Stationeers - Not Simon
This update features some updates to the logic system, especially around traders, as well as some fundamental changes to the modding system, localization, and some nice new features, including being able to melt ice with your welder, as well as a lot of bug fixes.

It's been a while since the last update, and the reason for this is that we've been working hard on the new terrain system. While it is not included in this update, it will be available on the beta branch shortly after this update goes live.

Preview: Massive Terrain Upgrades (Beta Branch Coming Soon!)

The main goals of the new terrain system are to allow us to have more interesting play areas in hand crafted worlds, a better-looking terrain by reworking how it is being rendered as well as better voxel data for a much smoother terrain.

For now, here are some images and photos. These are test 4km x 4km maps, the final ones will be different and will be 8km x 8km. Keep in mind that these are all work in progress and things will be changing fast.


Walking across 1.5km across moon like crater. One of about 5 similar craters on this test map

The terrain system has been rewritten from the ground up

New level of detail system for distant terrain



Looking across kilometres of terrain on a test map



An alien world

Melt Ice Instantly with Welding Tools



You can now melt ice directly using the welding torch or arc welder. Simply aim at a stack of ice to start the melting process. This feature should make handling ice significantly easier, especially in early-game resource management.




Enhanced Automation: Trader Logic & Circuit Improvements



We've expanded the capabilities of the logic system, especially around trader automation and data display. The Medium Satellite Dish now includes an internal stack allowing integrated circuits to read detailed information about traders, their available goods, and even gas trades. Additionally, the Hash Display Circuitboard has a new Mode setting, enabling easy switching between Prefab and Gas/Liquid data, all controllable through your integrated circuits. These changes significantly boost the potential for automating complex trading setups.




New Achievements



Several new achievements have been added, offering unique challenges. Here are a few highlights:

  • The Spice Must Flow - Mine 10,000 units of Cobalt Ore.
  • And Yet It Moves - Track celestial bodies using a ground telescope at full alignment for 10 cumulative minutes.
  • Some Assembly Required - Write your first integrated circuit script.
  • Stack Overflow - Write data to the internal stack of another device via integrated circuits.
  • Soot Happens - Survive an Ash Storm on Vulcan (outside creative mode).
  • Why Is It Still Mark Watney? - Survive for 30 days consuming only potatoes or baked potatoes.
  • Syolnet Green is... Plants! - Harvest plants 1,000 times.
  • Khajiit has wares if you have coin - Generate over ten thousand revenue from trading.

We've also hidden a few secret achievements for you to try and uncover!




Localization Improvements & Multiplayer Connection Fix



We've made significant improvements to localization, addressing numerous translation and display issues - especially in Simplified and Traditional Chinese. Additionally, we've resolved a serious multiplayer issue that previously prevented connections for players with extended or special characters in hostnames. This should drastically improve connectivity for our international player community.

After this going live on the beta branch the community jumped into action and translated almost everything available meaning that ~99% of the XML data has now been translated for Simplified Chinese. We want to build a pipeline that will automatically include community localization but in this case they have been manually added to the build. A big thank you MRhythm for coordinating this!




Expanded Modding Flexibility

We've enhanced our modding framework, allowing mods to easily overwrite existing worlds, difficulty settings, and start conditions without causing conflicts. Additionally, modded content will now be clearly indicated in-game, making managing your mod library much simpler.

These changes will break a lot of mods. However, it fixes a lot of long-standing issues, some that have been there since launch.




