![starmade rotate block starmade rotate block](https://i.imgur.com/YbeBZ5X.gif)
Fixed the "Require authentication" being enabled by default, making people unable to log into single player without uplink.It fixes a few bugs, as well adds a mod-loader.
STARMADE ROTATE BLOCK UPDATE
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.
![starmade rotate block starmade rotate block](https://i.imgur.com/6S0EBKi.png)
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.
STARMADE ROTATE BLOCK MODS
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:
STARMADE ROTATE BLOCK FREE
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 Rail Turret Axis can not be modified this way.Here is another update brought to you by the community. This also works when using Button, Inner Ship Remote, and Wireless Logic Module in place of an Activation Module. To ensure this works correctly, only one rail block should be adjacent to the Activation Module. When the Activation Module is activated, the rails it links to are replaced with copies of the rail adjacent to the Activation Module. Place any rail with the type and orientation you want to change the other rails to adjacent to the Activation Module. To exchange rails, place an Activation Module and link it to all rails you want to change. This is often used to switch the direction of rails, and for advanced manipulation of docked entities. Using an Activation Module it is possible to replace or reorient rails. If a docked entity is resting on the rail rotator after it has already been rotated, using the rail exchange method to change the rail below it to any rail rotator (even if it already is that type of rotator) will refresh the rail and rotate the entity above it again. If 9 connected Activation Modules are active, the docked entity will rotate continuously. If Activation Modules are connected but none are active, the docked entity will not rotate at all. For every connected Activation Module that is in an active state, the rail will rotate the docked entity by 45°. To change by how much the docked entity is rotated by, connect the rail rotator to Activation Modules. When the rail rotator receives a high signal from any logic block that is linked to it, it will release the entity that is docked to it. After rotating it will try to move the docked entity in the direction the arrows show similar to how a Rail Basic would. The arrows on the rail and docker indicate which way the docked entities will align.Ī Rail Rotator Counter Clock Wise will rotate an entity that docks to it or moves over it anticlockwise by 90°. A Rail Docker can be attached to a rail rotator by using the Rail Docker's docking beam on the rail it should dock to.