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Consolidated Patch Notes v0.2.1846.8518

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A Look Back
This time last year we were just coming off the back of Early Access release, so where the last post took a look at where we were going, in this one I'd like to take a look at where we've come from.

Here's a summary of the major additions to the game while we've been in early access in the last 12 months. It's hard to even imagine the game without world atmospheres or the logic chip system now, so I can't wait to see what this list looks like at the end of 2019!

  • Logic System (followed 6 months later by the programmable IC's)
  • World Atmospheres
  • Mars, Europa and systems for planet Variation (day/night temperature curve, solar strength etc)
  • Hunger Mechanics
  • Third-person camera
  • Workshop support for mods and IC code.
  • Stationpedia
  • Scenario System
  • UI Refresh accross the board (menus, server browser, mouse UI, recipe selection, text entry for labeller etc)
  • Content (Plants, cosmetic cladding, wall types, weapons, planets, clothing/gear, structures)
  • Massive performance optimizations for terrain, and stuttering in general (with more to come)
  • And much more...

While many of these were things we had already envisioned, one thing we didn't count on was the massive level of support we've received from the community over the year. Stationeers is a challenging game, and teaching people how to interact with all the various systems will be an ongoing battle. The tutorial is on its 4th major iteration and certainly not the last, with a more fleshed-out tutorial campaign being planned for the new year. Personally, the thing I've found most endearing about the community is their willingness to answer questions on Discord, Reddit or the Steam Community board - but this is supplemented by a massive library of tutorials on Youtube. Add to this the team of dedicated individuals providing translations for the game in 14 different languages and thanks to everyones combined efforts the game is accessible to audiences it otherwise wouldn't be.

Localization
We would like to take a moment to acknowledge the outstanding work of one particular individual - Discord user Dragon, who took it upon themselves to configure a tool for localization tracking and support[github.com]. This has provided a useful interface to track localization efforts of the game, giving volunteers a one-stop-shop for translating various pieces of Text from Stationeers into one of the 14 languages currently supported. This work would of course be all for naught if it weren't for the assistance of our dedicated translators. This is not a complete list, just those currently signed up to the tool and those responsible for some of the more recent submissions through the old Discord-based system. Apologies to anyone we've missed!

  • Dragon
  • EmreAdv
  • AstralWalker
  • DemonCZ
  • Croco
  • Mekko
  • socramazibi
  • semTex.
  • ShiaNox
  • Dax
  • STD
  • Harpi
  • lill
  • Spiike
  • vikjITA
  • Mustard
  • Daedalusxxx
  • comel11
  • -Ulitka-
  • organiq
  • Bonbon_kocher
  • Von Meister
  • samuelcseto
  • TFlippy
  • YuanYu
  • DinhoBRJ
  • Pip

And while on the subject of foreign-language support - A special shout-out is in order for the community of the Unofficial Stationeers French-Language Discord Server[discord.gg] and to Tioris (Psi)[www.twitch.tv] who sent us this save showing his base ready for the holiday season.



On that note, the studio will be closed for the next few weeks, so we'll see you back in mid-January re-energized and ready to kick off another year of Stationeers development!

Version 0.2.1846.8518
  • Added logic type support for Pressure, Quantity, Temperature, RatioCarbonDioxide, RatioNitrogen, RationOxygen, RationPollutant, RatioVolatiles, RationWater, and RationNitrousOxide to TankLarge and TankSmall (reporter's credit to SunRazor)
  • Added a field to display your current system speaker mode found in the settings menu, under Audio.
  • Added UI audio feedback when moving an item to a hand slot.
  • Added Voice notifications now play once when enabled in the Audio Settings menu.
  • Updated Localized Text Dictionaries. (Current 10th December)
  • Fixed the MainMenu music still playing quietly even when the volume was set to 0.
  • Fixed command descriptions for the *al commands on the programmable chip.
  • Fixed a bug that prevented clients from selecting backwards on logic chips
  • Fixed Autosave running even on multiplayer clients if autosave settings were changed after you connected.
  • Fixed bug of players getting stuck on LadderEnd when trying to descend
  • Fixed un-localized text field in tutorial on powering your spacesuit stage.
  • Fixed bug that prevented players passing through the gap in the Ladder Platform
  • Fixed plants yielding between 2 and HarvestYield+1 depending on how they were harvested
  • Fixed a bug that allowed the player to have a fully grown plant in their hand
  • Fixed bug in which player getting out of chair would be instantly killed.
  • Fixed bug which allowed players getting off the top of ladders to clip through objects
  • Fixed bug that was causing setting input on logic batch writer to freeze game.
  • Fixed NullReferenceException error on Dedicated servers when trying to play some of the new slot interaction UI audio elements.
  • Fixed some of the IC chip instruction descriptions (reporters credit to EinBerliner)
  • Fixed added Plastic Sheets to first locker you find in the Escape From Mars scenario, as the recent addition of manufacturing machine build states had made it unintentionally challenging to progress without them.
  • Fixed issue with Tutorial caused by a change in how chairs are placed resulting in required suit filter being impossible to pick up.
  • Tweaked the look of the Tutorial panel to match the new look of the IC Editor help windows

Consolidated Patch Notes v0.2.1879.8621

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Everyone is back on the ground after the holidays, and work continues on the major pieces of work we mentioned toward the end of last year - with a couple of additions. As always, we've included a smaller fixes and changes.


What we're working on...
Peer-to-peer Multiplayer
We're in the process of refactoring some of the multiplayer code to support peer-to-peer networking, which should prevent many of the issues people were seeing with port forwarding and make the multiplayer system easier for us to work with. This should be available on the beta branch tomorrow.

Pipe & Cable Placement Improvements
We're also adding a quality-of-life feature based on a very old suggestion from Discord - you'll no longer need to remove cables or pipes to add additional connections. eg. A straight cable can be turned into a T junction with the addition of a corner piece, instead of having to remove it and replace it with the variant you want.

Scenario and Incident Expansion
It's not noted in the patch notes below, but there has been a lot of new functionality added to the XML-authored scenario tool-set, allowing scenario authors to create objectives based on the state of an interactable (open a door, close a chest, turn on a machine), pipe pressure, death of an entity, mine a certain number of voxel chunks and many more. We've also introduced EventActions which occur at the beginning and end of a mission stage, this allows mission authors to directly affect the world by spawning in objects, changing object states etc. While these will be available to everyone who wants to author scenarios, we're primarily adding them for use in an expanded tutorial system in the works.

All of this functionality has also been added to the incident system, which is used to script random events that will be added to the game once we've authored some and figured out a nice way to notify the player that they're taking place!

Patch note title image credit goes to UhOhPolio and their creative use of the various cosmetic cladding options available to create this stylish workshop.

Version 0.2.1879.8621
  • Added a LogicType ForceWrite that, if set to a value above 0, will trigger any LogicWriter to resend its current value.
  • Added Opacity Toggle Button to the IC Code input window to toggle the transparent background. You'll find it at the top to the left of the help buttons.
  • Fixed Error message spam when trying to complete a mission with an atmosphere-related objective (such as the hydroponics one in the Mars mission) due to no support for playing UI audio outside the main thread.
  • Added LogicType and LogicSlotType descriptions to localization system.
  • Added descriptions for PrefabHash.
  • Added ability to retrieve object's (and slot object's) PrefabHash.
  • Added sounds to warn you of appearance of new critical and warning states.
  • Improved home/end/delete/backspace key behaviour in IC IDE.
  • Improved voxel generating logics. Generating voxel close to object first.
  • Changed LogicWriterSwitch saving so that it successfully loads the older version of saves.
  • Changed side of Sleeper player gets out of from base to side with on/off button.
  • Optimized terrain generation to reduce stuttering when generating a large number of chunks.
  • Optimized camera filter effects so that it uses less memory and CPU.
  • Reduced volume of menu music file to bring it back to the level it's supposed to be at (a recent prior update had removed a volume reduction at some other stage in the chain).
  • Changed Lists in the Stationpedia from paragraphs to one entry per line for clarity.
  • Moved the Randomize button in Appearance menu so it doesn't jump around when turning on and off Facial Hair options

  • Fixed tooltip comment on LogicWriterSwitch switch.
  • Fixed Issue causing the Escape From Mars mission to skip the plant growth task, due to a missing check to ensure a plant had actually grown before seeing if it had grown enough.
  • Fixed setting ForceWrite on LogicWriters caused a write even if they were turned off.
  • Fixed setting ForceWrite multiple times within a single tick would cause the value to be written multiple times within a single tick.
  • Fixed bug preventing ChuteBin from locking.
  • Fixed Logic Writer devices now no longer resend values on load.
  • Fixed Jetpack on/off state not persisting through save/load.
  • Fixed the moving item slot sound from playing to everyone, is now playing locally.
  • Fixed Bug where when loading settings, if the settings.xml file was present, but empty, it would still attempt to load utilize the contents causing errors. Now if the settings file cannot be loaded completely without errors the game will not attempt to use it.
  • Fixed issue where jetpack is invisible after dropping it from your InventorySlot.
  • Fixed player being able to pass through glass top of Sleeper.
  • Fixed player sometimes colliding with Sleeper when exiting.
  • Fixed bug that allowed frames to be built over dynamic crates.
  • Fixed issue where status' sometimes failed to redisplay upon opening a new world.
  • Fixed notification sounds spamming on game start.
  • Fixed corpses and unconscious players no longer blink.
  • Fixed memory leak when initializing game.
  • Fixed Music Volume slider not setting the volume correctly.
  • Fixed an issue with UI button hovering sound conflicting with itself.
  • Fixed Issue with the models for some paint cans not being correctly colored.
  • Fixed the sound channel displayed in the Audio settings.
  • Fixed broken button animation for Appearance in Settings
  • Updated Localization Files (Current 21st Jan)

Consolidated Patch Notes v0.2.1914.8736

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Another bunch of fixes this update, with a couple of quality-of-life improvements for multiplayer and cable/pipe placement - but a lot of progress on some of the slow-burn features we've been working on for a few months.

Cable/Pipe Merging (pictured)
Rather than having to remove pipes and cables to add additional connections, you can now place cables/pipes on top of each other at which point they'll merge into their larger variant with more connections. No removal required! You will, however, be required to have the normal removal tool in your off-hand - so in the case of pipes, you'll need to have a pipe kit in your active hand and a wrench in the other.

Peer-to-Peer Multiplayer
Some players have issues in multiplayer with port-forwarding and connecting to Steam Matchmaking servers. You can now host a multiplayer game using Peer-to-Peer instead, joinable either directly by IP address on the server list, or by joining off your Steam friends list.

Savegame Improvements
Many improvements were made to the save process, with it now running in a separate thread. This means there will be no game 'freeze' whenever an autosave happens, but it'll still be processing the save data in the background. There will be an indicator on screen to tell you that an autosave is taking place, and you'll be unable to quit the game at this time. There will also be an audible tone when an autosave begins.

Coming soon to the Beta Branch
A sneak peek at the items that will be coming to the beta branch in the next week or two:

Recipe List Filtering
We're adding a search box to the top of the recipe selection window on construction machines, helping you find what you're looking for a bit easier.

New Tutorial
We have a rewritten tutorial that includes previously overlooked aspects of the game, like Mining, constructing an airlock from scratch, using access control, setting up solar power, status updates and more. This included a lot of foundation work on the system used to create these, so it'll be much easier for us to make additional tutorials on subjects like smelting, hydroponics, more advanced logic automation etc.

Client/Server Recipe Synchronization
Instead of the server assuming that the client uses the same recipes, they will now be sync'd to the client when they connect. This will allow for better mod support for multiplayer games, and reduce the likelihood of issues arising when clients are using different languages to the server.

Version 0.2.1914.8736
  • Added support for alternative custom voice collections (Status Voices)
  • Added FX sounds when auto-saving
  • Added Priority option to Existing Audio System.
  • Added description of lr command on ProgrammableChip.
  • Added Cables and Pipes will be merged when placed with any existing one in cell if deconstruct tool in offhand.
  • Added save path to settings. A few player have troubles to save world in "My Documents" folder. Once you change it, it can't be uploaded to steam cloud. You need to copy your save files to other pc manually.
  • Added Steam P2P which allows to play with your friends under NAT or VPN. There is an option in setting > Muliplay > Enable P2PHost. Once it's enabled, "Advertise Server" option is disabled. Steam P2P isn't compatible with it. You can join friend's P2P host through "Join Game" on steam overlay.

  • Optimized memory usage when saving world.
  • Improved Audio Fidelity on Helmet Open/Close.
  • Improved saving world performance. It indicates saving message at the bottom right corner and can't leave session while saving.
  • Removed ability to paint LED Light.