Your support makes these updates possible

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




Change Log 0.2.5499.24517
  • Fixed missing recipe for gas mask
  • Fixed a few nullrefs which were stopping the main menu from showing up after failing to join a game.
  • Fixed a few terraforming exceptions on joining a game.
  • Fixed clients can't connect after engine upgrade.
  • Commented out some terraforming code (temporarily) which was throwing exceptions.
  • Fixed error spam when looking at drinking fountain when it has no pipe connected to it.
  • Added very basic saving and loading for new terrain (currently not async).
  • Fixed minables not generating deterministically in new terrain.
  • Added some more debugging for tracking terrain voxel densities.
  • Tweaked voxel debug position for new terrain.
  • Made terrain generate around point function generate in a cube instead of a sphere.
  • Fixed some chunks not generating if they are on the very edge of the world resulting in some holes in the terrain.
  • Removed mineable type from octree data. This will be stored elsewhere.
  • Fixed new terrain not saving in backups or autosaves.
  • Changed new terrain flag to be a symbol definition and added it 'Stationeers > Symbol Definition' menu
  • Fixed nullref when exiting tutorials.
  • Added Models and scripts for future content.
  • Added gameplay scripts and data classes for deploy action.
  • Added prototype deploy action to Rocket Space Map. This is in preparation for rocket deploy missions.
  • Allowed new terrain chunks to be different resolution.
  • Fixed possible nullref when mining on new terrain.
  • Fixed switchgrass had two mature stages.
  • Added the ability to melt ice using the welding torch or arc welder. This will call smelt on the stack of ice once every 0.5 seconds.
  • Fixed locker kit having the wrong default option selected. LastSelectedIndex was being serialized into the prefabs so it may have been affecting other kits as well. This field has now been marked as nonserializable so all kits will use their 0th constructable as the default.
  • Added Pneumatic Mining Drill to the Mining Supplies Package
  • Fixed low quality, pixelated lens-flare for the road flares
  • Fixed station batteries, small and large, not requiring frame support
  • Removed a couple of storm sounds that were too tonal.
  • Added more aggressive distance cut off for wind turbine audio.
  • Changed Reduced audio voice limit as a possible fix for audio stuttering and volume issues noted in larger bases.
  • Fixed SensorLenses would get burned by fire when worn while helmet was closed.
  • Fixed Glasses would get burnt when helmet slot was closed.
  • Fixed the broken build state of the Area Power controller being visible in the blueprint when placing it.
  • Changed audio voices back to 64.
  • Lowered large transformer reverb send.
  • Changed Some ambience audio clips to load into memory compressed instead of streaming from disk as the streaming thread was getting overwhelmed in larger bases.
  • Changed Rocket Avionics, Rocket downlink and rocket batteries to be single build-state devices. Build-states on these single grid devices was inconsistent with other devices in the game.
  • Tweaked priority of rocket engine sounds.
  • Fixed issue with filter degradation in the FilterMask when not being worn
  • Added work in progress chunk pool class and wrapper class. The intention of this pool is to be a normal object pool except allowing for if a chunk at a specific position is requested, and one already exists that has been used for that location and level of detail, it will be returned instead so that it does not need to be recalculated
  • Fixed Pressure Regulator and volume Regulator setting tooltip not showing input setting for back regulators.
  • Added chutes to meson scanner rendering
  • Fixed Meson Scanner not showing burnt cables and burst pipes
  • Changed some rocket manufactory recipes to used steel instead of iron
  • Deprecated old heat-exchanger devices.
  • Changed OreScanner, MesonScanner & Celestial Scanner recipes to: 5 silicon, 5 Electrum, 5 Waspaloy.
  • Fixed Rocket Uplink buildState used cable coil heavy instead of standard cable coil.
  • Fixed storms not moving items on dedicated server.
  • Added Every 4 mine actions undertaken at an asteroid deposit will add 1 scan point to the location.
  • Fixed Rocket umbilicals revert to closed state on load.
  • Fixed Inworld liquid could be hidden under floors & liquid visualiser would sometimes clip through ceilings.
  • Added Confirmation panel step to delete node button on spacemap.
  • Fixed small typo in english.xml
  • Fixed thumbnails for pickaxe and emergency pickaxe
  • Fixed thumbnails for composite wall 1 and iron wall 1 being incorrect in Stationpedia
  • Changed Stationeer Difficulty now has a 1.5x distance Multiplier between spaceMap locations.
  • Added SpaceMapDistanceMultiplier value to DifficultySetting. This Setting does not apply to the Distance to orbit.
  • Added the ability to close the large fridge from the inside of the door. The trigger collider used on the outside now extends through to the inside.
  • Added beds suspending life functions for humans. The ILifeSuspender interface now requires the class to implement IsSuspendingLife, instead of IsPowered, and leaves it to the implementing to decide what the requirements for this are.
  • Added automatically changing name from Recruit to the players steam name if it is found when loading the player cookie
  • Added new 4x4km grand canyon map for internal testing the new terrain system. It is currently not accessible in the game and will be enabled at a later time.
  • Added first pass on terrain chunks loading near dynamic things.
  • Made mineables generate correctly around player as chunks are created.
  • Added first pass on lod for distant terrain chunks.
  • Changed the display name of Insulated Liquid Tank Big to Liquid Tank Big (insulated) and Insulated Liquid Tank Small to Liquid Tank Small (Insulated) to bring the naming convention more in line with the Insulated Tanks.
  • Removed Duplicate ItemKitRocketBattery prefab.
  • Fixed mining was doing unnecessary work on zero density chunks.
  • Fixed some terrain chunks leaving small bits of unmineable terrain.
  • Fixed mining performance issue on large terrain sizes
  • Fixed nodes not collapsing correctly when mining on new terrain.
  • Made various improvements to chunk dirtying logic to remove allocations and unnecessary lookups.
  • Fixed mining new terrain doing unnecessary work subdividing nodes when sampling density.
  • Potential fix for T-Ray scanner throwing exceptions
  • Updated wrong texture file for Sugarcane plant.
  • Fixed Fragment Handler exception when de-serialising atmospheric data on joining a server with a very large base.
  • Changed reduced reverb on loud distant objects.
  • Fixed Meson Scanner throw exception trying to render an invalid batch.
  • Changed Gas Generator Audio Reverb setting.
  • Fixed "Setting linear velocity of a kinematic body is not supported" spamming in dedicated server console.
  • Fixed string Format error spam that could occur when looking at a pipe atmosphere or any other atmospherics device when the pressure inside was greater than 1GPa.
  • Updated Build a basic power setup helper hint to match Europa power supplies start conditions.
  • Fixed apc still works when destroyed
  • Fixed APC reversed blueprint
  • Fixed incorrect build-state tools on composite window shutter connector
  • First pass on improved lod system for new terrain.
  • Disallowed mining below bedrock level on new terrain.
  • Fixed can't close manual hatch when on a ladder
  • Made mining work again on new lod meshes.
  • Changed lod prefab so only lod0 meshes will have a mesh collider. This should speed up generation for distant lod meshes.
  • Fixed Some atmosphere grids get stuck with high winds on clients.
  • Fixed medium shelf blocking grid extending too far out from the front of the shelf
  • Removed old chunk object and replaced it with a non monobehaviour chunk.
  • Made mining work with lod meshes for new terrain.
  • Changed lod lookup to be an array of lookups, one for each lod level. This allows lod objects of different levels to exist at the same point which fixes a bunch of problems when multiple dynamic things are requesting lods of different sizes.
  • Improved performance of checking loaded/unload lod areas.
  • Added a min and max terrain height to trim out unnecessary lod objects far above and below the terrain bounds.
  • Fixed editor script being included in the build causing it to fail
  • Enabled smooth normals for angles under 30 degrees on new terrain
  • removed smooth normals for new terrain
  • Changed all power tools to consume a standardized amount of power (1000 joules) on use. A property was added (BasePowerUsage) that can be overridden on subclasses as necessary.
  • Added first pass of stack on MediumSatelliteDish. Added a small stack to the dish along with template for some instructions. These will allow the dish to read and write extended data associated with the current communicated trader. This will be able to be used to more easily automate trader contacting using the internal stack system on the dish itself.
  • Optimised collider setup on large Wind turbines. Colliders on the rotating blades was causing the physics tree recalculations every fixed up-date. Fixed update is now 1ms faster on large Europa playtest base.
  • Separated occlusion testing and rendering for mineables for new terrain system and made it allocation free. Occlusion testing is now done once per second but this is a first pass and will be made much smarter
  • Fixed Ice will now melt when put into DynamicGasCanister slot when the canister is empty.
  • Added a cached vector3 position to chunk objects alongside the Vector3Int to reduce the large cost of casting these every time we submit the mineables to the renderer
  • Updated the new mineables code to not use dictionaries as this was costing a lot to look up.
  • Added checking for mineable occlusion to the player moves event so that we are only updating the mineables when required while the player is moving around
  • Added an event that will run when the current player moves a about a chunks worth of distance
  • Added an AllTick that runs alongside ServerTick or ClientTick
  • Fixed AllTick being run every millisecond
  • Added first pass on pooling system for lod meshes.
  • Changed Ambient light mode from trilight to skybox when in game (it will remain as trilight mode in main menu scene and new world scene).
  • Changed added easing to transition in and out of eclipse so the change is less sudden.
  • Changed skybox settings during eclipse. Europa skybox will now experience a dawn moment, the sky will lighten, although some stars will still be faintly visible.
  • Changed Ambient Lighting settings during eclipse. Eclipse on Europa will still be dark, but terrain, mine-ables and structures will still be faintly visible.
  • Changed reduced the default ambient light max intensity value from 0.36 to 0.3
  • Fixed Default value for ambient light not being set on planets with no atmospheric scattering. This resulted in it retaining the default unity value of 800% an the terrain being very over exposed.
  • Stopped DynamicGasCanisters returning the relevant kit when being deconstructed after they have been broken. Created a new property inside the DynamicGasCanister script for getting the _hasBlown state.
  • Added TraderInstruction enum parsing to logic system.
  • Added second pass on internal stack memory for MediumSatelliteDish. Working implemenetation for TraderInstruction.WriteTraderData. This is written with the index to start writing at. Three instructions will then attempt to be written to memory, being the traders Id hash (its type), some trader meta data, and then some signal data. Third pass will feature implementations for filtering actual trade buy and sell data into the stack, not just meta data.
  • Removed temporary property from DynamicGasCanister left over from previous commit.
  • Made lod requesters remove themselves from lods correctly when destroyed.
  • Fixed RocketMotherboard required a connected rocket in order to open the map. The panel will now open with no valid rockets connected, but certain rocket specific fields will be blank/un-interactable
  • Changed layout launch mount nodes with relation to home planet nodes on the space-map. Launch mount symbol now appears laid over the plant and rockets travel "up" into orbit.
  • Moved some helper functions into a dedicated LodHelper class.
  • Fixed several issues where lod objects were being queued up for generation multiple times.
  • Fixed two dynamic location panels created for starting node when loading game with existing launch mounts.
  • Added Third pass of internal stack for MediumSatelliteDish. WriteTraderData will write three meta data memory to stack. WriteTraderBuyData will populate the stack at a index to a max count with buy data, WriteTraderSellData will do sales. This will populate the stack with their respective packed memory. Only working for trades that are items, currently, but this will change. Currently you can use filtering, but the filters are applied to everything. Intention is to change this to only use that since the last Write command, but that will come in third pass. Non valid (i.e. old) WriteTraderBuyData or WriteTraderSellData will be cleared when next tick is processed.
  • Removed apply queue for terrain mesh jobs as it is not needed.
  • Added ability to pre-populate lod pools.
  • Removed unused Obi Solver plugin as it was causing builds to fail.
  • Experimental fix for multiple concurrent clients joining causing multiplayer desync issues.
  • Prevented DynamicThings from taking damage while inside a parent slot that hides them. They still take damage if not hidden.
  • Added Gas Type trading to the MediumSatelliteDish Internal Stack. Now basic gas trades both buy and sell will be added to the internal stack. Their gas types will be condensed into a single bitflag that can be interrogated for gas types.
  • Added overlay text option for ImGuiDebugHelper.
  • Removed unused test lod requester class.
  • Added Fourth pass of internal stack for MediumSatelliteDish. Now have Buy and Sell Child prefab data loaded into the stack. Additionally Gas data is loaded into the stack as well. Filters are applied to child items as well. Now fully functional at interrogating trader inventory. Next change will ensure the filtering is local to that "block" of write instructions, allowing the internal stack to be segmented for multiple requests.
