I agree that being attacked while parked up at a shop is a bit of a nause...Is this a new intended feature Schema, or just a bug?
The options menu crashes me with a\"NullPointerExecption: null\"error, when I try to exit out of options menu.
There is still an issue with splitting blocks into cubatoms if you are near a shop module that can not take anymore of a particular block...ie...at my base, splitting blocks for cubatoms...my shop module is full of grey and blue hull...I try to split some to get rid of extra grey n blue, but get told \"shop can not stock anymore of that item\" ?
Waves of \"bugged out\" pirates attack my base on the regs, they fly in a circle around base shooting, but, then they \"get stuck\" and glitch back to a point, traverse around, then glitch back...also I find some dead pirates are hard to salvage, as the beam doesnt seem to take the blocks, it just bounces off...then all of a sudden it starts working. I find this happens with pirate stations too.
Turrets are also still very selective as to when they fire and when they dont. Sometimes they open up with a stream of AMC fire, other times they just sit there gettting hit.
That\'s my list of stuff so far that I\'ve found in pre build 0,121
Thanks for making StarMade