Stationeers - rocket2guns
Lots of hard work today. And some new content!

Tool Manufactory

Makes tools such as suits, wrenchs, weapons, tracker beacons - and much more.



Labeller

Oh and also the new labeller, which is a powered tool that allows you rename devices, anything draggable, and tools.



Multiplayer Browser updates

Lots of additions for sorting, filtering, to find your game much easier.



New Starter Crate

A third starter crate now spawns, and gives you some road flares, the new tracking beacon, and some paint cans so you can, well, paint things.



Version 0.1.1020.5129
  • Fixed recipes missing from Electronic Reader for Tool Manufactory.
  • Fixed Tracker not refreshing current target status (such as rename, or power off).
  • Fixed Stairs deconstructing into nothing. Now correctly deconstructs into its kit.
  • Fixed effects missing from Electronics Printer, and Hydraulic Pipe Bender.
  • Fixed issue with all simple manufacturing machines that would become broken when their output was connected to a chute and the chute was already full. Now the machine will wait a few seconds in case the chute becomes empty, if it doesnt, the machine will stop.
  • Fixed some positioning of new buttons in Join World menu
  • Added recipes to new tool manufactory
  • Added Tool Manufactory. Used for building tools, similar to the autolathe.
  • Fixed able to turn internals off with I key, even when the helmet is locked (thanks to TheRawDizzle on twitch!). Now cannot do this if locked.
  • Added Labeller. Has a battery in it and is used to rename things. Can rename tools, anything draggable, and devices.
  • Added Tracking Beacon. When powered and turned on, will show up in all tracker cartridges. Use this to mark locations and find your way to it. Can be painted to show different colors.
  • Fixed bug with Tracker cartridge not correctly initializing.
  • Added extra starting crate. Filled with spray cans to paint things, a labeller to name things, a beacon, and roadflares.
  • Added spray paints to the fabricator.
  • Added composite floor grating to autolathe
  • Fixed Electronic Reader displaying pressure values 0.1 of the value they should be. Now correctly displaying pressure readings.
  • Fixed issue with head occasionally attaching itself to hands
  • Fixed potential looping coroutine on ragdoll
  • FertilizedEgg should now only hatch if not inside a slot
  • Added steamclient dlls to dedicated server build
  • Fixed save world commands.
  • Added maxplayer, password commands for dedicated server
  • Moved Chutes to autolathe from PipeBender; and some general time balancing.
  • Fixed Furnace could only be rotated in the Y direction.
  • Modified values in default.ini
  • Fixed issue with parts on character going invisible when dragging them
  • Fixed Ragdoll Re-Parenting issue killing FPS
  • Fixed null reference on manufacturing motherboard when inserted into a computer. Sometimes would not be initialized correctly and would cause an exception.
  • Changed New World options to make it clear where Creative mode is.
Stationeers - rocket2guns
Lots of hard work today. And some new content!

Tool Manufactory

Makes tools such as suits, wrenchs, weapons, tracker beacons - and much more.



Labeller

Oh and also the new labeller, which is a powered tool that allows you rename devices, anything draggable, and tools.



Multiplayer Browser updates

Lots of additions for sorting, filtering, to find your game much easier.



New Starter Crate

A third starter crate now spawns, and gives you some road flares, the new tracking beacon, and some paint cans so you can, well, paint things.



