Fixed a few major issues. Specifically the road flares being outside of crates (as well as a few other items) for clients. Clients unable to drag things properly, and much more. Also a quick first pass on some usability improvements, in the form of extended tooltips.
Extended Tooltips for Construction
New players do really struggle for now so hopefully these help. Context sensitive information during construction. These are toggleable in the settings menu if you want your UI cleaner.
Keymapping for Status Indicators
A common problem was players doing the tutorial and sitting in the seat. And being in the seat forever. We've now added a status indicator for "being in a slot" and also include the current keybind for altering that status state. This also applies to internals, and to your jetpack.
Daylight Sensor reports Sun Angle
You can use the daylight sensor to get the suns angle. This is accessable to the logic motherboard, on the computer. Use this with logic conditions too more easily control solars.
Hotfix v0.1.1027.5176
Fixed suit sounds were not working. Breathing sounds will now play correctly when atmospherics are working on the suit.
Fixed Beacon had an unattainable recipe in tool manufactory.
Added variant on Small Transformer. Has the Input and Output locations swapped.
Fixed Atmospherics Manager Exception. Sometimes a serious exception occurred when the Atmospheres were changed while being processed on the thread. While this shouldn't happen, it was happening. Now if it happens the manager will gracefully continue.
Added Daylight Sensor now also outputs solar angle (when in sunlight). Also reports sun state and solar angle in tooltip when directly viewed. This can be used with a Logic Motherboard (inserted into a computer) to create a logic system to automatically orientate solars towards the sun.
Added stacker variant with power and data cable on the other side.
Fixed issue with client crashing when leaving the tutorial.
Hotfix v0.1.1025.5162
Fixed steel frames inaccessable on first build (credit to: FlimFlamm on discord who found it)
Added Button for server hosts to remove all disconnected players accessed from the bottom of the in-game menu.
Removed F1 in-game key reference screen until it can be updated to reflect current key bindings.
Fixed Labeller unable to be turned on through interaction menu. Now shows up when cycling through interactions.
Version 0.1.1023.5157
Added functionality to prompt panel to support inescapable prompts, and made the escape key invoke whatever action was bound to the 'cancel' button.
Fixed clients unable to drag objects in world as they would move back towards their old positions.
Fixed Road Flares, and other objects such as corn, appearing out of slots to clients. Now correctly initialized.
Tweaked power draw on Beacons, cut down power consumption to a fifth of what it was.
Fixed locker despawning into nothing. Now the correct kit will be spawned when deconstructing it.
Fixed active slot (what hand you have selected) not being selected when returning to game from the menu.
Fixed glass door dropping airlock kit. Now drops DoorKit.
Fixed key indicators for slots did not update to their new mappings. Now when keybindings are changed, the correct slot keys are displayed.
Added key indicators to status icons. For example, when internals can be toggled on and off, the current keybinding shows beside the icon. Jetpack and In slot key bindings will show.
Fixed broken LogicMotherboard. Was causing a null reference exception and then potentially breaking saves.
Fixed broken Atmospherics Manager. Was causing a null reference exception.
Added key mappings to status indicators. For examples, beside the jetpack symbol there will be the key for toggling it.
Added new status indicator for "in slot". This shows when you are inside something, and provides the key mapping to get out. This should stop people getting stuck in chairs during the tutorial.
Fixed build state changes causing out of bounds error. Logic moved so that it no longer occurs. Typically occurred when multiple clients tried to change the build state of something.
Fixed Blast Door deconstructing into wrong/no kit. Now correctly deconstructs into a Blast Door kit.
Added extended tooltip option. This is enabled by default and provides additional information when a player is constructing something. Such as, if there are multiple construction options available, what the placement type is, what is needed to upgrade to the next level, and what the rotation keys are.
Fixed tooltip obscuring players construction. Now top of the tooltip is anchored to the object, the rest of the tooltip extends below that.
Added new status icon for being inside a slot. Also displays the current key binding to get out of the slot (default: Q).
Updated fabricator with chem station recipe. Now can build the Chemistry Station appliance, which is used to create medicines.
Added dedicated server OS icons
Fixed pipe bender making old sensor item.
Fixed Tool Manufactury recipe not buildable by autolathe. Was missing and meant people were unable to create them in survival.
Added settings button to Welcome (first launch) panel.
Fixed various out of range exception messages in threaded managers.