  • Added Fuel Mix and Air Mix GasType enums, as these are just a flag combination. They now have recognized sprite images as well. This means that the Hash Display circuitboard will recognize Air (Oxygen and Nitrogen) and Fuel (Volatiles and Oxygen) and display an image for that. Useful with traders.
  • Added Hash Display Circuitboard now has Mode, that is used with the new HashType enum, with both HashType.Prefab (default) and HashType.GasLiquid. Consoles now accept setting their circuitboard mode via the logic slot set/load instructions (ss or ls). This allows you to set a console circuitboards mode from IC.
  • Fixed Harvester contained coroutines. Moved to Unitask reducing potential for memory churn when TryPlantSeed or TryHarvestPlant was called via any IC scripts, which could be often.
  • Fixed DEFINE instruction would produce NaN as it was configured to not check Enums or other defines.
  • Cleaned up some of the achievement code a little, with some minor optimizations.
  • Added "The Spice Must Flow" Achievement for mining 10,000 Colbalt Ore.
  • Added "And Yet It Moves" Achievement for tracking celestial bodies using a ground telescope at full alignment for ten minutes cumulative.
  • Added support for stat based achievements
  • Added "Some Assembly Required" Achievement for writing a script to an integrated circuit.
  • Added "Stack Overflow" Achievement for writing to the internal stack of another device using an integrated circuit.
  • Added "Soot Happens" Achievement for surviving an Ash Storm on Vulcan when not in creative.
  • Added "Why Is It Still Mark Watney?" Achievement for surviving for 30 days eating only potatoes or baked potatoes.
  • Added "Syolnet Green is... Plants!" Achievement for harvesting 1000 times from plants.
  • Added an Achievements command for debugging achievements.
  • Optimized the Update100MS and Update1000MS method caching as well as made their assessment automatic, meaning that those using the methods in future won't have to also remember to update the "Is" method.
  • Added "Khajiit has wares if you have coin" achievement for over ten thousand revenue from trading.
  • Added a hidden achievement.
  • Removed steam check before awarding achievements. This check was redundant. It also generated a lot of memory garbage, as it was looking through all steam achievements each time. Additionally more minor cleanup to achievement code, including auto generating more of the backing dictionaries. This makes it much easier to add new achievements.
  • Added three more hidden achievements.
  • Fixed use of Allocating Physics commands that have been replaced with non allocating version. Note: this will limit explosions to interacting with a maximum of 1000 colliders. This is quite a lot. Previously explosions were causing a lot of memory garbage to be cleaned up. Now it will not cause this, but there is a hard cap of 1000 things being interacted with. This might need some refining further.
  • Removed Old terrain lod when new terrain flag is active.
  • Changed LOD settings to increase render distance of new terrain from (4,4,4,4,4) to (8,8,8,8,16). This pushes rendered terrain out past the far clip plain distance.
  • Reverted change to terrain job processing to ensure we wait to finish jobs before the next frame.
  • Added difficulty setting for calm weather period multiplier. This will, if set, multiply the initial calm weather grace period at the start of a game.
  • Added difficulty setting for Achievements. Modders can set or use this with any modded difficulty settings. All difficulty settings work for achievements except for the "creative" difficulty setting, which by default is "disabled".
  • Removed duplicate IThreadedWorker class.
  • Changed LodObjects that have requesters to have a 10x load value.
  • Fixed thread profiler not working with terrain threads. use profiler enable command to profile terrain threads.
  • Added "spherising" to new terrain shader
  • Added ability to have voxel type in octree. Not fully implemented yet or used for anything but the option is there and can be used for multiple things
  • Added calculating normals from voxel data to achieve smooth normals
  • Made ProcessJobs wait for executing lod object jobs as soon as ExecuteAll is called. This may be less performant but does fix error spam and a few strange issues where the dirty indices array would not be emptied after all jobs were finished leading to some lods not being able to be dirtied again. More improvements to come on this.
  • Added various different data classes now receive what mod they are being loaded from as part of their initialization, allowing them to remember what mod they are from for later display.
  • Fixed the spawn item data in the new world process was very large text, using headers for the whole lot. Now they are sized the same as the rest of the text. Additionally there was a whole bunch of background image gore with how the UI elements were rendered, this has been cleaned up with icons to indicate better what can be clicked on and what cannot be.
  • Fixed the mod load order was being done in reverse. This needs to be checked, but it was very unintuitive. The mods were being loaded in the reverse order from what was displayed visually - probably confusing a lot of people.
  • Added image that shows over top of modded Worlds, Start Conditions, and Difficulty Settings. This means that you can see what content is modded or has been overwritten easier.
  • Added Difficulty Settings can now be overwritten with mods. If a mod is loaded, and the difficulty already exists, the mod will overwrite that difficulty setting instead of throwing an error and stopping as it currently does.
  • Fixed incorrect spherical effect variables on terrain2 material
  • Cleaned up the starting equipment list to make it more readable.
  • Added SortOrder attribute option to world settings, so that modders and others can sort the order their worlds will appear in the world settings list.
  • Added a yellow mod icon to the starting screens so you know if data is being overwritten or loaded from mods.
  • Fixed mods could not replace various things, such as worlds or difficulty settings. Confirmed that mods can now replace worlds, difficulty settings, and start conditions. You don't need these to be different file names either, the XML is very permissive. This should allow, now, the replacement of pretty much anything data wise in the game that in the past would throw errors (such as star maps).
  • Fixed modconfig.xml was being generated inside the executable folder, or trying to at least. This caused critical issues and wiped the mod order constantly, breaking mod loading for GeForce now users and lots of other people. But even if that had worked, the mod loading was broken anyway. Now the mod loading is done in the order displayed in the load order list, loading the "core" mod at the spot indicated. There may be issues with this that still need to be resolved. The modconfig file will now be generated in wherever save and settings files are generated.
  • Removed sever expensive memory allocations for new collections in the Lod requester logic. These collections are now cached and reused.
  • Changed LodManagers work loop to be state-based. The manager now goes through one step each frame. certain steps like applying the meshes or waiting for the jobs to complete will run over multiple frames to ease frame-time spikes.
  • Added caching of marching cubes object as well as the mesh object to the lod object to reduce allocations
  • Added back face rendering to terrain terrain. This helps a lot with terrain seams and should help us hide them in a naive way without the need to perfectly fix them in an expensive way
  • Moved consolidation of queued up lod changes to where job are assigned. This helps to fix missing lods in some instances.
  • Fixed Upright wind turbine data can't be read as the port is power only. Changed the port to be power and data. (Credit: Tsoleht)
  • Fixed Sun flare not showing through the glass of the StructureCompositeWindowShutter prefab.
  • Rewrote new terrain shader to fully support the required features and removed a lot of the unused features
  • Fixed rare null reference occurring when autosave is attempted during a specific phase of character death.
  • Lods will now overlap at lod boundaries to hide seams (wip).
  • Fixed Tablet not working until hands are swapped if it was in the left hand when the player loads a world.
  • Fixed VoxelTerrain.cs generating 50kb GC per frame due to multiple new array creations in the Minable batch rendering code. Refactored to use pre-allocated array and removed all GC allocations.
  • Fixed if statement formatting for previous commit
  • Changed OnNextDay to be specific function calls rather than a subscription delegate event list. This is much more readable and debuggable in the code, and reduces memory churn. Added the IOnEachDay interface that is checked against to make it easy to add classes to this. Entity was already using this kind of functionality so it has been migrated to this, reducing memory churn when instantiating new entities such as chickens and players.
  • Added a timeout on the capsule lander light. It will now stop working at the end of the first day.
  • Changed IAnimComponent to use a serializable base class and then cache it only when generating the base prefab. This means each time it is instantiated a GetComponentOnChildren does not need to be run, as this was always being run for everything thing when they were instantiated.
  • Fixed a serious potential issue that prevents joining or hosting multiplayer games with hostnames that may contain non-ansi characters. This potentially affected a number of users who are using different languages and their computers or the destination hosts were using an extended characterset. A new and more advanced system is used to get the current host ip, however this requires extensive testing. It may also fix some other hostname issues that players are experiencing.
  • Changed reduced the amount of the most distant terrain Lods as they were over the horizon.
  • Changed Mineables are now only rendered on LOD0 Meshes and on chunks that have a rendered mesh (i.e only mineables that are close to the surface are rendered)
  • Changed some VoxelTerrain functions and fields to be static.
  • Added Some profiling tags
  • Fixed LodMesh prefab not on terrain layer.
  • Changed tooltip when hovering over the handles of the CrateMkII from saying "Button1" to "Drag" to bring it in line with the DynamicCrate.
  • Fixed some text boxes contained illegal string keys and would cause exceptions if they were localized.
  • Added additional localization commands to assist with debugging and fixing localization issues.
  • Fixed a number of text renderers had no font switching occurring and did not have localized strings. More of this to follow.
  • Fixed a variety of font and localization issues with Simplified and Traditional Chinese (credit: MRhythm)
  • Fixed a massive quantity of localization issues due to missing calls for Localized font. This includes the Hash Display, trading screens, spawn screens, and others. (credit: MRhythm)
  • Changed LodObject helper class to be pooled. This reduced the amount of GC allocation when requesting and un-requesting terrain lods.
  • Changed increased the size of the LodMeshRenderer pools (the lower level lod pools now have a much larger starting count)
  • Fixed a performance issue with Objectpool class where returning an object to the pool could be very expensive for large pool sizes.
  • Cleaned up lod classes a little, made pooled mesh object use naming convention for pooled objects.
  • Moved the lod object pool to a new LodObjectCache class which will also hold and manage the lookup for currently active lod objects. This is because these two things are tightly coupled - getting/returning from the pool will add/remove from the active lookup.
  • Added additional checking for prefabs to the localization checkkeys command.
  • Fixed 42 missing strings for prefabs. (credit: NoName)
  • Fixed dedicated server build failure due to missing server specific imgui helper function definition
  • Fixed could spawn under terrain when terrain height at starting point was higher than 40m.
  • Increased distance of GetSafePoint for spawn raycast.
  • Removed unused debug draw on lodmeshpool
  • Fixed missing RW_Server check in localization.cs
  • Changed ImguiHelper class to be active when RW_Server defines is enabled. This should help prevent some dedicated server builds failing.
  • Refactored access to the terrain octree to be accessed only through the voxel terrain manager instead of directly accessing it
  • Fixed error spam when reloading into a world caused by pools not being correctly reset.
  • Changed lod object pools to have one pool per lod level.
  • Added back missing code to remove rendered mineables from a chunk when returning lods to pool.
  • Fixed a few instances where lods would render around dynamic things when they shouldn't
  • Reverted Imgui changes from rev24361 to test if they were the cause of steam build to failing to run.
  • Fix for Dedicated Server build issue.
  • Reinstated Imgui Change from rev24361 as it was not the source of build issue.
  • Changed LodManager now only moves off idle state when it has pending work to do.
  • Fixed Black seems at lod overlaps. Overlap meshes shadow casting is now disabled.
  • Made dynamic things request new lods after they have moved a set distance rather than when their chunk has changed.
  • Fixed rendered mineables not being cleared when leaving a game.
  • Removed unused TerrainManager class.
  • Added desired depth parameter for getting octree density. This fixes marching on higher lods not sampling corresponding higher octree levels resulting in very large seams.
  • Changed lod bounds to extend out into the next lod by one rather than back into the previous lod by one. Turning off shadows on the boundary is less reliable now as the next lod up will not always be higher so have removed setting of boundary indices for now. Will revisit this.
  • Removed the remainder shadow boundary culling code as it was no longer required.
  • Changed Liquid Particle solvers to have their game objects deactivated when idle. The particles had quite a high physics overhead when sitting idle in the scene. This will mean higher cost to physics system when water is spreading as the activation and deactivation of particles causes some physics tree re-calculations.
  • Fixed null ref when closing and then creating a new game.
  • Fixed an issue where Sounds triggered by interactables were calling play logic multiple times.
