Stationeers News & Announcements
We have found and fixed the issue that caused us to roll back the last update.

https://store.steampowered.com/news/app/544550/view/4482864232593883517

The Issue
The last update introduced a critical issue related to plants. The new method for importing these assets made them susceptible to system language settings. While we have global settings in place to prevent such issues, they didn’t work as expected in this case.

The issue didn’t surface during testing, and we later discovered it only occurred on Windows 11. Since all our development machines run Windows 10, we were unable to reproduce it initially.

Another factor was the lower number of players on the beta branch. Over the past year, our update cadence has increased to roughly one update every two weeks. While this has encouraged more players to stay on the default branch, it also means fewer bug reports are coming from the beta branch. Overall, this is a positive trend, but it does reduce the chance of catching certain issues early.

Rolling Back
After spending an entire evening trying to resolve the issue, we decided the best course of action was to roll back the update. This allowed us to fix the problem without the pressure of the update being live.

Rolling back an update is always a tough decision, as it can disrupt players who have already loaded the new content. Fortunately, this update didn’t contain a lot of new content, so the impact on saves was minimal.

Thank You!
A huge thank you to the community members on Discord who helped us diagnose and retest the issue. Your assistance was invaluable, especially with such a difficult problem to reproduce.

We deeply appreciate your patience and support during this process!
This Issue has now been resolved.

Thank you all for the excellent response, feedback, and helping us work the issue.

We really appreciate the Stationeers community!


Due to a critical issue we've had to roll this patch back.

Not everyone was experiencing this issue but enough that it justifies rolling back until we can resolve the problem.

This update is still available on the Beta branch.

If you have been playing on Default and have any of the new items(any of the 3 new plants or the Icarus suit) then you will need to switch to beta.

The update will be available on Default branch as soon as we have a solution.



Data Defined Prefabs
Until now our pipeline for creating new prefabs, things in the game, was very Unity dependant. This process has largely stayed the same since the beginning of the project, and while it does allow us to add new things to the game quickly it does not follow the data driven mindset that we now follow.

We've taken a small subset of prefabs, plants and moved them to be defined entirely in XML. This means that to add a new plant we simply create a new custom plant in our game data XML. This data points to the relevant meshes and textures that are loaded at run time, instead of build time.

A few extra tools have been included with the game to help generate the blueprints and thumbnails required.

thing blueprint <Mesh Path> <Angle Threshold> <Merge Distance> <Scale> // Generates blueprint

thing thumb <Reference ID> <Zoom> // Generates thumbnail from thing by reference id




We would like to roll this out to all kinds of things the game but have started with something smaller to prove the concept. Being able to define completely new devices purely from XML would be the ultimate goal but we will see how this goes before making any decisions.


New Plants
We've also added 3 new fruit plants to help test the new system. When consumed these new plants will have a positive effect on your mood, but they are not currently used in any recipes, they will be later when we do a food update.

The new plants are Strawberry, Blueberry, and Watermelon.




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/



Change Log v0.2.5314.23994

  • First pass on moving plant life requirements to xml.
  • Added Scripts and models for future content.
  • Fixed Multigrid structures not registering to every cell they block.
  • Fixed Global Atmosphere mix calculation issue in previous commit (rev.23875)
  • Added Prototype Global Liquid Renderer. Very large quantities of Liquids in the global atmosphere will now be rendered via a liquid plane.
  • Added strawberry xml plant example.
  • Added first pass on importing plants from xml. Meshes, textures and plant stages can be defined in xml and will be imported at runtime. Blueprints can also be created but for now, the wireframe edges will have to be manually entered into the xml. Later on we plan to make this automatic or add a tool to export edges for custom meshes.
  • Fixed nullref on dedicated server when instantiating prefabs from source list.
  • Added Missing scene update from last commit
  • Fixed normals on strawberry meshes.
  • Added thumbnails for strawberry plant and seedbag.
  • Made custom plants fail to register if their name is already taken to stop potential name conflicts with existing things.
  • Changed Global Liquid visualiser now uses the same system as in-world liquid. Global liquid will now not be drawn inside rooms.
  • Removed 1st global liquid prototype from scene.
  • Missing class name changes from last commit.
  • Removed some unused files and directories
  • Removed associated meta files for removed directories
  • Added scripts and prefabs for future content.
  • Made organics printer recipes resolve their prefab references after all data files are loaded.
  • Moved blueprints out to their own file and made them DataCollections.
  • Renamed CustomPlants.xml to plants.xml.
  • Moved tomato plant and seedbag to xml.
  • Renamed PrefabResolver to DataResolver.
  • Removed Director.cs
  • Refactored WeatherManager to remove un-necessary abstraction & complexity in Storm scheduling code.
  • Added Additional storm properties to the weather event data. ParticleId, Allowed Directions, Damage Multiplier.
  • Changed Storms can now come from any of the 4 cardinal directions.
  • Changed Worlds can now have multiple storm types.
  • Changed Moved weather data into a library in weather.xml. WorldSettings can now reference weatherID form the library or they can declare them inline.
  • Fixed items in input slots being invisible in tier one manufacturing machines
  • Fixed some manufacturing machines / printers only allowing ingots in their input slots. It is intended for them to be able to get blocked up if you poorly manage your manufacturing
  • Added plant meshes and textures to streaming assets.
  • Removed a few empty directories.
  • Updated SeedBag template material with new normal and spec textures.
  • Changed plant template to Plant script rather than Potato.
  • Stopped nullref when plant blueprint is not setup. Instead a default blueprint will be used and an error will be logged.
  • Added blueberry and watermelon plants.
  • Added Rain Storm particle effects and sounds.
  • Changed Exposed Weather Event Fog start and end distance and weather audio to XML.
  • Added Rain weather event to weather library.
  • Updated plant blueprint default mesh.
  • Added ServerProviderPanel for managing ServerProvider buttons
  • Added empty ServerProviders xml file for populating button data
  • Added ServerProviderButton prefab
  • Added system for setting up and managing links to server providers
  • Slightly changed how damage from toxic gases is calculated. Partial pressure thresholds are per gas rather than combined. This may change as we test further.
  • Moved water usage, breathed gases and toxic gases for plants into the liferequiements xml.
  • Fixed normals for plant meshes.
  • Changed Updated stationpedia to show in-world volume of each Liquid type.
  • Changed In-World Volume Multiplier for gasses is now calculated at run-time based on gas Properties. In as a general rule the more cryogenic the liquid the lower in the inworld volume multiplier. This will solve pressure anomalies and run-away phase change effects that were happening to players condensing cryogenic liquids in world grids. Under the old fixed multiplier of 50x some condensed Gasses would take up more volume once in liquid form which would spike the pressure causing a feedback loop of Condensation phaseChange.
  • Added Rain and snow weather effects will now trigger when Condensation/Freezing happens in the global atmosphere.
  • Added Snow Weather Effect.
  • Moved switchgrass, potato and corn to xml.
  • Added ability for custom plants to be set as microwave ingredients, chemistry ingredients and animal food.
  • Fixed potato meshes having bad normals.
  • Added IAnimalFood to some plants and refactored how animal food is registered.
  • Updated ItemSwitchgrass mesh.
  • Added blueprint edges for a few more plants in xml.
  • Added command for generating blueprint wireframe edges with the format: "thing generateblueprint <mesh path> <angle threshold> <merge distance>". This will output edges to a text file which will have to be added the blueprints.xml manually for now.
  • Fixed life requirements not being set on xml based plants correctly.
  • Moved fern and darga fern to xml.
  • Removed unused seedbag meshes.
  • Committed auto prefab changes from editor due to new IsCustomThing field.
  • Tweaked generate blueprint command to output a file with a more descriptive name.
  • Added blueprints for darga fern and fern.
  • Updated normals for darga fern mesh.
  • Fixed an issue with LerpToGlobalAtmosphere() function that was causing Rockets to generate large numbers of instanced atmosphere grids. Issue introduced in rev. 23827. This was causing frame-time degradation and occasional frame-time spikes due to garbage collection. Users who were experiencing this issue may find it takes a few minutes for the performance issue to resolve upon loading the game as the erroneously created atmosphere-grids will have been serialized and will take several minutes to clean-up.
  • Fixed deconstructing cladding not using any power. They now use a small amount
  • Added blueprint info for migrated plants.
  • Moved soybean, cocoa, sugarcane, wheat, mushroom, rice and pumpkin to xml.
  • Added max stack quantity and reagent mix to xml based plants.
  • Converted hades flower and winterspawn to xml.
  • Added scale variable to MeshReference so imported models can be scaled appropriately.
  • Added Models/scripts for future content.
  • Fixed a tooltip error.
  • Fixed all obj normals.
  • Moved celestial textures into their own folder
  • Fixed plants from xml not showing up in the debug spawn menu.
  • Moved celestial textures back to root texture folder for now so as not to break mods.
  • Fixed switchgrass not producing the hay item when harvesting.
  • Updated ItemStrawberry mesh and blueprint.
  • Added a new command 'plant grown all' which makes all plants progress to the next growth state
  • Fixed some plants not showing the correct growth state. For example the strawberry was showing the wrong mesh when it was fruiting and not showing the correct mesh until it was seeding. All the new plants have been fixed as well as a few existing plants such as the tomato
  • Stopped plant grow all command moving plants to dead stage. Specifying a plant tray with plant grow <id> will still move plants to dead stage.
  • Updated ItemSwitchgrass mesh.
  • Added thumbnails for new plants and seedbags.
  • Updated ItemSwitchgrass thumbnail and blueprint.
  • Changed "thing generateblueprint" command to just "thing blueprint".
  • Added wip thumbnail generator command that can be used to generate a thumbnail for a thing: "thing thumb <reference id> <zoom>".
  • Fixed blueprint wireframe generator not including some edges.
  • Added switchgrass blueprint wireframe edges back in.
  • Updated blueprint wireframes for ItemFern and ItemDargaFern.
  • Increased size of ItemFern slightly.
  • Added editor tool to generate wireframes.
  • Fixed an issue where rockets saved while in space would get deleted on load due to an incorrect grid registration.
  • Fixed seedbag blueprint wirefame being slightly offset.
  • removed missing script reference from Asteroid.prefab
  • Fixed game loading issue when current weather event is null.
  • Fixed server provider button logos not being centered on the viewport
  • Removed Debug.Log calls
  • Removed chat popup window when running in editor.
  • Moved a few reagent classes into their own files.
  • Removed missing script on some voxel prefabs to stop errors while starting dedicated server.
  • Added Icarus suit to the tool manufacturing. You must own Icarus to be able to print it
  • Added new help text for the thing command
Liquid Device Interaction
A system to allow liquids to interact with devices has now been added that will mean that some devices will now have an adverse reaction to being submerged in water. Devices currently behave in one of two ways when in contact with liquids, they will either fry the attached cable or enter into an error state.

Manufacturing machines will enter an error state when in contact with liquids, and Area Power Controllers, Transformers and Station Batteries will blow the cables directly connected to them.

Before a device's cable blows you will be given some time visual and audio cues.



Currently the list of devices affected in this way is pretty short, but more interactions may be added later now that we have the system in place.


Better Water Visualizer
The liquid visualizer had a lot of literal edge cases where it would not look that good, for example the liquid could clip through some configurations of walls and windows, as well as being hidden under flooring.



This is no longer the case as we are doing a simple check to see what configuration of walls is around the liquid visualizer and shift it as necessary.

Additionally, the screen space affect that you see when you're underwater would stop working if you left a game and started a new one, but this has now been resolved.


Buoyancy Changes
A quick addition to the buoyancy system has allowed us to select some objects to not be buoyant. Again, we've just picked a select few items to enable this on and will add others as we see fit.
The current list of things that will sink are ores, ingots, and crates.




Pools of water
To prevent a small film of liquid spreading through your entire base we made the decision to have small "pools" of water not spread at all. The result of this was that it was easy to end up with lots of small pools around your base that were hard to collect. We've done two things to help with this:

Floor Drain Collection Radius
Floor Drains will now collect liquid from a 6-grid radius allowing you to have fewer floor drains to handle spilled liquids.



Liquid Vac
The Liquid Vac is much more powerful now cleaning up liquids 50 times faster. This, combined with being able to see the small pools on top of flooring, should allow you to quickly clean up any pools of liquid.


   

Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/



Change Log v0.2.5284.23867

  • Fixed BatteryChargerSmall not being able to be connected to logic
  • Changed SpaceOreStackSize from const to static for modding purposes
  • Fixed Mars was getting too cold at night during its Solar apo-apse.
  • Changed Global Atmosphere now has a fixed volume and its state is serialised in the save data.
  • Changed Reworked how the global atmosphere is created and simulated. Phase-change can now occur in the global gas mixture. Gasses will now freeze into "icecaps" or condense into "ocean". Currently this simulation is not exposed to the player. We will be investigating ways of surfacing phase changes in the global atmosphere to the player in future updates via storms and or other visualisers.
  • Fixed launch mount kit being invisible
  • Updated Some future asset blockouts.
  • Moved Methods form PoweredVentMultiGrid into a static library so they can more easily be used by other classes.
  • Fixed some build issues due to imgui
  • Fixed Pressure of canisters not displaying properly in their Stationpedia entries
  • Fixed small Typo in Stationpedia entry for Large Extendable Radiator
  • Renamed IsUnderLiquidLevel helper to IsSubmerged.
  • Increased Liquid draining speed of Passive Liquid Inlet.
  • Fixed Passive Liquid Inlet not draining liquid from neighbouring grids when its grid was empty of liquid.
  • Increased Speed of Liquid Vacuum.
  • Added ISubmergedHandler to allow devices to have special behaviour when submerged. Currently, manufacturing machines will error when underwater and transformers and apc's will blow their cables.
  • Added Prototype Extendable structure for testing.
  • Fixed placement issue with structure Extension prototype.
  • Added boolean value for buoyancy so that non-buoyant dynamicThings sink but not as fast as falling
  • Fixed Flickering liquid blocks when liquid was falling.
  • Fixed Underwater effect would not play upon loading into a game for the 2nd time.
  • Removed Min liquid height clamping. (previous band-aid fix for liquid hidden inside floors).
  • Fixed Liquid would sometimes be "hidden" underneath floors, it is now offset to the correct height so it sits on the floor.
  • Fixed Liquid Visualiser Z-fighting and clipping through walls that were placed on an internal face of a grid.
  • Optimised Liquid Rendering Update loop. Render batches are now calculated and prepared on the gameTick thread using a double-buffer approach. This avoids blocking the main game thread with a costly iteration of all atmospheres and a needless recalculation of the water meshes every frame.
  • Fixed Liquid Vacuum and Liquid inlet not considering in-world liquid volume when performing their liquid movement logic.
  • Fixed Liquid Visualiser Prep running in batch mode.
  • Fixed Manufacturing machines would still build when in error state.
  • Changed SubmergedHandler system to instead be handled case by case on device in the power tick. Made input and output cables on transformers, batteries and apcs burnout when the input/output port itself is under water rather than the entire device.
  • Updated IsSubmerged to use the render threshold rather than zero for minimum atmosphere volume checks.
  • Added 100ms update and 1000ms update to Thing. These are opt in slow ticks for main thread game logic. (i.e audio, fx)
  • Added Spark effect and sounds to Apcs and transformers that are submerged in liquid.
  • Refactored some duplicate code from battery, apc and transformer into ElectricalInputOutput.
  • Added submerged effects to station battery.
  • Refactored ISubmergeable functionality to bring it more in line with project standards.
Stationeers now has in world liquid simulations. Because of the phase change update, liquids became a major part of the game. They were allowed to exist in the world, but they were represented by a foggy steam effect, and they moved around in all dimensions just like a gas. The motivation behind adding realistic fluid movement is an expectation that the game created for itself. Stationeers has the best atmospheric simulation in gaming, and the game deserves to have fluid simulations accompanying it.




Flowing Water

Liquids now flow horizontally and preferentially pool downwards. Lower areas of your base will be prone to flooding when liquid pipes unexpectedly break, or conditions for phase change causes gas to condense around you. Fluids in world have an exaggerated volume, to allow for meaningful interactions with in world liquids to happen. It turns out, it is difficult to collect enough ices to create thousands of litres of water while on a barren lifeless world.



Stationeer's atmospherics operate as 2m*2m*2m cubes that update every half second. This presents limitations in terms of first person fidelity, and propagation speed. For liquids, we wanted to make sure they felt fluid enough to not feel too gamey. We got around many of the issues with grid based spread and flow by utilizing a new physics based solver.



We use a series of CPU driven particles to represent and test paths that fluids want to take. These Physics solver balls allow liquids to drop down ledges, or get sprayed out diagonally, to allow fluids to move multiple squares at a time, all without the same limitations as our .5s tick grid atmospheres. We'll also soon be utilizing this system to better implement smaller liquid interactions such as pipe bursts, sprinklers and ice melting.




Visual effects

All this time, we've been saying liquids instead of water, and thats on purpose. All gasses in Stationeers can condense into liquids. Other fluids such as Liquid oxygen and liquid volatiles all look different in world. Unlike other games, we even allow separate fluids to mix and we accurately blend their colors together to really inform you of the disaster that may be mixing underneath you.



We've also worked significantly on creating effects that make liquids look cool while still matching Stationeer's scale and style. Water spreading has droplets that represent the physics solver fluid simulations. When water is spreading throughout already connected tiles, we analyse the volume, displacement and directional mixing ratios to create flow effects on the surface of the water to represent its movement direction and rate.


Buoyancy

All dynamic things except for entities, such as players and chickens, are buoyant. In the future we might expand this system to have things have different buoyancy or make some objects not be buoyant at all but during this first pass everything behaves the same.




Making fluids meaningful

Interaction
Representing fluids is important in of itself, but there are more game play systems we want to tie into. Vents are currently examples of devices that are aware of the surface level of the water, and will only start mixing with liquids when submerged, as opposed to interacting with the whole grid as normal. In the future we'll be making more devices interact with the fluids specially; such as APCs, transformers, and Batteries shorting out.



Fluids do currently interact with terrain. However, there are lots of edge cases that might cause water loss, or unexpected behavior. Once the new terrain system is done, we'll revisit how liquids interact with voxels, and potential performance improvements. This could eventually lead to us supporting larger liquid structures such as lakes, or weather effects that reflect global condensation like rain.


Liquid Vac
Because liquids dont behave like gasses, small puddles often are left behind when draining areas. We've added the liquid vac as a way to allow players to manually interact with in world water. It has two modes, inwards, and outwards, so you can manually relocate water to another place in the world. We originally had it operate with liquid canisters that could be interchanged, the balance of canister sizes for other gameplay reasons prevented it from being super useful. In the future we plan at looking at a more solutions, such as a being able to attach to a dynamic canister, and having a gas vac variant as well.



Manual Floor Hatch
While testing fluids flooding many of our bases, we kept wanting something that felt like a horizontal version of the manual hatch door. So we've added one so you can unwittingly spin the hatch wheel and dump a flood of water on yourself.




