After erasing the stasis wall and enduring harsh lags, all is left is a bunch of DEST.
thats an interesting thing, ill have to mess with it sometime
thanks for the explanation jacob1
One of the other things blocked by stasis wall is .life decrementing each frame. This code is also outside of the simulation loop, right next to the BHOL loop, so we *could* add an exception perhaps, just like we did for .life, but I don't think it's necessary.
This isn't a bug. Di97's explanation is most correct. Stasis wall disables all particle updates from the core simulation loop, so while simulating a particle in stasis wall, instead it skips it. Things outside of the core simulation loop run. Every frame we do rescan every particle and if they are stacked like this, it will slowly create BHOL.
If I recall correctly, BHOL was hardcoded into simulation and how things work by Simon for whatever reason. Considering BHOL transformation being more of the core mechanic and not elements interaction, life decay and stuff, I believe it will be overlooked and won't be removed as it's "working as intended".
Me waiting for TPT devs to fix this be like:
@BOBHAMSTER the point is that stasis wall is supposed to put whatever's in it into a perfect stasis, so nothing should happen even if there's otherwise no way to prevent it from happening. SPRKs won't travel, snow won't melt, photons won't move, etc. etc. etc. The bug here is that layered stuff still turns into BHOL even though it should be frozen in time.
rephrase: only ehole alows layering not stasis walll you misheard but still cool
thats why it turns to bhol