[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern
I'm trying to disable pollution in my game to optimize UPS. If I open up Cheats>Game Settings, pollution is set to off, but I definitely still have pollution when I look at the map. Additionally, if I click the On/Off button, it never turns on either.
Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern
Thanks for the report. Looks like they have changed (fixed) the datatype of the boolean map settings, maybe since 0.15.0. I will fix it for the next version.Kormer wrote:I'm trying to disable pollution in my game to optimize UPS. If I open up Cheats>Game Settings, pollution is set to off, but I definitely still have pollution when I look at the map. Additionally, if I click the On/Off button, it never turns on either.
Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern
I don't know how useful it is, but it is awesome.
(Shift-click to toggle multiple slots)
Took me 2 hours to implement and debug, and I'm proud of it.
(If you have done something like this, you'd know it is not simple. Have to think about many situations, like what happen if user has already shift-clicked another slot or the same slot before, or what if there was no previous click before a shift-click is detected, etc.)
(Shift-click to toggle multiple slots)
Took me 2 hours to implement and debug, and I'm proud of it.
(If you have done something like this, you'd know it is not simple. Have to think about many situations, like what happen if user has already shift-clicked another slot or the same slot before, or what if there was no previous click before a shift-click is detected, etc.)
Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern
Nicely done.Mooncat wrote:I don't know how useful it is, but it is awesome.
(Shift-click to toggle multiple slots)
Took me 2 hours to implement and debug, and I'm proud of it.
(If you have done something like this, you'd know it is not simple. Have to think about many situations, like what happen if user has already shift-clicked another slot or the same slot before, or what if there was no previous click before a shift-click is detected, etc.)
Now we only have to get mod authors to sort their items in a way to make most use out of selecting ranges.
Speaking of ranges, could you prevent chests from splitting item subgroups over 2 chests?
My Mods: mods.factorio.com
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I don't see this behaviour on my end; either 0.3.5 or 0.3.6 work perfectly fine.Fatmice wrote:Then how do you explain this?Mooncat wrote:Yes and no. It is pure vanilla (no yellow words).Fatmice wrote:Are you sure? Does your mod touch wire distance ?Mooncat wrote:Sorry, not quite understand what you meant...Fatmice wrote:Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
If you meant the vanilla substations are misplaced while being drag-placing, I can't reproduce it. They are perfectly aligned. Besides, my mod doesn't touch the vanilla substation.
http://imgur.com/a/ORgkA
Only your mod and a test mod of mine, which are just prototypes of entities unrelated to substation, are enabled.
When I disable your mod, I don't get these strange issues. Outside of enabling your mod, I do not change any values.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Mystery solved!
Released 0.3.7. An old mystery has been solved!
And I also gave some love to the cheat target list.
Changelog
I'm talking about the blueprint preview issue. And I also gave some love to the cheat target list.
Ctrl-click and Shift-click
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Hello Mooncat
I don't know if this is intended, but with the latest version the Creative Mode category disappeared from the build menu.
It's a bug o I'm missing something?
Thanks!!
I don't know if this is intended, but with the latest version the Creative Mode category disappeared from the build menu.
It's a bug o I'm missing something?
Thanks!!
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Looks like you have turned off cheats > team cheats > Creative tools' recipesmasneoquil wrote:Hello Mooncat
I don't know if this is intended, but with the latest version the Creative Mode category disappeared from the build menu.
It's a bug o I'm missing something?
Thanks!!
hm... I'm considering removing this option because you are not the first one having this problem.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
I was trying to build a very large blueprint in creative mode, ~400k entities, see reddit post. When I tried to place the blueprint normally and supplied a roboport, construction bots, electricity, creative provider chests and void storage chests (all from creative mod), the bots took about five minutes before they even started acting at all. And then they placed less than a tenth of the entities before they stopped again after about 10 minutes, even though there were still ghosts next to the roboport. I was going to report the second part of this in the bugs subforum once I can reproduce it reliably, but I just wanted to ask if there is any chance that this is something to do with creative mode, even though I dont see how.
Also when I tried to place the blueprint with instant build, my factorio stopped responding, but that is very likely just my laptop being old.
Since I'm here, huge thanks for this mod! It has become one of my most used mods =)
Also when I tried to place the blueprint with instant build, my factorio stopped responding, but that is very likely just my laptop being old.
Since I'm here, huge thanks for this mod! It has become one of my most used mods =)
unique_2 on discord and mod portal
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Just to make sure...blueblue wrote:I was trying to build a very large blueprint in creative mode, ~400k entities, see reddit post. When I tried to place the blueprint normally and supplied a roboport, construction bots, electricity, creative provider chests and void storage chests (all from creative mod), the bots took about five minutes before they even started acting at all. And then they placed less than a tenth of the entities before they stopped again after about 10 minutes, even though there were still ghosts next to the roboport. I was going to report the second part of this in the bugs subforum once I can reproduce it reliably, but I just wanted to ask if there is any chance that this is something to do with creative mode, even though I dont see how.
Also when I tried to place the blueprint with instant build, my factorio stopped responding, but that is very likely just my laptop being old.
Since I'm here, huge thanks for this mod! It has become one of my most used mods =)
Do you have enough materials to build those entities? For better performance, the refill rate of each creative chest decreases when the number of creative chests increases. So if you are using the super construction robots, there is a chance that they take out things faster than the chests refilling themselves.
