Jacob1's Mod

  • The-Fall
    12th Oct 2012 Member 1 Permalink

    The temperture sensor will be a life saver, especially in any heat sensitive saves, now heat can be checked and regulated far more accurately with the addition of temperture sensor.

  • benthecrazy
    12th Oct 2012 Member 1 Permalink

    Why can't you implement the instant activation of electronics in the official tpt version?

  • ghostiger
    12th Oct 2012 Member 1 Permalink

    @jacob1 (View Post)

     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. 

  • jacob1
    12th Oct 2012 Developer 0 Permalink
    @ghostiger (View Post)
    OK, I just looked at the code I have to get pressure, and found the problem. You have your scale set to 2, and so it's getting the pressure at the wrong coordinates for whatever reason (pv[(y/sdl_scale)/CELL][(x/sdl_scale)/CELL]). That /sdl_scale shouldn't be there, it was changed a while ago so that that wouldn't be needed anymore, but since I rewrote the code the make the HUD, that change couldn't be applied. My screen is to small for double scale too.

    I will fix it right now, for the next version for next week.
    Edit: fixed it, along with all the other things that didn't show correctly (mouse coordinates, n. grav)

    And you did know that pressing 'd' shows ctype in the HUD, right?, along with some other information. It's tpt's debug mode.

    @benthecrazy (View Post)
    I will probably do that sometime, after I fix more tpt++ bugs. I like fixing bugs.
  • Michael238
    14th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     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.

  • jacob1
    14th Oct 2012 Developer 0 Permalink
    @Michael238 (View Post)
    Hmm, I see, that really doesn't help when you are trying to transfer LRBD. I saw your test save, I will look into why. I think I might have seen that before, but i'm not completely sure. Try the latest version of my mod and see if it still happens, it might have been fixed already? (I don't remember fixing it, but the PPIP addition changed PIPE a lot, maybe it fixed it)

    Also, the next version I fixed where you would get an error when saving the PIPE when saving as a tpt compatible save.
  • Michael238
    14th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     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.

  • The-Fall
    14th Oct 2012 Member 0 Permalink

    Can the new element TMSN Temperture sensor have the Ctype set so it only detects the temp of certain elements? so that what surrounds it wont interfere?

  • jacob1
    14th Oct 2012 Developer 0 Permalink
    @The-Fall (View Post)
    Sure, i'll change it in tpt++, it's not released or final yet. I already changed it so that it detects things of greater temperature (used to be greater or equal to) and that fixed most of the problem of detecting wires, but that extra customization would be good.

    @Michael238 (View Post)
    If it happens again, tell me and i'll actually look. I'm just assuming it's fixed then. If it really is fixed, what version had the bug? I saw you were using save version 10, which doesn't mean version 10 of my mod, but the newest is 11. I can't tell exactly what version it was with only 10.
  • Michael238
    14th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     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