[REL][Server] Puppetmaster 3.3.0

Discussion in 'Released Mods' started by wondible, August 2, 2014.

  1. wondible

    wondible Post Master General

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    Did you check sandbox in the game lobby? I should probably see there is a way for me to tell if this was set up properly.
  2. neklusa

    neklusa New Member

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    Nope, lol sorry for wasting your time. haha.
  3. wondible

    wondible Post Master General

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    It's good to know it's problem people are encountering. I'd turn it on automatically, but lobby mods don't run for the host without a refresh, and if you remember to refresh, you can remember to sandbox.
    cwarner7264 likes this.
  4. wondible

    wondible Post Master General

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    May try for a better shot of the team color effects at some point, but here is a start.

    Screen Shot 2015-09-10 at 22.45.45 .png
  5. wondible

    wondible Post Master General

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    Puppetmaster 3.1.0

    - Private chat message to players who receive gifts, if the puppetmaster has client mod support
    - Include planet name in announcements in multi-planet systems
    - Chat announcement in-game if sandbox mode wasn't turned on
    - Ping/paste delay times account for sim speed
    - Remove ping toggle on icon visiblity; pings aren't visible with icons off anyway.
    - Add mod icon.
    - Missed some flare puppet code
    - raycast fixed, don't need own version anymore
    cwarner7264 likes this.
  6. wondible

    wondible Post Master General

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    wpmarshall and cwarner7264 like this.
  7. wondible

    wondible Post Master General

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    Puppetmaster 3.2.0

    - Changed interface with Bulk Create Units
    - Enhanced security on unit creation
  8. wondible

    wondible Post Master General

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    Puppetmaster 3.2.1 - Fix image paths in player guide topic
  9. wondible

    wondible Post Master General

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  10. wondible

    wondible Post Master General

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    Puppetmaster 3.2.2 - Fix player names in gift announcements when rapidly changing players
  11. wondible

    wondible Post Master General

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    Puppetmaster 3.3.0

    - Forward unit changes to Bulk Create Units
    - Improve capture of unit info when rapidly changing units
    - Unit and effects placements are done in sim time instead of adjusted UI time

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