Shoot out rails were always meant to undock after a direction change, and they did in most cases. Only when it kept changing direction per block, it didn't do that (allowing your fast logic clocks to work). This bug was about them undocking too soon, they should undock after a direction change, not before it.
To fix that, now they'll undock 5 updates after they encounter a direction change I believe.
You can still use your rail logic clock with normal rails, as they're supposed to be used with permanently docked entities.
I'm sure that some point we'll ramp up the minimum speed (or its maximum speed) when physics improve further.
wait Schine did a Niantic?>feature not working as intended
>unintended mechanics that improve quality of life for everybody by reducing reliance on lagmaking logic amplifiers
>remove feature entirely
>"we fixed it"
It's a bug. StarMade had real problems generating the chunks around you in the previous version. Entities/cores would not load when you put them down. Part of the problem was the massive Asteroids generating an near endless chunk load suffocating the CPU. In this new version there is still some slow down between core placement and it becomming a solid thing. Starmade has always had this. More so if a server was buzy. Shot stuff also needs to flip and gets lost in translation. Relogging helps. But sometimes you need to delete the cache from the mods/options menu.feature or is it a bug?
Are there any legitimate applications for faster logic pulses? I've never required anything that required more than the default 0.5s pulse, and I have made a LOT of practical logic contraptions.>feature not working as intended
>unintended mechanics that improve quality of life for everybody by reducing reliance on lagmaking logic amplifiers
>remove feature entirely
>"we fixed it"