many thanks.mickael9 wrote:Here's a zip with the change
[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- impetus maximus
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
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.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.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Do you need the items configurable in game which are randomly produced or do you simply need an output of random items?torne wrote: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.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.
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).
My Mods: mods.factorio.com
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Seems not that bad.
I will release the next version after some more tests.
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
Mod version update test - OK
Multiplayer test - OK
Mod compatibility test - OK
Ready for bug reports - OK
Version 0.3.8 is released!
Multiplayer test - OK
Mod compatibility test - OK
Ready for bug reports - OK
Version 0.3.8 is released!
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Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes
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
Released v0.3.9. Fixed errors related to the creative lab. Also added the player port recipe.
Changelog
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
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:
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.
Code: Select all
Error while running event creative-mode::on_gui_click (ID 1)
__creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
Those are the mods I'm using on the save, just making bps for the real play afterwards.
Modlist
Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.- impetus maximus
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Mobius1, what version of creative mode mod are you using?
what version of Factorio?
what version of Factorio?
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
impetus maximus wrote:Mobius1, what version of creative mode mod are you using?
what version of Factorio?
Also I always update factorio game, so I'm using the 15.30.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.
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Thanks for the report.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: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.Code: Select all
Error while running event creative-mode::on_gui_click (ID 1) __creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
Those are the mods I'm using on the save, just making bps for the real play afterwards.
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.
Color Picker - Locomotive and other Color Picker sub-mods (Player, Cargo Wagon, Train Stop) have been combined into Color Picker. Please delete them.Mobius1 wrote:Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
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
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.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. [...]
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Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
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.
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
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.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: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.Code: Select all
Error while running event creative-mode::on_gui_click (ID 1) __creative-mode__/scripts/cheats.lua:917: attempt to index field '?' (a nil value)
Those are the mods I'm using on the save, just making bps for the real play afterwards.ModlistAlso the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that.
I'm glad it helps.impetus maximus wrote: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 0.3.10 - Free heat, free biters
Released v0.3.10. Now you can test heat pipe setups without a reactor! (Why? Why not!)
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- impetus maximus
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.Mooncat wrote:
- Fixed the bug that player character could be duplicated by spamming the off button of god mode.
felt like Quaid until i realized it ran off with my armor.
Mooncat is Creative Mode compatible with 0.15.33? i saw they did some mod changes.
cheers
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
I don't see any change that affects CM and haven't found any issue in 0.15.33 so far.impetus maximus wrote:had a good laugh sending a ghost of me into a biters nest with that one before i upgraded.Mooncat wrote:
- Fixed the bug that player character could be duplicated by spamming the off button of god mode.
felt like Quaid until i realized it ran off with my armor.
Mooncat is Creative Mode compatible with 0.15.33? i saw they did some mod changes.
cheers
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Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
sweet. thanks Mooncat
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
No problem.impetus maximus wrote:sweet. thanks Mooncat