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/



Change Log v0.2.5259.23818

  • Fixed incorrect thumbnail for composite wall
  • Made vertical sleeper shorter to avoid interference with ceiling
  • Made vertical sleeper for Droid shorter to avoid interference with ceiling
  • Updated blueprints and colliders for vertical sleeper and vertical droid sleeper.
  • Added first pass on in world liquids and 'particle' based liquid solver. Currently, liquids can be lost when pooling on terrain. The exact interaction between liquids and terrain voxels is yet to be decided.
  • Fixed Modded worlds with invalid GlobalAtmosphereData will fail to load.
  • Added Modded Worlds with an invalid weatherEvent will now fail to load on game data Initialize.
  • Deleted a number of now un-used rocket meshes and classes from the old rocket system.
  • Changed Condensation Fog effect will now only render when gasses are condensing into liquids in an atmosphere cell.
  • Fixed Network Message Dictionary was not regenerated in rev 23691.
  • Added missing server checks around some imgui code.
  • Added some more server tags around imgui code.
  • Fixed Critical game initialisation error for German players. The game data loading was throwing an exception due to an outdated stationpedia page in the german_help.xml
  • Added Liquid Solver commands to support Liquids profiling.
  • Changed Solar Processing tick to be a unitask (It was still using a unity co-routine).
  • Fixed Solar Panel CollisionMask for RayCast had a number of layer enabled that should have been dis-abled.
  • Fixed Solar Panels would sometimes not generate any power on dedicated server despite being correctly pointed at the sun. This was due to some objects from the main menu scene not getting disabled on the dedicated server and thus blocking the solar panel ray cast to the sun.
  • Refactored AtmosphericEventInstance to be a struct to reduce allocations.
  • Some minor optimisations to liquid solver.
  • Fixed smelting an ingot would give oops Achievement.
  • Simplified Rendering of Liquids in world, its now allocation free and much faster but is limited to drawing 1023 atmospheres.
  • removed slot filter type from autolathe
  • Fixed hydroponics larry not stacking hay when harvesting from switchgrass.
  • Moved some liquid debug logic and changed numbers to use the StringManager.
  • Fixed Would get not thirsty prompt when hydration was not full when using drinking fountain.
  • Changed Increased speed to use drinking fountain.
  • Fixed Missing model for ItemKitRocketLaunchPad. kit model was still using an old rocket model. It has been updated to the correct model.
  • Removed bobblehead from thumbnail scene
  • Added manual floor hatch to door kit
  • Fixed Incorrect shadow distance on window shutters.
  • Fixed Missing Material on broken build state of composite window shutter causing loading error on save games.
  • Fixed Open and Close animation for the ManualFloorHatch. The door now moves underneath the frame instead of on top of it
  • Fixed Solar distance Temperature offset was being applied twice. This was causing Vulcan to get extra very hot during its close approach to Janus.
  • Fixed Tanks not showing their MAXPressure in Stationpedia
  • Fixed dynamic Canisters in Stationpedia not showing the correct units of the MAXPressure value
  • Fixed issue with players being unable to interact with the switches of tools such as the Tablet and the MiningDrill when they didn't have power.
  • Fixed owning the EVA Supporters DLC granting access to the marine and hard suit bobbleheads in the printer
  • Made liquid visualizer particles work on clients.
  • Added first pass on liquid visualizer particles.
  • Changed LiquidFlow network update type from volume to grid
  • Fixed Reading IsSeeding from a Seedbag using proxy slot would through a null reference exception.
  • Fixed Prefab issue on ManualHatch that was breaking loading of Tutorial3.
  • Made water pools not spread out if they are under a certain threshold.
  • Changed networkupdatetype for liquid flow from grid to statechange.
  • Decreased liquid in world render threshold to approx 10 moles.
  • Updated underwater camera shader
  • Made floor drains and passive vents not take in liquids if they are above the liquid level in their atmosphere.
  • moved in world liquid flow rate into a static parameter for now.
  • Added ability for liquids in world to have an exaggerated liters per mole ratio to allow reasonable amounts of in game gas to be meaningfully represented in world, currently at x50.
  • Fixed animation speed of door to match up with the manual hatch
  • Added Liquid Vacuum recipe to tier2 tool printer.
  • Added Liquid Vacuum. A tool for cleaning up liquid in your base. It has an inwards and outwards mode setting.
  • Added different color visualization of different kinds of liquids
  • Fixed liquid solver out of bounds exception when reaching the max number of liquid solvers
  • Fixed missing liquid colour for hydrogen and added GetGasColor to be used later for gas particle
  • Updated the min render size to be half of what it was. This does mean that it can potentially be hidden bellow floors
  • Fixed the usage of a lot of magic numbers and cleaned up the liquid solver file a bit
  • Polish pass on Liquid Vacuum sounds and animation.
  • Added first pass on showing liquid flow direction
  • Added camera effect for being under liquid
  • Fixed back face culling being turned on for liquid renderer
  • Fixed missing references in the scene
  • Updated the flow texture on the water shader
  • Fixed possible null ref when resetting liquid flow flags.
  • Changed Passive Liquid Inlet mixing behaviour so it works more nicely with the new liquid sim.
  • Changed atmos tablet no longer shows volume value of individual gas types of liquids in world.
  • Changed all uses of Liquid volume to correctly pass through the scalar function.
  • Lowered mole threshold for horizontal liquid solver to 500moles from 1000moles
  • Fixed Minimum liquid render threshold now considers InWorldVolumeMultiplier.
  • Changed Minimum liquid render height to 12cm.
  • Fixed water color alpha was set to zero.
  • Fixed liquid shader flickering when interacting with other transparent objects.
  • Fixed liquid visualizer particles not taking the color of their liquid.
  • Updated flow visualizer texture
  • Removed unused test liquid shader.
  • Updated liquid flow texture on batched liquid material.
  • Removed empty OutlineEffect directory.
  • Moved some textures to their appropriate folders.
  • Changed passive liquid inlet will now draw from neighbouring grids (up to 6 grids away) if its current grid is empty.
  • Changed Liquids in world will now only mix sideways with other liquid neighbours if both grids have rendered liquid.
  • Made grow light thicker, so it looks better with wall piece.
  • Fixed index out of range exception when max rendered liquid grids is reached.
  • Added buoyancy for dynamicThings not including entities. Angular damping has also been added for dynamicThings that are below the water volume threshold for the grid that they reside in.
  • Fixed UnderWater camera effect not disabled when returning to main menu.
  • Fixed Wind sounds play underwater.
  • Changed Active Liquid Outlet atmospheric Logic to Run on OnPreAtmosphere(). This is so any overVolume caused by the process will be resolved in the following liquid mix step.
  • Changed Greatly increased the Minimum gas volume for World Atmospheres.
  • Added Recache Atmosphere Mixing pressure values after Liquid Mix in MixInWorld().
  • Fixed Pressure spikes when liquid solver particles resolved.
  • Fixed Large pressure differentials and air movement when liquids are more than one grid deep and being filled from an already full grid.
  • Changed When Liquid Solver particles are ripe but un-expired they will only merge with existing atmospheres if it has rendered water.
  • Fixed liquid visualizer particles were not being cleared when exiting world.
  • Tweaked uv distortion for liquid flow texture.
  • Added Placeholder water footstep sounds and underwater ambience sounds.
  • Added flow direction force to objects floating in water.
  • Added velocity damping to objects floating in water.
  • Changed liquid flow direction to use absolute volume difference rather than ratio.
  • Added 2nd pass for Water footstep audio and underwater ambience.
  • Fixed Breathing sounds play when underwater with helmet open.
  • Fixed Able to breath underwater with helmet open.
  • Fixed liquid flow looking unnecessarily turbulent. Opposite directional flow will now cancel out.
  • Changed IC10 Sleep command to use GameManager.GameTime instead of DateTime.Now.
  • Fixed IC10 Sleep Command was not respecting pause state.
  • Added Moles per Litre In-World for liquids to Stationpedia.
  • Updated Passive Liquid Inlet description.
  • Added max liquid render distance to liquid blocks and visualizer particles.
  • Fixed an issue with liquid mixing in world where the volume left for gas was different in two different functions causing oscillations.
  • Fixed Fake liquid pressure was being used in pipe-networks in some cases where it shouldn't, causing confusing pressure readings when pipe was almost full. Fake liquid pressure now is only used in things/networks that have the prevent state-change flag.
  • Fixed Passive Liquid Inlet did not draw from the grid it was in.
  • Fixed blueprint for ItemLiquidVacuum
  • Fixed liquid solver particles not spawning on dedicated server.
This hotfix includes fixes for two critical issues.

The first was a fix for some modded worlds having an empty global atmosphere caused by a change in the data that is not yet reflected in mods. If this invalid data is detected in mods, the mod will simply not be loaded.

The second was a localization issue that was preventing the game from launching for some languages.
Support the Developers


We frequently get asked by the community how they can further support the development of Stationeers. We've decided to add three superficial Support the Developer DLCs. We picked bobble heads as the simple "thank you" item to our players who want to further support our team. These 3 figurines can be mounted to appliance benches. and do nothing... except wobble after bopping their heads when you walk past.

https://store.steampowered.com/app/3166330

https://store.steampowered.com/app/3196210

https://store.steampowered.com/app/3196220


Passive Vent (Valve)
We've added a new type of passive vent with a built-in valve. Not only does this cut down slightly on complexity of a common use case of valves and passive vents, but it also means that when you close the valve the network is truly isolated at the passive vent instead of the isolation happening within closed pipes. We dont normally combine device functionality, but this singular mash up was requested enough, and provides solid utility to justify its existence.




New Locked Branch
There is a new Steam Branch is called 'preterrain - pre-terrain rework update'.

We have some big new changes coming to Stationeers' terrain and atmospheric systems. This work does mean that there will be disruption to saves and mods. This branch exists to allow people to go back to play older saves.

Some mods will be broken with this update due to some low-level data changes that, in the long run, will improve authoring of worlds both for us and modders alike. Saves on un-modded worlds should be un-affected for now, however it is likely that some save may break in the future.

Please be patient with us as we work on these new systems. Once we're done there will be a much greater range of cool stuff we can do with worlds.


Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/


Change Log v0.2.5218.23679

  • Fixed chemistry station sliding drawer being on the wrong layer.
  • Fixed inverse kinematics being applied to offline players. This was the reason for players looking in weird directions when offline
  • Fixed cargo larry could take growing plants out of trays. Restricted cargo larry from interacting with plant slots.
  • Fixed fire extinguisher triggering when picking it up out of a locker. This will also stop tools triggering when holding them in your active hand and clicking on an interactable.
  • Changed Mars World setting to use new GlobalAtmosphereData format for global Temperature and composition.
  • Added new WIP WorldSetting Imgui window for testing changes to global temperature curve and global composition in real time.
  • Changed Authoring format for Global Atmosphere Composition and Temperature in WorldSetting. The previous version will remain compatible for now. This is being done to provide a framework for other gameplay elements to easily impact global temperature. (notably Solar Radiation variance over the year)
  • Added prototype Block out meshes for future content.
  • Changed moved some more Imgui calls inside !RW_SERVER defines.
  • Changed updated WorldSettings to use new GlobalAtmosphere authoring format.
  • Removed references to a number of deprecated systems in the worldSettings classes.
  • Changed Interim Commit of Big CleanUp of WorldSetting.cs to remove a lot of data duplication and confusion around where the worldSettings data is stored.
  • Fixed Storm temperature change is now hooked into the new worldTemperature system.
  • Changed Improved authoring formatting for Storms in WorldSettingData and exposed some additional variables.
  • Updated WeatherEvent in WorldSettings.xml to the new format.
  • Added SolarRadiationTemperatureOffset curve to Mars. Mars will now be a little colder during the day when it is at its furthest point from the sun.
  • Added SolarRadiationTemperatureOffset to worldSetting in the Global Atmosphere Data element. This allows world author to offset the global temperature at day or night based on the distance from the sun.
  • Added 2nd pass on IMGui worldsetting tool.
  • Fixed advanced composter can't be activated by clients.
  • Changed Vulcan day temperatures get a lot hotter (around 1000 degreesC) when its elliptic orbit brings it in close to the Blackhole. This aligns with the local winter at the players latitude. In winter the days will still be very short but it will get extra hot for a few minutes due to the massive increase in solar radiation from being so close to the sun.
  • Added Tools to world setting imgui window to edit ghg curves.
  • Added GHG Index Curves for global atmosphere gasses.
  • Tweaked position and blueprint for a future asset.
  • Updated names of future assets in english.xml.
  • Tweaked collider arrangement for future asset.
  • Added Passive Vent (Valve).
  • Changed Global TemperatureOffsetData now eases between day and night values (sine curve ease, previously used lerp)
  • Changed Reauthored Mars Global Temperature Curves to include GHG Index and Atmospheric Density curves.
  • Added Temperature Offset curves for GHGIndex and Atmospheric density to Global Temperature Calculation.
  • Fixed Passive Vent Valve so that it can be interacted with via the RoboticArmDockAtmos
  • Fixed issue with DLC detection
  • Changed name of pipe cowl to Passive Vent (Pipe Valve)
After initially making LArRE we received lots of requests and ideas from the community for extra functionality. Originally, we kept LArRE's scope and capabilities limited, so we could prototype properly in a quick and maintainable manner. Now, with all the positive feedback, instead of making one complicated device that does everything we decided to split these functions up into specialized versions. There are four new arms that replace the existing one.

Each arm is constructed by placing the corresponding dock. The new docks differ from the old LArRE arm in that arms can move off the rail into the dock, allowing other arms constructed on the same rail and move freely past.




New LArRE Arms and Docks



Cargo
The cargo arm is made to interact with slots of devices and structures and is useful for things like changing filters, pulling items from lockers, and other slot-based tasks.

A key thing to note with the cargo arm is the concept of the target slot. This is a special slot targets a slot on the target structure and will be what the item that is picked up when the arm is activated. The target slot can be set by a dial on the dock, or by logic.

Collector
The collector arm acts as a vacuum cleaner when set to inwards, sucking up loose nearby items, and when set to outward will eject the items.

Hydroponics
The hydroponics arm can plant and harvest plants as well as place fertiliser into plant trays. It has an additional hopper slot which will feed items into the 'hand' slot when the hand slot is empty. Harvesting a different plant while the hand slot is full will be possible if the hopper slot is empty. The full behaviour of these two slots is described in the Stationpedia.

Atmospheric
The atmospherics arm has a storage canister and can pump gas in or out. It has a filter slot so you can selectively extract gasses from a space.

When activated over a passive vent it will 'dock' with the passive vent and pump in or out of it, depending on the mode of the arm is in.

Bypass
The bypass dock does not have an arm associated with it but allows for any arm to move off the main rail to allow other arms to move past.


Rail Network Changes



New Rail Pieces
LArRE rails can now operate in all axis. This means arms can travel on walls facing sideways, and on floors facing upwards, etc. Several new pieces such as inner and outer corners, and quarter corkscrew pieces allow a full range of mobility.

Multi Arm Rails
Rail network logic also has some new rules. Multiple docks can be built on a single linear rail, to allow multipurpose tracks. Though arms will collide with one another, so it's up the player to use the above-mentioned dock changes, and bypass docks to avoid traffic jams. Rails also now support being connected in a loop. Any LArRE Attempting to navigate to a location on a loop will take the path with the least stations.

Dock Restriction
One new restriction is the inability for LArRE to interact with anything directly under its dock, as activate will attempt to trigger a dock/undock. This was required to keep LArRE's operation simple, without forcing every model to have an additional control.


Proxy Slot Reading

Since LArRE arms perform contextual actions on the devices they are over, they have the ability to potentially operate on multiple slots. We've added the concept of proxy slots to allow players to know the details of the slot they are about to interact with. These are listed in the Stationpedia as slots with the type "proxy", and they allow logic systems to point towards a static slot irrespective of the arm's internal variables changing what slot is focused. An example of this is the Cargo LArRE slot #255, which will show the slot of what his slot index dial is pointing towards.


Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5195.23625

  • Fixed cargo and hydroponics larry calling onserver behaviour incorrectly.
  • Fixed larry bypass docks not resetting their open state when the rail network is rebuilt.
  • Fixed missing material on Nitrolyzer device pins.
  • Fixed Network error caused by Larre Harvest action. This would cause error spam on client and result in client desync.
  • Fixed hydroponics and collector larry not being paintable.
  • Fixed hydroponics larry not being able to pick up something when it's hand is full but the extra slot is empty.
  • Fixed missing material in GrowLight on anim.
  • Fixed material on security printer.
  • Fixed missing material on grow light broken build state
  • Fixed missing textures for prefabs
  • Added window button for iterating through prefabs to find missing prefab materials under Stationeers/prefabs/scan all prefabs/find missing materials
  • Removed un-used renders from drills. Fixed missing material reference on Cryotubes.
  • Fixed RailNodes were not thread-safe as their transform values were not cached.
  • Fixed Open Close Logic on LArRE docks could be set when the arm was not in a valid open/close position. Now the open/close value can only be set when the arm is on a dock or Bypass node.
  • Fixed missing material on hydroponics display.
  • Added material for hydroponics larry display off state.
  • Added Stationpedia description for Shower.
  • Fixed Wind turbines could play audio when partially constructed.
  • Improved descriptions for PressureExternal and PressureInternal Logic Types in Stationpedia
  • Fixed larry arms animation state could get out of sync on clients.
  • Fixed Merge Logic was not properly isolated between servers and clients as Client behaviour was implemented in the OnServer Class.
  • Tweaked hydroponics larry display off material.
  • Fixed Byte Array error that could occur on client due to potential Null reference exception in LandingPadCenter.IsTraderReady() setter.
  • Moved colliders on larry arms to IgnoreRaycast layer to stop the tooltips for the dock showing when hovering over the arm.
  • Added Radiation and solar heating values to Atmosphere debug (only valid on server)
  • Fixed Atmospheres in partially build frames inside bases would inappropriately radiate heat with the global atmosphere. This could cause bases on Vulcan or Venus to heat up unexpectedly quickly.
  • Fixed Vacuum atmospheres trapped in terrain would get left behind after mining. Added additional Check to Atmosphere.IsLive to ensure these are cleaned up.
  • Fixed collector larry could not take in new items until being fully emptied.
  • Added display screen functionality to collector larry.
  • Removed empty directory
  • Fixed Removing a frame that was embedded in terrain could cause the vacated grid to not join an adjacent room.
  • Fixed Sometimes Rooms wouldn't generate correctly when building frames in partially mined terrain grids.
  • Moved 'end position' property from base larry dock to collector larry dock.
  • Fixed cargo larry and hydroponics larry had inconsistent delay times when animating.
  • Fixed issue loading old saves with certain lArRE configurations.
  • Fixed larry 'Idle' logic value not being set correctly when the arm is down. Idle will now mean the arm is up and stationary.
  • Re-enabled larry recipes on the electronics printer.
  • Added Network sync for several Larre values.
  • Reduced Size of some of Larres network read/writes.
  • Added Cargo LArRE now shows the icon of the target slot item on its display.
  • Added stationpedia descriptions for new larry docks.
  • Fixed old larry moving off its rail when setting activate at its dock.
  • Fixed collector larry can't move to bypass when full.
  • Fixed EjectPosition of Collector Arm was not updated on Anim Animation Complete.
  • Added Collector Arm can Output to Chute inlet.
  • Changed Collector Arm will now only import/export from chute bins when in the correct mode.
  • Changed Lowered LArRE Collector arm operation sound volume.
  • Fixed null ref for clients when building the atmos larry dock due to uninitialized internal atmosphere.
  • Fixed linear rail network indices could appear incorrect for clients when splitting rail networks.
  • Added Movement Sound for when LArRE moves into/out of dock.
  • Fixed LArRE rail movement audio not playing on clients.
  • Fixed mode switches sometimes don't initialize to the correct state. Added 'Undefined' to SwitchColorState so that the first time the color state refreshes it will always update the material.
  • Fixed atmos larry arm not moving on dedicated server.
  • Tweaked the order of build and process update for larry so the arm state is always sent to clients first.
  • Fixed Material issue with future asset.
  • Changed Hydroponics LArRE Proxy slot now points to plant slot in target planter. (or input/output slot of target chute bin)
  • Fixed Collector Arm sounds would sometimes not play on clients
  • Fixed larry bypass audio not stopping when the dock is turned off.
  • Fixed inconsistent power state on the Landing Pad pumps
  • Added stationpedia descriptions to linear rail pieces.
  • Removed 'CurrentIndex' logic value from larry and added 'Extended' which will indicate if the arm is down or not.
  • Added new tooltips to the base robot arm class, including position, index, and "status"
  • Fixed Writing Setting value to Larre when it was Docked (closed) would cause it to get into an errored state.
  • Reworded LARrE one of the tooltips from Activated to Extended
  • Fixed LArRE Idle state not set correctly when doing bypass move
  • Added internal atmos data to atmos robot arm
  • Fixed Target index can now be set on larre when it is in a bypassed state
  • Fixed Hopper Slot named incorrectly on hydroponics Larre
  • Added more detailed tooltips for the collector arm
  • Added HarvestedHas Logic Slot variable. Returns the Prefab Hash of what will be harvested from the plant. 0 if plant is not mature.
  • Changed the outer corner to make the arm rotate sideways rather than straight on.
  • Tweaked the handling of inner corners for larry's linear rail. Should now be able to traverse a few arrangements where it would previously get stuck.
  • Added Info about Proxy slot to Cargo and Hydroponics LArRE Stationpedia description.
  • Added Quantity and Ratio logic values to LArRE Collector.
  • Fixed Localisation error with LArRE Collector slots in stationpedia.
  • Fixed cargo arm being able to view inaccessible slots
  • Added Target slot name and occupant to LArRE Cargo info screen tooltip.
  • Removed non-threadSafe call from RoboticArmDock.CanAccessSlot.
  • Added left and right 'corkscrew' linear rail pieces.
  • Tweaked ordering of rail pieces in linear rail kit.
  • Fixed added missing worldmanager changes in base scene.
  • Added thumbnails for linear rail corkscrew pieces.
  • Fixed Robotic Arm Dock Hydroponics reading the contents of Chute bins if they contained plants
  • Fixed incorrect tooltip text on collector larry.
  • Fixed slot strings for collector dock in stationpedia
  • Fixed incorrect position for collector arm
  • Added Code to get LArRRE Current Junction Index.
  • Fixed LArRE arms could reach through walls and frames.
  • Allowed larry arms to traverse a looping rail network correctly. The arm will move to the target along the shortest path.
  • Fixed LArRE blocking logic was registering a false positive with floors under planter trays preventing interaction.
  • Changed linear rail deconstruction tool to be wrench.
  • Changed prevented interaction with activate button when arm action is blocked.
  • Added Tooltip to LArRE when arm action is blocked by wall or frame.
  • Removed unused CanConstruct checks in larry code.
  • Added Gas Tooltip to Atmospherics LArRE pipe meter.
  • Added Input atmosphere logic values to LArRE Atmospherics arm. If the Arm is connected to a passive vent this will show the passive vents pipe atmosphere information, other wise will show the world atmosphere that the arm will interact with.
  • Fixed Atmospherics LArRE was interacting with the atmosphere at the arms rail position and not at the vent position.
  • Increased Shadow draw distance for small devices from 5m to 10m
  • Fixed atmos LARrE not taking damage from over pressure
  • Added small offset to vent atmos sampling for atmos robot arm
  • Fixed Atmos LArRE doing Atmospherics calls when destroyed on the main thread.
  • Fixed ErrorSpam when LArRE destroyed.
  • Fixed Filter slot on atmos LArRE was not filtering when outputting.
  • Fixed LArRE would not exit bypass state in certain configurations when TargetIndex was not set to the Home Docks Index
  • Fixed Regression from rev23616 where LArRE would be allowed to exit bypass state when another LArRE was occupying the dock rail.
  • Made larry move towards the closest station index when looping rather than using the shortest distance.
  • Added Clarification to Atmospherics LArRE description around atmospherics logic values.
  • Added 'position' to the larry base tooltip which will be the last index visited. Also added this to the logic values.
  • Fixed NRE when deconstructing collector larry dock.
  • Fixed issue with arms moving in the wrong direction when building a looping rail network with multiple docks.
This hotfix fixes a network error caused by Larre Harvest action. This would cause error spam on client and result in client desync.

