Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Posted: Tue Jul 11, 2017 3:10 am
by impetus maximus
mickael9 wrote:Here's a zip with the change
many thanks.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Posted: Tue Jul 11, 2017 5:00 pm
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.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Posted: Tue Jul 11, 2017 6:18 pm
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).
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Posted: Thu Jul 13, 2017 5:08 pm
by Mooncat
Seems not that bad.
RandomItemSource.jpg (144.28 KiB) Viewed 14650 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.
Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes
Posted: Thu Jul 13, 2017 5:50 pm
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!
Changelog
- New:
Added new entities: random item source, active electric energy interface (output), passive electric energy interface, active electric energy interface (input)
Added Chinese mod name and description for Factorio 0.15.24+.
- Remove:
Removed the recipe of the vanilla electric energy interface. The passive electric energy interface acts the same as it, with different default values.
- Improvements:
The state of the cheat mode personal cheat is restored after player respawned.
Updated the description of active energy source to make its energy product priority clearer.
Resetting technologies via team cheats - all technologies will no longer turn the Creative tools, loaders and railgun recipes off if they were on.
But calling LuaForce::reset() from other mods or command will still turn them off.
The cursor stack is kept when switching god mode on or off.
Optimized the creative lab. At most 10 labs can be refilled in every tick, reducing the performance issue due to large number of available science packs and built creative labs.
- Changes:
Factorio version is now required to be 0.15.27+ (from 0.15.13+).
Now cheat mode can only be toggled on players who are connected and not respawning.
Added the on_player_deconstructed_area and on_player_setup_blueprint events to the item-related, player-related and position-related events categories.
Added the on_player_configured_blueprint event to the player-related events category.
Updated event logging system:
it can now recognize the "message", "command" and "parameters" parameters from the on_console_chat event and the on_console_command event.
added the following events to the player-related events category:
on_console_chat
on_console_command
- Fixes:
Fixed error for 0.15.27+.
Fixed the error when the main menu button is clicked while player is respawning.
Fixed the error when the personal cheats UI is opened while player is respawning (caused by reading the state of cheat mode).
Fixed the error when cheat mode is applied on a player who is repsawning.
Fixed the error when deadly tiles are created by the Creator magic wand, with Don't kill players by creating tiles being turned on, while no player has a character (either repsawning or in god mode).
Fixed the error when deadly tiles are restored by the Creator magic wand, with Don't kill players by removing tiles being turned on, while no player has a character (either repsawning or in god mode).
Fixed some typos in Chinese locale.
Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes
Posted: Thu Jul 13, 2017 9:25 pm
by tzwaan
Glad to see those randomized matter sources implemented. I'll try them out very soon!
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Sun Jul 16, 2017 1:20 pm
by Mooncat
Released v0.3.9. Fixed errors related to the creative lab. Also added the player port recipe.
Changelog
- New:
New team cheat: player port recipe.
- Changes:
Factorio version is now required to be 0.15.29+ (from 0.15.27+).
Added the on_player_removed event to the player-related events category.
- Fixes:
Fixed the error when the last creative lab is mined or destroyed.
Fixed occasional error when a creative lab is mined or destroyed.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Sat Jul 22, 2017 5:43 pm
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:
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
AAI Industry
AAI Programmable Structures
AAI Programmable Vehicles
AAI Signals
AAI Vehicles: Chaingunner
AAI Vehicles: Flame Tumbler
AAI Vehicles: Hauler
AAI Vehicles: Laser Tank
AAI Vehicles: Miner
AAI Vehicles: Warden
AAI Zones
Advanced Logistics System
Air Filtering
Aircraft
Alien Biomes
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tanks
Angel's Addons - Warehouses
Angel's Bio Processing
Angel's Components and Tech[BETA]
Angel's Exploration (BETA)
Angel's Infinite Ores
Angel's Logistics [BETA]
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting (Beta)
Auto Deconstruct
Auto Recycling Plant
Auto Research
Auto Trash
Autofill
Big Brother
Black MArket
Bob's Adjustable inserters
Bob's Assembling machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Greenhouse mod
Bob's Logistics mod
Bob's Metals, Chemicasl and intermediates
Bob's Mining
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp mod
Bob's Tech
Bob's Vehicle Equipment
Bob's Warfare
Bot Recaller
Bottleneck
Bullet Trails
Charcoal Burner
Color Coding
Color Picker
Color Picker - Locomotive
Color Picker - Player
Color Picker - Train Stop
Color Picker - Wagon
Crafting Combinator
Crafting Speed Research
Data Raw Prototypes
Detached Gun Sounds
Easier Logistic System Research
Electric Boiler
Electric Vehicles
Enhanced Map Colors
Equipment Hotkeys
EvoGUI
Expanded Robot Technology
Factorissimo2
Foreman
Fully Automated Rail Layer
Google Maps Factorio Style
Helmod
Infinite Inserter Capacity Research
Inventory Sensor
Laser Beam Turrets
Laser Turret Range Upgrade
Lighted Electric Poles+
Loader Redux
Logistic Train Network
Logistics Reactor
Longer Underground Belt
More Signal Color
More_Floors
Nanobots
Nixie Tubes
Off-Grid Effects
Omnicrystal
Omnilibrary
Omnimatter
Omniwood
Orbital Ion Cannon
Picker Extended Version
Rampant
Resource Spawner Overhaul
Score Extended
ShinyAngelGFX
ShinyBobGFX
SmarterBotRecharge
Space Extension Mod
Squeak Through
Steam Barreling
Tesla Turret
Text Plates
The Fat Controller
Upgrade Builder and Planner
Vehicle Snap
Warehousing Mod
Water Fix
Waterfill
What is it really used for?
