Name: Creative Mode
Description: Adds entities that can generate unlimited items or fluid, or nullify them.
License: GNU LGPLv3
Version: 0.3.12
Release: 2017-09-05
Tested-With-Factorio-Version: 0.15.34
Category: (Helper, Item, Convenience, Cheats)
Tags: creative mode, cheat, always day, research all tech
Download-Url: https://mods.factorio.com/mods/Mooncat/creative-mode
Website: viewtopic.php?f=97&t=28005
License
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
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An "Application" is any work that makes use of an interface provided
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Library as you received it specifies that a certain numbered version
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conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
General Public License, you may choose any version of the GNU Lesser
General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide
whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is
permanent authorization for you to choose that version for the
Library.
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
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ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
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License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
recombine or relink the Application with a modified version of
the Linked Version to produce a modified Combined Work, in the
manner specified by section 6 of the GNU GPL for conveying
Corresponding Source.
1) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (a) uses at run time
a copy of the Library already present on the user's computer
system, and (b) will operate properly with a modified version
of the Library that is interface-compatible with the Linked
Version.
e) Provide Installation Information, but only if you would otherwise
be required to provide such information under section 6 of the
GNU GPL, and only to the extent that such information is
necessary to install and execute a modified version of the
Combined Work produced by recombining or relinking the
Application with a modified version of the Linked Version. (If
you use option 4d0, the Installation Information must accompany
the Minimal Corresponding Source and Corresponding Application
Code. If you use option 4d1, you must provide the Installation
Information in the manner specified by section 6 of the GNU GPL
for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
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License, and convey such a combined library under terms of your
choice, if you do both of the following:
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on the Library, uncombined with any other library facilities,
conveyed under the terms of this License.
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accompanying uncombined form of the same work.
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The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
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Library as you received it specifies that a certain numbered version
of the GNU Lesser General Public License "or any later version"
applies to it, you have the option of following the terms and
conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
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General Public License ever published by the Free Software Foundation.
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Library.
Long description
Note: the following descriptions are based on v0.1.5, and I am working on a new, detailed wiki in Wikia for this mod. For information about v0.2.0, please read version history first.
Special thanks:
Y.Petremann for the original Creative Mode,
rk84 for the Test Mode,
Nexela for the code snippet and great ideas,
aubergine18 for the great ideas,
nastyslave for his png optimizing script,
and many others who provided great ideas since the early stage of this mod.
=================================================================
Based on the Creative Mode created by Y.Petremann, then patched by Pac0master, now updated by me (Mooncat). This mod adds entities that can generate unlimited items or fluid, or nullify them. Perfect for testing purposes or making initial setup for games.
To enable Creative Mode
Since version 0.1.1, you can change auto_enable in config.lua to true so that Creative Mode will be automatically enabled for every new game; or
Since version 0.0.2, a popup will be shown for every new game, asking for enabling Creative Mode:
(Can be turned off in config.lua)
But in case you want to enable it later, you can use the following lua command:
A message of "Creative Mode enabled" will be shown.
Since version 0.1.0, after Creative Mode is enabled, a followup popups will be shown for you to select more cheats to enable:
To disable Creative Mode
Important: if you have enabled Creative Mode, deleting or disabling this mod does not, and technically impossible to, automatically disable the mode. Make sure you have used the following commands to disable the mode properly if you want to do so.
Since version 0.0.2, Creative Mode can be disabled by typing the following lua command in console:
Same as enabling, a followup popup will be shown for you to disable/reset the cheats.
To permanently disable Creative Mode
Since version 0.1.0, Creative Mode can be disabled by typing the following lua command in console:
A popup will be shown:
If you choose to disable Creative Mode permanently, it cannot be enabled again in the same game. Please choose wisely.
What it provides
Once Creative Mode is enabled, you will grant access to the god-like entities.
