How To Seriously Cheat The Thermo
Introduction
It seems my previous post on the subject wasn't good enough for some people... ;)
Quote:
Originally Posted by
comphermc
Quote:
Originally Posted by
Aya042
Out of curiosity, which thermos tend to be the most problematic when building a typical level?
Shapes and collected objects. Make it go away! :cry:
...so after several hours of deep thought, and trial and error, I found a way to make comphy's day (and probably a few other people's too).
This method is kind of the same as the previous one, but in reverse. i.e. rather than emitting dark matter and 'editing' it to make it what you want, just emit what you want, and 'edit' it to make it dark matter.
This time, you can theoretically cheat all the thermos, by making any object, set of objects, or theoretically your entire level, only cost as much as one block of dark matter!
Method
1. Capture a single block of dark matter.
http://www.lbpcentral.com/forums/att...chmentid=13893
2. Capture the object, or set of objects you want to get for free, as a single entity. Here I'm using a variety of fairly complex MM objects which take up about 10 of the 16 notches on the thermo, since I'm too lazy to build anything that complicated for the purposes of a tutorial. :p
http://www.lbpcentral.com/forums/att...chmentid=13892
3. Create another dark matter block, attach an emitter and a grab switch, and wire the grab switch to the emitter. Use the following settings (leave unspecified settings at their default values):-
http://www.lbpcentral.com/forums/att...chmentid=13854
Emitter
Lifetime: ∞
Max Emitted At Once: 1
Grab Switch
Behaviour: One-Shot
4. Set the emitter to emit the previously captured object, or set of objects somewhere nearby, and then toggle the "Inverted" setting on then off again to trigger it once. Since you'll need to unpause the simulation to emit the objects, you'll have to be careful of gravity affecting those objects.
5. Now set the same emitter to emit the previously captured single block of dark matter somewhere nearby, but don't trigger it. As soon as you select its emitted location, watch in awe as the thermo drops to near zero, as you've just tricked the thermo into believing that the objects you previously emitted should be thermo-calculated as the same single block of dark matter that is associated with the emitter's thermo calculation.
Caveats
There's a few rules on what you can and can't do with the emitted objects in order to retain the thermo savings. These lists are by no means exhaustive, but should give you a general idea:-
Things you can do
- Move or resize the objects.
- Change the material types of the objects.
- Extend (with a brush the same material), cut into, or corner edit the objects, although if you split an object into two pieces, then one of them will not count as being one of the emitted objects.
- Glue or attach to another object with any connector.
- Attach mag keys, switches, etc.
- Embed another material inside, although the embedded material won't be 'free'.
- Lethalise and unlethalise the objects.
Things you can't do
- Delete any of the emitted objects. If you do, then the emitted objects are no longer deemed to be the same as the ones in the emitter. It seems that you can crush one of the objects with a heavy object, and it will still be okay.
- Delete the emitter which emitted the objects. If you do, then the objects lose their association with the emitter and will take up their full thermo space.
- Trigger the emitter again, or else you'll end up with just a single block of DM.
- Copy and paste any of the objects. Well, you can, but the copy won't count as one of the emitted objects.
Other tips
- It should be pretty obvious when you break the association with the emitter, because the thermo will suddenly jump. If this happens, just rewind and rethink. :)
- Be aware that cheating the thermo in this way makes it much easier to create a level which the game engine can't handle, so be careful.
- rtm has suggested cheats of this nature haven't always worked in previous versions of the game, so bear in mind that MM may 'fix' this exploit in a later patch.
- Capturing and emitting certain combinations of objects seem to prevent you from subsequently selecting individual objects independantly. I'm not sure what the exact criteria are for this to occur, but you can always work around it by emitting problematic objects separately using another emitter.