jacob1
29th Sep 2012
16th Mar 2014
Post any bugs you find here. But there aren't as many bugs that are really bugs and I don't already know about than when this first started, so also use this as a general conversation save, or to ask / tell me anything. #1 most commented save in tpt!
problems
jacob1
bugreport
glitch
fix
960847
tptpp
bugs
tptplusplus
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Comments
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Ok so I guess DEUT is actually pretty close to water, and not very toxic. Altough it's often mixed with other toxic things so you still shouldn't drink it :P. I just guessed on how it worked IRL based on how it works in TPT, bad idea to trust TPT logic. So we have 5 types of water.
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(and don't try to count heavy water, lol)
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We have 4 types of water (water, salt water, carbonated water, and freeze water)
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heptium345: the particle limit includes the parts of the screen where you can't draw. But if you pause the game you can draw there, so it actually is exactly the simulation area. heptium345: good point I also forget carbonated water exists.
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NeonSkye: i think tungsten and carbonated water go un-noticed by me.
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BOBHAMSTER: why, the particle limmit is bigger that the amount of particles to fit the screen, also in one of my saves it uses the particle limmit and then my particle limmiter would also be useless
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NeonSkye: ISOZ/ISZS are pretty forgettable. And I dislike VINE. There may be others I'm forgetting :).BOBHAMSTER: particle limit won't be removed, it would only serve to add more lag in extreme stacking situations. Plus NeonSkye is right about there being technical limitations, which in fact come far before the integer limit. (In fact, increasing the window size by a certain doable amount would be enough to cross this limit).
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NeonSkye: but it would be fun!
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BOBHAMSTER: why remove those limits? It will only take more resources to simulate more particles. Not only that, but I'm sure if the arbitrary limit were to be removed, someone will run into the bit integer limit. Even then, you can bypass the current limit with layering parts, and I don't think jacob is powerful enough to remove hardware limitations everywhere.
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jacob1: maybe you should remove the particle limit as well as the fighter limit and veloctity limit