  • Fixed an issue where Looping sounds that were paused for concurrency were getting stopped.
  • Added Concurrency setting for wall light sounds. (on-going work to reduce number of virtual voices in large bases).
  • Fixed OnOff sound reversed for wall light.
  • Added Audio Concurrency Setting for Atmospherics Devices and Volume pumps to reduce number of virtual looping sounds on large bases.
  • Added AudioUpdate for things that need to change audio values on a regular tick. (this logic currently runs in UpdateEachFrame but can be moved over as an on-going effort to reduce update churn)
  • Changed Things that run updateEachFrame now have this cached on the prefab on prefab load (in the same way as 100ms and 1sec update is handled).
  • Removed some unused shadow changing code on the lod object.
  • Added TerrainSettings to world settings data for loading individual octree terrains with their respective settings and textures.
  • Changed Furnace audio to be distance culled. Added audio concurrency setting for furnace and arc furnace audio.
  • Changed Moved Furnace and character audio logic into audioUpdate.
  • Changed Audio Update does not run in batch mode.
  • Fixed a tooltip issue where it incorrectly indicated that the stack in hand was full when hovering over another item in a locker. The tooltip now correctly appears when the player has a full stack in their active hand and is hovering over another stack of the same type inside the locker.
  • Changed Move Audio Behaviour for CombustionCentrifuge from UpdateEachFrame to AudioUpdate.
  • Added Audio Concurrency Settings for Deep Miners and Centrifuges.
  • Added SuitStorage to PoweredDevices AudioConcurrency.
  • Added Audio Concurrency Setting for Batteries & Transformers.
  • Changed Moved WindTurbine audio logic onto AudioUpdate and added separate audio concurrency setting for large wind turbine.
  • Fixed prefab audio issue with on windturbines on previous commit.
  • Fixed a few issues where lod meshes were not being returned correctly to their cache.
  • Smoothed suit foley audio to suit slower audio tick rate.
  • Fixed Recursive call in PooledAudioSource.ReturnToPool(). It was calling Stop(), which would recursively call ReturnToPool.
  • Added warning for possible issue when already returned lod meshes are returned to the pool again.
  • Fixed HighPassFilters not being disabled when audio-sources were disabled.
  • Further smoothed character foley audio.
  • Removed HPF Filters from wind-turbines audio to reduce their DSP load.
  • Changed moved some more classes over to using AudioUpdate.
  • Changed reduced ambient light during eclipse on Europa.
  • Changed Ambient audio loadType back to streaming.
  • Changed Temporarily disabled out of bounds check and Made Terrain not block atmospheres until issues are resolved with these functions.
  • Added TerrainSpawnRequest class for spawning initial terrain colliders around player spawn location.
  • Fixed bug where if the player is a client and has the IC editor window open and a storm happens, setting the pause toggle button to true would cause the player to get pushed around by the storm while their screen does not update. Setting the pause button to false after that would push the player back to their initial position. The player no longer moves when the pause toggle is true under those conditions. Caused by clients being able to pause the game when they should not have been able to.
  • Refactored LodMeshCache to more clearly define the difference between deactivated and uninitialized objects.
  • Renamed LodMesh to LodMeshRenderer
  • Fixed Client being able to pause their game from using the pause button inside Stationpedia in multiplayer. The pause button now has no effect in multiplayer.
  • Changed moved request Lod logic into LodManager Update loop.
  • Fixed lumps around mine-ables with new terrain.
  • Added rolling lookup for lodobject state to track empty lod objects that do not require mesh recalulation.
  • Changed recursive RunJobState method into a while loop.
  • Reverted spawnpoint changes for now as the terrainspawnrequest was causing some missing lods. Will try using the octree data to determine spawnpoint instead.
  • Fixed player spawning under the terrain. Will now look at the octree to determine where to spawn.
  • Added check to stop moved things requesting lods multiple times in the same frame.
  • Cleaned up creating of new lod objects.
  • Added total count to lod object cache.
  • Changed the lod object pool over to a more simple pool system which incorporates the active lookup concept rather than using the object pool alongside another active lookup. This saves having the active lod objects in two active collections. This also fixes several issues with missing lods due to a long-standing bug with the old pool system.
  • Added another hidden test map into temporary folder in streaming assets. Folder/file structure is still wip.
  • Changed max terrain height in VoxelTerrain from 64 to 256. Terrain height information will eventually be moved into xml data.
  • Added check so lod deletion queue can ignore already deleted lods.
  • Added New Minable Generation algorithm and data classes. Weights are equally assigned for now to leave an even distribution of generation shapes for easier review.
  • Changed sizes of lod object pools based on lod level. Will tweak these as we establish reasonable upper bounds.
  • Changed normalised Minable density setting. 1 is now standard density.
  • Optimised minable vein placement algorithm.
  • Fixed World-size not being applied to voxel terrain on loading map.
  • Fixed issue where putting a ProgrammableChip into an advanced tablet would cause it to clip through the screen. This was happening because the OnEnterInventory method for the ProgrammableChip was overridden without calling base.OnEnterInventory.
  • Changed exception to a console window error when reactivating a lodmesh that is already active.
  • Upped the pre-populate size of the level 4 lod mesh cache.
  • Fixed Valve flow direction arrows being applied incorrectly to the digital valves. The digital valves can mix fluids in both directions but the direction arrows present when trying to construct either of them implied that the flow was one-way.
  • Moved Minable RenderBatch Generation onto OcclusionManager threaded work.
  • Increased Minable render distance to 96m.
  • Added Minables can now be mined.
  • Fixed ThreadWorker.Workers and ThreadWorker.NextWorker were incorrectly set to static.
  • Added VeinGenerationWorker class.
  • Refactored Minable Vein Generation to be multithreaded.
  • Fixed issue where SuitStorage would not remove gas from stored suit's waste tank if the suit had no internal pressure. This meant that it would work normally if moved from the player's suit slot directly into the SuitStorage, but not if dropped on the ground first.
  • Fixed respawning not cleaning up lods for old player body. Now on respawn, lods will be cleared and regenerated. Still more work to be done on this.
  • Added remove requesters step to lod manager processing.
  • Added restriction for generating lods so it won't generate at values less than zero. This may be updated to use map specific sizes.
  • Added back in lod object debugging and removed some unused chunk debugging code.
  • Made dynamic things stop/start requesting lods when they enter/exit a slot
  • Fixed OutOfBounds terrain being rendered.
  • Removed 4k test map.
  • Added 64m and 128m test maps with offset correctly authored.
  • Fixed Offset not being correctly applied to terrain resulting in spawning in a corner of the map. This issue was compounded by our test maps being incorrectly authored.
  • Added new 4K test map with correct offset values.
  • Changed Some VoxelTerrain functions to be static.
  • Moved Minable Textures out of resources folder.
  • Simplified DrawMeshInstancedIndirect.cs and cleaned up to be allocation free and removed a number of unused methods.
  • Added Spherization to Minables shader.
  • Optimised Minable rendering to use DrawMeshInstancedIndirect.
  • Fixed issue where social media buttons would not work when clicked inside the GameMenuPanel but would work when clicked inside the MainMenuPanel. This occurred because the method for the buttons in the GameMenuPanel was not set.
  • Fixed bug where multiple requesters could not find existing active lod meshes.
  • Moved stale lods list into lod manager.
  • Moved remove lods into its own step in run job state.
  • Fixed lod mesh cache getting into a bad state when lod object meshes are cleared before re-processing. Lod object meshes will now be retained if they are still active.
  • Fixed hitching when executing terrain jobs due to too many worker threads being initialized. Will now use processor count - 4.
  • Changed 64x63 test map to use only full voxels (the other test maps have a layer of half voxels several layers deep that make mining feel weird)
  • Hooked up old mining behaviour to new terrain system.
  • Fixed Build Error
  • updated 4096x4096 text world to use correct ore weights and mine amounts/times.
  • Changed Moved ore goggle meshes to XML data.
  • Fixed Ore Goggles now work with new terrain.
  • Increased render distance of explosives.
  • Added Staggered explosion behaviour to remote detonator.
  • Fixed Explosions now work with new terrain
  • Fixed Missing Shader form previous commit.
  • Changed 64x64m test world to have maximum ore density.
  • Moved vein registration into oct-tree space (to ensure consistent behaviour when doing integer division for registration).
  • Added vein de-duplication step for new vein generation algorithm (prevents minables of multiple types from generating at the same location).
  • Fixed Dirt Canister not showing DirtCanisterState if it was in the world and did not have a parent Voxel Tool
  • Added first pass on separating terrain deltas from map terrain data. This is to lay ground work for serializing terrain delta state.
  • Changed Delta Node now calculate their partner node on the readonly octree as needed rather than caching a reference to it.
  • Refactored some functions in VoxelOctree that had unclear arguments.
  • Fixed Items fall through the world when loading a save with new terrain. Added InitialiseLodsOnLoad() to LodManager which generates all requested lods in a single frame before unpausing game on Load.
  • Added NewTerrain now only serializes delta changes rather than full terrain file.
  • Fixed an issue where new terrain would not deform when explosion happened.
  • Added flood fill method for filling voxels inside the terrain mesh.
  • Added a few helper methods for getting neighbour nodes from any given octree Node.
  • Added Clients now receive New Terrain deltas on join.
  • Fixed Issue with Dirt Canister not showing the correct DirtCanisterState in the world or on the client. This was caused by the SetDirtCanisterState method not being called at the appropriate times.
  • Added Clients now receive terrain change updates from server.
  • Added horizontal size to floodfill to stop the progression if the edges of the map are reached. This should just be a precaution as the map will usually fill the entire octree horizontally.
  • Added new method for generating terrain from a heightmap that only generates a "crust" and then floodfills under it which is much faster than before. This also fixes the "spongy" terrain that we were experiencing before
  • Added missing horizontal size to floodfill
  • Changed UV coordinates for charging bars color.
  • Fixed Visualizers on the DirtCanister prefab. Incorrect visualizer meshes and UVs were being used.
  • Fixed a small issue where Client joining a session threw a null reference exception and prevented the host from continuing to play. This was to do with the new terrain trying to be loaded while the terrain settings were null.
  • Removed some unused debug functions from VoxelTerrain.
  • Fixed Voxel tool now works with new terrain.
  • Cleaned up some places where vector3s were being handle ambiguously in terrain and minable functions.
  • Fixed new Terrain and minables did not align with the large grid. When the terrain mesh and minable position is set they are now offset by 1/2 voxel size.
  • Added function on node to get siblings directly below.
  • Added new fill method for octree.
  • Fixed an issue where the Voxel Tool would not use the last bit of dirt inside the equipped Dirt Canister. This was caused by an incorrect comparison in CanRemoveDirt that checked if the CurrentCollectedDirtValue was greater than UsageEachVoxelPlacement, instead of greater than or equal to.
  • Fixed Desired depth not being evaluated correctly in getDensity function. This fixed the last of the terrain seam issue and improved fidelity of distant terrain.
  • Fixed a number of places were a depth argument was taking in a size for octree calculations (and updated those functions to work correctly with the correct input).
  • Changed baked terrain data is now stored in a ReadOnlyVoxelOctree, changes made by the player are stored in the object based tree VoxelOctree. This results in a 90% reduction in terrain ram usage 6GB to 600MB and a 70% reduction in terrain load times 13s to 4s (tested on 4k map).
  • Added ReadonlyVoxelOctree class this is a highly optimised octree that is backed by a byte array and is readOnly.
  • Added some additional debugging info for terrain performance testing,
  • Fixed a performance issue with ReadOnly octree which was causing get density function to take too long to run.
  • Added HelpText for TestOctreeCommand.
  • Removed un-needed locks on some lod Manager functions (all calls were coming from main unity thread).
  • Changed Terrain Lods will now refresh faster when there is less work scheduled (i.e during mining).
  • Fixed Bug where having sequential ladders on opposite sides of a wall would cause the player to teleport to the other side of the wall.
  • Added changes to New terrain ore veins are now saved and synced to clients.
  • Added wip octree fill method which is significantly faster.
  • Cleaned up relationship between readOnly octree and delta octree.
  • Added IOctTree and INode interfaces.
  • Fixed VoxelTerrain.MaxDepth pointing to Octree when ReadonlyOctree was initialised.
  • Changed Octree Constructor to require a pointer to a masterOctree it can be null if the constructed octree is the master Octree.
Dec 11, 2024
Stationeers - Not Simon
This hotfix resolves the critical multiplayer bug preventing joining any server. It also contains some other minor fixes such as not going back to the main menu after failing to connect to a server.
Dec 11, 2024
Stationeers - Not Simon
This hotfix adds the missing recipe for the gas mask.

