Dec 29, 2020
Stationeers - rocket2guns
Without the distractions of having to run the studio I've been able to dust off my programmer legs and get a bunch of work done on Stationeers. Additionally, without people in the office I've been able to do some larger refactors that were hard when others are around, as I needed to change every file.



So here we are! A surprise update with quite a few changes, a few additions, and a lot of fixes.

New Jupiter and Saturn models

I changed the models to much better materials, they look beautiful! I also changed their position so if you're using them for navigation or orientation, they will be in a different spot.

Stationpedia additions

A whole bunch more information is now in the Stationpedia. Includes build state information, what things are used in, logic slot variable information, mode strings - and more!

Solid Generator Changes

Improved to be less wasteful and more consistent. Fixed a number of bugs with it. Additionally, there is now Charcoal that you can make using Biomass in a furnace. This burns quicker than Coal.

Smelting revised

A number of changes supplied by one of our team here who plays a lot of Stationeers. These are pretty major, check out the stationpedia in game for more info, but briefly:
  • All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation.
  • Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k.
  • Increased minimum pressure requirements for most standard alloys.
  • Raised steel temperature requirements from 600 to 900.
  • Lowered electrum temperature from 700 to 600.
  • Shrunk Constantan temperature range to between 1000-1300, instead of 1500
  • Solder now has a very high pressure requirement, at 20000KPa
  • Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500
Food/Plants revised

Complete rebalance of the food system. Addition of a whole bunch of new food options, including canned food. Check out the stationpedia for information about these.

Harvie has been changed to be passive, the "face" is now a button to either plant/harvest, and you can control it through variables with the logic system.

Chemistry revised

Recipes have been changed and the step of processing many reagents has been removed. You can directly add the reagents to the chemistry station to make Heal pills.

Trade value rebalance

Together with all the changes above, I also heavily changed the trade values. This is just the start, much more to come here.

- Dean

Version 0.2.2702.13089
  • Fixed many loading exceptions for prefabs that were missing their transforms (rover, wreckage, cartridgeguide, cartridge tracker, and more).
  • Fixed missing picture frame prefab references causing exceptions on game load.
  • Fixed missing wreckage prefab references causing exceptions on game load.
  • Added able to set Logic Dial via logic system, by writing to the Setting variable.
  • Fixed exception when trying to use smartrotate (C key) with Hydroponics Device.
  • Fixed Harvie causing exceptions when used with logic system. Was calling main thread commands on logic thread, now made thread safe.
  • Refactored Chemistry Station. Now no longer have to make "packets" of reagents in the reagent mixer. Directly use relevant resources on the Chemistry station.
  • Balanced Chemistry recipes to work with current plant reagent values. For example, a stun pill is made from 10 ferns and 4 units of carbon.
  • Fixed Stationpedia was displaying Resources that technically could be used on the thing, but didn't have an actual recipe. Now only shows resources used with a device that a recipe exists for.
  • Fixed Stationpedia not correctly displayed "Used In" Catergory for items. This category tells you broadly what something is used for, for example charcoal can be used in the solid fuel generator or the chemistry station.
  • Added build state to Shuttle Landing Pad. Use Welder and two steel to complete the landing pad.
  • Added build state information to stationpedia. Shows a visual of the build state, and what tools/resources are required for construction. Currently does not include deconstruction.
  • Disabled "pinging" object using middle mouse button. Defeated the purpose of trackers, subject to spam, looked bad, and was bad not well optimized.
  • Fixed Shuttle Landing Pad placement. Was using small grid, now fixed to large grid. Also now checks for a frame below. Added smart rotate placement options (finding connections by pressing C).
  • Rebalanced Alloys and Super Alloys. All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation. Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k. Increased minimum pressure requirements for most standard alloys. Raised steel temperature requirements from 600 to 900. Lowered electrum temperature from 700 to 600. Shrunk Constantan temperature range to between 1000-1300, instead of 1500. Solder now has a very high pressure requirement, at 20000KPa. Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500.
  • Fixed chute resource exploit. Hydralyic pipe bender produced it at only 1 Iron, and it returned for greater amount that cost to make in the recycler. Now unified the recipe costr.
  • Moved Empty Can manufacture from toolmanufacturer to autolathe.
  • Replaced Organic Material with Biomass. All plants placed into the recycler will produce biomass, which when burned in the furnace at lower temperatures, produce Charcoal which can be used in the solid fuel generator.
  • Added stationpedia descriptions for trading structures, to better explain how to setup contact with a trader.
  • Added Charcoal. Made from organic products put into a furnace at relatively low temperatures. Poor burning in the solid fuel generator, but better than nothing if needed.
  • Removed organic matter as method of mushroom creation as was too convoluted.
  • Changed Horizontal and Vertical variables for Daylight sensor to be local, as SolarAngle is.
  • Added Resource Used lists to Microwave, Chemistry Station, and Paint Mixers in Stationpedia. Back references added for all their ingredients.
  • Fixed canned food had incorrect bounds offset, resulting in weird placement in chutes.
  • Fixed trade values for food were not applying player trade penalty. Now plants are substantially more expensive to buy than to sell, because plants can be grown into other things. Once processed (say into canned food), they hold their value much better.
  • Balanced trade values for many things. Such as ensured that empty filters are worthless when trading. SuperAlloy components are very expensive.
  • Added Used By Stationpedia section. Resources can now give a reference to what they are used in, such as Coal ore pages providing links to the Solid Generator.
  • Refactored Solid Fuel Generator operation to provide constant power and not stop each tick.
  • Added Resources used to the Stationpedia, loaded for Solid Generator and Reagent processor currently.
  • Moved Powered Bench from furniture kit to Table kit, as people were often struggling to find it.
  • Added additional energy cost for filtration machine. Now it uses between 0 and 100W depending on how much gas is being pumped through the filter.
  • Changed default hunger rate from 25% to 50%
  • Balanced starting equipment. Replaced Flowers in starting crates with canned food to ease starting pressure of hunger requirements. Replaced some of the starting cereal bars with canned food.
  • Fixed electronic printer mod was stuck on Tier 2 when it should be tier 1, as the first mod upgrade you need to make.
  • Fixed tutorial button causes null reference when clicking it without selecting a tutorial. Now it will by default select the first tutorial, and if no tutorials are found the button will be non-interactable.
  • Removed obsolete loading routines that caused much of the game data to be loaded from disk several times during application initialization. This should reduce load times fairly significantly on game start.
  • Fixed unable to remove cables or interact with plants.
  • Refactored handling of game prefab loading. Was previously using an expensive and depreciated way to load game data. First pass of changing this to precache all prefabs. This will allow better options for caching and reducing loading times, as well as performance when creating items during a game.
  • Removed shadowcasting from cables, to assist with performance.
  • Refactored light caching to be done during prefab load, and then reused when cloning of prefab. Giving a small performance bonus during load and game creation. Proof of concept to reduce awake initialization in future.
  • Updated Saturn in Mimas map with better material, fixed planet shadow so ring is correctly shadowed, repositioned to not conflict with solar orbit.
  • Updated Jupiter in Europa map with better material, repositioned to not conflict with solar orbit.
  • Added TerrainLod versus distance occlusion for some objects. Large objects, such as wall frames, the Satellite Dish, and some cladding will be rendered to a maximum distance of the terrain lod. Everything else will be occluded either at their render distance settings, or not at all if the chunk has not been loaded yet.
  • Added TerrainLod now does not "cut out" below you unless there is a chunk below you. This means that when you are flying along, you will no longer see blank world.
  • Refactored how things handle updates required per frame. Will provide some performance benefits to those with large bases. This relates to how the game engine handles scripts that need updates every frame. This is now handled collectively.
  • Balanced Wall Heater/Cooler. Now use roughly same basic equations for calculating power used. Both have a minimum power cost (10W), and then both also take out how much power they used during the tick (up to 1000W, depending on efficiency for Cooler) and draw from the network. This means both devices use more power depending on what they have done during a tick.
  • Fixed rendering distance for things. Old implementation was broken by a settings change. Temporary fix is to require the chunk to be rendered, as well as the things render distance settings. This means things will not be rendered unless their chunk is.
  • Added Combustion Logic variable to some devices, such as gas sensor, pipe analyser, tanks with data connections, furnaces. Returns 1 if atmosphere is on fire, and 0 if not.
  • Added allowing of mounting of devices to window pieces.
  • Added cables can cross through straight and corner chutes. Window and device chutes still cannot be crossed. Some chute kits now require more kit pieces to construct.
  • Balanced various recipes in autolathe, electronics, pipe bender, and tool printers. Moved all "mods" for upgrading the printers to the electronics printer. Require the use of super alloys for the hardsuit items.
  • Increased eat speed for canned goods dramatically.
  • Fixed plants would often say they did not have sunlight in their status messages when they did. Now correctly reports health state in status message.
  • Removed conveyor kit from autolathe as it is depreciated. Not working well, causing bugs and due to the open nature of the conveyor it causes physics performance issues. Chutes are a far superior alternative for the player currently.
  • Added Hydroponics Device. This is the Hydroponics Tray, but classed as a device and with a wire connection. This will mix atmospheres between both it's pipe inputs (for water), and make its slot data available to the network. Works with the Harvie. Note that you cannot place these sequentially, like with the normal tray. They must have a pipe between them.
  • Refactored how Harvie (auto planting device) works with Hydroponics tray. The import slot now works as either a trigger, interactable slot, or feeding with a chute. You have to manually activate the Harvie for planting/harvesting. If you press "activate" on the device, then it will try to plant if the tray below is empty. If it is not empty, it will try to harvest. Anything received will be placed into the Export slot. You can use the Logic Harvest and Plant commands to activate the machine, if you want to do this automatically.
  • Fixed jetpacks were not using gas when stabilizing.
  • Fixed hard jetpack was using substantially more moles than it should have been. Now very slightly more efficient than the basic jetpack.
  • Added Stationpedia now reports LogicSlotType for things. This is useful for using the logic system with slot readers.
  • Added Logic Mode data to stationpedia. Now ModeStrings and values will be shown, where known. This is very useful for reference when programming devices using mode with logic systems.
  • Increased repair speed substantially for damaged solars when using Duct Tape.
  • Added Mushrooms are damaged when in sunlight, they must be in darkness or they will take damage. More sunlight will mean more damage.
  • Fixed Harvie missing thumbnail images.
  • Increased Fern harvest yield from two to four.
  • Changed Insulated pipes recipe to use Steel and Silica instead of only Silica, as it's intention is not to be used as an early game pipe.
  • Removed solar panel occasionally going back a build state during a storm. While a cool mechanic, the created glass panel was flying across the map. Instead relying directly on damage to the solars.
  • Increased regularity of damage to solars during a storm, however the actual damage is much lower.
  • Increase Jetpack gas usage as you barely ever needed to add more gas.
  • Added headlamp automatically turning off when added to a structures inventory, such as suit storage.
  • Fixed Jetpack Basic accidentally set as Tier Two item.
  • Fixed stationpedia was only displaying one recipe per creator, meaning you would not know of alternate ways of making things.
  • Fixed Air Tank low warning displaying out of range number. Now based on mole count remaining compared to breathing rate.
  • Removed food from organics printer, as this was only intended for debug purposes.
  • Moved Shelf construction to Locker Kit, as it makes more sense it is with a storage kit.
  • Changed Rover to require much more steel to construct.
  • Changed autominer to require more resources to construct.
  • Added ability to deconstruct the Elevator Carriage using a Drill.
  • Fixed Wheat and Soybeans not providing Organic Material when placed in Centrifuge.
  • Fixed planted items show briefly before turning into their first growth stage. Now correctly invisible till they grow, which is usually only a single tick - but only happens if growth requirements met.
  • Changed Mushrooms to consume Oxygen and output Carbon Dioxide, as real fungi does.
  • Increased tomatoes required to make Tomato Soup (from 5 to 10) to better balance with nutrition and yield amounts for Tomatoes.
  • Changed Empty Can to stackable. Now empty cans can be stacked into up lots of ten.
  • Increased weather event minimum (60s to 120s) and maximum (5min to 10min) lengths.
  • Decreased weather damage per tick for dynamic items.
  • Added Damaged Solar Panels can be repaired with DuctTape.
  • Added Horizontal and Vertical outputs to Daylight Sensor. Note: -y is inverted for this, so you will not need to flip for solar settings. Existing functionality is currently not changed for the daylight sensor, and SolarAngle will respond to Mode changes as before. But it is recommended new solar setups be built using Horizontal and Vertical variables directly off the Daylight Sensor.
  • Fixed Corn reagent missing from tradeables, so traders wouldn't assign value to corn.
  • Added Bread Loaf made from flour and Soy Oil.
  • Added Corn Soup, made from corn and an empty can.
  • Added canned food returns an empty can that can be reused.
  • Fixed Soy Oil and Milk causing floating errors, preventing the creation of some recipes such as Fries.
  • Added Bread Loaf, made from Flour and Oil, in the microwave.
  • Fixed Corn Reagent missing, preventing corn based recipes from being made.
  • Changed Tomato Soup to require an Empty Can (Steel) to make
  • Added Empty Can as a craftable item on the autolathe.
  • Added Pumpkin Soup made from Pumpkin and an Empty Can.
  • Reduced energy usage of Headlamp
  • Increased CO2 output of smelting/using Coal Ore
  • Fixed Portable Air Conditioner would vent its gases externally when wrenched to tank connector. Now turns itself off when wrenched down, allowing its gas to be fed into the connector.
  • Fixed Jetpack Basic recipe was missing from Tool Manufacury.
  • Fixed elevator carrage was being destroyed during storms. Now takes no damage during storms.
  • Fixed advanced gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed Crate and Crate MkII were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed tier item settings missing for many items. Now items will require their correct tier device to build. NOTE: this doesn't currently show in stationpedia, an update shortly will fix this.
Stationeers - El Oshcuro