A large amount of work has gone into the LARrE system since the last update that is not yet been activated and there are some other known, less critical issues, that will be fixed with the next update.
Stationeers is a challenging game due to the depth of many of its mechanics. Much of this depth can be overlooked, as players just intuit what the complex simulation is doing as a natural expectation of real life. As you play more and more, and reach into the hundreds of hours, you start to understand the systems as they exist in game. You eventually master how to interact with the simulation and how the game systems interact with each other.

Achievements



So we've added achievements to Stationeers to highlight player accomplishments. The achievements generally represent large milestones players pass as they start or finish projects in their bases. However there are many which are more abstract milestones, or rights of passages, players encounter while playing the game; such as bursting a pipe, or cancelling an airlock cycle. We've avoided silly/goofy ones, so you wont need to be struck by lightning while riding a chicken on a Tuesday.

Notable Updates
Performance Improvements
Following on from the last bugfix update is a big project 'cleanup'. This involves removing unused or duplicated assets, ensuring that textures are imported and compressed correctly, and tweaking a few assets here and there. The result is that we've shaved off about 1.5 GB from the install size. We've also dramatically reduced the memory footprint of game. While we've taken care of most of the low hanging fruit there's still some obvious, though significantly more involved, areas where we can reduce resource usage.

Server List
The server list has been having issues for some time now, frequently being down for short periods of time, and eventually crashing completely. After a complete rewrite of the server it is now far more responsive, and less prone to failure.

It is possible to change where Stationeers looks for it's master server, allowing communities to run their own server lists if they wish. This is done via the NetConfig.xml in the games StreamingAssets folder.
In the near future we plan on making the server list software available via a git repository so that communities that want their own personal server lists can do so. without writing their own one from scratch.

Save Game Error
Last patch had an issue that could cause some saving loading issues. This issue has been resolved but if you continue to have issues with this then please let us know.


Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5165.23502
Upcoming LARrE Changes
You may have noticed a large number of changes in the patch notes that refer to LARrE. These changes will not take affect in this update but are a work in progress for the next patch.


  • Changed cargo larry current slot index logic type to 'TargetSlotIndex'.
  • Added prefabs for arrow buttons and small info panels which will use the material changer anim component.
  • Added material changer anim component to replace the existing material changer.
  • Added material changer anim component to larry arms upper emissive strip.
  • Swapped material changer anim component with a more lightweight script. Changed larry arms and docks to use this script instead.
  • Updated larry hydroponics arm model.
  • Updated Steam Achievement commands and implemented first steam achievement
  • Deleted extra seed bag textures and material, and updated models and prefabs.
  • Fixed wrong smoothing group on can mesh.
  • Added steam clear all command for testing (editor only)
  • Added Support to show devices that implement iProxySlot in Stationpedia.
  • Fixed Some string allocation on LogicSlotReader and LogicBatchSlotReader tooltip methods.
  • Changed Reallowed spawning of new LArRE Variants. LArRe variants now show up in Stationpedia.
  • Added TargetPrefabHash LogicType to Cargo LArRE, this is shows the prefab hash of the device that LArRE will try to interact with.
  • Added Cargo LArRe now has a Proxy Slot (index 255) that can be read from using the Slot Reader or LS command. This proxy slot points to the slot that LArRE will interact with on the Device that it is above (i.e if Cargo LArRE is above a locker the player can select which slot to proxy into by turning the setting wheel to change the TargetSlotIndex)
  • Fixed arrow buttons on larry docks will now increment/decrement the target index more intuitively i.e. the arm will always move in the direction of the arrow.
  • Fixed linear rail indices being incorrectly offset when you have two docks facing opposite ways.
  • Changed a few variable names in RoboticArmNetwork.cs for clarity.
  • Fixed SmartStow key-bind would trigger when typing G into an input window.
  • Changed arm is stationary checks to use approximate comparison between current position and target index.
  • Renamed larry's CurrentIndex to CurrentPosition to avoid confusion as it is a float.
  • Fixed clients could see incorrect larry arm position after setting the starting dock
  • Fixed issue where larry network generation was non deterministic which could cause arms to load in at the wrong index.
  • Changed atmos larry filter slot name from 'Slot1' to 'Filter'.
  • Fixed Error Spam from fertilised eggs when exiting game.
  • Fixed Hydroponics Tray (non data variant doesn't block rail pieces).
  • Added Proxy Slot to Hydroponics LArRE. Reading slot 255 will give you information about the slot that arm will interact with. TargetSlotIndex is exposed as a read only value on Hydroponics LArRE. This means that LArRE will be able to read the growth data from plants in standard and data Hydroponics Trays.
  • Fixed Some textures in streaming assets were being loaded multiple times.
  • Fixed Textures loaded from streaming assets were not being compressed.
  • Added first pass on info panel tooltips for larry docks.
  • 2nd pass on Texture Compression of Streaming assets. Reduced application base Memory footprint from 5GB to 4.4GB
  • Fixed incorrect materials on powered vents, refrigerated Vending machine & LandingPad Liquid connector
  • Updated some models import settings to removed unused materials.
  • Fixed incorrect materials on ExportGate, Import Bin, Purge Valve and Advanced furnace.
  • Reduced size of some 8k Main-menu scene textures.
  • Deleted some unused skybox textures.
  • Updated larry dock thumbnails.
  • Deleted some unused models in resources folder.
  • Moved some Models and materials out of resources folder.
  • Fixed larry arms getting stuck when running into one another. Now, if an arm runs into another and errors, you can set its target index in the opposite direction and it should be able to move away successfully.
  • Changed tooltip on larry dock arrows from 'Position' to 'Target Index'.
  • Updated a number of models import settings to remove unused materials and animations.
  • Fixed incorrect materials on PlantGeneticAnalyzer and PlantGeneticStabilizer.
  • Fixed smart rotate not working correctly for linear rail pieces.
  • removed unused materials rigs and animations from a number of models.
  • Deleted some old unused models.
  • Fixed Incorrect material on ChuteValve
  • Removed old gas filter and gas tank storage models.
  • Removed unused materials from itemkit models.
  • Removed un-used materials from items.
  • Fixed incorrect material on plant sampler.
  • Added Sounds to LArRE Cargo and Hydroponics Arms.
  • Removed unused materials form item models
  • Fixed larry atmos and collector arms staying extended when resetting the network.
  • Fixed larry collector arm being movable when extended.
  • Removed un-used Materials, Animations and Avatars on structure Models.
  • Fixed Incorrect materials on AirConditioner, Autolathe, Autominer, Centrifuge, PackagingMachine and AirlockGate.
  • Fixed move audio playing when changing target index when larry arms are extended.
  • Removed unused materials from structure models.
  • Fixed Incorrect materials on CornerLocker, ElectronicsPrinter, Furnace, CombustionCentrifuge & Harvie.
  • Fixed some inconsistency around setting target index when larry arms are extended.
  • Fixed incorrect materials on SolarPanels, weather station, Printers, shutters and lockers.
  • Removed Unused materials from more structures.
  • Deleted some unused models.
  • Fixed Missing materials in character customisation scene.
  • Moved A large number of models and materials out of Resources folder.
  • Fixed some inconsistencies with larry 'moving' variable. Arms should now be correctly blocked from activating while moving.
  • Cleaned up larry dock base class. Removed concept of 'busy' and replaced it with IsMoving and a check for Activate.
  • Fixed missing textures on t1 printers, Interior door triangle and grow light.
  • Fixed Entity Decay timer runs when paused.
  • Fixed missing materials on Shutters, Hoppers, LArRE, Direct HeatExchangers, Smart canisters, Printer Mods, Pickaxe, Signs, Airlock Anim.
  • Fixed some Heavy cable colliders not large enough.
  • Fixed Some Saves not loading, this could also present as an error joining the world on a dedicated server.
  • Fixed TraderSave data with Invalid Id was not getting handled correctly on load.
  • Fixed FireExtinguisher throw NullReference Exception when quitting game.
  • Changed larry arm animation method to be two separate up and down animations. This will make checks about arm state and playing audio much simpler.
  • Fixed material missing material on grenade
  • Fixed added random seed to explosions so that they don't all look identical
  • Fixed collector larry sounds not stopping when turning off the dock.
  • Removed 'IsOperating' and 'Animating' properties from larry docks as they are covered by the new ArmState variable.
  • Fixed newly build docks not having their arm state set correctly.
  • Removed 'Operating' and 'Engaged' properties from atmos larry as these will be handled by ArmState.
  • Changed larre dock ArmState be saved as an XmlEnum rather than a byte.
  • Changed Atmospherics LArRe Internal Volume to 500L and made its Vent speed the same as Active Vent.
  • Added Atmospherics LArRE can now dock with passive Vents
  • Removed Incorrect Deprecated tag on Atmosphere.PressureGassesAndLiquids.
  • Added colliders to larry arms to stop player clipping through them.
  • Tweaked hydoponics larry arm collider size.
    * Fixed incorrect model for welding torch
  • Fixed cables not burning when attacked with a welding torch
  • Fixed Collector arm working at infinite distance when outside.
  • Changed LArRE Atmospherics and Collector arms Mode switch to only light up when arm is in active position.
  • Added Achievement for failing walls
  • Fixed walls not taking damage properly based on the pressure delta. Note: previously the amount of damage taken once over pressure was essentially a static range. Being very over pressure will result in wall failure much quicker.
  • Added Hurry Up Achievement
  • Fixed missing material on 45 degree reinforced solar panels
  • Added Oops Achievement
  • Added Aimee Does Not Understand Achievement
  • Added 1.21 Gigawatts Achievement
  • Added Tidy Achievement
  • Added Zzzt Achievement
  • Added Take a Load off Achievement
  • Added Jetpack Critical Achievement
  • Added Muffin Man Achievement
  • Added Mark Watney Achievements
  • Added It's Gonna Blow Achievement
  • Added Power Overwhelming Achievement
  • Added My Next Form Achievement
  • Added Furnace Apprentice, Journeyman, Master Achievements
  • Made sure linear rail network creation on load was consistent with other network types.
  • Added BlastOff Achievement
  • Added Cleared To Land Achievement.
  • Fixed Trader Time remaining would sometimes not count down.
  • Fixed Trader Time remaining could go into negatives.
  • Added CheckAchievementYouStillOpen.
  • Added 'Good Morning' achievement.
  • Fixed clear all achievements command not clearing the cache.
  • Added That'll be 3.50 achievement.
  • Added Achievement Gotta Grow Fast.
  • Fixed hurry up achievement not working correctly for all airlocks
  • Fixed HydroponicsTrader Plant Sampler Buy.
  • Added 'Welcome Aboard' achievement.
  • Tweaked 'Welcome Aboard' achievement slightly.
  • Added Achievement Medic!
  • Moved IsBatchMode check into AchievementsEnabled property.
  • Changed jetpack critical achievement to only fire when jetpack is on.
  • Changed GottaGrowFast Achievement to trigger upon opening plant genetics panel.
  • Added new brutal and hydration Achievements
  • Added Handling for Achievements that need to be calculated on Server
  • Added 'Brutal Legend' achievement.
  • Tweaked 'Brutal Legend' achievement slightly
  • Added LArRE dock recipes to electronics printer.
  • Updated achievements with a standard "precheck"
  • Added IsBrutal flag to StartConditionData. Changed 'Brutal Legend' achievement to use this rather than string comparison.
  • Added High Quality H2O achievement.
  • Fixed Trader achievements can trigger on load or on join.
  • Fixed PowerOverWhelming Achievement Completes on unfinished battery.
  • Fixed Structure achievements completing on game join or load.
  • Fixed TakeALoadOff, PowerOverWhelming & Tidy Achievements not working on clients.
  • Fixed ThatllBe350 Achievement does not run on client.
  • Fixed Achievement ItsGonnaBLow would fire on pipes being destroyed by liquids or ice.
  • Fixed Achievement ItsGonnaBlow could fire on game load or join.
  • Fixed Incorrect bool check on BrutalLegend achievement (would exit early if if IsBrutal was true)
  • Fixed 1.12Gigiwatts Achievement not firing on Clients.
  • Fixed A Bit Windy Achievement not firing on Clients.
  • Fixed JetpackCritical Achievement not firing on Clients.
  • Fixed ZZZt Achievement not firing on clients.
  • Moved GameState.Running check into the precheck method for achievements.
This patch is largely focused on improvements and bug fixing. Specifically, we wanted to address community feedback with the tutorials, but we also used the opportunity to investigate some longer standing issues. Additionally, new art was ready, so we added a new visual variant of the computer.

Tutorial Updates
We've made a load of tweaks to the tutorials based on observing first time players. These changes mainly involved wording changes, making use of more paint colours to specifically reference objects, and adjusting the layouts of the tutorials to help lead the player to the right location. We'll continue to tweak the existing tutorials as well as adding new tutorials where needed.



Quick Stow
We've moved the functionality of double click, now called smart stow, to its own binding. The double click functionality was interfering with other input making it feel slow and laggy. Instead of double clicking with the mouse you can now right click to achieve the exact same behaviour, and instead of double tapping 'F' you can now press 'G'. The grab action has now been remapped to 'H'. Of course, these are the defaults and can be rebound.

Less Restrictive Construction

Cables
A long standing, and frustrating bug, has been the inconsistent placement of cables in half constructed walls. This issue meant that while you could place cables down, you'd have to remove the wall to pull the cable back up again. We performed a pass on all the wall build states so cables are entirely accessible through half constructed walls.


Wall Mounted Devices
Wall mounted devices require support, however at some point a restriction was put on the placement of these devices that meant that every grid, up to four if you were placing on a corner, needed to be present. While this was an intentional change at the time it has long been a pain point, and we've decided that any support will do. This means that you can now freely place these devices on the edge of walls or frames.




Mystery Gasses
A pretty big bug with atmospherics has now been resolved. Deconstructing frames would sometimes lead to a global atmosphere gas mixture being created in its place. The related issue also caused rooms sealed with terrain to have similar issues. This dangerous gas from outside entering into your base was often catastrophic and frustrating for players. Base construction on Europa, Vulcan, and Venus should now be much more straight forward and intuitive.

Retro Computer Variant
This is exactly the same as the existing computer, except with a more 70s cabinet style.




Upcoming LARrE Changes
You may have noticed a large number of changes in the patch notes that refer to LARrE. These changes will not take affect in this update but are a work in progress for the next patch.



Patch Artwork



Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5137.23331

  • Fixed some small errors with the tutorial text
  • Added being able to place wall mounted devices on the edges of support.
  • Fixed Unable to deconstruct some cable types when they were on a half constructed wall.
  • Fixed trader selling silver in place of nickel on Vulcan and Venus
  • Removed the dust storm from tutorial 2 world setting.
  • Changed the colour of the generator and apc in tutorial2 to green, changed the colour of the hydroponics trays to blue.
  • Changed position of hydroponics trays in tutorial2 to discourage accidently trying to connect the gas input of the portables connector to the trays.
  • Changed The entry point to the 2nd stage of tutorial 2 to highlight the generator and APC.
  • Changed moved all tutorial2 data into the Tutorial2 xml file.
  • Fixed Tutorial2 go outside step could fail to complete if you hadn't closed you helmet.
  • Removed the dust storm from tutorial 2 world setting.
  • Changed the colour of the generator and apc in tutorial2 to green, changed the colour of the hydroponics trays to blue.
  • Changed position of hydroponics trays in tutorial2 to discourage accidently trying to connect the gas input of the portables connector to the trays.
  • Changed The entry point to the 2nd stage of tutorial 2 to highlight the generator and APC.
  • Removed Double mouse-click action. We concluded that the input latency issues caused by waiting to evaluate whether a click was a single or double press was not worth the utility. It was contributing to an overall feeling of sluggish-ness when interacting with the UI which added an additional un-necessary pain-point to an already challenging Interface for players to engage with.
  • Converted arc furnace to use animation components rather than unity animator. Functionality should be unchanged.
  • Moved some models into their appropriate folders.
  • Added first pass on new larry dock kits and models with added build states.
  • Added build states to larry docks and added docks to their respective kits.
  • Made larry arms collide with each other if they are on the same rail.
  • Added debug DrawWireCube function for editor use only.
  • Fixed Deconstructing a fully build frame would sometimes spawn a Global-Atmosphere gas mix at the frame's location.
  • Updated larry dock blueprints.
  • Removed unnecessary function setting first person helmet layers. This is now handled elsewhere.
  • Fixed linear rail station nodes blocking the default tooltip info from showing up.
  • Changed larry arm method of animating into a bypass node.
  • Removed linear rail placement restrictions for inner corner pieces. Will address placement issues if and when they come up.
  • Removed DoubleClickDelay from settings window.
  • Fixed RMB turns on/off Tool when in MouseControl mode.
  • Added Smart Stow will select the stowed slot in the inventory window if that window is open.
  • Changed Right-Mouse-Button replaces double click slot action. Moves item into active hand, or runs smart stow when right-clicking on a hand slot.
  • Added Smart Stow Key-bind (Default to G). This replaces Double Press F (Previously not able to be rebound). It will move the object in your active hand into the best available slot in your inventory.
  • Fixed issue where deconstructing a StructureGasTank or a Furnace would not spawn the internal atmosphere in the world
  • Updated some colliders on linear rail and dock kits.
  • Added linear rail bypass dock kit.
  • Updated linear rail bypass dock blueprint and thumbnails.
  • Added ThingCountCondition.
  • Added Build a Platform with frames step as the 1st Helper-hint.
  • Removed DoubleClick Delay slider from settings.
  • Added first pass on hydroponics larry functionality
  • Updated the behaviour of the Cancel keymap to also restore UI visibility if it had been hidden
  • Fixed Deleting frames with authoring tool could spawn GlobalAtmosphere in some cases.
  • Updated prefab names, blueprints and thumbnails for new larry docks and kits.
  • Removed old blueprints and thumbnails for larry docks and kits.
  • Moved get cell below larry arm functionality to a function on base class.
  • Changed RMB will no longer run a drag from slot command. This is no only done with LMB.
  • Tweaked blueprint material to make visibility better
  • Updated hydroponics larry behaviour. Hydroponics larry will be able to harvest, plant and clear as well as take and insert into chute bins. It will not be able to drop things onto the ground. It has two slots which will behave like a stack so you can harvest seeds and plants in the same pass. It can also harvest while holding seeds/plants and will merge into an existing held stack.
  • Fixed Arc Furnace so that losing power or having the player press the activate button will deactivate it without a delay
  • Added new retro computer variant in the computer kit
  • Made a few tweaks to hydroponics larry logic to improve clarity.
  • Added first pass on larry cargo arm. Cargo larry can take from and insert into slots on a device using the slot index set on the dial or set through logic.
  • Changed the atmos analyser to use the players position instead of the tablet position when finding the world atmosphere as sometimes it was misleading when the tablet was in a different grid, or potentially a different room than the player.
  • Fixed SmartStow did not close Blueprint cursor.
  • Fixed Reinforced Wall does not block light on completed build-state.
  • Fixed exception being thrown by the arc furnace after it has finished smelting. Ensured that cancelation token was used when the smelting thing became null.
  • Fixed Extreme ShadowCasting mode was causing dynamic Items to not cast shadows.
  • Fixed a bug where the helper hints panel was preventing tooltips from displaying on other UI overlay panels
  • Updated thumbnails for pressure regulator
  • Fixed typo in the description of the LogicSlotTypeOccupantHash
  • Added Null check to ThingRenderer.SetLayer. Possible cause of Helmet desync issue on client.
  • Fixed Cursor iPhysicals were getting registered.
  • Added First pass on CollectorArm behaviour. Collector Arm will vacuum up items when activated or shoot out the collected items depending on its mode.
  • Replaced small info screens on hydro, cargo and bypass larry docks to use device part prefab.
  • Added small info screen device part prefab.
  • Fixed null entry in computer kit
  • Changed Collector arm auto deactivates when full or given a move command.
  • Added Sounds to Collector Arm.
  • Added Sounds to Atmos arm.
  • Changed Atmos Arm and Collector arm can have their target index set while Operating. The move action will not execute until operating is false.
Tutorials were disabled after the phase change update due to many base breaking changes. Like with any work we do on the game, we have to judge the amount of work required vs the fun the players will have. Stationeers is notoriously a hard game to learn, and new players over the last few months haven't had anything to help them get started. We decided to try a new approach to tutorials, with a low technical overhead, to see if using a new style of guidance could help players in the first few hours of Stationeers.