The recipes are sorted in the following order:
[quote]Item Source
Able to produce unlimited resources based on its two filter slots. After you have selected the item in its filter slot, it will put the item to different positions according to the following priorities: belt -> chest, furnace or other entities that have inventory -> vehicles (car, tank, cargo-wagon, locomotive) -> players -> ground (off by default). It works like this:
1) If there is a transport belt in front of it, it will continuously drop the item on the belt. If the belt is facing forward, its 2 filter slots can work at the same time. One slot for one line. If the belt is perpendicular to it, it can only drop the item on the line in front of it. If no belt, then
2) If there is a chest, furnace or whatever (unrecognized) entity that has inventory in front of it, it will fill the item to its inventory if possible. If no such entity, then
3) If there is one or more vehicles in front of it (car, tank, cargo-wagon, locomotive), it will fill the item to their inventories if possible. If no vehicle, then
4) If there is one or more players in front of it, it will put a stack of the item to each player. The players have to move away and go back in order to get another stack. If no player, then
5) (Off by default) it will drop the item on ground like no one love it.
Due to its ability to fill the transport belt in front of it, it is very helpful for testing throughput.
However, its complicated functionality may cause performance issue if you build too many Item Source in the game. If possible, try to use the creative chests or duplicating chests for providing infinite resources.
Since version 0.1.0, it can also cooperate with network signals to enable, disable or set filters.[/quote]
[quote]Item Void
The reverse of Item Source - eliminate all items in front of it. Its working priority is the same as that of Item Source. But on players, it will just eliminate items one by one, like working on the other entities. The options for removing items from vehicles or players are off by default.
To bring the exact opposite effect of Item Source, i.e. remove all items it created, Item Void also has similar problem on game performance. Try to use the Void Requester Chest to remove items if possible.
Since version 0.1.0, it has a filter slot for selective item removal. If no filter is set, it behaves the same as before: remove everything. Otherwise, it will only remove the filtered items. It can also cooperate with network signals to enable, disable or set filter.[/quote]
[quote]Duplicating Chest, Duplicating Provider Chest
Drop an item in the chest's first slot, then it will automatically duplicate the item and fill itself almost instantly.
Duplicating Chest is not accessible by robots while Duplicating Provider Chest can provide items to robots on demand.
For better performance, only 10 duplicating chests will be updated in each tick. So, if there are more than 10 in the game, you may see a short delay before each chest is filled.
When you mind a duplicating chest, the items inside it will be automatically removed so they will not fill your inventory. The same thing happens when the chest is marked for deconstruction with a deconstruction planner, so one construction robot is efficient to mine one chest.[/quote]
[quote]Void Requester Chest
Drop any item in the chest, the item will be voided.
It is a logistic requester chest, so it can request and then remove items from robots.
For better performance, only 10 Void Requester Chests will be updated in each tick. So, if there are more than 10 in the game, you may see a short delay before the items are removed.
Similar to the duplicating chests, items inside Void Requester Chests will be automatically removed when they are mined or marked for deconstruction.[/quote]
[quote]Creative Chest, Creative Provider Chest
Build some of these chests and you can find all non-hidden items in them.
Creative Chest is not accessible by robots while Creative Provider Chest can provide items to robots on demand.
Due to the limitation that inventory size cannot exceed 255 slots in Factorio, and also for better look and performance-wise reason, each creative provider chest contains 150 slots by default (configurable in config.lua), plus 1 trash slot.
If there are more items than the inventory size of each creative chest, the items will be divided into groups and each chest will only contain one item group at a time. After placing one creative chest, the next creative chest will display the next item group automatically.
For an example, if there are 160 items in total. The first placed chest will contain the first 150 items. The second one will contain the remaining 10 items. The cycle is reset. The third chest will be the same as the first one.
Similar to the duplicating chests and Void Requester Chest, items inside creative chests will be automatically removed when they are mined or marked for deconstruction.
Since version 0.0.3, copy and paste are supported for changing the contents of the chests.
Since version 0.1.2, a new UI is added for selecting slots to filter out. For example, you can filter out all items except inserters so the chest will only provide inserters.
Since version 0.1.4, you can also change item group in the UI.[/quote]
[quote]Fluid Source
Able to produce unlimited fluids using its free recipes. This mod detects the fluids and adds a recipe for each of them, i.e. the more fluids your game have, the more recipes you will get.
In the above image, you can see the fluids from KS Power and Yuoki Industries.[/quote]
[quote]Fluid Void
Able to eliminate all incoming fluids when connected to a pipe.[/quote]
[quote]Duplicator
Introduced since version 0.1.0. This little guy is capable of duplicating items or fluids in front of it, given that there is a transport belt or container containing the items or fluids.