On December 13th, 2017 - Stationeers launched in Early Access.

Three years (and one week) later - here we are.

  • 22.3 updates per year
  • 1.86 updates per month
  • 0.43 updates per week
  • 0.06 updates per day
  • 12915 code commits
  • 192.76 commits per update
  • 2655 Client Builds
  • 39.6 builds per update (or BPUs as we like to say)
  • 1 recovery of the entire source-code repository from backup...
That's a lot of game development!

But we're not done yet.

As we look towards 2021 and v1.0, we'll be continuing to optimize and harden the game, add to our improved new player experience + tutorials, as well as create a more structured campaign + end game content.

We've only made it this far thanks to all our brave Stationeers, (now 100,000+ of you!)

And to celebrate all of this, we finally created a NEW trailer for the game! Enjoy:


The team here at RocketWerkz could not be more proud of the work we've accomplished on the game thus far and to have a community and players like we do.

But nobody is more proud than the man himself, Dean "Rocket" Hall. Who set us all on this journey to create the most hardcore multiplayer space colony simulation game... ever - back in 2017.



You heard the man, thanks again for all your support, all your bug reports and all your feedback.

We'll keep working just as hard as we press on toward v1.0 and beyond!

And see you all in 2021 ːDː

https://store.steampowered.com/app/544550/Stationeers/
Dec 17, 2020
Stationeers - El Oshcuro


Rewind 12 months: New Year’s day 2020 – down here in NZ, the sky was grey with smoke from Australian bushfires 4000km away. The sun was bright red. You could smell burning. We should have known it was gonna be ‘one of those’ years.

Now it’s December. It’s been a long, hard year, but easier for us than for many others. Over that time games have been our escape, and a way to keep in touch with the rest of the world. We’re massively proud of the work we’ve put into Stationeers, and incredibly grateful for the amazing community that’s grown up around it.

We make this game for you – and with you. It’s been three incredible years. There’s 100,000 Stationeers in the world now. There will never be enough ‘thank you’s’.

This month, we’re crazy-excited to drop ‘Weather’ into the game. It’s a literal gamechanger. We’ve also pushed hard on new player experience, with the first set of all-new tutorials, designed to help fresh players into our ‘not a casual’ game. You’ll see new menus, too, a pile of fixes, audio goodness and more.

We’ll be taking a break for a couple of weeks, then diving back in to 2021 with one aim: v1.0.

See you there.

But as for THIS update? Well that's a big one in and of itself...



Weather

This update, we’re introducing a major new system: Weather. It’s the one of several features we’re building geared toward the main game – challenging players, deepening the experience, and evolving your gameplay.

Stationeers is all about building and, more than ever, you’ll need shelter from the storm. We’re eager to hear how you enjoy Martian dust storms, blizzards on Europa, or volcanic ash assaults on Vulcan.
It’s designed to mess your base up, but like all things Stationeers, it’s just one element in a game we’re still making. So we’ve tried not to make it too punishing … yet.

New player experience



This month, we’ve started the push on our 1.0 new player experience. There’s a new tutorial system with four new basic introductions to key Stationeer gameplay – and a whole lot more to come in 2021. (Note that older tutorials have moved into ‘Advanced’, until they are replaced by new tutorials.)

We’ve upgraded menus, integrated a suite of UX tweaks and continued pouring tips, tactics and lore touches into the Stationpedia. Try them out!

Audio


This month, our audio department raises the bar yet again: check out the extraordinary dynamic sound design of our weather systems, as well as all-new ambience on alien worlds.

Bringing new levels of life to Stationeers, we’re saluting the incredible contribution of our sound designer in 2020 - capping it off with his finest work yet.

What’s coming in 2021



Stationeers’ biggest year is coming up fast: we’ve got our sights on release – get ready for the final miles to 1.0.

The game will evolve in 2021: expect new systems that give shape to the game like missions and scenarios, big content drops, key refactors, balancing, and lots, lots more. It’s going to be our most exciting year yet, and we can’t wait to share it with you.

So, here’s to the future...

https://store.steampowered.com/app/544550/Stationeers/

Stationeers - El Oshcuro


Welcome Back Stationeers!

This month, the team’s dropping content like it’s *hot*

So eat yourself stupid with the new automated hydroponics systems, or...

Go cosmic drifting in the new Tier 1 rover.

Try taking control of your destiny with placeable spawn points,

Boss your friends around via the new ping system,

or just get ravey with glowsticks...

There’s all sorts of magic dust in the UX and audio departments too, fresh world-building sprinkled in the revamped Stationpedia, and some serious under-the-hood adjustments in preparation for v1.0 release – plus a truckload of polish, fixes, and a special preview of What’s To Come.

It’s been a busy few weeks, so jump back into Stationeers and see what’s growing...

New Content



Gearing up for release, we’ve been focused on getting supporting content into the game: including a new, early game rover in preparation for planetary missions, plus a ping system to make ordering people around so. much. simpler.

We’re working on revamping parts of our automation system, too, so that it’s easier to survive and thrive on far away rocks. Check out the new ‘Harvie’ hydroponic auto-harvester. It’s more intuitive and user friendly – and expect more automation improvements to come.

Base building just got more convenient, too: now you can select your own spawn points using the flag system, and we’ve released a bunch of fun content to Survival, like organ pipes, advanced gas tanks, even … glow sticks.

Take a moment to dig around inside the Stationpedia – it’s a big work in progress, but we’d love to hear how you feel about the world we’re starting to sketch in. Jump in Discord and tell us all about it – how well does it line up with what you’d been imagining?

UX, Fixes & Audio

And of course, we’ve been tweaking, bug fixing, polishing and hardening Stationeers all over. Thanks to everyone who’s been contributing to our Jira bug tracker (check Discord #bug-discussions for guidelines on how to report an issue - it’s super easy). You’re incredible, and we couldn’t do this without you.

