@Sanpypr0 (View Post)
jacob1's mod is built on an entirely different codebase from vanilla, having to support both would be double the work (I can't even do a direct merge). Also, his mod has a few simulation differences from vanilla, which is contrary to this mod's philosophy. I'm not sure the extent to which features in my mod can be converted to Lua scripts, but that's outside the scope of my mod.
If you have features from jacob1's mod that you think would be great in my mod, feel free to mention them here and I might implement them. Also feel free to mod features from my mod into jacob1's mod to make your own new mod. I'm sorry that there isn't an easy way to get features from both mods at once.
@mark2222 (View Post)
thanks for the reply, i figured it would be something like that.
maybe i'll switch stamps from this mod to jacob1's, that might work i guess
jacob1's mod has a lot of features with the hud that i use so you could possibly implement that (tmp2, deco color, etc.)
P.S: showing deco color and the filt .tmp mode is genius, i didn't even notice that until now
The vanilla HUD currently shows you everything you need (i.e. it'd show you tmp2 for particle types where tmp2 actually matters). If you want to customize the HUD, you can make a Lua plugin for it.
For reference, here are some examples of other people's custom HUD Lua plugins:
http://lbphacker.hu/powdertoy/ (Boost.ExtendedHUD.lua, though it depends on his larger Boost framework)
By the way, the FILT ctype and tmp HUD display is a vanilla feature, not my mod's.