But since you said there is a 5-min delay before the robots start working, I think this is highly related to Factorio. And even if it is caused by my mod, I will need the devs to help me finding the cause. 400k entities will kill my machine.
So please submit it to the bugs subforum. Thanks.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
That is a known issue in vanilla.Mooncat wrote:Just to make sure...blueblue wrote:I was trying to build a very large blueprint in creative mode, ~400k entities, see reddit post. When I tried to place the blueprint normally and supplied a roboport, construction bots, electricity, creative provider chests and void storage chests (all from creative mod), the bots took about five minutes before they even started acting at all. And then they placed less than a tenth of the entities before they stopped again after about 10 minutes, even though there were still ghosts next to the roboport. I was going to report the second part of this in the bugs subforum once I can reproduce it reliably, but I just wanted to ask if there is any chance that this is something to do with creative mode, even though I dont see how.
Also when I tried to place the blueprint with instant build, my factorio stopped responding, but that is very likely just my laptop being old.
Since I'm here, huge thanks for this mod! It has become one of my most used mods =)
Do you have enough materials to build those entities? For better performance, the refill rate of each creative chest decreases when the number of creative chests increases. So if you are using the super construction robots, there is a chance that they take out things faster than the chests refilling themselves.
But since you said there is a 5-min delay before the robots start working, I think this is highly related to Factorio. And even if it is caused by my mod, I will need the devs to help me finding the cause. 400k entities will kill my machine.
So please submit it to the bugs subforum. Thanks.
You can easily make any blueprinting unresponsive when placing down larger areas of floors with bots.1 or 2 chunks will probably kill even the best machines.
My Mods: mods.factorio.com
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Oh ok, I only knew that the bots would be unresponsive initially, I didnt know they might stop after a while before this. Thanks!
unique_2 on discord and mod portal
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
i guess it isn't a helpful or constructive point but, anyway, here goes - thanks for all your efforts. Makes things so much damn easier to test. I have accidentally now spent longer messing around with builds than I have on my current "main" game I am designing the BP's for
p.s. I am struggling with the Electric Energy Interface to set it up to a make a 1 GW draw (instead of hooking up a couple hundred beacons ) - i seem to be failing at its settings and either end up with a huge accumulator or something that only draws a few MW. Any tips? I don't want to use a passive energy void because I want to test my reactor build under a partial load, for example.
p.s. I am struggling with the Electric Energy Interface to set it up to a make a 1 GW draw (instead of hooking up a couple hundred beacons ) - i seem to be failing at its settings and either end up with a huge accumulator or something that only draws a few MW. Any tips? I don't want to use a passive energy void because I want to test my reactor build under a partial load, for example.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Thanks for your kind words! It is helpful and constructive! At least I know my mod is helping people so I am willing to maintain it.CorBlimey wrote:i guess it isn't a helpful or constructive point but, anyway, here goes - thanks for all your efforts. Makes things so much damn easier to test. I have accidentally now spent longer messing around with builds than I have on my current "main" game I am designing the BP's for
p.s. I am struggling with the Electric Energy Interface to set it up to a make a 1 GW draw (instead of hooking up a couple hundred beacons ) - i seem to be failing at its settings and either end up with a huge accumulator or something that only draws a few MW. Any tips? I don't want to use a passive energy void because I want to test my reactor build under a partial load, for example.
For the electric energy interface, the values on its GUI are per tick, while the electric network info chart is per second. So, if you want to have 1GW (1,000,000,000), divide it by 60 (number of ticks per second), you would get 16,666,666.66..., but unfortunately the GUI does not accept floating value, so you can't get exactly 1GW power drain. Input 16666667 for "Buffer size" and "Power usage", the other fields will be changed automatically. (I will include this info on the recipe description in the next update)
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Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Using the magic wand to place water in sandbox mode gives a scripting error about a missing location field, something like that.. Unselecting "Don't kill the player" works around it.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Thanks for the report. It will be fixed in the next version.Rhamphoryncus wrote:Using the magic wand to place water in sandbox mode gives a scripting error about a missing location field, something like that.. Unselecting "Don't kill the player" works around it.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Why is it, even after i delete Creative Mod (yes, delete, not just toggle off), save the game. Then load the game again, there always a message pop up saying "Removed entities-creative chest, etc ?"
That message supposed to pop-up if we ever placed item in-game right ?
Also, it even pop-up when i load my vanilla game.
http://imgur.com/a/VSyoB
That message supposed to pop-up if we ever placed item in-game right ?
Also, it even pop-up when i load my vanilla game.
http://imgur.com/a/VSyoB
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
I have seen this too, and also from other mods (e.g. Nixie Tubes). But I have no idea why this happens.waduk wrote:Why is it, even after i delete Creative Mod (yes, delete, not just toggle off), save the game. Then load the game again, there always a message pop up saying "Removed entities-creative chest, etc ?"
That message supposed to pop-up if we ever placed item in-game right ?
Also, it even pop-up when i load my vanilla game.
http://imgur.com/a/VSyoB
I think this will be one of the new mysteries. Hopefully it will be fixed either by me or by the devs in the future.
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Thanks for the quick response.
That put my mind at ease (sort of).
At the very least it's a known problem/mysteries, and happen on other mod.
So should i report this on bug subforum ?
That put my mind at ease (sort of).
At the very least it's a known problem/mysteries, and happen on other mod.
So should i report this on bug subforum ?
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
It is possibly from removing the entities from blueprints for entities that are no longer valid