Stationeers - Rocket
Our developer friends at Geometa who make Stormworks just announced a SPACE DLC! Many on our team (including myself, perhaps especially myself even), love Stormworks and play it a lot. They're a great team and they understand the difficulties around working on games of this nature. Considering checking our their page for the DLC and giving them a wishlist! I will absolutely be trying this out when it launches on 13 October.

https://store.steampowered.com/app/2383250/Stormworks_Space/

We don't have any affiliation with Geometa or Stormworks, we just love their game and consider them our close developer friends. If it looks like your kind of game, consider giving them a wishlist.
Aug 22, 2023
Stationeers - Not Simon
This hotfix addresses some issues with the new atmospheric mixing that was causing potential for infinite ices spawning in world atmospheres as well as atmospheres not equalizing correctly in some 2x1 rooms.

  • Fixed bug where clients could accidentally exit sleepers when leaving a game
  • Fixed a few visual issues with new bench cords
  • Fixed unable to attach appliances to some bench variants
  • Fixed Infinite Ice spawning in vacuums that could sometimes happen due to incorrect handling of NaN values when calculating mix ratios in MixInWorld.
  • Fixed PureIce SpawnContents and melt Temperature not being serialized.
  • Added IsValid check to spawngas.
  • Fixed issue where two isolated atmospheres could remain unbalanced.
Aug 20, 2023
Stationeers - Not Simon
Atmospheric Simulation
Today we’re going to go into detail about the atmospheric simulation in Stationeers. We’ll give a short walkthrough about how we identify issues, think of solutions, test and iterate until we’ve solved problems or added new features. Specifically World Atmospheres, and how they move gas throughout the game, and especially how fast vacuums form.

Of the many complex systems Stationeers models, the atmospherics simulation is the most defining. Two times per second; pumps move gas, filters split compositions, pipes check for bursting, and much much more. A lot of the gas the player interacts with comes from the world, or ends being vented there. Unfortunately, the speed to pull a vacuum in world has always been one of the largest bottlenecks for Stationeers.



Table of times of original vacuum times
6 Tile Airlock Test
100kPa to 10kPa*
10kPa to 1kPa
100Pa
10Pa
1Pa
Legacy Code
28s
18s
37s
1m32s
2m05s
Medium Room (5x5x5) Test
100kPa to 10kPa*
10kPa to 1kPa
100Pa
10Pa
1Pa
Legacy Code
10m
3m10s
6m45s
10m15s
13m45s
*The initial 100kPa to 10kPa time is solely driven by the active vent speed, and this is not summed into the proceeding columns.
These tables demonstrate the power of the active vent. 90% of the air can be pulled rather quickly, but as soon as the World Atmosphere hits the vacuum floor, removing the remaining 10% of the air can take 200%-400% more time than the original 90%.

Twice per second, every World Atmosphere in the game mixes with its neighbors. In world atmospheres, are large 2m*2m*2m cubes containing 8000 liters of gas, and do a multistep job of equalizing itself and any of its 6 neighbors every half a second. This has worked well for distributing air around in the game, but has its limitations, when one tile is being vacuumed.

Even if one tile was very low pressure compared to its neighbor, the high pressure tile would still take a tiny part of the low pressure tile for itself. In very low pressure situations, this effect was significant. So what happens if we pick a fixed value, and say tiles cant take from smaller than 80%, and also wont give to tiles bigger than 120%. Not only might this speed up vacuum mixing, but it would also allow high pressure flows, to keep low pressure gasses from mixing upstream, a bonus feature.



Comparison with First Attempt
6 Tile Airlock Test 10kPa
1kPa
100Pa
10Pa
1Pa
Legacy Code
18s
37s
1m32s
2m05s
Attempt 1 (No upstream mixing)
6s
13s
22s
30s
Medium Room (5x5x5) Test 10kPa
1kPa
100Pa
10Pa
1Pa
Legacy Code
3m10s
6m45s
10m15s
13m45s
Attempt 1 (No upstream mixing)
2m10s
4m45s
7m15s
9m45s
In a 6 tile large airlock, the vacuum stage of cycling performance is 300% better, and in our large room its 40%. The large room doesn't see as much of a time decrease, because that amount of air is just able to keep the vent more saturated, but at 4 minutes faster, it's still a huge improvement.

However, with our over simplification of the problem, and first attempt at a solution, we’ve introduced a slight issue. Since the taking, or giving of air, isnt just the comparison of two atmospheres, but instead 6, we can find ourselves in a situation where all the higher pressure atmospheres give us a portion of their air, and we end up being higher pressure than any single one of the atmospheres. Then the next tick, the situation has reversed, and the air exclusively moves away. This mass rebounding would only happen in certain setups/configurations, but created a vortex of death when it did.



So, lets add some math to reduce the mixing amount so no single tick can make an atmosphere overshoot its neighbor’s pressure and see what happens.

Comparison with Second Attempt
6 Tile Airlock Test 10kPa
1kPa
100Pa
10Pa
1Pa
Legacy Code
18s
37s
1m32s
2m05s
Attempt 1 (No upstream mixing)
6s
13s
22s
30s
Attempt 2 (Fixed 14% mixing limit)
15s
31s
47s
1m3s
Medium Room (5x5x5) Test 10kPa
1kPa
100Pa
10Pa
1Pa
Legacy Code
3m10s
6m45s
10m15s
13m45s
Attempt 1 (No upstream mixing)
2m10s
4m45s
7m15s
9m45s
Attempt 2 (Fixed 14% mixing limit)
2m30s
5m25s
8m20s
11m15s

This fix addresses the problem while maintaining no up-pressure mixing, but directly counters our biggest desire to have vacuums pull faster.

Compromising on the first theorized ‘solution’ of eliminating backwards mixing to speed up vacuums. What if we still take large portions, but scale it based on how many neighbors, and change the 20% bigger/smaller take limits, into linear interpolations, where we just start scaling and taking/giving less, instead of taking none/all.

Comparison with Third Attempt
6 Tile Airlock Test 10kPa
100kPa to 10kPa
10kPa to 1kPa
100Pa
10Pa
1Pa
Legacy Code
28s
18s
37s
1m32s
2m05s
Attempt 3 (1/open+1)
27s
7s
15s
24s
31s
Medium Room (5x5x5) Test 10kPa
100kPa to 10kPa
10kPa to 1kPa
100Pa
10Pa
1Pa
Legacy Code
10m
3m10s
6m45s
10m15s
13m45s
Attempt 3 (1/open+1)
9m 30s
2m16s
5m
7m40s
10m10s

This third attempt nearly has the speed of our first attempt, while fixing issues with bouncing pressure waves.

So while our test case mainly focused on pulling vacuums, these changes dictate the general movement speed of gas even when in a sealed hallway. Gas leaks spreading through your base, holes exposing your atmosphere to the outside, or any other period of high pressure differential, should feel more significant, and happen quicker.

While our solution didnt fully prevent ‘up pressure’ mixing, many situations, such as accidentally opening a window on europa, now behave in a much more expected manner. Very little cold air will leak in while your nice base air blows outwards, but as soon as the wind dies down from the dropping pressure, the ice europa air will overtake the room.

Hopefully you’ve enjoyed this peak into just one portion of the many simulations we need to constantly run to keep your stations ticking. Revisiting core functionality can be risky as we could suddenly break everyone’s bases, but when we have clear goals, and reference points to aim for, this is the sort of careful approach we like to take.

And by the way, we recently added two new devices to the game, the powered vent, and large powered vent. These vents are allowed to traverse neighbor atmospheres when pulling a vacuum to do so even quicker. At the low pressures we’ve been talking about in the test data, they pull vacuums in a matter of seconds. But even in a fully pressurized room, they are 2x, and 4x the strength of a standard active vent, and can evacuate large amounts of gas very quickly.

Large Powered Vent Test
6 Tile Airlock Test
100kPa to 0kPa
1 Large powered vent
8s
Medium Room (5x5x5) Test
100kPa to 0kPa
1 Large powered vent
2m40s

Counterflow Heat Exchanger
The counterflow heat exchnager was not ready in time to be released with the other new heat exchangers but is finally ready! By drawing down the pressure of the outputs with a pump or regulator and regulating input pressures, the temperatures of two counter flowing networks can be effectively exchanged. Balancing the throughput of both inputs is key to creating a good exchange of temperatures.


New Powered Bench Variants
Four new powered bench variants have been added to give you more options when building your various rooms in your base and give you more variety.


Artwork Wallpaper

[expand type=Click to reveal a wallpaper version of this weeks wonderful patch artwork][/expand]



