jacob1
29th Sep 2012
16th Mar 2014
Post any bugs you find here. But there aren't as many bugs that are really bugs and I don't already know about than when this first started, so also use this as a general conversation save, or to ask / tell me anything. #1 most commented save in tpt!
problems
jacob1
bugreport
glitch
fix
960847
tptpp
bugs
tptplusplus
glitches
Comments
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There is also a tpt.all script on script manager that can do it simpler, but I don't know the syntax (although it's pretty simple)
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You have to use Lua for that. Something like for i in sim.parts() do if tpt.parts[i].type == elem.DEFAULT_PT_PIPE and tpt.parts[i].ctype == elem.DEFAULT_PT_WATR then tpt.parts[i].ctype = 0 end end
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jacob1: how do I clear all water in pipe?
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0000000: Yeah because TPT sees that as PIPE, not as WATR. The water doesn't actually exist, there's just some data inside the PIPE saying that it should eventually be water, but it isn't.
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jacob1: when I do "!set type watr none" in console why does it not delete the watr in pipes
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firwork tmp 1 life 1 instanley goes O7F mode (O7F does not want to exist)
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It might be that the scripts hit the particle cap (235008) and don't check for that. When spawning in a new particle, you HAVE to check if it was actually actually spawned before you do things like set the velocity. If not it will throw errors.
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Lots of Lua mods just aren't coded very well. The only thing you can do is ask the mod creators to fix them. I've never seen a mod creator actually fix bugs in their scripts, outside of a few times ...
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for some reason alot of mods that add more radioactive material cause alot of error massages to pop up, specifically when the radioactive materials try to produce energy particles, i know you didn't make the mods but do you at least have any idea what's happening?
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jacob1: Nevermind