Version 0.1.1020.5129
  • Fixed recipes missing from Electronic Reader for Tool Manufactory.
  • Fixed Tracker not refreshing current target status (such as rename, or power off).
  • Fixed Stairs deconstructing into nothing. Now correctly deconstructs into its kit.
  • Fixed effects missing from Electronics Printer, and Hydraulic Pipe Bender.
  • Fixed issue with all simple manufacturing machines that would become broken when their output was connected to a chute and the chute was already full. Now the machine will wait a few seconds in case the chute becomes empty, if it doesnt, the machine will stop.
  • Fixed some positioning of new buttons in Join World menu
  • Added recipes to new tool manufactory
  • Added Tool Manufactory. Used for building tools, similar to the autolathe.
  • Fixed able to turn internals off with I key, even when the helmet is locked (thanks to TheRawDizzle on twitch!). Now cannot do this if locked.
  • Added Labeller. Has a battery in it and is used to rename things. Can rename tools, anything draggable, and devices.
  • Added Tracking Beacon. When powered and turned on, will show up in all tracker cartridges. Use this to mark locations and find your way to it. Can be painted to show different colors.
  • Fixed bug with Tracker cartridge not correctly initializing.
  • Added extra starting crate. Filled with spray cans to paint things, a labeller to name things, a beacon, and roadflares.
  • Added spray paints to the fabricator.
  • Added composite floor grating to autolathe
  • Fixed Electronic Reader displaying pressure values 0.1 of the value they should be. Now correctly displaying pressure readings.
  • Fixed issue with head occasionally attaching itself to hands
  • Fixed potential looping coroutine on ragdoll
  • FertilizedEgg should now only hatch if not inside a slot
  • Added steamclient dlls to dedicated server build
  • Fixed save world commands.
  • Added maxplayer, password commands for dedicated server
  • Moved Chutes to autolathe from PipeBender; and some general time balancing.
  • Fixed Furnace could only be rotated in the Y direction.
  • Modified values in default.ini
  • Fixed issue with parts on character going invisible when dragging them
  • Fixed Ragdoll Re-Parenting issue killing FPS
  • Fixed null reference on manufacturing motherboard when inserted into a computer. Sometimes would not be initialized correctly and would cause an exception.
  • Changed New World options to make it clear where Creative mode is.
Stationeers - rocket2guns
Here is the consolidated patch notes for the updates from yesterday (release) until today. There will be an additional update later today as well, which will include some new content! Please keep the bug reports coming.

Version 0.1.1014.5083
  • Fixed Autolathe, PipeBender, and Electronics Printer recipe exception meant that if you save the game in that state, it could not be loaded. Now check on load of the recipe is valid.
  • Fixed bug where players would receive out of range exception when deconstructing a structure with no Entry tool set but quantity set
  • Added active vent to pipe bender recipes.
  • Improved loadworld command for dedicated server. If file doesn't exist, it will save it when autosave is enabled.
  • Fixed thermodynamics scale value for things not affecting the solar constant heating values. This meant that when we reduced the thermodynamics scale for welders, it actually made them MORE explosive. Now we can scale the solar heating effect for different items. The welder will now prevent solar heating.
  • Fixed out of range exception when deconstructing StructureFiltration
  • Fixed bug with movement behavior when cursor was on screen
  • Fixed small transformer and Door not deconstructing into the correct kits.
  • Increased default burn times for all structures and items.
  • Removed remaining axis controls
  • Increased gold spawn rate, and vein size.
  • Fixed potential NRE when Human enters Dead State
  • Fixed issue with being unable to transition out of Dead state
  • Fixed Issue with being unable to pickup and drop Unconscious players on Dedicated Server
  • Added default linux dedicated server commands
  • Fixed own suit getting frustum culled - enabled UpdateWhenOffscreen on Spacesuit Mesh Renderer
  • Added Stacker to autolathe
  • Removed controller support completely as it was incomplete and was causing some people to spin
  • Offline players will now drop Draggable items, including players
  • Fixed many devices that were deconstruction into nothing. Air Conditioner, Arc Furnace deconstruct to Furnance, Battery, Computer, Filtration.
  • Fixed initializing problem on dedicated server
  • fixed nulls causing connection issues
  • Fixed Incorrect drop position when dropping Unconscious Players
  • Fixed default button position in settings menu
  • Fixed various kits. Autolathe, Electronics Printer, Sleeper, Solid Fuel Generator, and Storage Lockers - not spawning their kits correctly when deconstructed.
  • Fixed water visualizer always running causing severe performance issues for some.
  • Fixed Autolathe & SolidFuelGenerator not respawning after deconstruction
  • Fixed Tutorial servers will now be hidden even if advertise server is enabled.
  • Added Invert Mouse checkbox on Misc options screen.
  • Added Stairs to autolathe.
  • Fixed Kit (Locker) was spawning obsolete Locker. Now correctly spawns. You will need to deconstruct any old lockers and replace them.
  • Disabled Mars map on dedicated server. It will be switched to Moon at this moment.
Stationeers - rocket2guns
Here is the consolidated patch notes for the updates from yesterday (release) until today. There will be an additional update later today as well, which will include some new content! Please keep the bug reports coming.

