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	Fix bug with pinned shapes not properly refreshed
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				@ -37,7 +37,7 @@ export const globalConfig = {
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    // Belt speeds
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    // NOTICE: Update webpack.production.config too!
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    beltSpeedItemsPerSecond: 10,
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    beltSpeedItemsPerSecond: 1,
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    itemSpacingOnBelts: 0.63,
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    minerSpeedItemsPerSecond: 0, // COMPUTED
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@ -71,7 +71,7 @@ export const globalConfig = {
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    debug: {
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        /* dev:start */
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        fastGameEnter: true,
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        // fastGameEnter: true,
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        noArtificialDelays: true,
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        // disableSavegameWrite: true,
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        showEntityBounds: false,
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@ -18,6 +18,7 @@ export class HUDPinnedShapes extends BaseHUDPart {
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        this.rerenderFull();
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        this.root.signals.storyGoalCompleted.add(this.rerenderFull, this);
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        this.root.signals.postLoadHook.add(this.rerenderFull, this);
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        this.root.hud.signals.shapePinRequested.add(this.pinNewShape, this);
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    }
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@ -161,7 +161,7 @@ export class SavegameManager extends ReadWriteProxy {
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    sortSavegames() {
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        this.currentData.savegames.sort((a, b) => b.lastUpdate - a.lastUpdate);
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        let promiseChain = Promise.resolve();
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        while (this.currentData.savegames.length > 100) {
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        while (this.currentData.savegames.length > 30) {
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            const toRemove = this.currentData.savegames.pop();
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            // Try to remove the savegame since its no longer available
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@ -200,7 +200,7 @@ export class SavegameManager extends ReadWriteProxy {
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            if (G_IS_DEV && globalConfig.debug.disableSavegameWrite) {
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                return Promise.resolve();
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            }
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            return this.writeAsync();
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            return this.sortSavegames().then(() => this.writeAsync());
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        });
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    }
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}
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