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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>CreativeMod vs EditorExtensions - Comprehensive Analysis</title>
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<body>
<div class="container">
<h1>CreativeMod vs EditorExtensions</h1>
<p class="subtitle">Comprehensive analysis of two Factorio creative/testing mods — features, performance, architecture, and a roadmap for CreativeMod's future. Generated March 2026.</p>
<div class="toc">
<strong>Table of Contents</strong>
<ol>
<li><a href="#overview">Overview & Identity</a></li>
<li><a href="#features">Feature Comparison Matrix</a></li>
<li><a href="#architecture">Architecture & Code Quality</a></li>
<li><a href="#performance">Performance Deep Dive</a></li>
<li><a href="#ee-wins">Where EditorExtensions Wins</a></li>
<li><a href="#cm-wins">Where CreativeMod Wins</a></li>
<li><a href="#gaps">Feature Gaps Analysis</a></li>
<li><a href="#roadmap">Roadmap: CreativeMod Next Gen</a></li>
</ol>
</div>
<!-- ============================================================ -->
<h2 id="overview">1. Overview & Identity</h2>
<div class="comparison-grid">
<div class="card">
<div class="card-header">
<span class="badge badge-cm">CreativeMod</span>
<strong>v2.1.5</strong>
</div>
<div class="stat-row"><span class="stat-label">Authors</span><span class="stat-value">Y.Petremann, rk84, Mooncat, Chrisgbk, jodli</span></div>
<div class="stat-row"><span class="stat-label">Factorio version</span><span class="stat-value">2.0</span></div>
<div class="stat-row"><span class="stat-label">Dependencies</span><span class="stat-value">base >= 2.0.0</span></div>
<div class="stat-row"><span class="stat-label">Lua files</span><span class="stat-value">~35</span></div>
<div class="stat-row"><span class="stat-label">Philosophy</span><span class="stat-value">Full cheat suite with normal gameplay</span></div>
<div class="stat-row"><span class="stat-label">Core mechanic</span><span class="stat-value">Toggle-able cheats with access rights</span></div>
<div class="stat-row"><span class="stat-label">Editor mode</span><span class="stat-value">Not used — stays in character mode</span></div>
</div>
<div class="card">
<div class="card-header">
<span class="badge badge-ee">EditorExtensions</span>
<strong>v2.5.3</strong>
</div>
<div class="stat-row"><span class="stat-label">Author</span><span class="stat-value">raiguard</span></div>
<div class="stat-row"><span class="stat-label">Factorio version</span><span class="stat-value">2.0</span></div>
<div class="stat-row"><span class="stat-label">Dependencies</span><span class="stat-value">base >= 2.0.42, flib >= 0.16.2</span></div>
<div class="stat-row"><span class="stat-label">Lua files</span><span class="stat-value">~25</span></div>
<div class="stat-row"><span class="stat-label">Philosophy</span><span class="stat-value">Enhanced testing tools + editor toggle</span></div>
<div class="stat-row"><span class="stat-label">Core mechanic</span><span class="stat-value">Map editor toggle with inventory sync</span></div>
<div class="stat-row"><span class="stat-label">Editor mode</span><span class="stat-value">Central — quick toggle with Ctrl+Alt+E</span></div>
</div>
</div>
<div class="verdict">
<h3>Fundamental Difference</h3>
<p><strong>CreativeMod</strong> gives you god-powers <em>while playing normally</em> with your character. You walk around, pick up items, ride trains — but you're invincible, run fast, build instantly, and have infinite resources. It's a cheat-enhanced normal game.</p>
<p><strong>EditorExtensions</strong> gives you powerful testing tools and makes the map editor pleasant to use. You toggle between editor and character mode. When in editor, you have instant build/deconstruct natively. When in character, you're mostly normal (with some reach/speed bonuses from <code>/cheat</code>).</p>
