StarMade v0.199.535 - Spring Cleaning

    AtraUnam

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    This amount of fixes makes me very happy, especially rolling and a few other specific bugs.
     
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    Since AI Fleets can cloak and jam , does that mean that all Pirate ships(and all AI entities) that arent in a fleet can do the same? Thanks for another awesome update Schine and testers.
     
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    Oh my god so many fixes!!!!!

    The rolling though, os great! Thank youuuu
     

    Valiant70

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    Excellent work. This is something that desperately needed to be done.
     
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    So hopefully the bug of stations corrupting and undocking everything is fixed,its getting kind of tiring to repair everything every nite I play.
     

    therimmer96

    The Cake Network Staff Senior button unpusher
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    WHERE ARE MY DAMN COLOURED LIGHT BARS
     

    lupoCani

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    The post mentions "rail logic switching". Does this just refer to undocking a ship from one rail, via logic, so that another docker instantly contact docks to another rail?
     
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    This is the best update we've had in a year! Keep up the bug fixes! Keep up the release testing, it works apparently!
     

    Calhoun

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    The post mentions "rail logic switching". Does this just refer to undocking a ship from one rail, via logic, so that another docker instantly contact docks to another rail?
    There was a bug in logic/rail interactions that resulted in whacky ghost linking and logic fuckery. I haven't done my testing, but apparently it's fixed.
     

    Lone_Puppy

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    Nice work guys!

    Sadly the rail fix hasn't fixed my broken rails. :-(
     

    Lone_Puppy

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    Yay, I managed to free up the rails!
    I disconnectied the rail speed control computer from one of a couple rotators and my station came back to life again. :)
    It's amazing something so small like a connection can cause such drama for all the rails on the entity and the first level of docked entities.
     

    alterintel

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    Thank you soo much for this. Much appreciated :D

    However: I notice that shoot out rail clocks no longer work reliably. I don't expect there to be much concern from Shine regarding this, however, I worry that this is a result of new bugs, and not from Shine deliberately removing this capability.

    When building a simple shoot out rail clock some of the rails C+V links would randomly disconnect, and sometimes the rails wouldn't switch from shoot-out to pickup or vice versa. It always ended up resulting in the docked entity being unlocked and shot-out.

    Like I said, I don't think Shine is too worried about shoot-out rail clocks not working, I'm just concerned that this may be the result of bugs that may need to be addressed.

    Thanks Again, and keep up the outstanding work.