Additionally, we are aware that there is a blocking issue with multiplayer and will deploy a fix as soon as possible.

In the meantime, the 'previous' branch has been updated so you can safely play multiplayer using that branch.
Stationeers - Not Simon
Engine Upgrade
We've updated Unity to align with our other projects and leverage recent editor improvements. While most changes will be invisible in the final product, some saves may see minor performance gains.

The update spent extra time in Beta since upgrading engine versions often introduces risks. For example, this update caused significant UI issues, which should now be resolved. However, please report any lingering problems. As noted in a recent post, our beta userbase has decreased due to more frequent updates, which has also reduced issue reporting.
 


Gas Mask
The new Gas Mask accommodates two filters, filtering specific gases while blending with the ambient atmosphere. This feature is particularly useful for managing contamination in bases or isolating sections with abnormal atmospheres.



Bespoke Storage Options

We've introduced bespoke storage options: single-slot shelves designed for specific items. The initial implementations are for the Gas Mask and Fire Extinguisher, both emergency items that benefit from being easily accessible.





Future Content

In the change log you will see a lot of work is being done on the terrain update as well as some other features that will be released at a later time. You won't find any of this enabled, but we will post some screenshots soon with our progress.
   


Your support makes these updates possible

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




Change Log 0.2.5366.24104
  • Added first pass of global vegetation visualiser. It currently shows the global count of gorse, flax and grass and uses the clutter system to draw them.
  • Fixed soybeans not inhaling Nitrogen. Added life requirements data for soybean and updated plant.xml for soybean to point to the new life requirements data.
  • Added Grow-able plant versions of the Global Vegetation plants: Grass, Flax and Gorse.
  • Fixed null ref when looking at certain plants with the plant analyser tablet.
  • Fixed ImGui related build issue.
  • Added first pass on new terrain generation and put it behind a feature flag.
  • Removed some references to deleted objects in the worldmanager.
  • Removed some unused classes.
  • Committed removed metafile for terraforming script.
  • Fixed editor script being included in the build
  • Fixed Global Vegetation was using incorrect model for gorse and flax.
  • Fixed NRE when deconstructing iExtendable Structures.
  • Changed clutter chance calculation to use System.random as simplex-noise algorithm was not returning an even spread of results.
  • Added Models and scripts for future content.
  • Added easier to use debug helpers for imgui
  • Added first pass on mining new terrain.
  • Fixed error in WorldManager prefab instance in Scene.
  • Updated unity version to 2022.3.7f1
  • Added default colors for imgui debug methods.
  • Fixed an issue loading old saves with active weather event whether a partial weather event could trigger. (i.e items would get damaged and force applied but no weather effects)
  • Added scripts and prefabs for future content
  • Fixed Error spam when using vegetation debug command.
  • Changed Power Generated by wind turbines during storms is now effected by the storms wind strength, it will vary over time during the storm rather than be a fixed value.
  • Fixed mining new terrain was not subdividing octree in certain instances.
  • Fixed terrain generated from heightmap was offset from origin.
  • Improved performance of mining on new terrain (more improvements to come).
  • Fixed Performance regression in UI Update loop caused by creative spawn panel. There are still a number of issues with the panel so plan is to replace it with a new system as it is very old and poorly optimised.
  • Updated rider unity integration module
  • Updated unity linux toolchain modules
  • Fixed a performance issue with OreScanner cartridge. Players with one or more OreScanner cartridges in their saves will see increased fps.
  • Changed Global Vegetation can now use any plant type. Global vegetation plants now have a GeneCollection that represents the global average genetic make-up.
  • Added Dynamic Atmospherics Scattering driven off GlobalAtmosphere composition. (Only enabled when mixing to GlobalAtmosphere is enabled)
  • Added white GGHost logo to PreferredServerProviders folder and a commented reference in ServerProviders.xml
  • Added LayoutElement component to the ServerProviderButton.prefab
  • Moved serverProviderPanel from join game menu to create world menu
  • Refactored a few parts of terrain generation for better clarity.
  • Added Gas Mask. The gas mask just mixes with the external atmosphere while filtering any gas based on the filters inserted into it's two slots.
  • Added very basic first pass on minables showing up in new terrain. Not yet threaded.
  • Made mineables in new terrain drop ore when mined.
  • Added new Creative spawn panel. The old panel was rendered un-usable by the engine upgrade. The new panel uses Imgui and is much more resilient. Items are now listed by their localised prefab name and search functionality has been improved. Clicking on an icon or text will select the prefab and close the panel. Clicking on a plus symbol next to an item will spawn it while leaving the panel open. The window is now resizable and the previous search will be remembered upon re-opening the panel.
  • Fixed Server Build error.
  • Fixed Custom plants not showing in new spawn menu
  • Removed ability to click on text to select spawn prefab in creative spawn menu as the method to calculate it did not always work.
  • Tweaked terrain shader for new terrain.
  • Added the ability to specify a prefab hash for a slot during asset creation that restricts the slot to only accept the specific item.
  • Added gasmask storage that can only store the gasmask storage
  • Fixed gas mask slot types not being the correct type
  • Fixed missing thumbnails and blueprints
  • Added stationpedia entries for the new storage and the gas mask
  • Added fire extinguisher storage
  • Fixed authoring tool copy function being broken (hold F and attack to copy a target structure)
  • Fixed issue with server list not displaying
  • Made new terrain block air in most cases (wip - some edge cases still remain).
  • Added verbose logging in MoveToParent to help debugging corrupted saves
  • Fixed Stationpedia being moved offscreen when attempting to drag on while on the main menu. The window is still draggable while the game is running but will be fixed in place when in the main menu.
  • Fixed 'Mark Watney' and 'Still Mark Watney' achievement no longer working after plant update.
  • Removed unused plant prefabs (which are no longer in world manager).
  • Removed unused scripts inheriting from plant.
  • Slowed down mining slightly on new terrain.
  • Removed kit, recipe and related assets for stellar anchor which was partially removed from the game some time ago.
Stationeers - Not Simon
We have found and fixed the issue that caused us to roll back the last update.
https://store.steampowered.com/news/app/544550/view/4482864232593883517

