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

g Resetting techs doesn't raise event

1 year, 10 months ago

Using Cheats-->Team Cheats-->All technologies-->Unlock raises defines.events.on_ research finished for each technology. I'd expect that Cheats-->Team Cheats-->All technologies-->Reset will raise defines.events.on research _reversed, but apparently it doesn't. Could you fix that, please?

1 year, 8 months ago

Hey!
I'm using the LuaForce.reset() functio (https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.reset)
The corresponding event that is fired is called: on_force_reset (https://lua-api.factorio.com/latest/events.html#on_force_reset)

1 year, 8 months ago

Thanks for the hint! Though I've taken care in my mods to listen not just to on_research_finished, but also to on_research_reversed, I've always neglected LuaForce.reset()! I'd better add a handler for on_technology_effects_reset as well before releasing the new version GCKI, and I also must check my other mods …

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