  • Fixed bug that caused arc furnace to output unpredictable substances and quantities.
  • Fixed missing syntax highlighting for lr and define commands on IC.
  • Fixed bug that prevented logic from telling the arc furnace to print when new ore of same type entered input slot.
  • Fixed bug that caused BatteryCellCharger to bring down power network.
  • Fixed Incorrect value on Max distance causing Powered Sound to Play Everywhere.
  • Fixed P2P connecting problem when it's already in game. It couldn't connect to P2P Host.
  • Fixed total thing counts in loading screen. It was always 0.
  • Fixed batteries in BatteryCellCharger no longer charge one at a time.
  • Fixed BatteryCellCharger no longer wastes power if more than one battery placed requires charging.
  • Fixed bug that prevented cables being placed immediately next to ChuteBin.
  • Fixed null referenced exceptions in Human. Dead player's head animator wasn't set for new connected player.
  • Fixed bug preventing cables, heavy cables and pipes from being placed in authoring mode.
  • Fixed LED when placed from painted ItemWallLight kit will now always be white.
  • Fixed couldn't set LED colour from Logic devices.
  • Fixed bug allowing heavy cables to be merged into normal cables and vice versa.
  • Fixed bug preventing painting Pipe Kit.
  • Fixed an issue where you were unable to continue building some structures after a certain point.
  • Fixed unexpected error message when player respawns after starting to decay. It respawned twice and accessed to uninitialized data.
  • Fixed connection problem in password P2PHost. It failed to connect to P2PHost after input password.
  • Fixed unable to save world when chick npc is spawned. It threw null reference exception.
  • Fixed bug in which ladder end wouldn't return kit on deconstruction.
  • Fixed unexpected error log when connect to dedicated server("Spawn scene object not found for 1"). It's side effect of Steam P2PHost.
  • Fixed bug that prevented placed LED from being painted.
  • Fixed bug preventing displaying of some Polish special characters.
  • Fixed null references in HydroponicsAutomated. It tried to harvest potato on game client. Automated harvest is available only on host or dedicated server.
  • Fixed broken Programmable ChipMotherboard when input enter before click it. It wasn't initialized properly.
  • Fixed wrong access to GasDisplay. It often happened when removed device from Motherboards.
  • Fixed wrong access to color swatch. The index was wrong and broke game logic when loading world.
  • Fixed broken graphics when saving world over read-only attribute files. It forces to remove read-only attributes world save files.
  • Fixed null reference when closing character creation panel in settings.


Consolidated Patch Notes v0.2.1954.8891

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Still working through the big-ticket technical backlog, but as usual we have a bunch of fixes and your requests that are worth getting into the stable branch. We're also going to endeavour to keep the 'what we're working on' section of these notes going every patch, to more clearly illustrate that what you see in these patch notes every few weeks is not the totality of what has been done since the last update.

Things people keep asking for in Discord
We've added the ability to search for recipes in manufacturing machines. For the IC programmers, we've also added a sleep command. They're small things, but many of you have been very passionately requesting them so we hope you enjoy it.

Audio Improvements
The first of many audio improvements have taken place in the last couple of weeks with the addition of a new team member dedicated to audio. In addition to bringing across some audio functionality from another project at the studio, we've been able to start looking at some of the most noticeable holes in what you hear while playing the game. We'll be experimenting with a lot of the systems and sound, so give us your feedback and keep in mind that it'll be a continually evolving thing as development continues.

New Tutorial on Workshop Next Week for Testing
Work continues on the new tutorial, and we'll look at getting this up on the workshop in the next week as well as making available the documentation for authoring your own tutorials or scenarios. Once it has been thoroughly tested, we'll look at introducing it in the beta branch. As this will ideally be a brand new replacement tutorial, we need to ensure it is a bug-free and comprehensive introduction to the game before it makes it to people playing for the first time.

Work In Progress
Some of these have been posted in past patch notes, but rather than regularly field questions about it in Discord and on Reddit, we'll try post more regular updates for works-in-progress here.

Session Abstraction
We're working on a lobby system to break up the multiplayer and the game world. This will allow players to join a game before the world is created. The next step will be the preserve this lobby/player data even while cleaning up the world, then once we support being able to transition into a new one with the same set of people then round-based play is just around the corner.
Optimization
While we're trying to leave the bulk of optimization until more of the core features are into the game, occasionally certain things stand-out as being strong candidates for optimization. We've identified a couple of these in the last week or two, so it's too soon to speculate on how impactful they'll be - keep an eye out on the beta branch patch notes.
Audio
As mentioned above, the team now has a dedicated audio tech/programmer! The focus in the immediate future will be sounds local to the character (ie. suit noises), with additional movement sounds to go with the just-added footstep ones.

Hotfix Version 0.2.1956.8894
  • Fixed various side effects of refactoring.

Hotfix Version 0.2.1954.8891
  • Fixed several missing references to NitrousOxide in tooltips etc. [Credit: Risu]
  • Fixed issue where randomize on the Character Customization screen allowed invalid selections, which if retained would prevent save games with that character from loading correctly.

Version 0.2.1952.8883
  • Added the ability to search when using various printers.
  • Added sleep command to IC that pauses execution for the supplied number of seconds.
  • Added new audio pipeline allowing greater control and supporting simpler addition of new audio assets to the game.
  • Added first pass on footstep sounds.
  • Added ability to include custom translations to mods, not just scenarios.
  • Updated all prefabs that play sound as part of new audio manager.
  • Updated Suit audio parented to local player are now 2d.
  • Updated Localization Files (Current 19th March).
  • Removed audio-sources form prefabs that shouldn't have them.
  • Fixed Duplicated entries in the IC Code entry help windows.
  • Fixed bug where IMergeable structures could be used to change ones already flagged as indestructable.
  • Fixed null reference exception that could be caused by exploded gas canisters.
  • Fixed broken AtmosAnalyser when accessed to already destroyed atmosphere.
  • Fixed issue where nutrition was not being consumed, leading to hunger never increasing.
  • Fixed issue where the printer search bar text was not resetting.
  • Fixed bug when items leaving Sorter could get stuck when items were already in chute (props to Risu and Kamuchi)
  • Fixed error that could occur on ListenerEffectManager when loading some Steam Workshop saves.
  • Fixed AudioSources that are not playing are disabled.
  • Fixed Missing font causing fabricator construction list entry titles and quantities not being displayed.
  • Fixed error when attempting to change objects that are in the process of being destroyed since engine upgrade.
  • Fixed remote control save command. It failed to save world.
  • Fixed bug that would cause some structures to lock when accepting stuff from chute
  • Fixed an issue where Hunger critical was playing at the wrong time
  • Fixed ReadByte out of range error when receiving atmospheres from server.
  • Fixed bug with IC Library containing 'ghost' entries at the top for missing library entries, with buttons that weren't clickable.
  • Fixed bug preventing aliases from highlighting correctly.
  • Fixed bug that allowed pipes/cables to be placed inside objects.
  • Fixed fabricator recipe selection dropdown entries only displaying thumbnails without labels due to font change resulting in size value being incorrect.
  • Fixed issue with text not appearing on the manufacturing computer due to an invalid font being specified.
  • Fixed Fabricator bug that could cause it to lock if it export chute weren't clear.
  • Fixed issue with character hair occasionally not loading correctly. [Thanks Tassyr]
  • Fixed if a player changed their identity in game, after death they would revert to their old identity.
  • Fixed volume not being applied correctly to speakers when loading a save due to move to new audio system.
  • Fixed bug that made merging on some cable arrangements difficult.
  • Fixed human being unable to respawn if completely dead.
  • Fixed if you fall below the world you will now be teleported to the surface again.


Consolidated Patch Notes v0.2.1984.9058

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Just a mini-update this week, we're back working on some big features. We'll save a big write-up of these for when they're fully released but a large portion of the implementation is already done, so don't expect they'll be too far away.

Customized Characters

Your customized character can now be set on the options screen and will now be your default for any new worlds you create or join. The menu character will now also reflect these options.

Dynamic Item Deconstruction
You can now destroy draggable items, for those of you sick of excess crates and dynamic canisters cluttering up your little corner of Mars. This is as simple as just targeting them with an Angle Grinder equipped. Any objects contained within the destroyed item will appear in-world, and any gas remaining inside will be released when you cut into it - so be careful as a destroying a pressurized tank will be very dangerous.

Authoring Tool Improvements
A much-requested feature of the authoring tool was the ability to remove objects quickly and completely, without extra cleanup of loose dynamic items being required. You can now do this with the tool wielded by holding down your QuantityModifier key which is C by default.

Coming Soon
These features are still being fully implemented and tested, but to give you a bit of an idea what to expect in our next big update - here:




Version 0.2.1984.9058
  • Added the ability to see your customized character in the main menu screen.
  • Added the ability to deconstruct various portable atmospheric devices using the angle grinder.
  • Added the ability to delete items and structures using the authoring tool. Delete Structures with Authoring tool by holding down the QuantityModifier key (C by default).
  • Updated Localization Files (Current 17th April)
  • Improved Destruction of large dynamic items with the Angle Grinder. Now applies to all draggable things, not just atmospheric devices. Also now properly ejects the contents of all slots and atmospheres when deconstructed.

  • Fixed issue where chute junctions placed directly next to device inputs/outputs would not always 'connect' correctly through save/load. [thanks Risu & Zaneo]
  • Fixed slot numbering on Battery Charger. [thanks Austin]
  • Fixed interactable order caused by yesterdays slot number fix on Dynamic Crates. [thanks Rob The Dude]
  • Fixed issue with DynamicCrate slot ordering. [thanks Sharidan]
  • Fixed double brown hair issue & not being able to change hair colour without hair.
  • Fixed authoring tool deletion; you must now hold the modifier key to delete anything, also increased the time it takes to delete from 0.1 seconds to 0.5 seconds.
  • Fixed facial hair is now displayed on the main menu character.
  • Fixed bug preventing automatic rotation button from automatically setting values for objects with a single rotation plane that aren't face mounted.
  • Fixed automatic rotation on FlagSmall.
  • Fixed atmosphere being released when destroying gas canisters with authoring tool.
  • Fixed typo in description of bdseal and bdnsal [thanks Andir]
  • Fixed bug that set IC stack pointer value to 0 on load regardless of what it was when saved.
  • Fixed Inability to unwrench gas canisters from connectors.
  • Fixed 'InvalidCastException' when targeting certain objects.
  • Fixed Object fall-through-world protection. Made more reliable and now removes any forces applied on the falling object in an attempt to prevent any more 'accidents'.
  • Fixed sleep command on IC only working first time it was called.

Consolidated Patch Notes v0.2.2001.9148

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Another little patch this week, which would typically be a hotfix post if not for the sneaky little addition of the Arc Welder. It'll take a lot of power, but is significantly less prone to exploding. You'll still have plenty of time to explode though, as the materials to craft this won't be available to you until you've been able to smelt some of the more advanced alloys.

Hotfix Info
The most impactful bug we're patching is one where eating something will result in you hearing yourself eating that thing forever, even after loading a new world - and nobody likes a loud eater. Sorry for this one, and doubly sorry it took so long to get the fix across to the main branch!

Work in Progress
Work continues on the Rover and Trading features planned to be live on beta in the very near future, with the Rover just getting an audio pass and some tweaks on some extra features besides just personnel transport. You're able to take the Rover for a spin already if you wish, it can be spawned in creative mode. Keep in mind this is still very much in testing though, so let us know in Discord if you encounter any bugs.

Version 0.2.2001.9148
  • Added Arc Welding tool. This is a welding tool that uses power, rather than fuel, to weld. Useful for late game. Requires advanced resources, constructed from Tool Manufactory.
  • Updated Localization Files (Current 14th May).
  • Added event so that scenario authors can trigger events based on suit temperature changes.
  • Added event so that scenario authors can set entity nutrition levels.

  • Fixed null reference exception when displaying tooltip over a structure while holding non-item thing in your hands.
  • Fixed Error caused when the game couldn't find a player to attach a 'harvested' sound to (in the case of Automated Hydroponics etc). [thanks Eearslya]
  • Fixed Error on Dedicated Server when it tries to process its own notice message due to not having the same type of chat window as clients. [thanks Eearslya]
  • Fixed stuck in loading screen when there is a duplicated recipe in ChemistryStation, Microwave, PaintMixer, ReagentProcessor.
  • Fixed incorrect interaction cursor. It displayed wrong interaction cursor when picking up an item into an empty hand.
  • Fixed hidden slots items [Thanks Risu]
  • Fixed null reference exception when reloading world mod on workshop. It didn't clear cached data.
  • Fixed client unable to destroy with Authoring tool fix.

Consolidated Patch Notes v0.2.2005.9159

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Our second patch for the week closely follows the pattern of the first. This might otherwise be a hotfix if it weren't for the impromptu addition of another new piece of kit, the new Heavy Mining Drill! We've also replaced the model on the old one.



We've also put in a couple of overlooked aspects of the Arc Welder added in the last update, namely the recipe required to craft one.

This will (hopefully) be the last couple of urgent fixes required for the main branch until we officially release the next major features to the game, so keep an eye on the beta branch and the news page for an announcement in the next few weeks!

Version 0.2.2005.9159
  • Added particle effect to new Arc Welder.
  • Added Mining Drill (Heavy). Much more effective than basic mining drill but requires advanced materials to make and uses more energy.
  • Replaced Mining Drill with new model that looks more consistent. Also is now paintable. Animation improved.

  • Fixed issue with helmet being visible in first-person view after exiting any entity slot, such as a Chair, Sleeper pod or Rover.
  • Fixed repeating error when attempting to smelt an item (eg. in the furnace) that has no reagent mixture defined.
  • Fixed Arc Welder not using power correctly. Now consumes 2kW per weld, which equates to roughly 72 full frames per large battery.
  • Fixed missing Mode interaction button on both old and new mining drills preventing players from selecting 'Flatten' mode.