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

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

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

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

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

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

We deeply appreciate your patience and support during this process!
Stationeers - Not Simon
This Issue has now been resolved.

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

We really appreciate the Stationeers community!



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

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

This update is still available on the Beta branch.

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

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


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

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

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

thing blueprint <Mesh Path> <Angle Threshold> <Merge Distance> <Scale> // Generates blueprint
thing thumb <Reference ID> <Zoom> // Generates thumbnail from thing by reference id



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


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

The new plants are Strawberry, Blueberry, and Watermelon.





Your support makes these updates possible

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




Change Log v0.2.5314.23994
  • First pass on moving plant life requirements to xml.
  • Added Scripts and models for future content.
  • Fixed Multigrid structures not registering to every cell they block.
  • Fixed Global Atmosphere mix calculation issue in previous commit (rev.23875)
  • Added Prototype Global Liquid Renderer. Very large quantities of Liquids in the global atmosphere will now be rendered via a liquid plane.
  • Added strawberry xml plant example.
  • Added first pass on importing plants from xml. Meshes, textures and plant stages can be defined in xml and will be imported at runtime. Blueprints can also be created but for now, the wireframe edges will have to be manually entered into the xml. Later on we plan to make this automatic or add a tool to export edges for custom meshes.
  • Fixed nullref on dedicated server when instantiating prefabs from source list.
  • Added Missing scene update from last commit
  • Fixed normals on strawberry meshes.
  • Added thumbnails for strawberry plant and seedbag.
  • Made custom plants fail to register if their name is already taken to stop potential name conflicts with existing things.
  • Changed Global Liquid visualiser now uses the same system as in-world liquid. Global liquid will now not be drawn inside rooms.
  • Removed 1st global liquid prototype from scene.
  • Missing class name changes from last commit.
  • Removed some unused files and directories
  • Removed associated meta files for removed directories
  • Added scripts and prefabs for future content.
  • Made organics printer recipes resolve their prefab references after all data files are loaded.
  • Moved blueprints out to their own file and made them DataCollections.
  • Renamed CustomPlants.xml to plants.xml.
  • Moved tomato plant and seedbag to xml.
  • Renamed PrefabResolver to DataResolver.
  • Removed Director.cs
  • Refactored WeatherManager to remove un-necessary abstraction & complexity in Storm scheduling code.
  • Added Additional storm properties to the weather event data. ParticleId, Allowed Directions, Damage Multiplier.
  • Changed Storms can now come from any of the 4 cardinal directions.
  • Changed Worlds can now have multiple storm types.
  • Changed Moved weather data into a library in weather.xml. WorldSettings can now reference weatherID form the library or they can declare them inline.
  • Fixed items in input slots being invisible in tier one manufacturing machines
  • Fixed some manufacturing machines / printers only allowing ingots in their input slots. It is intended for them to be able to get blocked up if you poorly manage your manufacturing
  • Added plant meshes and textures to streaming assets.
  • Removed a few empty directories.
  • Updated SeedBag template material with new normal and spec textures.
  • Changed plant template to Plant script rather than Potato.
  • Stopped nullref when plant blueprint is not setup. Instead a default blueprint will be used and an error will be logged.
  • Added blueberry and watermelon plants.
  • Added Rain Storm particle effects and sounds.
  • Changed Exposed Weather Event Fog start and end distance and weather audio to XML.
  • Added Rain weather event to weather library.
  • Updated plant blueprint default mesh.
  • Added ServerProviderPanel for managing ServerProvider buttons
  • Added empty ServerProviders xml file for populating button data
  • Added ServerProviderButton prefab
  • Added system for setting up and managing links to server providers
  • Slightly changed how damage from toxic gases is calculated. Partial pressure thresholds are per gas rather than combined. This may change as we test further.
  • Moved water usage, breathed gases and toxic gases for plants into the liferequiements xml.
  • Fixed normals for plant meshes.
  • Changed Updated stationpedia to show in-world volume of each Liquid type.
  • Changed In-World Volume Multiplier for gasses is now calculated at run-time based on gas Properties. In as a general rule the more cryogenic the liquid the lower in the inworld volume multiplier. This will solve pressure anomalies and run-away phase change effects that were happening to players condensing cryogenic liquids in world grids. Under the old fixed multiplier of 50x some condensed Gasses would take up more volume once in liquid form which would spike the pressure causing a feedback loop of Condensation phaseChange.
  • Added Rain and snow weather effects will now trigger when Condensation/Freezing happens in the global atmosphere.
  • Added Snow Weather Effect.
  • Moved switchgrass, potato and corn to xml.
  • Added ability for custom plants to be set as microwave ingredients, chemistry ingredients and animal food.
  • Fixed potato meshes having bad normals.
  • Added IAnimalFood to some plants and refactored how animal food is registered.
  • Updated ItemSwitchgrass mesh.
  • Added blueprint edges for a few more plants in xml.
  • Added command for generating blueprint wireframe edges with the format: "thing generateblueprint <mesh path> <angle threshold> <merge distance>". This will output edges to a text file which will have to be added the blueprints.xml manually for now.
  • Fixed life requirements not being set on xml based plants correctly.
  • Moved fern and darga fern to xml.
  • Removed unused seedbag meshes.
  • Committed auto prefab changes from editor due to new IsCustomThing field.
  • Tweaked generate blueprint command to output a file with a more descriptive name.
  • Added blueprints for darga fern and fern.
  • Updated normals for darga fern mesh.
  • Fixed an issue with LerpToGlobalAtmosphere() function that was causing Rockets to generate large numbers of instanced atmosphere grids. Issue introduced in rev. 23827. This was causing frame-time degradation and occasional frame-time spikes due to garbage collection. Users who were experiencing this issue may find it takes a few minutes for the performance issue to resolve upon loading the game as the erroneously created atmosphere-grids will have been serialized and will take several minutes to clean-up.
  • Fixed deconstructing cladding not using any power. They now use a small amount
  • Added blueprint info for migrated plants.
  • Moved soybean, cocoa, sugarcane, wheat, mushroom, rice and pumpkin to xml.
  • Added max stack quantity and reagent mix to xml based plants.
  • Converted hades flower and winterspawn to xml.
  • Added scale variable to MeshReference so imported models can be scaled appropriately.
  • Added Models/scripts for future content.
  • Fixed a tooltip error.
  • Fixed all obj normals.
  • Moved celestial textures into their own folder
  • Fixed plants from xml not showing up in the debug spawn menu.
  • Moved celestial textures back to root texture folder for now so as not to break mods.
  • Fixed switchgrass not producing the hay item when harvesting.
  • Updated ItemStrawberry mesh and blueprint.
  • Added a new command 'plant grown all' which makes all plants progress to the next growth state
  • Fixed some plants not showing the correct growth state. For example the strawberry was showing the wrong mesh when it was fruiting and not showing the correct mesh until it was seeding. All the new plants have been fixed as well as a few existing plants such as the tomato
  • Stopped plant grow all command moving plants to dead stage. Specifying a plant tray with plant grow <id> will still move plants to dead stage.
  • Updated ItemSwitchgrass mesh.
  • Added thumbnails for new plants and seedbags.
  • Updated ItemSwitchgrass thumbnail and blueprint.
  • Changed "thing generateblueprint" command to just "thing blueprint".
  • Added wip thumbnail generator command that can be used to generate a thumbnail for a thing: "thing thumb <reference id> <zoom>".
  • Fixed blueprint wireframe generator not including some edges.
  • Added switchgrass blueprint wireframe edges back in.
  • Updated blueprint wireframes for ItemFern and ItemDargaFern.
  • Increased size of ItemFern slightly.
  • Added editor tool to generate wireframes.
  • Fixed an issue where rockets saved while in space would get deleted on load due to an incorrect grid registration.
  • Fixed seedbag blueprint wirefame being slightly offset.
  • removed missing script reference from Asteroid.prefab
  • Fixed game loading issue when current weather event is null.
  • Fixed server provider button logos not being centered on the viewport
  • Removed Debug.Log calls
  • Removed chat popup window when running in editor.
  • Moved a few reagent classes into their own files.
  • Removed missing script on some voxel prefabs to stop errors while starting dedicated server.
  • Added Icarus suit to the tool manufacturing. You must own Icarus to be able to print it
  • Added new help text for the thing command
Stationeers - Not Simon
Liquid Device Interaction
A system to allow liquids to interact with devices has now been added that will mean that some devices will now have an adverse reaction to being submerged in water. Devices currently behave in one of two ways when in contact with liquids, they will either fry the attached cable or enter into an error state.

