Jacob1's Mod

  • FM22
    28th Sep 2014 Member 0 Permalink

    The y velocity of a stickman can become infinitely high. Not sure whether this is a bug or not.

    Edit: I tested a STKM and 1 CNCT. The CNCT sped up, then hit some sort of terminal velocity, but the stickman is now going so fast that it moves the hight of the window in one frame and is now stuck in place.

    Edited once by FM22. Last: 28th Sep 2014
  • KB
    28th Sep 2014 Member 0 Permalink

    @FM22 (View Post)

     I think that happens because stkm do not generate any pressure as they fall. The pressure is what keeps other powders at a terminal velocity, because they generate a "cushion" of pressure that slows them down.

  • jacob1
    28th Sep 2014 Developer 0 Permalink
    Also it only happens in loop edge mode. When I made stickmen loop I noticed this and watched it until it's velocity was so big it died (was moving faster than the entire screen at once). So yeah, it's intended.
  • batman333
    8th Oct 2014 Member 0 Permalink

    I keep getting this when I run certain Lua mods

    Scripts\combiner.lua:10: attempt to index global 'Window" (a nil value)

  • jacob1
    8th Oct 2014 Developer 0 Permalink
    @batman333 (View Post)
    My mod isn't on the same codebase as tpt++, so it doesn't have the interface api. I guess you can't use that script for now then.
  • NorthMustang
    13th Oct 2014 Member 0 Permalink

    How exactly does one get on the multiplayer server?

  • jacob1
    13th Oct 2014 Developer 0 Permalink
    @NorthMustang (View Post)
    click the "<<" button near the right side and type /connect, it's not that hard :P<br/>
    Also there aren't always people on but there often is.
  • NorthMustang
    13th Oct 2014 Member 0 Permalink

    K, thanks. I thought it was meant to be run with the console. XD

  • jacob1
    1st Nov 2014 Developer 0 Permalink
    Version 30.0 Released!

    Version 30.0 10/31/14
    Rewrite moving solids, fixes the drawing bug and makes them sync over TPTMP. Remove tpt.moving_solid(). Redo parts of ANIM, redo Lua code in saves / lua sandbox. Instantly activated electronics is now a setting (automatically turned on or off). Remove support for PSv mod saves or old mod saves with MOVS / ANIM / Lua code and redo mod save format. Allow uploading saves made in the mod (mod elements invisible to non TPT players). Fix compatibility with tpt++ powder.pref. New element: CRMC. Add the new script manager lua script. Remove OTWR and COND. Remove most mod-specific lua functions (were clones). New sign / stickmen Lua functions. Support tpt++'s save palette (lua / mod elements can change IDs and still be loaded properly). Remove some legacy BRTY / SDL sound code. Rewrite parts of README. Fix emap bug, fix q-tips being invisible. Command key works as ctrl on OS X. Add tpt.set_debug(2). Other drawing / Lua / Simulation updates from tpt++.

    WOO VERSION 30

    I've been working on this for about a month. Previously I was always worried about compatibility (the last version still supports saves from version 2 of the mod and even powder.def) but I figured it was time to throw out all the ugly legacy code to allow for more features. It seemed like it worked :D. You can now upload saves made in the mod to the server (people using tpt just won't be able to see it). Also I fixed some moving solids bugs and allowed you to draw fancy shapes with them while paused (although probably they won't bounce well) and sync them through tptmp. I also had fun redoing lots of other things like ANIM and LUA, didn't redo customizable HUDs or the fav menu yet but I plan to redo both of those sometime soon (imagine the FAV2 / HUD2 menu having their own interfaces ... so nice).

    Oh, also there is a new element suggestion that needs testing, Ceramic. Please use it and try it out / see how well it withstands fusion.
    Edit: and the script manager is included too. Please delete autorun.lua if you already have it, it will create two strange errors on startup if you don't and won't show the script list properly.

    Report any bugs or complaints you have too. Edit2: Just released build 50, fixes a crash when loading some saves, sorry about that :P. Didn't notice it until I was typing up this post.

    Download Version 30.0 for Mac OS X 10.5+ (32/64 bit universal binary)
    Download Version 30.0 - legacy for windows. Use this if your computer is too old for the first one (doesn't support sse2)
    Download Version 30.0 for 64 bit linux.
    Edited 3 times by jacob1. Last: 1st Nov 2014
  • minecraft-physics
    1st Nov 2014 Member 1 Permalink
    At pressure 256:
    HYGN fusion works great- withstands it 100%, no problems. It survives up to NBLE fusion temperatures, but once the reaction takes place the heat released destroys it.
    Superconducting doesn't work, but I don't think it was added. But as a super-tough fusor, it works brilliantly! /me gives thumbs up
    EDIT: Build 50 fixed it
    Edited 3 times by minecraft-physics. Last: 1st Nov 2014