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

b Blueprint Wires Missing on Miniloaders

3 years ago

I have a train stop blueprint consisting of many filter miniloaders from the Miniloader mod. When stamping down the blueprint with Creative Mod running some of the miniloaders will be missing their circuit network wire connections. The really strange thing although is that the wire connection graphics will still show, but the enabled circuit conditions won't show. When you use the red or green wires on it it will make the wire connecting sound effect without changing any graphics, but now the enabled circuit condition will appear. It does this whether I'm using the Creative Mod instant blueprinting feature or have roboports build it from the logistic network (with Creative Mod still installed). The same blueprint builds just fine in the base game when Creative Mod is disabled.
I'll post this bug report on the Miniloader Mod page too; https://mods.factorio.com/mod/miniloader/discussion/602738fc9ab5bfaaf03d02ce

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