We need you!
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Change Log v0.2.4294.19984
We do not filter or redact our patch notes so these patch notes include work we are doing on the rockets that are not yet available in the game.
  • Updated suit and helmet for main menu scene and character customization scene
  • Fixed spelling errors in new heat exchanger descriptions
  • Updated uvs and textures for hardsuit
  • Fixed spelling mistake in character customization menu
  • Fixed spelling mistake for heat exchanger kit
  • Fixed fan blade direction not representing the flow of gas for the Powered Vent
  • Fixed wall heater color not changing when turned on
  • Added input blocker to pause menu to stop in-world screens from being interactable while paused
  • Fixed inconsistent naming for pipes and pipe kits
  • Fixed incorrectly sized collider on low volume pipe kits
  • Improved behaviour of PassthroughHeatExchanger. Now implements a crossflow behaviour where-by it is possible to have the two inputs come close to swapping temperatures.
  • Added RemoveToEqualize to AtmosphereHelper.cs This calculates the amount of gas required to Equalize input pressure with output pressure, removes it from the input and returns it for further calculations.
  • Refactored MoveToEqualize to call RemoveToEqualise.
  • Renamed AtmosphericsManager.TickSpeedMs to AtmosphericsManager.TickSpeedSeconds as this was what it was actually returning.
  • Changed Heat Exchangers to show energy exchanged each tick in kJ.
  • Fixed AtmosAnalyser only runs analysis code when held in hand of local player.
  • Changed Moved AtmosAnalyser value generation to main thread to prevent flickering values, it now reads the cached values.
  • Improved tooltips around spray gun fail states
  • Added new models for small tanks. This is purely an aesthetic change. No change to functionality.
  • Fixed wind turbines being functional inside frames
  • Fixed issue with re-connecting after a client disconnects. The disconnected client no longer needs to restart the game before reconnecting
  • Optimised PassthroughHeatExchanger simulation function.
  • Fixed Gas Mixer tooltip rounds Setting wheel to whole number, now shows decimal places.
  • Tweaked mesh for basic suit helmet
  • Fixed insulated tanks being offset incorrectly after model update.
  • Added bobble heads for future content
  • Restructured Gasses Mixing in world, to allow better flow control. Gasses in world now will move towards lower pressure areas faster, with speeds to pull vacuums with normal active vents increased by 300% in best cases, and 150% in more typical large rooms. The amount of gas which 'moves' up pressure gradients has been reduced, reducing the amount of 'reverse gas spread' happening between large pressure differential world grids. Gas spreading in narrow tunnels will also see an increase in movement.
  • reverting wind(Direction vector) calculations to previous state, to address downwards wind on pressureized planets. Atmospheres will still mix according to new mixing rules.
  • Added prototype assets and behaviour for rocket datalink logic devices.
  • Changed separated Data and power device dirty process for cable networks.
  • Removed un-needed process in RecalculateDeviceListSorted Function.
  • Removed un-necessary step in GetNextValidThing function.
  • Fixed Null-collider in broken build-state of arc furnace.
  • Fixed mix in world wind calculations not using a cached pressure value, causing wind coming from global atmospheres to be incorrectly strong.
  • Fixed unusually strong wind when mining on Venus, as wind strength should now scale with volume extracted.
  • Fixed small insulated tank blueprints
  • changed datastructure for atmospheric mixing data caching to reduce garbage creation.
  • Fixed face mounted structure placement placing on the wrong side of the supporting structure if the player was standing on it.
  • Added 1st pass of rocket location data authoring system.
  • Tweaked overalls mesh rig
  • Added WIP placeholder launch pad pieces
  • Refactored landing pad networks to allow for a generic modular structure and added the launchpad structure using it
  • Improvements to Rocket Location data authoring.
  • Added Concept of space map to rocket location data.
  • Added Data validation and error logging to rocket data location parsing.
  • Added Instanced classes for rocket locations.
  • fixed issue where close to global atmospheres could flicker their neighbours into existence every other tick,due to not caching atmos state prior to attempting to mix in world, causing memory issues.
  • A mixing atmosphere will spark its neighbours if it is ignited, which should cause more flash fires, instead of slow isolated flames in one tile.
  • Fixed a number of devices instancing new materials every-time their anim state changed.
  • Zrillian lungs now have a wider safe temperature range, and dont take damage between -20c to 80c, up from -10c to 50c of humans. Warnings remain unaffected, as the zrillians dont necessarily like these temperatures.
  • Added first pass on rocket control motherboard and ui
  • Added missing message factory changes
  • Renamed ReferencableHelper.cs to Referencable.cs
  • Added SpaceMap and SpaceMapNode data synchronisation to clients.
  • Added WIP code for Rocket travel between SpaceMap nodes.
  • Added IRocketPath and IRocketDestination Interfaces to handle leaving and returning to launch pad.
  • Disabled prototype launch animation.
  • Changed Mass to be a property. And implemented placeHolder mass values on rocket fuselage, pipes and inline tanks.
  • Added Method to get starting map to SpaceMap.cs
  • Added LaunchPadNetwork now caches its centre piece in the same way as LandingPadNetwork.
  • Updated rocket location icon
  • Fixed NRE from rocket.
  • Fixed Prototype LaunchPad prefabs
  • Added CounterFlow heat exchanger to tier two pipe bender. The counter-flow heat exchanger passes gas and liquids from the input to the corresponding output passively based on pressure differential (or volume ratio differential in the case of liquids). Matching the flow rate of both inputs will allow for around 70% efficiency of heat reclamation (this allow for the swapping of temperatures between to pipe networks. Multiple exchangers can be daisy chained together to increase the heat reclamation efficiency.
  • Updated WorldManager source prefabs in scene.
  • Fixed Pumps and other pipe devices changing color on load.
  • Removed Outline effect demo scripts.
  • Added first pass on star map ui for rockets
  • Added rocket can now path to orbit.
  • Changed all pipes can now be built in a fuselage
  • Fixed Stacking PureIce would zero out the spawn contents.
  • Added Logic variables to avionics Device.
  • Changed a number of single-grid atmos devices to be allowed to be built in rockets.
  • Added rocket command to print destination IDs.
  • Added support for dynamically created and destroyed SpaceMap nodes.
  • Changed Launch pads now generate a new node once they have a valid centre piece.
  • Fixed An uncommon crash when running the StateChange fix on a custom world save.
  • Added dynamic locations to map view (wip)
  • Fixed gas being created from spray cans being created with 0 energy
  • Reverted the ability to use a spray can to paint the object in the other hand as this behaviour is confusing and not communicated.
  • Portable generator no longer continues providing power once the canister runs out
  • Fixed the blueprint for the Hydroponics Station kit
  • added missing blueprint for automated hydroponics kit
  • Added Pathfinding algorithm so rocket can path to/from any destination on the space-map.
  • Added Pathfinding testing command for validating authored data.
  • Added Rocket movement logic has collection of Node-connections and can path through multiple nodes to reach target destination.
  • Fixed Some nodes being registered twice to the space-map.
  • Fixed some merge errors with map view
  • Fixed modular structure networks not registering devices correctly
  • Updated new rocket kits to be not spawnable
  • Fixed launchpads being registered as landing pad networks
  • Changed star map to use grid based panel for dynamic locations rather than a radial layout. The position of these can be authored in the xml to achieve a nice map layout
  • Fixed Some devices would allow interaction even when in a locked state or when the player didn't have the correct access card.
  • Fixed Some cases where things could be interacted with when destroyed or incomplete.
  • Added temporary method for rocket to link to a landing pad node
  • Fixed launch pad networks not being cleared when unloading
  • Fixed Device Locking fix prevented airlock cycling using door interaction panel.
  • Fixed Null reference exception on server when writing DynamicPanelData.
  • Fixed Can't interact with slots when device locked (beta only)
  • Fixed Settable Atmospheric devices show incorrect tooltip on setting wheel when locked.
  • Fixed launch pads not deregistering correctly on destroy
  • Fixed space map nodes not removing all their connections when deregistering
  • Added 4 new bench variants
  • Removed some temp images from rocket info canvas
  • Fixed incorrect calling placement of base.OnDestroy in LandingPadModular.
  • Fixed Pipe mounted LiquidDrain throws error when pipe removed.
  • Small Clean up of DevicePipeMounted code
  • Removed Prototype launchpad pieces from kit (LandingPadBasic)
  • Fixed A save with a Pad Network with no saved networkId would not load.
  • Changed UpdateThings on GameStart to run once gameState is set to running (this was the behaviour on clients, should also be behaviour on server)
  • Moved some classes into an appropriate namespace
  • Added temporary method to refresh rocket internals when you modify the rocket network
  • Added rocket refresh command to help with debugging rocket behaviour
  • Fixed rocket engines being registered multiple times in rocket network
  • Fixed TurbineGenerator Animation and sound not synced to clients.
  • Added Some WIP electrolysis code.
  • Fixed Unable to turn on/off light or flush locked helmet using interactable buttons (beta only).
  • Fixed MAX_ENERGY Constant being too low causing large tanks with too much liquid in them to have their contents deleted on load.
  • Fixed Incorrect serialisation type for network messages for Setting and Quantity of digital chute devices.
  • Added PlaceHolder Rocket Mining device.
  • Added OnFishedLoad call to StructureNetwork.
  • Fixed Rocket doesn't find launchpad on load.
  • Added hashing of Id to spaceMap node.
  • Implemented IRocketInternals on Chutes.
  • Removed prototype launchpad tower base from incorrect kit
Stationeers - Not Simon
We had a couple of things that didn't make it in to the last update that we wanted to get finished off before moving. These mainly centered around pain points to do with slow process cycling larger airlocks, and a few oddities of the heat exchanger.

Powered Vents
We’re introducing Powered Vents as a way to get around some of the limitations of speed in our atmospheric system. These powered vents can move a lot of gas by drawing from atmospheres beyond the grid that the device is actually in, and they can output a very large amount of gas as well. This can help with pulling a vacuum or filling a room fast.

These vents have a flow rate indicator to let you easily tell if the vent is being provided with enough gas to be working at full capacity. This feature has also been added to the active vent.



Direct Heat Exchangers
The direct heat exchangers have two inputs and act directly on the two input networks' atmosphere allowing you to equalize the energy between two networks in a straightforward manner. There is a large and a small version, each coming in three variants: gas + gas, gas + liquid, liquid + liquid.


Updated Suits
We’ve revamped all the suits! The basic suit and hard suit have kept the same look but have been updated with much higher fidelity! The emergency suit has been given a complete rework to make it obviously different from the basic suit.


Key Bug Fixes
  • Fixed safety limits being ignored on active vent.
  • Addressed error spam from plant cartridge when trying to display the value "1000".

Artwork Wallpaper

[expand type=Click to reveal a wallpaper version of this weeks wonderful patch artwork][/expand]



We need you!
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Change Log v0.2.4258.19848
  • Fixed Error spam from plant cartridge when trying to display the value "1000".
  • Fixed Index out of range exception thrown by StringManager.
  • Fixed Re-sizing stationpedia window displays phase-change diagram on pages where it should be hidden.
  • Updated helmet visor materials
  • Reenabled active vents being able to burst pipes. The concept of internal pressure limiting has been removed. Active vent was overloaded with functionality. The problems it solved can be overcome using other systems.
  • removed internal pressure logic type as a read/write for active vent
  • Reverted active vent changes
  • Added a few assets to the game
  • Fixed safety limits being ignored on active vent
  • Moved some assets into their correct folders
  • Renamed HeatExchanger.cs to HeatExchangerDeprecated.cs
  • Fixed new suit shader to correctly use specular and smoothness
  • Fixed mask texture and made specular map muted for hard suit.
  • Fixed Mask texture on basic suit and helmet.
  • Fixed compile error caused by a script name change
  • Fixed duct tape stops working after repairing solar panel
  • Reverted accidentally commented out code
  • Added three variants(gas+gas, gas+liquid, liquid+liquid) small direct heat exchanger. Tooltip needs to be added to info panel.
  • Refactored content management in preparation for new content
  • Fixed Direct Heat Exchanger input connection orientation causing the pipes to be connecting from the wrong end.
  • Added energy exchanged to tooltip to physical input panel
  • Updated incorrectly set smoothness values for some materials
  • Matched dark rubber parts to waist rubber part.
  • Added passthrough heat exchanger (3 variants)
  • Added Powered Vent. New 2x2 vent designed for larger airlocks, it is able to efficiently vacuum out small-medium sized rooms.
  • Added FlowRate indicator to PoweredVent. will glow Orange/red when flowrate is limited by output pipe pressure or capacity.
  • Added Kit (PoweredVent).
  • Added IPoweredVent interface for hooking up powered-vents to Circuit boards that interact with active-vents.
  • Moved DataDisk to using correct class.
  • Updated Airlock, AirControl and Logic motherboards use IPoweredVent for vent device connections.
  • Cleaned up ResetVent function calls for active vent. Was not being called from correct function.
  • Fixed CondensationChamber had pipe tooltips flipped.
  • Added large direct heat exchanger
  • Fixed backpacks invisible in suit storage
  • Removed redundant set wearable visibility call
  • Moved some hardcoded tag strings to appropriate constants class
  • Updated basic suit helmet material on head lamp
  • Updated basic suit helmet material on head lamp for FPV view
  • Fixed tooltip not syncing for clients on direct heat exchanger
  • Removed ItemKitRoverMKI recipe from the electronics printer
  • Added PoweredVent Large. A 3x3 variant of the PoweredVent for pulling vacuums on Large airlocks and hangers.
  • Added Kit (PoweredVent) recipe to tier2 PipeBender.
  • Added missing large direct heat exchangers to world manager
  • Added missing broken states to large direct heat exchanger
  • Fixed invisible build states on large direct heat exchanger
  • Tweaked balance for direct and passthrough heat exchangers
  • Tweaked heat exchanger balance
  • Improved PoweredVent MultiGrid venting algorithm. Medium and Large PoweredVents will now draw gas from their surrounding grids in a more predictable fashion.
  • Added Sounds to Powered Vents.
  • Changed How powered vents move gas into the world such that they may temporarily exceed their target external pressure.
  • Changed Medium and Large Powered vents now only pull from neighbouring grids when its local grid is close to vacuum.
  • Fixed inputs and outputs on large and passthrough heat exchangers
  • Updated Heat exchanger values to be in line with radiator values.
  • Fixed large direct and passthrough heat exchanger not requiring frame support
  • Fixed Condensation Valve Blueprint.
  • Fixed powered vent mode switch in incorrect colour state when 1st placed.
  • Fixed Passthrough heat exchanger construction consumes welder instead of steel sheets.
  • Removed Old heat exchanger from kit.
  • Changed Kit (heat exchanger) back to original values.
  • Added Kit (SmallDirectHeatExchanger) and added recipe to pipe bender
  • Added Kit (LargeDirectHeatExchanger) and added recipe to Tier 2 pipe bender.
  • Changed recipe of existing Kit heat exchanger to require Invar and moved to Tier 2 pipe bender.
  • Changed existing heat exchanger internal area to be the same as Large Direct heat exchanger.
  • Updated UVs for basic suit mesh
  • Fixed incorrectly named heat exchanger kit that was causing an error when populating the Stationpedia
  • Added missing description to the heat exchangers
  • Removed unused heat exchanger kit prefab
  • Fixed thumbnails for large direct heat exchanger kit
  • Removed Split Interactables from Large Direct Heat Exchanger Kit.
  • Fixed Mixer would not throughput gas when set to 100 and other input pipe was empty.
  • Added flow rate indicator to Active vent and added flow-rate tooltip to Active vent.
  • Updated smoothness for new suit materials
  • Fixed incorrect position on the powered vent blueprint
  • Fixed PoweredVents build and broken states using incorrect material.
Jul 21, 2023
Stationeers - Not Simon
  • Fixed Water filters don't filter steam.
  • Fixed Tooltips on EvaporationChamber and CondensationChamber pipe connections.
  • Fixed Pipe damaged/destroyed by freezing tooltip.
  • Fixed Atmos-Analyser sometimes doesn't show the correct StateChange symbols.
  • Changed CondensationChamber and EvaporationChamber will continue to exchange heat with the heat exchange connection when turned off.
  • Fixed HeatExchangers not correctly applying save migration functionality.
  • Changed Limited evaporation when Temperature of liquids has dropped below its freezing Temperature.
  • Changed Increased the amount of damage freezing gasses and liquids cause to pipes.
  • Fixed broken states of station batteries not rendering.
Stationeers - Not Simon
Stationeers has the bold aim of modelling many very complex systems, and trying to do so in a way that will run acceptably on most computers. For a long time we have wanted to better model phase change (movement of state between gases, liquids, and solids). This will allow us to make more interesting mechanics such as rocket fuels in future updates. The task has come with significant challenges, trying to maintain support for existing worlds and not make the game even more complex for new players than it already is. This is the first step in making our overhaul of Rockets, as it was necessary to do this work before continuing with the work on Rockets.

