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 Creative Mode tab not in crafting menu?

6 years ago

After updating to 16.41, I no longer am able to select Creative Mode items from the crafting menu because there is no creative tab to select from. The items I already had in my inventory are working great. Let me know if you need anything else to replicate.

6 years ago

Known bug; caused by a conflict with mods that call reset_technology_effects() (ie: bobplates), simply open the Creative Mode menu, Cheats -> Team Cheats -> Creative tools' recipes On. Alternately can use the remote.call functionality to disable/re-enable Creative Mode.

The underlying problem is that access to the creative mode items is controlled by a hidden research, and mods that call that function cause the hidden research to become unresearched, as it's not normally researchable and thus a candidate for the game to reset. CM uses the state of that research to determine enabled/disabled state instead of storing a value -- this means that I can't just implement on_technology_effects_reset to fix it without rewriting a bunch of internal things.

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