Also check out the UX tweaks like right click to turn tools on/off, easier interactions using mouse cursor in-world, and adjustments to the travel save system, which we’re getting ready for the full survival game!

There’s new beeps and boops all over the place, too - though our resident audio maestro’s been a little out of the loop this month…

The Forecast



Lastly, take a peak at a completely new system: WEATHER.

We’re introducing antagonists, starting with the elements themselves. It’s very much a work in progress, but head to Mars, open up the Incident menu (in the Pause menu), turn on a dust storm – and watch chaos descend (and your solar panel output drop through the floor).

There’s a lot more to come here, but tell us what you think, how it performs and … watch the skies …

Version 0.2.2582.12315

FULL PATCH NOTES HERE

https://store.steampowered.com/app/544550/Stationeers/

Stationeers - El Oshcuro
Welcome back Stationeers!


October’s update lands with a new Stationpedia front and center. Approaching v1.0, it’s going to play a central part in gameplay, so we’ve reworked it in readiness for great things – and hope you like it! Expect even more functionality in the near future.

We’ve also continued with UX improvements, movement tweaks, audio enhancements and UI buffs, while churning out new content, including lights, beds, batteries, some truly HUGE doors, and all kinds of new destruction elements.

So sit back, and get ready to jump into Stationeers once more – there’s a lot to see…



Stationpedia



This update we’ve reworked the Stationpedia in a BIG way – to prepare it for a key role in Stationeers 1.0.

Heading towards release, we want the mighty ‘Pedia to become the central reference for players – so we’ve redesigned it to surface more information, greatly improved functionality, categorization, and laid the groundwork for bringing in even more content in future.

With every update to come, there’ll be more info, resources and lore appearing in the Stationpedia.

In the meantime, familiarize yourself with the new layout, and give feedback through our Discord – tell us what you think!

New Content




We’ve added a lot of new toys this month: Try out fresh furniture like beds, or spotlights to illuminate your big, beautiful base. Build a massive gateway for Very Big Things, power-up the place with the upgraded station battery, say hi to the Trader … or just break things.

Lots of things. Because we’ve been adding destroyed states. Now, if you ‘accidentally’ incinerate, explode or just utterly vaporize part of your base, you can see what’s left behind (spoilers: broken machines and wreckage). It’s a work-in-progress, but expect more … broken things … soon™.

UX + Hardening




Continuing with our hustle on hardening, we’ve been fixing bugs, polishing systems like movement, and adding UX touches such as dynamic deconstruct and double-click to send items between inventory and hands.

AIMEE’s better than ever, thanks to a superstar dev’s deep dive. We’ve also been closing loopholes, tweaking noises, as well as a host of smaller buffs and shine to a range of systems. As always, if you find an issue, sing it our Jira.

Audio Design


There’s a wealth of sonic additions to the Stationeers universe. Expect a new suite of SFX for levers, buttons, keypads, and dials on fabrication machines, logic devices, in-world UI and more.

It won’t be long before you can play with your eyes closed. (maybe)

https://store.steampowered.com/app/544550/Stationeers/

Version 0.2.2599.12349



FULL CHANGELOG

HotFix
  • Added Sounds to Gas Generator.
  • Removed the seasonal event from the main menu.
  • Fixed the Rocket not being able to launch.
  • Added New Recycler sounds.

Code

  • Added a fade in effect when the player loads into a map or mission.
  • Increased default mineable render distance from 30 to 45.
  • Added new logic variable for AIMEe 'MineablesInVicinity' which returns the amount of potential mineables within an extended area around AIMEe.
  • Added new logic variable for AIMEe 'MineablesInQueue' which returns the amount of mineables AIMEe has queued up to mine.
  • Added new event for igniting flares.
  • Added new event when merging stacks.
  • Added new event for logic button press.
  • Added new event for player movement state change.
  • Added new event for Slot UI opened.
  • Added new event when player enters a trigger zone.
  • Added new event when a player exits a trigger zone.
  • Added new event when a player close's a Intro window.
  • Added new event action to display controls to the player.
  • Added new event action to close UI panels for tutorials.
  • Added starting conditions to existing tutorials.
  • Added jetpack delta pressure display. Jetpack HUD now shows the difference in pressure between the canister and the world atmosphere. Display turns off if there isn't a canister present.
  • Changed Players movement now takes into account the slope of the surface they are walking on, resulting in all around more consistent movement.
  • Changed AutoMiner export animations to be smoother
  • Adjusted the rotation delay on the First Person Helmet. It's now more snappy compared to being floaty and slowly adjusting to the correct rotation.
  • Adjusted the position of interaction boxes on all existing chairs.
  • Updated the SatelliteDish colliders.
  • Updated missing names for the StructureTransformerReversed and ItemKitBeds.
  • Updated Language files.
  • Updated the collision boxes on all Stairs (Removed the lip at the top).
  • Removed ability to change species when on a planet or in a scenario.

    Content

  • Updated Escape From Mars Scenario to use a rocket instead of mothership.
  • Added New Airlock variant, the Airlock Gate. This Airlock Gate works like the Blast Door but can combine together (Placed side by side) to act as one door given the correct Logic setup.
  • Added Airlock Gate Kit. This can be crafted via the Pipe Bender.
  • Added new Structure Battery type the Large Battery which will store 2.5x as much power as the original battery. This can be crafted using the Electronics Printer using the recipe Kit (Battery Large).
  • Added Kit (Battery Large) which is used to craft the Large Battery Structure, this is 1.75x as expensive as the Kit (Battery).
  • Added new logic button variant Emergency Button with clear cover preventing it from being pressed accidentally. On the existing Logic Switch kit.
  • Added various wreckage and broken states for certain Structures.
  • Added broken state to the Vending Machine.
  • Added Wreckage pieces for the Vending Machine.
  • Updated the Locker model.
  • Updated the open/close animation on the Locker.
  • Added Sensor Lenses and Ore Scanning Sensor Processing Units recipe to tool manufacturer, and to the research tree.
  • Updated the Large Battery Kit model.
  • Updated the Airlock Gate Kit model.
  • Updated all tutorial respawn conditions.
  • Modified jetpack to work only when the propellant canister has a higher pressure than the external atmosphere, and pressure warnings to be relative to external atmosphere.
  • Added Trader Bot which will stand on the on the Landing Pad after the Shuttle lands. Players will now interact with the Trader Bot instead of the Landing Pad in-order to trade.
  • Added Three lights onto the Shuttle. Allowing it to be seen better at night.
  • Added Trader Bot being visible within the Shuttle.
  • Updated the KitChairs model.
  • Updated the KitTables model.
  • Updated the Dynamic Canister Kit model.
  • Added Quantity as a logic variable for the Silo.
  • Added BlockBed & SingleBed (Craftable via the Autolathe using the ItemKitBeds).
  • Added deconstruct states to certain dynamic objects (DynamicGasCanister, DynamicAirConditioner, DynamicGenerator, DynamicHydroponics, DynamicScrubber).
  • Updated the ItemTankConnector model.
  • Added three new lights to the WallLight kit.
  • Updated Jupiter mesh.
  • ADDED SPOOKY HALLOWEEN STUFF

    Fixes

  • Fixed temperature/pressure low warning constantly triggering on Loulan.
  • Fixed Error when clicking checkboxes in settings.
  • Fixed Spawning in incorrect locations when reloading a scenario or tutorial.
  • Fixed mineables not disappearing when mined.
  • Fixed the incorrect images being displayed on the HowToBuild category in the Stationpedia.
  • Fixed null reference error popping up upon joining a multiplayer server.
  • Fixed Looking at AIMEe's handle no longer causes wheels lock up.
  • Fixed AIMEe becoming unresponsive and doing nothing when no mineables are in the immediate area.
  • Fixed AIMEe becoming unresponsive when moved away from a chute while depositing ore.
  • Fixed AIMEe not clearing cached information when removing/adding a programming chip, causing issues when trying to update code via IC.
  • Fixed AIMEe no longer tries to mine in states other than 'Roam'.
  • Fixed Interrupting AIMEe no longer causes the minable they were mining to be ignored.
  • Fixed AIMEe becoming unresponsive when all mineables in the area are assigned to other AIMEes.
  • Fixed AIMEe's state machine now only runs on the Server.
  • Fixed inability to finish constructing structures that require a single stackable item for the next buildstate.
  • Fixed Jumping should now behave more consistently when performing back-to-back jumps
  • Fixed spelling mistake on Tutorial 06 Basic Atmos.
  • Fixed End screen on tutorials.
  • Fixed materials not being consumed when constructing structures to their next build stage.
  • Fixed Players will now slide significantly less when walking on surfaces.
  • Fixed printer mod kits being destroyed at incorrect times.
  • Fixed Mineable overrides no longer cause errors when only some Mineables are overridden.
  • Fixed Walking up stairs now behaves the same regardless of world gravity.
  • Fixed Gravity when indoors is now correctly Earth gravity regardless of world gravity.
  • Fixed all window colliders being too far forward and blocking areas which would normally be accessible.
  • Fixed Propellant Critical warning not showing up if there's a canister present in the jetpack.
  • Fixed Landing Pad not being paintable.
  • Fixed Landing Pad is no longer deconstructable while someone is using the trader.
  • Fixed various visual issues with the Landing Pad.
  • Fixed Shuttle animations being delayed when landing/taking off.
  • Fixed Mineables can no longer show a different mesh than what they yield when veins collide during generation.
  • Fixed Custom World Panel not working when exiting and opening the panel again.
  • Fixed exploit where atmospheric devices encased in an area in which atmospheres couldn't exist (e.g. in sealed frames) would be able to access the global atmosphere.
  • Fixed the contents panel on the SDB Silo not lighting up when powered.
  • Fixed the Dynamic Canister Kit not having the correct blueprint.
  • Fixed Camera position being incorrect when seated or in a bed.
  • Fixed Benches missing from ItemKitChairs.
  • Fixed DynamicAirConditioner not dropping its kit on deconstruct.
  • Fixed ChatPanel throwing errors when joining a dedicated server.
  • Fixed AutoMiner will no longer cause errors when changing "Open" to a non-zero value while it's active.
  • Fixed AutoMiner now correctly saves and loads its contents.
  • Fixed EVASuit and HardSuit no longer automatically turn off when filters are in an error state.
  • Fixed Air sound continues playing on EVA suit when air-tank removed.
  • Fixed auto pause on Dedicated Server.
  • Fixed custom mod directories not loading on Linux dedicated servers.
  • Fixed Chute junctions should no longer drop things when their output is connected to another chute or device.
  • Fixed Scoreboard not working.
  • Fixed Interactable state change sounds playing on game load & initialization.
  • Fixed On/off open/close sounds playing when building a device.
  • Fixed Jetpack sound does not turn off when sitting in seat.
  • Fixed Doors and other powered structures starting in off state by default.
  • Fixed LightRoundAngled not being on the correct small grid.
  • Fixed AutoMiner now correctly returns when full on clients.
  • Fixed Fabricator Machines not displaying the correct image of the thing being printed.
  • Fixed the left and right navigation on the printers to display the corresponding recipe on the tooltip.
  • Fixed AutoMiner will no longer restart from the beginning after loading from saved game.
  • Fixed issues with the skybox causing graphic issues.
  • Fixed Padded Windows not using or returning glass.
  • Fixed DedicatedServer Not Unpausing.
  • Fixed ModularRocketEngine not being paintable.
  • Fixed Keypad sound not playing on door interaction when door is controlled by Airlock.
  • Fixed Multiple footstep sounds playing in quick succession when walking along hill slopes.
  • Fixed Elevator sounds not playing.
  • Fixed null on Fabricators which don't have recipes.
  • Fixed xml errors causing the game to break.
  • Fixed an issue with not being able to join dedicated servers due to them being paused.
  • Fixed AutomatedHydroponics should no longer jam when loading a saved game.
  • Fixed Tool manufacturer desync issues on both Dedicated and hosted session.
  • Fixed Removed the floating brain from 'BrokenLargeBase02' composition.
  • Fixed Loading save containing a CommandModule on Dedicated Server no longer causes loss of atmospheres.
  • Fixed Issue with "Press Enter To Continue" appearing in places it shouldn't.
  • Fixed sitting positions on certain chairs.
  • Fixed Beacon not being paintable.
  • Fixed Insulated Tanks not dropping kits on when deconstructing.
  • Fixed advanced tablet not using power.
  • Fixed ItemKitBenches not being crafted within the Autolathe.
  • Fixed Loulan sun misalignment.