</div>
<!-- ============================================================ -->
<h2 id="features">2. Feature Comparison Matrix</h2>
<h3>Player Cheats</h3>
<table>
<tr>
<th>Feature</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Cheat mode (free crafting)</td>
<td class="good">Per-player toggle</td>
<td class="good"><code>/cheat</code> command</td>
</tr>
<tr>
<td>Invincible player</td>
<td class="win-cm">Toggle per-player, <code>destructible = false</code></td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Running speed boost</td>
<td class="win-cm">Configurable modifier (default 2x)</td>
<td>Super exoskeleton equipment (2x per)</td>
</tr>
<tr>
<td>Mining speed boost</td>
<td class="win-cm">Configurable modifier (default 1000x)</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Crafting speed boost</td>
<td class="win-cm">Configurable modifier</td>
<td class="muted">Cheat mode = instant</td>
</tr>
<tr>
<td>Long reach</td>
<td class="good">Personal + team level</td>
<td class="good">1,000,000 bonus via <code>/cheat</code></td>
</tr>
<tr>
<td>Instant blueprint</td>
<td class="win-cm">Scripted: revive ghosts next tick</td>
<td>Native editor feature (when in editor)</td>
</tr>
<tr>
<td>Instant deconstruction</td>
<td class="win-cm">Scripted: destroy next tick</td>
<td>Native editor feature (when in editor)</td>
</tr>
<tr>
<td>Instant request (logistics)</td>
<td class="win-cm">Auto-fills logistic requests</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Instant trash clear</td>
<td class="win-cm">Auto-clears trash inventory</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Keep last item in hand</td>
<td class="win-cm">Restores cursor after placing</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Repair mined items</td>
<td class="win-cm">Full health on mine</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>God mode (no character)</td>
<td class="good">Toggle, transfers items</td>
<td class="good">Editor mode = god mode</td>
</tr>
<tr>
<td>Inventory bonus slots</td>
<td class="win-cm">Configurable</td>
<td class="muted">Not provided (editor has inf. inventory)</td>
</tr>
<tr>
<td>Health bonus</td>
<td class="win-cm">Configurable</td>
<td class="muted">Not provided</td>
</tr>
</table>
<h3>Team / Force Cheats</h3>
<table>
<tr>
<th>Feature</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Research all technologies</td>
<td class="good">One-click</td>
<td class="good"><code>/cheat</code> or debug world</td>
</tr>
<tr>
<td>Instant research</td>
<td class="win-cm">Ongoing: complete on start</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Team-wide reach/speed/etc.</td>
<td class="win-cm">Full force-level modifiers</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Inserter capacity bonus</td>
<td class="win-cm">Configurable</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Evolution factor control</td>
<td class="win-cm">Set exact value per-force</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Chart all map</td>
<td class="win-cm">One-click</td>
<td class="muted">Not provided (editor reveals map)</td>
</tr>
<tr>
<td>Kill all units</td>
<td class="win-cm">One-click</td>
<td class="muted">Not provided</td>
</tr>
</table>
<h3>Surface / World Cheats</h3>
<table>
<tr>
<th>Feature</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Freeze daytime</td>
<td class="win-cm">Per-surface toggle</td>
<td class="muted">Not provided (editor has render_as_day)</td>
</tr>
<tr>
<td>Set daytime</td>
<td class="win-cm">Per-surface slider</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Peaceful mode</td>
