It fixes a few bugs, as well adds a mod-loader. schema & the Schine Team, the mod-launcher team, and contributers.Īs announced this is a minor update by the community, already using the opened codebase. We're also getting the bug tracker back up, and will likely make a fresh start to clean up and to not overwhelm newcomers. If you would like to contribute, please send me a quick DM on discord Since it's not a small project, it will take a little until things take off. We have gotten some new contributors on the repository of the code. Added notification dialog when joining a server that has mods enabled Fixed weapons dealing 1/3rd of their intended damage Fixed customBlockConfig being ignored when mods are enabled This is a small update, that fixes some issues with mods as well as balane: If you are interested in getting access to the source code, feel free to message me (schema) via Discord.Ĭommunity Update from the Mod-Launcher Team: Some smaller fixes, and one major bug where block ids where desynced between client and server Fixed turrets being unpowered if a single turret lost it's rail docker If you like to get access to the source code, just PM me on discord, and I'll add you. Fixed issue with game freezing when relogging from a server First selected entity will no longer be pinned as AI target Changed credits to be a long, so you can have much more credits Here is another update brought to you by the community. Thanks to the community, specifically Jake, Ir0nsight, Garret for this update, and everyone else working on it and testing. * Remove repairs section from shop panel for ships * add break statements to prevent nullpointer for BlockPublicPermissionEvent * Re-implement CannonProjectileHitListener * re-add hooks from steam update for the cannon hit projectile listener For now, the shipyards and shops on ships by itself is good enough. * The shipyard repair and reinforcement will have to be finished later as part of a fleet rework. * Seperate overlay texture loading on icon texture loading * Made restricted blocks extendable via a method in BlockConfig Join the StarMade Discord and let us know! Thank you to the community for this update,Īnd as always, thank you for playing StarMade. which should eventully tie into parts of the Universe Update. This particular idea would need factions to have a reason to have non-homebase stations, such as player-controlled automatic mining, delviery, production, etc. More uses for Faction Points in general, such as protecting non-homebase stations using FP. (If enabled), the results of a battle may effect the factions FP score, with victories boosting the faction's score, and defeats incurring a penalty. Fleet auto-generated "Battle Reports" that would try to ccombine the results of an engagement for a player to view. ![]() Fleet aggression setting: Would determine if a fleet should try to engage an enemy or attempt to retreat depending on the setting. Added a /list_mods command that will list the mods currently active on the server. AI Fleets on Patrol will automatically engage hostiles they encounter, and will notify their owner. Added faction accessible button for fleets, which allows players of the same faction to use each others fleets Implemented Fleet Patrol command for players to use, with up to 10 user-defined waypoints ![]() Added in configurable cooldowns for AI automatic scanning and inhibitor usage, defaults are 5000ms (5 seconds) Made the range cap AI gets vs jamming targets configurable and disabled by default as it can break the ai behavior and immobilizes it until it takes block damage. These updates will seek to address some bugs and features that needed extra attention. Today's update is the second part of what will be a series of quality of life mini-updates created by community members. The LOD bug that prevented some blocks from displaying, as well as the factory bug that happened in the recent update have been fixed.
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