Consolidated Patch Notes v0.2.2035.9345*

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This patch was a while coming, but I'm sure when you see everything we've got crammed into it you'll understand why!

Trading
The first pass of traders is complete. By using the satellite contact system we added in a previous update you're able to request that traders visit your base to exchange resources. You'll find on your uniform a new slot to store a Credit Card (can be manufactured in the Electronics Printer) that will track your credits obtained via trading. The traders have varied inventories and pricing is based off the materials used to craft items - helped by raw material costs based on the rarity of minerals on your world. You'll need a landing pad and computer with a Communications motherboard in order for them to be able to land. We'll be looking to expand the range of things you can do with these satellite contacts in the future.


Cargo Rover
The first land-based vehicle can now be manufactured via a Kit (Rover Frame) on your Fabricator. This lets you place the foundations and progress through several build-states before you get your completed Rover. They'll require batteries to run and oxygen tanks if you wish to utilize the internal atmosphere. They also have a couple of storage slots on the rear to carry around Dynamic Crates or Portable Gas Tanks which can be attached using your Wrench from nearby.

Species Packs
So as most of you following the game know, we've spent the last few months investigating several large technical refactors as detailed in previous patch notes. Instead of letting our asset backlog grow even further, the art team were tasked with creating something we could implement with minimal programmer input, outside of the already promised scope of the game, to not only gift to the various contributors that have been particularly dedicated to helping the community, but also to allow those who had asked for a way to further support the game the means to do so.

All those in Discord with the rank Community Developer or Community Contributor should now have been sent their redemption keys for one or both of the new species packs. We'll detail these more below, but while they'll be available in any game, only those with the packs will be able to actually take control as one to play with.


The Zrillian Species Pack introduces the Zrilians, who feature a startlingly similar physiology to our own - except requiring Hydrogen to breathe and exhaling Nitrous-Oxide. This makes their ideal breathing environments particularly hazardous, and any attempt to create a breathable atmosphere for both them and humans even more-so.


The Hazardous Environment Mechanical Droid or H.E.M Droid was created to venture into the most dangerous areas of space without risking human life. They don't need to breathe like we do, but need to carefully manage their power usage as they rely on batteries to function. If unable to draw sufficient power from their battery, they'll slowly lose consciousness until they pass out.

The way Stationeers is designed made these gameplay changes incredibly simple to apply. We were able to just make a copy of the existing human lungs and change the gas values it consumed. For the Droids we were able to use our existing power consumption code, but apply consciousness damage if none was available. We already had the fade to black and passing out done for humans, so got that for free!

Modding Fixes and Improvements
We did a pass several long-standing bugs around mod data loading for recipes and items, as well as made all mod data now sync from server to clients on join. This should reduce instances of issues caused by server and client having mismatched mods or mod load orders.

What else we're working on...
As always, we like to include a bit of information about what is being worked on but didn't make it this update. Work continues on the session abstraction, meaning a game lobby will be able to exist independently of the game world. This will smooth the way towards round-based play, as well as other game modes that take place across multiple worlds with the same players/inventories. We're also looking at a large optimization pass on terrain saving/loading to prevent the issue we've currently got where spawning in a lot of terrain can blow out your save size significantly. In addition to this we'll continue to evolve the Rover and trading mechanics, and start looking at expanding some systems that were put on hold so that we could focus on the recent technical refactors - like the incident and expanded scenario system. No doubt this time will also include numerous optimizations and quality of life improvements based on the feedback we receive on Discord.

Last but not least, the potential replacement for the existing tutorial is available for testing on the workshop! We're committed to improving the new player experience in the game, so as soon as we have the last few bugs squashed on this one we'll make it available to everyone.

Hotfix Version 0.2.2035.9345
  • Fixed missing recipes for Satellite Dish Kit, Landing Pad Kit and Comms Motherboard.
  • Fixed DLC characters not appearing for players that haven't purchased the DLC.
  • Changed some of the trader names due to readability issues.
  • Updated the LandingPads turned off animation.
  • Fixed robot main menu characters eyes floating about. (Thanks GhostMan)
  • Fixed world setting data sync and mod issue. It didn't override world setting data(SkyBoxMaterialName, TerrainPrefabName, etc) from mod or saved world.
  • Updated Localized Text (Current 14th June).

Hotfix Version 0.2.2029.9331
  • Fixed issue causing many object textures to appear incorrectly.

Version 0.2.2028.9326
  • Added first-pass of resource trading. There is a chance one of the signals will be a trader when you first contact them if you have a powered landing pad connected to the same network as the computer with the Comms motherboard, they'll be able to request to land. Your inventory is calculated from the contents of any vending machines on the same network as the computer, and this is where goods will be delivered to. See future patch notes for more details.
  • Added Rover to survival mode. Recipe for the 'Kit (Rover Frame)' can be found in the Fabricator. You'll then need to go through several build stages before it turns into a functional Rover.
  • Added storage connections to the rear of the Rover. You can now load up both storage slots with either a Dynamic Crate or Dynamic Gas Canister using your wrench.
  • Added credit card slot to both the Marine and Commander uniform alongside a new Slot icon addition.
  • Added two logic values for Satellite Dish. Strongest Signal which is pretty self explanatory, and SignalID which is a unique ID applied to each contact.
  • Added a credit card item which can be made through the Electronics printer to handle currency.
  • Added a new slot to the uniform to hold your shiny new credit card.
  • Added Debug Key to help capture data for bug reports. Left CTRL + G will now print out the targeted items grid coordinates to the in game console window and the games output_log.txt.
  • Added World settings, modded items and recipe data now properly sync to clients when joining a server.

  • Fixed Debug tool for grid locations now performs a null check and added small grid coordinates if available.
  • Fixed Rover now ejects its contents if it is destroyed.
  • Fixed input panel popping up on client when server accesses hash reader. (Thanks spunky)
  • Fixed only the Fertilized variant of eggs was spawnable via the creative menu and appeared in the Stationpedia. [Thanks Austin]
  • Fixed issue where loading mod data for some items would break their functionality elsewhere in the game, ie. when being smelted. [thanks Risu]
  • Fixed null reference exception when the game tried to select a default recipe of Fabricator before fully spawned character on creating or loading a world.
  • Fixed mouse not appearing upon interacting with landing pad.
  • Fixed Modding recipies for the Fabricator. It didn't update screen job correctly.
  • Fixed Consumable and Food mod data. It didn't update mod data properly.
  • Fixed Loading issue when modified specific item in mod. It threw null exception while loading Stationpedia.
  • Fixed Loading issue on dedicated server. Game data wasn't initializing properly.
  • Fixed Reagents recipe bug. It didn't correctly initialize pressure and temperature values.
  • Fixed Config cartridge values. It now returns 3 fractional digits.
  • Fixed headlamp not using power.
  • Fixed missing world data loading step for Centrifuge recipes. [thanks Risu]
  • Fixed signals not being read correctly from logic reader.
  • Fixed contacts spawning outside of scannable range on planets.
  • Fixed credit card visual display not refreshing after purchases (Thank you for your feedback everyone!).
  • Fixed SatelliteDish out of range spam.
  • Fixed incorrect consumable displaying in trading interface.
  • Fixed world loading failure when there are more than 5 worlds setting and fixed mining effect in Europa, where the wrong mining effect was being used.
  • Fixed localized text in mods.
  • Fixed broken Atmosphere when mining. It would sometimes throw an "Argument is out of range" exception and crash the atmospherics thread.
  • Fixed long-standing issue preventing the proper display of bedrock textures when deep mining.
  • Fixed display issue with the main menu characters eyes when idly looking around.

Consolidated Patch Notes v0.2.2066.9437

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We've got a few new things coming to the beta branch in the near future that could be disruptive, so this is just a small update to get the stable the latest batch of fixes and improvements.

What's Coming to Beta?
The main thing is the implementation of the zero-point shifting we started investigating ages ago. This will allow us to start to push the game futher away from your start point without the risk of bugs caused by dealing with large numbers in object positions.

In addition, we're going to start experimenting with content for the Incident system - which initially will be small challenge events you can invoke via the communications computer. Depending on how these go, we could look at introducing them as part of a random event system to make the standard survival game a bit more interesting, such as short periods of drastic outdoor temperature changes, meteor strikes etc.

As always, keep an eye on the #beta-changelog channel in Discord!

Version 0.2.2066.9437
  • Added World type (mars, moon etc) to the load game info pane.
  • Added save world delay of 5 seconds to prevent saving world multiple times when repeatedly pushing the button.
  • Added Multiplayer and dedicated server support to Trading, however a limit has been put in so only one landing pad used or trader be contacted by one player at a time.
  • Added Stylized loading screens, with a few options for each base world type chosen at random.

  • Changed minimum Clearallinterval to 60 sec on dedicated server. Can still be disabled with 0 or -1.
  • Fixed an issue where a trader would be locked if the person interacting with them were to die.
  • Fixed an issue where a trader ship would depart when another player tried interacting with a locked trader.
  • Fixed an issue related to when a player left game while contacting a trader, it would be locked indefinitely - the contact will now be reset.
  • Fixed "Cartridge wasn't destroyed properly" message on client when server shut down.
  • Fixed issue where load world screen would not correctly select the first world in the list automatically.
  • Fixed wrong overwrite popup and workshop file name on save world panel.
  • Fixed player name in chatting panel. It couldn't get player's name before spawning player.
  • Fixed save world having a small chance of not properly saving the world settings.
  • Fixed issue where loading a world that was missing the world settings file would result in an exception error.
  • Fixed issue where the SatelliteDish was providing incorrect logic values.
  • Fixed a null sent to clients when the server interacts with landing pad.
  • Fixed traders de-spawning when still being interacted with (Thanks Clever)
  • Fixed filters and foods quantities are now the correct value displayed in the trading interface.
  • Fixed stackable item merging issue on client. It was trying to merge stackable item without authority.
  • Fixed missing spawn prompt when human is already dead or unconscious. Toggled spawn prompt by ESC key.
  • Fixed possible null spam and permanent lockout when interacting with a trader. (Thank you Clever!)
  • Fixed Trading currency not being synced correctly, also the cost of an item is now correctly removed from a credit card.
  • Fixed Index out of range error caused by the incorrect contact index being passed through. (Trading) Thank you Atom Heart!
  • Fixed an issue on vending machine where index started from the wrong point. (Thanks Risu)
  • Fixed Mars scenario gravity, reset it back to -3.7.
  • Fixed lag spiking when placing landing pad.
  • Fixed Colliders for each seat in the rover are now sized and positioned around the door handles rather than the door themselves, so they no longer obscure vision when looking out the side windows.
  • Fixed Issue spawning multiple Rovers in multiplayer upon completion of the structure version, due to a missing server check. This meant that each client in the game at the time also sent a message to the server, telling it to spawn a Rover.
  • Fixed world setting sync issue and missing planet prefab in saved world. Local world setting wasn't loaded property once joined another server.
  • Fixed NetworkAnalyser issues when too many cables are connected. It couldn't output data and broke game logic when disconnected a network cable while holding NetworkAnalyser on the other hand.

Hotfix++ Patch Notes v0.2.2080.9490

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We had a couple of technical issues in the previous stable build that didn't present themselves until we'd already added quite a few drastic changes to the beta branch - so consider this a bit of a hotfix with extras!

This bug resulted in games not saving correctly, and requiring a bit of fiddling to get them working again, so apologies to those affected.

Expect the detailed write-up of the new additions once some of the other work surrounding these features is complete.

As always, we'd love to hear your feedback, suggestions and bug reports in the Stationeers Discord![discord.gg]

Hotfix Version 0.2.2080.9490
  • Disabled floating origin until all side effects can be resolved.
  • Added ability for Ores to stack when mined via an explosion on the same grid.
  • Fixed connection problem joining huge worlds in multiplayer. Instruction to spawn objects on network clients was not being throttled, and in the case of large worlds (18000 objects+) attempts to join would likely fail.
  • Fixed various null exceptions when receiving network messages of non-existant things.
  • Fixed issue where Grenades failed to explode when taking damage.
  • Optimized network configurations.

Version 0.2.2077.9476
  • Added the ability to damage Gas Canisters on dedicated servers.
  • Added wreckage spawning on broken structures when they are in the their damaged state.
  • Added new variants of Stairs available on the usual kit featuring rails on either or both sides.
  • Added new models for the energy pistol and rifle.
  • Added missing color setting to Diode and DiodeSlide.
  • Added a unique health stat to all Things.
  • Added feature where Dynamic Gas Canisters take damage when the pressure if over the limit.
  • Integrated floating origin to fix spatial jittering due to limited floating-point precision. It's available only for host player when saving and loading world.
  • Changed Players no longer ejected from Sleepers when regaining consciousness.
  • Changed how explosion force and radius is calculated for Canisters and Dynamic Canisters (Based off pressure).
  • Changed the mesh on the Dynamic Gas Canisters.
  • Changed how collision damage is calculated slightly to prevent scaling issues that could occur at low framerates. (Thanks Risu)
  • Altered the cooldown on the energy weapons, these are also now affected by the outside temperature of its environment.
  • Fixed broken Atmospheres in rooms on load due to their location not being saved correctly. This was a result of the floating-point precision change noted above.
  • Fixed issue where time would persist from the previous loaded World to a newly created World.
  • Fixed issues where gun shots were sometimes hitting invisible objects, this included a pass on the way the gunshots are calculated (Bullet drop, bullet spread).
  • Fixed null error related to atmospherics.
  • Fixed null error related to Logic Displays and setting their digits when destroyed.
  • Fixed Gameplay settings page was prompting for a folder path when you tried to reset to defaults.
  • Fixed issue with character suits casting darker shadows than everything else on terrain.
  • Updated Localization Dictionaries (Current 24th July)

COMING SOON: New Planet, Stutter Improvements and more...