<td class="win-cm">Per-surface toggle</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Destroy/remove all enemies</td>
<td class="win-cm">Per-surface</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Prevent enemy spawning</td>
<td class="win-cm">Per-surface, removes on chunk gen</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Surface properties (pressure, gravity, mag field)</td>
<td class="win-cm">Per-surface controls</td>
<td class="muted">Not provided</td>
</tr>
</table>
<h3>Global / Map Settings Cheats</h3>
<table>
<tr>
<th>Feature</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Pollution toggle</td>
<td class="win-cm">Yes</td>
<td class="muted">No</td>
</tr>
<tr>
<td>Enemy evolution control</td>
<td class="win-cm">Full control (time/destroy/pollution factors)</td>
<td class="muted">No</td>
</tr>
<tr>
<td>Enemy expansion control</td>
<td class="win-cm">Min/max cooldown</td>
<td class="muted">No</td>
</tr>
<tr>
<td>Game speed</td>
<td class="win-cm">0.1x – 100x slider</td>
<td class="muted">No</td>
</tr>
</table>
<h3>Creative Entities</h3>
<table>
<tr>
<th>Entity Type</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Item source chest (all items)</td>
<td class="good">Creative Chest + Creative Provider Chest</td>
<td class="good">Aggregate Chest + Aggregate Provider Chest (quality-aware)</td>
</tr>
<tr>
<td>Infinity chest</td>
<td class="good">Void chest, void requester, void storage</td>
<td class="win-ee">6 logistic variants (normal + all 5 logistics)</td>
</tr>
<tr>
<td>Duplicating chest</td>
<td class="win-cm">Duplicating + Duplicating Provider</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Item on belt source</td>
<td class="good">Matter Source (filter-based)</td>
<td class="win-ee">Infinity Loader (1x1, per-lane, auto-snap, combinator-pasteable)</td>
</tr>
<tr>
<td>Item on belt void</td>
<td class="good">Matter Void</td>
<td class="good">Infinity Loader (bidirectional)</td>
</tr>
<tr>
<td>Item duplicator</td>
<td class="win-cm">Duplicator entity</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Random item source</td>
<td class="win-cm">Random Item Source entity</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Infinity pipe</td>
<td class="good">Fluid Source + Fluid Void</td>
<td class="good">Infinity Pipe (combinator-pasteable)</td>
</tr>
<tr>
<td>Electric source/sink</td>
<td class="good">6 variants (active/passive + source/sink/interface)</td>
<td class="win-ee">Infinity Accumulator with mode/priority/power GUI</td>
</tr>
<tr>
<td>Heat source/sink</td>
<td class="good">Heat Source + Heat Void (fixed temps)</td>
<td class="good">Infinity Heat Pipe (configurable temp)</td>
</tr>
<tr>
<td>Super boiler</td>
<td class="win-cm">3 variants (super, super cooler, configurable)</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Cargo wagons</td>
<td class="win-cm">Creative + Duplicating + Void wagon</td>
<td class="good">Infinity Cargo + Infinity Fluid Wagon</td>
</tr>
<tr>
<td>Linked chest/belt</td>
<td class="good">Linked Chest + Linked Belt</td>
<td class="win-ee">Linked Chest + Linked Belt with visual connection UI</td>
</tr>
<tr>
<td>Super lab</td>
<td class="good">Creative Lab + Void Lab</td>
<td class="good">Super Lab (100x speed, void energy)</td>
</tr>
<tr>
<td>Super robots</td>
<td class="good">Invincible construction + logistic bots</td>
<td class="good">Speed 1M, no energy, 1000 payload</td>
</tr>
<tr>
<td>Super roboport</td>
<td class="good">Huge radius</td>
<td class="win-ee">200-tile logistics, 400-tile construction, 1000YW charging</td>
</tr>
<tr>
<td>Super radar</td>
<td class="good">Full map reveal</td>
<td class="good">20-chunk reveal (more realistic)</td>
</tr>
<tr>
<td>Super beacon</td>
<td class="good">Huge range</td>
