Powered Converter

  • Catelite
    24th Jun 2012 Former Staff 0 Permalink

    I would actually appreciate it if all of you could be nice about this stuff, and not pretend that element suggestions is a flamebait forum.

     

    I can't ban -all- of you for having a conversation like this, so please. Powered Whatever element is generally never difficult to make, and whether it is implemented is a matter of convenience. There's nothing to discuss here besides whether the additional element space is worth it or not.

  • boxmein
    24th Jun 2012 Former Staff 0 Permalink
    @Catelite (View Post)
    He/she was planning for it to replace the original CONV element, but stay like PUMP: on by default, so practically, it's not even an element space.
  • Catelite
    24th Jun 2012 Former Staff 0 Permalink

    I was being optimistic and such. :P

  • R3APER
    24th Jun 2012 Member 0 Permalink
    @Catelite (View Post)
    Yeah if he wants to replace an element then we have an issue.
  • Catelite
    24th Jun 2012 Former Staff 0 Permalink

    We don't need to replace anything, actually. That was what boxmein just said.

  • R3APER
    24th Jun 2012 Member 0 Permalink
    @Catelite (View Post)
    That's exactly what I myself reiterated. :D
  • Poorsoft
    24th Jun 2012 Member 0 Permalink

    Lol would be cool with a breakable converter. Perhaps, like BCLN or PBCN we could do that.

  • boxmein
    24th Jun 2012 Former Staff 0 Permalink
    @Poorsoft (View Post)
    oh god that would be chaotic.
  • Haspaker
    24th Jun 2012 Member 0 Permalink

    To clear up some confusion: I did not plan to replace CONV, I suggest we add a new element to the "powered" menu. If the element space is worth it or not can be discussed, but then again there are not so many powered elements in that menu to begin with, so it is not like there's a lack of space.

     

    But this has made me curious: Is there some kind of structural limit on number of elements that can exist in the game? Just by looking at the code I assume there is no such limit, but I am not sure.

     

    @R3APER (View Post)

     

    > Its annoying to scroll through a bunch of other messages to try and figure out what a "powered converter" is.

     

    As I've said, I'm sorry. I did not realise the concept of powered elements was such an alien notion.

     

    > And if you claim to have already made it why not just post the link? Your not making any sense Haspaker.

     

    Because I am not a C programmer, and because I am not very well versed in the nuances of the coding behind TPT. I can not guarantee that what I create won't be full of bugs and unintended consequences, and therefore it would be better and more effective if the more experienced developers made their own version, to make sure that it was done in a correct and bug-free way. As I, Catelite and some other people have pointed out: Powered elements are not hard to create at all. The coding behind it is a non-issue, and the developers don't need my help with it.

     

    But since people seem so interested in it, here is the code I used. Note: This is simply something I threw together quickly for myself because I wanted to test it, and I have not even tried the slightest to make it bug-free.

  • jacksonmj
    24th Jun 2012 Developer 0 Permalink
    @Haspaker (View Post)
    Yes, at the moment there is a limit of 221 elements. Wall numbers start at 222, and these are sometimes stored in the same variables as element numbers. If we change the wall numbers to something larger, then the limit is 255. This is because in some places (such as pmap), a single byte is used to store the element number.

    Wall numbers have been raised before, so increasing them again shouldn't be too difficult. But changing pmap would take a lot of work.

    There are currently 159 elements in the game.