-
Started 14th Jan 2016 in Feedback
@cracker1000 (View Post) 1) Meh, I knew people would be annoyed if I fixed the glitch where fire didn't burn inside of walls. Maybe I could add an exception for ehole? I thought I did alre...
-
Started 12th Jan 2016 in Announcements
Snapshot 24: Fix LIGH not defaulting to life of 30 with clones / console (separate t and v argument in create_part) @Omega29 (View Post) This should fix your save, thanks for...
-
Started 12th Jan 2016 in The Powder Toy/Lua scripting
@AwepergonTrollolol (View Post) My mod doesn't support those scripts. The ones that don't work aren't listed in the "online" tab, but if you already had them downloaded...
-
Started 11th Jan 2016 in Announcements
Snapshot 23: Fix FIRE still being able to go through powder wall (+ some other elements) Prevent *all* Newtonian Gravity sources when inside a grav wall zone (lua + gravity tools) A...
-
Started 9th Jan 2016 in Help
This is a known issue, which I have no idea what the problem is. If you know how to use wireshark, maybe you could get a dump of what is being sent / returned and PM it to me (don't post it here...
-
Started 8th Jan 2016 in General
@ChargedCreeper (View Post) There is no element with the ID 146. I knew there was a hole somewhere but it's been so long since it mattered that I forgot. So I just always use a pcall.
-
Started 8th Jan 2016 in General
@ChargedCreeper (View Post) D: it isn't even organized This list is though! http://pastebin.com/J9drw8P6 local function moo(id) io.write(elem.property(id, ...
-
Started 7th Jan 2016 in Development
Yeah, it wouldn't make sense to switch back to C after we already went to C++. The switch to C++ didn't add very much slowdown (maybe 1-2 fps on an empty screen). The actual particle physic...
-
Started 7th Jan 2016 in Powder Toy mods
@AwepergonTrollolol (View Post) Have you seen my official androit port? Link: https://powdertoy.co.uk/Discussions/Thread/View.html?Thread=20392 It's pretty good and I will put ...
-
Started 7th Jan 2016 in Help
That's unfortunate ): I don't know how to fix it, maybe SDL 1.2.15 or SDL 2 has a fix for that. But probably not, since the way we draw to the screen isn't how SDL is real...