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It's coming up on a month since our last update, so we thought we'd give you a sneak peek at what is coming up in the next update. It should make its way to stable in the next week or two.

Introducing Vulcan - a tough new challenge for experienced Stationeers. You'll rely on trading to obtain gases as you won't find any ice on this fractured planet. The dense atmosphere of Volatiles and its close proximity to the Sun also mean any Oxygen that gets a chance to mix with the air outside will have potentially explosive consequences.

Internal testing is underway for an upgraded engine version, this will address the infamous stuttering issues that have crept into the game throughout development. As this is still experimental at an engine level it is subject to change, but if it improves the situation then we'll look at rolling it out to the beta branch as soon as possible for public testing.

Additionally, a lot of work has also been done on stability in large bases - particularly in multiplayer. So if you're one of the groups who have had to retire a base around the 15'000 object mark due to players not being able to connect - now might be the time to revisit those bases on the beta branch.

This is just a short summary of the main points, so keep an eye out for the full patch notes when the patch goes live. As always, thanks to everyone playing on the beta branch and keeping us posted with your bug reports and suggestions and don't forget you can check out the Stationeers Discord[discord.gg] for the latest patch notes for the beta branch.

Fractured Planet Update (Hotfix++ Version 0.2.2125.9694)

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Since Europa was added we were already thinking our next planet would have to be a 'hot' one. As with a lot of our content in the game, adding Vulcan resulted in building a lot of reusable systems we can apply elsewhere. The end result may have been a new planet, but making gameplay survivable on this fractured planet forced us to expand on several things already in the game:

  • Planet-Specific Ore Spawn Rates. Previously these were moddable, but not on a per-planet basis. It didn't make sense for a planet as hot as Vulcan to have any ices spawning on it, so now they don't.

  • Gas Traders. If you can't get gases from ices, where do you get them from? Since we had recently added the trader to the game, it made sense to have traders who sell it.

  • Trader Profiles. In its first implementation, traders arrival and inventory was completely random. As it was a core part of survival on Vulcan, we needed a bit more control. Through the use of trader profiles we can dictate spawn chances and inventory types, as well as multipliers on buying and selling prices on a per-trader basis.

  • Landing Craft. With the large crevasses that appear on Vulcan, we had a common issue during playtesting where one or more of your starting crates/canisters could fall through into the abyss never to be seen again. The lander serves as a way to keep all that starting equipment together. Crates and canisters can be removed using the wrench, but cannot be re-attached so be sure the area is clear before you attempt to remove anything. The entire lander can be disassembled using your angle grinder.

  • Updated Visuals On the art side, we also had to improve some old shader code to support the new ground and lava textures on Vulcan, and took the opportunity to refresh the old terrain on the Moon and Mars.

Scenario Authoring Improvements & 'Incidents'



Besides the aforementioned changes to ore spawn rates and tradeable modding, we also added the ability to spawn Incidents to the game. Currently experimental, Incidents are small script-driven events that can be initiated to provide a little extra flavor (or perhaps challenge) to your Stationeers experience. The event pool is still a bit small and untested for us to be throwing them at you at random as part of the base game, but the dozen-or-so in game now serve as an example to modders what sort of thing is possible for those who want to try their hand at authoring their own. They can be accessed via the in-game pause menu by clicking 'Incidents'.


Viewing/Restoring Save Backups



Despite being in early-access, we've tried to not be one of those games who force you to restart your saved world every time we bring out a significant update. Since it was available for purchase on Steam, there's only been 2 occasions where we've players have been forced to start new worlds - one unfortunately was the stable build prior to this one. While we can't guarantee these won't happen in the future, we have added an in-game menu to view the backed-up versions of your world and allow you to easily load one of them. Lets hope it is never neccessary!

Multiplayer Stability
A lot of work has been done in the past month on optimizing the multiplayer experience. The process of joining servers, especially those featuring large worlds (15'000 objects+) should now be a lot smoother and several items that were not previously synchronized between server and client are now doing so.

Update on Stuttering Issue
As mentioned in last weeks preview post, we're seeing encouraging results from people testing out the latest version of the engine on the experimental branch. Unfortunately, as with any significant engine version change there's a few issues we've got to sort first. We didn't want to delay the whole update any longer, so have decided to get this update out then look at upgrading the beta branch early next week. The engine feature we're enabling to resolve stuttering (incremental garbage collection) is also experimental, so we'll want to ensure it's adequately tested before updating accross the board.

Finally, Thanks.
As always a big thanks to everyone playing the game and providing your input through the Steam Community boards and Stationeers Discord.[discord.gg] The Localization team are doing a great job at translating the names of the new things we're putting in the game and your bug reports are immensely helpful for a small team like ours. We know we can't please everyone or implement every crazy idea, but being able to interact with people who are as passionate about the game as we are really makes the whole process smoother and more rewarding. Go forth and try out Vulcan, and we hope your base fares better than Araon's testing one.



Hotfix Version 0.2.2125.9694
  • Fixed electric tool issue on client
  • Fixed null reference in leak visualizer on suit

Version 0.2.2123.9690
  • Added Lander to the starting conditions for Vulcan to alleviate problem with some starting supplies falling through the cracks in the ground. Crates and tanks can be removed using the wrench but cannot be reattached. The entire lander can be deconstructed with your angle grinder.
  • Added values for various gas types including 1st pass support on Gas Canisters in Trading (No more NaN's).
  • Added ability to add/edit custom trader profiles through mods (example found in Data\CustomTraders.xml).
  • Added Gas Canister recipe list for use in populating trader inventories. Is not used for any crafting machine.
  • Added first pass of 'Compositions' allowing mod authors to save-out and load-in/spawn saved groups of items, structures and circuits through events.
  • Added a couple of missing pre-filled spawnable Dynamic Gas Canister prefabs in creative (Pollutants and Nitrous Oxide).
  • Added ability to set mineable overrides in world settings. Previously the game used one set of ore types and probabilities for all worlds. If a world setting does not contain any override, those original default values will still be used. Mod behaviour for mineables should remain unaffected.
  • Added first pass of player-invoked incidents to the game. The list of incidents available can be accessed via the pause menu, with individual incidents being invoked by clicking on them.
  • Added a reference ID to tooltips while wielding the Authoring Tool to help with the authoring of scenarios.
  • Added TickSpeed to Settings > Advanced > Experiments. It's sleeping time between thread tick and effects on CPU usage.
  • Added wreckage which spawns when certain structures are damaged/destroyed.
  • Added new interface within the load world screen to allow loading instead from a backup of the selected world.
  • Added new terrain textures and materials for Mars and the Moon.
  • Added new fire particles.

  • Changed Explosion damage be more forgiving to the terrain.
  • Improved multiplayer stability by syncing far more information between server and client on load, such as world settings.
  • Improved multiplayer stability issues stemming from large worlds by streamlining the load process so the client wouldn't attempt to load in too much, too fast.
  • Improved multiplayer stability by syncing several logic objects that weren't being synced between client/server previously.
  • Removed several uneccessary network messages being sent to all clients on load.

  • Fixed issue where battery status would cease to update while in a Battery Charger.
  • Fixed an issue that could cause the landing pad to be locked on the server but unlocked on clients.
  • Fixed traders trading type is now serialized allowing for more traders than just the Random one.
  • Fixed default Gas Canister value & trade values for Gas Canisters. [Thanks Neouni]
  • Fixed incorrect material applied to Credit Card.
  • Fixed long-standing bug causing air conditioners to use twice as much power as intended. [Thanks Risu]
  • Fixed devices occasionally being locked after load due to animations being stuck in a looping state.
  • Fixed Gas Canisters can now be renamed using your Labeller. [Thanks Risu]
  • Fixed players becoming stuck on the loading screen if they lose connection while loading.
  • Fixed bug where ability to mine could be broken if you died while mining. Players can no longer die to get out of mining duties in multiplayer.
  • Fixed World backups now included the world_meta.xml file.
  • Fixed addition of hidden characters occurring when using the 'Copy' button inside the IC editor. [thanks Risu]
  • Fixed tank/crate connection range was too far on the rover, reduced from 100 to 30.
  • Fixed issue where loading a save with a broken worldsettings.xml file would error and stop loading. Will now show an alert with the location of your broken save. [Thanks Kamuchi]
  • Fixed ConsoleDebug occasionally causing errors on start [Thanks Duke]
  • Fixed Incorrect loading text being displayed when joining a server.
  • Fixed occasional atmosphere replication issue in multiplayer causing Index out of Range errors on clients.
  • Fixed players are now forced to be the Human species in the tutorial.

Gargantuan Update (Version 0.2.2161.9871++)

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Planet Changes
Both Vulcan and Europa have received visual update - with the sun on Vulcan being replaced by a supermassive black hole. Tuning your solar panels has also been made more difficult and gravity slightly increased. Europa now features bumpy, mountainous terrain, a new cloudy jupiter to fill the sky and modified atmosphere. Both of these will be available for newly created worlds, while any existing saved worlds will retain their old configuration.

Stuttering / Garbage Collection Issue
This solves a major performance problem universally experienced with the game. Now players in large bases will experience a much more stable framerate; without the stuttering that plagued them.
Of the many bugs that come and go throughout development, one has stuck around since the very early days. As your base gets larger, or even in the early stages of the game while terrain is being generated, players could experience occasional micropauses or freezes every few seconds. These would happen no matter what your framerate was and happened even on very high-spec machines. I won't get into too much detail here (a quick google search should yield a lot of resources) but due to the amount of simulation going on in the game it wasn't a simple thing to remedy.

As of this release, we've updated the game to be running on the latest version of Unity engine, which introduced an experimental feature called 'Incremental Garbage Collection'. Typically garbage collection is run once memory usage reaches a threshold. In some circumstances this threshold would be reached every few seconds, resulting in the pause or stutter that many players experienced. This new experimental feature runs garbage collection far more regularly, meaning a tradeoff of much more regular pauses at a much shorter duration. Early reports suggest this resolves stuttering for most players, and due to other engine optimizations introduced with the same update, same or improved framerates.

As mentioned above, this feature is still labelled as experimental, so we'll be closely following how it develops further and what sort of effect it is having on Stationeers.

Visual Refresh
Many of the models in the game have undergone a visual update, ranging from spraycans, to signs, to some food and plants. This takes care of many of the models that were created as prototypes, but as we spot things that could use a similar makeover they'll be replaced as well. This should have no impact on your saves as the objects are just replaced in-place.

Planetary Lander
In order to better wrangle your starting crates and canisters, your starting gear will now arrive safely bolted onto a lander. Items can be removed using the wrench (but not reattached) and the whole lander can be deconstructed using your angle grinder.

Remote Explosives
Yet another tool in the explosives arsenal, Stationeers can now manufacture plastic explosives and a remote detonator. Mines must be tagged using a remote detonator using left-click and all currently tagged mines can be detonated with right-click. ItemExplosive and ItemGrenade can be produced in the Fabricator, whereas ItemRemoteDetonator can be made in the Tools Manufacturer.

Creative Only: Mining Robot


We've added the first-pass of our Automated Independent Mechanical Entity or AIMEe. These can be set it up to use one of several behaviours and switch between them based on your own IC logic. They'll then venture out and find ores to mine and when full (or when you tell them to) return to unload their cargo into chute bins or inputs and to recharge. As this is a first-pass they will be available only in creative mode, while we get feedback on them and iron out any bugs.

Script example for controlling Mining Robot
https://steamcommunity.com/sharedfiles/filedetails/?id=1864713778

Hotfix Version 0.2.2161.9871
  • Updated StructureElectronicsPrinter model.
  • Fixed issue where LED Displays failed to display decimal points if your OS is set to regional settings that use commas instead.
  • Fixed IC code input window caret position
  • Removed build states for glass doors until we can investigate rendering issue further.
  • Fixed Large Tank incorrect Blueprint and Destroyed mesh.
  • Fixed Security printer materials were displayed incorrectly.
  • Fixed lander jumping around on network clients due to constantly colliding with attached gas canister(s).
  • Fixed errors caused when auto-rotating StructureSateliteDish.
  • Fixed missing recipe select button on the StructureElectronicsPrinter.
  • Fixed missing blueprint for AIMEe Robot (creative only).

Hotfix Version 0.2.2158.9853
  • Added Destroyed state for Small Tank.
  • Added Destroyed state to Security Printer.
  • Added Destroyed state for Big Tank.
  • Added Destroyed state for Small Tank.
  • Added Destroyed state for Iron Frames.
  • Added Destroyed state for Autolathe.
  • Added Destroyed state for Electronics Printer.
  • Added additional damage state randomization; applied to frames and wall currently.
  • Added ItemRemoteDetonator linked explosives will now persist through save/load.
  • Added per-world trader weighted selection, this can be changed in the worldsettings.xml (Currently only on Vulcan).