Description

Gasses now can phase change, when under different pressures/temperatures. Normal Atmospheric pipes break from the stress/weight of condensing liquids, so use a condenser valve to ensure liquids can drop safely into liquid pipes. You can reference a phase diagram in the Stationpedia to figure out what a gas or liquid wants to be at a given temperature and pressure. Liquids are all incompressible, and don't generate pressure themselves, so any isolated liquid will boil off, and create a vapor pressure to stay stable even in liquid pipes.

Boiling a liquid takes energy, so things get colder (condensing gas, releases the same energy). If you were to use a purge valve to constantly remove the boiling off gasses from a liquid pipe, you'd notice that the liquid will keep boiling until it's cold enough to reach its freezing point. Freezing liquids in pipes will burst the pipe and create ices in world. Conversely, Pressurizing a gas can Condense it into a liquid, which will release energy, causing it to heat up, and the liquid can be tapped away with a condensation valve. Moving the liquid around, and controlling where it condenses and evaporates will let you control what should be hot, and what should be cold.

There are two structures built from the Phase Change Kit, the Evaporation Chamber and the Condensation Chamber, that can assist in helping you control phase change. They act like tanks with an input pump, pressure regulator, and heat exchanger, so that you can control the temperature of a fluid (taking the energy, or giving more energy) while trying to make it phase change. These do the same thing as building a system of pipes, pumps and heat exchangers yourself, but the cost of this more stable environment, comes at a hit to throughput, and scalability.



A specific example (with ball-parked numbers) is on Mars, where pollutants exist outside around 0c as gas. Collect Pollutants from outside, filter, and pressurize them and they will become liquid around 2000Kpa. You can then move the liquids to a place you want cold, then vent off the gas off. The pollutants will start around 0c and boiling half of them by creating a vacuum, will drop the temperature to around -20c. You now have made a basic cooler.

It starts to get more interesting when you then use the waste vented gas, to cool off the incoming liquid, and that now becomes -20c, and when it vents, the new gas is closer to -40c. There are many decisions to make, and problems to solve with phase change and there are countless systems to build, that we haven't even dreamed of.

Despite this sounding, and being, very complex, most starting out gameplay remains the same, with condensation and evaporation really only showing themselves as problems AND solutions in larger builds and on extreme worlds. On Europa, the Co2 you've been breathing out can freeze out of the air and fly around during a small accident. Gasses on Vulcan might be fine to slowly pump around, but over collect and pressurize them too much, and the liquidized fluids will burst through your stressed pipes.
Liquids in world

Currently liquids can exist in the world and behave and mix like any other gas. They are visualized by a vapor particle effect. In the future we may explore a more liquid-like behavior in the atmospheric system and a more traditional way of visualizing them. Liquids can often end up in world after a pipe has burst. Gas pipes have a max pressure of 60Mpa, but get stress from liquids existing in them, and have had their volume reduced to 1/10th of their former value. Liquid pipes however have larger volumes, and don't take stress damage from liquids, but only support up to 6Mpa of pressure. Both pipes will rupture very quickly if liquids start to freeze in them.



We have some ideas about how to truly represent liquids in world, but we don't want to rush out solutions for this without carefully thinking them through. This is a lot of work, and we need to make sure it's performant. We will update on possible steps in future updates.

Gas Pumping

With the changes to pipe volumes, gas movement speed on pressure regulators, mixers, and filtration machines has been changed to no longer increase with pipe network volume. Instead pressure differentials increase the speed, meaning if you actively pump, or pre pressurize the inputs, these machines will let large amounts of gas through. Conversely, if you let their outputs build up to pressures higher than their inputs, they will slow down, and forced pumping will be needed to clear their output. This also means back pressure regulators now function very well as safety release valves.

New Devices

A range of new, but familiar, devices have been added to help deal with the new liquid behaviors. These are mostly different types of pumps, valves, and vents to help control the flow of gasses and liquids.

Condensation and Evaporation Chambers
The Evaporation Chamber and Condensation Chamber are integral devices for safe phase transitions between liquids and gasses. Together, these chambers can be utilized to construct a DIY air conditioner, capitalizing on the phase change properties of gasses.



Inline Tanks
Inline Tanks are basically just oversized pipes with a large volume. With the reduction of normal pipe volumes these can be used in the specific places where you may have just used a number of pipes by themselves.

Passive Liquid Inlet
The Passive Liquid Inlet will quickly remove liquids from the world into the connected pipe network while equalizing gasses between the world atmosphere and the pipe network.

Expansion Valve
The Expansion Valve allows for a one way movement of liquids from a liquid pipe into a gas pipe. This can be used to allow liquid into a gas pipe to evaporate.

Condensation Valve
Allows for the one way movement of any liquids from a gas pipe into a liquid pipe.


Pressurant Valve
Pumps gas into a liquid pipe in order to raise the pressure.

Purge Valve
Allows for the removal of gas from a liquid pipe, and behaves similarly to the back pressure regulator.

Gas States
Each gas now has a solid, liquid, and gas form. Each gas has different temperatures, in relation to pressure, that define which state it will be in. You can see the relationship between temperature and pressure in the Stationpedia using the phase change diagram on the gas pages.





Save Migration

With so many changes around atmospherics, including changing the properties of gas mixes as well as some volume changes of devices and pipes, it was necessary to provide a tool to modify saves when they are opened. This tool will do its best effort to put everything in a stable state allowing you to safely load your games. The old default version has been shifted to “previous” so that if you need to load the game to make modifications to your saves you can do so there before loading it on the current version.

Artwork Wallpaper

[expand type=Click to reveal a wallpaper version of this weeks wonderful patch artwork][/expand]
We need you!
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/



Change Log In Comments
Stationeers - Not Simon
We have been working hard at our reworking of Rockets, but we have removed those changes from this build as they aren't ready, but we wanted to get out changes to the character controller and particularly fixes to the Linux Dedicated server. There is really a lot of different things in this updates so even some really good changes are glossed over outside of a brief mention in the changelog.

Camera and Character Movement
For a long time players have requested fixes for the dreaded "getting stuck on corners". This update features a complete rework of the colliders and rigidbodies for controlling the character. In the test scene the character easily got stuck on things before the changes, and after the update there was zero getting stuck on things. We anticipate those frustrated with this in the past will find this much better.

We've enhanced the player's camera movement once again in an effort to further minimize stuttering. Additionally, we've made a series of refinements to the player movement mechanism. These cumulative changes aim to ensure a smoother in-game experience, reducing instances of getting snagged on corners or minor ground protrusions. The end result is a more fluid and seamless navigation throughout the game environment.

The reason this has been so challenging is the many layers that involve controlling a stationeers character. The user input, the winds in the cells as the player moves, the different frictions of the environment, complex player made colliders, and differing gravity - all combine to make it very complex for us to move a character compared to your average game. Additionally we have to do all kinds of "fudgery" to make the character feel right when moving. We have for example a "grounding" system which, when close to ground, holds you there more. Without this system on lower gravity environments like the moon, running over a small rise would invariably launch you into the air for some time which was very frustrating.

Integrated Circuit Additions
Binary Notation
We've added a Binary notation preprocessor macro that allows binary numbers to be represented with a leading '%'. Binary numbers such as %1011011 will be precompiled to 91. To improve readability, binary values can be separated with underscores; however, they will still concatenate together, so %10_11_011 will similarly precompile to 91. These underscores hold no functional use and are purely for readability. This feature is applicable wherever a number is used, such as in defines, move, or instructions that permit numbers.

Hexadecimal Notation
For hexadecimal numbers, a similar notation preprocessor macro is in place. It utilizes a leading '$' to indicate that the following valid hexadecimal characters are to be parsed together as a hexadecimal value. For example, $F will be precompiled as 15. Just like binary notation, underscores can be used for readability but hold no functional value, so $A_B can be used to represent 171.

Bitshifting
Furthermore, we've incorporated 'Shift Left/Right Logical' (SLL/SRL) and 'Shift Left/Right Arithmetic' (SLA/SRA) instructions. The SLL and SRL operations perform a logical shift on the binary representation of a value, shifting bits to the left or right and filling the leftmost vacancies with zeros. On the other hand, the SLA and SRA operations execute an arithmetic shift, also moving bits left or right, but filling the vacated bits with a copy of the sign bit. These enhancements are designed to offer you more control and flexibility over your IC code operations.

We need you!

Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support
https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Spray Gun



The Spray Gun allows for faster and more efficient painting. Simply load a spray can into the spray gun and get more out of each can.

Manual Hatch Welding



We've introduced the capability to both weld and un-weld the Manual Hatch using a Welder. While this operation will consume some time and fuel or power, it allows you to secure the hatch either in an open or closed position. This new feature proves especially handy if you wish to establish a hatch for maintenance purposes but deter its routine usage.

Tooltips



We've enhanced the tooltips associated with building actions. Now, when a structure placement is hindered, a specific tooltip will reveal what is obstructing the construction, replacing the previous generic 'Structure' message.

Additionally, we've incorporated a wealth of additional details into our extended tooltips. For instance, you'll now find settings related to Active Vent for both Internal and External safeties.

Build States



Some of the older devices were added to the game without build states. We’re slowly going to be adding build states to these. In this update we’ve added build states to the Station Batteries. When loading a game your Station Batteries should still be in their completed state, but the building of future ones will require you to complete the build state steps.

Stationpedia
We’ve updated how build-states are displayed to provide tier information and the benefits, such as build time and energy cost.

We also corrected the description of the deep miner, and corrected the name of ‘Infinite’ filters to ‘Catalytic’.

Linux Dedicated Server
Our Linux dedicated server recently encountered a significant issue that necessitated a substantial investment of time and resources to resolve. Over the course of the past month, this problem not only imposed a severe strain on our project timeline, but it also imposed roadblocks that halted the progress of other tasks.

Initially, the idea of supporting Linux dedicated servers seemed feasible and manageable. As such, we moved forward with its implementation. However, as time went on, the practical and monetary resources required to maintain this service became considerably more significant than we had anticipated.

We found ourselves on the verge of suspending our support for Linux dedicated servers when, fortuitously, we were able to identify and implement a solution. However, this experience has given us pause, causing us to reconsider the feasibility and value of continuing this service.

Our stance on this matter is candid: the costs and complications associated with supporting Linux dedicated servers are increasingly becoming prohibitive.

Should we encounter another scenario like this, it's probable that we would temporarily suspend our Linux support until we can confidently proceed without it detrimentally impacting the project's trajectory. We sincerely hope that this step will not be necessary, but we are committed to making the best decisions for the project's overall success and sustainability.

Coming Soon
First stages of Phase Change in next update
As part of our complete rework of Rockets we have been working on for our next updates we have been working on phase change for gases and liquids. The next update will be the first step in what will be a long series of gradual changes to bring an implementation of phase change into the game. We have been testing out early changes on the beta branch, but remember that this will be subject to change and even what is outlined here may change.
The next update is going to have profound impacts on how gases interact at extreme temperatures and pressures. We will explain more in that update, but you can expect us to provide migration assistance with the save. But if you are working with extremely cold or hot gases, or those under a lot of little pressure you will need to be especially careful with the next update.
Coming Soon: Liquids for Rocket Fuels
Our broad goal with Rockets is to have you "build" the rockets using the mechanics players are familiar with in their bases. You will need to craft complex systems to make rocket fuel(s), and then pump and activate those fuels to produce the thrust you need, and even control them for the various things Rockets may be used for.

In the update expect to see a whole host of new liquids such as liquid oxygen and nitrogen, and even liquids for fuels. We may also make some changes to gases as well.
Coming Soon: Changes to Pipes likely
In terms of phase change, we have been considering a lot of options. We have considered having generic pipes and a number of options. Currently we are leaning towards you have to give some indication as to your use of the pipe, and you will likely suffer big problems if phase change happens in a gas pipe and you don't have something like a purge valve. We are also likely changing the pipe volumes and introducing more pipe variations with different volumes. We may have ducts which are more similar to existing gas pipe volumes, but will not want to carry liquid and will have much lower pressure limits.

Remember though that we have to deal with an approximation. It's very challenging for us to go down this route, but we feel it is important for Rockets and additionally for our future plans like things for nuclear power. We are also investigating how we might go back to representing liquids in the world as well - but nothing concrete on that yet.

Hotfix Deployed v0.2.4120.19431
  • This hotfix addresses a problem with the player cookie that was preventing players from starting new games.

Hotfix Deployed v0.2.4117.19426
  • This hotfix removed some WIP changes around liquids and related atmospheric devices that should not yet be present.