The primary goal of Duplicator is to duplicate things that are marked "hidden", like the items from this mod. These things cannot be produced by Item Source and does not present in Creative Provider Chest by default. With a Duplicator, however, you just need to get one wanted item and use the Duplicator to turn it into infinite supply.
If it points to a transport belt with item, it will duplicate the item, filling the line.
If it points to an entity that has inventory, with items inside it, it will duplicate the first item it found in the inventory.
If it points to an entity that has fluid inside, it will duplicate the fluid to fill the entity.
Just like Item Void, Duplicator has a filter slot. When set, it will only duplicate the filtered item. It can also cooperate with network signals to enable, disable or set filter.
Due to its complicated functionalities, performance issue may appear if you build too many Duplicators in the game. If possible, try to use the creative chests, duplicating chests or Fluid Source to provide infinite resources.[/quote]
[quote]Active Energy Source
A purple accumulator. It is able to produce unlimited (~5.4PW, UI shows 5.1PW) energy for the network and makes other generators to become redundant.
Very convenient for a quick setup without worrying energy supply.[/quote]
[quote]Passive Energy Source
A red accumulator. Similar to Active Energy Source, it can produce large amount of energy for the network. But unlike Active Energy Source, Passive Energy Source supplies energy only if other generators cannot provide enough amount for other machines.
You can use it for testing steam engine setup because it makes sure the steam engines are working and also guarantee there is enough energy for inserters.[/quote]
[quote]Active Energy Void
A black accumulator. It is able to actively absorb much energy (~5.4PW) from the network, making other machines nonfunctional.
Useful if you want to shut down all machines in an electric network.[/quote]
[quote]Passive Energy Void
A dark red accumulator. It is able to absorb exceeded energy (~5.4PW) from the network without affecting other machines.
Due to its nature of constantly requiring energy but without affecting inserters to work, it can also be used for testing steam engine setup.[/quote]
[quote]Super Electric Pole
A purple big electric pole. It has very large supply area (100 radius) and very long wire distance (150).[/quote]
[quote]Super Loader
A super fast loader (speed = 1) that can easily compress the transport belt in front of it.[/quote]
[quote]Super Boiler
Instantly heat fluid to its maximum temperature.[/quote]
[quote]Super Cooler
Instantly cool down fluid to its default temperature.[/quote]
[quote][Pending] Aliens, Alien Spawners, Worms
Spawn aliens and let them invade you.[/quote]
[quote]Alien Attractors
Call existing aliens to build a base at the selected position.[/quote]
[quote]Magic Wands
Create or remove entities with ease. Can also be used for changing entity's force, changing destructability.[/quote]
Configurable
Since v0.3.2, config.lua no longer exists. Please see Options > Mods > Startup / Map.
Below is legacy description -
There are also some configurable settings in the config.lua, like
- (Since 0.1.1) automatically enable Creative Mode for every new game
- (since 0.0.3) whether the settings should be preserved for the game, so that it is not affected by future mod update, unless otherwise specified
- (since 0.0.2) whether the popup for enabling Creative Mode should be shown for every new game
Commands
This mod provides the following commands for advanced users:
This shows all available commands from this mod in console.
This enables Creative Mode.
This disables Creative Mode. If true is also provided, this will permanently disable Creative Mode (see above).
This shows how many Creative Provider Chests you need in order to have all in-game items provided (i.e. a full item cycle).
Special thanks:
Y.Petremann for the original Creative Mode,
rk84 for the Test Mode,
Nexela for the code snippet and great ideas,
aubergine18 for the great ideas,
nastyslave for his png optimizing script,
and many others who provided great ideas since the early stage of this mod.
=================================================================
Based on the Creative Mode created by Y.Petremann, then patched by Pac0master, now updated by me (Mooncat). This mod adds entities that can generate unlimited items or fluid, or nullify them. Perfect for testing purposes or making initial setup for games.
To enable Creative Mode
Since version 0.1.1, you can change auto_enable in config.lua to true so that Creative Mode will be automatically enabled for every new game; or
Since version 0.0.2, a popup will be shown for every new game, asking for enabling Creative Mode:
(Can be turned off in config.lua)
But in case you want to enable it later, you can use the following lua command:
Code: Select all
/c remote.call("creative-mode", "enable")
Since version 0.1.0, after Creative Mode is enabled, a followup popups will be shown for you to select more cheats to enable:
To disable Creative Mode
Important: if you have enabled Creative Mode, deleting or disabling this mod does not, and technically impossible to, automatically disable the mode. Make sure you have used the following commands to disable the mode properly if you want to do so.
