TPT Snapshots / Betas

  • jacob1
    25th April Developer 1 Permalink
    @TimeSan (View Post)
    @TimeSan (View Post)
    Doing this works fine for me, I can't see how there would be bug that duplicates particles.

    It will create BHOL doing what you said, if more than 5 particles are layered, but this is normal behavior and the current version does this too.
  • volcanoman
    27th April Member 0 Permalink

    @jacob1 (View Post)

     You should add limestone or fossils that you could ake with plants and wood.

  • TimeSan
    28th April Member 0 Permalink

    Well, I can layer, just when, for instance i layer say 2 pixels of TNT, if I put too many together (I haven't found the exact number) then it layers more. I made a small bomb with 2 pixels TNT and one Firw and in some parts of it it was layered the 3 pixels i chose, in some four or five. A part of it was six as well. It is very unpredictable.

  • LBPHacker
    28th April Developer 1 Permalink
    So what you're saying is you place 2 pixels of TNT, then you execute e.g. !set x all 300, and you get more than 2 pixels of TNT?
  • TimeSan
    29th April Member 0 Permalink

    It is weird. I have searched more and it now is stable for 4 pixels or less but a 5 pixel layered cube, a 4x4, is unstable.

    Edited 4 times by TimeSan. Last: 30th April
  • jacob1
    1st May Developer 1 Permalink
    @TimeSan (View Post)
    The issue you are describing does not happen for us, and it's hard to imagine how it would. Here is an example of me creating a small cube of TNT and FIRW, as you described. I then do !set x all 300. During the whole process, the amount of particles remains 64, it never goes above that (until I set off the bomb).

  • TimeSan
    1st May Member 0 Permalink

    That is odd! I do layer it all into a single pixle but that is very odd.

  • TimeSan
    4th May Member 0 Permalink

    Well for me it happens when I get a single pixel and turn it into a large brick (Say 10x10) but stamping it.

    Edited 2 times by TimeSan. Last: 4th May
  • Jey731
    6th May Member 0 Permalink

    CLNE should be indestructible (not related to the topic above)

    Edited 2 times by Jey731. Last: 6th May
  • jacob1
    6th May Developer 0 Permalink
    @Jey731 (View Post)
    CLNE appears to be working as intended. BOMB and DEST do not destroy it, but SING does.

    @TimeSan (View Post)
    Ok, so stamping is the real cause. Should have mentioned that sooner. Stamping behavior was changed in the snapshots to better support stamps with stacks in them. Seems like the new behavior also has it's own issues. I may look into it later.