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
79.9K
Cheats

b Crash with Racoon Biters

2 years ago
(updated 2 years ago)

Hi, I get this error on starting Factorio when both your mod and Raccoon Biters are active:

   6.051 Error ModManager.cpp:1578: Failed to load mod "creative-mod": __creative-mod__/data-final-fixes.lua:57: table index is nil
stack traceback:
__creative-mod__/data-final-fixes.lua:57: in main chunk

This is where the crash happens:

for _, unit_data in pairs(result_units) do
  spawnable_units[unit_data[1]] = true
end

According to the wiki, there are two ways to define spawner.result_units. You only account for the one format used by the vanilla spawners, but "Racoon Biters" uses the other one, where "unit" and "spawn_points" are the table keys.

To fix the crash, you'd just have to change line 57 of data-final-fixes.lua to this:

spawnable_units[unit_data[1] or unit_data.unit] = true

Could you do that, please?

1 year, 8 months ago

Hey!
Should be fixed in the next version. Thank you for your help :)

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