<td class="good">64-tile range, 10 slots, allows productivity</td>
</tr>
<tr>
<td>Super inserter</td>
<td class="muted">Not provided</td>
<td class="win-ee">Void energy, fast rotation</td>
</tr>
<tr>
<td>Super locomotive</td>
<td class="muted">Not provided</td>
<td class="win-ee">10MW void energy, max speed 10</td>
</tr>
<tr>
<td>Super pump</td>
<td class="muted">Not provided</td>
<td class="win-ee">0-600k fluid/s, custom GUI slider</td>
</tr>
<tr>
<td>Super electric pole</td>
<td class="good">Super pole + super substation</td>
<td class="good">Super pole + super substation (64-tile)</td>
</tr>
<tr>
<td>Enemy spawner items</td>
<td class="win-cm">Alien attractor proxies (small/medium/large)</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Cloned enemy entities</td>
<td class="win-cm">Auto-generated for ALL enemies in game</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Infinite resources</td>
<td class="win-cm">Auto-generated infinite versions of all resources</td>
<td class="muted">Not provided</td>
</tr>
</table>
<h3>Equipment</h3>
<table>
<tr>
<th>Equipment</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Fusion reactor</td>
<td class="good">5.4PW, 1x1</td>
<td class="good">1000YW, 1x1, all categories</td>
</tr>
<tr>
<td>Roboport</td>
<td class="good">1000 bots, 200 range (needs on_tick energy refill!)</td>
<td class="win-ee">1000 bots, 100 range, 1000GJ native charging</td>
</tr>
<tr>
<td>Exoskeleton</td>
<td class="muted">Not provided</td>
<td class="win-ee">+2 movement, 1kW, 1x1</td>
</tr>
<tr>
<td>Energy shield</td>
<td class="muted">Not provided</td>
<td class="win-ee">1M shield, 1x1</td>
</tr>
<tr>
<td>Night vision</td>
<td class="muted">Not provided</td>
<td class="win-ee">Perfect daylight, 1x1</td>
</tr>
<tr>
<td>Battery</td>
<td class="muted">Not provided</td>
<td class="win-ee">1000YJ capacity, 1x1</td>
</tr>
</table>
<h3>Modules</h3>
<table>
<tr>
<th>Module</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Super speed / efficiency / productivity</td>
<td class="muted">Not provided</td>
<td class="win-ee">+250% each, plus inverse variants</td>
</tr>
<tr>
<td>Super clean / dirty modules</td>
<td class="muted">Not provided</td>
<td class="win-ee">+-250% pollution</td>
</tr>
</table>
<h3>Tools & Utilities</h3>
<table>
<tr>
<th>Feature</th>
<th>CreativeMod</th>
<th>EditorExtensions</th>
</tr>
<tr>
<td>Magic wands (terrain editing)</td>
<td class="win-cm">3 wands: Creator, Healer, Modifier with pattern support</td>
<td class="muted">Not provided (editor has native tile/entity editing)</td>
</tr>
<tr>
<td>Build options (destructible, minable, etc.)</td>
<td class="win-cm">6 toggles applied at build time</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Free fluid recipes</td>
<td class="win-cm">Auto-generated for all fluids</td>
<td class="muted">Not provided (infinity pipe suffices)</td>
</tr>
<tr>
<td>Void technology (infinite research sink)</td>
<td class="win-cm">Consumes 4B science packs</td>
<td class="muted">Not provided</td>
</tr>
<tr>
<td>Testing lab (isolated surface)</td>
<td class="muted">Not provided</td>
<td class="win-ee">Personal or shared, with force/research isolation</td>
</tr>
<tr>
<td>Editor toggle</td>
<td class="muted">Not provided</td>
<td class="win-ee">Shortcut + keybind, with inventory sync</td>
</tr>
<tr>
<td>Inventory sync (editor ↔ character)</td>
<td class="muted">Not provided</td>
<td class="win-ee">Full sync of cursor, main, guns, armor, ammo</td>
</tr>
<tr>
<td>Inventory filter import/export</td>
<td class="muted">Not provided</td>
<td class="win-ee">Serializable filter presets</td>
</tr>
<tr>
<td>Access rights system</td>
<td class="win-cm">5-category tiered permissions</td>