Fixed a few major issues. Specifically the road flares being outside of crates (as well as a few other items) for clients. Clients unable to drag things properly, and much more. Also a quick first pass on some usability improvements, in the form of extended tooltips.
Extended Tooltips for Construction
New players do really struggle for now so hopefully these help. Context sensitive information during construction. These are toggleable in the settings menu if you want your UI cleaner.
Keymapping for Status Indicators
A common problem was players doing the tutorial and sitting in the seat. And being in the seat forever. We've now added a status indicator for "being in a slot" and also include the current keybind for altering that status state. This also applies to internals, and to your jetpack.
Daylight Sensor reports Sun Angle
You can use the daylight sensor to get the suns angle. This is accessable to the logic motherboard, on the computer. Use this with logic conditions too more easily control solars.
Hotfix v0.1.1027.5176
Fixed suit sounds were not working. Breathing sounds will now play correctly when atmospherics are working on the suit.
Fixed Beacon had an unattainable recipe in tool manufactory.
Added variant on Small Transformer. Has the Input and Output locations swapped.
Fixed Atmospherics Manager Exception. Sometimes a serious exception occurred when the Atmospheres were changed while being processed on the thread. While this shouldn't happen, it was happening. Now if it happens the manager will gracefully continue.
Added Daylight Sensor now also outputs solar angle (when in sunlight). Also reports sun state and solar angle in tooltip when directly viewed. This can be used with a Logic Motherboard (inserted into a computer) to create a logic system to automatically orientate solars towards the sun.
Added stacker variant with power and data cable on the other side.
Fixed issue with client crashing when leaving the tutorial.
Hotfix v0.1.1025.5162
Fixed steel frames inaccessable on first build (credit to: FlimFlamm on discord who found it)
Added Button for server hosts to remove all disconnected players accessed from the bottom of the in-game menu.
Removed F1 in-game key reference screen until it can be updated to reflect current key bindings.
Fixed Labeller unable to be turned on through interaction menu. Now shows up when cycling through interactions.
Version 0.1.1023.5157
Added functionality to prompt panel to support inescapable prompts, and made the escape key invoke whatever action was bound to the 'cancel' button.
Fixed clients unable to drag objects in world as they would move back towards their old positions.
Fixed Road Flares, and other objects such as corn, appearing out of slots to clients. Now correctly initialized.
Tweaked power draw on Beacons, cut down power consumption to a fifth of what it was.
Fixed locker despawning into nothing. Now the correct kit will be spawned when deconstructing it.
Fixed active slot (what hand you have selected) not being selected when returning to game from the menu.
Fixed glass door dropping airlock kit. Now drops DoorKit.
Fixed key indicators for slots did not update to their new mappings. Now when keybindings are changed, the correct slot keys are displayed.
Added key indicators to status icons. For example, when internals can be toggled on and off, the current keybinding shows beside the icon. Jetpack and In slot key bindings will show.
Fixed broken LogicMotherboard. Was causing a null reference exception and then potentially breaking saves.
Fixed broken Atmospherics Manager. Was causing a null reference exception.
Added key mappings to status indicators. For examples, beside the jetpack symbol there will be the key for toggling it.
Added new status indicator for "in slot". This shows when you are inside something, and provides the key mapping to get out. This should stop people getting stuck in chairs during the tutorial.
Fixed build state changes causing out of bounds error. Logic moved so that it no longer occurs. Typically occurred when multiple clients tried to change the build state of something.
Fixed Blast Door deconstructing into wrong/no kit. Now correctly deconstructs into a Blast Door kit.
Added extended tooltip option. This is enabled by default and provides additional information when a player is constructing something. Such as, if there are multiple construction options available, what the placement type is, what is needed to upgrade to the next level, and what the rotation keys are.
Fixed tooltip obscuring players construction. Now top of the tooltip is anchored to the object, the rest of the tooltip extends below that.
Added new status icon for being inside a slot. Also displays the current key binding to get out of the slot (default: Q).
Updated fabricator with chem station recipe. Now can build the Chemistry Station appliance, which is used to create medicines.
Added dedicated server OS icons
Fixed pipe bender making old sensor item.
Fixed Tool Manufactury recipe not buildable by autolathe. Was missing and meant people were unable to create them in survival.
Added settings button to Welcome (first launch) panel.
Fixed various out of range exception messages in threaded managers.
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.
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.
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.
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.
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.
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.
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!
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!