TMP sensor should be added to TPT

  • JozeffTech
    9th Jan 2022 Member 3 Permalink

    In Cracker1000's mod, there is an element called TMPS, or TMP sensor. it works just like any other sensor. I think it would be awesome to have it in vanilla, alongside with a TMP2 sensor.

    The main use I see for it is data storage. By default, a FILT particle is used to store maximum 30 bits of data, in ctype. But the TMP and TMP2 are always left over. If we could at least be able to read their values, the data density will be three times larger, and would allow for much more complex and diverse programs to be made for TPT computers.

  • Darkwrist
    10th Jan 2022 Member 1 Permalink

    Well, all the advanced players would definitely want new sensors (no need to mention, we don't have a ctype sensor either) but there are so many problems with adding more sensors to the game, some of them are discussed below,

     

    See right now the range for sensors is set using tmp2 value and various modes are set using .tmp. Now, if you aren't planning to add modes to a single sensor that could detect all the different tmp values (things will get even more confusing with tmp3 and tmp4 coming next update), you would have to add atleast 3 new elements which doesn't seem so great.

     

    Now, one of the solution is that some other unused property like .ctype could be used to switch modes to detect different tmp values (between tmp/tmp2/tmp3 and tmp4) which although possible, will add more confusion to the game (not to mention the existing sensors are already very inconsistent in behaviour)

     

    Because of the reasons stated above, and my personal experience while discussing it with devs (who think tmp values are not as useful as temp and life), I don't think your sensor suggestion is going to be accepted. 

  • IEATDIRT
    10th Jan 2022 Member 0 Permalink

    @Teranode (View Post)

     wait tmp3 and tmp4 are coming next update?

  • Darkwrist
    10th Jan 2022 Member 0 Permalink

    Yes, but it's not like what you are thinking. tmp3 and tmp4 will be just the existing pavg0 and pavg1 being renamed and also they will be int instead of float.

    (Cracker1000's mod is best :P)

    My dog ran away last night after eating a bird. I hope they both come back soon.. oh my dog  god.

  • MachineMan
    11th Jan 2022 Member 0 Permalink

    Teranode:

    Yes, but it's not like what you are thinking. tmp3 and tmp4 will be just the existing pavg0 and pavg1 being renamed and also they will be int instead of float.

    (Cracker1000's mod is best :P)

    My dog ran away last night after eating a bird. I hope they both come back soon.. oh my dog  god.

     

    I need clarification here, is this change just happening on Cracker1000's mod or on vanilla tpt?  If the latter is the case, why bother with this; pavg0 and pavg1 values can already be published along with a save, unlike flags.

    Edited once by MachineMan. Last: 11th Jan 2022
  • jacob1
    11th Jan 2022 Developer 1 Permalink
    @MachineMan (View Post)
    The .tmp3 and .tmp4 change is happening in vanilla. It is already in the codebase for the next version.

    The primary reason was to change pavg to int, instead of float. pavg0/1 was used to store a lot of ints, but there were only 3 cases it was used to store floats. Storing an int in a float can be imprecise though, and cause bugs. Making this change fixed a bug we discovered in PIPE. The elements that used floating point numbers were changed to use tmp3 instead, with virtually no change in behavior.
    Edited 3 times by jacob1. Last: 11th Jan 2022
  • KnZahid300
    12th Jan 2022 Member 0 Permalink

    @Teranode (View Post)

     We will have tmp3 and 4?

  • ArolaunTech
    21st Jan 2022 Member 0 Permalink

    @KnZahid300 @jacob1 just said it.