The old tutorials would take weeks of work from multiple people to create each one, and then a large amount of work to update them as the game changed. This process was enormously costly, even before taking into account maintaining them.

The new system, along with the new design approach, will allow us to create a new tutorial in a very short time. We've started with three tutorials and will be rolling out new ones as they are created.

Helper Hints



Our new system to help guide players is called "Helper Hints". These exist to offer subtle guidance for what can become medium to long term projects for players. Like Stationpedia's F1 quick access, helper hints can easily be expanded and hidden by pressing F2. They can be disabled completely from the settings menu for players who don't want the guidance at all. Also, individual hints are expandable and collapsible, to reduce their visual footprint on the screen. You can also dismiss incomplete hints, in addition to un-dismissing already completed ones if you want to read the information again.

We've authored a few chains of hints that lead to player to making the basics of survival. The first hour has slightly more hints to help point players towards the key kits and devices of the game. Once the player has been introduced to a device, we believe that they'll experience the pros and cons that come along with building it, and the game will naturally progress from there. These hints should be seen as way to point you towards the game content, and not an objective quest you must do.

Tutorials



These new tutorials are meant to teach high level concepts, while avoiding focusing on the details of individual machines. Stationeers has too many devices that are necessary to play, and its impractical to cover them all. More importantly, until a player has experienced a problem first hand, it's difficult to teach them about all the possible solutions.

The new tutorials focus on a few abstract concepts such as room construction, inventory/slots, connecting devices, and moving air. The helper hint system is utilized to give instructions to players, in a very non hand-holdy way. The tutorials are short, yet slightly free form to ensure players really understand what they must do. We've kept the number of steps in each tutorial fairly low, meaning that if you need to start over, you'll quickly get back to where you were. An experienced player can complete these in 30-60 seconds.

With these simple concepts introduced to the player we hope that during a normal play session the loadout of the lander, combined with the default helper hints, should prevent players from being stuck with no idea where to go.

Tutorial History

Stationeers went through several types of tutorials, with the first being hard coded. These were often buggy and hard to maintain because the writer had to consider everything the player might do to change the state of the world they were tracking. In stationeers, there are many different ways to accomplish the same objective. Multiple iterations of a single tutorial level with this approach took weeks of time.

The next approach to tutorials involved generic events spread across the whole game. These were also somewhat hard to maintain, and their distributed nature cluttered up the project. Large reworks, such as the multiplayer refactor, phase change, or the rocket update, all broke large sections of this approach.

Somewhat separately, the tutorials created during this time, were very polished, and pretty looking; they even came with embedded video clips. This level of polish took months of time to accomplish. Unfortunately, they failed to teach players what to expect while actually in the game. They also suffered from utilizing unrealistic bases, and designs that didn't represent normal gameplay. Your grandmother could follow the very detailed steps, and not get 'stuck', but then have no idea how to start the game once left alone on the moon with a lander.

With our newest approach, we've taken a step back, and let go of the players hand. The things we're trying to teach are far simpler than before. Bases are made from walls and frames, things need to be connected, air exists and can be moved, etc. As much as we would love to try and teach every little nuance of the UI, tips and tricks of some devices, or time saving shortcuts, new player that are initially overwhelmed just aren't ready to hear them. You have to be able to build a small base before you'll appreciate lessons about pressure regulators, or want to know the pros and cons of multidimensional solar tracking.

We'll be looking for feedback to ensure this approach of teaching works for Stationeers. Our current goal with the tutorials is to give new players a better expectation of how they might play. If the reception to this style is positive, this system also allows us to easily create more specific tutorials that cover intermediate and advanced concepts in the game, in a much straightforward and maintainable way than in the past.


- Mason 'Timberfox' Henrickson, Design Director





Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5116.23239

  • Changed 'in room' objective condition to 'in cell'. Will check when a dynamic thing is in a grid cell.
  • Fixed water purifier not showing up in the "Used in" section of the stationpedia entry for Charcoal
  • Removed head torch from tutorial start conditions
  • Fixed OxygenTank would some-times not spawn on brutal start in Venus. This was due to spawnDatas positionRule defaulting to None when none was specified. Changed to default to Random.
  • Fixed new one way pipe valves having incorrect smart rotate setup.
  • Added missing recipe for astroloy sheets to autolathe
  • Fixed digital flip flop splitter from having quantity increment indefinitely when output is blocked
  • Fixed one way pipe valves placement cursor was one grid too high
  • Fixed Couldn't harvest switchgrass when a hay item was in hand.
  • Fixed Some plant interactions didn't complete on clients (harvest action would fail when a plant of the same type was already in hand)
  • Changed Spawn menu will always be available when playing in editor.
  • Added Expand Attribute to WorldObjectiveData, when true objective will autoExpand when triggered.
  • Added WorldObjectives will now collapse on completion.
  • Added spawn points to tutorial data.
  • Added tutorial spawn point object. Set to not spawnable for now as should only be used in tutorials.
  • Re-enabled helper hints and tutorial menu button.
  • Changed ExportWorld command will now put the spawndatas in a separate file. The spawnDatas will be correctly formatted.
  • Added Serialization Code for SpawnData, ThingSpanDatas and children and ActionDatas and Children.
  • Changed Tutorial2Starts with 50% nutrition and 75% hydration
  • Fixed Eat and Drink HelperHint doesn't complete in Tutorial2.
  • Added SurvivalPropertyAction and SurvivalPropertyCondition.
  • Changed the linear rail inner corner piece to occupy a single small grid rather than 2x2x1
  • Added a button on the LArRE dock to set it as the 'starting dock' which will set its station index to zero. Stations to the left will have negative indices and stations to the right, positive.
  • Allowed multiple LArRE docks on the same rail.
  • Allowed LArRE to travel backwards from the dock.
  • Fixed some NREs when removing docks from a linear rail network
  • Fixed infinite loop when connecting linear rails in a loop. Rails can be built in loops but larry will treat them as having a set start and end index and won't be able to move directly from the end to the start and vice-versa. This may change in future but for now is more important to avoid any possible infinite loop behaviour.
  • Fixed Incorrect autoignition Temperature on one-way valves.
  • Fixed Pipes placed adjacent to frames will not always radiate and convect with the world Atmosphere.
  • Fixed Incorrectly Authored colliders on lockers.
  • Added tablet step of tutorial2 can now be completed by looking at a pipe with the tablet.
  • Added Expand tags to Tutorial2 objectives.
  • Fixed All steps show at start of tutorial 2.
  • Changed notice condition to use a LocalizedStringReference. Updated tutorial objectives for new notice condition format.
  • Fixed ore scanner cartridge (colour) so that the colours displayed on the tablet match up with the colour of the ores when viewed with SensorLenses with the OreScanner chip
  • Removed unused NoticeCondition.
  • Replaced notice conditions with list of LocalizedStringReferences on objective.
  • Updated Visual dressing of Tutorial 1.
  • Removed old tutorial files.
  • Changed Tutorials default to Normal difficulty.
  • Removed Storm from tutorial1.
  • Made a few tweaks to tutorial 1 wording
  • Changed Structures no longer report worldchange checks on when game state is Joining.
  • Updated Tutorial1 with WorldAtmosphere RoomIds.
  • Added WorldAtmosphereSpawnData now Serializes RoomId and assigns it on game start (this avoids costly room regeneration step that could block the game-thread for several seconds on scenario start)
  • Changed ExportWorld command only saves Room Atmospheres.
  • Fixed default StartIndex on Iron wall kit was 4 (defaulted to window instead of IronwallVar1)
  • Small changes to tutorial 1 layout from design review.
  • Tweaked tutorial 2's text slightly and hid a few details from the auto generated text.
  • Re-exported tutorial 2 to have the new formatting
  • Added Completion pop-up at the end of tutorial.
  • Added popup Action. Pop-ups can be triggered from any completed WorldObjective
  • Changed Tutorial 1 button image
  • Fixed a bug where one-way liquid pipe valves would deconstruct into a gas valve kit
  • Added Summaries to Tutorial 1 and 2
  • Updated Structure build state tooltips to display while holding Sheets as well as Tools
  • Re-enabled HelperHints in worldSettings.
  • Updated tutorial 2 text. Removed tablet step.
  • Added Delay to Tutorial complete popup.
  • Fixed the formatting of tooltips when trading where the item had child items as well
  • Updated helper hint dismiss 'x' icon to a simpler graphic
  • Added is powered condition check to door in tutorial 2
  • Added handling for inner corner pieces. Inner corner pieces will override their neighbour rails arm positions as they are overlapping.
  • Removed hard coded grid bounds for larry dock.
  • Replaced thing names with stationpedia links in tutorial text where relevant.
  • Set base power usage of power tools to be 5
  • Fixed clients could not set starting dock for a linear rail network with multiple docks.
  • Changed wreckage names to all just be "Wreckage" as some objects were producing incorrectly named wreckage pieces. Also cleaned up some pointless placeholder text descriptions for a number of Stationpedia entries
  • Added setting to toggle the display of the Helper Hints panel
  • Set inner and outer corner linear rails to spawnable.
  • Updated linear rail inner corner piece placement rules. Will now only be placeable next to straight pieces.
  • Made finishing the room step in tutorial 1 more forgiving on minimum room size.
  • Added another hydroponics tray to tutorial 2 to make the connect the trays step less confusing.
  • Extended Gas Condition to support pipe Networks.
  • Fixed child conditions not being applied correctly in some cases for ThingPrefabCondition and NetworkCondition.
  • Fixed WorldAtmosphereSpawnData was not applying serialized rooms if they were a vacuum.
  • Added Tutorial 3 for teaching basic atmospherics interaction.
  • Removed Find another tank step in tutorial3
  • Fixed Spelling error in Tutorial3
  • Updated button image for tutorial 3
  • Added missing image for tutorial 3
  • Minor changes to tutorial3 text
  • Changed Tutorial3 to start with full toolbelt.
  • Fixed some minor grammatical errors
  • Fixed issue with Tutorial3 where the tutorial HelperHints were showing "{Thing: ItemSuitHardBackpack}"
  • Removed Pressure Regulator step from tutorial3 and replaced with a valve.
  • Changed Some steps in Tutorial 3 and reworked some wording.
  • Fixed Short shadowdistance of wall lights
  • Tweaked tutorial 3 text slightly.
  • Fixed respawn prompt showing up for clients when falling asleep in a sleeper.
  • Changed the minimum charge value for a selling a battery to a trader from 100% to 99%
  • Added Time Attribute to Worldobjective. Objective will need to evaluate as true for the supplied time before it will be completed.
  • Added CursorThingCondition.
  • Further Text revisions to Tutorial3.
  • Fixed Several errors in tutorial3 text.
  • Made a few tweaks to tutorial 3 text
  • Moved tutorial 1 and 2 objective headings to english.xml
  • Changed HelperHints that are triggered by an objective complete condition will wait 1.5seconds before activating.
  • Added Sounds to HelperHints.
  • Fixed issue with traders where some food items could be sold at a quantity less than 100%
  • Changed Moved portables connector into the corner of room in tutorial3 to make connecting easier.
  • Fixed Incorrect Thumbnail colour on cursor for painted items when dragging from the world.
  • Added HelperHints that have no completion conditions will complete when dismissed.
  • Fixed Some HelperHints were not being triggered due to prefabHashes of trigger objects not being registered.
  • Fixed Some banding on Medium shadow quality setting.
  • Added Dismiss to Acknowledge Notices to WorldObjectives that have no completion condition.
  • Fixed Confusing text in Plants need darkness helper hint.
  • Fixed Duplicate text in Refill water bottle helper hint.
  • Fixed Cooked Baked Potato helper hint would trigger as soon as a potato was planted. Now triggers when potato is harvested.
  • Added ability for docks and bypass rails to shift arm off the main rail track.
  • Added first pass on new LArRE docks.
  • Reverted Changes from rev22741 and rev22742. The issue that this change was attempting to fix has been resolved at the serialization step instead of in the assignment UI.
  • Fixed Exterior Vent and door buttons would become greyed out upon assigning interior door/vent in airlock consoles.
  • Cleaned up larry dock code a bit and moved some linear rail shared behaviour into a base rail class.
  • Added linear rail bypass node. When an arm is on this node, calling activate on its dock will shift it off the main rail.
  • Moved larry dock and bypass rail into a base class for rail devices.
  • Fixed Alternate completion condition for GrowPlantsForOxygenAndFood hint was not hidden.
  • Fixed Unit error in PressureCondition Tooltip.
  • Fixed parsing error in WorldObjectiveCanistersInfo HelperHint.
  • Added AcknowledgeAndDismiss Notice to AdvancedMining HelperHint.
  • Fixed TierTwoMachinesPart2 HelperHint would not complete in certain cases.
  • Fixed Hid Stacker (Reversed) condition check in Stacker HelperHint tooltip.
  • Fixed Nested ConditionCollections would not display in HelperHints.
  • Fixed Missing pipe-meter regression in tutorial 3.
  • Fixed HelperHint sounds play when helper hints are disabled.
  • Improved Tutorial2EatFood text and tutorial2DragTank text for improved clarity.
  • Fixed Tutorial1 would not complete if the final room was larger than 18grids, can now be up to 21 grids.
  • Fixed Tutorial1PlaceDoorCondition could be completed by placing a door in the incorrect spot.
  • Added Addition Information to Tutorial1CompleteFrame Condition.
  • Added Can now place any type of iron wall to complete Tutorial1PlaceWall & TutorialCompleteWall Condition.
  • Fixed ObjectiveConditionCollection did not support NetworkConditions, TraderConditions, CursorThingCondition.
  • Fixed Sometimes new HelperHint sounds doesn't play.
  • Tweaked timings on time conditions for tutorial3
  • Changed name of Kit (Power Controller) to Kit (Area Power Controller)
  • Changed Standardised Tablet cartridge names i.e. AtmosAnalyser -> Cartridge (Atmos Analyser).
  • Changed Tutorial HelperHints will auto-dismiss on completion.
  • Fixed a bug where dropping ore into a mining pack wouldn't merge the ore even though stacks with sufficient space were available
  • Fixed first person helmet showing incorrectly when exiting a seat.
  • Added Auto Expand to the helper hints. By default all helper hints will expand but this can be turned off by unchecking the option on the helper hints panel
This hotfix adds the recipe for Astroloy sheets to the Autolathe, fixes some issues with plant interactions, and fixes the oxygen tank sometimes not spawning on Venus.

Changelog v0.2.4945.22690

  • Fixed Some plant interactions didn't complete on clients (harvest action would fail when a plant of the same type was already in hand)
  • Fixed Couldn't harvest switchgrass when a hay item was in hand.
  • Fixed one way pipe valves placement cursor was one grid too high
  • Fixed digital flip flop splitter from having quantity increment indefinitely when output is blocked
  • Added missing recipe for astroloy sheets to autolathe
  • Fixed new one way pipe valves having incorrect smart rotate setup.
  • Fixed OxygenTank would some-times not spawn on brutal start in Venus. This was due to spawnDatas positionRule defaulting to None when none was specified. Changed to default to Random.
  • Fixed water purifier not showing up in the "Used in" section of the Stationpedia entry for Charcoal
We have multiple smaller additions to the game this week, while we polish the larger upcoming work we've done on tutorials and additional LArRE mechanics.

Reinforced Walls

Joining the reinforced window, there is now a reinforced wall, and both now exist on the reinforced wall kit. To make them more practical in dangerous areas, such as rocket silos and furnace rooms, the pressure they can withstand has been increased significantly. The new reinforced wall can withstand a pressure of 10 MPa, and the reinforced window has been increased from 1 MPa to 8 MPa. The wall damage rate is not just a linear interpolation of the over pressure amount, but instead it is related to the percentage of over pressure. This means these walls should give you a fair amount of (literal) extra breathing room while your based explodes around it.





Window Shutter Wall

The new window shutters were designed in a way to act like a network, without using cables, so players could have clean looking windows. However, this came at the cost of not being able to effectively transmit the open/close data over long distances. We've added a new window shutter variant that now looks more like a wall, to allow shutter controllers to be located further away from the window shutters they control.





One Way Valve

The previous one way valve, while very useful, could not be turned off. This made the emptying or the maintenance of systems unnecessarily complex, with players often having to use regular valves before or after the one way valve. The old valve in existing saves will remain in place, until replaced by rebuilding.





LArRE Door

While new LArRE arms, and track pieces are still in development, we have created a sealable door that can be released now. He comfortably passes through it when open, allowing for the traversal of multiple environments via airlocks.





A New Name

Due to overwhelming feedback, coming in day and night, the device formerly known as "LARrE" will hence be written as "LArRE", short for (L)inear (Ar)ticulated (R)ail (E)ntity. This is still pronounced as "Larry".


Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5085.23101
Included in these changelogs are a large amount of changes related to a new helper hint system, Tutorials, and Larre improvements that are not yet finished or exposed in this build.