Since version 0.0.2, Creative Mode can be disabled by typing the following lua command in console:
Code: Select all
/c remote.call("creative-mode", "disable")
To permanently disable Creative Mode
Since version 0.1.0, Creative Mode can be disabled by typing the following lua command in console:
Code: Select all
/c remote.call("creative-mode", "disable", true)
If you choose to disable Creative Mode permanently, it cannot be enabled again in the same game. Please choose wisely.
What it provides
Once Creative Mode is enabled, you will grant access to the god-like entities.
The recipes are sorted in the following order:
- Items providers -> Fluids providers -> Items and fluids providers
- Electricity
- Free fluid recipes that can be used by Fluid Source
[quote]Item Source
Able to produce unlimited resources based on its two filter slots. After you have selected the item in its filter slot, it will put the item to different positions according to the following priorities: belt -> chest, furnace or other entities that have inventory -> vehicles (car, tank, cargo-wagon, locomotive) -> players -> ground (off by default). It works like this:
1) If there is a transport belt in front of it, it will continuously drop the item on the belt. If the belt is facing forward, its 2 filter slots can work at the same time. One slot for one line. If the belt is perpendicular to it, it can only drop the item on the line in front of it. If no belt, then
2) If there is a chest, furnace or whatever (unrecognized) entity that has inventory in front of it, it will fill the item to its inventory if possible. If no such entity, then
3) If there is one or more vehicles in front of it (car, tank, cargo-wagon, locomotive), it will fill the item to their inventories if possible. If no vehicle, then
4) If there is one or more players in front of it, it will put a stack of the item to each player. The players have to move away and go back in order to get another stack. If no player, then
5) (Off by default) it will drop the item on ground like no one love it.
Due to its ability to fill the transport belt in front of it, it is very helpful for testing throughput.
However, its complicated functionality may cause performance issue if you build too many Item Source in the game. If possible, try to use the creative chests or duplicating chests for providing infinite resources.
Since version 0.1.0, it can also cooperate with network signals to enable, disable or set filters.[/quote]
[quote]Item Void
The reverse of Item Source - eliminate all items in front of it. Its working priority is the same as that of Item Source. But on players, it will just eliminate items one by one, like working on the other entities. The options for removing items from vehicles or players are off by default.
To bring the exact opposite effect of Item Source, i.e. remove all items it created, Item Void also has similar problem on game performance. Try to use the Void Requester Chest to remove items if possible.
Since version 0.1.0, it has a filter slot for selective item removal. If no filter is set, it behaves the same as before: remove everything. Otherwise, it will only remove the filtered items. It can also cooperate with network signals to enable, disable or set filter.[/quote]
[quote]Duplicating Chest, Duplicating Provider Chest
Drop an item in the chest's first slot, then it will automatically duplicate the item and fill itself almost instantly.
Duplicating Chest is not accessible by robots while Duplicating Provider Chest can provide items to robots on demand.
For better performance, only 10 duplicating chests will be updated in each tick. So, if there are more than 10 in the game, you may see a short delay before each chest is filled.
When you mind a duplicating chest, the items inside it will be automatically removed so they will not fill your inventory. The same thing happens when the chest is marked for deconstruction with a deconstruction planner, so one construction robot is efficient to mine one chest.[/quote]
[quote]Void Requester Chest
Drop any item in the chest, the item will be voided.
It is a logistic requester chest, so it can request and then remove items from robots.
For better performance, only 10 Void Requester Chests will be updated in each tick. So, if there are more than 10 in the game, you may see a short delay before the items are removed.
Similar to the duplicating chests, items inside Void Requester Chests will be automatically removed when they are mined or marked for deconstruction.[/quote]
[quote]Creative Chest, Creative Provider Chest
Build some of these chests and you can find all non-hidden items in them.
Creative Chest is not accessible by robots while Creative Provider Chest can provide items to robots on demand.
Due to the limitation that inventory size cannot exceed 255 slots in Factorio, and also for better look and performance-wise reason, each creative provider chest contains 150 slots by default (configurable in config.lua), plus 1 trash slot.
If there are more items than the inventory size of each creative chest, the items will be divided into groups and each chest will only contain one item group at a time. After placing one creative chest, the next creative chest will display the next item group automatically.