<td class="muted">Admin-only editor toggle</td>
</tr>
<tr>
<td>Remote API for other mods</td>
<td class="win-cm">16 remote functions</td>
<td class="good">3 remote functions</td>
</tr>
<tr>
<td>In-game GUI menu</td>
<td class="win-cm">Full tabbed menu (cheats, admin, wands, modding)</td>
<td class="good">Per-entity GUIs only</td>
</tr>
</table>
<!-- ============================================================ -->
<h2 id="architecture">3. Architecture & Code Quality</h2>
<div class="comparison-grid">
<div class="card">
<div class="card-header"><span class="badge badge-cm">CreativeMod</span></div>
<h4>Strengths</h4>
<ul>
<li>Comprehensive feature coverage</li>
<li>Dedicated <code>defines.lua</code> for all constants</li>
<li>Remote interface for mod interop</li>
<li>Rich access rights system</li>
</ul>
<h4>Weaknesses</h4>
<ul>
<li>Monolithic event dispatcher — single <code>on_event</code> for ~25 events with string-based lookup</li>
<li>Every tick function called unconditionally (no <code>enabled</code> guard)</li>
<li>Legacy code remnants (old creative chest alongside new)</li>
<li>No use of <code>flib</code> or GUI library — manual GUI construction</li>
<li>Entity registration via function lookup table (complex, hard to follow)</li>
<li><code>table.remove()</code> during <code>ipairs</code> iteration (bug-prone)</li>
<li>No type annotations or LSP support</li>
</ul>
</div>
<div class="card">
<div class="card-header"><span class="badge badge-ee">EditorExtensions</span></div>
<h4>Strengths</h4>
<ul>
<li>Clean module system — each script exports <code>.events</code>, <code>.on_init</code>, etc.</li>
<li>Uses <code>flib</code> for GUI, events, and utilities</li>
<li>LuaLS type annotations (<code>types.lua</code>)</li>
<li>Event-driven architecture (minimal polling)</li>
<li>Pre-cached API lookups for hot paths</li>
<li>Self-cleaning migration code</li>
<li>Clean data-phase prototype utilities (<code>copy_prototype</code>, <code>recursive_tint</code>)</li>
</ul>
<h4>Weaknesses</h4>
<ul>
<li>No event filters on build/destroy events (missed optimization)</li>
<li>Infinity fluid wagon on_tick could be expensive with many wagons</li>
<li>Depends on external library (flib)</li>
</ul>
</div>
</div>
<!-- ============================================================ -->
<h2 id="performance">4. Performance Deep Dive</h2>
<h3>CreativeMod: on_tick Cost</h3>
<p>The <code>on_tick</code> handler calls <strong>20 sub-tick functions every single tick</strong>, unconditionally, even when Creative Mode is disabled or no creative entities are placed:</p>
<div class="card">
<table>
<tr><th>Tick Function</th><th>Work Per Tick</th><th>Cost</th></tr>
<tr>
<td><code>gui.tick()</code></td>
<td>Iterates ALL players, compares <code>player.opened</code> to cached value</td>
<td><div class="perf-meter"><div class="perf-bar perf-bad"></div><span class="bad">Every tick, all players</span></div></td>
</tr>
<tr>
<td><code>cheats.tick()</code></td>
<td>3 pending lists: instant blueprint, instant deconstruction, enemy removal</td>
<td><div class="perf-meter"><div class="perf-bar perf-ok"></div><span>Proportional to activity</span></div></td>
</tr>
<tr>
<td><code>creative_chest_util.tick()</code></td>
<td>1 chest per tick (spread across groups)</td>
<td><div class="perf-meter"><div class="perf-bar perf-good"></div><span class="good">Well-throttled</span></div></td>
</tr>
<tr>
<td><code>creative_lab.tick()</code></td>
<td>Up to 10 labs, inner loop over ALL tool items per lab</td>
<td><div class="perf-meter"><div class="perf-bar perf-ok"></div><span>10/tick cap, but nested loop</span></div></td>
</tr>
<tr>
<td><code>duplicating_chest.tick()</code></td>
<td>Up to 10 chests per tick</td>