    UI

  • Added setting for mineable render distance (Under 'Advanced' in settings).
  • Updated Structure thumbnail images for the Stationpedia.
  • Updated scene to include all tutorial UI prefabs.
  • Improved the collapsing of categories in the Stationpedia.
  • Updated tutorial UI panels.
  • Changed some of the layouts and UI ordering so that the Game overlay wont show over the top of the newly added narrative screens.
  • Changed Tutorial Controls panel to now show multiple controls at the same time.

    UX

  • Updated the Stationpedia, with a new design and improved functionality. Some Stationpedia systems are yet to be updated, but hopefully you will find this easier to use, and more useful.
  • Added Search functionality to the Stationpedia.
  • Changed the Stationpedia to be off by default. (This can be turned back on by pressing the F1 key)
  • Added new functionality for unequipping items from your active hand. Double pressing the Inventory Select key (default: F) will put the item from your active hand back into the slot it was equipped from.
  • Added Ability to freelook while sitting in a seat.
  • Decreased the crafting time on the ItemKitFurniture, ItemKitTables, ItemKitChairs & ItemKitBenches.
  • Updated local mod loader to include a / if it does not exist on the end of a given folder location.
  • Changed AutomatedHydroponics will now import from chutes even when un-powered or turned off.

    Audio

  • Added Crowbar using and Crowbar finished sounds.
  • Added Stationpedia UI Sounds.
  • Added Weld-frame sound.
  • Added Sounds for AirlockGate.
  • Added Hover UI sounds for in-world interactions and items.
  • Fixed Trying to swap an item in hand with an item in a non-compatible slot plays the swapping UI sound even though the interaction fails. Now plays interaction failed sound.
  • Fixed Close Inventory Sound playing on game start.
  • Fixed Jump land sound playing on game start.
  • Fixed Collision Sounds playing at full volume regardless of collision force.
  • Changed Reduced volume of PressurePlate On sound. Removed PressurePlate Off sound.
  • Added Sounds to all Logic Units.
  • Added Sounds to Logic Dial, Switch, Lever & Buttons.
  • Added Sounds to dials on Transformers.
  • Added Sounds to Emergency Button.
  • Added On/off sounds and powered sounds to LED consoles.
  • Added Click and hover sounds for consoles and computers.
  • Added Data-disk insert/remove and data-disk reading sounds on consoles.
  • Added Sounds for PressurePlates.
  • Fixed Active-vent out-take sound sometimes not playing in large bases when controlled by air-lock console.
  • Added Search interaction sounds, Tier-Two button sound and "can't fabricate" sound to Manufacturing machines.
  • Added Button Sounds to Manufacturing Machines.
  • Added missing scripts and references to TutorialNarration.prefab.
  • Added Powered sound to MKII fabrication machines.
  • Added Lever sound to fabrication machines.
  • Fixed SprayCan sounds not playing.
  • Fixed Manufacturing devices playing the import error sound when something was in their Export slot.
Stationeers - Heightmare
Welcome Stationeers!


It’s been a big month of hardening as we lay the groundwork for a push on the Stationpedia, tutorials and everything to come ... We’ve been bug hunting, tweaking, and refining key systems with the community’s help, while dropping in some choice new content - ore-sensing HUD lenses, anyone?

So look for a stronger, stabler, slicker experience this update. We’re still very much in development, so perfection is some way off. But we’re hoping you notice the touch-ups, not to mention UX tweaks, a surplus of sonic improvements, and a heap of content additions we think you’ll like ...


Hardening


Out here in the Early Access Galaxy, the time comes to take a deep breath, press pause, and open a can of bug spray. Over the last month, that’s exactly what we did.

We’ve focused on Jira with awesome support from the community, and hit the glitches hard. Anyone who spends a little time in our Discord will hopefully notice the difference. Jira is a key part of our road map to release, so if you’ve got a good repro for a bug or issue, drop it in here. We’ll be connecting our Discord to that beast shortly, so you’ll see action on any good report.

We’ve also been working on improving performance in Stationeers. It’s an ongoing process, but big work is happening on terrain generation, networking, loading times and lots more. As this work progresses, you’ll keep seeing improvements, so stay tuned ...


New Content


Fixes were the focus, but we’ve been adding to the Tech Tree, too. Check out the new Ore Sensing Lenses – and take the guesswork out of mining. There’s new solar panels, automation additions like silos and hoppers, insulated tanks, lights, a whole suite of furniture, an entry-level battery charger, fancy ore updates, all-new world clutter, kits and … well … discover the rest for yourself … (pssst, what do you think of the new helmet?)


Audio Design


Our audio designer has continued his epic journey of bringing the world of Stationeers to sonic life. The list of things that make cool noises just keeps growing – but special shoutouts to hydroponics, the chute network, and swapping hands with tools. Some stellar creation is happening over here, and will continue.


UI + UX


We’re hardening to support the work to come – and there’s a LOT. Next patch, we’re rebooting the Stationpedia, as well as beginning to rework how we introduce players to the game (and wait till you see what’s coming over the horizon after that).

We’ll be getting these updates onto the beta branch soon, so watch … this … space, Stationeers. We want your feedback!


Hotfix - Version 0.2.2541.11929
  • Changed AutomatedHydroponics will now import from chutes even when un-powered or turned off.
  • Fixed AutoMiner will no longer cause errors when changing the "Open" state to a non-zero value while it's active.
  • Fixed AutoMiner now correctly saves and loads its contents.
  • Fixed EVASuit and HardSuit no longer automatically turn off when filters are in an error state.
  • Fixed breathing sounds continuing to play on the EVA suit when the air-tank was removed.
  • Fixed custom mod directories not loading on Linux dedicated servers.
  • Fixed Chute junctions should no longer drop things when their output is connected to another chute or device.
  • Fixed Scoreboard not displaying when it was supposed to.
  • Fixed AutomatedHydroponics should no longer jam when loading a saved game.
  • Fixed SprayCan sounds not playing.
  • Fixed Manufacturing devices playing the import error sound when something was in their Export slot.
  • Fixed Tool manufacturer desync issues on both Dedicated and hosted session.
  • Fixed issue where the sun was not being cleaned up, causing multiple suns to appear when playing.
  • Fixed Padded Windows not using or returning glass from its buildstate.
  • Fixed ModularRocketEngine not being paintable.
  • Fixed Keypad sound not playing on door interaction when door is controlled by Airlock.
  • Fixed Multiple footstep sounds playing in quick succession when walking along hill slopes.
  • Fixed Elevator sounds not playing.
  • Fixed XML issues stopping the game from working when serializing and deserializing with incorrect syntax on XML files.
  • Fixed an issue with not being able to join dedicated servers due to them being paused.
  • Fixed Issue with "Press Enter To Continue" appearing in as the world name.
  • Fixed sitting positions on certain chairs.
  • Fixed Beacon not being paintable.
  • Fixed Insulated Tanks not dropping kits on when deconstructing.
  • Fixed advanced tablet not using power.
  • Fixed ItemKitBenches not being crafted within the Autolathe.
  • Fixed Loulan sun misalignment.
  • Fixed Loading a save containing a CommandModule on Dedicated Server will no longer causes loss of atmospheres.
  • Updated Jupiter planet mesh.
  • Updated the ItemKitTankConnector model.
  • Updated Language files.
  • Removed the floating brain from 'BrokenLargeBase02' composition.


