is that activator block connected to another cw or ccw block (they need to be next to eachother) that will determine which way it rotates.. if not,it will just undock the entityHas anybody had a problem with the new rail docker detaching from a rail rotator (CW or CCW) when you connect a button to the rotator. In other words, I connect a button to the rail rotator and instead of rotating the attached entity when I press the button it just undocks and doesn't rotate.
Cool, thanks. That was really frustrating, but it works now.that will determine which way it rotates.. if not,it will just undock the entity
It'll come still in time, but no sense holding off on rails update until then.What happened to magnetic docking? :'(
I hope it's quite flexible, some creations would be nearly impossible without the ability to jump to the dock. The objects fit collision wise but there is no possible way to fly some entities in position to get to the rail basic.It'll come still in time, but no sense holding off on rails update until then.
I think thats the idea, actually having to have space to dockI hope it's quite flexible, some creations would be nearly impossible without the ability to jump to the dock. The objects fit collision wise but there is no possible way to fly some entities in position to get to the rail basic.
Currently when you hit the rail basic with the docking beam the game does a check to see if that object can actually fit, if it does, it docks, if not it throws out an error message. When magnetic docking is a thing and you have to get two entities close to each other this will be more difficult. Imagine trying to dock a hanger door, or just try flying a core through a single block hole, it fits but the game doesn't let you do it. There may be no way to maneuver parts into position to get them to dock resulting in forcing you to dismantle something in order to dock said part and then re-build it.I think thats the idea, actually having to have space to dock
For rails I can see the point, but the main docking system should be exclusively magnet based.Currently when you hit the rail basic with the docking beam the game does a check to see if that object can actually fit, if it does, it docks, if not it throws out an error message. When magnetic docking is a thing and you have to get two entities close to each other this will be more difficult. Imagine trying to dock a hanger door, or just try flying a core through a single block hole, it fits but the game doesn't let you do it. There may be no way to maneuver parts into position to get them to dock resulting in forcing you to dismantle something in order to dock said part and then re-build it.
Oh yeah I am only worried about the construction of ships... not like the game can tell the difference at this point.For rails I can see the point, but the main docking system should be exclusively magnet based.
You will have both options, whether to dock on contact or to dock via a docking beam from the rail docker. It makes sense to keep both.I hope it's quite flexible, some creations would be nearly impossible without the ability to jump to the dock. The objects fit collision wise but there is no possible way to fly some entities in position to get to the rail basic.
what? it still happens? i thought this got resolved alreadyI almost hate to have to say this but... after this update trigger area blocks are invisible even in build mode.
Nope, still in.what? it still happens? i thought this got resolved already
It's been resolved only to pop back up after another update a few times now.what? it still happens? i thought this got resolved already