StarMade v0.201.337 LOD Blocks, Rule System, Balance, Fixes

    Ithirahad

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    There are some pretty significant things not emphasized in the news post:
    • Fixed missile tracking: Missiles should track more accurately now, and not attempt to hit the previous position of ships.
    • You can now spawn docked entities (e.g. turrets) directly onto docks. If you point at a rail block then spawn an entity, you have the option to spawn it directly onto the rail. Builders and carrier pilots rejoice!
    • Fixed build mode raycast bug: Mass place/mass delete shouldn't be inaccurate any more. No need to stick your face into whatever you're trying to place/delete to have it not break something halfway across the ship.
    • Fixed cannon tunnelling bug: Cannon shots will no longer tunnel through ships and chew up your reactor and internal systems without breaking through the armor. :P
    • Nerfed roll speed: Rolling speed is no longer an easy 'dump stat' for your ship designs that remains high regardless of the ship's dimensions. Vertical or very wide ships will have a much worse time attempting to realign to turn on a different axis.
     
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    josemik

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    Happy Xmas and great update, a good step in the right direction indeed.
     

    Sachys

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    Is it only me or are the icons for new blocks missing? O_O
    thats what i had on the dev build the other day.


    * * * * *

    now... can we also get rid of shield bubbles?! O____o~
     

    jayman38

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    • will be able to place animated modules on your ship
    • 3D assets now have full detail collision detection ... you can now even shoot between the bars
    • Integrity is removed ... can be restored
    (warning: changes subject to, well, change)

     

    JumpSuit

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    This is very interesting, Rules System was very MUCH needed... As well as fixing some of those missiles being curved... Possibly Factories on ships in server.cfg which is awesome! :P Merry xmas and can't wait for Universe Update!
     
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    kiddan

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    I'm very excited to try this out! It should be much easier getting younger folks into this game without integrity and other niche system building rules. (y)
     
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    Dr. Whammy

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    This is a nice Christmas present. I can't wait to see what you come up with in 2019.

    :erf: ------:ufo: :moon2: upload_2018-12-27_19-25-41.png :mars: upload_2018-12-27_19-25-41.png :jupiter: upload_2018-12-27_19-25-41.png :itsaplanetdamnnit: upload_2018-12-27_19-25-41.png :stars::crux:
    :orion::canismajor: :sun: :orion::crux::stars::orion::bigdipper::crux:

    .....Annnd you fixed the missiles Whoopie!!! :LOL:(y):cool:
     
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    Love this update, great job guys! (y)

    But there are two inaccuracies in the News post; one's good news, the other's bad news:

    Paint Cans and Resource Capsules have had their default orientation rotated 90 degrees so they place vertically like the Pipe model. These will need to be replaced in old builds.
    No longer the case, the first hotfix seems to have fixed this. Thanks a bunch, Schema! (A so-called "Mysterious Science Station" of mine uses tons of those cans and capsules inside some highly detailed make-believe laboratories, and it would've been a pain to replace all of those.)


    Fixed rail logic so only adjacent activation and basic button activate (still any logic block can be connected with c+v).
    Unfortunately, it seems that NOT-gates became and still are (as of hotfix 0.201.338) affected when an entity moves on a rail adjacent to them, which broke a few compactly wired doors for me.

    But anyways, great stuff! - Happy holidays everyone! :^D


    EDIT: the new small activators and small buttons should have no logic pipes, like how onboard-to-onboard wireless blocks don't have it.
     
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