Version 0.2.2533.11872
    Code
  • Updated Netcode, physics updates on dynamic things should be smoother.
  • Halved atmospheric velocity effect on characters. You now get thrown around less by explosive decompression and other atmospheric pressure deltas.
  • Changed Terrain now generates from the centre outwards (was generating from the outside inwards).
  • Updated default.ini to contain the correct server parameters.
  • Updated The dedicated server scene to have new setting fields.
  • Updated shutdown command to kick all players when server is shutdown.
  • Added ability to run commands in the game.
  • Added ability to run commands directly from the dedicated server (with graphics mode).
  • Updated Rcon server now works with network wrapper.
  • Updated chat messege to handle commands.
  • Added login system for clients to run commands.
  • Added ability to send full messages to server with notice and shutdown commands.
  • Added Server Admin password fields to both settings and default ini.
  • Added client command protection checks.
  • Added more server logging.
  • Changed Nearby terrain now generates immediately when loading a saved game.
  • Changed Nearby terrain now starts generating immediately when joining a multiplayer game.
  • Added Players will now go unconscious when offline. They will continue to breathe as usual, other players will be able to move them around and access their inventory.

    Fixes
  • Fixed Audio bug where jetpack sounds, footstep sounds & tool sounds might not play when in a big base.
  • Fixed credit card with 0 balance not being able to trade.
  • Fixed mining creating vacuums that would suck the player into terrain. Mined voxels now leave behind an appropriate global atmosphere rather than a vacuum.
  • Fixed Terrain should no longer be able to render when outside of render distance.
  • Fixed AtmosAnalyser causing errors with certain pipes.
  • Fixed Build action text was not capable of being localized.
  • Fixed Glitchy ending on using crowbar sound.
  • Fixed Custom World seed is now the actual seed used when creating the world.
  • Fixed BatteryChargerSmall's kit having other interactions.
  • Fixed ItemJetpackBasic having a collider which is too large.
  • Fixed Suits causing bodies to become invisible.
  • Fixed Rcon server not responding after first command.
  • Fixed Stop Server command from shutting down the server before kicking players.
  • Fixed Stacker not locking correctly.
  • Fixed Human limbs having the incorrect names.
  • Fixed Pipe Networks staying the same after separating the pipes.
  • Fixed "Solar Intensity Scale" allowed to be set below '0' in the Custom World Panel.
  • Fixed issues with terrain on Tutorial 06 - Basic Atmos.
  • Fixed trading buying/selling incorrect amounts of items sometimes, this includes batteries.
  • Fixed issue stopping you using more than one Vending Machine while Trading.
  • Fixed Mirror Logic device and Reader not being correctly connected on a network.
  • Fixed LogicHashGen causing the various fabricating machines to display incorrect search results.
  • Fixed suit filter sound not turning off when: No filters or Filters expended or No waste tank or Waste tank full. Players now need to re-enable their filters once they have resolved the filter error state.
  • Fixed Exiting a game now takes significantly less time to clean up generated chunks, making it much faster.
  • Fixed HydroponicsAutomated not playing Plant animation when only one seed is inside.
  • Fixed a majority of items clipping through printer doors when being printed.
  • Fixed incorrect tablet instruction On basic atmospherics Tutorial.
  • Fixed ItemKitAutoMinerSmall being unpaintable.
  • Fixed StructureAutoMinerSmall activate button tooltip being inverted.
  • Fixed suit still rendering on the character when moved to storage.
  • Fixed BlastDoor open/close sounds playing twice.
  • Fixed pipe / cable placing issue when you had something in your inactive hand.
  • Fixed Reduced stutter from terrain generation.
  • Fixed clutter of different types spawning on top of one another
  • Fixed Players joining Asteroid Belt multiplayer games will now receive chunks generated before they join as they get close to them.
  • Fixed chutes, pipes and cables being deleted when their network did not exist upon loading.
  • Fixed the Emergency Wrench and Emergency WireCutters not allowing you to use the merging functionality with pipes/cables.
  • Fixed logic devices being able to read/write logic values via the power cable port, you must have a data cable connected to run logic now.
  • Fixed Loading an Asteroid Belt save should now correctly generate asteroids near world origin.
  • Fixed rounding issue on the Advance Furnace contents panel.
  • Fixed damage indicators being grey instead of yellow when a small amount of damage is applied to something.
  • Fixed AirConditions cause errors on dedicated servers.
  • Fixed Resolution settings not including the refresh-rate.
  • Fixed Terrain generation radius when using a Rover now uses the player's chunk render distance.
  • Fixed errors displayed when turning the lens flare setting off on Vulcan.
  • Fixed CartridgeAccessController not working on dedicated servers.
  • Fixed CartridgeOreScanner causing errors when no DynamicGPR exists.
  • Fixed Error occurring when dedicated servers port is already within use.
  • Fixed Chat window opening after using the labeler.
  • Fixed CameraController null on main menu.
  • Fixed PictureFrames not deregistering correctly.
  • Fixed incorrect rotation of the active vents data disk.
  • Fixed Error Spam from DynamicGasCanister on Dedicated Server.
  • Fixed Terrain should no longer be able to be invisible when inside render distance.
  • Fixed Reverb bug where small rooms sounded larger than they should when standing next to an open door.
  • Fixed Dedicated server exit button not exiting.
  • Fixed coloring of logs in a dedicated server.
  • Fixed Sleeper & CryoTube not correctly pausing hunger.
  • Fixed potential hang when connecting to a full multiplayer game.
  • Fixed potential hang when connecting to a game immediately after disconnecting.
  • Fixed potential infinite loop when clearing connection buffer in the rare case that it was completely full.
  • Fixed robots not starting with batteries on 'Minimal' starting condition.
  • Fixed StructureOrganicsPrinter missing the search button.
  • Fixed ItemAlienMushroom producing an incorrect atmosphere mix.
  • Fixed positioning of the data disk on the Active Vent.
  • Fixed ItemFlashingLight being unpaintable.
  • Fixed emergency crowbar not being able to perform the tasks it should.
  • Fixed rover having issues with hot/cold flickers in its internal atmosphere on certain planets.
  • Fixed rover flying away on Europa.
  • Fixed AdvancedTable not saving selected Cartridge.
  • Fixed server browser sorting not working.
  • Fixed prompt not appearing when ports are in use when trying to load in-game.
  • Fixed LaunchPad & Modular Rocket Structures being destroyed if their rocket network does not exist.
  • Fixed Custom World Panel not updating Gravity, Solar Scale & Starting Conditions.
  • Fixed grab labels on unconscious players.
  • Fixed GPR not being cleaned up correctly after being destroyed.
  • Fixed the pipe label not displaying correctly on Insulated pipes.
  • Fixed trading issue where you could still trade with a disconnected vending machine.
  • Fixed trading issue where you could still trade with a disconnected computer and motherboard.
  • Fixed trader locking up after interacting with a trader and having an error on your cable network.
  • Fixed StructureWallPaddedNoBorder causing issues with ItemSteelSheet (Thanks Termi).
  • Fixed StructureSign2x1 using one kit instead of two.
  • Fixed rings missing from Saturn.
  • Fixed Rocket Fuel Ratio in stationpeida.
  • Fixed being unable to interact with controls after death.
  • Fixed atmospherics issues on Loulan related to gas in gas canisters being deleted.
  • Fixed Advanced Furnace sounds causing errors when at high pressures or when activated by logic (Thanks @clever & @DoyleChris).
  • Fixed Furnace sounds sometimes continuing to play after furnace exploded in multiplayer.
  • Fixed PortableGPRs not being cleared correctly on world exit.
  • Fixed Pressure Gauges on Furnaces to better reflect their operating pressure range.
  • Fixed clutter being tiled, should now look less repetitive.
  • Fixed Rocket Modules should no longer cause errors during smart-rotate.
  • Fixed command module not displaying the correct buildstates.
  • Fixed Padded Walls not dropping kits when deconstructed.

    UI
  • Fixed incorrect temperature range displaying in Stationpedia for Inconel.
  • Fixed font issue on Server Info panel.
  • Added localised font support to Scoreboard.
  • Added localised font support to new tutorial UI Panels.
  • Added tags to old tutorials to continue support for deprecated UI.
  • Added Font support for localisation to Buttons on Tutorial/Scenario complete scene.
  • Updated Dedicated server buttons to allow stopping of server.
  • Added control setting for Double Click Delay (Under 'Control' in settings).
  • Added world setting for AmbientLight (AmbientLightMin & AmbientLightMax).

    UX
  • Updated Helmets. They are now locked by default.
  • Changed stack splitting so it will now move the split amount to the stack in your other hand (if present). [Thanks RoboPhred]
  • Changed the starting conditions to use the BatteryChargerSmall instead of the original.
  • Changed how the FiltrationMachine works, it won't error when a filter is empty anymore.
  • Removed the ability to place backpacks inside of backpacks, if you had a backpack inside of a backpack - it will now spawn on the ground.
  • Added more interacting colliders to unconscious/dead players.

    Content
  • Added TankSmallInsulated & TankBigInsulated (Craftable via the PipeBender).
  • Added Conveyor recipe to the autolathe.
  • Added StructureRTGSurvival to certain composition bases on Loulan.
  • Changed the starting conditions to use the SolarPanelBasic instead of the original.
  • Added SolarPanelBasic Flat & Angled (Craftable via the Autolathe).
  • Added SDBSilo (Craftable via the Electronics Printer).
  • Added Sensor Lenses and Sensor Processing Unit (Ore Scanner). These allow you to scan for and visualize ore locations on your HUD.
  • Added BatteryChargerSmall (Holds two batteries. Recipe added to the StructureElectronicsPrinter).
  • Added Improvements to conveyors to help prevent things from falling off.
  • Modified shader for volatiles, silicon, oxite, and ice
  • Added new Ore models.
  • Updated the Insulated pipe kit blueprint from normal the pipe kit.
  • Added little trees for Loulan.
  • Added rock clutter and terrain textures for Vulcan and Loulan.
  • Added Clutter rocks and terrain textures for Europa.
  • Changed doubled turbine generator efficiency.
  • Changed Centrifuge can now import from chutes when turned off
  • Removed the ItemKitOrganicsPrinter recipe from the StructureElectronicsPrinter.
  • Updated the trader names.