Changelog v0.2.4089.19416
  • Fixing munmap_chunk() error on Linux dedicated servers
  • Removing debugging logs and commands used for this error
  • Added number of arguments check to all commands
  • Removed unwanted error messages when user enters wrong number of commands
  • Added liquid volatiles icon.
  • Added liquid nitrogen and oxygen icons.
  • Adding logs for linux to help debug munmap_chunk() error
  • Fixed PlayerCookie with saved ClientId=0 not generating a new client id causing a new character to spawn every time
  • Added missing editor tags for rocket fuselage
  • Added per-world-instance UI state to Player Cookie to allow clients to have their window layout saved on servers
  • Added rocket networks and first pass on registering internal grids that can be filled with components
  • Reverted window layout changes
  • Added per-save player UI preferences to player cookie so that clients retain window layouts when connecting to hosts
  • Added LogicType and LogicSlotType as a constant, in addition to being a variable class on some instructions. This means you can reference them outside of specific instructions so long as you preface them with their type in front, such as LogicType.Pressure. Credit: Risu (discord).
  • Fixed switch collider size on gas turbo volume pump
  • Disabled fuselage and nose cone
  • Fixed Atmospherics thread error spam caused by new gas addition deleting some serialised data on plant prefabs.
  • Fixed BNAZ instruction could not run because it was asking for the incorrect number of parameters. It has been like this for four years.
  • Added Liquid Nitrogen Gas Type. Currently only spawn-able using debug commands.
  • Added HASH(..), Binary, and Hex syntax descriptions to script help.
  • Added a few rocket pieces for testing. These are subject to change.
  • Added Binary and Hex notation for IC instructions. Adding a % in front of the number will specify the number is to be treated as a binary representation. So if '15' is the real number, '%1111' would be parsed as 15. The hex value of '$F' would also be parsed as 15. This is useful for ease of writing scripts to make use of various bitshift functions and changes. Additionally, you can add '_' underscores between digits to help with readability. Note they are not functional, and are stripped. So in the example above '%11_11' will also resolve to 15.
  • Added LogicSlotType.FilterType. This allows you to return the current filter type of a filter that is in a GasFilter slot. It will be returned as an integer, which can be checked against the GasType constants.
  • Adding Unity's .meta file for my last commit
  • Adding separate Linux .so for our RakNet fork in case this is causing BindSharedIPV4 to fail. I don't think this is the problem but will revert if it doesn't help the dedicated server situation
  • Updating RocketNet plugin to latest version
  • Hopefully fixes munmap_chunk() error but need to wait to test on Linux dedicated server to be sure
  • Fixed leading whitespace for jump labels not correctly being parsed. Now leading whitespace will not break jump label assignments.
  • Fixed bug in stationpedia where gas thumbnails were off by one
  • Tweaked splitting stacks into hand to make the interaction more intuitive. Splitting from non-hand slots will now split into the active hand or, if the active hand is unavailable, the other hand. If both are unavailable, will split onto the ground. Splitting from a hand slot will split to the other hand, or if the other hand is unavailable, the ground.
  • Changed Gas Particle collision layers to only be Default and Terrain. This should reduce the physics cost of gas particles, which could be high in some instances.
  • Added NOT bitwise operation. Performs a bitwise logical NOT operation flipping each bit of the input value, resulting in a binary complement. If a bit is 1, it becomes 0, and if a bit is 0, it becomes 1.
  • Changed AND to be a bitwise and not a boolen operation. In most circumstances, this will not cause any issues with scripts. Performs a bitwise logical AND operation on the binary representation of two values. Each bit of the result is determined by evaluating the corresponding bits of the input values. If both bits are 1, the resulting bit is set to 1. Otherwise the resulting bit is set to 0.
  • Changed OR to be a bitwise and not a boolen operation. In most circumstances, this will not cause any issues with scripts. Performs a bitwise logical OR operation on the binary representation of two values. Each bit of the result is determined by evaluating the corresponding bits of the input values. If either bit is 1, the resulting bit is set to 1. If both bits are 0, the resulting bit is set to 0.
  • Changed XOR to be a bitwise and not boolen operation. In most circumstances, this will not cause any issues with scripts. Performs a bitwise logical XOR (exclusive OR) operation on the binary representation of two values. Each bit of the result is determined by evaluating the corresponding bits of the input values. If the bits are different (one bit is 0 and the other is 1), the resulting bit is set to 1. If the bits are the same (both 0 or both 1), the resulting bit is set to 0.
  • Changed NOR to be a bitwise and not boolen operation. In most circumstances, this will not cause any issues with scripts. Performs a bitwise logical NOR (NOT OR) operation on the binary representation of two values. Each bit of the result is determined by evaluating the corresponding bits of the input values. If both bits are 0, the resulting bit is set to 1. Otherwise, if at least one bit is 1, the resulting bit is set to 0.
  • Fixed AdvancedSuit was not resetting stack when IC chip inserted.
  • Optimized IC Chip network serialization, reducing network message size for updates.
  • Fixed rescanning of JUMP, DEFINE, and ALIAS validation. Now when a line of text in script editor is changed, the database is correctly recalculated and applied to all the rest of the code. This will give instant feedback as to whether a jump label, or alias etc..., still exists or exists again. This makes it much easier to write IC code in the IC editor.
  • Fixed IC editor would say some alias and defines were not valid, even though they were, particularly when using the HASH macro or others.
  • Added Binary notation preprocessor macro for IC code. binary numbers can be wrapped and will be converted precompile.
  • Added SRL and SLL 'Shift Left/Right Logical' instructions. Performs a logical left/right shift operation on the binary representation of a value. It shifts the bits to the left/right and fills the vacated leftmost bits with zeros
  • Added SRA and SLA 'Shift Left/Right Arithmetic instructions. Performs an arithmetic left/right shift operation on the binary representation of a value. It shifts the bits to the left/right and fills the vacated bits with a copy of the sign bit (the most significant bit).
  • Reverted FlashPoint and AutoIgnition changes for Ingots (rev19265).
  • Replaced Animator with animationComponents on Advanced composter.
  • Fixed some error state checking logic on advanced composter.
  • Fixed Error on Client when Compost created by advanced composter.
  • Removed processing coroutines from AdvancedComposter. Moved processing logic onto ServerTick.
  • Changed removed cooked foods and canned foods from being valid composter inputs.
  • Added ICompostable interface. TODO: implement ICompostable on dynamic composter.
  • Added Import hopper to advanced Composter.
  • Fixed NRE error on client if trying to Destroy a null thing.
  • Updated generator for merging all localization files into one resx file
  • Fixed Some Animation states out of sync on client on join.
  • Removed Auto-ignition behaviour from ingots, Manual hatch and heat exchanger.
  • Added new color swatches
  • Fixed servers not correctly requesting a new session ID if there was an exception of any kind during a ping to the server list
  • Fixed illegal characters can cause loading of saves to break. Now any illegal characters will be stripped and loading continue.
  • Added SyncList from AotR. This is a generic method that allows easily serializing lists for events and new things using the highly efficient FragmentHandler instead of network messages. Implemented for AudioEvent off the SprayGun as a demonstration.
  • Refactored display of Build State Manufacture Data (manufacturing tier, and statistics).
  • Refactored recipe string generation to use StringBuilder, reducing memory garbage and fixing various bugs with extra carriage returns being present in some recipes.
  • Removed MAX_FRAGMENTS_PER_FRAME that was limiting the message fragment creation per frame. This was a legacy restriction. RocketNet interop works directly with the OS, so maximum fragment is effectively unlimited. The fragments can be queued up until OS memory limits, with the router itself controlling the delivery.
  • Added SprayGun. This takes Spray Cans and allows you to paint faster and more efficiently than using the cans directly.
  • Added ability to scroll console window with page up and page down
  • Added the ability to use secondary action on spray cans to paint the item in your other hand
  • Added Build States to Station Battery and Station Battery (Large). All older saves will automatically load with the full build states, but new batteries will require their build to be progressed. See Stationpedia for more information.
  • Fixed wrong state material setting on emergency suit prefab causing an index out of range error when picking up or dropping emergency suit.
  • Pushing new version of RocketNet for linux to fix munmap_chunck error STAT-1794
  • Added wip localization generation command
  • Added first pass of sprites avialable for use with Signs. You can reference these in your HTML tags. Sizing issues may exist though currently.
  • Added cutout for some structures such as Lockers, Stackers, Unpackers, ChuteBins, and the Furnaces. These will now show above walls and frames, so you will be able to see inside them as if they had cut a hole in the mesh. This means you can mount a locker on a wall, but still see inside the locker.
  • Refactor of tooltips. Introduced a variety of new information to extended tooltips, such as settings on Active vent for Internal and external safetys. Optimized the compilation of strings for tooltips.
  • Fixed Items were reporting incorrect values for decay. Simplified how they are calculated and optimized how the strings are generated.
  • Fixed StructureShelf slot rotations were incorrect. Now they are correctly rotated like other storage units in the game.
  • Fixed Chat could not be initiated using the "Return" key (or whatever is set). Now pressing the Chat action will automatically open the chat window and then send the result to clients. This is effectively the same as the chat key but much easier to do.
  • Fixed Multiline text input would show '...' instead of overflow, making it very hard to read text you have written with it.
  • Fixed Multiline text would submit on pressing enter, making it annoying to add additional lines.
  • Added HTML tag support for Signs and Pipe Labels.
  • Added Sign rename uses MultiLine text to allow more room. HTML result is not shown, so you can see the HTML tags. They will be parsed after.
  • Refactored SetPower to use UniTask and not Coroutine scheduler when device power state change queued from thread.
  • Removed PlayerList property that was generating memory garbage. Replaced with Clients.Find.
  • Added extended tooltips to Slots. Now will show the slot type, if anything other than none. Certain items will also show their current state in the tooltip as well, such as batteries and consumables, as well as stacks.
  • Improved tooltips for state handling for Human states.
  • Refactored Ragdoll handling and Dragging of characters. Removed an unused rigidbody which was causing character dragging to not be correctly rotated. Refactored dragging ragdoll handling to parent a dragged or ragdoll character parts to the correct rigidbody. Fixed a number of glitches associated with dragging or ragdolling characters, including desyncs and various physics issues. Balanced and tweaked ragdoll part constraints and dampening.
  • Added MAX_DEPENETRATION_VELOCITY to restrict how fast overlapping colliders are resolved. This will fix numerous situations where a kiss of death collision occurs when colliders are suddenly overlapping. It is still quite high, so it may be tweaked further. This may help with some situations where players are suddenly colliding with terrain during atmospheric changes.
  • Fixed several errors being thrown when spawning chickens
  • Fixed Music devices could not connect to passive speaker and existing connected devices printed errors. This was caused by accidental removal of IAudioInput interface from passive speaker when implementing AudioAlert system.
  • Fixed (Beta only) Welding tooltip was correct for Manual Hatches, but action still prevented advancement.
  • Fixed incorrect hydration calculation. Water was being consumed too slowly. Have returned this to expected behaviour.
  • Refactored character ragdoll, rigidbody, and collider handling to change how ragdoll and carrying characters are handled and character materials as they move around. This is a major change. A number of issues were causing unused colliders to 'stick' on terrain. All these colliders were audited and the problem ones diagnosed and removed from the code. Ragdoll was almost completely broken as it was being layered on top of existing rigidbody. The old system was repurposed and cleaned up, and reapplied. Currently while characters are being carried, they will be out of ragdoll, to reduce physics clipping issues.
  • Removed interactions as dragging method, now a general interaction on an unconscious or dead character will allow you to drag them, anywhere on the character.
  • Removed physics breaking constrains for dragging joints. While these are a good idea in general, they are a terrible idea if not handled. We are allowing joints to break, and then not handling the result when broken. This leaves people stuck carrying something, until they drop it at least. For now the breaking strength is infinity, until handling is implemented.
  • Added new physics materials to ease character across different structure colliders, reducing the chances characters will get "stuck" on terrain. In test environment was able to get stuck with 100% reproduction prior to change. After, unable to get character stuck.
  • Removed interactionId serialization for DragToSlot. it was completely unused and served no purpose, and prevented the use of AttackWith as a generic method to handle dragging, which is more appropriate than InteractWith for dragging of humans, given no interactable really exists to allow an interaction to take place.
  • Updated render distance for some clothing items to make them more consistent
  • Removed ifdefs around setting skinned meshes to always enabled
  • Fixed repairing a damaged partially completed structure will also advance its construction if the tools were the same. Now you can only advance construction of fully repaired structures.
  • Fixed server list player count; should now accurately report active players instead of 0
  • Fixed Composite Floor Grating Kit prefab selection starts on item 4.
  • Implemented ITransmittable on Advanced tablet. You can now read/write values to AdvancedTablet using logic transmitter.
  • Fixed LadderPlatform now uses crowbar to deconstruct.
  • Fixed Ordering of prefabs on Composite Floor Grating kit.
  • Added ability to weld and unweld a Manual Hatch. This is done using a Welder. Welding a hatch will take some time and fuel/power, but will lock the door in place (open or closed). This is useful if you want an access hatch for maintenance access, but want to prevent regular use. Tooltips (localizable) have been added as well as the description changed for the hatch to indicate this functionality.
  • Fixed clients had jerky movement. Clients were not having physics interpolation enabled for their main character. Without this, the FixedUpdate physics step was not in sync with the rendering, resulting in jerky movement. Interpolation will result in smoother movement of characters. Singleplayer has interpolation turned on anyway.
  • Added extended tooltips for building, now will always report what structure is preventing placement rather than just a generic message saying "structure". This will make it much easier for players to diagnose why they cannot place a structure. Was doing this for small grid structure, but not large grid ones.
Stationeers - Rocket
While we do regularly do playtests, it can be easy in the hustle and bustle of chasing down bugs or working on big features for the team to miss the full experience of playing the game. So we initiated a "project clinic". Think of this like taking the project to the Doctors, and then treating as much as possible right then and there, and scheduling followups with specialists for anything you can't. So the project has had all it's shots, and a whole heap of a lot of little things fixed and tidied up.