  • Added missing closing bracket on good food quality description
  • Removed unused material Depth.mat
  • Fixed publish save button not working.
  • Fixed a number of inconsistent render and shadow draw distances on structures and items.
  • Added Extreme Shadows setting with increases the overall draw distance of shadows.
  • Updated Shadows Quality setting to also effect shadow render distances. (previously shadows would pop in and out at low to medium distance). Now shadows will draw much further away for small items on the High and Extreme settings.
  • Added RenderDistance Setting. This allows for much further render distances if player's Hardware allows. The current render distance value is equal to the new "Low" Setting with Medium, High and Extreme settings allowing for increasingly further rendering of structures.
  • Added basic furnace (art asset)
  • Added kit for basic furnace (art asset)
  • Fixed bug where certain LARrE placements would cause it to not detect the object below it correctly
  • Fixed incorrect tooltip text when hovering over an occupied planter with a tool or non-plant stackable in hand.
  • Fixed Error when changing shadow settings and then exiting to main menu.
  • Fixed RefreshRate and and Anti-aliasing settings were not being applied on application launch.
  • Fixed LanderCapsule Door in main menu scene was being registered to the world in error causing the 4 grids at 0,0,0 to be blocked.
  • Fixed a bug where tooltips for status icons would remain visible after the icon was no longer displayed
  • Fixed CompositeWindowShutter glass blocks sun lense-flare effect.
  • Added reinforced wall (art asset)
  • Fixed Resolution dropdown was not updated when reverting to default settings on video settings page.
  • Fixed clients not being able to pick up loose ore by using a mining drill
  • Fixed mining belts not merging loose ore into matching stacks
  • Fixed a bug where pressing ESC with an open code editor that was paused would unintentionally close the window.
  • Fixed Chute Export bin throws errors when powered with no chute connected.
  • Refactored how LArRE's movement works to handle vertical cornering.
  • Added vertical corners to linear rail.
  • Added thumbnails for linear rail vertical corner pieces.
  • Renamed SlotId to SlotIndex
  • Added Constructors for generating a ThingSpawnData from an existing Thing in the world.
  • Added BuildStateAction and extended other actions to support structures.
  • Added ExportWorld Command args: Id(string),isTutorial(boolean).
  • Refactored behaviour from DynamicSpawnData into new abstract parent class ThingSpawnData and added StructureSpawnData to support spawning of structures on a new world creation.
  • Added Interim Commit of ExportWorld Tool. Currently exports the world to a NEW world setting in the local streamingAssets/Data folder. It will save Structures and dynamic things as spawnDatas that will be spawned on starting the world. This uses the startconditions data framework to serialize the world and is much more lossy than the existing save-game system. It only saves Data that is captured by the existing ActionData types in ThingSpawnData (i.e setting values on logic chips are not saved but open/closed, on/off states will be). Pending: Serialization world atmospheres and network atmospheres.
  • Fixed NRE's when loading old saves due to rev.23041
  • Refactored ActionData Evaluate function to take in a Generic Type of IEvaluable.
  • Added ExportWorld Tool now saves WorldAtmospheres, Network Atmospheres and InputSetting, OutputSetting and Setting values of devices.
  • Added LogicValueAction for setting a logic value via SpawnData.
  • Fixed a bug with Access Cards where certain access values weren't properly being sent over the network.
  • Fixed a bug on the phase change diagram where "Infinity" was displayed in the system language; It now uses the language chosen from the game settings.
  • Added new pieces for robot arm. (horizontal rail pieces and door) (art asset)
  • Fixed the OGRE activate button highlight box display size
  • Fixed missing slot hash on portables connector
  • Added (WIP) first two tutorial levels and their start conditions and helper hints.
  • Updated cable network condition to consider all connected devices rather than just devices connected by data.
  • Added NoticeCondition for helper hints to display info text as a separate bullet.
  • Added removed world objectives back to worldsettings.xml.
  • Re-enabled helper hints window in base scene.
  • Updated tutorial names in the tutorial menu.
  • Made a few tweaks to tutorial 1's structures and atmospheres
  • removed ItemKitSensor recipe from PipeBender.xml
  • Changed ItemKitSensor recipe in electronics.xml to take 10 seconds and cost 500 energy
  • Added reinforced wall to Kit (Reinforced Walls). This will have a max pressure delta of 10MPa.
  • Renamed reinforced Kit (Reinforced Windows) to Kit (Reinforced Walls).
  • Fixed Horizontal mining drill bouncing issue when at dock
  • Fixed Volumetric light setting not showing properly in the settings panel
  • Added window shutter connector. The shutter connector will allow the connecting of window shutters via a piece that functions more like a wall.
  • Updated some incorrect thumbnails for regular valves.
  • Replaced one way valves with new variant which has a lever.
  • Added broken reinforced wall. (art asset)
  • Added liquid one way valve (art asset)
  • Deleted water one way valve (art asset)
  • Added liquid one way valve (art asset)
  • Changed reinforced windows max pressure delta from 1MPa to 8MPa.
  • Updated one way liquid valve mesh and thumbnails.
  • Updated basic valve names in stationpedia to be more consistent with other devices.
  • Added broken build state for reinforced wall.
  • Fixed smart rotate not working on window shutter controller.
  • Added first pass on Linear Rail Door
  • Made a few tweaks to linear rail door. Added animations and ability to open with crowbar.
  • Updated reinforced wall kit to required astroloy instead of steel
  • Changed reinforced wall to require astroloy sheets for its final build state
  • Added broken state for Larre door (art asset)
  • Tweaked blocking grids for linear rail straight and corner pieces. Will now block only its own grid square.
  • Fixed Fridge button being the wrong colour when off
  • Added ability for helper hints to ignore pre-spawned things.
  • Added 'thing in room' condition check for helper hints.
  • Fixed scanner lenses effects saying active when you die. Moved entity OnStateChange into Human as it was only applicable to humans.

A New System

The Stationeers team often plans updates around polishing and iterating on features and systems that either need the most amount of work to be fun, or conversely, the most fun systems that can be expanded to have even more gameplay. Well, today is an example of us adding a cool new feature, that wasn't explicitly required, but fits the game well by allowing cool new structure system that can interact with other aspects of the game.



LARrE, the Linear Articulated Rail Entity is a track mounted robotic arm. The arm moves from its dock along placed tracks towards station track pieces, which are addressable by their index. When activated, it behaves just like a Harvie, picking up, or putting down an item, or for plants, harvesting fruit, or seeds, and clearing the crop if it's not harvest able. Other than planter trays, LARrE is currently only allowed to place items into import chute bins, and he can take items from the new export chute bins.

In the future we may add other robotic arms to this system. Things we've discussed include allowing arms to place canisters into refill stations, or use water bottle fillers, or arm variants that can activate buttons, or read logic from nearby devices. Also allowing an arm to read genetic plant data, use appliances like microwaves and giving LARrE a Harvie-like emotive face have also been discussed




Export Chute Bin

We've added a new chute bin, the Export Chute Bin, to allow items leaving chute networks to be slightly more controllable to players (and LARrE). In the process we've also renamed the existing Chute Bin to Chute Import Bin.




Workshop LARrE example

We've also uploaded a level to the workshop with a LARrE setup. It has an IC which demonstrates using the stack to pair plant tray device references with their station index.

https://steamcommunity.com/sharedfiles/filedetails/?id=3284424035


Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/


Included in these changelogs are a large amount of changes related to a new helper hint system that is not yet live in this build.

Change Log v0.2.5064.23017

  • Fixed possible null ref when saving SpawnActionData if the passed in player variable is null
  • Fixed bug where you could exit the lander before the door opens. Will not unlock just after the door pops off.
  • Updated burnt heavy cable model. Now, it looks more obviously burnt
  • Fixed plants being offset from their trays when far from origin. Also fixed plant sway speed being super fast when far from origin.
  • Fixed capsule's mesh overlapping problem between net and interior wall again.
  • Fixed lander capsule header in start conditions screen was showing up even if no lander is present such as in the asteroid map.
  • Fixed a bug on new world creation where some items would spawn with an incorrect custom name
  • Fixed spray gun lever animation speed was too slow
  • Fixed spawning items into slots with spawndata could cause errors if the slot location was unset.
  • Added Mods published via workshop menu will receive a default thumbnail if none is supplied (previously publish action would fail without providing any feedback as to cause of failure)
  • Added ProgressBar to Workshop publish action.
  • Fixed Jetpack keeps using gas when moving into a room when playing on a no-gravity world (Asteroids).
  • Refactored SpaceMapData and SpaceMapNodeData to inherit from DataCollection base class and Initialise in the same way.
  • Changed SpaceMaps are no longer required to be authored inside worldSettingData. They are now inside the base gamedata and worlds can subcribe to a spaceMap in a similar style to start conditions.
  • Added Prefab command (for running spawnPrefabs validation scripts).
  • Updated exceptions thrown by custom spawndata to identify when a prefab has an unsupported colour applied
  • Added WorldObjectives.xml containing draft WorldObjectivesData for building helper hints.
  • Fixed bug where you would respawn in a lander after dying and waiting for your body to decay
  • Refactored TradeCondition to Evaluate a Generic Type, renamed to ConditionData. ConditionData can now be extended to support WorldObjective Conditions.
  • Fixed Water Replenishment Trader buy would never evaluate as true.
  • Made clients not call WaitForDecay when a character dies.
  • Fixed decay timers being reset on load. Entities will now save their current decay time.
  • Made a few tweaks around bodies decaying. Now the first five human bodies will decay much slower. Subsequent bodies will decay at normal speed for performance reasons. If you take all the inventory items off a body, this will cause it to decay at normal speed.
  • Fixed DynamicSkeleton not calling base physics update which meant its positions for clients could be incorrect.
  • Fixed loaded control settings values not being reflected in the settings menu when restarting
  • Fixed flare gun not having the correct thumbnail when painted
  • Fixed LogicDial behaviour to fit with the behaviour of other dials in the game
  • Added InteractableCondition and ThingPrefabCondition classes.
  • Added Classes for WorldObjective and WorldObjectiveCollection with hooks for evaluation and added to gameData
  • Added Interactable Lookup to Thing (Keyed by InteractableType).
  • Added WorldObjectiveCollections to WorldSettingData.
  • Moved Data Condition child classes into their own files.
  • Fixed world objectives not initializing their conditions and triggers
  • Added BuildStateCondition.cs
  • Added ReagentCondition.cs
  • Added first pass on evaluating objective conditions. Actual evaluation call is commented out for now.
  • Added LogicCondition for WorldObjectives.
  • Added Profiler tags for HerlperHints evaluate Loop and added Lazy evaluate function for AB testing.
  • Added Tooltip method to WorldObjective.cs
  • Added saving and loading functionality for world objectives
  • Added PartialPressure option to GasCondition.
  • Fixed WorldObjectiveState Not having correct data pointer when created.
  • Added Data for Stations, Concepts and Trading Trees to WorldObjectives.xml
  • Added Room Atmosphere caching job. Each room now caches a read-only copy of its aggregate atmosphere data.
  • Updated GasCondition to handle PartialPressure and evaluate Rooms.
  • Added Room Condition
  • Added PressureCondition
  • Moved SEPERATOR constant to base class ConditionData.cs.
  • Added prototype improved harvie system. Is not currently included in the world manager and is subject to change.
  • Added ObjectiveCompleteCondition.
  • Cleaned up serialization logic for WorldObjectiveStates inline with project standards and implemented syncing to clients.
  • Refactored WorldObjectiveState to be Ireferencable.
  • Added PlantRecordCondition and PlantStatusCondition
  • Added PlayerCondition, GrowthStateCondition and TemperatureComparableCondition.
  • Added generic EnumReference class.
  • Hooked up triggered and completed variables on objective state - objectives should now appear and complete correctly
  • Fixed thing list being passed to world objective evaluation was sometimes incorrect
  • Cleaned up WorldObjectiveState collections initialisation.
  • Moved a number of classes out of ConditionData.cs into their own files.
  • Fixed ViewModel game for Helperhints not populated when loading
  • Fixed GasConditions not working for Rooms
  • Added AsString() overloads to GameString that take in a Stringbuilder.
  • Added background to helper hints panel. Made panel resize as you clear off items so as not to block other in-world raycasts.
  • Tweaked prototype harvie mesh
  • Enabled HelperHints on clients.
  • Fixed HelperHints will Initialize correctly on legacy saves.
  • Updated objectives panel background sprite
  • Fixed room objective sub-conditions not being appended to the hint text
  • Tweaked objectives layout slightly
  • Added more natural sounding text for the most common interactable conditions on the objectives panel.
  • Changed completed objectives have only their title crossed out rather than the entire text block.
  • Added ThingPrefabCondition can now be declared as a child of NetworkCondition (i.e check if these things exist together on a network of type)
  • Added MachineTier Attribute to BuildStateCondition.
  • Added NetworkCondition, SizeCondition and TraderContactCondition.
  • Adding Trading WorldObjective Tree to Mars WorldSetting.
  • Added hidden attribute to areaPowercontoller reversed Condition in BuildAndPowerAutolathe Objective.
  • Wording changed to OnOff interactable condition hints.
  • Added ConditionData and conditionDataCollections with the Hidden Attribute will not show in the helperHints.
  • Fixed room conditions evaluating false when the condition room type is unset but the room has a set type. Previously unset room type conditions would default to 'none'. Now they will default to 'undefined'. Undefined means the condition will accept any room type. Default means the room must be a default room.
  • Added an 'undefined' room type and renamed 'none' to 'default'. (These were not being used in many place and are not saved anywhere so felt it was safe to do so).
  • Split first build autolathe objective into a power objective and an autolathe objective.
  • Added if a ConditionCollection only has one visible child element the condition compare header will not show.
  • Changed Power world objective to require building of solid-fuel generator.
  • Fixed StartConditions using HardCoded GameString references. Modders will be able to localise any Names and Descriptions in start conditions by adding <Record> elements to the <Interface> Element in the language xml.
  • Added WorldObjective strings to localisation
  • Added WorldObjectives now have an optional info element that will show when the item is expanded.
  • Added some additional info fields to some helper hints.
  • Fixed Centrifuge hint not getting triggered.
  • Fixed Helper-hints with no completion objectives would get crossed off immediately.
  • Added Support for stationpedia links in Localised Info text of helper hints.
  • Enabled HelperHints on Moon.
  • Added expand and collapse button to helper hints panel
  • Added helper hints panel into base scene
  • Improved wording of room size condition.
  • Added Concepts HelperHits Tree.
  • Added CustomNameCondition.
  • Changed Helper hints text tweaks for better legibility.
  • Added CablesBurn and smelt Ice helper hints.
  • Fixed Clients dismissing HelperHints would not propagate back to server.
  • Moved EvaluateObjectives into ServerTick
  • Changed BuildState Condition Tooltip text from "Must be completed" to "Must be fully constructed"
  • Tweaked helper hint panel position and toggle button to be similar to the stationpedia button on the top left
  • Added a new keybind for toggling helper hints (F2). The toggle ui default keybind will now be keypad * instead of F2. Renamed the toggle ui keybind to 'toggle ui visibility' to avoid conflicts from saved keybinds.
  • Updated helper hints button icon
  • Fixed Keep offline plyers alive objective would not complete if you placed left or right variant of sleeper.
  • Added separate entries in HelperhintsManager._IEvaluablesByType lookup for each network type (previously grouped all structure networks together which meant the Network conditions were slow to evaluate.
  • Optimised HelperHints Evaluation loop, adding separate collections for trigger objects and condition objects, reducing the total number of objects evaluated in each step.
  • Fixed prototype harvey not animating correctly for clients
  • Added HelperHints Command for helper hints debugging
  • Fixed Rockets that had their Target position set via logic during the final frames of the Landing animation step would explode.
  • Added dismiss all and show dismissed buttons to helper hints panel (wip)
  • Hooked up helper hint button logic and renamed the 'dismiss all' button to 'dismiss completed'
  • Added Altitude Logic Value to Rocket Avionics.
  • Changed dial control back to initial version
  • Changed HelperHints now only build string and apply to TMP instance when Dirty.
  • Added Labeller can now set Mode and Setting Values on Logic dial.
  • Changed ISettable to take in any logicType (It will default to Setting).
  • Removed mode from rail harvey. Will now perform actions contextually. Allowed rail harvey to apply fertilizer and clear plants.
  • Fixed incorrect name for capsule door wreckage
  • Updated rail harvey's dock mesh to remove mode switch. Added basic corner rail piece.
  • Added some unique HelperHints for Vulcan.
  • Fixed PressureCondition not working correctly when value was set to zero.
  • Fixed Pressure, Mole and Gas Conditions not always working with rooms.
  • Fixed PressureCondition Unit error in tooltip.
  • Fixed insulated canister storage could not be put inside a CardboardBox.
  • Changed Disposable carboard packages now insulate their items.
  • Changed Portable Generator fuel canister now spawns inside an insulated canister storage.
  • Added PortableAC Package to Survival supplies starting crate.
  • Tweaked rail harvey movement to allow the use of non-junction straight pieces
  • Made rail harvey arm rotate in the direction of its current rail
  • Updated chute export bin to animate when importing an object
  • Added chute export bin to the standard chute kit
  • Added thumbnails for rail harvey components.
  • Committed scene worldmanager changes as the scene was out of sync with the prefab
  • Set rail harvey kit to not spawnable and updated its paintable material
  • Set rail harvey components to spawnable
  • Tweaked rail harvey rotation around corners to avoid clipping when close to walls or frames
  • Fixed Incorrect tooltip in mining charge.
  • Minor changes to Autoland tooltip in Rocket UI to improve legibility. Changed name of "Optimal" Land Altitude to "Low".
  • Updated rail harvey name and description in english.xml
  • Added Sheets and cable coils now show on your screen when in the active hand (like tools).
  • Fixed LARrE dock placement cursor being inaccurate.
  • Added end cap to left side of LARrE dock to make it more clear you can't connect rails to that end.
  • Renamed Chute Bin to Chute Import Bin
  • Added Robot Arm rails now allow pipes and cables to be placed in the same grid if the open ends of both items are in different grids (in the same way that pipes and cables are able to be in the same grid)
  • Fixed some objects not being set as paintable if they spawn disabled.
  • Made LARrE drop held items on the ground if you activate while holding something but find no device built underneath.
  • Split LARrE components into a specific LARrE kit and a more general Linear Rail kit.
  • Added recipes for LARrE to electronics printer.
  • Updated meshes and thumbnails for linear rail kit and LARrE kit.
  • Updated max stack sizes for linear rail and LARrE kits.
  • Fixed Robot arm could add and remove items from closed bins
  • Changed ChuteExportBin will now close unless there is something in its bin slot.
  • Fixed KitLinearRail had 150sec build time, changed to 5sec.
  • Added Placeholder sounds to robot arm animation.
  • Added Plant,Clear and Harvest sounds to robot arm.
  • Fixed Many SmallGrid objects not blocking rails (due to incorrect SmallGridCollisionType).
  • Added RobotArm animation sound.
  • Fixed LARrE sounds not turning off when error-ed or switched off.
  • Fixed Broken gas canisters did not mix with the environment
  • Fixed Destroyed gas canisters didn't have their broken state serialized.
  • Changed reduced volume and radius of robot arm sound
  • Fixed error when trying to set diode slide scale to nan
  • Fixed Harvest sound playing when trying to harvest plant that isn't fully grown.
  • Fixed could not add fertiliser to hydroponics tray.
  • Fixed a number of issues with sounds not playing (or playing in the wrong location) when planting, clearing and harvesting plants.
  • Removed some unused depth cutouts on a few devices
  • Updated main menu scene to include landing capsule and remove rovers
Starting Gear Selection

Continuing off the work of the last few patches that have updated the basic survival and starting aspects of Stationeers, we've created a new flow to world creation, where you get to select and see what starting conditions your new world will have. We see this as a distinctly different choice over the general difficulty, that largely influences the first dozen hours of your gameplay.



This new screen not only lets you choose, but also shows the gear in a straight forward and not overwhelming manner. Hovering over the lander crates will show you all nested information as a tool tip, but for more complex containers, you can expand them to better investigate their contents.

Mod-ability and steam workshop support was a focus from the start. Any workshop starting conditions subscribed to will automatically appear in the selection window. This applies to any difficulty mods too. The intent of this is for these 'simple' mods to be more safe and straightforward for people to enable, disable, and use, when compared against more complex mods which can often require much more fiddling.

We've also finally got the player starting gear and respawns moved into this system, which has allowed us to have the player enter their world in a more physical way. The standard starts now place the player inside a falling landing capsule, which comes with its own emergency supplies per player. This allows multiplayer servers to scale better with more players, as they by default, bring some of their own water and food.