  • Changed the rate at which NpcChicken lay eggs.
  • Fixed LandingPad locking issue. It wasn't updated landing pad state when loading world.
  • Fixed Screen effects (such as the red damage effect) persisting on the menu if you quit a game while they're active. [Thanks Xetanai]
  • Fixed errors caused when auto-rotating StructureSolarPanel, StructureAreaPowerControl and StructureSign.
  • Fixed error when trying to save a blank label with the labeller.
  • Fixed error where NpcChicken would sometimes lay eggs too often after loading a save.
  • Fixed StructureAreaPowerControlReversed being the incorrect model.
  • Fixed animation issues related to the ItemRemoteDetonator display.
  • Fixed animation issues related to the StructureRecycler on/off button.
  • Fixed ItemFertilizedEgg not spawning correctly.
  • Fixed an index out of bounds issue related to custom traders.
  • Fixed traders appearing with no inventory due to recipe lists containing items with no trade value.
  • Fixed an index out of range exception occurring in atmospherics.
  • Fixed broken dedicated server builds
  • Fixed missing sprites for Europa.

Version 0.2.2148.9814
  • Added first pass of Mining Robot, currently only available in Creative. Programmable via IC. Modes are used to set behavior of the robot. RobotMode.None = 0, RobotMode.StorageFull = 6, RobotMode.Follow = 1, RobotMode.MoveToTarget = 2, RobotMode.PathToTarget = 5, RobotMode.Roam = 3, RobotMode.Unload = 4. Note these are subject to change. Some are automatically assigned by the robot (like, StorageFull). Robots are able to unload their cargo to ChuteBins or ChuteInputs, but must be within 3 meters of them to do so. TargetX, TargetY, and TargetZ are used for navigation and can be set via IC.
  • Added frost animation screen effect when in extremely cold external temperatures.
  • Added build states for Composite Glass doors, same as for composite doors just requires more glass.
  • Added Cartridge (GPS). Used for getting X,Y,Z world positions, which is useful when inputting destinations for the Robot via IC. Constructed at the Electronics Printer.
  • Added ItemCoffeeMug. This can be created using the Fabricator.
  • Added "Depart" button to trading panel. You can keep trading unless you depart trading shuttle.

  • Upgraded Unity engine to 2019 and enabled experimental feature to test improvements to framerate 'stuttering' issue.
  • Upgraded Europa. Updated terrain, atmospheric scattering, and a new Jupiter with animated clouds. Additionally, the atmosphere has been reduced slightly.
  • Upgraded Vulcan. New atmospheric scattering, and the sun has been replaced with a supermassive black hole. Solar angle has been made significantly harder and gravity has been increased.
  • Increased view distance for Dynamic Crates and Dynamic Gas Canisters.
  • Increased render distance of Lander from default (30m) to 200m. (Credit: Kamuchi via Discord)
  • Updated Main Menu background to be a little more attractive.
  • Updated Default starting condition to begin on a lander, so all your crates are mounted safely. Kits for the portables are now included in a crate in the lander also.
  • Reduced Atmospheric Scattering lense flare on mars, as it was very big.
  • Updated ItemAreaPowerControl, StructureAreaPowerControl and StructureAreaPowerControlReversed models.
  • Updated StructureSolarPanelDual and StructureSolarPanel models.
  • Updated ItemKitSign, StructureSign1x1 and StructureSign1x2 models.
  • Updated all the ItemSprayCan models.
  • Updated the ItemAlienMushroom model and the models for all the ItemAlienMushroom plant growth states.
  • Updated the ItemHealPill and ItemPillHeal model.
  • Updated the ItemTomatoSoup model.
  • Updated the Wheat item model and the models for all the Wheat plant growth states.
  • Updated Energy weapon firing animations.

  • Fixed ore gas duplication method using furnace. Now when an ore is smelted, but not turned into Ingots, it will come back as out ore (or slag if not a pure mix). This created object stores the quantity that had gases extracted, and will not allow gas to be extracted if attempted again. This data is transferred even when stacks are merged. All ore that is produced through a centrifuge will have no gas when smelted, no matter it's source.
  • Fixed Wheat being mature on first stage.
  • Fixed Battery size when in the Battery slot for the StructureAreaPowerControlReversed
  • Fixed StructureSign1x1 and StructureSign1x2 not dropping a Kit on deconstruction.
  • Fixed issue where SolarPanels would generate energy when the sun was not visible.
  • Fixed Lava plane not being cleaned up correctly on exiting game. [Thanks Risu]
  • Fixed trading contract inventory sync on dedicated server
  • Fixed error related to ItemWheat not growing correctly.
  • Fixed error related to eggs throwing errors.
  • Fixed errors when trying to delete line 0 in the IC Code Editor.
  • Fixed various text layout and parsing issues with IC code (mostly) caused by the engine upgrade. [Thanks Risu]
  • Fixed error if leaving a world while a stacker wheel was animating.
  • Fixed Trader types being stuck as Undefined.
  • Fixed Electronic reader breaking when trying to look at Gas Canisters.
  • Fixed fire lights not always being destroyed.
  • Fixed energy pistol and energy rifle having the incorrect bounding boxes.
  • Fixed trading contract bugs. It generated new inventory when shuttle was already landing without warning message.
  • Fixed Tooltip for plant harvesting not being properly displayed on multiple lines.
  • Fixed issue where source code could be loaded or imported containing invalid characters.

The 'We Added Pause!' Update

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The content this month is a bit scattered as it's largely partial features that are working towards some of our longer-term goals for the game. As always though, loads of fixes and little quality-of-life improvements for all.

Super Alloys
As we've been adding some pretty cool new hi-tech devices to the game, we're starting to see a bit of progression in the capabilities of items and structures you can manufacture. To help us balance players' access to these tools, we've introduced a bunch of new alloys. In order to produce these, you'll need to combine the new ore type, Cobalt, with one or more of the existing alloys and materials available in the game- at temperatures and pressures that will be too risky to be done in the existing furnace. Conveniently, we've also introduced the new Advanced Furnace which not only offers more control and capacity for automation, but can also handle the pressure and temperatures required for the new alloys.

Pause!


So probably one of our most requested features is one that is practically a given in your average single-player game. As Stationeers is a multiplayer, multi-threaded game this needed to be approached with quite a bit of care. It's now available to the host player (or yourself, in the case of playing single-player) and via rcon commands in the case of dedicated servers. We'll look at expanding on this feature in future updates to permit certain actions while the game is paused, such as chat between players.

And the rest...
For the full list of changes you can see the full changelist below. Highlights include Logic Transmitters for remote logic control of AIMEe's, Rovers and players Hardsuits. UI and functionality improvements for the Trading and communications system, a new tutorial available in-game for testing via the scenario menu, a bunch of crucial and overdue fixes for things like Logic Motherboards and much, much more.



Version 0.2.2193.10006
  • Added five new superalloys that require very specific furnace settings, likely achieved in the Advanced Furnace. Compared to Alloys which require two ingredients at set ratios, superalloys require three ingredients at a very narrow pressure and temperature. The five are: Astroloy, Hastelloy, Inconel, Waspaloy, and Stellite. These are very loosely based on common real world superalloys. They will be used as resources for some advanced manufacturing.
  • Added first pass of Advanced Furnace. Placeable using Advanced Furnace Kit. Contains volume pumps to control flow in and out. In future will be required for making more advanced alloys for advanced manufacture.
  • Added Logic Transmitter. Exposes selected thing to logic system. Currently allows selection of AIMEe (Robot), Rover, and Advanced Suits. Can then be read/written using logic system. Included a reasonably extensive refactor of the Logic system to allow anything in the game to be, potentially, utilized by the logic processing devices and ICs.
  • Added ability to pause game play. 'PAUSE' button is available for the host player via the in-game menu.
  • Added pause/resume commands to remote control for dedicated server. Dedicated server pause tick when nobody connected and resume tick when anyone connected. It saves proximately 30% CPU consumption on dedicated server.
  • Added MarsTutorial to the Scenarios menu for more public testing.
  • Added 'World Origin' to experimental features. No need to turn it on unless you are far from the world starting position and experiencing flickering or jittering of items. It re-centers the world origin on where your player is when you save and reload, in case players experience floating-point precision problems.
  • Added a Hover tool tip to items found in the slots you have attached to you.
  • Added a setting to the Gameplay section which allows you to turn off and on the slot tool tip.
  • Added filtering options to the Communication Motherboard when plugged into the computer.
  • Added Damage state scaling on prices, this is based on an items current health ratio.
  • Added quantity display to the healthpill when in your hand.
  • Added a screenshot preview to the backup load panel.
  • Added a display to items in the trade window to display their remaining 'health'.
  • Added creative-mode spawn menu will now select the top result and close if the enter key is pressed.
  • Added HCF command on IC now has behaviors on its housing. For example, HCF will make a robot explode, and it will make an advanced suit/circuit holder ignite its atmosphere.
  • Added Advanced Furnace, Furnace, and Automated Hydroponics able to be read by Hash Display Circuitboard.
  • Added SettingInput and SettingOutput variables that are used on the Advanced Furnace with the logic system, to allow you to control Advanced Furnace settings.
  • Added Passive/Active modes to Logic Transmitter setable with a switch. Current functionality is passive mode, where you can select a device to mirror onto your network. When in active mode, it will instead expose itself to the network. This means a transmitter in passive mode can pickup transmitters in active mode - allowing you to expose a Setting variable across wide spaces without direct cables.
  • Added Cobalt as mineable ore. Like Coal, there is no ingot for it as it is used only as a reagent for superalloys. However it can be ground into powder in the reagent grinder for convenience.
  • Added destroyed state for HydraulicPipeBender.
  • Added back build states for glass door.

  • Replaced the main menu scene with a fancy, fresh one.
  • Updated Localized text data for Czech, French and Italian.
  • Updated the layout of the trading interface.
  • Updated Cobalt Item to new model and textures.
  • Improved trading network stability, including a desync of contacts between server and client.
  • Optimized contact filter changed network message to reduce traffic used.
  • Change the default speaker mode to Mono rather than Raw.
  • Changed Vulcan start to include an Arc Welder instead of Welding Torch, reducing chances of explosions from toolbelts left around.
  • Changed the text for not enough money for a trade to occur. [Thanks Redrum]
  • Removed the ability to find half consumed consumables from traders.

  • Fixed the collision for the CompositeCladding Structures.
  • Fixed server browsing failure when querying the latest servers
  • Fixed freezing when updating LogicMotherboard
  • Fixed null reference exception when destroying HydroponicTray
  • Fixed exception in PipeNetwork when mix and react atmospheres.
  • Fixed null reference when creating new world after playing to tutorial
  • Fixed the traders multiplier sometimes being lower than the players, which made it so you were able to make money through buying/re-selling.
  • Fixed potential null when contacting a trader.
  • Fixed reagents mixing issue in Recycler.
  • Fixed contact filter desync when a client joins a world.
  • Fixed issue where players could no longer die from starvation.
  • Fixed GPS cartridge unable to equip.
  • Fixed hang when HydroponicsAutomated planting. [Credit: Tiba666]
  • Fixed null reference exception when updating GPS Cartridge.
  • Fixed error related to changing your Temperature in the xml Tutorial.
  • Fixed CartridgeGPS not having an in-game icon.
  • Fixed texture issue which would sometimes occur related to a button on the StructureAutolathe, StructureElectronicsPrinter, StructureHydraulicPipeBender, StructureOrganicsPrinter, StructureSecurityPrinter and the StructureToolManufactory.
  • Fixed text alignment issue within the Scenarios menu.
  • Fixed collision issues with a StructureFrame when destroyed.
  • Fixed StructureIronFrame being ghosted when destroyed.
  • Fixed manual save world issue when auto saving is enabled.
  • Fixed ItemRemoteDetonator not working correctly for clients.
  • Fixed Toggling transparency on the Source Code Input window also now toggles translucency.
  • Fixed room object accessing issue from thread on client
  • Fixed connection issue on linux dedicated server. From the second player couldn't join when server had amount of things.
  • Fixed issue where quantity on ore stacks could become incorrect when merging partially smelted stacks. [Thanks Risu]
  • Fixed issue where creative-mode debug spawn menu could still capture input if not in creative mode.
  • Fixed issue where creative-mode debug spawn menu would close itself shortly after being enabled.
  • Fixed index was out of range exception when removed pipe or cables.
  • Fixed some instances of collision damage when dragging large items.
  • Fixed the Moles not appearing in the gas canister trade items display.
  • Fixed the filters being capped at 1% from a trader.
  • Fixed reworded a misguiding alert display regarding no credit card. [Thanks Neouni]
  • Fixed the health pill causing null errors as a HemDroid.
  • Fixed a UI issue on the world details found on the save world screen.
  • Fixed Config/Network Analysis errors and jamming that occurred when scrolling.
  • Fixed Trader Contact names not appearing correctly after contacting them (Names also work for modded traders now).
  • Fixed SettingsInput and SettingsOutput wrong way around for Advanced Furnace. [Credit: Neouni]
  • Fixed AIMEe Robot able to execute IC while turned off to turn itself on. Now only runs IC when powered and turned on, as it should be expected.
  • Fixed Reagent settings for powders wrong by few order of magnitude. Paint recipes adjusted as a result.
  • Fixed Flag kits didn't have blueprint so did not show creation correctly in printer.
  • Fixed Flag kits didn't have blueprint so did not show creation correctly in printer.
  • Fixed Recycler producing ore stacks that allow extraction of gases. Now ore stacks produced by recycler will not yield gases when smelted. Only ore stacks mined from ore veins should be yielding gases; the first time they are smelted.
  • Fixed QuantitySmelted not being propagated when splitting a stack. This field was used to help try stop most instances of atmospheric duping with ores.
  • Fixed rendering bug on new prefabs such as Advanced Furnace disappearing when deconstructing one. Hard to trace source of issue, but likely different prefab serialization for new prefabs with unity. Removed some old code doing prefab cleanup as well as made references non-serialized. Problem no longer occurs and light refactor should mean large deletions happen slightly faster (such as explosions).
  • Fixed errors caused when auto-rotating StructureSateliteDish and StructureRocketEngineTiny with non-straight wires.
  • Fixed missing Advanced Furnace recipes for Superalloys. Note: Superalloys can now only be smelted in the Advanced Furnace.