The rise of our "Interop" Layer
Our "interoperability" layer is used for the first time to deploy a new version of "RocketNet", our internal multiplayer technology
For our playtest we played extensively with both SteamP2P and dedicated servers, with up to eight of us playing at any one time. As part of this we identified a number of issues that we needed to fix. Some time ago we made the decision to cut our own path and do as much as possible ourselves, particularly on the network and simulation front. We have our own internal "enterprise" team who worked on taking "RocketNet" as a concept and implementing it, first in our unreleased project "Art of the Rail" and then in Stationeers.

After releases of our games, including Stationeers, we have always felt that where we had the agency to be able to solve issues - we could. So we have been bringing as much as possible under the control of the studio, which involved removing steam functionality and replacing it over time with our own. The goal being that anyone can play with anyone (including pirated copies of the game), and that the game will be able to outlast those who work on it, the studio, and even steam.

This week not only have we improved our technology for "RocketNet" and "RocketImgui", but it has been done so using a newly developed Interop Architecture. This allows us to introduce new data architectures and streamline how the C++ plugins we develop (think, extremely high performing code but very complex to write and maintain), and the C# code at the game level (simpler, but not as performant code). Not only were the enterprise team able to quickly iterate to fix the issues we identified, but this new interop architecture worked flawlessly. This opens the way for us to move more and more of the game outside of game engines the studio uses, and develop specialist and highly performant code for areas we need for simulation and more.

Recently you may have seen layoffs at Unity, the maker of the Engine we use to build Stationeers, and also controversy around games made with Unreal Engine such as Redfall. We feel the decisions the studio made over the past few years to ensure we could build survival games that can truly scale, are now proving to be the right calls.

Clinic Highlights

Enhanced Networking and Multiplayer Stability
In this update, we have focused on improving networking and multiplayer stability. Players will now be able to reconnect to a lobby/game after leaving, and we've fixed various issues with server connection and Steam P2P clients. Additionally, we have updated the RocketNet plugin to fix issues with max player limit, ensuring smoother gameplay.

Enhanced Repair System and New Repair Options
Players can now repair walls and frames using the tools and materials of their current build state. Damaged items like Solar panels, Suits, and Robots will display required materials in their tooltip for repair, enhancing usability. Additionally, the repair speed for glass on solar panels has been increased, and Duct Tape Mk2 repair speed is now faster, making maintenance more efficient.

New Logic System Additions and Updates
The latest update brings new functionality to the logic system, including the addition of color and vent enum constants to assist with referencing in scripts. We've also introduced:
  • 'Load Batch Named Slot (LBNS)' instruction, which enables loading into a register matching device and name hashes using the provided batch method.
  • 'Set Slot (SS)' instruction, which enables you to write to slot contents for the first time. Note that the slot itself must support it. Documentation on which slot types support what LogicSlotType is limited, this will come with future updates. A good example is in Suit Storage, you can open and close a helmet.
  • 'Set Batched Slot (SBS)' instruction, which is the same as the above instruction, but allows you to do it to batches of devices.
These enhancements provide players with more options and versatility when working with logic systems. A big thank you to content creators such as "CowsAreEvil" and others who have been doing great deep-dives into all the possibilities that come from our new systems.

Solar Irradiance and Lighting Improvements
We've addressed an issue with Solar Irradiance for Air, which was using the default SolarScale and not adjusting for different worlds. This led to heating discrepancies due to solar radiation. Now, the heating of air will be more accurate across various worlds. Moreover, we've made significant improvements to the First Person Helmet, reducing clipping issues by adjusting the near clipping plane. Additionally we have done a full pass of materials, shadows, and lighting settings to unify and clean them up. This has resulted in performance improvements and dramatically better shadows in many circumstances.

Sleeper, Cryo, and Unconsciousness Improvements

The sleepers now actually put you to sleep and we have iterated on the sleepers to ensure that, so long as they have power and their atmosphere is maintained, they will keep players alive. Survival, and mechanics around this, will play a huge part in a massive series of updates we have planned dedicated specifically to dramatically expanding the role, function, and focus of survival in the game. All the updates we have done so far, and before, lead heavily into those updates.

Pipe Cowl and Wall Vents

Wall vents mix two atmospheres, say on each side of a wall or floor, without requiring any pipes. The Pipe Cowl is useful when you want to exit gases, but you don't want to have to place a passive vent on on a frame.

Advanced Tablet upgraded
The advanced tablet now contains an IC slot and a speaker. So you can play sounds on it using the SoundAlert LogicType. Additionally, it can access any humans suit slots (including toolbelt, if advanced), via the "device" notation. This can be combined with the new set slot and set batched slot instructions.

Playing Sounds on Items
Any items supporting SoundAlert allow you to play sounds on them via logic. Want to have your suit warn you? Advanced tablet (see above)? Now you can! Look for the sound definitions in the ingame variable listing, such as Sound.Alarm1, and so forth.

Solid Fuel (Hydrocarbon)
The smelting system has been extended to allow recipes to define atmospheric requirements to create something. Our first example of this is taking Hydrocarbon, commonly from Coal, and putting it under immense pressure and temperature with only Volatiles in the atmosphere. This will allow you to produce Solid Fuel, which stacks much higher and burns for far longer in the Solid Fuel Generator.
Modders note: if you don't want the RequiredMix to have to be pure, remove the "Pure" requirement, as this forces only the listed Gas Moles to be in the atmosphere to be valid
Quality of Life Updates and Bug Fixes

We've made several quality of life updates and bug fixes in this update, such as adding a direct connect button to the join server window, improving Stationpedia's search functionality, and optimizing the WeatherManager to use UniTask instead of Coroutine for item damage. Furthermore, we've fixed numerous bugs, including issues with deep miner save data, laptop interactions, and audio playback. We've added a whole host of tooltip improvements to help with accessibility, and even fixed some long standing annoying stuff like some cans being rotated differently than others.

Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Hotfix deployed v0.2.4039.19189
  • Fixed tooltips for repair not showing up.
  • Fixing linux dedicated server missing dll issues STAT-1794
  • Fixed hydration increasing when your suit is empty. This should also fix the issue of hydration decreasing dramatically slower when breathing very cold gas.
  • Fixed Logic Dial knob rotated incorrectly by 90degrees.
Hotfix v0.2.4036.19180
  • Fixed mining belt Mk2 not working with Mining Drill correctly.
  • Fixed Arc Furnace new collision was preventing accessing the entry slot by hand.
Changelog v0.2.4035.19177
  • Fixed Storm Visual and Audio Effects would play in rooms that where not really storm accessible if an unfinished frame was located in the square. This occurred because if a cell grid object existed, wall checks would not be undertaken. Now wall checks will be undertaken if a found grid structure CanPassAir is true, and if so, don't allow.
  • Optimized CanAirPass state checking for structures and doors, reducing memory GC churn and unnecessary list generation and iteration.
  • Updated all things with glass to use new glass materials
  • Updated all glass materials to use new transparency shader
  • Fixed possible the characters in multiplayer spawning and being invisible for their body mesh.
  • Added custom transparent shader that does not cast any shadows
  • Changed Increased print times for Battery and Large Battery 5s to 50sec, and 10s to 100s respectively.
  • Fixed build errors due to editor methods not being wrapped correctly
  • Fixed rotation of some cans, spray cans, filters, and seed bags were facing so their front was obscured when in lockers and crates. Now they face forward so they are easy to read what they are.
  • Fixed deconstruction an Advanced Furnace full of reagents would cause them to be created automatically as ingots. Now correctly spawned as Reagent Mixes.
  • Removed sleeper fog effect, will do this with a shader in future instead
  • Fixed Can't read LandingPad atmosphere with logic.
  • Fixed error when loading game with old sleeper variant.
  • Fixed Arc furance prefab throwing error when saving game
  • Added fog effects to Sleepers.
  • Tweaked lighting shadow values and added some optimized shadow meshes for some of the lights.
  • Fixed some keyboard actions could be undertaken while unconscious or asleep. Restricted input actions available to player while asleep and additionally cleaned up some Human code, added caching of key components.
  • Fixed deadlock when attempting to apply leak effects to a suit when a player entity is expected by could not be found.
  • Code Clean-up for Sound Alert code. Cached hash values for audio clips and moved duplicate code into static function.
  • Added ISoundAlert interface.
  • Fixed Sleeper and Cryo DisplayName was being changed when actually it should show up in the tooltip itself. Added a message on both that is localizable to the tooltip, not changing the DisplayName of the object itself as this would cause issues when renaming.
  • Fixed incorrect parameter definition LOKAL to LOCAL in german translation files. Specifically effecting stacker.
  • Added sleeper occupant name to DisplayName so that tooltips show the name of the occupant in the sleeper.
  • The sleeper and cryo tube tooltip will now show the occupant name when they are occupied by a player
  • Added caching of KitItem SkinnedMeshRenderer. Should reduce the cost of applying skinned meshes when players change clothing.
  • Fixed a varienty of rendering issues associated with changing clothes during logging in on multiplayer or moving in and out of rendering range. Character uniform or suit would be invisible as the character was occluded at the time the change took place.
  • Changed Moved Head Lamp recipe to Tool Printer.
  • Fixed bug where you could not interact with sleepers while wearing a suit
  • Removed un-used OnEnitityDeath Event.
  • Fixed when clicking GiveUp when unconscious player would revert pack to being alive instead of respawning new character.
  • Fixed Null Error when another client character was occluded.
  • Fixed Volume doesn't update on playing alert sounds on HardSuit, Helmet, PassiveSpeaker, AdvancedTablet.
  • Added color state indicators to sleepers. Will show White when closed but no occupant. Green when occupant and is alive. Red when occupant is dead.
  • Fixed MultiConstructor kits could cause exceptions if the LastSelectedIndex was greater than the contents. Added sanitization checks to remove any nulls.
  • Added proper tooltip to indicate that you can upgrade the manufactory devices rather than just a construction step.
  • Changed the tool use with Printer mods to be the screwdriver, as the welder made no sense and was not intuitive.
  • Fixed some glass casting shadows and causing weird pixel issues.
  • Added automatic network state checking for atmospheric devices when in an error state due to network changes. As we optimized the game it reduced the time between an error on a device due to a network change and the creation of the new networks. This meant that devices could stay 'Error' till they were turned on and off. Now the Atmospherics Tick will check for a new network automatically when needed.
  • Fixed SoundAlert when played on items would continue even if item was off or unpowered.
  • Added IC slot to Advanced Tablet along with a speaker. The Advanced Tablet has access to the root human, and provides access to the slots on any root human via the devices (d0, d1, etc...). This means you can use the Advanced Tablet to play a sound when something happens to the player. Say they walk into an airlock without a suit and helmet on, you will be able to play a warning sound.
  • Replaced some enum casting names to avoid collisions. This may break some scripts! SoundAlert is now Sound, and is not directly cast as part of the processor. It is a constant type. Additionally, SlotType is now SlotClass. Please check the in-game variable help for a complete listing of any changes.
  • Fixed Glass Door shows interaction buttons before door is completed. Now correctly hides the interactables until door is properly completed.
  • Added ability to repair the ChuteBin and Deep Miner.
  • Fixed overhead lockers were disobeying the lack of RequiresFrame, despite not requiring it. Now overhead lockers can be correctly placed without requiring a frame, allowing them to be mounted to walls easily as they were intended to be.
  • Fixed Upgraded Manufacturing devices (such as autolathe, electronics printers, etc...) show their buttons for access while they are booting. Now their screen based buttons won't be accessible until their screens have correctly booted.
  • Added Pure Gas rule option for MoleMixtures. Currently only implemented for Solid Fuel (Hydrocarbon). To make solid fuel, you must have high pressure, temperature, and a mixutre of only Volatiles as well as Hydrocarbon reagents inside the furnace. Displayed in the Stationpedia automatically for recipes.
  • Fixed MoleMixture requirements not scaling with output produced. Now the quantity is correctly scaled for the requirements.
  • Added ItemPipeCowl made on the Pipe Bender for making Pipe Cowls for placement at end of pipes.
  • Added Wall Vent. Available on the new Kit (Passive Vent). This has no pipe connection, but it will allow two atmospheres to be connected and mix them. This is useful if you have made a series of rooms that would otherwise not be mixing atmospheres.
  • Added Pipe Cowl to Kit (Passive Vent). This is similar to the existing passive vent, but useful to place at the end of pipes, rather than having to be mounted on the wall.
  • Replaced ItemPassiveVent with ItemKitPassiveVent, that is a multiconstructor. This kit has a new mesh and has Pipe Cowl in addition to the Passive Vent.
  • Added players cannot enter a Sleeper or CryoTube while wearing items that provide an interior atmosphere. A tooltip will indicate why you cant complete the interaction. This avoids state issues of being inside an atmosphere while wearing something that prevents that atmosphere from keeping you alive. This allows a number of state and UX issues to be solved.
  • Added players will receive stun until they fall asleep inside a Sleeper or Cryotube, and become unconscious. This potentially fixes state issues that were preventing the cryotube from healing properly. There is now a slight difference between being unconscious and being asleep. When inside a sleeper and sleeping the respawn dialogue will not show.
  • Added players inventory windows will be hidden while unconscious.
  • Fixed humans were not correctly closing their eyes when unconscious or dead, and would continue blinking.
  • Added Stun damage will reduce maximum speed. This means you will walk slower the more stun damage you have.
  • Added SortingClass enum lookup for Slots in instructions. All slots for any ILogicicable Device will be able to report the SortingClass of their enclosed item. Useful for manual mode on sorters.
  • Fixed LogicSlotType.Pressure was returning in Pa, not KPa, and doing so inconsistently as tanks were reporting in KPa. This may affect some scripts, but it was inconsistent so needed to be changed.
  • Added SBS 'Set Batch Slot' Instruction for IC10. Same as SS 'Set Slot' Instruction but applied to a batch via the device hash. Current use case for testing was closed all helmet visors in suit storage. Future options to be expanded.
  • Added SS 'Set to Slot' instruction on IC10. This sets a value to the provided variable on the occupant on a slot. Only current use case is really the Suit Storage and Advanced Suit local IC. Future changes to Circuitboards will have more functionality here.
  • Added Open, On, Lock, LogicSlotTypes. Only usabled on some devices, those that have Helmet or other similar slot types. Currently not an easy way to verify what devices allow you to write. This will be developed later.
  • Extended ILogicable to Toolbelt and Miningbelt Mk2s and all Power Tools and batterycells to allow them read/write when referenced in the advanced suit.
  • Added d2 mapping to Toolbelt Slot for the Hardsuit. The toolbelt item will need to be ILogicable, so only the Mk2 toolbelts will currently work here.
  • Revised the SuitStorage LS instruction handling as there were many issues with it. This is a significant change so it may cause some scripts to work differently.
  • Added Wall Flat Panel Open for use with ladders.
  • Changed Platform Gratings to be crafted off the Floor Grating kit, rather than the ladder kit.
  • Fixed collision on sleepers was causing physics issues when exiting sleepers in some circumstances.
  • Added new Ladder Platform mesh that works with the floor grating mesh better.
  • Added variant for Ladder Platform that has the panels rotated.
  • Fixed exiting structures as a client would exit in the slot position, not the exit position. This could results in clients getting stuck. Now clients exit in the correct exit position for the device.
  • Changed construction and deconstruction for sleepers and cryo to be in line with others of similar type. Uses plastic sheets instead of iron sheets and drill instead of screwdriver for first stage deconstruction.
  • Changed Padded walls to take Plastic instead of Steel Sheets
  • Fixed hazard color uses a different yellow than game base yellow
  • Fixed emotes from clients not being sent to other clients
  • Fixed dedicated server attempting to play trader sounds.
  • Fixed inconsistent shadow bias settings for lights could cause artifacting for some shadows. Now a fixed shadow bias is set across all thing lights and the world sun light.
  • Added atmospherics whiteware devices can be repaired by using electronic parts and screwdriver.
  • Added able to repair Airlock Gates using Steel sheets and a welder.
  • Fixed lens flares were hexagonal due to their value being overflow. Tweaked the values to be aligned with the new nearClipPlane.
  • Updating RocketNet plugin to new version to fix issues with max player limit STAT-1794
  • Fixed Solar Irradiance for Air was using default SolarScale, not being adjusted for different worlds. This means the heating of air due to solar radiation was higher than it should be for some worlds. Users relying on heating via solar irradiance on worlds such as Europa may observe a reduction in how it was, as this value was incorrectly high.
  • Fixed clipping issues with First Person Helmet by reducing the near clipping plane.
  • Added Solar Irradiance to the DayLight Sensor. Now the sensor will report the local solar irradiance value to the logic system as well as in the tooltip.
  • Added ability to repair the Liquid Pipe Radiator and passive vent.
  • Improved network console command
  • Removed logging of all prefabs on world manager awake
  • Fixed DynamicGasTankAdvancedOxygen deletes gas when a gas canister is put in the slot.
  • Fixed Suit not updating its current state when not on a human player. Now state is updated whenever inventory changes and any status coloring is updated accordingly.
  • Added Load Batch Named Slot (LBNS) instruction. This will load into a register matching device and name hashes, using the provided batch method.
  • Fixed LBN instruction was missing description help text.
  • Added repair tool options to more devices. These will show up in the tooltips for things when damaged.
  • Fixed suits not showing correctly when moving in and out of render distance.
  • Fixed recycling food gives you back plant reagents. Example: Put in tomato soup, get a tomato. Now INutritional is not recycled.
  • Fixed child items not being correctly sanitized when being recycled.
  • Added repair tool options to many devices and structures such as autolathes, doors, airlocks, and lockers. These will show up in the tooltips for things when damaged.
  • Fixed loading in with suit or armor in your hands, is treated as in slot for rendering purposes causing weird suit state for entities.
  • Fixed toolbelt mesh was being enlarged when holding a suit when it was not in the correct suit slot.
  • Fixed marine armor mesh would stay on character when armor was taken off. Now the Armor will correctly be removed from the players renderer when the armor is dropped or taken off.
  • Fixed some issues associated with suits when players spawn in. There may still be some bugs existing, but this should fix at least some of the instances where suits are incorrectly colored or uniforms not rendered at all.
  • Fixed decay not being paused in cryotubes and also fixed the issue where, when dropping an almost decayed body, they could explode into a skeleton immediately
  • Removed SoundAlert reverts back to 0 after playback finished as was breaking dedicated server.
  • Fixed player count not being sent in pings to server
  • Fixed Marine Helmet behavior was not consistent with other helmets when entering suit storage. Now light will be automatically turned off, like all the other helmets and headlamp.
  • Fixed NRE Error when clearing jetpack emissions.
  • Changed (kit)SDB Silo from electronics printer to Autolathe.
  • Changed (Kit) sorter build time from 1s to 10s.
  • Fixed AdvancedSuit and Helmet not syncing SoundAlert to clients.
  • Changed pipe valves to use new animation component.
  • Added direct connect button to to join server window. It is only interactable when a valid IP address:Port is entered in the IP:Port field.
  • Removed Direct Connect function from Join Server button. It will now only try to join the selected server in the browser.
  • Changed Jon Server button only becomes interactable once a server is selected.
  • Added can add ices directly to dynamic gas tanks. The ice will be exposed to the atmosphere of the tank, and will melt if the melting requirements are met.
  • Fixed Completion ratio on Printers sometimes went over 100%.
  • Fixed another case where Steam P2P clients need to restart the game after failing to connect STAT-1794
  • Fixed Centrifuge and CombustionCentrifuge don't show processing percentage on clients.
  • Fixed ImportingThing and ExportingThing not being set on clients (mainly required for some additional tooltip info client-side).
  • Fixed StructureNetwork Rebuild list was being added to when server was hosting with no clients connected.
  • Fixed StructureNetwork Rebuild list and new Structure Networks list not being cleared on ClearGameAll.
  • Fixed SoundAlert sounds on HardSuit, Helmet and PassiveSpeaker now have the same looping behaviour as the sounds on the klaxon.
  • Added SoundAlert variable on HardSuit, Helmet and PassiveSpeaker will now be reset to 0 once playback of a non-looping sound is complete.
  • Removed logging for when a there is no free audioSource in the audio pool.
  • Fixed Multiplayer de-sync issue on clients when a chute that was connected to two other chutes was deconstructed.
  • Added Debug command for chute networks. "chute network". Similar to the "atmos pipe" command, this will show the the reference ids of chutes,networks and the Occupant if there is one.
  • Refactored ChuteNetwork class to inherit from StructureNetwork.
  • Fixed ReferenceId error on join for the first client when connecting to via p2p to another player hosting the game. New structureNetworks list was being added to when hosting but no player connected.
  • Fixed bug where clients could not interact with inventory buttons such as 'split half' if the item was in a slot with index > 10
  • Fixing bug preventing players from rejoining a lobby/game after leaving STAT-1794
  • Added Ability to play sounds on HardSuit, Helmet, Passive speaker and Klaxon using the "SoundAlert" logic type. See the "SoundAlert" Stationpedia page for available sounds. If setting these values via an IC script the editor will parse the sound names directly e.g. "s db SoundAlert FireFireFire".
  • Added Volume LogicType to HardSuit, Helmet and PassiveSpeaker. Default value is 50, max value is 100.
  • Added Sound channel types can now be overridden in code when playing a pooled audio sound.
  • Fixed Reduced radius of deep miner audio. Reduced the amount of reverb send on deep miner audio.
  • Fixed bug where holding a full stack and clicking a partial stack would not swap the stacks
  • Fixed null ref with tooltip repair state text
  • Fixed Prefab error on load from ItemSolidFuel.
  • Added tooltips for damaged items that can be repaired using ISolarRepairer, ISuitReparier, and IRobotRepairer. Now damage things like Solar panels, Suits, and Robots will display in their tooltip what can be used to repair them, to help with usability.
  • Added Flush variable. This is added to the Helmet as a logic variable, to expose the "flush" functionality to the logic system.
  • Added can repair walls and frames using the tools and materials of their current build state. If they are damaged, will show required materials in the tooltip for repair.
  • Added stacktrace informnation to console as aged text to assist with player bug reporting.
  • Refactored WeatherManager to use UniTask and not Coroutine for item damage.
  • Increased repair speed for glass on solar panels
  • Increased Duct Tape Mk2 repair speed.
  • Fixed a few of english strings had extra "Item" due to batch processing of strings error.
  • Fixed ConditionOperation constants were listed twice.
  • Added color and vent enum constants to assist with referencing in scripts.
  • Added Pixel Light Count slider back to settings and adjust the quality preset values.
  • Fixed laptop was not set as "tool" item type so could not be put in toolbelts. Now correctly added as tool type.
  • Moved Voice Language setting to audio screen and added when the setting is changed, a notification in the new language is played, so the player has an indication of what the new trigger is.
  • Fixed Laptop does not automatically close when in a non-hand slot, causing issues in container slots. Now the laptop will automatically close (turn off) when moved to a non-hand slot.
  • Fixed audio buttons playing sounds multiple times when hovering over
  • Tweaked stationpedia so search bar is always visible
  • Fixed stationpedia bug where navigating back to search results resulted in a blank page
  • Changed Logic dial, Logic Switch, Logic Lever, Logic dial & logic writer switch to use new anim components.
  • Fixed Clients see incorrect values on logic dial when Max setting is set higher the 127.
  • Updated stationpedia description for centrifuge. Added note about de-gassing
  • Fixed bug with deep miner save data duplicating states
  • Fixed Null reference exception on load caused by omni power transmitter change (beta).
Apr 27, 2023
Stationeers - Not Simon
Our IC system somewhat loosely models MIPS "instructions". So its like a small virtual processor and you define instructions that you want to run. This update includes some new instructions, a breaking change to one set of instructions, and some feature improvements to the IC editing system. In addition or as part of these updates number bugfixes and optimizations have been added to the IC system itself as well as the editor.

Predictive Instruction Help in IC Editor
If what you have typed matches an instruction, the editor will include helpful information in the background to assist you in formatting the instruction correctly.


Variable and Constant changes
New IC Constants
A variety of new constants can now be added to your code. These will resolve as numbers, but can remain in your script for ease of use. Think of these as "special" numbers the processor has that you can always address without having the define them on a register. This should reduce the number of instructions you need in code.
  • nan; A constant representing 'not a number'. This constant technically provides a 'quiet' NaN, a signal NaN from some instructions will result in an exception and halt execution
  • pinf; A constant representing a positive infinite value
  • ninf; A constant representing a negative infinite value
  • pi; A constant representing ratio of the circumference of a circle to its diameter, provided in double precision
  • deg2rad; Degrees to radians conversion constant
  • rad2deg; Radians to degrees conversion constant
  • epsilon; A constant representing the smallest value representable in double precision
Improved Naming of resolving types
In addition to the above how you reference slots and gas types by constant has changed. These are detailed in the "Variables" help. You can reference a gas "type" using "GasType.Oxygen" or similar. All available mode types that can be used in scripts are now listed in the Functions help in the IC editor. You may need to change your scripts for this.