You can read more about some of our previous game start changes here:
https://store.steampowered.com/news/app/544550/view/4159715736504607728



Brutal Starts

While we want to leave a lot of the different playstyle choices up to players and modders, we felt that a really minimalist "brutal start" play style made sense for us to offer to all players. Brutal Starting conditions embrace all the problem solving that Stationeers's gameplay creates. They represent you crash landing on a planet, with next to no gear. These starts give virtually no guidance, nor extra building components, and players pick the priority of every little aspect of getting their first base up and running.





Composite Window Shutters

The previous window shutter acted more like a door than a window, was impractical to easily add to a base, and had perpendicular data connections that made any form of automation a very ugly.

The new window shutter places like a wall, so it can be built on top of existing windows. Instead of having to wire each window shutter, a new window shutter controller panel can be placed and wired, to act as a single point of control for an array of shutters. The controller logic will jump between adjacent shutter, and set them to the same state of the controller whenever open/closed is changed.




Patch Artwork




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.5025.22811

  • Tweaked lander capsule triggers for popping off the door.
  • Updated several IExitable prefabs to ensure their camera points were correctly set. Chairs will no longer update every physics tick.
  • Fixed players spawning in slots could sometimes have an incorrectly offset camera. Have moved logic which handles camera position out of every IExitable and instead put it in Entity.
  • Tentative fix for dropped dynamic things flying off in random directions.
  • Fixed laptop blueprint was incorrectly rotated.
  • Fixed Issue with liquid evaporation where a liquid could rise above its maximum liquid temperature but would not evaporate. Now liquids that are heated above their maximum liquid temperature will boil off quickly.
  • Changed PortableAC. Now requires coolant to be supplied via a liquid canister. In cooling mode the AC will move heat from the world to the coolant canister, Efficiency will decrease if the canister is hotter than the operating environment. In heating mode the AC will move heat from the coolant Canister to the world. If the coolant freezes or their is no coolant, the AC will use its built in electric heater instead. If the coolant canister pressure rises above 4Mpa the excess gas will be moved into the AC's internal atmosphere. Opening the AC using the lever will dump the internal waste gas into the world. If the Ac is connected to a portables connector the waste gas will mix into the connected pipe network.
  • Fixed a bug where the IC code editor window would still receive certain keyboard inputs when helper window search fields had focus
  • Updated help key to allow opening stationpedia while editing IC code
  • Fixed MoveToWorld setting local players root transform rotation. For the local player this should be zero and the rotation will be set on another child transform driven by the camera.
  • Fixed ProcessUpdateTransform method was calling move to world for the local player. This should only be affecting other players as the local player will handle this themself.
  • Fixed look direction can be incorrect when your character exits slots.
  • Fixed clients not correctly exiting slots when other players pull them out.
  • Disallowed the use of the words "backup", "saves" and "autosave" in save file names. Using these words in saves can cause various issues when loading the save file list. Previous saves will be unaffected.
  • Fixed furnace import bin being active while the furnace isn't fully built
  • Updated the behaviour of Rocket AutoLand - toggling it off will now shut off all engines and reset the throttle to max
  • Updated Rocket IC housing to use less power - it now uses 5w instead of 50
  • Updated the behaviour of AutoShutoff in the Rocket UI to leave any IC housing powered on
  • Fixed objects having the wrong rotation when being precision placed
  • Made lander capsules always be sent to clients at the top of the NewToSend list as they must exist before players so players can be inserted into them.
  • Added handling of saving and loading of delayed spawn actions such as popping off the lander capsule door.
  • Added first pass on lander capsule which players will spawn in the first time they join a world. After spawning in, the door will auto pop off but can also be manually popped off if needed.
  • Added Start Condition Wrapper Data class for selected start conditions on new game. Valid Start conditions for the world are defined on worldsettings.xml.
  • Added Brutal Start condition. A single crate with the bare minimum needed for survival.
  • Added 1st pass of start condition selection screen.
  • Added WIP Start condition UI for showing contents of start condition.
  • Updated start screen crate contents tooltips to show reduced contents depth
  • Added Passive vent can be upgraded to insulated passive vent with Adhesive Insulation.
  • Fixed KeyBinds being able to change the FOV of the camera in the menu
  • Added internal storage slots for lander capsule
  • Tweaked slots on lander capsule
  • Added WindTurbine to Europa Brutal Start conditions.
  • Disabled raycast target on several components of ui prefabs which were causing spam of ui hover sounds
  • Fixed WorldManager Changes not applied in scene.
  • Removed Window Shutter from Stationpedia.
  • Added Composite WindowShutterController and Composite Window Shutter to Kit (CompositeWindowShutter) and removed the old window shutter.
  • Renamed Kit (Window Shutter) to Kit (Composite Window Shutter).
  • Added Composite Window Shutter Controller. This is a wall like piece that has logic and power connections. It is able to control the open/close function of all connected window shutter pieces.
  • Added Composite Window Shutter. These are a networked set of Windows with shutters. The shutter can be open and closed manually and a group of connected windows can have their shutters closed via a Window Shutter Controller.
  • Recreated the world info prefab
  • Made start conditions list items a little smaller
  • Added a water bottle box and cereal bar box to the slots in the lander capsule.
  • Changed Max Temperature of Portable AC to 50degreesC from 30degreesC.
  • Changed Kit (Window Shutter) recipe to 2 Steel 1 Solder.
  • Added optional WorldInject Element to StartConditionData. This Allows Modders to specify which Worlds they want their start condition to be available on. i.e <WorldInject Operator="Any"> <World Id="Mars"/> <World Id="Moon"/> </WorldInject>
  • Changed Replaced SolarPower Packsge with Gas Power Package in Mimas Brutal Start.
  • Added Portables and Crate Slot type.
  • Fixed Crates and Canisters could span in the wrong slots on Lander.
  • Changed All SpawnDatas are now located in StartConditionData.
  • Fixed GasTanks on Lander not showing on startCondition Menu panel.S
  • Added Radial spawn rule option for spawnDatas. Allows important start items to spawn in a more controlled manner.
  • Fixed A new batch of atmospherics Workers were being created on each world load. Potential cause of Atmos thread lag after multiple save/loads.
  • Added scroll box to start conditions info box
  • Added movement or jumping to get you out of a seat
  • Added light to inside of lander capsule
  • Changed Prevented un-assignment of External Vent on AirLock when Internal vent is assigned. The order of the airlocks assigned devices determines the assignment on deserializing and the first vent in the list is assigned as the external vent. Reassigning the external vent when an internal vent is assigned puts the list in a non-deterministic order when cause the vents to get swapped on reload.
  • Changed Applied Change from rev22741 to standard Airlocks also.
  • Changed lander capsule door back to draggable thing and made it deconstructable with the angle grinder
  • First pass of entry vfx
  • Added an entry animation to the lander capsule
  • Fixed Terrain Generation Lag when loading into a save. In some cases this could cause the game simulation thread to lag out for a number of seconds. This terrain generation work has now been moved earlier into the terrain loading sequence which will result in slightly longer load times.
  • Fixed Large objects travelling fast in the space level would overwhelm the terrain generation system and cause the simulation thread to lag out permanently.
  • Updated serialization for lander capsules
  • Removed delayed open interaction from the lander capsules spawn conditions as it will now be done in the ControlledDescent method
  • Made sure lander door pops off after its controlled descent and also when the world is loaded mid descent
  • Commented out code for missing EntryEffects class - to be added back in once this goes in.
  • Fixed missing entry effects script
  • Fixed No StartCondition available for Asteroids world. If a world setting has no start conditions listed then the default setting will be added.
  • Added new graphics for starting condition buttons
  • Changed WindowShutterController open variable cannot be written to when device is unpowered.
  • Fixed Player could interact with disabled panel on window shutter controller when device was turned off.
  • Changed WindowShutterController now ignores multiple Open interactable calls of the same value.
  • Added distinct button background images to the starting condition selection screen
  • Made lander capsule descent target height closer to the ground
  • Added wip thruster effects to lander capsule
  • Changed Lander will no longer drift away if bumped when in zero gravity worlds (asteroids world).
  • Fixed fall-back spaceMap was missing names for all its locations.
  • Fixed lander effects not being disabled correctly when loading a game
  • Made lander capsule terminate its descent if it hits something to stop it going through structures
  • Fixed first Simulation Tick after loading into the game having a larger DeltaTime and affecting the LightStress of plants
  • Changed Plant Life tick now runs after the atmospherics calculation on the gameTick. The first life tick of a plant would not see the correct lit state as the lit state had yet to be calculated.
  • Fixed Compilation error from rev22766.
  • Updated the Game Name text field to now be on the final screen
  • Updated new game menu texts
  • Fixed plant serialization not including PlantStatusTypes
  • Fixed canister slot visible in insulated canister storage.
  • Fixed Unpack button for insulated cannister package not available.
  • Added StartCondition for Asteroids World. Includes Ingots Crate, Rocket Crate, Liquid Oxygen tank and Liquid Volatiles Tank.
  • Fixed lander capsule position being way too high on load if saving while still descending.
  • Changed lander capsule to use Mode to track its state instead of an IsDescending bool.
  • Fixed Asteroid belt start had an over-pressurised LiquidVolatiles Tank.
  • Changed Vulcan and Venus Brutal Start to include a tank of oxygen and a 12L canister of water.
  • Locked lander capsule when it is descending to stop players jumping out or opening the door too early
  • Added Ambience and door release sounds to lander capsule.
  • Fixed decent unitask not being cancelled correctly when terminating the descent.
  • Fixed door open events being fired multiple times when landing.
  • Fixed lander door getting stuck when loading a game.
  • Updated lander thruster material to make the transparency behaviour more consistent
  • Fixed can't deconstruct lander capsule. Moved lander proximity trigger to 'ignore raycast' layer. Will now no longer block deconstruction.
  • Fixed Camera shake on Lander Capsule was incorrectly implemented, it was shaking the capsule, I have changed it to use the existing camera-shake effect on the camera controller.
  • Fixed lander capsule door could be stuck closed on load.
  • Fixed a Clients could get stuck in lander capsule on load.
  • Added LanderCapsule now spawns with a breathable internal atmosphere.
  • Added Vent depress effect to capsule on landing.
  • Polish pass on Lander capsule event timings.
  • Added Audio to Lander Capsule Landing sequence.
  • Changed First Game save now runs after the player exits the LanderCapsule.
  • Changed Increased force of lander capsule door ejection.
  • Changed increased range of lander capsule thruster audio.
  • Changed Decoupled LanderCapsuleFX from Landing simulation loop (that only ran on server).
  • Fixed Camera Shake not working on clients.
  • Fixed Thruster FX not turning off on LanderCapsule on clients.
  • Fixed compile error caused by Accidental commit in rev22789
  • Fixed Slot Rotations for lander capsule storage slots.
  • Added WaterBottleBag and CerealBarBag. These spawn in the starting lander and contain starting food and water for each player.
  • Fixed players not being moved to lander capsules correctly on dedicated server. Removed wait for inventorymanager when executing move player as it is no longer needed and will wait forever on dedicated server.
  • Fixed bug where loading a saved game with plants would cause the plants to accumulate excessive amounts of light stress
  • Fixed WorldManager SourcePrefabs not updated in scene.
  • Changed Impact sound of capsule door.
  • Fixed Door Collider of lander capsule interactable on clients after landing.
  • Updated start screen list to expand container contents when clicked
  • Added data references to default spawn and respawn conditions for starting conditions that were implicitly using the default settings. Going forwards StartConditions will need to explicitly define their player spawn and respawn kits.
  • Fixed start conditions list tooltips flickering and sometimes not showing up correctly
  • Removed MiningSupplies package from Asteroids Survival Crate.
  • Added 2x Oxygen tank and 1x Nitrogen tank to Asteroids StartCondition.
  • Tweaked lander capsule slot positions slightly as bags were clipping with their holders
  • Optimised Concurrency behaviour when registering a new sound that subscribes to a StopFarthest type concurrency.
  • Added Open/Close Sounds to Window shutters.
  • Fixed Incorrect thumbnail for lander capsule.
  • Updated start conditions screen to make landers and player capsules distinct elements
This hotfix includes Several fixes for starting gear, items exiting boxes correctly, plant and recipe configurations, and more.

Changlog v0.2.4945.22690

  • Fixed The final item removed from a disposable packaging object would not have its interactions enabled due to the script mono-behaviour being disabled.
  • Fixed bug with the plant life requirements for SeedBag_Cocoa and SeedBag_SugarCane not matching the life requirements of ItemSugarCane and ItemCocoaTree
  • Fixed cooking requirements for cooked rice and cooked soybeans so that the recipe requirements match for both the automated oven and the microwave
  • Fixed a bug where portable atmospherics would produce infinite free nitrogen when deconstructed
  • Fixed water bottle pack had the incorrect blueprint
  • Changed hydroponics supplies crates on vulcan and venus were to mkII crates
  • Removed s on water bottle box (art asset)
  • Removed s on water bottle box
  • Fixed wrong material for build states of security printer and tool manufactory
  • Fixed bdse and other related ic commands using the incorrect instruction format from rmap
  • Fixed Explosions do not mine terrain on dedicated server.
New crate equipment

The team has spent the last two weeks playing the first few hours of the game over and over. To new players who had their hands held in the tutorials, the reality of Stationeer's scope really sets in when you finally spawn alone on a world with no instructions, and a full lander waiting in front of you.

The crates serve as a means of encouraging the player to focus on one task. Throughout the years of development, as we added new content, or found an issue players needed more help on, we used up all the free slots in the crates, and sometimes put items in the 'wrong' crate just because it could fit.

We've made sure to split out the crates into more tidy packages to inspire you to use all of them to build different solutions to the problems in your base. To aid in still keeping the options and content straightforward, we've added some single use cardboard boxes which contain multiple items for a task. For example, the portable gas fueled generator is now in a box in the electrical crate, along with a small fuel canister, and a power connector.

We also want to note that there are lots of different types of people that play Stationeers, and lots of different ways to play it. We see starting gear as a separate choice from difficulty and we dont want to force everyone to have exactly the same experience. These starting changes are just the beginning of how we see the the system evolving, and we look forward to allowing players to soon choose between brutal bare bones starts, and comfy 10 player station building starts. And of course, this new system has been authored and exposed so modders, and players, can jump in and make the changes they want.




Vulcan and Mimas Changes

Vulcan is a fun world that offers unique problems, and presents equally unique solutions. However, we felt the first 30 minutes getting established were more daunting and stressful than just living on the planet. To encourage more people to try it, we've added some extra supplies that allow for basic problem solving without having to print as much in the first hour. The changes are especially noticeable in multiplayer, where players often had to wait around and not risk consuming resources for the first two days.

Additionally, to make longer term gameplay feel more unique on vulcan we've made coal much more rare and removed the starting solid fuel generator. Players will have to rely on the plentiful sunlight, or the atmosphere as a source of power.





Mimas, being a small moon of Saturn, ended up playing almost exactly like the moon, with the exception of reduced solar power, and an often comically low gravity. We have now removed water ice, and reduced the coal amount. This means a lot of the starting gameplay can revolve around players collecting volatiles, and oxygen to create, not just water, but also fuel mixes for gas generators, or sterling engines. Some other crate changes here also provide the players with unusual challenges, such as having to live off of dark craving mushrooms, or nitrogen absorbing soybeans.




Mining changes
Explosives have been in Stationeers for a long time, but never really fit well, with the exception of funny creative mode videos. We've made mining charges easier to use. They deploy and activate with a right click, just like using flares. The charge will throw and activate automatically, and the arming lever is only needed to be used if you want to deactivate the charge. They also now stack to 3, and the printing cost is cheaper, so its easier to throw a few in your pack when you go mining. Remote explosives have been renamed to demolition charges, and the remote detonator has also been brought up to a higher standard of polish.





Balance Pass on food
While playing the start of the game over and over, we noticed that some of the canned food was just too good compared to the work that went into them. We did a general pass on all the nutrition values of the game, and tried to make them all have values that reflect the nuances of the difficulty of growing all the plants in the game. We figured you would appreciate us trying to make food better balanced now, rather then waiting for a complete cooking overhaul. Comments, and opinions on these changes are very welcome in our discord, and on steam.