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

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



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



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



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

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



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





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

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



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


   


Your support makes these updates possible

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




Change Log v0.2.5284.23867
  • Fixed BatteryChargerSmall not being able to be connected to logic
  • Changed SpaceOreStackSize from const to static for modding purposes
  • Fixed Mars was getting too cold at night during its Solar apo-apse.
  • Changed Global Atmosphere now has a fixed volume and its state is serialised in the save data.
  • Changed Reworked how the global atmosphere is created and simulated. Phase-change can now occur in the global gas mixture. Gasses will now freeze into "icecaps" or condense into "ocean". Currently this simulation is not exposed to the player. We will be investigating ways of surfacing phase changes in the global atmosphere to the player in future updates via storms and or other visualisers.
  • Fixed launch mount kit being invisible
  • Updated Some future asset blockouts.
  • Moved Methods form PoweredVentMultiGrid into a static library so they can more easily be used by other classes.
  • Fixed some build issues due to imgui
  • Fixed Pressure of canisters not displaying properly in their Stationpedia entries
  • Fixed small Typo in Stationpedia entry for Large Extendable Radiator
  • Renamed IsUnderLiquidLevel helper to IsSubmerged.
  • Increased Liquid draining speed of Passive Liquid Inlet.
  • Fixed Passive Liquid Inlet not draining liquid from neighbouring grids when its grid was empty of liquid.
  • Increased Speed of Liquid Vacuum.
  • Added ISubmergedHandler to allow devices to have special behaviour when submerged. Currently, manufacturing machines will error when underwater and transformers and apc's will blow their cables.
  • Added Prototype Extendable structure for testing.
  • Fixed placement issue with structure Extension prototype.
  • Added boolean value for buoyancy so that non-buoyant dynamicThings sink but not as fast as falling
  • Fixed Flickering liquid blocks when liquid was falling.
  • Fixed Underwater effect would not play upon loading into a game for the 2nd time.
  • Removed Min liquid height clamping. (previous band-aid fix for liquid hidden inside floors).
  • Fixed Liquid would sometimes be "hidden" underneath floors, it is now offset to the correct height so it sits on the floor.
  • Fixed Liquid Visualiser Z-fighting and clipping through walls that were placed on an internal face of a grid.
  • Optimised Liquid Rendering Update loop. Render batches are now calculated and prepared on the gameTick thread using a double-buffer approach. This avoids blocking the main game thread with a costly iteration of all atmospheres and a needless recalculation of the water meshes every frame.
  • Fixed Liquid Vacuum and Liquid inlet not considering in-world liquid volume when performing their liquid movement logic.
  • Fixed Liquid Visualiser Prep running in batch mode.
  • Fixed Manufacturing machines would still build when in error state.
  • Changed SubmergedHandler system to instead be handled case by case on device in the power tick. Made input and output cables on transformers, batteries and apcs burnout when the input/output port itself is under water rather than the entire device.
  • Updated IsSubmerged to use the render threshold rather than zero for minimum atmosphere volume checks.
  • Added 100ms update and 1000ms update to Thing. These are opt in slow ticks for main thread game logic. (i.e audio, fx)
  • Added Spark effect and sounds to Apcs and transformers that are submerged in liquid.
  • Refactored some duplicate code from battery, apc and transformer into ElectricalInputOutput.
  • Added submerged effects to station battery.
  • Refactored ISubmergeable functionality to bring it more in line with project standards.
Oct 10, 2024
Stationeers - Timberfox
Stationeers now has in world liquid simulations. Because of the phase change update, liquids became a major part of the game. They were allowed to exist in the world, but they were represented by a foggy steam effect, and they moved around in all dimensions just like a gas. The motivation behind adding realistic fluid movement is an expectation that the game created for itself. Stationeers has the best atmospheric simulation in gaming, and the game deserves to have fluid simulations accompanying it.





