Inaugural Creative Mode Runs Submitted
3 years ago
Illinois, USA

Hello Hello,

I have submitted two creative mode runs. They're a bit silly but it was actually very enjoyable to grind out good RNG, I woke up on a lot of neat planets.

There are some judgement calls that need to be made on when timers should start in Creative Mode, and when they should end on a Magnate IL.

Timer Start Discussion Game rules say to start timer on Initialize, but there is no "Initialize" in Creative mode. You see a white screen and you are at your ship. So, I thought that the strictest interpretation of those rules would be, start the timer when the white screen is over, before/as you do you first input. The other contender for me would be when you do the input to start the game file, but I don't think that's great because that starry-sky loading screen can vary hugely in length depending on your PC. TLDR; timer begins after the white disappears, before/as you do your first input.

Timer End Discussion for Creative-mode Magnate In racecar0's Normal-mode Magnate, which I admit I didn't watch prior to my run (oops), they stop the timer only when Magnate appears on the screen naturally. This would be super painful on the Creative-mode Magnate run, because we'd have to cycle through all 10 milestones. What I did was open the Milestone journal page, and split as soon as the screen visible showed we are Magnate. This is much faster and I hope it's an acceptable time to end the run. We could adjust the time on racecar0's run (make it faster) to compensate, or, this may not be an issue since racecar0 states in their video description that there is a lot of other optimizations available, and their run is a starting point.

Thanks all!

Edited by the author 3 years ago
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