    Audio
  • Added When the player is in a pressurised atmosphere, things in nearby but separate low pressure or evacuated rooms will have their sounds be correspondingly quieter or silent (if vacuum).
  • Added Sound for when a machine will not accept the item in the Import Bin.
  • Added Sounds for SDBSilo.
  • Added Powered sound for Sorter.
  • Added Steel Sheets and Plastic Sheets Constructing Sounds.
  • Added Construction sounds for GlassSheets.
  • Added Sounds to AreaPowerControl.
  • Changed removed default using UI sound from tools.
  • Added Equip and UnEquip sounds for tools.
  • Added Spark Sound for when cables fail when network is overloaded.
  • Added Vending Machine sounds.
  • Added Sounds to Stacker, Sorter, Unloader, ChuteBin, ChuteInlet, ChuteOutlet.
  • Added sounds to Setting-Wheels on PressureRegulator, Mixer, VolumePump, AdvancedFurnace, Stacker.
  • Added Sounds for Automated Hydroponics.
  • Added Sounds for Hydroponics Station.
  • Added Planting and Harvesting Sounds.
  • Added Sounds for VolumePump.
  • Added Operating Sounds to WallCooler.
  • Added Open/Close & ReleaseAir sounds to small gas canisters.
  • Added Sounds to DynamicGasCanister.
  • Added sounds to turbine generator.
  • Added Sounds for Labeller.
  • Added SprayCan Sounds.
  • Added FireExtinguisher Sounds.
  • Added Label Sound to Labeller.
  • Added Operating Sounds and overpressure sounds for Furnace and Advanced Furnace.
Aug 5, 2020
Stationeers - El Oshcuro
Welcome back, Stationeers!



It’s a landmark update as we bring interplanetary travel to Survival Mode – one small step for a Stationeer, a giant leap towards our core experience!

We’ve also got our sights on stable, so there’s been serious hardening happening, plus awesome audio additions, UI renovations, tutorial upgrades, bug fixes and lots, lots more.

There’s rockets, rockets everywhere – so let’s head for the stars, one planet at a time…

New Content


Did we mention, you can now build a ROCKET in Survival Mode?

This system will become a pillar of our core game, and we’re keen to see what you think!

Head for the stars, explore new worlds, and take essential gear with you. There’s a special audio surprise (see below), and the team has also replaced almost all of the wall construction elements as part of a broader hardening push - one that will continue in the next update.



Zeroing in on the core game also means making tough balance decisions. So we’ve tweaked the autominer, and cut the Fabricator from Survival: it was OP, and you know it.

We’re looking to the community for more balance suggestions, so don’t be shy with your ideas, but also, don’t be surprised if a few values shift in future updates! [[url=http://Discord.gg/Stationeers]Discord.gg/Stationeers[/url]]

UI work-up


You’ll also notice over recent update cycles that UI has been getting some major love. That’s continued! With our resident UI gurus bringing the entire In-world info system into line, it’s brought a new look and feel to the way we deliver information.

A behemoth effort from two key team members, directed at clarity, brevity and a new level of accessibility to fresh players. More broadly, it’s a reflection of the team listening to the community, and focusing on what you’re asking for: simpler, smarter UI.

Thank you to everybody who provided feedback on the tooltips during their rework! A special thanks to virusek20!

Keep watching, because there’s more to come (Stationpedia, we’re looking at you).

Hardening


As we gear up for a push towards ‘stable’, we’re starting to focus on hardening Stationeers - ensuring it stands up to the weird and wonderful things you want to do with it.

Automation is at the heart of the game, so we’ve tightened the bolts and whirled the knobs on our import/export systems for every device in the game. There’s also big changes under the hood in our save system, a raft of bug fixes, security upgrades, world rendering improvements and more.

Expect even more in the near future.

Audio Design

We don’t want to brag, buuut … our audio design attained new levels of awesomeness this update with the Space Organ.

Yes, you can now build a fully functional organ in Stationeers. Why? Because we could. Also, we thought it’d be a good way to show off our new reverb system, as well as newly implemented audio occlusion design. Add to that a bunch of new item sounds and UI bleeps and bloops, and your ears are gonna be busy after this update...

Onward and upward, Stationeers!

Version 0.2.2499.11500
    Code
  • Added fueling conditions to the rocket fuel module (8000 moles of gas, 66% Oxygen 33% Volatiles).
  • Added Localization support for power/data port information.
  • Added Delay setting for tutorial complete.
  • Adjusted MaxQuantity on the ItemElectronicParts from 10 to 30.
  • Adjusted the StructureAutoMinerSmall ore multiplier from 1.0x to 2.0x.
  • Changed 0 on the compass to now point North.
  • Fixed all items being invisible when loading into a new world after exiting from another world.
  • Fixed items being dropped upon exiting a slot.
  • Fixed 'Mouse Control' key not allowing you to move the camera when inside a vehicle.
  • Fixed clutter index out of bounds error.
  • Fixed Flat walls invisible bug (Thanks ekj111).
  • Fixed Lighting bug on Frames and Walls (Thanks Sphizaan).
  • Fixed Stacker, Unloader and HydroponicsAutomated should no longer jam when importing from chutes.
  • Fixed Chutes connected to devices should no longer eject things in random directions
  • Fixed Fabricators will now only attempt to import Ingots (Import won't close if contains a non-Ingot).
  • Fixed Fabricator's Import slot is no longer interactable while opening.
  • Fixed Lighting behaving incorrectly on frames, walls and cladding.
  • Fixed exception caused by clutter when mining.
  • Fixed issue where custom world menu would try create a preview world when loading into a custom world too fast.
  • Fixed All auto-saves are now asynchronous.
  • Fixed Auto-saves will once again create backups.
  • Fixed autorotate not working correctly.
  • Fixed inability to interact with cables when within a StructureWallIron on the first build stage.
  • Fixed ItemKitRailing being unpaintable.
  • Fixed issues related to auto rotate while holding key 'QuantityModifier' when scrolling with the mouse or moving when trying to place a Structure.
  • Fixed StructureCompositeWindow allowing mounting of devices.
  • Fixed right hand slot not showing damage
  • Fixed some kits saying they had an extra build option.
  • Fixed StructureCompositeWindow glass casting shadows.
  • Fixed StructureCompositeWindowIron glass casting shadows.
  • Fixed Loading screens on ultrawide monitors.
  • Fixed Furnace's import should no longer be able to remain closed when smelting has completed.
  • Fixed Furnace once again waits for smelting to complete before exporting.
  • Fixed Furnace now correctly imports items from chutes.
  • Fixed Things should no longer fall through chutes after they've exited them.
  • Fixed Chute Outlet should no longer get jammed when exporting things.
  • Fixed Export will no longer open and close repeatedly while waiting for connected chute to become empty.
  • Fixed precision placement not displaying the correct position the object would be placed at.
  • Fixed Stacker now correctly exports it's processing ingot when importing ingot cannot be merged during stacking (will continue to split if splitting).
  • Fixed Composite Walls not being interactable when trying to build.
  • Fixed Arc Furnace no longer allows players to import a new ore before smelting is complete.
  • Fixed ArcFurnace will once again correctly resume smelting upon loading.
  • Fixed Import/Export jamming when saved during Import/Export animation.
  • Fixed Space Shuttle Modules not returning or consuming kits when deconstructed/constructed.
  • Fixed Arc Furnace should no longer get jammed when importing or exporting things.
  • Fixed Stacker ejecting its contents when an un-mergable input occurs while splitting.
  • Fixed Devices should no longer get jammed when exporting things.
  • Fixed Import/Export animations are now significantly less likely to skip
  • Fixed JetPacks on Clients not using correct speed limit.
  • Fixed ice ores being too transparent.
  • Fixed spinning of camera causing massively reduced framerates.
  • Fixed StructureFrame displaying unnecessary meshes.
  • Fixed disabling of TerrainClutter not fully disabling the clutter draw system. This'll ensure that if there are performance issues with clutter, turning off the TerrainClutter setting will actually remove that performance hit now.
  • Fixed the battery cells percentage values not updating when in a slot.
  • Fixed Spamming warnings to log error on DeviceImport.
  • Fixed a null appearing on batteries inside of slots.
  • Fixed incorrect save revision check. [Thanks Risu]
  • Improved Chunk saving logic to reduce save time [Thanks Anonymous Monkey]
  • Increased max clutter multiplier in settings to 100. Clutter won't appear in the pause menu, un-pause to see new clutter after changing multiplier.
  • Optimized ground clutter system to reduce memory usage, generate more quickly and draw more instances
  • Updated the launch sequence to be more stable.
  • Updated Logic unit structures to provide their appropriate tooltips.
  • Reduced the number of chunks saved to reduce save size and improve save/load speed.
  • Reduced bloom intensity. Emissive buttons on machine should be more readable now.