Stationeers ‘Progress On Progression’ Update

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This update brings to light our work being done on progression and the future of it, more asteroids in space and the usual massive list of minor additions, bug fixes and quality of life changes to the game.

Making Progress


With this month’s patch we introduce an exciting pathway into structure and item progression, with the first step being the Mk2 printers! These new printers will print your pipes, cables and kits 33% faster than the counterpart Mk1 models at the cost of a little extra power. How do you build your own?
Starting with your autolathe you will need to follow the chain of recipes to unlock the Autolathe, Electronics Printer, Tool Manufacturer and Hydraulics Printer Mod-kits pictured below. With your Mod-kit in one hand and a welder in the other you have all the materials needed to upgrade your Mk1 into a shiny new Mk2! Alongside this we have added recipe tiering, and restricting access to recipes on machines that are not of an appropriate tier. Plans are in the works to place existing recipes into their respective tiers, alongside another look into the recipe costs.


Space-Filler
Some of you Space players may have noticed that asteroids only appeared around your start position. Our team has been putting in work to repopulate the asteroids in space! This not only fills out the emptiness, but also adds an increase in performance. Alongside the asteroid change came a similar improvement to Moon craters. With this new system, we have exciting plans in the works to enable and encourage exploration and make the planetside scenery more interesting. Watch this space for more astronomical changes!




Version 0.2.2220.10116
  • Added a new Reversed Stacker structure and updated the Structure Stacker machine.
  • Added the Medium Transformer, similar to the small transformer but with a maximum throughput of 25kw.
  • Added new tiers for the Autolathe, Electronics Printer, Hydraulic PipeBender & Tool Manufacturer. These new tiers will be available through using a welding torch along side the corresponding PrinterMod on already constructed Printing machine.
  • Added four new Printer Mod kits on the Electronics Printer and Autolathe respectively, these recipes become available at different tiers.
  • Added tiered recipes to machines - certain things can only be created through a machine of a specific tier such as the Advanced Furnace on the tier 2 Electronics Printer.
  • Added the advanced furnace recipe to the Electronics Printer. On-top of this we will be filling out new and existing recipes to place them in their respective tiers.
  • Added new types of Structure Composite Cladding.
  • Added a new Pipe kit model.
  • Changed scroll direction in network analyser, now shows 50 devices on a page. Paging buttons are on the top left corner of the tablet screen.
  • Changed pausing in single player. Game will now pause when the menu is opened.
  • Changed it so the Incident button now only appears on the menu for the host player.
  • Changed the existing Pipe mesh to have the ends plugged up to stop gasses escaping, this will not break any existing pipe networks.
  • Fixed issue that prevented players from connecting to games using Peer-to-peer networking option for multiplayer. This included a fix which aided in the loading of large worlds.
  • Fixed issue where disabling Atmospheric Scattering would have issues with Jupiter on Europa.
  • Fixed text alignment issue on the scenario complete window.
  • Fixed an issue where the character was being deleted on the dedicated server upon resuming a game.
  • Fixed non-emissive items on the recipe preview on the MK2 printers.
  • Fixed the prefab recipe window displaying some floating text.
  • Fixed text alignment issue in within dedicated server menu.
  • Fixed Recycler issue with stackables being unable to be processed individually. [Credit:Tamlin]
  • Fixed printers sometimes stating they were creating an "Unknown recipe" while manufacturing.
  • Fixed issues where the IC chip could lock up and cause network message overflow errors.
  • Fixed Hydraulic printer exporting out the wrong side.
  • Fixed null when removing a portable solar panel from the MKII printer import slot. [Thanks Masoneer]
  • Fixed Devices not showing an emissive green light when powered and switched on.
  • Fixed an issue where players could not join a server with a password if the host was using the Peer-to-Peer networking option.
  • Fixed shutdown command failure in pause on dedicated server.
  • Fixed Gas Canisters traded from a trader not having any gas in it.
  • Fixed items bought from a trader not being placed in a vending machine if there was no room on the first vending machine.
  • Fixed Null reference on vending machine caused when purchasing anything that wasn't a Gas Canister.
  • Fixed GasCanister and DynamicGasCanister not being able to be destroyed through damage.
  • Fixed issue where the current damage state of a destroyed Structure or Canister would not display.
  • Fixed the StructureStacker and StructureStackerReverse grid bounds being incorrect, this was causing them to not import or export items correctly and caused items to be stuck underneath the stacker.
  • Fixed the character having the incorrect rotation due to packet loss on multiplayer.
  • Fixed Gas Trading on multiplayer, you will now be able to trade Gas canisters with expected behaviour.
  • Fixed multiplayer joining issue that often occurred when multiple clients tried to connect at the same time. Waiting players couldn't connect to the server.
  • Fixed null reference exception when a client disconnected from a dedicated server.
  • Fixed an exception caused by the Automated Hydroponics when reading the Plant stage is read from a Logic Reader.
  • Fixed issue where the terrain LOD would not disable when leaving a world persisting in the main menu.
  • Fixed issue where Atmospheric Scattering would be applied to the main menu when leaving a world.
  • Fixed the ConfigCartridge scroll issue causing the text to sometimes appear off of the screen.
  • Refactored the way Asteroids in Space and Craters on the moon spawn. There should be a performance improvement and playing in Space won’t be as empty.
  • Removed the extra constructible structure from the Stacker kit.
  • Updated the Stationpedia to contain the newly added Machinery tier fields.
  • Updated localization files.

Finally, Araon (the talented artist behind the Rover model itself) has got himself a 3D Printer so we get to see that he’s also a talented painter and photographer!



A massive thank you goes out to you, the players. Thank you for continuing to support us through our early access adventure. If you haven't already, come join our welcoming community Discord! Get advice with building your bases, submit suggestions and occasionally even chat with the devs! You can join our discord here.[discord.gg]

Stationeers Team.

Our Time Is Not Wasted.

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This month patch includes a scenic new world selection, clutter and a new planet with a gameplay twist! Not to mention the list of bug fixes.

Our Time Is Not Wasted
This months patch brings us closer to our goal of a solid progression loop. This came at the cost of a nerf to the movement speed of the jetpacks and the amount of gas used. These values are now moddable however, incase you miss zooming round. This change was made to better represent our vision of how the game should feel and gives us more space to play with movement. In brighter news, we have an addition to our planet base! Loulan, once full of life, is now abandoned out of fear, due to its proximity to the black hole ‘Gargantuan’. Here you will find a unique twist to the normal game play loop. Some of our talented developers have also gone above and beyond to bring you clutter to fill out some of that empty space feeling.

[h2]Wasteland Planet Loulan[/h2]
Upon arrival you will notice Loulan has a breathable atmosphere, high enough pressure to sustain life - but a severe lack of it. This Sandy giant is situated in the Gargantuan System, moving closer to the black hole situated in the centre each day. While abandoned and no longer green and full of water, this planet still has a functioning atmosphere and you are tasked with scouring the wasteland to acquire the materials and resources needed to survive on this everlasting desert.



[h2]Clutter[/h2]
Who put that rock there?! This month among all of our incredible additions comes Clutter! We felt as though our planets just didn’t quite have that natural feel to them. Can you imagine going to Mars and not seeing a single rock on the ground? Neither could we, so our talented art team and a couple of our programmers set out to fill in the empty space on these deserted lands we call home. Whether you are wandering the dusty dunes of mars, the sandy desert on Loulan or enjoying the low gravity on the Moon, may the clutter be with you.



[h2]New World Selection[/h2]
We thought it was about time we spiced up the new world selection screen! So, we put together some out-of-this-world scenes to help give you a better idea of the environment you will be putting yourself into. Alongside this, these new scene selections are completely moddable, meaning that any custom planets you make you can also create a scene to go alongside it! Check out the WorldSettings.xml file to find out what settings you can mod! Also please post any extra moddable scene settings you think would fit on our discord here![discord.gg]



Inside Scoop
[h2]Jetpacks[/h2]
While we miss flying around at near supersonic speeds on the Jetpacks, we are at a stage in development where we need to start looking back at the already existing content and deciding where they sit in the game. As mentioned in last month’s patch our focus is shifting towards progression and balance and with this jetpacks have finally received a good look. In this patch we welcome the Basic Jetpack to our jetpack ranks. New games will begin with this Jetpack. Alongside this addition we balanced the speed at which each of the Jetpacks can travel and the amount of fuel used while moving.
[h2]Tutorials[/h2]
Earlier this week we welcomed a new programmer to the team. In the time they have been here we have put them to work on a new set of tutorials, and boy did they deliver! While we did not manage to add the tutorial to the main branch this month, you can still try it out on the workshop here. We have high hopes for the tutorials to come thereafter and we rely on your feedback to make it as accessible as possible, so don’t forget to leave feedback and suggestions!!



Version 0.2.2252.10280
  • Added the Planet Loulan.
  • Added a new scenic way to select the world you play on. You will find this when you click the New World button on the main menu.
  • Added a new basic jetpack which is slower than the normal jetpack and is the new starting jetpack for all worlds excluding Vulcan.
  • Added new world Mimas. A moon that orbits Saturn, while similar to the moon Mimas has an increased solar difficulty.
  • Added functionality to cause a furnace to explode when overpressurized. Note: those furnaces loading in with explodable pressure when first loaded will have their atmospheres reset, to avoid explosions.
  • Added the ability to mod the speed of your jetpack (An example can be found in ‘StreamingAssets/prefabmods.xml’).
  • Added Clutter to existing planets, this will spawn various bits of clutter around the planet.
  • Increased render distance on the satellite to be more inline with other structures.
  • Fixed the headlamp light changing the colour of the light to the painted material colour.
  • Fixed a bug which stopped the ending screen from appearing upon completion of the scenario.
  • Fixed the Basic Jetpacks thumbnails to align with the colour of the Jetpack and the incorrect thumbnails being displayed on the basic jetpack.
  • Fixed an issue where you could not climb high enough to reach a mountain on your Jetpack.
  • Fixed saved worlds not loading starting conditions correctly.
  • Fixed pipes broken pipes not releasing atmosphere when loaded from a previous save.
  • Fixed being unable to change keybinds when the game is paused.
  • Fixed an issue causing held items to display as destroyed and not resetting upon death
  • Fixed localization issue on the hands and feet for Humans.
  • Fixed ItemHat visual issues in First-Person view missing from Portrait view.
  • Fixed the Atmospheric scattering being incorrect on space levels.
  • Fixed strange text artifacts that occurred on the loading screen.
  • Fixed filters on your suit being turned off on load. [Credit: Kamuchi]
  • Fixed character spawning issue that occured when connecting to a server. A rogue Brain was causing issues.
  • Fixed the tier one printing machines import slot not behaving as expected.
  • Fixed the broken BuildState of the Furnace not appearing correctly upon destruction.
  • Fixed exporting devices from jamming when loading a save.
  • Fixed the export and import Mk2 printer animations.
  • Fixed issue related to loading a save that contained a configured ItemRemoteDetonator.
  • Fixed LogicHashGen not being interactable with a Screwdriver.
  • Fixed null error when the Mothership is being destroyed.
  • Fixed null error when registering a ElevatorShaft to the Grid.
  • Fixed the sounds not playing on the Mk2 printers.
  • Fixed the terrain detail not appearing if World origin shift was enabled.
  • Fixed output issues related to the StructureStacker. [Credit: Masoneer]
  • Fixed the size of the MotherboardComms cursor selection.
  • Changed the default HungerRate setting to be at 0.25%, this will not affect already modified settings.
  • Renamed Space to Asteroid belt.
  • Reduced the speed of the Hardsuit Jetpack and default Jetpack.
  • Removed LOD on Mimas.
  • Updated Localization files.
  • Increased the amount of fuel emitted across all tiers of jetpacks.
Finally, we want to thank you for sticking with us, while development may seem slow at times we are constantly working to improve and supply new exciting content for you and us to enjoy. Happy Holidays and we will see you in the new year!

Tēnā koutou,

Stationeers Team.

What In The World Update

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What In The World Have You Created?
For the longest time we've wanted to give players access to the wide range of values that can be we have available to create the wide range of worlds already available in the game. From something as simple as deciding between the Creative or Survival game mode, to custom terrain generation parameters, atmospheres, presence of lava or abandoned structures or even the color of the planets surface! These are specified using some preset world templates which are moddable and can be created and applied to all categories. You will find examples of these in the StreamingAssets/CustomPreset subfolder of your Stationeers install. Maybe you were thinking Europa would look good pink, with some abandoned buildings scattered across its landscape. You can do this and so much more with this impressive addition to Stationeers!

