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Respawning in a Custom System without setting "startHere" #485

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CantAffordaName opened this issue Jan 14, 2023 · 0 comments
Closed

Respawning in a Custom System without setting "startHere" #485

CantAffordaName opened this issue Jan 14, 2023 · 0 comments
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feature Features that should be implemented fixed in dev Instead of closing issues when you fix them in dev just add this.

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@CantAffordaName
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Currently, the only way to respawn in a custom solar system is to have "startHere": true set in the system's .json file. If this isn't set (or is set to false), dying/ending a loop will bring you back to Timber Hearth. This can get annoying if the player needs to frequently return to the custom system as they have to go through a loading screen for the base game system, spend ~20 seconds going to the ship and configuring the warp drive, then sit through another loading screen for the custom system. The time spent waiting for the game to load adds up.

If a separate setting was added for respawning (like "respawnHere": true), you could independently set whether you want the player to respawn in a custom system instead of the base game system to avoid these load times without forcing the player to start in the custom system.

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@CantAffordaName CantAffordaName added the feature Features that should be implemented label Jan 14, 2023
@MegaPiggy MegaPiggy added the fixed in dev Instead of closing issues when you fix them in dev just add this. label Jan 14, 2023
@MegaPiggy MegaPiggy mentioned this issue Jan 14, 2023
MegaPiggy added a commit that referenced this issue Jan 14, 2023
## Minor features
- Added "respawnHere" property for respawning in a custom system without
setting "startHere". (#485)
- Added Simplified Chinese translation (#484)

## Bug fixes
- Option to manually remove a sender warp for cases where the recursion
scanner fails.
- Stop recursion scanning if it runs too long
- Fix most OWRigidobjects not following a planet when it's moved.
- Fix slide projections being low-res on lower graphics settings. (#303)
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