    UI
  • Added Construction Cursor UI sounds.
  • Added new versions of status icons with bevelled edges to help them stand out.
  • Added extra information to display the contents of a stacker.
  • Added the first pass of the new tooltips, expect bugs and weirdness.
  • Added deconstruct information to draggable things when wielding a tool.
  • Added tutorials and scenarios screen now displays if they have been completed previously.
  • Added thumbnail support to scenarios.
  • Added shadows to inventory thumbnails
  • Changed the jetpack's Propellent to Propellant.
  • Changed keybind text color to yellow instead of red
  • Fixed various slot and button labels.
  • Fixed gas sensor not displaying correct information on tooltip.
  • Fixed Steel Frames being called Frames
  • Fixed tooltip titles overflowing when too long, now creates a new line.
  • Fixed tooltip issues with mining, automated hydroponics and the dirt canister.
  • Fixed interactions and solar panel info not displaying correctly on tooltips.
  • Fixed tooltips not displaying on the Pipe/Cable analyser's.
  • Fixed offset icons when dragging slots
  • Fixed quantity text on slots becoming huge.
  • Fixed giant flame and tear icons on hand slots.
  • Fixed tooltip labels for Consoles, Furnace, Hydroponics Tray, Atmospherics devices and Suit Storage.
  • Fixed fabricator tooltip not showing up.
  • Fixed incorrect actions being displayed on tooltips.
  • Removed the tooltip from displaying when holding a tablet.
  • Removed coloured square from inworld cursor.
  • Removed left mouse button prompts on various tooltips.
  • Removed numbering of tutorials.
  • Updated tooltip to display correct mining interaction.
  • Updated end screens for Scenarios and Tutorials.
  • Updated position of EVA Suit and Hard Suit Interaction buttons on UI.
  • Updated Inventory Windows to scroll Interaction buttons vertically instead of horizontally
  • Updated Inventory Window titles and buttons for better readability and to match the new HUD style.
  • Updated Status Info panels so it doesn't look like you can drag them
  • Updated slots and windows to have outlines for better visibility
  • Updated inventory window headings to fit longer text in smaller one slot windows.
  • Updated the look of tooltips, including connecting the keybinds to the main tooltip, replacing the Autoplace text with an icon, and stopped the scroll text from jumping around between options.
  • Updated the hand slots to display the correct actions for DraggableThings.
  • Updated text for showing quantity and percentage on a slot

    UX
  • Added double click feature which allows the user to double click a slot occupant which would move the item to an empty hand or back to the original slot.
  • Added ability to lock scenarios until other scenarios are completed.
  • Added delay between scenario/tutorial completion to end screen.
  • Added Localization support for 'look at' tooltips.
  • Fixed lander setting on fire on Vulcan.
  • Updated all language files.
  • Updated language files for Gas mixing tutorial.
  • Updated localisation Language files.

    Content
  • Added Rocket Tutorial.
  • Added RocketFuel Dynamic Gas Tank.
  • Added emissive glow to contents screen on manufacturing devices.
  • Added build state requirements for the rocket modules.
  • Added new WallPadded pieces (Constructible with the ItemKitWallPadded).
  • Added new WallArch corner pieces (Constructible with the ItemKitWallArch).
  • Added new WallFlat corner pieces (Constructible with the ItemKitWallFlat).
  • Added ItemKitRailing (Constructible under the Autolathe).
  • Added new Railing variants (Elegant and Industrial) constructible with the ItemKitRailing.
  • Added new WallGeometry variant (TMirrored).
  • Added Iron Wall variants.
  • Added the Rocket components to the Research Tree.
  • Added Composite Wall variants.
  • Added new Tutorial Basic Smithing.
  • Added build stages to each rocket module.
  • Added the SMG and SMG ammo recipes to the Security Printer.
  • Added the Rover kit recipe to the Electronics Printer. (Thanks Neouni)
  • Added recipes for the rocket modules (Constructible using the TierTwo Electronics Printer).
  • Added BlastDoorKit recipe to the Autolathe.
  • Added ItemKitSorter recipe to the Autolathe.
  • Added ItemEggCarton recipe to the Autolathe.
  • Added ItemBatteryCellNuclear recipe to the Electronics Printer.
  • Added ItemPowerConnector recipe to the Electronics Printer.
  • Added ItemKitOrganicsPrinter recipe to the Electronics Printer.
  • Added ItemGasCanisterSmart recipe to the Pipe Bender.
  • Added ItemPickaxe recipe to the Tool Manufacturer.
  • Added ItemIgniter recipe to the Tool Manufacturer.
  • Added ItemFireExtinguisher recipe to the Tool Manufacturer.
  • Fixed minor issues in Basic Smelting tutorial.
  • Fixed StructureRailing missing from the ItemKitWallIron.
  • Removed clutter from Europa.
  • Removed the recipe for the Fabricator(Deprecated) from the Autolathe.
  • Removed manufacturing motherboard from the electronics printer.
  • Updated existing WallPadded textures.
  • Updated existing WallArch textures.
  • Updated existing WallFlat textures.
  • Updated existing WallGeometry textures.
  • Updated materials on the Floor Gratings.
  • Updated bedrock level for worlds which include lava, bedrock will now be at lava level. Instead of bedrock being well under the lava.
  • Updated the lava shader for when the player is within lava.

    Audio
  • Added PipeOrgan to creative. Attach base of PipeOrgan to the output of an Atmospheric Device (i.e. valve, volume pump). Add pipes to lower the note.
  • Added Audio Occlusion: Sounds behind walls and frames will sound quieter and muffled.
  • Added Context aware reverb that reflects the space you're in.
  • Added On/Off sound for LogicSwitch2.
  • Changed Sound Mix tweaks on Filtration, SuitStorage, TransformerSmall, WallHeater, WallLight.
  • Changed LightOn/Off, JetpackOn and Helmet Open/Close voice notifications off by default for new players.
  • Changed Default audio output setting from Mono to Stereo.
  • Fixed Padded walls not blocking sound.
  • Fixed Suit voice sending to room reverb.
  • Fixed Door open & close sounds playing when toggling power grid on unconstructed door.
  • Fixed JetPack stabiliser sound not turning on/off reliably on clients.
  • Fixed Swapping items from hand now plays the target slot UI sound.
  • Fixed Object into hand UI sound plays twice on Clients.
  • Reduced volume of Jetpack jet sounds.
https://store.steampowered.com/app/544550/Stationeers/
Jun 28, 2020
Stationeers - El Oshcuro

Greetings Stationeers!

Down here in New Zealand it’s Level 1, and we’re back in the studio. The devs have been hammering keys, hard at work on another update to the ever-growing Stationeers universe.

You’ll notice instantly that the game looks different, with a big HUD rework. It’ll sound different, too, thanks to a month of deep-end audio design. There’s some new tricks in the tool bag, like the Terrain Manipulator and other content adds, plus polish, hardening, new tutorials, and a seriously exciting new system that sees us start to connect our worlds together.

As a team, we’re zeroing in on having all foundational systems in-game. Which means we’re not too far away from moving into the content push, polish and hardening of Beta. That’s going to be a huge milestone for us, and as always, we’re looking for you to feedback on these developments, help us test them, and join us on the journey.

Strap in for the Level 1 update!


New HUD time



Our resident UI guru has spent the last month reworking the look and feel of the HUD. The goal was greater transparency of information, and clarity of feedback

A lot of thought went into grouping and ‘conceptual’ arrangement, as well as under the hood, and making everything just look nicer. Watch out for refreshed images, new icons, a new smart hotkey hand system, alerts and all the fine-grain polish that comes with attention from a talented UI designer.

We’re stoked to be at the stage where we can be making this kind of improvement, and really hope you enjoy. We’ll also be watching carefully how it affects the experience of new players.



Fresh content


It wouldn’t be a Stationeers update without a bunch of new toys to play with.

One of the big ticket items is the Terrain Manipulator. During development, we called it the ‘voxelizer’, because that’s … what it does: add voxels to terrain. However, that description doesn’t catch how FUN this thing is to use. Okay, you probably won’t actually be sculpting Michaelangelo’s ‘David’, but hey, we’re putting the challenge out there.

We’ve also dropped in insulated pipe networks, a new high tier tablet that takes two chips, and a ‘reverse electrolysis’ machine called the Combustor, for turning fuel into water on more environmentally challenging planets.

These all slot into our growing tech tree, which you’ll see being fleshed out more and more in the coming months.


Audio Design




As we’ve mentioned previously, a Rocketwerkz reshuffle means we’ve now got an audio designer working on Stationeers. And this month it SHOWS.

We’ve made sure that UI upgrades are supported by equally attentive audio work - so when you’re rifling through your inventory, you hear it. Another thing you’ll hear now is wind and gas movement. Then our audio designer got excited and built an over-pressure sound system, so when your frame and pipes are getting critical, you KNOW about it.

Add to this a bunch of content adds and bug fixes, and you’ve got a solid sonic upshift in Stationeers.


Polish & Hardening

We’ve poured some talent and time into polishing several systems this month. Movement got some serious love (and more to come, we promise), as well as hardening the import systems on automation devices, two new Advanced Tutorials, and a looot more besides.

So while Stationeers is an early access game, and we’re a small team, we’ve got our sights set on ‘Stable’. And as 2020 progresses, we’ll be focusing more intensely on this goal. We hugely appreciate the help of the community here, in bug reports, ideas and discussions - so thank you once again to everyone who lives, loves and lurks in our Discord.


Prepare for Liftoff



Calling it ‘The Level 1 Update’ ain’t just a Covid joke – it’s an indication of where we’re going: as a game, as a team, as a community. We’re levelling up, piece by piece, and our latest work-in-progress is the clearest hint yet of where we’re headed.

We’re giving players a way to connect worlds: beginning to unite the Stationeers universe into a fully integrated experience.

The Rocket’s locked to Creative mode currently, because - like uncle Elon says - building rockets is risky. And this is new territory for us, so expect the odd glitch. But know that we’re building the framework that will bring the worlds of Stationeers together, so we can craft even deeper experiences - the kinds that make this game unique - and arrive at 1.0 in style.


Hotfix Version 0.2.2445.11152
  • Added some new faces to AiMEe.
  • Fixed Advanced tablet should now work properly on dedicated servers.
  • Fixed H2 combustor no longer creates below freezing ice.
  • Fixed Material on the StructureBattery.
  • Fixed Material on the StructureTransformerMedium.
  • Fixed some things not displaying the correct actions in hand slots.