Flowing Water

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



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



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





Visual effects

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



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



Buoyancy

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





Making fluids meaningful

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



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


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



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





Your support makes these updates possible

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




Change Log v0.2.5259.23818
  • Fixed incorrect thumbnail for composite wall
  • Made vertical sleeper shorter to avoid interference with ceiling
  • Made vertical sleeper for Droid shorter to avoid interference with ceiling
  • Updated blueprints and colliders for vertical sleeper and vertical droid sleeper.
  • Added first pass on in world liquids and 'particle' based liquid solver. Currently, liquids can be lost when pooling on terrain. The exact interaction between liquids and terrain voxels is yet to be decided.
  • Fixed Modded worlds with invalid GlobalAtmosphereData will fail to load.
  • Added Modded Worlds with an invalid weatherEvent will now fail to load on game data Initialize.
  • Deleted a number of now un-used rocket meshes and classes from the old rocket system.
  • Changed Condensation Fog effect will now only render when gasses are condensing into liquids in an atmosphere cell.
  • Fixed Network Message Dictionary was not regenerated in rev 23691.
  • Added missing server checks around some imgui code.
  • Added some more server tags around imgui code.
  • Fixed Critical game initialisation error for German players. The game data loading was throwing an exception due to an outdated stationpedia page in the german_help.xml
  • Added Liquid Solver commands to support Liquids profiling.
  • Changed Solar Processing tick to be a unitask (It was still using a unity co-routine).
  • Fixed Solar Panel CollisionMask for RayCast had a number of layer enabled that should have been dis-abled.
  • Fixed Solar Panels would sometimes not generate any power on dedicated server despite being correctly pointed at the sun. This was due to some objects from the main menu scene not getting disabled on the dedicated server and thus blocking the solar panel ray cast to the sun.
  • Refactored AtmosphericEventInstance to be a struct to reduce allocations.
  • Some minor optimisations to liquid solver.
  • Fixed smelting an ingot would give oops Achievement.
  • Simplified Rendering of Liquids in world, its now allocation free and much faster but is limited to drawing 1023 atmospheres.
  • removed slot filter type from autolathe
  • Fixed hydroponics larry not stacking hay when harvesting from switchgrass.
  • Moved some liquid debug logic and changed numbers to use the StringManager.
  • Fixed Would get not thirsty prompt when hydration was not full when using drinking fountain.
  • Changed Increased speed to use drinking fountain.
  • Fixed Missing model for ItemKitRocketLaunchPad. kit model was still using an old rocket model. It has been updated to the correct model.
  • Removed bobblehead from thumbnail scene
  • Added manual floor hatch to door kit
  • Fixed Incorrect shadow distance on window shutters.
  • Fixed Missing Material on broken build state of composite window shutter causing loading error on save games.
  • Fixed Open and Close animation for the ManualFloorHatch. The door now moves underneath the frame instead of on top of it
  • Fixed Solar distance Temperature offset was being applied twice. This was causing Vulcan to get extra very hot during its close approach to Janus.
  • Fixed Tanks not showing their MAXPressure in Stationpedia
  • Fixed dynamic Canisters in Stationpedia not showing the correct units of the MAXPressure value
  • Fixed issue with players being unable to interact with the switches of tools such as the Tablet and the MiningDrill when they didn't have power.
  • Fixed owning the EVA Supporters DLC granting access to the marine and hard suit bobbleheads in the printer
  • Made liquid visualizer particles work on clients.
  • Added first pass on liquid visualizer particles.
  • Changed LiquidFlow network update type from volume to grid
  • Fixed Reading IsSeeding from a Seedbag using proxy slot would through a null reference exception.
  • Fixed Prefab issue on ManualHatch that was breaking loading of Tutorial3.
  • Made water pools not spread out if they are under a certain threshold.
  • Changed networkupdatetype for liquid flow from grid to statechange.
  • Decreased liquid in world render threshold to approx 10 moles.
  • Updated underwater camera shader
  • Made floor drains and passive vents not take in liquids if they are above the liquid level in their atmosphere.
  • moved in world liquid flow rate into a static parameter for now.
  • Added ability for liquids in world to have an exaggerated liters per mole ratio to allow reasonable amounts of in game gas to be meaningfully represented in world, currently at x50.
  • Fixed animation speed of door to match up with the manual hatch
  • Added Liquid Vacuum recipe to tier2 tool printer.
  • Added Liquid Vacuum. A tool for cleaning up liquid in your base. It has an inwards and outwards mode setting.
  • Added different color visualization of different kinds of liquids
  • Fixed liquid solver out of bounds exception when reaching the max number of liquid solvers
  • Fixed missing liquid colour for hydrogen and added GetGasColor to be used later for gas particle
  • Updated the min render size to be half of what it was. This does mean that it can potentially be hidden bellow floors
  • Fixed the usage of a lot of magic numbers and cleaned up the liquid solver file a bit
  • Polish pass on Liquid Vacuum sounds and animation.
  • Added first pass on showing liquid flow direction
  • Added camera effect for being under liquid
  • Fixed back face culling being turned on for liquid renderer
  • Fixed missing references in the scene
  • Updated the flow texture on the water shader
  • Fixed possible null ref when resetting liquid flow flags.
  • Changed Passive Liquid Inlet mixing behaviour so it works more nicely with the new liquid sim.
  • Changed atmos tablet no longer shows volume value of individual gas types of liquids in world.
  • Changed all uses of Liquid volume to correctly pass through the scalar function.
  • Lowered mole threshold for horizontal liquid solver to 500moles from 1000moles
  • Fixed Minimum liquid render threshold now considers InWorldVolumeMultiplier.
  • Changed Minimum liquid render height to 12cm.
  • Fixed water color alpha was set to zero.
  • Fixed liquid shader flickering when interacting with other transparent objects.
  • Fixed liquid visualizer particles not taking the color of their liquid.
  • Updated flow visualizer texture
  • Removed unused test liquid shader.
  • Updated liquid flow texture on batched liquid material.
  • Removed empty OutlineEffect directory.
  • Moved some textures to their appropriate folders.
  • Changed passive liquid inlet will now draw from neighbouring grids (up to 6 grids away) if its current grid is empty.
  • Changed Liquids in world will now only mix sideways with other liquid neighbours if both grids have rendered liquid.
  • Made grow light thicker, so it looks better with wall piece.
  • Fixed index out of range exception when max rendered liquid grids is reached.
  • Added buoyancy for dynamicThings not including entities. Angular damping has also been added for dynamicThings that are below the water volume threshold for the grid that they reside in.
  • Fixed UnderWater camera effect not disabled when returning to main menu.
  • Fixed Wind sounds play underwater.
  • Changed Active Liquid Outlet atmospheric Logic to Run on OnPreAtmosphere(). This is so any overVolume caused by the process will be resolved in the following liquid mix step.
  • Changed Greatly increased the Minimum gas volume for World Atmospheres.
  • Added Recache Atmosphere Mixing pressure values after Liquid Mix in MixInWorld().
  • Fixed Pressure spikes when liquid solver particles resolved.
  • Fixed Large pressure differentials and air movement when liquids are more than one grid deep and being filled from an already full grid.
  • Changed When Liquid Solver particles are ripe but un-expired they will only merge with existing atmospheres if it has rendered water.
  • Fixed liquid visualizer particles were not being cleared when exiting world.
  • Tweaked uv distortion for liquid flow texture.
  • Added Placeholder water footstep sounds and underwater ambience sounds.
  • Added flow direction force to objects floating in water.
  • Added velocity damping to objects floating in water.
  • Changed liquid flow direction to use absolute volume difference rather than ratio.
  • Added 2nd pass for Water footstep audio and underwater ambience.
  • Fixed Breathing sounds play when underwater with helmet open.
  • Fixed Able to breath underwater with helmet open.
  • Fixed liquid flow looking unnecessarily turbulent. Opposite directional flow will now cancel out.
  • Changed IC10 Sleep command to use GameManager.GameTime instead of DateTime.Now.
  • Fixed IC10 Sleep Command was not respecting pause state.
  • Added Moles per Litre In-World for liquids to Stationpedia.
  • Updated Passive Liquid Inlet description.
  • Added max liquid render distance to liquid blocks and visualizer particles.
  • Fixed an issue with liquid mixing in world where the volume left for gas was different in two different functions causing oscillations.
  • Fixed Fake liquid pressure was being used in pipe-networks in some cases where it shouldn't, causing confusing pressure readings when pipe was almost full. Fake liquid pressure now is only used in things/networks that have the prevent state-change flag.
  • Fixed Passive Liquid Inlet did not draw from the grid it was in.
  • Fixed blueprint for ItemLiquidVacuum
  • Fixed liquid solver particles not spawning on dedicated server.
Sep 25, 2024
Stationeers - Not Simon
This hotfix includes fixes for two critical issues.

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

The second was a localization issue that was preventing the game from launching for some languages.
Sep 23, 2024
Stationeers - Not Simon
Support the Developers


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

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

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

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



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





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

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

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

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



Your support makes these updates possible

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



Change Log v0.2.5218.23679
  • Fixed chemistry station sliding drawer being on the wrong layer.
  • Fixed inverse kinematics being applied to offline players. This was the reason for players looking in weird directions when offline
  • Fixed cargo larry could take growing plants out of trays. Restricted cargo larry from interacting with plant slots.
  • Fixed fire extinguisher triggering when picking it up out of a locker. This will also stop tools triggering when holding them in your active hand and clicking on an interactable.
  • Changed Mars World setting to use new GlobalAtmosphereData format for global Temperature and composition.
  • Added new WIP WorldSetting Imgui window for testing changes to global temperature curve and global composition in real time.
  • Changed Authoring format for Global Atmosphere Composition and Temperature in WorldSetting. The previous version will remain compatible for now. This is being done to provide a framework for other gameplay elements to easily impact global temperature. (notably Solar Radiation variance over the year)
  • Added prototype Block out meshes for future content.
  • Changed moved some more Imgui calls inside !RW_SERVER defines.
  • Changed updated WorldSettings to use new GlobalAtmosphere authoring format.
  • Removed references to a number of deprecated systems in the worldSettings classes.
  • Changed Interim Commit of Big CleanUp of WorldSetting.cs to remove a lot of data duplication and confusion around where the worldSettings data is stored.
  • Fixed Storm temperature change is now hooked into the new worldTemperature system.
  • Changed Improved authoring formatting for Storms in WorldSettingData and exposed some additional variables.
  • Updated WeatherEvent in WorldSettings.xml to the new format.
  • Added SolarRadiationTemperatureOffset curve to Mars. Mars will now be a little colder during the day when it is at its furthest point from the sun.
  • Added SolarRadiationTemperatureOffset to worldSetting in the Global Atmosphere Data element. This allows world author to offset the global temperature at day or night based on the distance from the sun.
  • Added 2nd pass on IMGui worldsetting tool.
  • Fixed advanced composter can't be activated by clients.
  • Changed Vulcan day temperatures get a lot hotter (around 1000 degreesC) when its elliptic orbit brings it in close to the Blackhole. This aligns with the local winter at the players latitude. In winter the days will still be very short but it will get extra hot for a few minutes due to the massive increase in solar radiation from being so close to the sun.
  • Added Tools to world setting imgui window to edit ghg curves.
  • Added GHG Index Curves for global atmosphere gasses.
  • Tweaked position and blueprint for a future asset.
  • Updated names of future assets in english.xml.
  • Tweaked collider arrangement for future asset.
  • Added Passive Vent (Valve).
  • Changed Global TemperatureOffsetData now eases between day and night values (sine curve ease, previously used lerp)
  • Changed Reauthored Mars Global Temperature Curves to include GHG Index and Atmospheric Density curves.
  • Added Temperature Offset curves for GHGIndex and Atmospheric density to Global Temperature Calculation.
  • Fixed Passive Vent Valve so that it can be interacted with via the RoboticArmDockAtmos
  • Fixed issue with DLC detection
  • Changed name of pipe cowl to Passive Vent (Pipe Valve)
...

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