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 Super beacon

6 years ago

Seems like some rats live in it). This item produce(right section) some energy, instead of consuming(left section) "1kW" like in description. The green bar in "beacon interface" during big power consumptions at test purpose look like this "device" trying to send all energy on whole map, looks like "not enough power"(low input) and moving franzy from green to yellow, but energy reserve is sufficicent. I think this could even eat some fps/ups with "enough" beacons... May be it's could be like with belts - they work but not consume at all? Fix it, please!
And additional question - usage_priority = "terciary" or "tertiary"? :D
Well, anyway, thanks a lot for the mod, guys!
Couple of screenshots https://drive.google.com/open?id=1qvMnFnZ4ECHYJ0JykUMths_4xDkL9QqO

6 years ago

In reality, it's "tertiary" but in Factorio (until 0.17 is released) it's "terciary" because of a dev typo that isn't being fixed in 0.16 to avoid breaking every mod. So "terciary" is correct in the game until it is fixed to be "tertiary".

Super beacons don't really need power; the script gives them free power during operation. This has some side-effects (super beacons function as tiny accumulators that can provide a tiny amount of power each tick). This probably won't be changed in the near future.

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