<td><div class="perf-meter"><div class="perf-bar perf-good"></div><span class="good">Well-throttled</span></div></td>
</tr>
<tr>
<td><code>fluid_void.tick()</code></td>
<td>ALL fluid voids, every tick</td>
<td><div class="perf-meter"><div class="perf-bar perf-bad"></div><span class="bad">Linear with entity count</span></div></td>
</tr>
<tr>
<td><code>super_boiler.tick()</code></td>
<td>ALL super boilers, set energy + heat fluid</td>
<td><div class="perf-meter"><div class="perf-bar perf-bad"></div><span class="bad">Linear with entity count</span></div></td>
</tr>
<tr>
<td><code>item_source.tick()</code></td>
<td>ALL item sources, + potential <code>find_entities_filtered</code> per entity</td>
<td><div class="perf-meter"><div class="perf-bar perf-terrible"></div><span class="bad">Worst case: N entities × entity search</span></div></td>
</tr>
<tr>
<td><code>duplicator.tick()</code></td>
<td>ALL duplicators, same as item_source</td>
<td><div class="perf-meter"><div class="perf-bar perf-terrible"></div><span class="bad">Same as item_source</span></div></td>
</tr>
<tr>
<td><code>item_void.tick()</code></td>
<td>ALL item voids, + potential entity search</td>
<td><div class="perf-meter"><div class="perf-bar perf-terrible"></div><span class="bad">Same as item_source</span></div></td>
</tr>
<tr>
<td><code>equipments.tick()</code></td>
<td>ALL registered equipments, set energy</td>
<td><div class="perf-meter"><div class="perf-bar perf-ok"></div><span>Linear, but lightweight op</span></div></td>
</tr>
<tr>
<td><code>random_item_source.tick()</code></td>
<td>ALL random item sources</td>
<td><div class="perf-meter"><div class="perf-bar perf-bad"></div><span class="bad">Linear with entity count</span></div></td>
</tr>
</table>
</div>
<h4>Key Problems</h4>
<ul>
<li><strong>No early-out when CM is disabled.</strong> All 20 functions run even if <code>storage.creative_mode.enabled == false</code>.</li>
<li><strong>gui.tick() polls player.opened every tick.</strong> Factorio has <code>on_gui_opened</code> / <code>on_gui_closed</code> events that could replace this entirely.</li>
<li><strong>item_source / duplicator / item_void have no rate limiting</strong> and call <code>find_entities_filtered</code> on cache misses, which can spike.</li>
<li><strong>fluid_void and super_boiler process ALL entities every tick</strong> with no batching.</li>
<li><strong><code>table.remove()</code> inside <code>ipairs</code></strong> in <code>equipments.tick()</code> causes index skipping bugs.</li>
</ul>
<h3>EditorExtensions: on_tick Cost</h3>
<div class="card">
<table>
<tr><th>Tick Function</th><th>Work Per Tick</th><th>Cost</th></tr>
<tr>
<td><code>infinity-wagon on_tick</code></td>
<td>ALL infinity fluid wagons: validate, sync fluid, check position</td>
<td><div class="perf-meter"><div class="perf-bar perf-ok"></div><span>Linear with wagon count, but well-optimized (cached refs, flip-flop)</span></div></td>
</tr>
<tr>
<td><code>infinity-loader on_nth_tick[15]</code></td>
<td>Open loader GUIs only (typically 0-1)</td>
<td><div class="perf-meter"><div class="perf-bar perf-great"></div><span class="good">Negligible</span></div></td>
</tr>
<tr>
<td><code>update-notification on_nth_tick[180]</code></td>
<td>Legacy loaders (self-cleaning, temporary)</td>
<td><div class="perf-meter"><div class="perf-bar perf-great"></div><span class="good">Negligible / temporary</span></div></td>
</tr>
</table>
</div>
<div class="verdict">
<h3>Performance Verdict</h3>
<p><strong>EditorExtensions is dramatically more efficient.</strong> It has 1 on_tick handler (fluid wagons only) vs CreativeMod's 20 unconditional tick functions. EE achieves most of its functionality through Factorio's native infinity entities (which are C++-side, zero Lua cost) and event-driven handlers. CreativeMod's architecture dates from before infinity entities existed, which explains the scripted approach — but it's now a major performance liability.</p>
