



#1
Thermo/emitter/cursor glitch?
Archive: 9 posts
I was messing around with the cursor and put an emitter into it set to emit infinite tags up to 5 at a time with a 0.1 lifetime. Even though the tags are destroyed, the thermo constantly builds up and doesn't stop unless I stop emitting, but even if I stop emitting, the thermo doesn't go back down. It's as if the game thinks it's emitting hundreds of tags. When I exit the movinator, THAT is when the thermo returns to normal. This is problematic to say the least. Anyone else experiencing this? | 2011-09-21 23:40:00 Author: Reef1978 ![]() Posts: 527 |
I don't see why it's problematic. I can't think of any reason you'd want to infinitely emit cursors in a level ![]() | 2011-09-22 01:20:00 Author: RabidJellyfish ![]() Posts: 130 |
I have also experienced this rising thermo effect but without any cursors or tags in play. The setup involves a movinator and a trio of emitters connected to each other but not to the movinator. The emitters each spew a stream of decorated sticker panels. The whole level barely fills the first segment of the thermometer if you're just standing there watching it. After sitting in the completely unwired movinator pondering the aesthetics of the emitted streams for a minute or so, I noticed that the thermo was nearly full. I jumped out of the seat to examine the situation and it immediately returned to normal. Hopped back in, thermo slowly started rising again. I placed a controlinator on a new piece of material nearby and found that it also caused thermo to rise. Intrigued, I started a new level and tried to recreate the phenomenon. Unfortunately, I haven't been able to tease out the exact circumstances that cause the thermo to accumulate in this way. There is definitely some situation in which occupying a control seat while objects are being emitted will fill up thermo, however. | 2011-09-22 02:29:00 Author: Uncuddly ![]() Posts: 237 |
It's not thinking that you emitting something, thrmo is based on hardware usage especially the memory, i think it might be some sort of memory leak that clears once you leave movinator ![]() | 2011-09-22 04:33:00 Author: Shadowriver ![]() Posts: 3991 |
Thanks, Uncuddly. Good to know it's not just me. I tried to recreate the problem on a friend's moon but I couldn't. It worked just fine. Made me think it really was just me at first. So I guess this problem is sort of random? I thought maybe it was tied into the cursor and possibly even sticker panels but I guess it really involves emitters and both kinds of control seats. | 2011-09-22 18:17:00 Author: Reef1978 ![]() Posts: 527 |
If you find 1005 way to recrete it aport it on getsatisfaction ![]() | 2011-09-22 18:46:00 Author: Shadowriver ![]() Posts: 3991 |
They STILL haven't fixed this problem! ![]() This game is so weird... | 2012-05-20 15:11:00 Author: Reef1978 ![]() Posts: 527 |
Very random and maybe stupid : Have you tried using 0.2 lifetime xD? I think there's something weird about the number 0.1... For example my pistons never work properly if i put them on 0.1 speed, but if i put them on 0.2 speed they work fine...... | 2012-05-20 16:16:00 Author: thi766 ![]() Posts: 135 |
Yeah I tried that but it doesn't make a difference. BTW regular bots seem to work just fine so just put the poor guy in a corner somewhere all alone. ![]() | 2012-05-20 18:17:00 Author: Reef1978 ![]() Posts: 527 |
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