Network Read/Write
The ability to reference devices networks via a special syntax. This allows cable networks to be the store of temporary data (Channel0 to Channel7), and IC's to be able to reference a devices network connection, and then load/set data on that connections network.

This is potentially very powerful, with the primary use case of this is where you want to share data between multiple networks. An IC will be able to read/write to any cable network connected to any device referenced on it.
Network Referencing Examples
If we take a normal load instruction:
l r0 d0 Setting
This will load "Setting" off device 0 into register 0

Now we read something of that devices network connections:
l r0 d0:0 Channel0
This will load "Channel0" off device 0's connection "0". If you check stationpedia, you can see a list of connections a device has. Every "opening" of all types is a connection, so pipes, cables, chutes - they all count as a connection.

In my example above, this IC is polling for data on that channel. However, there might be no data here, so we created some "NaN" handling instructions to detect and manage this. There are NaN based branch and select instructions.

To save to a cable network, you can reference in the same way:
s d0:0 Channel0 r0
That will write to Channel 0, on device 0's first connection.
Cable Network Volatility
Cable networks are volatile. If you look at their ID's, you can see they change almost every time you make a cable change. This is because cable networks are just a construct to hold a concept of a "group of cables". Therefore, they should not be considered a good store of information. Each time they make a destructive change, their data will be gone. If you ask them for this information, it will not exist. You will receive a "not a number" value (technically, on the IC, its a special kind of NaN called a QNaN, as a SNaN will generate an exception on the IC).
New and changed IC Instructions
Load Reagent Instruction Syntax Change
This is a BREAKING change. Old instruction syntax will no longer work. This is regretable, but it was the only way to fix the bug associated with the values being localized for clients and not working on servers.

Referencing Hashes using Preprocessors
Hashing is a process of converting the value from a string (meaning text) space to integer (meaning numbers) space or an index value or a string, that has a length of fixed size. Previously with IC chips this meant that you had to look up a devices "PrefabHash" when you wanted to check device types. This was difficult, confusing, and not easy to read.

This HASH preprocesssor can also be used with the sbn and lbn instructions to reference only specific devices named something. These additions might take a bit of getting used to but they are performant and quite powerful.

Now you can use a "Preprocessor Macro" command, HASH(..), to keep the text in your script but have it "Hashed" before being run by the processor. This means you can keep the text of the prefab type in your script, but still have it run correctly in instructions.

In this example, we move into register 0, the hash for Coal Ore. You can find the prefab name of any object using the Stationpedia (F1) in game:
move r0 HASH("ItemCoalOre")
Load batch Named
Instruction allows more precise control over which devices are affected by the load instruction based on their name hash.
lbn <registerToLoadInto> <deviceHash> <nameHash> <batchMode>
Store batch Named
Instruction allows more precise control over which devices are affected by the store instruction based on their name hash.
sbn <deviceHash> <nameHash> <variableToStore> <registerToLoadFrom>
Load Batch Slot
Instruction enables batch operations involving slots, streamlining the process of working with multiple devices.
lbs <registerToLoadInto> <deviceHash> <slotIndex> <variableToLoad> <batchMode>
Select NaN (Not a Number)
Instruction provides a way to check for NaN values in IC operations.
snan <registerToLoadInto> <valueToCheck>
Select NaN Inverse
Instruction is the inverse of the snan instruction, selecting non-NaN values.
snanz <registerToLoadInto> <valueToCheck>
Branch NaN
Instruction allows for branching operations based on whether a value is NaN or not.
bnan <valueToCheck> <lineNumberToBranchTo>
Relative Branch NaN
Instruction is similar to the bnan instruction, but it branches relative to the current line number.
brnan <valueToCheck> <relativeLineNumberToBranch>
These new instructions expand the capabilities of the IC system and provide greater flexibility and control for players when working with Integrated Circuits.
Improved Search Features
The function help menu now has a search to be able to quickly find the instructions you're looking for.


Trader Improvements

Trader Navigation and Collision Fixes
We've addressed issues with traders colliding with objects and not being correctly centered on the landing pad when loading the world. These fixes ensure a smoother experience for players interacting with traders and provide more accurate positioning for shuttles on the pad.

Economy Changes
We've made several adjustments to the trader volumes, prices, and item availability to improve the balance and encourage player interaction with the trade system. These changes aim to enhance the in-game economy and provide a more engaging experience for players trading resources and items.

Performance Improvements
We're gradually making optimizations to devices that share like components, this time it's devices that have the animated import/export slots. This will help increase performance where there are a lot of these devices present. We've done this for a number of things, such as on/off switches, and we'll continue to work through them.

Localization Improvements
We've added new German translations and fixed some issues with slot names in non-English languages to provide a more consistent experience for all players. We're also working on adding more language support in the near future. To make this process smoother and more efficient, we're developing a new pipeline to allow the community to contribute to translations in an easy and organized way. This will ensure that updates and improvements to the game's localization can be integrated quickly and accurately, providing a better experience for players around the world.

Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

Changelog v
  • Fixed Inventory events were incorrect for some items. This could have caused inconsistent results for some inventory reliant functions. This bug will have existed for quite some time, so there is a chance this causes issues being fixed. Maybe however help with some obscure inventory related bugs.
  • Added extra non-shadow casting light effects to jetpack.
  • Fixed belts and other items causing weird shadow artifacts while a portable light was in the inventory.
  • Removed animators from Sound Cartridges, Research capsules and MKII toolbelt.
  • Replaced Animator on GasMixer with new anim components.
  • Changed OmniPowerTransmitter to use new animatorComponents.
  • Removed Animators from cooked food (added in error): CookedCondensedMilk, CookedCorn, CookedMushroom, CookedPowderedEggs, CookedPumpkin, CookedRice, CookedSoybean, CookedTomato.
  • Removed Animators added in error to some canned food.
  • Removed Animators from dynamic liquid tanks.
  • Deleted DynamicLightNetworkTest debug prefab.
  • Removed Animators from mining backpacks that were added in error.
  • Changed dynamicCrates to use new animation components.
  • Refactored script help search. Now correctly uses type hashes so that text can be matched in search. Also change formatting for colors in search to improve readability.
  • Added automation for setting up activate button prefab.
  • Removed animators from access cards.
  • Removed animators from music machines and replaced with animator components.
  • Removed Debug error print when pooled audio sources destroyed in editor.
  • Fixed TraderShuttles permanently removing AudioSources from the audio pool.
  • Changed Increased size of audio pool and audio collision pool.
  • Added IAudioParent Interface.
  • Refactored audio pool to use IAudioParent for sound positioning.
  • Added Transform Property to thing and removed it from child classes.
  • Changed StopAllAudio function on Thing returns any parented pooledAudioSources to the pool.
  • Implemented IAudioParent interface on trader shuttle.
  • Changed Trader shuttle sounds now send less signal to the reverb channel.
  • Fixed script help for variables was not sorted.
  • Changed Slot variable references for scripts begin with SlotType to be consistent with GasType.
  • Fixed a number of pipe devices not animating their lights correctly: PressureRegulator, BackPressureRegulator, PressureRegulatorLiquid, BackPressureRegulatorLiquid, LiquidVolumePump, Digital valve, LiquidDigitalValve, PipeAnalyser
  • Fixed Animations broken on some devices.
  • Added improved search handling to the variables page for script help.
  • Added enum references to variables page in script help. Now all constants, variables, and enum types that can be used are shown in the variables page. Entering the name directly, or its category directly (eg. "LogicType" or "LogicSlotType") will bring up the item or the category, respectively.
  • Increased number of Virtual and Real voices in the scene, helping to fix audio issues in large bases. This may mean for large bases there could be some performance impact. If so, optimization will follow. Currently the audio was being silently ignored.
  • Removed many coroutines across the project that were generating memory garbage.
  • Refactored GameAudioSource to remove all Coroutines and replaced with UniTasks. This reduces the memory garbage generated with fading and playing audio effects. This is a pretty significant change so any sound exceptions please report. Additional code pass to cleanup and making the process of fading audio cleaner and simpler.
  • Fixed some game sounds stop playing after playing for a while. Pooled audio sources were not being protected from deletion. This means if an object was playing sounds while it was destroyed it would delete the audio source, and it was no longer available in the pool. Eventually when this pool was empty, no more sounds could be played for that pool type. Took the pooling system from Art of the Rail and applied it to Stationeers. This is an efficient and protected generic system that we can use for pooling any objects in the game, not just audio.
  • Changed chute outlet to use new animation component.
  • Fixed some items using animation component not having their state synced when first built.
  • Fixed portable lights and road flares would cast weird shadows when on a local player. Now when on a local player, their local player shadows will be turned off. This means that they will still cast shadows, but not on the first person player (and their helmet) themselves.
  • Changed SBD Silo to use new animation component system.
  • Moved stationpedia page and other classes out of stationpedia
  • Changed ChuteBin to use new AnimComponents.
  • Fixed volume text not showing on stationpedia
  • Changed Sorter to use new animation components.
  • Fixed config cartridge showing wrong logic types
  • Swapped out unity animator of custom components on unloader.
  • Fixed HASH(..) IC preprocessor was occurring on the IC, not before being handed to the IC. This was causing inconsistent results when spaces were in the hash, as the IC has no ability to understand a space is not part of syntax. There were multiple other bad things about the previous implementation. Now the HASH(..) is executed before being handed to the IC, meaning as far as the IC concerned it just receives an integer. This is consistent with the IC architecture, as well as avoiding a serious of other bugs and issues.
  • Added `lbn` IC instruction, `load batch named`. This instruction runs the same as the `lb` load batch command, with the additional step of testing against a hash of the name of the devices. The load instruction will only be applied to devices that have a name hash that equals the one provided.
  • Added `sbn` IC instruction, `store batch named`. This instruction runs the same as the `sb` store batch command, with the additional step of testing against a hash of the name of the devices. The store instruction will only be applied to devices that have a name hash that equals the one provided.
  • Fixed HASH(..) failed to mask where the encapsulated string contained spaces. Now an entire string up until a quotation mark will be hashed. You cannot hash a quotation mark, even if it is escaped. Doing so will at best halt execution.
  • Added IC instruction 'lbs' which load slot variables as a batch. This means you can pass in a device hash, a slot index, and the variable, and depending on the batch mode, you can conduct a math operation and get a value of a batch of things.
  • Cleaned up how instructions are displayed in the Script Help. Now there is a standardized system for displaying the instruction parameters with better information to make it clearer what you need to input.
  • Added depreciated instructions and variables are displayed in the editor. Now they are shown with 'strikethrough' to indicated they are depreciated and should not be used. They are also not shown in the help files.
  • Added ChuteImport Export bin prefabs.
  • Added Lever Animation component
  • Removed unity animator from stacker and replaced with animator components.
  • Added Automation for setting up animator components
  • Updated thumbnails for high volume has canister and extra large wireless battery
  • Added Abstract class InteractableAnimComponent.cs
  • Refactored ExportAnimationComponent to use InteractableAnimComponent class.
  • Added ImportAnimationComponent.
  • Added ImportBin and ImportBinHazardStripes prefabs.
  • Changed Solid fuel Generator to use new import component and removed unity animator.
  • Fixed Error spam when trying to merge insulated pipe with normal pipe.
  • Added Type Name and Type Hash to Reagent entries in stationpedia. Click on their values to automatically copy them to clipboard.
  • Removed Reagent Referencing in IC instruction 'lr' using localized string for lookup. This is a BREAKING change. If you previously wanted to reference a reagent in IC as part of the 'lr' instruction, you had to enter the localized word for that reagent in your language. However, this would break in multiplayer if the players were running different languages, or if the localized text changed even slightly at a later date. See addition in changelog below for how to use the new syntax that replaces this.
  • Added hashed value for 'lr' command. Now to reference a reagent in the 'lr' command you must pass in a register. This brings the instruction in line with others. The syntax is now 'lr <registerToLoadInto> <deviceToLoadFrom> <reagentMode> <reagentHash>'. You can generate the hash using the new HASH(..) preprocessor, such as 'HASH("Iron")' or lookup the hash on the Stationpedia.
  • Added special tradeable items (first pass)
  • infinite filter, extra large gas canister and extra large wireless battery.
  • Fixed Error spam when trying to place a structure somewhere that was blocked by an existing frame.
  • Fixed Could place walls and floor pieces on the internal faces of the Stairwell piece, it was designed to only allow placement of wall pieces on exterior faces (like a frame).
  • Fixed Comms motherboard contact resolve bars behave incorrectly when dish is rotating.
  • Adding comments to help in the creation of world log event types
  • Made world log sync to clients
  • Cleaned SmallGrid Connection Validation function and removed debugging logs.
  • Added LineNumber Logic Variable. Allows the logic system to query the current line number of a integrated circuit executing on a circuit housing. Useful to query the current state of an executing system. You can also write this value using the logic system, but use with caution as change of this value is not expected by the processor architecture, and it will attempt to honor the changes you make and may cause unexpected results. The processor housing will make best efforts to clamp your values to acceptable ranges but you may be able to halt execution when doing this incorrectly.
  • Added `snan` instruction for select 1 to register when provided value is 'not a number', 0 when false.
  • Added `snanz` instruction for select 0 to register when provided value is 'not a number', 1 when false.
  • Added connections section to Stationpedia pages. This will list all connection information for any device that supports connections. This means any chute, pipe, or cable openings on the device. This include includes a number that is the connection "index", which is used for referencing that connection with the new device network syntax on Integrated Circuits.
  • Added a preprocessor macro to IC processor to allow the generation of hashes at compile time. Using this you can automatically generate PrefabHashes using human readable text, that will be compiled into a hash before execution. To use this, surround the prefab name in the words, and in quote marks for example: HASH("PrefabNameHere"). Note that the HASH and the contents of the string are case sensitive. Using a different case inside the string will generate a different hash.
  • Refactored MIPS processor constants. Now have 'nan', 'pinf', 'ninf', 'pi', 'deg2rad', 'rad2deg', and 'epsilon'. These can be used anywhere you can use a number.
  • Added processor constants to be included in script help function area. Autogenerating their descriptions and values, and searchable.
  • Remove old prefab file for GasTankAir that had been unused for many years and was causing errors.
  • Fixed Slots not having the correct name in non English languages
  • Added new German Translations
  • Added Structures and devices now show helpful error tooltips when they can't be built. Previously the tooltip system would fall back to the "requires support" message which was often incorrect and misleading.
  • Added Second pass of the Device Network Referencing for MIPS instructions. Now correctly able to load and store from the 'Channel0' to 'Channel7' variables. 'Setting' variable is no longer supported as it was from first pass.
  • Added entering a command or variable name exactly as it is spelled and pressing enter on script reference screens will now bring up that entry. So entering 'l' and pressing enter, will show the 'l' instruction.
  • Added 'bnan' MIPS instruction that branches when provided value is 'not a number'.
  • Added 'brnan' MIPS instruction that relative branches when provided value is 'not a number'.
  • Added log panel to comms motherboard
  • Missing file from prior commit
  • Added Export Animation component. Removes need for unity animator on new devices with export slot.
  • Added ExportGate prefab.
  • Changed Deep Miner swapped out unity animator Export handling with new component as test case for new system.
  • Refactored help for Slot Variables, Variables, and Functions within the IC Editor. Now uses a threaded text search system and updated the UI to match the stationpedia UI. Uses the same search options as stationpedia (separate blocks to search using comma, etc...).
  • Added First pass of Device Connection Referencing for Integrated Circuits. Currently load and set support use of <device>:<conn> where conn is the connection index for the device. This then attempts to set or load on that network. Cable Networks now implement ILogicable, meaning they can have data stored or read from them. They are, however, volatile. They should not be considered to exist always and should be used for data transmission rather than a reliable data store. By default their data will be NaN. Future functionality will make it easier to check NaN inside IC code.
  • Optimized Device connection registration to cache their connection data for cheaper checking for open ends. May provide minor performance improvements when editing very large cable, pipe, or chute networks,
  • Fixed Text parsing bugs with IC editor related to device and register referencing. Additional optimizations for text parsing IC scripts were also applied, but unlikely to be significant enough to notice in the brief time parsing occurs.
  • Added logging system to keep track of trader events
  • Decreased T1 traders to have 75% volume, down from 100%, on bulk tradables
  • Increased T3 Traders to have 150% volume, up from 120%, on bulk tradables
  • Fixed ship fuel purchase text not mentioning that it is x100 mole.
  • Increased Chance a ship wishes to buy fuel to 1/2, from 1/5
  • Increased volatile ice sale price from .5 to .75 on the ore trader
  • Decreased oxite, and volatile ice trader volume by 75% on the ore trader
  • Decreased volatile gas sale price from 10 to 7.5, and increased trader volume from 1000 mole to 2000 mole from the gas trader.
  • Decreased volatile ice buy price from the gas trader from 1 to .8.
  • Decreased all max ice purchase volumes from 1000 to 600 on the gas trader.
  • Fixed shuttle position not being correctly centered on the pad when loading world if the pad is evenly sized
  • Tweaked large shuttle size and collider size so they no longer collide with walls in a 6x6 hangar
  • Fixed logic transmitters getting added to the transmitters list twice making cycling though active transmitters get stuck
  • Fixed logic transmitters list not being cleared between loading worlds
  • Fixed bug where trader contacts would get stuck on the comms terminal after departing mid approach or being destroyed
  • Fixed gas trader will buy used filters
  • Fixed missing thumbnail on 'ship fuel' trade item
  • Added missing fertiliser slot name to localisation
  • Made hydroponics tray and tray device fertiliser slots use the same scaling
  • Fixed a few null ref exceptions that could occur with comms motherboard when disconnecting landing pad
  • Fixed bug where item counts in vending machines could be higher than expected if more than one device is connected to the landing pad.
Apr 5, 2023
Stationeers - Not Simon
Performance