For an example, if there are 160 items in total. The first placed chest will contain the first 150 items. The second one will contain the remaining 10 items. The cycle is reset. The third chest will be the same as the first one.
Similar to the duplicating chests and Void Requester Chest, items inside creative chests will be automatically removed when they are mined or marked for deconstruction.
Since version 0.0.3, copy and paste are supported for changing the contents of the chests.
Since version 0.1.2, a new UI is added for selecting slots to filter out. For example, you can filter out all items except inserters so the chest will only provide inserters.
Since version 0.1.4, you can also change item group in the UI.[/quote]
[quote]Fluid Source
Able to produce unlimited fluids using its free recipes. This mod detects the fluids and adds a recipe for each of them, i.e. the more fluids your game have, the more recipes you will get.
In the above image, you can see the fluids from KS Power and Yuoki Industries.[/quote]
[quote]Fluid Void
Able to eliminate all incoming fluids when connected to a pipe.[/quote]
[quote]Duplicator
Introduced since version 0.1.0. This little guy is capable of duplicating items or fluids in front of it, given that there is a transport belt or container containing the items or fluids.
The primary goal of Duplicator is to duplicate things that are marked "hidden", like the items from this mod. These things cannot be produced by Item Source and does not present in Creative Provider Chest by default. With a Duplicator, however, you just need to get one wanted item and use the Duplicator to turn it into infinite supply.
If it points to a transport belt with item, it will duplicate the item, filling the line.
If it points to an entity that has inventory, with items inside it, it will duplicate the first item it found in the inventory.
If it points to an entity that has fluid inside, it will duplicate the fluid to fill the entity.
Just like Item Void, Duplicator has a filter slot. When set, it will only duplicate the filtered item. It can also cooperate with network signals to enable, disable or set filter.
Due to its complicated functionalities, performance issue may appear if you build too many Duplicators in the game. If possible, try to use the creative chests, duplicating chests or Fluid Source to provide infinite resources.[/quote]
[quote]Active Energy Source
A purple accumulator. It is able to produce unlimited (~5.4PW, UI shows 5.1PW) energy for the network and makes other generators to become redundant.
Very convenient for a quick setup without worrying energy supply.[/quote]
[quote]Passive Energy Source
A red accumulator. Similar to Active Energy Source, it can produce large amount of energy for the network. But unlike Active Energy Source, Passive Energy Source supplies energy only if other generators cannot provide enough amount for other machines.
You can use it for testing steam engine setup because it makes sure the steam engines are working and also guarantee there is enough energy for inserters.[/quote]
[quote]Active Energy Void
A black accumulator. It is able to actively absorb much energy (~5.4PW) from the network, making other machines nonfunctional.
Useful if you want to shut down all machines in an electric network.[/quote]
[quote]Passive Energy Void
A dark red accumulator. It is able to absorb exceeded energy (~5.4PW) from the network without affecting other machines.
Due to its nature of constantly requiring energy but without affecting inserters to work, it can also be used for testing steam engine setup.[/quote]
[quote]Super Electric Pole
A purple big electric pole. It has very large supply area (100 radius) and very long wire distance (150).[/quote]
[quote]Super Loader
A super fast loader (speed = 1) that can easily compress the transport belt in front of it.[/quote]
[quote]Super Boiler
Instantly heat fluid to its maximum temperature.[/quote]
[quote]Super Cooler
Instantly cool down fluid to its default temperature.[/quote]
[quote][Pending] Aliens, Alien Spawners, Worms
Spawn aliens and let them invade you.[/quote]
[quote]Alien Attractors
Call existing aliens to build a base at the selected position.[/quote]
[quote]Magic Wands
Create or remove entities with ease. Can also be used for changing entity's force, changing destructability.[/quote]
Configurable
Since v0.3.2, config.lua no longer exists. Please see Options > Mods > Startup / Map.