Version 0.1.1014.5083
  • Fixed Autolathe, PipeBender, and Electronics Printer recipe exception meant that if you save the game in that state, it could not be loaded. Now check on load of the recipe is valid.
  • Fixed bug where players would receive out of range exception when deconstructing a structure with no Entry tool set but quantity set
  • Added active vent to pipe bender recipes.
  • Improved loadworld command for dedicated server. If file doesn't exist, it will save it when autosave is enabled.
  • Fixed thermodynamics scale value for things not affecting the solar constant heating values. This meant that when we reduced the thermodynamics scale for welders, it actually made them MORE explosive. Now we can scale the solar heating effect for different items. The welder will now prevent solar heating.
  • Fixed out of range exception when deconstructing StructureFiltration
  • Fixed bug with movement behavior when cursor was on screen
  • Fixed small transformer and Door not deconstructing into the correct kits.
  • Increased default burn times for all structures and items.
  • Removed remaining axis controls
  • Increased gold spawn rate, and vein size.
  • Fixed potential NRE when Human enters Dead State
  • Fixed issue with being unable to transition out of Dead state
  • Fixed Issue with being unable to pickup and drop Unconscious players on Dedicated Server
  • Added default linux dedicated server commands
  • Fixed own suit getting frustum culled - enabled UpdateWhenOffscreen on Spacesuit Mesh Renderer
  • Added Stacker to autolathe
  • Removed controller support completely as it was incomplete and was causing some people to spin
  • Offline players will now drop Draggable items, including players
  • Fixed many devices that were deconstruction into nothing. Air Conditioner, Arc Furnace deconstruct to Furnance, Battery, Computer, Filtration.
  • Fixed initializing problem on dedicated server
  • fixed nulls causing connection issues
  • Fixed Incorrect drop position when dropping Unconscious Players
  • Fixed default button position in settings menu
  • Fixed various kits. Autolathe, Electronics Printer, Sleeper, Solid Fuel Generator, and Storage Lockers - not spawning their kits correctly when deconstructed.
  • Fixed water visualizer always running causing severe performance issues for some.
  • Fixed Autolathe & SolidFuelGenerator not respawning after deconstruction
  • Fixed Tutorial servers will now be hidden even if advertise server is enabled.
  • Added Invert Mouse checkbox on Misc options screen.
  • Added Stairs to autolathe.
  • Fixed Kit (Locker) was spawning obsolete Locker. Now correctly spawns. You will need to deconstruct any old lockers and replace them.
  • Disabled Mars map on dedicated server. It will be switched to Moon at this moment.
Dec 13, 2017
Stationeers - rocket2guns
Well, yesterday was a busy day for our team! Was exciting to launch the game. One of the challenges of developing a game is that the longer a game develops, the less opportunity you to change it because reworking major systems takes time away from finishing the game. If you develop the game in secret, as people used to, it's very easy to end up with a very bad game or one that missed great opportunities. This is because, as a developer, you will never see a game the same as your players.

So Early Access is a brutal, but important, step in us making Stationeers the game we want.

We've already pushed through several hotfixes to address issues we've found, and the patch notes can be found in the main game menu. We're going to release at least one more patch today. And will keep hotfixing the issues as they come up!

Content wise, today I'm going to see if I can get Beacons and a replacement Labeller model in game.

Dec 13, 2017
Stationeers - rocket2guns
Well, yesterday was a busy day for our team! Was exciting to launch the game. One of the challenges of developing a game is that the longer a game develops, the less opportunity you to change it because reworking major systems takes time away from finishing the game. If you develop the game in secret, as people used to, it's very easy to end up with a very bad game or one that missed great opportunities. This is because, as a developer, you will never see a game the same as your players.

So Early Access is a brutal, but important, step in us making Stationeers the game we want.

We've already pushed through several hotfixes to address issues we've found, and the patch notes can be found in the main game menu. We're going to release at least one more patch today. And will keep hotfixing the issues as they come up!