Respawn and Difficulty Settings.

Revising how respawning works has been on our radar for a while now, as unlike most survival games there is little penalty when you die in Stationeers - in fact by giving you a full new set of equipment it is often rewarding! To address this, we have added two new difficulty settings.

The difficulties included are as follows.
    Easy
    The current respawn functionality. Respawn with a full new standard suit and set of tools, tablet and cartridges.
    Normal
    Respawn with a set of 'Emergency' gear. You cannot remove items from this gear and it will deteriorate if not being worn/carried, but it should help you find your old gear or manufacture a new set.
    Stationeer
    Respawn with no gear. You'll need to make sure you've set up a breathable room to respawn in with some replacement gear or the tools to craft some.

The difficulty setting can be found on the custom world screen and in the gameplay tab of the settings menu. Don’t forget this is moddable! So get experimenting and try some of your own combinations and put them up on the workshop for others to try.

CryoTube

At long last we see some functionality added to the Cryotube! This not only allows you to prepare a clone (set your spawn point) but can also speed up your passive healing up to 75% health. You will also be required to power it and provide a breathable, pressurized atmosphere to reap the benefits of healing and spawning. You will find the recipe for this in the Autolathe MK2.

Helping You Get Started - Tutorial Improvements
Introducing new players to our game has been one of our biggest challenges. With such complex gameplay, we figured it was time to take a fresh look at how we guide players through their first Stationeers experience. These have been carefully crafted by our newest member of our team, Kiwiboys, guided by the community feedback. You will find the list of the first 3 of our series of new tutorials on the main menu and through the tutorial button. We hope you enjoy them and appreciate any feedback you have!

AutoSaving
In order to address some issues with the size of saves and their history of backups, we're trying out a change to how they are organized. Your autosaves are now completely separate to your manually saved game. All of your worlds will now share two autosave slots, which will appear at the top of your saved games list when you go to load. It is important to remember to save your game to the file you want it saved to before you leave, otherwise you risk losing progress. Autosaves for dedicated servers remain unchanged.

Version 0.2.2284.10422
  • Added the EmergencyToolBelt to the emergency respawn kit.
  • Added Custom World Creation panel, this can be used to create a new world with your own parameters.
  • Added button to New World panel which leads to the new Custom World Creation panel.
  • Added presets to the Custom World Creation, these are moddable you can see examples of these in the folder CustomPresets.
  • Added new functionality to the tutorial button on the main menu, this now opens a window to select from tutorials.
  • Added three new tutorials to the tutorial window, these include UI Basics, Basic Structure Building and Basic Power Generation.
  • Added functionality for the Cryotube, the Cryotube will passively heal you when inside of it and will set your spawn point upon entering it.
  • Added recipe for Cryotube to the Autolathe.
  • Added the ability to use negative amplitude for the the 2D plane, to allow indentations to terrain (Inverse of Mountains).
  • Added new Emergency equipment, this includes a space suit, space helmet and various tools to act as temporary gear replacement on respawn.
  • Added difficulty as a game setting, this can be found in the gameplay settings page.
  • Added more broken structure variants to Loulan.
  • Added new respawn conditions (similar to starting conditions) functionality, which can be modded.
  • Added recipe for the ItemKitLogicTransmitter located within the ElectronicsPrinter.
  • Added Localization support to the Stationpedia.
  • Updated Autosave to be turned on as a default setting.
  • Added functionality to Autosave so that it creates up to two new Autosave save slots, these will be overwritten by the most recent autosave.
  • Removed unnecessary callback to repopulate planetary scenes causing performance issues in the main menu.
  • Removed lungs from BrokenFortressBase02 composition.
  • Optimized the spawning of Structures on Loulan. Structures will now be deleted if players never visit them.
  • Reduced the time it takes to load the scenarios from the main menu.
  • Updated Localization files.
  • Changed how fire reacts with the environment.
  • Fixed Autosaves overwriting the incorrect save.
  • Fixed atmospheric thread error cause by Sleeper.
  • Fixed errors caused by machine recipe mismatch between client and server due to them having different mods loaded.
  • Fixed compositions spawn per tile not working correctly.
  • Fixed compositions spawning when a player has already entered a tile after loading.
  • Fixed TileSystem not working with the initial loading of terrain on a new world.
  • Fixed the ignition point of egg cartons. No longer will it combust at 0.85 Celsius.
  • Fixed ElevatorCarrage working when ElevatorShaft is unpowered.
  • Fixed pressure status being able to go out of bounds and cause issues.
  • Fixed issues related to loading Incidents on the dedicated server.
  • Fixed the IC on the Hard Suit not working, when filtration and A/C is off.
  • Fixed StructureRocketEngineTiny causing errors when rotating before placement.
  • Fixed being unable to place Things on the Motherships using the Authoring Tool.
  • Fixed Incidents panel listing Incidents which include a type or have no name.
  • Fixed Incidents not loading on Dedicated Servers.
  • Fixed old clutter objects not being deleted when loading into another world.
  • Fixed explosions causing terrain to stop generating.
  • Fixed battery being visible on angle grinder.
  • Fixed performance issue related to the LOD mesh.
  • Fixed an occasional error that appeared due to a null in the SettingWheel class.
  • Fixed issue with throw speed limits resulting from the recent change to throw power that prevented players from reaching max power on an item throw.
  • Fixed an issue where a transform was being accessed from the main thread causing an error.
  • Fixed a persisting issue which prevented you from respawning if your body had started to decay.
  • Fixed UI indentation issue on the gameplay settings tab, where the difficulty setting was overlapping other buttons.
  • Fixed the device index not serializing correctly on the ProgrammableChipMotherboard.
  • Fixed sitting down in the cryotube animation issue.
  • Fixed the Jetpack being turned on when you entered the cryotube.
  • Fixed the ordering of the suit's internal buttons to make it more user friendly.
  • Fixed issue when a Thing render is set while being destroyed an error would occur.
  • Fixed effects applied to the screen in-game carrying over to the main menu, such as the BloodHit effect.
  • Fixed scenario menus scroll bar not behaving correctly. It should now scroll as a normal scroller scrolls.
  • Fixed the hardsuit helmet not producing the correct reagent mix when recycled.
  • Fixed ItemKitLogicTransmitter not sitting correctly in Lockers or Crates.
  • Fixed inconsistencies to do with the speed at which items could be thrown.
  • Fixed differences in positions for the planet prefabs used to mod new world selection scenes. All planets should have a similar origin.
  • Fixed StructureCompositeCladdingAngled bounding box covering Structures placed on the cladding.
  • Fixed PlantStage and P2P password issue.
  • Fixed out-of-bounds error related to frost overlay.
  • Fixed the top of the ladder is now paintable.goodbyese
  • Fixed StructureCompositeDoor light being powered when un-powered.
  • Fixed ProgrammableChip in HardSuit and RobotMining. It wasn't running commands.
  • Fixed the console scroll bar not resizing on the consoles filter button. [Credit: Risu]
  • Fixed the elevator shaft not being paintable.
We always appreciate and try our best to apply any feedback given by you to make the game the best experience it can possibly be, so don’t forget to leave any feedback you may have! The best places to do this are on our Discord[discord.gg] or on the Steam forum. Thank you again for your support as we continue developing toward our goal of release!

Ka kite anō au i a koutou,

Stationeers Team.

Keep The Updates Flowing

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Water!
For awhile there water wasn’t showing up, but today we are delighted to announce our first pass on the re-addition of water visualization! Time to get that hot-tub going, maybe a swimming pool next to it? The visualization of water can be enabled through the Advanced tab in the settings window, and unchecking the disable water visualizer.

Terrain Optimization
A well known issue in Stationeers is the lack of optimization seen with terrain save files. Some of the bigger bases were nearing unimaginable sizes. Our brilliant dev, Bradenm1 has done some searching amongst the terrain code base and found a couple of simple changes which resulted in huge savings in storage and load times. While we are still working on optimizations for memory usage at runtime when generating terrain, this is a step in the right direction for faster, smoother gameplay.


More Learning Materials
This month sees the addition of two more Tutorials! Learn how to mine and fabricate items in style with these new tutorials. This is the second part of phase one for onboarding new players and making it as easy as possible for players to jump in and get their base up and going! Feedback on these tutorials are super important, and we always read and appreciate anything that you send through to us. With your input we can work to make onboarding easier, and maybe even teach them better ways to play the game we are unaware of! The best place to post your feedback is on the Stationeers Discussion Page or the discord here![discord.gg]

What else?
Shelves!
Another sought after addition to the game has been added, you can now place shelves wherever you see fit. These compact storage structures can hold up to 5 items. The shelf can be placed via the Furniture Kit.
Improved Inventory Interactions!
You should now find it easier to interact with items in your inventory, and even accessing the inventory of items in your inventory!

Version 0.2.2321.10528
  • Added a Human skull that spawns after somebody dies.
  • Added Scrollable page functionality to the NetworkAnalyser cartridge.
  • Added the WallArch, WallPadded and WallGeometry recipes to the Autolathe.
  • Added Tutorial 4 - Basic Mining and Tutorial 5 - Basic Fabrication.
  • Added a shelf to store your items in without taking up too much room, this can be found in the Furniture kit.
  • Added the ability to see ore veins in the Custom World Panel.
  • Added Localization support to all tablet Cartridges.
  • Added functionality to allow you to interact with items in your backpack with mouse control.
  • Added the battery charger recipe to the Electronics Printer.
  • Added a new render distance onto all Things.
  • Added Thing render distance slider under advanced settings, this setting affects the distance at which items appear in world.
  • Added the WallArch, WallPadded and WallGeometry recipes to the Autolathe.
  • Optimized terrain saving to reduce the size of the World.bin file when travelling far.
  • Updated Language files to latest versions.
  • Updated the spawn height of Broken Satellite Outpost composition, it is now lower.
  • Updated the Basketball to be Paintable.
  • Fixed the water visualizer, this can be enabled via unchecking Settings->Advanced->Disable Water Visualizer, this is a first pass. To have proper visualization of the water currently requires the water to be in a room.
  • Fixed Lava persisting from the Custom World Panel to the Main Menu.
  • Fixed Main Menu animation loading in-game due an issue on the Custom World Panel.
  • Fixed Incorrect map name displaying in the loading world preview information.
  • Fixed The Custom World Panel displaying when it wasn't supposed to.
  • Fixed Auto-saving not correctly firing and causing infinite saving animation until next auto-save loop.
  • Fixed Access Controller issues when trying to select objects.
  • Fixed Loading World Panel not updating saved games after saving a world.
  • Fixed compositions not existing under certain conditions.
  • Fixed index out of bound error caused by frost screen effect.
  • Fixed RTG cooling instead of heating a room.
  • Fixed building markers not appearing during tutorial 3 caused by OS language settings.
  • Fixed building compositions on Loulan being deleted during saving.
  • Fixed building compositions trying to spawn in the main menu.
  • Fixed the Cryotubes Atmosphere not behaving as expected.
  • Fixed Programmable chip doing an incorrect array length check. (Credit: Risu)
  • Fixed clutter not being removed from each client after a client Mined some clutter.
  • Fixed fonts on Incidents panel not supporting some languages.
  • Fixed broken fonts for some languages on slot displays.
  • Fixed Vulcan not loading the correct lava colour.
  • Fixed error when checking if a chunk contains a terrain or air which sometimes occurs.
  • Fixed modified chunks not saving.
  • Fixed the Stationpedia's localization for Unicode languages.
  • Fixed character localization on World name in load menu.
  • Fixed character localization on Scenario descriptions.
  • Fixed incorrect materials on the road flare and structure tank.
  • Fixed typo in Czech localization.
  • Fixed Tutorial menu not supporting some fonts.
  • Fixed draggable things flying away when picked up.
  • Fixed the chat bubble above a players head becoming stuck when a player dies.
  • Fixed Things not syncing correctly for Clients instead of just the Server.
  • Fixed font support not working correctly on some Input fields.
  • Fixed incorrect smelting recipe for steel on Stationpedia.
  • Fixed Player controls being enabled in the Custom World Panel.
  • Fixed multiple duplicate entries on the Stationpedia.
  • Fixed text overflowing on the Network Analyser Cartridge.
  • Fixed error with Configuration cartridge.
  • Fixed errors with GPS cartridge.
  • Fixed missing text on Network Analyser Cartridge.
  • Fixed pages not appearing on Network Analyser Cartridge.
  • Fixed precision placement not displaying the blueprint of the held item (Pressing 'T' while holding an item).
  • Fixed incorrect texture on the Small Tank Structure.
  • Removed Railing from the BrokenLargeBase composition.

Don't forget to leave your feedback or contact us about any issues you may be having! You can do this on the Stationeers Discussion Page or the discord here![discord.gg] Thank you for working with us during Early Access!

Stationeers Team - Araon, Bradenm1, CleanKarma, Heightmare, JoelCheng_Dev, KiwiBoys, Rocket.