YARM - Resource Monitor
Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Sat Jul 22, 2017 9:13 pm
by impetus maximus
Mobius1, what version of creative mode mod are you using?
what version of Factorio?
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Sun Jul 23, 2017 5:48 pm
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.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Mon Jul 24, 2017 2:12 am
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:
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.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Mon Jul 24, 2017 4:05 am
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. [...]
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Mon Jul 24, 2017 6:28 am
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. [...]
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.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Thu Aug 03, 2017 2:02 pm
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.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Posted: Tue Aug 08, 2017 3:01 pm
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:
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
AAI Industry
AAI Programmable Structures
AAI Programmable Vehicles
AAI Signals
AAI Vehicles: Chaingunner
AAI Vehicles: Flame Tumbler
AAI Vehicles: Hauler
AAI Vehicles: Laser Tank
AAI Vehicles: Miner
AAI Vehicles: Warden
AAI Zones
Advanced Logistics System
Air Filtering
Aircraft
Alien Biomes
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tanks
Angel's Addons - Warehouses
Angel's Bio Processing
Angel's Components and Tech[BETA]
Angel's Exploration (BETA)
Angel's Infinite Ores
Angel's Logistics [BETA]
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting (Beta)
Auto Deconstruct
Auto Recycling Plant
Auto Research
Auto Trash
Autofill
Big Brother
Black MArket
Bob's Adjustable inserters
Bob's Assembling machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Greenhouse mod
Bob's Logistics mod
Bob's Metals, Chemicasl and intermediates
Bob's Mining
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp mod
Bob's Tech
Bob's Vehicle Equipment
Bob's Warfare
Bot Recaller
Bottleneck
Bullet Trails
Charcoal Burner
Color Coding
Color Picker
Color Picker - Locomotive
Color Picker - Player
Color Picker - Train Stop
Color Picker - Wagon
Crafting Combinator
Crafting Speed Research
Data Raw Prototypes
Detached Gun Sounds
Easier Logistic System Research
Electric Boiler
Electric Vehicles
Enhanced Map Colors
Equipment Hotkeys
EvoGUI
Expanded Robot Technology
Factorissimo2
Foreman
Fully Automated Rail Layer
Google Maps Factorio Style
Helmod
Infinite Inserter Capacity Research
Inventory Sensor
Laser Beam Turrets
Laser Turret Range Upgrade
Lighted Electric Poles+
Loader Redux
Logistic Train Network
Logistics Reactor
Longer Underground Belt
More Signal Color
More_Floors
Nanobots
Nixie Tubes
Off-Grid Effects
Omnicrystal
Omnilibrary
Omnimatter
Omniwood
Orbital Ion Cannon
Picker Extended Version
Rampant
Resource Spawner Overhaul
Score Extended
ShinyAngelGFX
ShinyBobGFX
SmarterBotRecharge
Space Extension Mod
Squeak Through
Steam Barreling
Tesla Turret
Text Plates
The Fat Controller
Upgrade Builder and Planner
Vehicle Snap
Warehousing Mod
Water Fix
Waterfill
What is it really used for?
YARM - Resource Monitor
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.