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I assume it is removed so it doesn't block stuff you try to place.
Not having a body means that you are just moving the camera directly and don't have to worry about pipes, machines, tree, cliffs, lakes and so on.
You also don't agro enemies.
The only downsides of not having a body are that it's a bit harder to board a vehicle and that you can't equip things (mostly an issue for power armour).
I'm pretty sure there is a mod that gives you a "lab tiles" place during normal gameplay, if that's what you want.
If you could make a world with just lab tiles and no entities or other floors in "freeplay" mode, you wouldn't be able to do anything there.
If you want a body in modes that don't give you one, you can always use console commands:
/c game.player.create_character()
I recommend using this mod available under the mod menu in the game Factorio.
https://mods.factorio.com/mod/EditorExtensions
Here is how you start an editor mode with a character.
https://steamcommunity.com/sharedfiles/filedetails/?id=2965823640
https://steamcommunity.com/sharedfiles/filedetails/?id=2965823654
Press E (crafting menu), click on any item, and then place them.
https://steamcommunity.com/sharedfiles/filedetails/?id=2965823662
You can also do other things like placing terrain, ore, cliff, and even biter critter/nest.
Or like I said use cheats instead.
cheat mode
+ reach
+ infinity chest, loaders etc
Edit: nvm, it doesnt have a character either.
I dont want to be a ♥♥♥♥♥♥♥♥ floating omniscient entity. Just normal gameplay, over the grey lab tiles, while i can spawn any item, have access to any tech, and use the infinite power generator buildings, and item spawner boxes and whatnot.
Is that so much to ask for?
Install the previously mentioned mod, https://mods.factorio.com/mod/EditorExtensions. Then start a new nearly empty, lab-tile map from the main menu by selecting
It's "almost empty" because you start with a super radar (47x47 chunk coverage), super roboport (400x400 logistics area and 800x800 construction area) - prestocked with 200 super logi bots and 800 super con bots (both with cargo size over 1k and speed to make you blink) , super substation (128x128 area), infinity accumulator 500 GW output), infinity storage chest and an aggregate passive provider chest (with an inexhaustible stack of everything there is in the game).
The character is on the map, wearing Power armor MK2 with a 10x10 equipment grid already equipped with an infinity fusion reactor (1000 YJ), super personal roboport (1000 robots 200x200 area), 2 super exoskeleton (2005 speed each), super energy shield (1M hitpoints), super night vision (no funny shading), super personal battery (1000YJ), and belt immunity. All in 1x1 grid size, leaving 98 grid slots for whatever else you think you could need.
You can set your personal logistics to anything you wish, including things not yet researched.
Not that it's needed, but the research is set to the beginning, so you can test ideas. You can also unresearch any tech later to test new ideas. Since you have access to all the advanced buildings, you don't need the techs to get them.
After all that, if you still want to actually edit the map, adding raw ore or water, etc. you can enter Edit mode with CTRL+ALT+E or using the button on the shortcut bar. In that mode you see the same control panel as you've already had, except it now includes all the "super" stuff which Editor extensions adds as well.
Of course, in editor mode the character is gone again. That's because it's not in a mode to "play" the game, it's in a mode to "edit" the map. Even the personal logistics menu is gone, replaced with an infinity filter menu. In edit mode the bots don't do any work either. They are part of the "playing". In edit mode, when placing a building, you're not "building" one as a player, you're adding one to the map just like adding a tree or rock.
Lastly, there are no bugs, until you add them, and you can add as many as you want, of any size, anywhere. There's also no water, grass, dirt, sand, or desert, no trees, rocks, cliffs, raw ores, or crude oil, until you add them, where every you wish, in any size and any concentration.
EDIT: The research tree is already filled up to, but not including, the infinite research items. A tech, and everything that depends on it, can still be removed with the unresearch button. Any tech unresearched can be instantly researched, along with anything it needs, by using SHIFT+Click on the start research button.
I use that mod as well.
Just beware, the mod will not pause the game while you are in the blueprint design lab. The other flaw is while the Factorio game is not paused (shift+space bar), it is not possible to open the blueprint design lab.
Otherwise, I would have recommended it instead of the one I linked earlier. Which let you design the game without losing progression in the base game.
It would be helpful to know more about what you want to do.
This. Creative mode essentially on an empty world thats the least intrusive it can be.
Minecraft's creative mode on a flat world, basically.
Edit: ♥♥♥♥ around with things, design blueprints, whatever. Freebuild. Why do i have to jump through ♥♥♥♥♥♥♥ hoops to get that.
Editor extensions with the Mod scenario 'Editor extensions/Testing' is your friend.
The issue is that you add a lot of things on top of that basic idea (having a body, lab tiles...) and the base game doesn't have it.
The more specific what you want is, the harder it is to find.
The basic idea is that if you are in a mode where you can cheat all you want to play around with things, you don't really need the stuff that holds you down in normal mode like a body, having to research stuff and so on.
I explicitly said everything researched. (unless i didnt, in which case im a ♥♥♥♥♥♥♥ idiot)
In that case either the "/cheat" command (if you want to also be able to insta-craft for free from the inventory screen as a "spawn item" feature) or just a command that researches everything.
The sandbox mode even has a built-in thing for it when you start the map.
But you would need to run the command to get a body, and it's not lab tiles, so not exactly what you want either.
That doesn't work with the blueprint designer lab mod.
The Blueprint Designer Lab Mod has no editor menu in-game without using /editor, and the mod's purpose is to test blueprint designs only. Not to cheat and allow you to control the base game like you can in /editor mode.
The Blueprint Designer Lab Mod has no control over Factorio's clock rate, and I realize why the modder made the mod work this way. I have to save/reload in case something goes wrong while I am in the Blueprint Designer Lab Mod, which is a minor inconvenience.