In this update, we've focused on performance, specifically for players with large automated bases experiencing lower frame rates. Key improvements include optimizing physics and chutes, reducing physics update tick time by 50% through better caching for dynamic objects in slots, and improving server tick for bases with many chutes and chute devices.

Additional enhancements encompass streamlining the decay tick, Trading Motherboard Computer screen interface, Satellite Dish scanning logic, and the Computer screen render optimization. These performance updates aim to provide a smoother, more responsive gaming experience, particularly for players with complex bases.




Hem Droid Quality of Life Improvements

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

We've added some quality of life improvements for those who own the Hem Droid DLC. Although these have been designed for the Hem Droid the Disposable Battery Charger can be used by other species as well, to recharge their suit battery.




Hem Droid Sleeper

While regular sleepers have catered to the other species, Hem Droids have been missing a dedicated option. The Hem Droid Sleeper is specially designed for Hem Droids. As long as it has the required power it will keep Hem Droids batteries charged.

Disposable Battery Charger

For emergency situations we've introduced the Disposable Battery Charger that can partially recharge your battery immediately. When used it is consumed but will recharge the battery of your suit, or if you’re a hem droid, the battery in your suit.

HEM-Droid Repair Kit

The HEM-Droid Repair Kit has been added to the game for players using Hem Droid characters and functions as the heal pill does for the other species.


Self Contained Stairwell

We've included a 3x1 stairwell to offer a more compact option for moving up and down your base. This new stairwell design aims to optimize space and improve navigation within your Stationeers base.



Localization and Voice Packs

We're actively working on improving our localization from multiple angles: Ensuring more of the game is localizeable, having the game localized for some languages, as well as improving the pipeline, both for us as well as for community translations.

We are paying for languages to receive a full new pass of translation, and then will accept community suggestions for better localization. This should help provide cleanup on the current messy state where some English strings were changed, but not retranslated.

Chinese Voice Pack added

The voice pack we're adding this week is Chinese! You can also select the voice pack independent of the localized text. This means you can have your suit voice pack warnings in German, Russian, or Chinese, while still having the text in English. More voice pack languages will be added in the future as well.



Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/


Change Log v0.2.3920.18842
  • Added vertical sleeper variant for robots. Will regenerate robot battery or suit battery if present. Will damage non robotic entities.
  • Added HEM-Droid Repair Kit. Fully repairs HEM-Droid character. Created at Tier 2 electronics printer.
  • Added 1x HEMDroid Repair Kit to Starting load-out for HEM-Droid characters.
  • Added DisposableBatteryCharger. Disposable single use chemical battery that will partially recharge a HEMDroid battery or Stationeer suit battery.
  • Added stairwell variants to stairs kit
  • Added Chinese voice language pack
  • Added countanimator command.
  • Added debounce to server search
  • Fixed incorrect slot names for sleepers and cryo tubes
  • Update description for stairwells and droid sleeper
  • Fixed bug where you could call down the same trader to multiple landing pads. Now, when trader begins approach, the land button will be disabled. Also added a safety check so stop this behaviour if called by other means.
  • Changed sleeper and cryo tube behaviour with regards to robot batteries. Now, robot batteries will continue to drain inside regular sleepers and cryo tubes. To maintain robot batteries when offline, use the 'droid' variant of the sleeper.
  • Updated droid sleeper to use more power when charging
  • Fixed bug where you could call down the same trader to multiple landing pads. Now, when trader begins approach, the land button will be disabled. Also added a safety check so stop this behaviour if called by other means.
  • Changed sleeper and cryo tube behaviour with regards to robot batteries. Now, robot batteries will continue to drain inside regular sleepers and cryo tubes. To maintain robot batteries when offline, use the 'droid' variant of the sleeper.
  • Updated droid sleeper to use more power when charging
  • Fixed GrowLights that are turned off when game saved stop working on reload.
  • Changed GrowLight light radius to more closely match area of effect on plants.
  • Fixed DisposableBatteryCharger sounds not playing sounds when charging another player.
  • Fixed Emissive material on DisposableBatteryCharger, now show blue emissive when charged and red when discharged.
  • Fixed Can use DisposableBatteryCharger when it has been discharged.
  • Fixed Some issues around grow light plant lighting.
  • Made trader shuttle collision box a little smaller. Tweaked how often collisions can occur by adding a debounce time.
  • Fixed Laptop positioned incorrectly in right hand.
  • Refactored set hand position function to make it more flexible.
  • Changed data and power cable lists on device from fields to properties
  • Fixed fertilizer not affecting plant yield
  • Re added changes from rev. 18797 and fixed a few bugs where batteries and apcs weren't supplying power correctly
  • Fixed bug where devices connected through power port only would be accessible by logic. Now, devices will only be accessible by logic when their data port is connected.
  • Fixed Clients see airlock control as disabled when joining.
  • Fixed AdvancedAirlock doesn't update PressureExternal and PressureInternal values on clients.
  • Fixed Settings would get saved when game was paused. Possible cause of access violation error when saving game bug.
  • Changed moved sound mixer channel volume management out of the Settings.OnValueChanged Function to AudioManager.
  • Fixed Changing music volume setting would reinitialise main menu scene.
  • Fixed Chinese Suit Voice assets too loud.
  • Fixed Voice assets to use Compressed in Memory LoadType.
  • Fixed A number of sounds not playing (regression rev. 18757).
  • Fixed server list search
  • Fixed bug where all tablets in the world would receive scroll events regardless of whether they were in your hand
  • Fixed no server password icon displaying on the server List
  • Fixed none of the filters on the server list working
  • Optimised ServerTick. Bases with lots of chutes and chute devices should see a small fps gain.
  • Optimized Decay tick. Now runs on threaded game tick rather than blocking main thread.
  • Fixed dead bodies still being able to be moved around in some instances
  • Optimised Trading Motherboard Computer screen interface. Reduced time to refresh the screen from 5ms to 0.2ms.
  • Made some visual tweaks to the plant analyser cartridge to make it more consistent with the other cartridges
  • Fixed incorrect capitalisation of kPa in some instances
  • Fixed IC motherboard dropdown not matching the correct chip holder
  • Fixed IC motherboard connected devices displaying wrong code
  • Fixed spelling mistake in plant analyser cartridge
  • First pass on tidying up tablets/cartridges
  • Made scrolling better (still have yet to find the cause of scrolling not working sometimes)
  • Removed paging from network analyser as regular scrolling is now more usable
  • Replaced much of the plant analyser cartridge object with prefabs
  • Changed font for plant analyser and config cartridge
  • Moved Satellite Dish scanning logic onto the power tick.
  • Fixed Computer screen render optimisation was turning on when any player was in view screen is now only rendered when local player is in view.
  • Optimized Physics caching for dynamic objects in slots. Result: 50% reduction in physics update tick time. Players with lots of physics items in slots should notice a small fps improvement.
  • Fixed a few issues around dropping suits and uniforms which could cause bodies to disappear for clients
  • Fixed Using screwdriver on power-tool to remove battery be would actioned even when interaction was aborted.
  • Fixed bug where starting/ending a game quickly would leave the screen faded to black
  • Fixed TransformerMedium Reversed not registering its lower half on the small grid.
  • Fixed Laptop rotates 90degrees when dropped.
  • Tweaked wording in one particular hydroponics tutorial stage
  • Fixed battery/motherboard drop position when removed from laptop.
  • Cleaned up chat canvas code
  • Potential fix for chat bubbles not billboarding
  • Removed ping column until we can provide that information
  • Removed GetIntegerSafe Function as it was causing a lot of GC allocation and general slow down.
  • reverted some changes to chat causing a potential build error
...