Creative Mod

by jodli

Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games. Quick patch for 0.16 until an official release - everything should work now. Quick patch for 0.17 until an official release - if ever...

Content
3 months ago
0.17 - 1.1
79.6K
Cheats

i honor script_raised_built event

5 years ago

When another mod creates an entity, it can raise a "script_raised_built" event. Creative Mod should handle those the same as on_player_built and other build events, such as for reviving ghosts.

5 years ago

(Disclaimer: I'm a totally unrelated lurker.)

The event table that mods attach to script_raised_x is not standardised like normal event tables, thus it always requires extra code to check that whatever raised the thing didn't raise a garbage event with an invalid entity or something ;).

4 years ago

I am proposing that that extra code would be worthwhile.

4 years ago

I', not arguing either way. You said to "handle them the same", so i just notied that naively treating them exactly the same would be prone to bugs.

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