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
4 months ago
0.17 - 1.1
80.7K
Cheats

b 0.18.2 broke a few things...

4 years ago

Failed to load mods: creative-mod/data.lua:6: creative-mod/prototypes/entity.lua:1102: attempt to call global 'flying_robot_sounds' (a nil value)
stack traceback:
creative-mod/prototypes/entity.lua:1102: in main chunk
[C]: in function 'require'
creative-mod/data.lua:6: in main chunk
stack traceback:
[C]: in function 'require'
creative-mod/data.lua:6: in main chunk

4 years ago

Yeah I got this too, I think is due the sounds update
Maybe now this is the correct line for that:
working_sound = sounds.flying_robot(0.5)

4 years ago

Unsure what the deal is, but matching the entry from the base entities.lua still throws the error, but removing the lines completely bypasses the error (but I assume would then be missing the sound?).

4 years ago

flying_robot_sounds() seems to be a missing function to setup the sound list. I fixed my version by replace the whole line

working_sound=flying_robot_sounds()

with

        working_sound = {
            sound = {
                filename = "__base__/sound/flying-robot-1.ogg",
                volume = 0
            },
            max_sounds_per_type = 3
        },

It should only play one of the 9 defined but works.

4 years ago

Should I report this as a bug perhaps? Seems like the random sounds are only possible in base mod?

4 years ago

Thanks for reporting and troubleshooting!
I've uploaded a new release that hopefully fixes these errors.

4 years ago

seems to be working fine again with 0.18.2! thx jodli! :)

4 years ago

@jodli were you able to match the (randomized) base mod style sounds? If so, what was the trick?

4 years ago

thanks for the update jodli. it's much appreciated.

4 years ago

malventano they just re-created the function locally

4 years ago

Yeah I just duplicated it.
Glad it works now! :)

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