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#1

Sackbot Limit??

Archive: 23 posts


I am building a new level and have two sackbots it in. I add a third one, save the level, and switch to play mode. When I get to the place where it is supposed to be, there is no sackbot. Anyone have an idea why this might happen?2011-09-14 00:11:00

Author:
CommToad
Posts: 82


You can definitely have more than 3. In fact I'd guess there's no limit as long as the system can handle it due to thermo and how many are on screen at any one time. Do you have more info? Does it work in create preview mode? Is the sackbot there to begin with, or is it emitted? If it's emitted it could be possible that something's blocking the emission. Does it have a destroyer on it that could accidentally be triggering? Have you tried replacing the sackbot with a new one?2011-09-14 00:33:00

Author:
Xaif
Posts: 365


My only question is: is there water in your level? I ask this because I had a level I was creating that had a few sackbots in it, and when you got to the part where the water rose, all the sackbots were missing. I assumed they had "drowned." What I ended up doing was raise the height of the area where the sackbots were, so the water could no longer reach them. This worked perfectly. No more disappearing sackbots. Hope this helps!2011-09-14 00:58:00

Author:
InfiniteTwilight
Posts: 159


There could be multiple reasons. Water, thermometer, complexity, or even any obstacles that you might have in your level. What I would do is go to create mode and look at each sackbot while in play mode (the up directional button not actual play mode). Maybe this could solve the mystery.2011-09-14 03:27:00

Author:
FEAR
Posts: 337


I once made a city and i made my sackbot people patrol to make it seem like a real city, and they ended up getting stuck in a small space and couldnt get out. I spent like 5 mins looking for them, so if you have them set on patrol make them so they cant change layer. Or press play in create mode and see where they go or whats happening to them. And i had 10 ppl at minimum all patroling so thats not the problem, unless your level is overheating, which it shouldnt.2011-09-14 05:18:00

Author:
lilballer22
Posts: 63


My only question is: is there water in your level? I ask this because I had a level I was creating that had a few sackbots in it, and when you got to the part where the water rose, all the sackbots were missing. I assumed they had "drowned." What I ended up doing was raise the height of the area where the sackbots were, so the water could no longer reach them. This worked perfectly. No more disappearing sackbots. Hope this helps!

This is a strong possibility. The sackbot is "underground", in an area that is underwater when the level begins. I'll try adding an emitter that will spit it out when the water level goes down. Thanks for the idea!
2011-09-14 11:57:00

Author:
CommToad
Posts: 82


No problem! Glad to help 2011-09-14 17:58:00

Author:
InfiniteTwilight
Posts: 159


There is a controlnator limit for sackbots an its 8.

It really depends on how your setting your game up gamplay wise.
2011-09-14 18:16:00

Author:
venat
Posts: 715


no there isn't sackbot limits are non existant, only thermo reasons, you should really use the in game tutorials, i mean cmon sackbots dont drown there robots, they fizzle out, i swear you really should go ahead, and mess in create with friends for about a month, and then you will learn the basics you cant just jump in mate 2011-09-14 22:35:00

Author:
dragonights
Posts: 209


no there isn't sackbot limits are non existant, only thermo reasons, you should really use the in game tutorials, i mean cmon sackbots dont drown there robots, they fizzle out, i swear you really should go ahead, and mess in create with friends for about a month, and then you will learn the basics you cant just jump in mate

Trust me, I'm not just "jumping in". I already have a published level, have watched all the tutorials in both LPB1 and 2, and spend lots of time experimenting with what works and what doesn't.
2011-09-15 12:03:00

Author:
CommToad
Posts: 82


If dragonights post was directed at me for saying "drowned," that is why I used quotes because I know they don't physically drown lol But when you have water involved, that is the logical thing to say. In all actuality, sackbots are zapped/shocked when water hits them. Don't worry CommToad, I'm sure you're getting along just fine. If you need any more help, feel free to ask me. 2011-09-15 16:12:00

Author:
InfiniteTwilight
Posts: 159


Sackbots treat water as electricity. I really hope in a later patch that they would get a Waterproof tweak :c

Also, if Pipe Dreams can hold 14 sackbots (The ten you have to save, Da Vinci, and Clive, who appears 3 times) Then I'm pretty sure there is no limit to sackbots
2011-09-16 02:26:00

Author:
TheUltraDeino
Posts: 1274


If dragonights post was directed at me for saying "drowned," that is why I used quotes because I know they don't physically drown lol But when you have water involved, that is the logical thing to say. In all actuality, sackbots are zapped/shocked when water hits them. Don't worry CommToad, I'm sure you're getting along just fine. If you need any more help, feel free to ask me.

