy.item_requests into the target entity, then destroy the item proxy.
Unfortunately, the target entity of an item-request-proxy isn't exposed (but I asked for it: viewtopic.php?p=275737#p275737 ) so this could be achieved by searching for the entity at that position (ignoring item-request-proxy and entity-ghost) and using that as the target.
I tried your mod. I don't see the need to do anything for item requests? The modules are automatically inserted correctly when instant blueprint is turned on. Or did I get your message wrong?
BTW, I love your idea of one-time blueprint! I will keep it in my personal mod pack.
vanatteveldt wrote:
vanatteveldt wrote:Thanks again for the great mod and the recent frequent updates
While you're fixing .15.12 [heh], I was wondering it it would be possible to add a "1GW drain" or "100MW drain" entity or somehow set a cap on the passive/active power voids (or is this already possible somehow?). I'm testing nuke plants under different load levels and building 20k radars gets old really fast . Not to mention it kills your fps if you try game speed x10, which is quite useful for nuke plants as they are so slow to heat up / cool down...
(What would also be great if the power void could output the energy it consumes on the circuit network)
Try the electric energy interface?
Active power void is assembling machine, which is not connectable with wire. I will check the passive power void.
Yeah I know about that screen . My use case was as follows: To test where the problems were with my setup, I put each set of turbines in its own grid so I could see whether it was delivering the 8x10MW power. Manually checking 10+ electric networks every time is possible, but if the void were connectable I could have indicator lights or something like that to show whether a bank is providing the power it should. Anyway, minor issue, but I though that it might be a neat feature... Again, I am loving your mod, together with Helmod it is a fantastic way of planning out optimal designs before placing them in the "real" game.
I will get back to you later.
steinio wrote:Australia?
Is it possible to let the killed enemies with the 'kill enemies' button count for killed enemies like displayed with EvoGUI?
Greetings, steinio.
Hong Kong.
I will call on_entity_died for each enemy killed.
iceman_1212 wrote:How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious.
Drop an item on the belt and watch it duplicates.
It was designed to duplicate items inside chests, before the duplicator chests were made. They are not quite useful now.
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Fri May 19, 2017 8:05 pm
by mickael9
Mooncat wrote:I tried your mod. I don't see the need to do anything for item requests? The modules are automatically inserted correctly when instant blueprint is turned on. Or did I get your message wrong?
BTW, I love your idea of one-time blueprint! I will keep it in my personal mod pack.
Well, I'm adding the possibility to move the items in containers and not only the container itself.
Normally, I don't need to create an item request proxy (I just change the ghost item's item_requests property.)
The item request proxy is only needed if there is already an item at the destination and that item won't be replaced (there is a setting so that you can chose if an identical item is always deconstructed then reconstructed or if it's kept unmodified)
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Sat May 20, 2017 12:19 am
by iceman_1212
Mooncat wrote:
iceman_1212 wrote:How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious.
Drop an item on the belt and watch it duplicates.
It was designed to duplicate items inside chests, before the duplicator chests were made. They are not quite useful now.
Ah gotcha, ty. And ty for this wonderful mod! <3
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
Posted: Sat May 20, 2017 10:12 am
by Mooncat
vanatteveldt wrote:
vanatteveldt wrote:Thanks again for the great mod and the recent frequent updates
While you're fixing .15.12 [heh], I was wondering it it would be possible to add a "1GW drain" or "100MW drain" entity or somehow set a cap on the passive/active power voids (or is this already possible somehow?). I'm testing nuke plants under different load levels and building 20k radars gets old really fast . Not to mention it kills your fps if you try game speed x10, which is quite useful for nuke plants as they are so slow to heat up / cool down...
(What would also be great if the power void could output the energy it consumes on the circuit network)
Try the electric energy interface?
Active power void is assembling machine, which is not connectable with wire. I will check the passive power void.
Yeah I know about that screen . My use case was as follows: To test where the problems were with my setup, I put each set of turbines in its own grid so I could see whether it was delivering the 8x10MW power. Manually checking 10+ electric networks every time is possible, but if the void were connectable I could have indicator lights or something like that to show whether a bank is providing the power it should. Anyway, minor issue, but I though that it might be a neat feature... Again, I am loving your mod, together with Helmod it is a fantastic way of planning out optimal designs before placing them in the "real" game.
After some test, accumulators can only output its stored energy in percentage (0-100). I can't change this value. A custom combinator may work, but that will need some time to make and I can't guarantee that.
mickael9 wrote:
Mooncat wrote:I tried your mod. I don't see the need to do anything for item requests? The modules are automatically inserted correctly when instant blueprint is turned on. Or did I get your message wrong?
BTW, I love your idea of one-time blueprint! I will keep it in my personal mod pack.
Well, I'm adding the possibility to move the items in containers and not only the container itself.
Normally, I don't need to create an item request proxy (I just change the ghost item's item_requests property.)
The item request proxy is only needed if there is already an item at the destination and that item won't be replaced (there is a setting so that you can chose if an identical item is always deconstructed then reconstructed or if it's kept unmodified)
I think I know what you meant. But hey, I saw your proxy_target :: LuaEntity was implemented. Let's see how it will work.
iceman_1212 wrote:
Mooncat wrote:
iceman_1212 wrote:How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious.
Drop an item on the belt and watch it duplicates.
It was designed to duplicate items inside chests, before the duplicator chests were made. They are not quite useful now.
Ah gotcha, ty. And ty for this wonderful mod! <3
My pleasure.
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Posted: Sat May 20, 2017 12:32 pm
by steinio
Hi,
i've enabled instant blueprints but if another mod places ghosts they are not revived.
As workaround i instant request the items and my personal roboport build it.
Is it possible to get this ghosts also build instantly?