Creative Mode (Fix for 0.16)


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.

Content
6 years ago
0.16
78
Cheats

b Issue when placing a large blueprint

6 years ago

Error while running event creative-mode-fix::on_tick (ID 0)
Error while running event Rampant::on_robot_built_tile (ID 47)
Rampant/control.lua:477: attempt to index field 'surface' (a nil value)
stack traceback:
creative-mode-fix/scripts/util.lua:159: in function 'raise_event'
creative-mode-fix/scripts/util.lua:251: in function 'raise_event_for_revived_tile_ghosts'
creative-mode-fix/scripts/util.lua:274: in function 'revive_tile_ghost_and_raise_event'
creative-mode-fix/scripts/cheats.lua:2800: in function 'tick'
creative-mode-fix/scripts/events.lua:177: in function <creative-mode-fix/scripts/events.lua:146>

There aren't any modded items in the blueprint itself, any ideas?

6 years ago

Creative Mode raises some events with fake data, sometimes this leads to unexpected code paths in other mods. That one is crashing in Rampant, not CM, but I'll see if I can fix that one from CM side.

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