Official Game Feedback

  • LBPHacker
    15th July Developer 0 Permalink
    This is kind of known but thanks for reporting anyway. There are many cases of the codebase not using floating point values right. Finding and fixing all of them is not something we can allocate resources to right now though.
  • jacob1
    8th August Developer 0 Permalink
    New minor release available. This release has multiple bugfixes and crash fixes. It fixes all known issues discovered since version 100.0

    100.1 (Build 400) 2026-08-07
    • Shift+0 shortcut for vorticity display mode
    • Allow SEED to grow on SPNG and drain water from it
    • Adjust ACID+BASE = SLTW reaction to make it easier to trigger
    • Reduce lag in water equalization by fixing a bug in the algorithm
    • Transform air velocity and gravity force when rotating pastes
    • Rename FILT's subtract colour mode to AND-NOT
    • Reorganize intro text and add more shortcuts
    • Tooltips in render options menu can now be seen even if particles are behind it
    • Fix edge case where SEED couldn't absorb water from the sides in some situations
    • Fix high vorticity values producing self-sustaining airflows in thin tubes
    • Fix asymmetry in the way gas HotAir values are applied
    • Fix rendering framerate cap not loading from preferences
    • Fix crashes when loading saves with specific corrupted data
    • Fix crash if DLAY reads a particle that has been set to a large out-of-bounds location via PROP tool or console
    • Fix crash when MERC has a temperature slightly below absolute zero, and fix several bugs that can temporarily push temperatures below absolute zero
    • Fix crash when typing "0b" into the PROP tool on MacOS
    • Fix crash when using sim.partCreate on a particle that has been set to a large out-of-bounds location via PROP tool or console
    • Fix crash when using MIX tool with zero strength via Lua
    • Fix crash when using specific high values of grid sizes via ren.grid()
    • Fix crash when calling sim.resetPressure / sim.resetVelocity with INT_MIN as the start position
    • Fix crash when calling sim.neighbors with a large out-of-bounds start position and add actual bounds checking to position / radius arguments
  • velsuki
    8th August Member 0 Permalink

    my tpt wont update??

  • jacob1
    8th August Developer 0 Permalink
    @velsuki (View Post)
    Are you getting an error when trying to update, or just not seeing it?

    The update isn't out on Android and won't be until at least Sunday, but it's available everywhere else (website download, steam, and play online tab)
  • velsuki
    8th August Member 0 Permalink

    Im just not seeing it (on linux)

  • Saturnity
    10th August Member 0 Permalink

    Eesh, how much of a difference do scripts make on performance anyhow?

    Everything works fine enough, but dang it really seems to struggle sometimes. Some of the cool saves will drop super hard once unpaused.

  • jacob1
    10th August Developer 1 Permalink
    @Saturnity (View Post)
    It depends on the script. In general, performance of elements added via Lua is terrible compared to vanilla elements. Drawing just a bit can tank your fps.

    There are some scripts that modify vanilla elements to add new behaviors. Those scripts can apply the terrible performance to vanilla elements as well.

    You can disable all your scripts to compare fps and see if it helps. TPT doesn't try to target 60fps though, when a lot is going on fps does drop.
  • Gavin102938
    10th August Member 0 Permalink

    I would really like to see breakable dlay

    make it bdly

    i want this

  • Saturnity
    10th August Member 0 Permalink

    @jacob1 (View Post)

     That's what I was thinking. I remember playing nearly a decade ago and feeling like it ran much smoother, but I realized with the extra like 100 elements worth of LuA scripts I have, it's probably not helping. 

    To be fair, the game has not crashed though, and I have really tried to push it lately. I think the redundency fallbacks are solid and it really does not like crashing.

     

    I know the original was 32bit, is it still based in 32bit and stuck on a single CPU thread? Or was it finally possible to add any sort of multi-threading?

     

    It's not awful, mind you, I just have a lot of garbage since I like playing with all the random elements people have come up with. Some small issues here and there when they argue with each other and spam output... But yknow.

  • jacob1
    10th August Developer 0 Permalink
    @Saturnity (View Post)
    The game is 64 bit now, although that doesn't make much difference in performance.

    A few things are multithreaded. If you don't have any scripts interfering, the graphics are done on another thread today. There was also a dev experiment going around with a fully multithreaded version of TPT.