Version 0.2.2442.11140
  • Added new events to support upcoming tutorial.
  • Added Sounds for suit and Space-Pack buttons.
  • Added Sounds for Electrolyzer and H2Combustor machines.
  • Added UI sounds for putting filters and canisters into slots.
  • Added Install Battery UI Sound.
  • Added UI sound for highlighting inventory slots.
  • Added Sound for turning headlamp on/off.
  • Added thumbnail Image support for tutorials.
  • Added Swap active-hand UI sound.
  • Added DuctTape Sounds.
  • Added Eating sounds on all food & Plants.
  • Added Creaking sounds for Walls Close to their pressure limit.
  • Added Sounds for walls and pipes breaking when over-pressured.
  • Added Insulated Pipe. This functions the same as normal pipe but without the heat transfer between the pipes contents and the atmosphere around it.
  • Added Advanced Tablet. This features two Cartridge slots, with a mode switch to alternate between them.
  • Added a Compass to the Status Info panel.
  • Added a compass to the new player HUD layout.
  • Added Creaking sounds on pipes when nearing pressure limit.
  • Added world atmosphere heat haze for world atmos around player
  • Added Trigonometric functions as IC commands (sin, cos, tan, asin, acos, atan). Credit: Steam forums.
  • Added default UI Sounds for inventory management.
  • Added Ore/Ingot traders will now sell ore/ingots as well as buy them.
  • Added player item equip UI sounds.
  • Added extra steps to tutorial 7.
  • Added Players will now step up onto short obstacles instead of getting stuck on them.
  • Added wind sounds that play when player is moving fast through an atmosphere.
  • Added Tutorial 10 Solar tracking.
  • Added ItemDirtCanister (Can be crafted with the StructureToolManufactory).
  • Added ItemTerrainManipulator (Can be crafted with the StructureToolManufactory).
  • Added Target frame rate option to Advanced settings.
  • Added Air particles are now audible, you can now hear air moving around.
  • Added PlayerSellScale to items. This makes certain classes of items worth less when selling them. A great example is seeds such as a raw potato. These are very expensive to purchase, but not worth much to sell. However, when baked, they are worth a more standardized amount.

  • Updated leak and fire icons on slots
  • Updated Slot animations to grow on hover
  • Updated Suit text on status icons to be localized
  • Updated mouse cursor image.
  • Moved the Change Appearance button from the settings window to the main menu.
  • Moved the Tutorials Button to a more prominent position on the Main Menu.
  • Moved Sleeper from Fabricator to Pipe Bender (tier 2).
  • Moved Cryo Tube from Autolathe (tier 2) to Pipe Bender (tier 2).
  • Moved Console and Chat to the top of the screen next to the Status Icons.
  • Moved the Saving notification to the top of the HUD
  • Changed the lander to have more friction, to reduce instances of it sliding around.
  • Changed Status Info panels on the HUD. We've moved the position to feel less in the way, moved some functions like some hotkeys and vitals information like hunger from the Status Icons to here. Better readability has been the focus to help reduce confusion for new players while retaining familiarity for our current players. This is a first pass with further changes in mind.
  • Improved Concurrency on UI Sounds (to prevent multiple UI sounds stacking)
  • Changed minimum shadow render distance down to 5.
  • Updated nearly all Status Icons.
  • Updated Hand slots UI.
  • Changed movement input responsiveness slightly
  • Changed the temperature range for the Air Conditioner from between -99c and 99c, to -200c and 200c.
  • Changed Trade value calcuations. Now different classes calculate their base trade values in different ways. For example food primarily uses Nutrition to ascribe value. Super Alloys are worth much more than Alloys and etc. This will require much more balancing.
  • Changed Vulcan atmospheric composition to be significantly more dense (only affects new worlds, unless you copy <AtmosphereComposition> data for Vulcan2 from worldsettings.xml to your save game.
  • Changed the strength of the heat distortion effect to reduce motion sickness on Vulcan.
  • Changed the cost to make green Research Capsules from Uranium to Astroloy. [Thanks Saddamo]
  • Changed Lava Sound Spatialization, Lava sound is now quieter when in a room.
  • Reduced volume of ChuteBin sounds.
  • Removed default UI Using sound from eating Plant and eating pill interaction.
  • Reduced likelihood of devices jamming when importing things.
  • Updated all thumbnails for items. Fixing a bunch of positioning errors and inaccurate colours.

  • Fixed walking movement sounds playing when flying in space with Jet-pack.
  • Fixed Turning off A/C on Suit stops Import sound (air) and export sound (filter pump).
  • Fixed missing texture on Wirecutters
  • Fixed slots and interactions being blocked by other slots and interactions when mousing over
  • Fixed Custom World menu regenerating terrain while entering a new seed instead of when completed.
  • Fixed structure construction cursors getting blocked by heat haze on Vulcan
  • Fixed UIAudio null ref breaking Dedicated Server Build.
  • Fixed an issue that occurred when travelling with cargo and your rocket now disappears from the save you travelled from.
  • Fixed Pipes no longer need to be rotated to merge with other pipes of the same type.
  • Fixed Unloader is now less likely to skip its importing anim.
  • Fixed Unloader now requires power and to be turned on to operate.
  • Fixed SecurityPrinter and ToolManufactory getting stuck when importing.
  • Fixes and patches to all tutorials.
  • Fixed VendingMachine import no longer jams when items are vended while it is full.
  • Fixed scrollbar on Tutorials Menu
  • Fixed ItemTerrainManipulator not being able to correctly place voxels.
  • Fixed ItemDirtCanister not scaling correctly.
  • Fixed ItemDirtCanister not displaying correctly.
  • Fixed exiting rocket causing you to fall through platform.
  • Fixed the input text window displaying behind the IC window, preventing players from being able to save code.
  • Fixed reduced volume and limited number of concurrent running sounds on Conveyors.
  • Fixed authoring tool not being able to place certain things.
  • Fixed the chat window popping up after using the creative menu select item.
  • Fixed the console cutting off text
  • Fixed using wrench sound loop getting stuck on. [Thanks Kamuchi]
  • Fixed Pipe creaking sounds not playing correctly on clients.
  • Fixed Increased volume of creaking pipes.
  • Fixed Sound is less Muffled when helmet closed.
  • Fixed heat haze persisting into the main menu and other scenes.
  • Fixed Players will no longer fall slowly after getting out of a seat
  • Fixed Auto step up is no longer blocked by interactables (e.g. screws on logic chips)
  • Fixed OnMineOreAmountEvent. [thanks inaki]
  • Fixed Tablet UI control issues.
  • Fixed Issue with stacker duplicating items.
  • Fixed Water being cold when exiting H2 combustor.
  • Fixed when travelling from a creative world, you will now end up in a creative world.
  • Fixed travel issue with saving after travelling to new world.
  • Fixed items potentially having 0 as their referenced ID after travelling.
  • Fixed ChuteInlet jamming when moving item into a full chute.
  • Fixed RocketShuttle parts not correctly deleting themselves.
  • Fixed StructureModularRocketCargo door not aligning with the doorway correctly.
  • Fixed item into slot UI sound playing when clicking on empty slot with nothing in active hand or when trying to put an item into an invalid slot.
  • Fixed flush sound not working on hard-suit helmet.
  • Fixed Players will no-longer auto step up onto dynamic objects
  • Fixed Automated Hydroponics showing plant has incorrect Temperature when the temperature is fine. This occurred due to plant breathing causing energy loss. Now maintains temperature while breathing.
  • Fixed multiple issues around tutorial 10.
  • Fixed infinite loading screen when incorrect password is entered when joining a server.
  • Fixed Plant Growth rate event to fix plants growing slowly on tutorial 8.
  • Fixed Foley Movement Audio not playing.
  • Fixed errors in tutorial 10.
  • Fixed slot interaction Ui sounds not playing in some interactions as Client in Multiplayer.
  • Fixed some logic events not checking when set.
  • Fixed Interactable icon displaying when it wasnt supposed to on your hands.
  • Fixed some looping sounds from devices not playing when helmet closed in large bases.
  • Fixed H2 Combustor not generating water.
  • Fixed players not spawning at the correct height on terrain when travelling.
  • Fixed main menu music playing when travelling.
  • Fixed Large tank not painting correctly.
  • Fixed Trader inventory and interaction issues.
  • Fixed setting things with labeller not not giving credit on tutorial 11 tasks.
  • Fixed SpesMall and the Chemistry trader sometimes locking you out of being able to trade.
  • Fixed Centrifuge only outputting at most one item. Now correctly outputs all items
  • Fixed broken steps in tutorial 8.
  • Fixed issue where StructureAutoMinerSmall would stay at bedrock instead of returning once completed.
  • Fixed issue where StructureAutoMinerSmall could not be reset once completed.
  • Fixed Dirt Canister slot being shown as Ore slot.
  • Fixed characters getting stuck falling on the edges of narrow objects e.g. unfinished Frames.
  • Fixed characters sliding down stairs.
  • Fixed a bug that allowed an item to be placed within its sub-items.
  • Fixed NRE from Wind Audio when exiting world.
  • Fixed Insulated pipe dropping normal pipes on deconstruct.
  • Fixed H2 combustor not dropping Item Kit Atmospherics.
  • Fixed H2 combustor not being paintable.
  • Fixed the pressure gauge in the status info panels not being in the correct range for critical and warning. When below 5kPA it should be in the red and between 5 and 20kPA it should be in yellow.
  • Fixed status icons sometimes staying up when they shouldn't.
  • Fixed hemDROIDS showing that they were hungry. Robots don't eat.
May 9, 2020
Stationeers - Heightmare

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 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!

Hotfix Version 0.2.2395.10846
  • Fixed slots not being interactable after dying.
  • Fixed performance stuttering issue caused by some inventory interactions, mining and picking up items.
  • Fixed structure battery charge indicators being very dim.
  • Fixed elevator floor display not displaying correctly.
  • Added animations to the elevator lights when they turn on and off.
  • Fixed sounds on ElevatorCarrage.
  • Fixed not being able to mount SmallGrids structures to roller covers.

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.
Stationeers - Heightmare


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 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.
...

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