Below is legacy description -
There are also some configurable settings in the config.lua, like
- (Since 0.1.1) automatically enable Creative Mode for every new game
- (since 0.0.3) whether the settings should be preserved for the game, so that it is not affected by future mod update, unless otherwise specified
- (since 0.0.2) whether the popup for enabling Creative Mode should be shown for every new game
Commands
This mod provides the following commands for advanced users:
Code: Select all
/c remote.call("creative-mode", "help")
Code: Select all
/c remote.call("creative-mode", "enable")
Code: Select all
/c remote.call("creative-mode", "disable", [true|false])
Code: Select all
/c remote.call("creative-mode", "creative_chest_per_cycle")
For Factorio 0.14
Version 0.3.0 of this mod has been updated for Factorio 0.15. If you are still playing Factorio 0.14 and want to use this mod, please download version 0.2.9 from Mod Portal.
For Factorio 0.13
Version 0.1.5 of this mod has been updated for Factorio 0.14. If you are still playing Factorio 0.13 and want to use this mod, please download version 0.1.4 from Mod Portal.
Version history
Version 0.3.12 (Sep 5, 2017):
- Fixes:
- New:
- New:
- New:
- New:
- New:
- New:
- Fixes:
-Improvements:
- New:
- New:
- Fixes:
- New:
- Fixes:
- Matter source, matter void and matter duplicator now no longer works on the space rocket.
- The space rocket does have a collider, so the previous version has not fixed the issue on it.
- New:
- Added infinite resources for the Creator magic wand.
- Matter source, matter void and matter duplicator now no longer works on entities that don't have collider, like the space rocket.
- New:
- Added new entities: heat source, heat void, biters, spitters, and other units that can be spawned by spawners.
- Matter sources will no longer insert modules to the module inventory of the targets if no filter is set.
- Turning off the god mode personal cheat now teleports your character to your current position.
- Fixed potential error if god mode is turned off when the player and his/her character are not on the same surface.
- Fixed the bug that player character could be duplicated by spamming the off button of god mode.
- New:
- New team cheat: player port recipe.
- 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.
- Fixed the error when the last creative lab is mined or destroyed.
- Fixed occasional error when a creative lab is mined or destroyed.
- 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+.
- Removed the recipe of the vanilla electric energy interface. The passive electric energy interface acts the same as it, with different default values.
- 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.
- 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
- 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.
- New:
- Now you can lock the item to be duplicated in duplicating chests and duplicating cargo wagon.
- Improved the way to select or deselect targets in cheat target list:
- By default, when a target is selected, the other targets are deselected automatically.
- Hold control and click to select additional target without deselecting the selected ones.
- Hold shift and click to select multiple targets.
- Enhanced the interactivity of the filter slots in creative chests or creative cargo wagon:
- Hold shift and click to toggle multiple filter slots.
- Hold control and click to get a full stack of the item in the clicked slot of creative chests or creative cargo wagon.
- Fixed the pollution, enemy evolution and enemy expansion game settings.
- Fixed the blueprint preview issue caused by matter source, matter void and matter duplicator.
- As a side effect, their indicators look different now.
- Fixed the bug that matter void failed to remove all filtered items on the transport belt in front of it if there are other unfiltered items.
- New:
- Added new entity: Super radar 2.
- Added 2 extra buttons under the daytime surface cheat to quickly switch between midday and midnight.
- Now you can create tiles or resources in patterns using the Creator magic wand. Available patterns are:
- No pattern (the original, default selection)
- Horizontal stripe
- Vertical stripe
- Checker
- Random
- Added option for also removing decoratives in the alternate mode of Creator magic wand. It is enabled by default.
- Added a new mod setting to unhide items and entities from slot filters. It is disabled by default.
- Removed the always day surface cheat. Enable freeze daytime and change daytime to 0 to get the same result.
- Further multiplied the amount of fluid production from fluid source by 10, so a single fluid source can keep a pump always working in full capacity, unless it is next to a fluid void.
- Killing entities using either cheat or magic wand will add records to the kill count statistics of your force.
- As the result, the number of killed entities can be displayed on EvoGUI.
- Modding: instant blueprint can now handle item-request-proxy sent in on_built_entity.
- Changed the mod license from CC BY-NC 4.0 to GNU LGPLv3.
- Factorio version is now required to be equal or higher than 0.15.13 (from 0.15.12)
- Changed the entity type of fluid void, from "pipe-to-ground" to "storage-tank".
- The rotation of the next fluid void will no longer be automatically rotated to the opposite direction after building one.
- They can be connected with red and green wires.
- Fixed the freeze daytime surface cheat for Factorio 0.15.13.
- It can now show the current status of the selected surfaces.
- Fixed the bug that fluid sources built by instant blueprint didn't start working automatically.