</div>
<!-- ============================================================ -->
<h2 id="ee-wins">5. Where EditorExtensions Wins</h2>
<div class="card">
<h3>Performance</h3>
<p>Nearly zero per-tick Lua cost. Most entities use Factorio's native <code>infinity-container</code>, <code>infinity-pipe</code>, and <code>electric-energy-interface</code> prototypes which run in C++ with zero scripting overhead. CreativeMod scripts what Factorio can do natively.</p>
</div>
<div class="card">
<h3>Infinity Loader</h3>
<p>The standout entity. A 1x1 loader that auto-snaps to adjacent belts, supports per-lane filters, and can be copy-pasted with constant combinators. CreativeMod's Matter Source is more complex but less ergonomic — it's a separate source entity that needs to face the right direction, has no auto-snapping, and requires per-tick scripting.</p>
</div>
<div class="card">
<h3>Infinity Accumulator GUI</h3>
<p>The custom GUI for the accumulator lets you set mode (input/output/buffer), priority (primary/secondary/tertiary), and exact power level from kW to YW. CreativeMod has 6 separate entity types for different EEI configurations. EE's approach is one entity with a rich GUI — much more user-friendly.</p>
</div>
<div class="card">
<h3>Testing Lab</h3>
<p>An isolated testing surface per player (or shared per force) with its own research tree. You can test blueprints in a clean environment without affecting your main game. CreativeMod has no equivalent.</p>
</div>
<div class="card">
<h3>Editor Toggle + Inventory Sync</h3>
<p>Seamless switching between character and editor mode with full inventory preservation. One keybind (Ctrl+Alt+E). CreativeMod doesn't use the editor at all, which means it has to script instant build/deconstruct manually (expensive).</p>
</div>
<div class="card">
<h3>Equipment Suite</h3>
<p>6 equipment types covering all needs (reactor, roboport, exoskeleton, shield, night vision, battery), all 1x1, fitting all grid categories. CreativeMod has only 2 (reactor + roboport), and the roboport needs an on_tick energy refill hack.</p>
</div>
<div class="card">
<h3>Super Modules</h3>
<p>7 module types (+250% and -250% variants for speed, efficiency, productivity, pollution). CreativeMod has none.</p>
</div>
<div class="card">
<h3>Quality Awareness</h3>
<p>Aggregate chests create separate filter entries per quality level. CreativeMod doesn't account for the quality system introduced in Space Age.</p>
</div>
<div class="card">
<h3>Code Quality</h3>
<p>Clean module architecture, flib usage, type annotations, no legacy code. Each script is self-contained with clear event exports. Much easier to maintain and extend.</p>
</div>
<!-- ============================================================ -->
<h2 id="cm-wins">6. Where CreativeMod Wins</h2>
<div class="card">
<h3>Normal Gameplay Experience</h3>
<p>This is CreativeMod's <strong>killer feature</strong>. You play the game normally — walk around as your character, ride in trains, get in vehicles, use the hotbar — but with god-like powers. EditorExtensions requires toggling to editor mode for instant build/deconstruct, which puts you in a different controller with a different feel. CreativeMod's instant blueprint and deconstruction work while you're in character mode.</p>
</div>
<div class="card">
<h3>Cheat Granularity</h3>
<p>70+ individually toggleable cheats across 5 categories (personal, team, surface, global, build options). Everything is a slider or toggle. EditorExtensions is more of an all-or-nothing approach — you're either in editor or you're not.</p>