RRS will now save during autosaves, so extractor states will not be lost in case the server cannot shut down properly, and ghost extractors should be cleaned up more frequently
Added command /rrs_clear_extractors to unregister all extractors connected to passive resource providers that are available in a sector. Will not delete the physical blocks, but can be used to clean up ghosts.
Fixed a major bug causing singleplayer local server data corruption and making systems not generate. It was ultimately caused by un-resilient native StarMade code that will hopefully be fixed soon, but for now there is a workaround for most causes of the issue.
Scanners will now report appropriate info in WarpSpace.
Fixed some more unnecessary causes of RRS galaxy info regeneration.
0.8.8a: Fixed the Astrometric Scanner in multiplayer
0.8.8b: Fixed error spam related to gas giants; may have unpredictable results for some clients w/r/t gas giant physics. Please report any new issues.
0.8.8c: Possible fix for GenerationElementMap bug causing nothing to load or generate (requiring game restart)
0.8.8d/e: Fix edge-case nullpointers potentially caused by WarpSpace
Hopefully, the next releases for RRS will be a blueprint bug fix and then a feature update.
In the meantime, thanks for putting up with all the mess. Hopefully now there is a bit less of it.
Fixed shops sometimes not having location-appropriate prices as intended from the "Mercantile" update features.
Fixed a null-pointer issue that may have caused inter-session persistence of passive extractors to be inconsistent or fail utterly. Ironically, this was partially due to an attempted information retrieval command that we were trying to use to debug the system previously.
0.8.7d: Fixed asteroids having vanilla names on gen, potentially fixed a server hanging issue related to asteroid generation, may have created a new nullpointer (please report if so)
0.8.7e/f: Fixed RRS prompting a bunch of unnecessary and accidental galaxy regenerations, may have fixed playerstate permanently breaking in singleplayer when using scanner
Ice Giants should have their intended colour variations now rather than all being banded blue and white
Minor internal change that has a tiny chance of fixing the perplexing consistency issue with long-term persistence of the passive resource generation system. Honestly it shouldn't, but I'm at a loss at this point.
There is another major feature I want to release in addition to work on the Bastion Initiative and polishing this mod in preparation for a v1.0 release. However, I can't move on until I know that the persistence problems are fixed, and I've been stumped for a long time now. Sorry everyone for the lack of updates.
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