The 'Look At This...' Update

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Greetings Stationeers! Despite the turmoil in the real world, we’ve got a few new treats for you this month. New Zealand is under lockdown, and the office is closed, but we've all migrated to working from home, so expect regular progress on the game! And now that Jenkins has completed a brief road-trip and a few days off, the beta-branch updates every weekday are back to normal.

Through our regular updates you’ll see more and more new content coming in to enrich the experience of constructing your base, crafting equipment and automating it in cool new ways. We call this the ‘what’ of Stationeers, but behind the scenes, there’s a power of work happening to grow the ‘why’ - the reasons you’re making this incredible stuff, and where it’s all going long term. We’ll be keeping the community posted as we go, but for now, just know we’re pushing forwards.


AIMEe Added to Survival
Our Automated Independent Mechanical Entity...e or AIMEe has proven useful enough to people in creative mode that we've finally added a recipe, so it'll be available in Survival games! You'll find it on the Tier 2 Electronics Printer. For those who haven't yet dabbled in the AIMEchanical arts, you're able to program AIMEe's behaviour using the Integrated Circuit chips. So if you've been procrastinating on learning how to use IC code then now is a great time! They can be configured to roam and find mineral deposits, mine and deposit them into a chute input back at your base (for example).

New Tutorials
Work has continued on the new player experience, and we're now up to 7 tutorials, with more to come! They now cover everything from building your first structure, to basic atmospherics and building your first airlock. We're very keen to hear your feedback on these as we continue to work on supporting new players getting into the game. So please drop by the Stationeers Discord[discord.gg] and let us know what you think!


Desk Lamps and Picture Frames
Sometimes it's nice to take a break from adding more complex, technical content and do something easy or interesting, so this month we've got a couple of new cosmetic items for your bases: desk lamps and picture frames that can come pre-loaded with some images, but can also display your own. See the full patch change log for instructions.

UI and Audio
We're a multi-project studio, which means that some more specialized resources aren’t always permanent parts of the team. As luck would have it, now it's our turn again! Expect to see a lot of work in both of these areas in the immediate future. We've created an #audio-discussion channel in Discord where we'll be asking some questions about sound in Stationeers and are keen to hear your feedback!



Version 0.2.2347.10631
  • Added Mining Robot Recipe to the Electronics Printer as a Tier Two Recipe.
  • Added ApplianceDeskLamp (Can be attached to the StructureTable, crafted using the ElectronicsPrinter).
  • Added various pictures frames for you to hang around your base to help make it feel a bit more like home. (You can add your own images via StreamingAssets\PictureFrameImages\Portrait or LandScape depending on intended orientation.]
  • Added functionality to copy an item of your choice with the authoring tool, this will now be the new creative menu selected item/structure. [Thanks Masoneer]
  • Added flares on wall lights and beacons that are visible at a distance.
  • Added ability to toggle Terrain Clutter (Under Advanced Settings).
  • Added ability to change the color of the ItemRoadFlare.
  • Added Tutorial 6 - Basic Atmospherics.
  • Added Tutorial 7 - Basic Airlocks.
  • Added Localization Support for new tutorials.
  • Added potential optimization for water shader.
  • Added Sounds for Operating AngleGrinder

  • Changed default inventory scroll invert setting to false.
  • Increased the amount of fuel used on the advanced jetpack.
  • Reduced the redness in the new world selection Scenes.
  • Updated language files to latest versions.
  • Updated tutorial to avoid minor bugs.
  • Updated Thumbnails for the Basketball.
  • Updated the Cryotube atmospherics to now behave like the sleeper.
  • Updated Pipe Analyser Sound.
  • Reduced volume of Transformers & powered sounds on Medium Transformer.

  • Fixed Integrated chip running code per tick instead per frame, should now run as intended(every tick).
  • Fixed Hardsuit and AIMEe IC ignoring yields, and removed lag caused by IC.[Thanks Risu, Kamuchi and Masoneer]
  • Fixed ProgrammableChipMotherboard erroring when using the buttons when nothing exists.
  • Fixed the picture frames not returning the picture frame kit upon destruction.
  • Fixed Shelf not returning the furniture kit upon destruction.
  • Fixed potential null occurring on clients when Aimee(Mining Robot) was trying to mine an ore that didn't exist.
  • Fixed StructureBench able to power attached devices without power.
  • Fixed players being told to use incorrect cartridge in Tutorial 6.
  • Fixed Issue with Scenario and Tutorial menus not being translatable.
  • Fixed incorrect string in Basic Atmosphere tutorial.
  • Fixed incorrect Instruction on tutorial 2.
  • Fixed ore veins not being created on clients after the initial terrain has spawned.
  • Fixed minor bugs in Tutorial 1 - Basic UI.
  • Fixed minor issues in Tutorial 2 - Basic Structure.
  • Fixed English files in Tutorial 3 and Tutorial 4.
  • Fixed error on Dedicated Server with Custom Worlds not loading correctly.
  • Fixed basic jetpack collision issues.
  • Fixed preview of the terrain staying after leaving the Custom World Panel.
  • Fixed the robot flying away when you grabbed the top of it.
  • Fixed typo in Europa description.
  • Fixed composition build stages not syncing with clients.
  • Fixed Plant growth stages not syncing on clients.
  • Fixed Robots trying to mine same Ore.
  • Fixed Transformer kit having one too many buildable options.
  • Fixed Human skull floating issue.
  • Fixed Human skull looking Odd when held in left hand.
  • Fixed Double Spawning Skull.
  • Fixed "Reset Windows" panel not being translatable.
  • Fixed Out-Of-Range Exception on LogicMotherboard.
  • Fixed SolidFuelGenerator ImportSlot door being opened while consuming coal.

The Lockdown Update

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Greetings Stationeers!

These are strange and interesting times indeed, tucked away in our home bases, seeing the world through a screen. But for some, that’s been extremely productive - including our devs, who have delivered one of the biggest updates we’ve ever dropped!

There’s been extraordinary amounts of work going on, with a slightly expanded team rising to the challenges of quarantine, churning out new features, upgrades, tweaks, quality-of-life improvements, noises, UI polish and much more. We’re totally excited to see our awesome community get to play with it.

It won’t be every month that we can produce something like this, but it’s a great upshot during a grim time. So play! Enjoy! Test! Feed back to us! As always the team is always keeping a close eye on the Stationeers Discord[discord.gg] so come let us know what you think!




Research
The Research system is one of the major additions to Stationeers in recent times. Integrating a tech tree into the game is part of our larger goal of bringing in a real sense of progress and direction to the game.

While we're not quite ready to enforce the research tree on all new worlds, we're making this available to custom worlds via the new 'Research Pool Selection' option. Your existing worlds will be unaffected. Assuming you DO try it out, get in there, creating Research Capsules on the Electronics Printer, then feed them into the Research machine and start climbing up the tech ladder. The structure of the tree will evolve as we develop it, so we’re especially interested in your feedback and thoughts on this one.




Autominer
One piece of feedback we've had repeatedly is that mining for resources loses its appeal fairly early in the game, so we've been looking at ways to make this more interesting. The first was the AIMEe mining robot that some of you may have tried out, but as it requires quite a bit of IC logic to get the most out of it tends to be a fairly late-game piece of tech. As a compromise more suited to the early-mid game, we've added the Autominer. Designed to fetch bountiful minerals from the strata below the surface all by itself, the Autominer will dig down to near-bedrock depths to retrieve whatever resources are there. For those playing with Research enabled, It’s a Tier 1 addition to the Tech tree. As the area is quite small for the first tier, we suggest you place it on an ore vein you've identified on the surface and let it work its magic!




Placement Restriction Changes
By popular demand, at long, long last, we’ve de-lapped the maximators, and re-norgated most of the subfuscations - so you can now build DIRECTLY on walls. No more workarounds, just complete, undiluted freedom... Mostly. Some construction restrictions are still in place, but if you ask in Discord we're happy to take your feedback and discuss our reasoning behind the decision for that particular structure.




Audio & UI Improvements
There’s been a raft of audio and UI improvements large and small. You’ll start noticing a lot of audio improvements in building, active machines and many other corners of the game. We’ve got other surprises coming, too, but for now, keep your ears out for new beeps and buzzes. On the UI side, we’ve been laying groundwork for bigger changes to come, but you’ll already see slicked up tooltips, and a bunch of polish round the edges, as we zero-in on some of those small user experience quirks that can be frustrating when learning or even just playing the game.



Updated Machines
Based on feedback we've re-worked the manufacturing machines to make them more easily distinguishable from one another. They now start out colored differently by default, however can be painted for the aspiring interior designers out there, as well as other small details that'll help prevent you wondering why you can't print pipes in your security printer!


Coming Soon
In addition to all the new features described above, we've also got some other interesting new toys that'll be making an appearance on the beta branch in the near future such as Voxel Painting (restoring mined dirt, essentially), some fleshed-out content for research, yet another planet and even the ability to travel from your starting planet to other destinations and back so stay tuned to the beta branch, or at least the #beta-changelog channel on Discord[discord.gg]!

Version 0.2.2389.10827
  • Added Research to the game. You can now enable this in the custom world menu, after which you can access the Research Unlock screen via the Research Machine.
  • Added the ability to mount Small Grids to the front of walls (but not windows).
  • Added audio concurrency system for limiting number of similar sounds playback.
  • Added sound to Pickaxe.
  • Added sound for building Iron Frames.
  • Added sound for AIMEe the Mining Robot.
  • Added spin-up/spin-down sounds on Centrifuge.
  • Added sounds for constructing Pipes and Pipe Attachments.
  • Added sounds for Screwdriver.
  • Added cable constructing sounds.
  • Added generic UI sound for construction tasks.
  • Added new model for tier one Autolathe.
  • Added new model for tier one Tool Manufactory.
  • Added new welding torch animation.
  • Added Starting Crate names to localisation they can now be translated.
  • Added IC function descriptions to localisation they can now be translated.
  • Added tooltips to the status icons on the right of your screen.
  • Added Interaction and Inventory indicators on slots within windows. Now it should be easier to know if an item in your Inventory has any extra interactions and/or an inventory in itself.
  • Added Tutorial 8: Basic Hydroponics.
  • Added Tutorial 9: Basic Research.
  • Added main-menu pop up when your save folder gets reset.
  • Added requirement requiring an open Helmet in-order to eat on Stationeer difficulty.
  • Added ability to set amount of Terrain Clutter (Under Advanced Settings).
  • Added events to support current and future tutorials.
  • Added Handgun to the Security printer.

  • Improved error display in Workshop Menu.
  • Improved error tooltips when placing mounted structures.
  • Improved Angle Grinder start sound.
  • Improved the tooltip when hovering over items in your slots. It will now follow your mouse.

  • Changed respawn conditions to work on a per world basis instead of game wide.
  • Changed the mining robot to spawn as a kit from the electronics printer.
  • Changed the default HUD scale setting to be 70.
  • Change Reduced volume of the Solid Fuel Generator.
  • Changed Gravity on Vulcan from -8 to -5.5.
  • Renamed the "World Origin" setting to "World Origin Rebasing" in the settings menu.
  • Removed heat generated from the RTG temporarily.
  • Removed the slide-in animation for the HUD as it didn't work as intended with the Inventory Windows
  • Re-enabled World Origin Rebasing option in Settings -> Advanced. Reduces precision errors at extreme distances from start location after saving then re-loading.
  • Updated language files.
  • Updated the tier one StructureSecurityPrinter model.
  • Updated the tier one StructureHydraulicPipeBender model.
  • Updated the tier one StructureElectronicsPrinter model.

  • Fixed issue with slot interactables not being interactable after adding something new to the slot.
  • Fixed auto rotate on the Research Machine.
  • Fixed crash when trying to load/save mod related .xml files that contain errors.
  • Fixed null coming from buttons on the Research Machine.
  • Fixed StructureAutolathe not rendering build stages correctly.
  • Fixed tooltip rotation axis for Face Mount structures
  • Fixed tooltip rotation axis for Logic Units
  • Fixed Audio no longer plays when the game is paused.
  • Fixed error related to trying to use an item action after it has been dropped.
  • Fixed the rotation on the welding torch when in hand.
  • Fixed error which would sometimes occur on highlighted structures for events.
  • Fixed error related to dragging items into slots which would sometimes cause an error.
  • Fixed the HUD not displaying properly when adjusting the HUD Scale setting
  • Fixed the search icon not appearing on the printing machines when it is turned on.
  • Fixed messy looking shadow on text elements in the HUD
  • Fixed positioning issues for thumbnail images, now all thumbnails should look centered in their slots
  • Fixed mineables rendering even when not on a terrain surface.
  • Fixed Air sounds on EVA suits, which were positioned incorrectly in surround mode. Air sounds disabled when suit not equipped.
  • Fixed problem with world origin rebasing that caused loss of atmosphere on load of older saves.
  • Fixed Pickaxe only spawning spark particles when equipped in left hand.
  • Fixed World Origin Rebasing not working correctly in multiplayer, this caused the extended terrain to be in the wrong place.
  • Fixed issues with World Origin Rebasing not correctly saving atmos/rooms.
  • Fixed missing search button on the Autolathe.
  • Fixed Signs having warped and stretched text
  • Fixed inaccessible save paths being used if you play on a different PC. Game will now update to a valid save path and notify you.
  • Fixed Jetpack sounds not stopping when Jetpack unequipped.
  • Fixed Jetpack audio bug fix for log spam and glitchy jets sound.
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