Patch Artwork




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v.2.4966.22676

  • Fixed stationpedia search not working as you type when the game is paused
  • Added Insulated Canister Package Asset for storage of gases at a stable temperature
  • Changed Temperature range of switchgrass to 0-60degreesC from 0-50degreesC.
  • Changed Vulcan to have a much lower spawn rate of coal. (similar to Nickel)
  • Added 1st pass on new Vulcan start conditions. We have added a number of additional crates. Some of these crates will spawn on a 2nd lander. Each crate has a clear construction purpose, i.e the power crate exclusively contains the necessary elements for setting up a basic power system.
  • Survival Supplies: 2x boxes of 6 Cereal bars, 3 bottles of water, 1 beacon with battery cell included.
  • Portables Supplies: Portable AC, Power generator and filtration. 2x Battery Cell, Fuel Canister, Liquid Nitrogen Canister, 2x Portables Connector, Power Connector, Pollutants filter.
  • Hydroponics Supplies: Contains Grow-light, Fertilised Eggs, Potato Seeds, Wheat Seeds, Soybean Seeds, 5x Kit (Hydroponic Tray), 20x LiquidPipes, Liquid Pipe utility, Water Canister, Kit (Water Bottle Filler).
  • Airlock Supplies: contains the items for building your first airlock (including a passive vent).
  • Electrical Supplies: Solid Fuel Generator, 100x cable coil, 2x APC, 1x basic solar panel, 2x Large Battery cell, 1x small battery charger.
  • Construction Supplies: contains extra frames, walls and iron sheets.
  • Balance pass on Food Nutrition.
  • Changed Increased max harvest yield of wheat to 5 from 3. Increased Max harvest of rice to 5 from 3.
  • Changed Recipes: CookedRice Recipe to 1 from 3 rice. CookedSoybean to 1 from 5 soybean. Mushroom Soup recipe to 5 from 8 cookedMushroom. Pumpkin Soup to 2 from 5 cooked pumpkin.
  • Tomato Soup reduced to 125 from 290. Corn Soup reduced to 150 from 190. Pumpkin Soup reduced to 160 from 190. Mushroom soup reduced to 120 from 200.
  • CookedCorn Increased to 30 from 20. Cooked Pumpkin Increased to 80 from 30. CookedMushroom Increased to 40 from 0. CerealBar Increased to 45 from 30.
  • Changed Swapped tomato soup with cereal bar in uniform pocket.
  • Increased the Time that ActiveVents and APCs take to be destroyed by fire.
  • Refactored asynchronous explosions terrain mining code to be re-entrant and to correctly support multiple simultaneous explosions happening
  • Added ability for explosive items to have sympathetic detonations on destruction
  • Added Cereal Bar Box. Behaves the same as the Cardboard Box
  • Changed starting survival supplies crate to use the cereal bar box rather than the standard cardboard box for the cereal bars
  • Added Lock Interaction to Remote Detonator. Upon linking to a new charge the detonator will automatically lock, detonation can only be triggered once you unlock the tool using the Inventory unlock button.
  • Changed Demolition Charges are now stackable to 3x. Holding RMB will drop 1 charge, If you have a switched on and powered Remote Detonator in your other hand the Charge will also be linked.
  • Changed Reduced MiningCharge damage, such that a player can survive 1 direct hit (It will still knock them out for a few seconds due to stun damage).
  • Added Recipe for Demolition Charge to T2 Tool Manufactory 1 Solder, 1 Electrum, 3 Silicon.
  • Added Recipe for Mining Charge to Tool Manufactory. 1 Gold, 1 Iron, 3 Silicon.
  • Increased Remote explosive print time from 5 seconds to 90 seconds, power usage while printing to 100w, and increased silicon from 5 to 7, and solder from 1 to 2.
  • Increased Mining charge print time from 5 seconds to 60 seconds, power usage while printing to 100w, and increased silicon usage from 3 to 5.
  • Added Power supplies Mimas crate for Mimas start. Contains basic power supplies and supplies to set up a stirling engine.
  • Changed All Canisters that spawn with gas/liquid in the starting crates now spawn inside an Insulated Canister Package. The Insulated Canister Package will prevent the gas/liquid from heating up or cooling down when the crate is open.
  • Added new Packaging items: ResidentialSuppliesPackage, WaterBottlePackage, PortablesPackage, MiningSuppliesPackage. These have been added the starting crates on the lander. Items may be unpacked using LMB to do the unpack action while package is on the ground or using RMB when Item is in hand or using the unpack button when item is in hand. Unpacked items will go into the active hand or if it is occupied into the world.
  • Removed the hard coding of mars' LOD terrain colour.
  • Changed the LOD terrain colour to better match the terrain colour of the planet.
  • Fixed craters having LOD terrain clipping through them and looking shallower than they were.
  • Fixed some trader selling/buying icons not showing as the name check was case sensitive. Have made it ignore case.
  • Fixed regenerated cocoa powder blueprint as it was incorrectly set to the flour bag blueprint
  • Tweaked laptop slot offset position so that it looks more centered when slotted. This offset is separate from hand position offsets so should not affect position when carried.
  • Fixed search task not being cleaned up when clearing the search field
  • Fixed wrong orientation for all sensor chips (art asset)
  • Added UI font files (art asset)
  • Added UI icons for turbine jetpack (art asset)
  • Replaced sensor processing chip models with new versions to fix inconsistent rotation in slots. Also regenerated blueprints and tweaked collider size.
  • Updated UI status icons to display jetpack battery state when a battery-powered jetpack is in use
  • Fixed trade item cocoa seed pack having the wrong name
  • Changed CardboardBox to be renamable.
  • Fixed null constructible entry in Kit (WaterBottleFiller).
  • Added Volatiles filter and Pollutants filter to Misc Supplies Vulcan starting crate.
  • Changed Number of upright wind turbines from 2 to 3 in Electrical Supplies Vulcan starting crate.
  • Added Water Bottle Filler kit to Hydroponics Supplies Vulcan crate.
  • Added Tracking Beacon to Survival Supplies Vulcan starting Crate.
  • Added Revised default starting conditions. Some unnecessary items have been removed from crates. Each crate is now labelled and stocked for a specific purpose.
  • Changed Portable Generator power output to 900W. Increased Fuel use and reduced fuel efficiency. This change will only apply to new Portable Generators.
  • Changed Split Default starting crates across 2 landers and added Mining Supplies Crate.
  • Added model and texture for cereal bar box. (art asset)
  • Added insulated package for canister. (art asset)
  • Added emergency supplies box (art asset)
  • Added Residential supplies crate to default lander and Vulcan lander.
  • Added Liquid Tank to Default lander. Added Flags to survival supplies.
  • Updated the dynamic aircon model. Added canister slot on the left side, and added handle in the front and back. (art asset)
  • Changed explosive mining to be able to drop smaller stacks
  • Changed explosion mining code to be able to mine more per frame
  • Changed Slightly increased the price canned goods from food trader.
  • Fixed logic sorter mode All and None filtering items by default if all instructions on the stack get skipped. DoFilter() will now evaluate to false by default if all instructions are skipped.
  • Added 'rmap' ic instruction. This will take a reagent hash and a device and store the prefab hash that the device expects to receive. For example, on manufacturing devices, reagent hash for Iron will store the prefab hash for ItemIronIngot. This can be used in conjunction with the new device stacks to more easily automate manufacturing.
  • Fixed screen not fading from black if you pause the game as soon as a world loads. Changed fade in and out behaviour to use unscaledDeltaTime.
  • Removed duplicate plant analyser cartridge from the survival supplies starting crate
  • Moved the slot offset position slightly for pneumatic mining drill and power connector so they look more centered when they are in slots
  • Added glass cover on the remote detonator. (art asset)
  • Added default fbx import settings to the project. This is the same as the previous settings but will no longer import materials. This should only apply to newly added fbx files.
  • Changed some of the newly added food models to use the new fbx import settings to strip out materials
  • Removed parent transform on laptop that was being used to offset its rotation as this is no longer needed due to the drop fixes
  • Tweaked laptop hand position and rotation.
  • Fixed things drop upside down or rotated incorrectly.
  • Updated Localization for Cereal Bar Box
  • Renamed CerealBarBox to ItemCerealBarBox
  • Moved cereal bar box model to its correct folder
  • Updated laptop slot offset position so that it appears centered when it is in a slot
  • Added Item Emergency Supplies Box with same functionality as Cardboard Box
  • Fixed scale problem for insulated canister package. (art asset)
  • Updated passive vent kit name in stationpedia
  • Fixed incorrect tooltip text when pipes are damaged by liquid
  • Fixed composite door blueprint mesh was incorrectly generated
  • Updated fabricator build states UVs to match to color swatches.
  • Updated wrong materials on fabricators.
  • Fixed nre which stops players respawning if their spawn point structure is destroyed
  • Made arrows on the crate mount bigger to see more better
  • Removed incorrectly instantiated array of empty thumbnails on crate mount
  • Fixed missing tooltip info for unfastening crates when the crate is attached to the lander
  • Fixed Null Reference Exception from AnimComponent when object was destroyed mid animation.
  • Cleaned up Sympathetic Detonation Code and moved some magic numbers in Explosion.cs into constants.
  • Removed Animators on MiningCharge, DemolitionCharge and Remote Detonator and replaced with anim-Components.
  • Changed Detonate action on Remote Detonator is now triggered with LMB.
  • Renamed Remote explosive to Demolition Charge.
  • Fixed Already spawned ores will not be destroyed by mining charges (this could happen during explosion chains)
  • Fixed MiningCharges could not be disarmed.
  • Changed Mining Charge Interaction Behaviour. Charges now stack to 3x. Hold RMB to drop and arm a charge. Armed Charges can be disarmed by picking up or flicking the arm switch. When Two or more charges are merged into a stack all will be disarmed.
  • Updated Medium Rocket Battery to require 2 kits
  • Fixed tablet not working when its on the ground or in a tablet dock. For performance reasons, only the closest three tablets will be updated and after a certain distance tablets wont update. The tablet in your hand will always update.
  • Made atmos tablet always show world atmosphere when its not in your own hand
  • Replaced Solar panel kit with upright wind turbine in Europa Power crate.
  • Halved Ore Vein Density and increased Ore Vein size by 50% on Mimas.
  • Greatly reduced spawn rates of coal on Mimas.
  • Removed Water Ice from spawning on Mimas.
  • Fixed ToolTip not being given when trying to eat cooked StackableFood through a helmet
  • Fixed the network analyser and plant analyser tablets showing info for what the player was pointing at when the tablet was on the ground.
  • Fixed Europa WorldCondition spawning DefaultLander1 instead of EuropaLander1.
  • Changed the number of sheets required to construct a station battery to 2 instead of 4
  • Changed station battery construction requirements to use steel sheets instead of iron sheets
  • Refactored the Filtration Machines gas input logic into a static method on Atmosphere Helper.
  • Added Processed Moles value to the tooltips of all machines on the atmospherics kit.
  • Changed H2Combustor throughput to be like the Filtration machine. It has a slow base through-put rate which can be increased by maximising the pressure delta between input and output pipes.
  • Fixed invisible lever on the Pipe bender.
  • Added Hydroponics Supplies Mimas Crate. Swapped Potato seeds for Mushroom seeds, Added Kit Atmospherics and 3x Liquid Pipe radiator.
  • Added Battery kit to Mimas Electrical supplies crate.
  • Added Stirling Engine Supplies crate to Mimas Start. Includes the minimum pieces to set up a simple stirling engine setup.
  • Balance change on default start conditions: reduced iron frames to 45 from 60, reduced ablecoil to 50 from 100.
  • Changed Mimas World setting to use MimasLander2.
  • Changed Gas Canisters in Reusable Fire extinguisher and Pneumatic mining drill are now insulated from interacting with world atmosphere and solar heating.
  • Fixed Stirling Engine OnOff button was not following standard behaviour.
  • Added Power generation to Stirling Engine Tooltip.
  • missing asset change from rev.22626.
  • Updated Rocket Scanner to require Steel Sheets to build instead of Iron Sheets
  • Added paintable stripes on the insulated canister package. (art asset)
  • Fixed a bug where the incomplete build state tooltip wasn't displaying for rocket datalinks
  • Fixed double tap 'F' functionality stops working in some instances when inventory windows are not loaded in correctly
  • Added check to tooltip panel which will ensure the tooltip will be hidden when its respective ui element is hidden
  • Fixed tooltips on manufacturing device search list sometimes not showing up or showing the incorrect text.
  • Removed SetUpToolTipWithInfo method as it was the same as SetUpToolTip which was confusing. Have changed all usages of SetUpToolTipWithInfo to SetUpToolTip.
  • Fixed tooltip panel flickering when changing between different sized tooltips. Have added call to force layout rebuild after tooltip is initialized.
  • Updated ItemInsulatedCanisterPackage to have coloured stripes along the top and bottom of the model
  • Updated thumbnails for insulated canister package
  • Added missing meta file for materials folder
  • Added new CapsuleSmall Lander model with colliders
  • Fixed the Drinking Fountain Tooltip not displaying
  • Fixed capsule's mesh overlapping problem between net and interior wall. (art asset)
  • Fixed capsule's mesh overlapping problem between net and interior wall.
  • Added "Interaction" action for tradables and spawns. Allows an interaction to be performanced as part of the start conditions or trading spawn. Can include a child "delay" which includes a timespan.
  • Replaced player seat to a crate slot on the lander(art asset)
  • Fixed Short shadow distance on portables.
  • Changed Default start conditions back to one lander. some items have been aggregated into cardboard boxes to allow for this.
  • Removed Seat from Lander and replaced with spare crate slot.
  • Fixed the GasGenerator crashing client to desktop when spawned in multiplayer
  • Removed deprecated data from startconditions.xml
  • Changed power output of Portable Generator to 600W.
  • Fixed a bug where portable atmospherics devices were not releasing their internal atmospheres to the surrounding world when deconstructed.
  • Fixed a bug where a loaded flare gun occupying a world slot was firing when it was picked up.
  • Added toggle switches below the Rocket UI auto-land and auto-shutoff buttons, to make their usage as buttons more obvious
  • Added dynamic device box, furniture box and mining box. (art asset)
  • Changed paintable boxes to non paintable boxes. (art asset)
  • Updated the rocket motherboard's Open UI button to be more prominent
  • Fixed FlareGun sounds and effects play when picked up or inserted into a slot.
  • Added water bottle box (art asset)
  • Changed rigidbody interpolation on players to 'none' when they take control of the player inside an IExitable
  • Repurposed the old NewPlayer event in start conditions to now spawn items in world rather than in the players inventory.
  • Changed spawn events in start conditions from NewPlayer and RespawnPlayer to NewPlayerKit and RespawnPlayerKit respectively. These can be used to spawn items in the current players inventory.
  • Added MovePlayer action - to be used with the new start conditions - which can be used to move the current player to the provided slot on a thing
  • Added new lander capsule and associated textures and other assets.
  • Changed moved packaging boxes data into their own spawnDatas in startconditions.xml so they can be referenced by multiple crates.
  • Fixed taking control of player in a seat and then exiting would not reset interpolation. Have made taking control in only the lander capsule affect interpolation (rather than any IExitable). Each IExitable will need to be handled individually before we can update this.
  • Changed spawn action execute method to take a player parameter. MovePlayerAction will now use this instead of the player from the inventory manager.
  • Set lander capsule and lander capsule door to not spawnable
  • Updated Capsule Small with separate window and handle.
  • Fixed Robots respawn without a battery.
  • Fixed Ship Repair package could not be sold to trader due to badly authored gas trade condition on welding torch item.
More Stuff, Faster

In the near future we'll revisit kitchens and cooking, but currently we are working on several other aspects of the larger survival updates including new suits, jetpacks, and starting equipment. Instead of hoarding all of the new content for one massive cooking update, we’ve decided to add some of it into the current system, so players can grow some new plants, and craft some new foods in the meantime.

New Plants: Sugarcane and Cocoa


Cocoa plants like a warm environment, and while a dedicated room isn't necessary, the ideal growth temperatures of some normal plants may conflict, leading to some plants growing slower depending on your grow room temperature. Cocoa plants harvest into cocoa pods, which can be used in the reagent processor to create cocoa powder.

Sugarcane plants grows much like wheat and harvests into sugarcane, which can be used in the reagent processor to create sugar.

But what could you make with sugar and cocoa…?


Chocolate!


We’ve added a selection of sweet treats for your chubby little stationeer fingers to grab. Chocolate bars, regular cake, chocolate cake, and chocolate cereal bars count as high quality food, which additionally raise your mood if you are feeling down. We’ve also increased the trader’s egg and milk supply, so that you can bake some joy into your life at the cost of some credits, without raising chickens, or making soy milk. Some traders might also pay a high price for some of your delicious treats.


Printer Stack Instructions


Following on from our introduction of stack instructions for the Logic Sorter last week, IC can now ‘easily’ write their own print stack onto the printers. This includes internal count tracking of each print request, so keeping track of how many of something has printed is much easier. There are also several modifier instructions that will tell the printer to modify the next instruction, to do things such as to wait until this print is complete before continuing. We are trying to keep each instruction as simple and straightforward as possible, so that players can intuitively know what their code will do.

Another notable feature of the printer instructions is an exposed stack pointer. The Logic Sorter reads through and evaluates all of its memory to check for valid conditions each tick but Printers may hit an instruction that blocks them from continuing their internal processing, such as WaitUntilNextValid. This is notable in the instruction JumpIfNextInvalid, where instead of continuing on, or waiting upon finding a print job that cant complete, a stack address can be provided to jump to another section of prints that might be desired instead. So the stack pointer is exposed to the player here so they can write flow control into their print requests, with reduced overhead on the IC10 code.

The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.



Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v.2.4966.22543

  • Fixed a bug where clicking on the scrollbar in the sorter motherboard's filter dropdown would close the dropdown, rendering it unusable.
  • Update scroll speed of the sorter motherboard's filter dropdowns to be 10x faster
  • Fixed AreaPowerControl, PoweredVent, ActiveVent and WallLight were not checking base.CanConstruct method. This meant they could be placed adjacent to other devices such that their power connections where connected.
  • Extended width of IC editor from 64 to 90 characters
  • Added first pass of Read/Write Stack addressable memory for all Fabrication Devices such as the autolathe. These enhancements allow device memory stack to have reserved memory locations in the stack. In the fabricators the Stack Pointer index is the last value in the stack. The remainder of the stack is split as used for the player to store requested transactions (such as make this prefabhash a number of times, or export everything in the device), and the other part the device will write missing reagents. This transaction is the reagent hash (not the prefab hash - the reagent hash i.e. Iron would be HASH("Iron")), and the total quantity needed as a ceil integer (so 0.5 would become 1). These details are shown in the stationpedia, and if the instructions are only expected in certain stack addresses you will be told. Currently there is no safety checking with specific memory addresses currently.
  • Added instructions to manufactuing devices, such as the Autolathe and other printers. The Printers now have their own internal stack that is used for different functions. The end of the stack is used as the "stack pointer", which is the "memory" for the device of where it is up to, when processing. The first bunch of addresses are used for "transactions". you can load payloads into this memory to have the printer do things for you. The second chunk of memory it will record things it is missing. If instructions are only to be used in certain addresses, the stationpedia will tell you so. Added FabricatorInstruction.DeviceSetLock, FabricatorInstruction.JumpToAddress, FabricatorInstruction.WaitUntilNextValid, FabricatorInstruction.JumpIfNextInvalid, FabricatorInstruction.ExecuteRecipe, FabricatorInstruction.EjectReagents/
  • Added CLRD. This is a variant of the CLR IC instruction, which will clear the stack memory of any device with writable memory. This variant allows directly referencing a device via ID rather than pin.
  • Fixed Clients can't interact with slot screw of SlotReader on Dedicated Server.
  • Fixed Resetting values on circuitBoards & Motherboards with screwdriver did not work reliably for all clients on dedicated server.
  • Fully Disabled Deprecated Research system as it was causing some saves (that had research disabled) to fail to load.
  • Fixed Credit cards spawning with zero credits in a new game. IQuantity was not implemented on the CreditCard so the QuantityAction was not applying.
  • Fixed hygiene and mood tooltips showing for robots.
  • Fixed stacker not splitting items correctly which could result in space ice having zero gas or de-gassed ore having its gasses duplicated. Stacker will now use the same logic as splitting from your hands which should handle all these cases rather than its own custom logic.
  • Fixed when starting a new game when your species was set to robot or zrillian in on a previous stable branch (i.e. you had old saved character data in your local PlayerCosmetics.xml) upon loading that game a second time your character would pass out. This was due to the old player cosmetics data not initialising correctly and causing the creation of a bugged character spawn.
  • Changed PumpkinPie provides 50% Mood Recovery.
  • Added ChocolateCake (50 Sugar, 50 flour, 5 milk, 1 Egg, 2 Cocoa Powder). High Nutrition, 100% Mood Recovery.
  • Added Cake (50 Sugar, 50 flour, 5 milk, 1 Egg). High Nutrition, 50% Mood Recovery.
  • Added ChocolateBar (10 Sugar, 2 Cocoa powder). Modest Nutrition, 100% Mood Recovery.
  • Added Chocolate CerealBar (50 flour, 1 Cocoa powder). Same nutrition value as CerealBar but also provides 50% Mood Recovery.
  • Balance pass on Growth times and life requirements for Cocoa Tree and Sugarcane. Cocoa is perennial grows at a similar rate to the pumpkin. Cocoa ideal growth temperature is 30-40degreesC. Sugarcane is annual and grows at a similar rate to wheat.
  • Added battery slot trigger (art asset)
  • Added advanced turbine jetpack for hardsuit. (art asset)
  • Reinstated throwing fixes from r22413 and r22419 that were removed for hotfix preparation.
  • Changed Flagged ResearchCapsules and ResearchMachine as not spawn-able.
  • Removed Calls to Research initialisation methods.
  • Removed PanelResearch and ResearchManger from scene.
  • Removed Saving of Research state.
  • Fixed robots mood being reduced on taking damage
  • Removed Research fields from PanelToolTip.
  • Removed References to PanelResearch in InventoryManager & GameManager.
  • Removed Research events.
  • Changed PanelTooTip is now initialised by GameManager instead of ResearchManager.
  • Fixed new emergency suit being green by removing the unused materials
  • Updated h2 combustor models and thumbnails to have output port on the correct side (the front rather than the left).
  • Changed Furnace to using animComponents instead of unity animator. This should resolve occasional issues where the imported ore would not be processed due to an animator event not firing.
  • Added enforcement of 4096 B limit for IC files
  • Added back slots, back interactables and their collider to other new suits
  • Fixed emergency suit collider size
  • Changed Advanced Furnace to use AnimComponents.
  • Fixed 'cant enter slot' tooltips getting stuck based on the last thing you hovered your mouse on. Also fixed a few cases where tooltips would be incorrect when dragging from a world slot as the 'last hovered' thing could become the parent item rather than the dragged item dependent on mouse placement.
  • Added crosshair, matter state labels, and freezing temperature to phase change diagram
  • Added PrinterInstruction.EjectReagent. This allows you to specify the reagent you want to eject. All reagents of that type will be ejected. The stack will not advance until this is complete.
  • Fixed PrinterInstruction was not correctly applied by ProgrammableChip
  • Moved slots away from having hard coded indexes. The indexes are now serialized when the suit slots are created.
  • Added ability to have a suit that does not have a waste tank slot at all. When this is the case the suit will dump filtered gas directly into the world atmosphere.
  • Refactored TradeDataHelper.HandleBuyItem to more cleanly handle edge-cases around transaction of quantities of stackables and ingots. This allowed for removal of edge-case code for trading in QuantityAction which was interfering with new spawn-condition logic.
  • Changed tightened grid bounds of wind turbine.
  • Fixed a bug where the last segment on the phase change diagram wasn't drawing directly up as it should have
  • Fixed Clients can't interact with Mode screw on Speaker on Dedicated Server.
  • Fixed Atmospherics devices with IC slots could not read the gas ratio values of the new gasses/liquids.
  • Fixed On/Off animation position of valve on shower.
  • Fixed On/Off animation position of valve on powered shower.
  • Fixed batch logic instructions that use the name would not consider default names, only custom names. Now the default name generates a hash and is used in the comparison.
  • Added LogicType.NameHash. This returns the 32bit hash of the objects name.
  • Changed IC source code was being stored as char rather than bytes, despite being parsed at ASCII. This change has no functional impact for player scripts, as the text was already being parsed. This means that 1 character will only take 1 byte. Network synchronization has been moved to sync the bytes, rather than the characters. This substantially reduces the network impact of synchronizing IC script changes in multiplayer.
  • Added Turbine Jetpack
  • Updated Animation Component to take in a time value rather than a speed value. This was required so that a single component could move several objects synchronously.
  • Fixed dynamic crate open/close animation speed was too fast and was not matching up with its audio.
  • Fixed days passed text not initializing correctly when starting a new game.
  • Added Prototype scripts and prefabs for networked window shutters.
  • Moved where the 'you have survived for x days' message is published. Will now appear after the InventoryManager is initialized to guarantee the player and their days lived have been loaded.
  • Fixed days lived not being correctly synced for clients. This could result in clients' days lived value resetting to 0 every time they join a game.
  • Updated seed bag texture for watermelon, blueberry and strawberry. (Art asset)
  • Added new seed bag models for watermelon, blueberry and strawberry (art asset)
  • Added new models and textures for blueberry tree, strawberry tree, and watermelon plant (art asset)
  • Changed scale for cooked corn and tomato
  • Updated advanced tablet tooltip to show both cartridge slots rather than just the first one.
  • Changed scale for cooked corn and tomato (Art asset)
  • Committed automatic prefab changes for rocket manufactory (animSpeed was renamed to time).
  • Tweaked cooked corn and cooked tomato meshes and updated blueprints and thumbnails for both.
  • Fixed Reseting Programming Motherboard with screwdriver causes it to retain reference to an old circuit holder
  • Fixed LandingPad pieces do not consume grinder battery when deconstructed.
  • Fixed Traders could buy items from vendingMachine import and export slots. 1st Item bought from the trader would spawn in VendingMachine export slot.
  • Fixed Vending machine would export incorrect item after buying from the trader.
  • Added new food models and a texture. (Art asset)
  • Changed color and mesh of growth stages for sugarcane tree. (Art asset)
  • Added new sugar and cocoa models and textures
  • Updated the locking behaviour on the electric jetpack's battery slot. It now also prevents swapping from the player's inventory, and is colored red when locked.
  • Added roatry animation to the electric jetpack's turbines
  • Removed deprecated auto-generation code for reagents.cs from WorldManager.
  • Added Sugar and Cocoa Reagents.
  • Added cocoa and sugar seed bag and plant prefabs plus their related blueprints, thumbnails and materials
  • Removed some unused models
  • Moved some consumables prefabs to their appropriate folder
  • Updated english xml for sugar and cocoa assets.
  • Fixed incorrectly set up toxic gas types for cocoa and sugar cane
  • Added CocoaPowder Item.
  • Added cocoa and sugar cane plants and seeds to the world manager
  • Committed auto prefab changes (IsLocked field was added)
  • Moved cocoa powder material out of resources folder
  • Added MoodBonus to INutrition to allow certain foods like chocolate to boost your mood when eaten
  • Fixed cocoa and sugar plant prefabs having the incorrect grip type
  • Fixed cocoa and sugar reagent contents were incorrectly set to corn
  • Added Sugar, Eggs, Flour and Cocoa Selling items to consumables trader.
  • Added Sugar and Cocoa selling items to Food Trader and cocoa pod and sugarcane buys to food trader.
  • Added Sugar and Cocoa recipes to reagentgrinder.xml
  • Added Sugar Item.
  • Added models and texture for chocolate bar and cake (art asset)
  • Added chocolate cereal bar (art asset)
  • Fixed incorrect quantity tooltip in trader UI on microwave ingredient reagent quantities.
  • Fixed autolathe's ExecuteRecipe could override the stack pointer at address 63 if enough reagents were missing from a recipe.
  • Fixed autolathe's ExecuteRecipe was reusing the first valid address (index 54) to put its missing reagents, overriding the previous value if more than one reagent was missing. It will now correctly fill up addresses 54 to 62.
  • Fixed stationpedia descriptions for autolathe instructions DeviceSetLock and JumpToAddress were reporting the incorrect 'valid address space'
  • Updated size of cake, uncooked cake and chocolate cake. (art asset)
  • Fixed missing reagent instructions for the autolathe were not being converted correctly in some cases to a double. Have changed it to use LongToDouble rather than auto casting.
  • Increased size of cakes
  • Added Exposed Mood Bonus of food to stationpedia. Some High quality foods will restore mood when eaten. Eating raw foods will lower mood.
  • Added Buy and sell orders for new foods to traders.
  • Fixed PackByteInt32 was shifting the incorrect number of bytes making it impossible to read hashes from the autolathe's missing reagent instruction.
  • Fixed SourceCode Fragment byte count being sent as a byte when it had a max size of 512. (this meant the code longer than 128bytes would not send correctly)
  • Fixed Code input window not counting line break characters when counting the code size. (this meant that some characters could get stripped if the total length INCLUDING line break characters exceeded the size limit.
  • Fixed possible nre when opening the menu before the initial world save has completed
This hotfix includes fixes for a few issues related to data changes in the starting conditions.
Changlog v0.2.4945.22425

