Why can't you implement the instant activation of electronics in the official tpt version?
I had indeed made a change in custom hud (to show a particle's ctype next to its name) but I think that is not the problem: I already reverted it back to default but the error is still there: 0 pressure with the detonation. I even re-downloaded version 19.2, made a bomb from scratch, and the problem is still there (I also tested it in the legacy version). Checked it frame by frame and my pressure is still 0 since the very first frame (it shows changes in pressure but they are minimal: it stays in the range of -0.20 to 0.20).
In the normal TPT(83.9) I get the pressure spice in the first frame and then it goes to 270, so pressure's fine for me in that version.
I think I found a bug in your mod. When Pipe activates after the brick cover is removed from it, if you save the pipe as a stamp without putting anything into the pipe, when you load the stamp there will be a few random particles of water in it. This completely ruined my attempt to make a nuclear power plant.
It appears to be fixed. Yeah, it kinda doesn't help matters if you have water popping up in the rubidium pipe. I was basing the design of the nuclear power plant off of real life liquid-sodium cooled nuclear reactors.
I believe the bug was fixed, as the rubidium pipes are no longer exploding. I was using this version, from the official feedback thread:
jacob1:
@The-Fall (View Post)
I compiled the newest source (and added VIBRanium, not in the newest source) here. This is the newest, but without DMG and VIBR, and that was probably what you wanted.
Edit: Actually, If you want to try them, use this.
And I will try to write a tutorial sometime later, when I have more time. I will do a visual studio one, but might also write instructions on scons. I don't want to start until I learn how to run generator.py. I can run it in visual studio, but I don't know how to do the arguments it has, and I want to put that in the tutorial.
Edit2: Fixed first link