I knew what you meant...just wanted to remind him that these forums are no place to make assumptions and talk down to people. Besides, drowning sounds funnier. I will have some time tomorrow to rebuild that sackbot (again) and save it as an object so I can use an emitter once the water level drops below that tunnel. Also sketched out some new stuff to try. We'll see if it works or not...that's half the fun of designing levels for me. Finding ways for something to not work.
2011-09-17 00:44:00

Author:
CommToad
Posts: 82


This is a strong possibility. The sackbot is "underground", in an area that is underwater when the level begins. I'll try adding an emitter that will spit it out when the water level goes down. Thanks for the idea!

And as they say in France..."Et Voila!" I built the sackbot, saved it as an object, put an emitter in the tunnel, attached a water sensor to the emitter, and set it to turn on when there was no water. Now my scared little miner is there when you get to that part of the mine. Now, on to a little experimentation with yesterday's sketches and ideas.
2011-09-17 13:14:00

Author:
CommToad
Posts: 82


wasn't trying to be rude but you should check the wiki and expirement, and it doesn't matter how long you play or create alone, playing/creating with friends really teachs you, because when you and friends break things or expirement you are more likely to learn all there is to lbp. so about not making assumptions, you really shouldn't assume i was stating you knew nothing 2011-09-17 19:20:00

Author:
dragonights
Posts: 209


I'm glad to hear you got it to work, CommToad! I'll be looking out for it when you publish it 2011-09-18 06:18:00

Author:
InfiniteTwilight
Posts: 159


wasn't trying to be rude but you should check the wiki and expirement, and it doesn't matter how long you play or create alone, playing/creating with friends really teachs you, because when you and friends break things or expirement you are more likely to learn all there is to lbp. so about not making assumptions, you really shouldn't assume i was stating you knew nothing

Well, if I had friends to play LBP with, that would be a good way to learn. I rely on these forums, Youtube, and a special place on my moon that I use for experimentation to find out what works and what doesn't. One of my favorites on Youtube, and here, is comphermc.
2011-09-20 11:59:00

Author:
CommToad
Posts: 82


Glad you got your problem figured out! Let us know if you need anything else!

Please though guys, there's no need to argue about this. I mean, this is the HELP section of LBPC after all! This is where people go specifically in order to learn new things, and if they need help with something, then they ask us, the community, and we help them out. There's really no need to make a deal out of somebody asking a question here - we're all here to learn off of each other!

2011-09-21 00:31:00

Author:
standby250
Posts: 1113


Thanks, Standby250, you summed it up perfectly. 2011-09-21 05:43:00

Author:
InfiniteTwilight
Posts: 159


I'm glad to hear you got it to work, CommToad! I'll be looking out for it when you publish it

You can see the original if you follow the link in my signature block. It definately needs a makeover.
2011-09-22 00:10:00

Author:
CommToad
Posts: 82


I posted the updated version of my "Yeti" level today. The thermometer was kinda full so I am breaking it into 2 levels. Please give it a try and send me some feedback.

Thanks!
2011-11-06 03:57:00

Author:
CommToad
Posts: 82


Mmm, full thermo and you seem to be a beginner (no offense, just looking at heart count and question your asking - lol, I shouldn't judge since I have low heart count and I've been on LBP for soo long) so I guess you don't know how to have low thermo :
1) use the grid (in the pause menu)
2) don't draw with the circle as every corner on an object makes it take more memory (so circles have loads of corners unless you don't edit them)
3) Stick objects to light matter if they don't need to move

If you did this and your level has full thermo, than I have no idea, we have to see it.
2011-11-06 17:22:00

Author:
Unknown User


It wasn't completely full, about 70%. I wasn't going to be able to get the rest of the level built and stay within the limits this time. I made my cave with varied surfaces, instead of just straight and flat, and added alot of detail in stickers and objects to make the scenery more interesting. That was one of the biggest pieces of feedback I got on the original design, a little boring and simplistic. I added some additional traps to make it a little more perilous. No worries though, if I build a two-parter and use a level link it gets me another trophy!2011-11-06 19:24:00

Author:
CommToad
Posts: 82


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