Content wise, today I'm going to see if I can get Beacons and a replacement Labeller model in game.

Stationeers

Dean Hall's ambitious "hardcore" spaceship construction and management sim Stationeers is out now on Steam Early Access.

Stationeers was first announced back in March and draws inspiration from cult classic spaceship management game Space Station 13. It's being created by Hall's RocketWerkz studio (which just announced open-world "neo-noir" game Living Dark), and has been in development for over a year now. If you're interested in its journey so far, Hall and co. have been charting Stationeers progress through many, many hours of informative dev streams.

Despite its cartoon-y looks, Stationeers is focussed on delivering a sophisticated simulation experience, requiring the management and maintenance of complex atmospheric, electrical, manufacturing, medical, agriculture, and gravitational systems. "This is not a casual game," says RocketWerkz, "Stationeers is designed for hardcore players who want a game that is systems oriented. Full utilization and optimization of these complex systems will only come from great knowledge and practice."

Read more…

Stationeers - contact@rockpapershotgun.com (Matt Cox)

stationeersheader

I want> to be the type of person who plays and enjoys Stationeers, the Space Station 13-inspired construction and management game from Day Z creator Dean Hall’s studio Rocketwerkz. Unfortunately, I am> the type of person who initially gets excited at the prospect of managing complex interlocking systems, then finds it all too much and scampers back to Overwatch.

That won’t stop me trying mind, as I’ll get the chance to when the game launches on Steam Early Access later tonight.

(more…)

Stationeers - rocket2guns
Been another very busy month for us. We now have a "real" release date of 12 December. If you visit the store page, it will show the actual date for your territory. We're pretty confident about this date but we won't hesistate to delay this if we aren't happy with the quality.



Optimization and Bugfixing

The major theme for the month has been resolving longstanding bugs and improving optimization. We made major changes to our core systems and noticed huge improvements in framerate on servers and clients. There is still a way to go, but we're now seeing great results. Threading the games various systems has helped a great deal.



This has allowed for some really fun gameplay during our development tests, as you can see above!

Torpedo Launcher

Closing out our core game loop involves operating a small mothership with your team, exploring your sector, and using your find to increase your station. So you need weapons. We have implemented torpedos to help do this. You can check out more on the Rocketwerkz Youtube channel devstreams.



Power System Development

Putting too much power through a cable now causes failure. Heavy cables allow a great deal more power to be put through them. You can also burn cables directly with a welder to achieve this effect. More on this will be in this weeks development stream at my twitch channel (follow me on twitter for more details).



Power generation got some improvements as well, we now have a Solid Fuel power generator, running for example on coal. We are also planning more generator types, such as fixed gas generators and ultimately complex nuclear power setups.



Where to now?

We're developing the "monster" you will face in the sector, we've setup language support to localize the game, and more and more bugfixing!

See you all for the launch!

Stationeers - rocket2guns
Been another very busy month for us. We now have a "real" release date of 12 December. If you visit the store page, it will show the actual date for your territory. We're pretty confident about this date but we won't hesistate to delay this if we aren't happy with the quality.



Optimization and Bugfixing

The major theme for the month has been resolving longstanding bugs and improving optimization. We made major changes to our core systems and noticed huge improvements in framerate on servers and clients. There is still a way to go, but we're now seeing great results. Threading the games various systems has helped a great deal.



This has allowed for some really fun gameplay during our development tests, as you can see above!

Torpedo Launcher

Closing out our core game loop involves operating a small mothership with your team, exploring your sector, and using your find to increase your station. So you need weapons. We have implemented torpedos to help do this. You can check out more on the Rocketwerkz Youtube channel devstreams.



Power System Development

Putting too much power through a cable now causes failure. Heavy cables allow a great deal more power to be put through them. You can also burn cables directly with a welder to achieve this effect. More on this will be in this weeks development stream at my twitch channel (follow me on twitter for more details).



Power generation got some improvements as well, we now have a Solid Fuel power generator, running for example on coal. We are also planning more generator types, such as fixed gas generators and ultimately complex nuclear power setups.



Where to now?

We're developing the "monster" you will face in the sector, we've setup language support to localize the game, and more and more bugfixing!

See you all for the launch!

...