- Please rebuild the fluid voids if you are loading an old save.
- 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.
- Factorio version is now required to be equal or higher than 0.15.12 (from 0.15.11)
- Please rebuild the super boilers, super coolers and super configurable boilers if you are loading an old save.
-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.
- Factorio version is now required to be equal or higher than 0.15.11 (from 0.15.10)
- Fixed loading errors for 0.15.11.
- 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
- 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.
- LuaTechnology::level and LuaTechnology::upgrade are included in the event logs that contain a technology.
- Fixed loading errors for 0.15.10.
- Fixed error when logging a vanilla event that contains "tags" or "buffer".
- The super boiler, super cooler and super configurable boiler are broken, again.
- Please rebuild the fluid voids if you are loading an old save.
- 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".
- Removed config.lua.
- Removed remote function "update_config".
- 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.
- 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.
- 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".
- 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.
- 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.
- New:
- Belt Immunity Equipment is now included inside the creative chests.
- Fixed the tooltip of build distance personal cheat displaying wrong default cheat value.
- 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.
- Super boiler, super cooler and super configurable boiler are broken.
Known issues
- Performance - FPS drops when many Item Sources, Item Voids and/or Duplicators are wired. Waiting for the devs to provide proper API for detecting inserter operation state. (API Request)(Bug report)
- Minor - the draw order of Item Source, Item Void and Duplicator is incorrect. Transport belt is drawn on top of them.
- Item Source and Duplicator cannot produce compressed belt when dropping items directly on underground belt or splitter. Unfixable due to limitation of modding APIs. Read this for more details.
- Item Source, Item Void and Duplicator requires high processing power. It is not quite fixable due to their complicated functionalities. They need to be updated in every tick. That said, I will still try to optimize them once I have found any way to do so.
- Super Radar and Super Roboport has energy warning signal, even though they don't actually require energy network to operate. Not fixable due to their prototype architecture.
Future development
(Can't guarantee I will really implement them, but you know I have thought about them. )
- Programmable unit spawner (FFF #166)
- Command block (lua combinator) if possible
- Personal cheat: teleport to spawn point of surface
- Team cheat: set spawn point on surface
- Surface cheat: create / destroy surface (maybe)
- Matter source: option for generating coal in fuel inventory
- Custom UI for Energy Source and Active/Passive Energy Void to adjust energy output/input (require API request to be implemented)
- Presets for cheat settings. Maybe save & load the presets as string?
- Fluidbox magic wand. Maybe group it into the Modifier Magic Wand? (Link)
- Blueprint custom data with the help of hidden combinators (Link)
- Allow logging for custom events (input interface name and event name, and it will begin logging the event)
- Infinite ore for creator magic wand
- Programmable unit spawner (FFF #166)
- Command block (lua combinator) if possible
- Personal cheat: teleport to spawn point of surface
- Team cheat: set spawn point on surface
- Surface cheat: create / destroy surface (maybe)
- Matter source: option for generating coal in fuel inventory
- Custom UI for Energy Source and Active/Passive Energy Void to adjust energy output/input (require API request to be implemented)
- Presets for cheat settings. Maybe save & load the presets as string?
- Fluidbox magic wand. Maybe group it into the Modifier Magic Wand? (Link)
- Blueprint custom data with the help of hidden combinators (Link)
- Allow logging for custom events (input interface name and event name, and it will begin logging the event)
- Infinite ore for creator magic wand
For modders
Document about the remote interface for modders can be found here: http://factorio-creative-mode.wikia.com ... _Interface
SupportIf you enjoy this mod, please consider supporting me by sending me kind words or even donate me a few cookies.
As you can see from the version history, this mod is getting bigger and bigger, it means it is harder to develop new features and maintain the mod. (There are 14.1k lines of code in v0.2.0!)
Your kind donation will really keep me motivated on doing that and also making more high quality mods.
(The Paypal button has been deleted as it seems that I wasn't using in the correct way. Sorry for any inconvenience.)
As you can see from the version history, this mod is getting bigger and bigger, it means it is harder to develop new features and maintain the mod. (There are 14.1k lines of code in v0.2.0!)
Your kind donation will really keep me motivated on doing that and also making more high quality mods.
(The Paypal button has been deleted as it seems that I wasn't using in the correct way. Sorry for any inconvenience.)