  • Fixed a bug where null reference exceptions would sometimes be thrown when a dynamic gas canister was destroyed
  • Fixed a bug where splitting seed bags obtained from traders for the first time would throw an exception
  • Fixed a bug where pipes mounted on walls were not damaged by freezing or phase change
  • Changed CanEnter to return a result struct rather than just a bool. This allows us to show tooltips explaining why certain things can't enter slots e.g. a light suit may not accept a heavy jetpack.
  • Fixed double tap F being able to move backpacks to the backpack slot while one of the new suits was being worn. This should not be possible as the new suits have their own dedicated back slot and block the use of the default backpack slot.
  • Removed unused variable in tooltip.cs
  • Fixed Newly spawned Robots would start with a SmallBatteryCell instead of a LargeBatteryCell.
  • Fixed issue where old saves would load their saved satellite dishes with best contact filter initialized to 0 instead of -1.
  • Fixed Robots and Zrillians Loading in with partial human characteristics. (Zrillians would load in with human lungs Robots would not initialise their slots correctly and would immediately die)
  • Fixed a bug where deconstructing insulated inline gas tanks would return their non-insulated kits
  • Fixed mkII dynamic gas canister incorrectly configured colliders
  • Fixed a few tooltip issues. When dragging, the 'left click to pick up' tooltips will now be hidden. When the mouse is over the ui, in world tooltips should now be hidden.
  • Fixed a few ingots having the incorrect blueprint
  • Fixed concurrency was not working on equip sounds.
  • Fixed incorrect insert behaviour for ResolutionRule "StopLowPriorityThenNew" & "StopLowPriorityThenNew".
  • Optimised Concurrency code by removing some un-necessary sorting calls.
  • Changed Audio concurrency system to run on the main thread, it was using uni-task worker threads for some work which was causing race conditions.
  • Fixed Errors being thrown by audioManager caused by audio concurrency system.
  • Removed deprecated discord lobby creation
  • Fixed Research Manager breaking loading of some games.
  • Fixed Vulcan nights in peak summer did not drop to night temperature.
Stack Instructions and Logic Sorter

There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.

What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though. SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a the next instruction, and will actually modify its own count payload, as it passes items through, allowing a player to read that instruction from the stack, and figure out what the sorter is doing even if it has a ton of custom instructions.

This approach to advanced device operation lets us as developers keep the operations of machines as very simplistic, and straight forward. As an example, instead of circuit boards containing tons of custom code that only we developers can see and modify, players could see an airlock circuit board having clear instructions on its stack, turning on and off vents, and conducting evaluation operations on sensors.




Insulation
We've added new insulated inline tanks for both gasses and liquids, and changed the pipe insulation upgrade process slightly. Last update we added the ability to upgrade pipes to insulated pipes using a wrench and some insulated pipes. Based on feedback from the community, combined with us adding these new inline insulated tanks, we've changed the upgrade process to use a new adhesive insulation item that you print separately.



Ore Tablet
Previously the ore tablet required the use of the Ground Penetrating Radar, and was very annoying to use. The GPR has been removed and the tablet now functions by itself. Just throw it in a tablet and you're good to go.




Future Content
If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs.

Here's a quick outline of the upcoming changes.


Starting Conditions
This update includes some changes to the starting conditions data and paves the way for making much more dynamic starting conditions. When starting a new game you'll be provided with the familiar starting gear, however when another player joins, they will bring with them a smaller set of gear to reduce the stresses that each new player adds to a game. When respawning it will remain largely unchanged. All of these are defined in XML for easy modding.


Suits
A range of new suits are still in heavy development so we can't give too many details, but you should expect a range of suits that are suited for different situations rather than there being the "bad suit" and the "good suit". In the same vein we'll be reworking jetpacks with a set of jetpacks that are useful in different situations.




More Stack Instructions
The sorter was a obvious example of a complex machine that needed a better programmatic way of configuring. Manufacturing, and Trading both have multiple complex machines that we are looking at as examples of both simplifying the machines operations, and creating the opportunities for players to control core systems in their base without being overly complex(to stationeers standards). We also will be adding specific large memory servers, so players can store large and complex data structures of their own.


Patch Artwork




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.4936.22393

  • Refactored the Starting and Respawn Condition definitions. This is a non-critical breaking change, which will affect mods. The old data structure was limited and had a lot problems. The new one uses the same classes and approach as the tradables system. The chosen spawn structures are defined primarily in the worldsetting, and if it is blank the game will use default ones. See the discord beta announcements for documentation about how to format xml for this.
  • Fixed medium shelf not being deconstructable when built against a frame
  • Fixed large tank throwing errors when using autorotate
  • Removed inaccurate stationpedia descriptions for canisters
  • Fixed cancel keybind closing the window even if the filter field was populated. A keypress will now clear the filter field before closing the window.
  • Fixed close all button not showing correctly when getting out of a sleeper
  • Fixed undocked inventory windows staying visible when you fall asleep in a sleeper
  • Fixed Eggs laid by chickens could not be used in microwave or automated oven.
  • Changed space maps to clamp traders towards the upper sky, until devices are possibly changed to be placed in any rotation on space maps.
  • Fixed a bug where Stationpedia could be opened while rebinding keys
  • Fixed a bug where using 'save as' would not give the new save a unique id. This would cause inventory window positions to mimic the parent save which can be confusing.
  • Fixed a bug where inventory window positions would not be saved in the playercookie in some instances.
  • Fixed a bug where closing Stationpedia while the ingame pause menu is open would unpause the game
  • Exposed Math outputs of Convection and radiation calculations.
  • Added SuitBase class.
  • Changed Pipe Analyser Operating sound to be quieter and less high pitched.
  • Added first pass on new suit prefabs.
  • Added new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets)
  • Fixed helmet overlay settings not being respected on load
  • Added first pass of runtime game profiler tool
  • Fixed a number of issues with the audio concurrency system that were preventing it from working as designed and in some cases not working at all.
  • Fixed the runtime game profiler tool so it now displays the memory usage
  • Added concurrency setting for pipeAnalysers.
  • Fixed looping sounds that were disabled due to concurrency would not play at later point when they should.
  • Refactored how tradable data is stored. This does impact slightly how references are handled with trading, so requires careful testing to ensure there are no problems.
  • Added the ability to upgrade an inline tank to it's insulated variant
  • Added new meshes for Insulated InLine tanks and their associated kits
  • Added recipe for Insulated Pipe Utility to PipeBender
  • Fixed bug where inventory windows were not being cleared correctly when exiting game or respawning.
  • Fixed white indicator box around open inventory items not showing up
  • Added further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios.
  • Fixed the ordering of the display mode materials for the station batteries
  • Adjusted Vulcan sun position to atmospheric temperature map to prevent winter on vulcan from diverging from desired gameplay temperatures. Instead of 650C summer days and 250C Winter days, summers days now max out around 750C, and Winter days bottom out around 500C. Temperatures rise faster in the mornings and fall in evenings, but there still is changing thermal flux throughout the entire day. Night time temperatures remain the same.
  • Added error in console when attempting to load a spawn with an invalid ID
  • Removed bad id test case from last commit
  • Updated pipes and inline tanks to require Adhesive Insulation to upgrade to their insulated variants
  • Added Adhesive Insulation item
  • Fixed issue where liquid canister and water bottle would spawn without any contents in the lander
  • Removed duplicate constructable from table kit
  • Fixed a bug where Battery-powered Wall Lights would remain powered after their power cable was cut.
  • Fixed tables not being able to be rotated by the player
  • Fixed config cartridge value text overlapping when logic values are long
  • Fixed text overflowing off the edge of the config cartridge
  • Fixed possible nre when chickens food target is null when loading a game
  • Fixed pickaxe playing sounds and particles when you are mining with another mining tool while holding it in your unselected hand.
  • Fixed plants getting stuck as not visible when built outside of occlusion range.
  • Fixed clothing slot hotkey hint area having the incorrect width when empty.
  • Added Thing tooltip now updates each frame.
  • Fixed a bug where pipes placed in walls or on the side of frames were invulnerable
  • Fixed some tooltips showing up as empty.
  • Added first pass of Logic Sorter that will be powered by a "Stack" that can be set using GET and PUT from IC. This "stack" contains a struct of doubles, with the first byte being the "instruction". So logic sorters will be given a series of instructions. They will go through the stack and process it's stack. This means that, going forward, devices like the sorter will act like CPUs and have their own instructions that IC can be used to manipulate. Currently just debugging. This will allow you to fill the "stack" for the sorter will increasingly complex and powerful instructions, such as "filter 8 ItemSteelSheets", where the stacker would filter off 8 steel sheets and then stop.
  • Fixed the Reagent Processor recipes not properly linking their requirements in Stationpedia
  • Fixed a bug where destroyed landing pad pieces would lose their material, becoming bright pink.
  • Fixed a bug where evaluating atmospherics pressure damage would occasionally throw collection modified exceptions
  • Moved some materials into their correct folder
  • Removed the GPR
  • Changed ore scanner tablet cartridges to work without the GPR and did a small refactor to get rid of coroutines and unused code.
  • Added second pass to Logic Sorter. Now it contains five basic instructions that process the stack on the logic sorter. Currently the logic sorter stack is volatile between saves (not serialized) but it will be in future update. Each value of the stack, the first 8bits are the OPCODE and the next 32bits are the integer used. This is show by machine generated section on the stationpedia that shows the format required for each instruction. This is a very powerful system that can form the future of very advanced systems within all devices in the game.
  • Fixed issue where players that split a stackable item into the world while looking downwards would take damage
  • Added more information about internal stack to the Stationpedia. Now the access mode (READ | WRITE) and memory size (Bytes) will be shown as well as the any device instructions that will be assessed on the stack.
  • Added third pass on LogicSorter. Now the mode affects how the LogicSorter processes the stack. By default, it is set to ALL so all instructions on the stack will need to evaluate to true before something is moved to the Export 2 slot. This means you could load an instruction for FilterPrefabHashEquals to filter for ItemCoalOre and FilterQuantityEquals 10, this would then only move a Coal Ore that had a stack size of 10 to the Export2 Slot.
  • Fixed AdvancedSuit class (hardsuit) was not bound to IMemory interfaces despite implementing the required signature. This meant that the advanced suits were not considered for some of the more complex IC instructions such as GET/GETD and PUT/PUTD.
  • Added FilterQuantityCompare to LogicSorter which the struct has the OpCode, ComparisonOperator, and Quantity. The ComparisonOperator uses the compare constant (equals is 0, greater is 1, etc...).
  • Cleanup of LogicStack helper statics to make it much easier for other devices to implement and process their internal stack.
  • Fixed cant use constants in DEFINE instruction on IC. Now you can do 'DEFINE operator Equals' and it will use the inbuilt 'Equals' constant. Previously it would throw an error, as DEFINE was very strict about requiring a literal double. Now it will parse a double for an actual number or a constant.
  • Changed stationpedia formatting of Logic Stack Instructions to make the struct clearer.
  • Added Serialization to LogicStack. This is generically checked at the Thing level, meaning it will automatically be serialized/deserialzed for any item or device or anything that implements a logic stack. When your game saves, the state will be saved, and then loaded next time.
  • Fixed issue of players getting damaged by splitting stacks while looking downwards
  • Added FilterSlotTypeCompare instruction to LogicSorter. This allows you to assess contents and filter based on the SlotType of the thing.
  • Added LimitNextExecutionByCount instruction to LogicSorter. This includes a USHORT (16) in its payload, and it will ensure the next executable instruction will only return true the number of specified times. Each time it returns true, it will update its count decremented by one.
  • Added CLR instruction. This instruction will clear the Stack memory for the provided device. This will work for any device that has a writable internal memory, such as the Logic Sorter, Circuit Housing. It will not work for devices that have read only memory.
  • Added IO indicator to CircuitHousing. It will flash green when stack is read and yellow when stack is written to.
  • Added Internal Memory to the RocketCelestialTracker that will have an internal memory of Horizontal and Vertical coordinates for celestial objects, providing faster access to all data if needed.
  • SatelliteDish now uses logic type idle to return 0 if its still rotating, and 1 if its not.
  • BestContactFilter is serialized on save.
  • Changed the SignalID logic on the dish to return -1 instead of 0 when not finding a contact.
  • BestContactFilter must be cleared back to -1 for the dish to auto select signals again.
  • Added new logic type, BestContactFilter, to SatelliteDish that allows logically located trader IDs to be selected as the best signal, instead of forcing the closest contact to automatically be selected. This will allow player scripts to more easily search for a single target that has been previously identified.
  • Fixed ItemBiomass Blueprint being the wrong size when using precision placement
  • Changed the PortableComposter buttons to the prefab buttons
  • Fixed the PortableComposter button colliders being the wrong size
  • Tweaked small hangar door close animation as it was starting at the incorrect position.


Future Content

  • Added ic code from advanced suit to the new SuitBase
  • Added ability for new suits to pass brute damage through to entity as stun damage
  • Created ISuit interface in preparation for adding new suit functionality and make Suit and SuitBase implement it.
  • First pass on extracting internal air conditioner into an interface for new suit logic
  • Temporarily disabled thermal interaction of helmets until new suits are balanced.
  • Added placeholder convection values for new suits.
  • Added Suit Heat/Cold Convection behaviour for new suit prefabs.
  • Removed internal conditioner monobehaviour on new suits and replaced with static suit helper functions.
  • Second pass on pulling out suit atmospherics functionality into statics.
  • Added MovementSpeed Modifier to new suits. (spaceSuit = 125%, HardSuit and InsulatedSuit 80%, others are unchanged)
  • Added Movement speed modifier to stationpedia suit info panel.
  • Added new suit thermal values to stationpedia.
  • Added new Suit info panel to stationpedia for showing values relevant to the new WIP suits.
  • Moved default evaluate suit atmospherics code from normal suit into the SuitBase class.
  • Added first pass of liquid cooling for new suits. All suits can take non-cryogenic liquids, some advanced suits can take cryogenic, and some can be upgraded using an AC upgrade to take cryogenics. A status warning is provided if the current liquid tank is not suitable, or if it's missing. (these changes are not currently accessible and are for internal testing.)
  • Added Placeholder durability and Hygiene values to new suits.
  • Changed Increased volume of new suits to 100L from 10L
  • Reduced power of base suit AC from 2000J to 350J
  • Added Enlarged coolant range for AdvancedACSuit.
  • Changed suits now have an operating range for coolants.These values have been added to stationpedia. if the suit coolant is out of range the suit AC will be much less efficient and do less cooling for more power consumption.
  • Fixed null ref when new suits have no coolant tank.
  • First pass on adding new HARM suit.
  • Added a 'back' slot to one of the new suits for testing purposes.
  • First pass on adding 'back' slot to new suits. The back slot will be mirrored by a new slot display which will show up in the main inventory panel when a new suit is equipped.
  • Update new suit's back slot to have the correct name.
  • Made jetpacks and backpacks on new suits be visible on player.
  • Fixed jetpacks in new suits not being picked up by the movement controller.
  • When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player.
  • Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits.