Stationeers - rocket2guns


Coming soon: Ore Scanner

Not enabled in this update but coming soon on Beta branch we have to show you it! A lot of feedback has highlighted the grind/boredom of mining. It's a challenging issue to solve as we don't want to unbalance the game. The approach we are trying now is to give players more options that they can gain to find different ores. The provided gif is "real" ingame view of how the ore scanner is working. It shows different ores as different colors, using some cool shader magic.

Fixed Beacon



A very common request in Discord, and on the Steam forums, has been a fixed beacon. This is a beacon that is buildable on the grid, as opposed to the existing dynamic beacon that is battery powered and in your inventory. We now have a working fixed beacon! While adding this, we also fixed up a number of bugs associated with tablets as well.

Gas Tank Storage

A very old model for gas tank storage has, thankfully, finally been replaced. It takes exactly the same amount of space as the previous model so it shouldn't cause issues for existing saves. It does, however, now contain a data port which will allow reading and writing of values to allow its control a bit easier using logic components.

Localization



We now have 12 languages in total supported in the game! This is almost entirely due to the really great community support in localizing these. As of this update, we now support simplified Chinese and Korean - using special fonts. A huge thank you to the diligent community who have really done a tremendous amount of work to make this happen.

Version 0.1.1130.5676
  • Fixed IndexOutOfRangeException when you create Moon and then create Space. One of necessary variable wasn't initialized when switch world.
  • Added Fixed Beacon. This is a placeable structure that requires 300W of power, but broadcasts its location. This can be accessed via the Tracker Cartridge, just like normal beacons. It can be built using the Electrical Printer.
  • Replaced Gas Tank Storage model. Same dimensions. Also has a data port, so you can read values from it using the logic system.
  • Fixed issue where Air Conditioner operation was flawed. Community provided new coded solution. Credit to Illiux who did math for heat-pump, Zaneo for providing advice and direction, and Dimitri for the actual code. Heat-pump calculates per tick power cost of energy transfer when heating and cooling. Additionally energy from pump work is added to waste or output, because of this heating cost a bit less then cooling. Cost of energy transfer and amount of additional energy added is calculated using Coefficient of Performance.
  • Fixed tablets not working when loading with them in player inventory. They were not being correctly initialized on player locality change. Now they will correctly reinitialize when a player takes control of a entity.
  • Fixed connection problem when there are hundreds of linked devices including Logic reader/writer, filter, Circuitboard, LogicMotherboard. It didn't check message buffers size when sending sync data. It usually stuck in applying chunks data 90%-100%. You can join server that it was fixed.
  • Added support for kick and ban messages for servers hosted via dedicated server or full client.
  • Improved player ragdoll behaviour. Bodies should move less erratically while unconscious or dead.
  • Fixed battery charger distributing power to charged batteries. Now the charger only adds charge to batteries that aren't full.
  • Fixed Join World button is disabled when player returns join menu from game.
  • Fixed Inactive ServerListItem Animators being called when disabled. causing lag on player load.
  • Fixed Eyes should now correctly close when you die.
  • Fixed Writing decimals to logic memory unit from logic computers.
  • Fixed Log spam issue that occured when infinite floating numbers were set for rotations in IK Solver.
  • Fixed Skeletons can no longer be set on fire.
  • Fixed issue with persistent player corpses on dedicated servers.
  • Fixed missing EntryTools for Chair, Turret and engines.
  • Fixed truncate chatting text when it's full. It will scroll properly.
  • Fixed items being invisible when viewing your own dead body after re-spawning
  • Fixed error when disabling shadows on re-spawn
  • Added skeleton despawning after 60 seconds.
  • Fixed re-spawn while in decayed State(wasn't working at all)
  • Fixed some dropped items being invisible(because they were still on the wrong layer)
  • Fixed bug where dead and despawned players would still cast shadows.
  • Avoided possible divide by zero in cell charger.
  • Fixed ores not appearing on load for non-dedicated hosts.
  • Fixed NRE in CameraCollisionHandler. It failed to join server on a certain pc configurations because of the time taken to initialize the camera.
  • Disabled water shader for OpenGL and DirectX 9 that was preventing compatability.
  • Added Simplified Chinese localization.
  • Added Traditional Chinese localization.
  • Added Korean localization.
  • Added support for Japanese localization.
  • Updated localization files for German, Russian, Spanish and French
  • Fixed dialog boxes showing squares in some languages.
  • Fixed unreadable tips on loading screen when using a CJK font.
  • Added more missing strings for localization including the Change Appearance screen.
Stationeers - rocket2guns


Coming soon: Ore Scanner

Not enabled in this update but coming soon on Beta branch we have to show you it! A lot of feedback has highlighted the grind/boredom of mining. It's a challenging issue to solve as we don't want to unbalance the game. The approach we are trying now is to give players more options that they can gain to find different ores. The provided gif is "real" ingame view of how the ore scanner is working. It shows different ores as different colors, using some cool shader magic.

Fixed Beacon



A very common request in Discord, and on the Steam forums, has been a fixed beacon. This is a beacon that is buildable on the grid, as opposed to the existing dynamic beacon that is battery powered and in your inventory. We now have a working fixed beacon! While adding this, we also fixed up a number of bugs associated with tablets as well.

Gas Tank Storage

A very old model for gas tank storage has, thankfully, finally been replaced. It takes exactly the same amount of space as the previous model so it shouldn't cause issues for existing saves. It does, however, now contain a data port which will allow reading and writing of values to allow its control a bit easier using logic components.

Localization



We now have 12 languages in total supported in the game! This is almost entirely due to the really great community support in localizing these. As of this update, we now support simplified Chinese and Korean - using special fonts. A huge thank you to the diligent community who have really done a tremendous amount of work to make this happen.

Version 0.1.1130.5676
  • Fixed IndexOutOfRangeException when you create Moon and then create Space. One of necessary variable wasn't initialized when switch world.
  • Added Fixed Beacon. This is a placeable structure that requires 300W of power, but broadcasts its location. This can be accessed via the Tracker Cartridge, just like normal beacons. It can be built using the Electrical Printer.
  • Replaced Gas Tank Storage model. Same dimensions. Also has a data port, so you can read values from it using the logic system.
  • Fixed issue where Air Conditioner operation was flawed. Community provided new coded solution. Credit to Illiux who did math for heat-pump, Zaneo for providing advice and direction, and Dimitri for the actual code. Heat-pump calculates per tick power cost of energy transfer when heating and cooling. Additionally energy from pump work is added to waste or output, because of this heating cost a bit less then cooling. Cost of energy transfer and amount of additional energy added is calculated using Coefficient of Performance.
  • Fixed tablets not working when loading with them in player inventory. They were not being correctly initialized on player locality change. Now they will correctly reinitialize when a player takes control of a entity.
  • Fixed connection problem when there are hundreds of linked devices including Logic reader/writer, filter, Circuitboard, LogicMotherboard. It didn't check message buffers size when sending sync data. It usually stuck in applying chunks data 90%-100%. You can join server that it was fixed.
  • Added support for kick and ban messages for servers hosted via dedicated server or full client.
  • Improved player ragdoll behaviour. Bodies should move less erratically while unconscious or dead.
  • Fixed battery charger distributing power to charged batteries. Now the charger only adds charge to batteries that aren't full.
  • Fixed Join World button is disabled when player returns join menu from game.
  • Fixed Inactive ServerListItem Animators being called when disabled. causing lag on player load.
  • Fixed Eyes should now correctly close when you die.
  • Fixed Writing decimals to logic memory unit from logic computers.
  • Fixed Log spam issue that occured when infinite floating numbers were set for rotations in IK Solver.
  • Fixed Skeletons can no longer be set on fire.
  • Fixed issue with persistent player corpses on dedicated servers.
  • Fixed missing EntryTools for Chair, Turret and engines.
  • Fixed truncate chatting text when it's full. It will scroll properly.
  • Fixed items being invisible when viewing your own dead body after re-spawning
  • Fixed error when disabling shadows on re-spawn
  • Added skeleton despawning after 60 seconds.
  • Fixed re-spawn while in decayed State(wasn't working at all)
  • Fixed some dropped items being invisible(because they were still on the wrong layer)
  • Fixed bug where dead and despawned players would still cast shadows.
  • Avoided possible divide by zero in cell charger.
  • Fixed ores not appearing on load for non-dedicated hosts.
  • Fixed NRE in CameraCollisionHandler. It failed to join server on a certain pc configurations because of the time taken to initialize the camera.
  • Disabled water shader for OpenGL and DirectX 9 that was preventing compatability.
  • Added Simplified Chinese localization.
  • Added Traditional Chinese localization.
  • Added Korean localization.
  • Added support for Japanese localization.
  • Updated localization files for German, Russian, Spanish and French
  • Fixed dialog boxes showing squares in some languages.
  • Fixed unreadable tips on loading screen when using a CJK font.
  • Added more missing strings for localization including the Change Appearance screen.
Stationeers - Heightmare󠀡󠀡󠀡
The rest of the team is back at work now and have been looking at where priorities lay for the games continued development. Leading up to and immediately following the early access release the focus was very heavily on fixing bugs and implementing easy quality-of-life fixes, but we can now start looking at getting some of the planned and partially-implemented features into the game, while continuing to deal with the less-impactful bugs and things like missing localization or user interface issues.

Respawning
For those players who would like death to be a little less destructive, we've added the ability to respawn upon death. Once your old body decays, you'll be able to retrieve your inventory contents, assuming you can get to it.



Decay
Looking at server performance, one thing we noticed is having lots of dead player ragdolls floating around had a significant performance impact. To alleviate this players will now (after a short period of time) drop everything they had on them and decay into a Skeleton.



Translucent Ices
Added translucency to Ices and some Ores in the terrain.

Version 0.1.1111.5605
  • Improved collision handling to reduce instances of small items falling through terrain.
  • Fixed problem that could occasionally prevent saves with logic displays from loading completely a display tried to show a character it didn't have a mesh for.
  • Fixed bug where localized values were not being loaded correctly for some interaction buttons if the item was incorrectly configured.
  • Identified issue with terrain causing a lot more work when saving and loading and resulting in more memory usage than was required. Improved, but more work is planned for terrain optimization.
  • Disabled Main Menu Workshop button while the mod interface is implemented and tested.
  • Fixed issue where Nav Meshes were not being correctly cleaned up when leaving a game.
  • Added more visual feedback on the keybinding screen and added a prompt if people attempt to rebind mouse buttons.
  • Refactored many places where memory was being allocated around the project to optimize garbage collection, improving performance.
  • Disabled WaterVisualizer loading on dedicated servers as they're never rendered.
  • Death of any organ on a player now instantly kills the player.
  • Fixed issue with players occasionally spawning inside the terrain or outside the tutorial base on the tutorial level.
  • Continued working on replacing placeholder text and button names with localized versions.
  • Fixed respawning beside old body instead of spawn point.
  • Improved UI flow when revived before respawning.
  • Fixed issue of being unable to be killed after having been revived once.
  • Fixed respawning from the respawn menu after someone revived you. You could respawn after getting revived, which meant that now your old body was alive again, but brainless and useless, since your brain got moved to your new body.
  • Added respawn prompt localized text values.
  • Fixed helmet not visible on old body after respawn.
  • HealPill should now correctly heal burn damage. It would heal brute and stun damage, but not burn damage. So if you got shot, or got burned, healpill would have done nothing.
  • Added bindip command which binds specific IP on dedicated server when it has multiple IPs. It's available only on IPv4. Usage : rocketstation_DedicatedServer .exe -bindip=192.168.1.78
  • Fixed error in English localized text entry.
  • Updated Spanish translations. [credit: socramazibi]
  • Added more localized labels for server detail window and skeletons.
  • Tweaked the Join World menu server browser. Tweaked colors and icons in Join World server browser. Servers that can be joined are more obvious and updated linux server icon.
  • Added translucency to ice ores and silicon.
  • Fixed object reference error with chute bin.
  • Added some more localized versions of button and placeholder text fields on the save and join world menus.
  • Fixed Camera being moveable when Dead.
  • Decay Stage added to Human. 3 minutes after dying you will now drop all items and turn into Skeleton. Skeletons represent a dead player who has no chance of being revived.
  • Organ death now results in major Brute damage to player (Any organ failure will put you into Dead state).
  • Fixed bug with Brute damage not being able to decrease if it was at cap
  • Fixed spawning in wrong position (fixes wrong tutorial spawn position and fixes falling through terrain).
  • Fixed small items falling through terrain when moving fast.
  • Fixed respawn button disconnecting you instead.
  • Fixed airlocks not cycling properly on dedicated servers.


Hotfix v0.1.1115.5618
  • Fixed items being invisible when viewing your own dead body after re-spawning.
  • Fixed error when disabling shadows on re-spawn.
  • Added skeleton despawning after 60 seconds.
  • Fixed re-spawn while in decayed State (wasn't working at all).
  • Fixed some dropped items being invisible (because they were still on the wrong layer).
  • Removed all shadows of dead players.
  • Avoided possible divide by zero in cell charger. (Thanks Risu!)
  • Fixed ores not appearing on load for play host players.
  • Updated localization files for German, Russian, Spanish and French.
  • Fixed NRE in CameraCollisionHandler. It failed to join server on a certain PC because of delay to initial camera. It makes you join server properly.
  • Fixed battery charger distributing power to charged batteries. Now the charger only adds charge to batteries that aren't full. (Thanks Risu!)
  • Skeletons can no longer be set on fire. (thanks FlashDim!)
  • Fixed healpill not healing lung damage.
  • Respawn player on join if dead. Prevents situation where player disconnects while dead, and unable to respawn afterwards.
  • Fixed invisible favorite server list on join menu.

Notable Known Issues
  • If you die while holding an item (e.g. steel frames) and you respawn, you will now have the bounding box for that item in your hand.
  • Dead & unconscious bodies jittering.
  • Every time you load a game a new skeleton will spawn at the location that someone died.
Stationeers - Heightmare
The rest of the team is back at work now and have been looking at where priorities lay for the games continued development. Leading up to and immediately following the early access release the focus was very heavily on fixing bugs and implementing easy quality-of-life fixes, but we can now start looking at getting some of the planned and partially-implemented features into the game, while continuing to deal with the less-impactful bugs and things like missing localization or user interface issues.

Respawning
For those players who would like death to be a little less destructive, we've added the ability to respawn upon death. Once your old body decays, you'll be able to retrieve your inventory contents, assuming you can get to it.



Decay
Looking at server performance, one thing we noticed is having lots of dead player ragdolls floating around had a significant performance impact. To alleviate this players will now (after a short period of time) drop everything they had on them and decay into a Skeleton.



Translucent Ices
Added translucency to Ices and some Ores in the terrain.

Version 0.1.1111.5605
  • Improved collision handling to reduce instances of small items falling through terrain.
  • Fixed problem that could occasionally prevent saves with logic displays from loading completely a display tried to show a character it didn't have a mesh for.
  • Fixed bug where localized values were not being loaded correctly for some interaction buttons if the item was incorrectly configured.
  • Identified issue with terrain causing a lot more work when saving and loading and resulting in more memory usage than was required. Improved, but more work is planned for terrain optimization.
  • Disabled Main Menu Workshop button while the mod interface is implemented and tested.
  • Fixed issue where Nav Meshes were not being correctly cleaned up when leaving a game.
  • Added more visual feedback on the keybinding screen and added a prompt if people attempt to rebind mouse buttons.
  • Refactored many places where memory was being allocated around the project to optimize garbage collection, improving performance.
  • Disabled WaterVisualizer loading on dedicated servers as they're never rendered.
  • Death of any organ on a player now instantly kills the player.
  • Fixed issue with players occasionally spawning inside the terrain or outside the tutorial base on the tutorial level.
  • Continued working on replacing placeholder text and button names with localized versions.
  • Fixed respawning beside old body instead of spawn point.
  • Improved UI flow when revived before respawning.
  • Fixed issue of being unable to be killed after having been revived once.
  • Fixed respawning from the respawn menu after someone revived you. You could respawn after getting revived, which meant that now your old body was alive again, but brainless and useless, since your brain got moved to your new body.
  • Added respawn prompt localized text values.
  • Fixed helmet not visible on old body after respawn.
  • HealPill should now correctly heal burn damage. It would heal brute and stun damage, but not burn damage. So if you got shot, or got burned, healpill would have done nothing.
  • Added bindip command which binds specific IP on dedicated server when it has multiple IPs. It's available only on IPv4. Usage : rocketstation_DedicatedServer .exe -bindip=192.168.1.78
  • Fixed error in English localized text entry.
  • Updated Spanish translations. [credit: socramazibi]
  • Added more localized labels for server detail window and skeletons.
  • Tweaked the Join World menu server browser. Tweaked colors and icons in Join World server browser. Servers that can be joined are more obvious and updated linux server icon.
  • Added translucency to ice ores and silicon.
  • Fixed object reference error with chute bin.
  • Added some more localized versions of button and placeholder text fields on the save and join world menus.
  • Fixed Camera being moveable when Dead.
  • Decay Stage added to Human. 3 minutes after dying you will now drop all items and turn into Skeleton. Skeletons represent a dead player who has no chance of being revived.
  • Organ death now results in major Brute damage to player (Any organ failure will put you into Dead state).
  • Fixed bug with Brute damage not being able to decrease if it was at cap
  • Fixed spawning in wrong position (fixes wrong tutorial spawn position and fixes falling through terrain).
  • Fixed small items falling through terrain when moving fast.
  • Fixed respawn button disconnecting you instead.
  • Fixed airlocks not cycling properly on dedicated servers.


Hotfix v0.1.1115.5618
  • Fixed items being invisible when viewing your own dead body after re-spawning.
  • Fixed error when disabling shadows on re-spawn.
  • Added skeleton despawning after 60 seconds.
  • Fixed re-spawn while in decayed State (wasn't working at all).
  • Fixed some dropped items being invisible (because they were still on the wrong layer).
  • Removed all shadows of dead players.
  • Avoided possible divide by zero in cell charger. (Thanks Risu!)
  • Fixed ores not appearing on load for play host players.
  • Updated localization files for German, Russian, Spanish and French.
  • Fixed NRE in CameraCollisionHandler. It failed to join server on a certain PC because of delay to initial camera. It makes you join server properly.
  • Fixed battery charger distributing power to charged batteries. Now the charger only adds charge to batteries that aren't full. (Thanks Risu!)
  • Skeletons can no longer be set on fire. (thanks FlashDim!)
  • Fixed healpill not healing lung damage.
  • Respawn player on join if dead. Prevents situation where player disconnects while dead, and unable to respawn afterwards.
  • Fixed invisible favorite server list on join menu.

Notable Known Issues
  • If you die while holding an item (e.g. steel frames) and you respawn, you will now have the bounding box for that item in your hand.
  • Dead & unconscious bodies jittering.
  • Every time you load a game a new skeleton will spawn at the location that someone died.
Stationeers - rocket2guns
Well we're nearly at the end of the break. It's largely been me at the office, and I've focused on some low risk new content, and fixes, over the past few weeks. Here's a last little bugfix update before everyone gets back! Again a big thank you to the awesome folks on Discord and the Steam Forums for reporting their bugs and issues. Sorry I couldn't get them all fixed, for now I'm only fixing pretty "low risk" bugs that I can safely and easily fix.

Additional Room Generation Fix

So my old room generation fix bought back the old problem of too many rooms, so I spent a fair bit of time and went through to refactor to deal with a weird edge case. What was happening was when you mined a voxel, it would ask "can I flood fill this as a room?" Basically, "is this an enclosed space?". And often for voxels the answer might be "yes! All my sides are an enclosed space!". But we didn't want that, they are junk rooms.

Room generation method has been changed again, but will only apply to new rooms. You don't need to do anything unless you are having issues with gravity or abnormally leaking atmospheres. If you do, if the square has voxels, briefly use the mining tool on the voxel to force a room generation reset. If it is a structure, remove the wall and replace, only one required per room.

Air Conditioneer Fixes

In the beta I fixed some issues. Well, my fix actually made the air conditioner entirely stop working. There is still an issue with power draw being too low, but it's better than it being too high. The AC is a very old device in the game, so it is going to be refactored in the future. It may be obsolesced and replaced with several devices that together achieve the same thing.

Low Pressure Combustion

Sometimes when depressurizing a room, the air or thing in the area could catch fire. This is because every electrical item in the game outputs a little heat, as energy. This energy being added to low pressure environments cause the temperature to get very high. So, for now, we are using the Armstrong Limit (6kPa) as a cutoff for nearly all world energy transfers that are device related.

For now, most devices (such as the wall heater/cooler, the portable air conditioner, etc... will no longer work below the Armstrong limit (6kPa). In future they will work, but less effectively

Version 0.1.1095.5529
  • Fixed LED Displays were displaying their values offset when they were placed in certain orientations. Now values will be correctly centered in all orientations.
  • Fixed some devices were adding energy from power usage to atmospheres that had only a small quantity of moles. For now, most devices will stop heating the atmosphere if it is below the Armstrong Limit (6kPa). In future, this will probably be lowered, as it is not realistic, but this will help with flash fires caused during decompression.
  • Fixed Air Conditioner not being able to be powered on. Now AC can be powered on correctly, it will not draw power through it's data network, and it will close itself when turned off or looses power.
  • Fixed bug with flood fill room generation generating junk values. Previous fix caused the junk rooms to return. When you would mine a voxel, this would cause an attempt at room generation. If all faces were closed, it would succeed and create a tiny one-grid room. Now this is checked for and prevented. Existing rooms will not be removed by this change, this only affects new rooms. Junk rooms are unlikely to have much ill effect but might cause gravity issues for the space world.
  • Fixed Air Conditioner double used power when heating. Now AC applies its passive energy use, and retains its active energy use to apply during power tick. Reported by Zaneo via email/discord.
  • Lowered view distance for Wall Lights, as their increased lighting distance was causing signficant frame drop.
  • Fixed cannot spraypaint pipe analyser. Now can be painted just like other devices and objects. Reported by Lizza on steam.
  • Fixed ices would melt when in subzero temperature even when in direct sunlight. Now ices will not melt, even if direct sunlight, if they are below freezing point. Reported by [BS] Fridge Lord on steam forums.
  • Fixed painted LED not changing color variable. This meant if you manually painted an LED, it would not change its color variable and would load with the default color (0). Now the color state is changed.
  • Added support for localized text to most alert and prompt popups.
Stationeers - rocket2guns
Well we're nearly at the end of the break. It's largely been me at the office, and I've focused on some low risk new content, and fixes, over the past few weeks. Here's a last little bugfix update before everyone gets back! Again a big thank you to the awesome folks on Discord and the Steam Forums for reporting their bugs and issues. Sorry I couldn't get them all fixed, for now I'm only fixing pretty "low risk" bugs that I can safely and easily fix.

Additional Room Generation Fix

So my old room generation fix bought back the old problem of too many rooms, so I spent a fair bit of time and went through to refactor to deal with a weird edge case. What was happening was when you mined a voxel, it would ask "can I flood fill this as a room?" Basically, "is this an enclosed space?". And often for voxels the answer might be "yes! All my sides are an enclosed space!". But we didn't want that, they are junk rooms.

Room generation method has been changed again, but will only apply to new rooms. You don't need to do anything unless you are having issues with gravity or abnormally leaking atmospheres. If you do, if the square has voxels, briefly use the mining tool on the voxel to force a room generation reset. If it is a structure, remove the wall and replace, only one required per room.

Air Conditioneer Fixes

In the beta I fixed some issues. Well, my fix actually made the air conditioner entirely stop working. There is still an issue with power draw being too low, but it's better than it being too high. The AC is a very old device in the game, so it is going to be refactored in the future. It may be obsolesced and replaced with several devices that together achieve the same thing.

Low Pressure Combustion

Sometimes when depressurizing a room, the air or thing in the area could catch fire. This is because every electrical item in the game outputs a little heat, as energy. This energy being added to low pressure environments cause the temperature to get very high. So, for now, we are using the Armstrong Limit (6kPa) as a cutoff for nearly all world energy transfers that are device related.

For now, most devices (such as the wall heater/cooler, the portable air conditioner, etc... will no longer work below the Armstrong limit (6kPa). In future they will work, but less effectively

Version 0.1.1095.5529
  • Fixed LED Displays were displaying their values offset when they were placed in certain orientations. Now values will be correctly centered in all orientations.
  • Fixed some devices were adding energy from power usage to atmospheres that had only a small quantity of moles. For now, most devices will stop heating the atmosphere if it is below the Armstrong Limit (6kPa). In future, this will probably be lowered, as it is not realistic, but this will help with flash fires caused during decompression.
  • Fixed Air Conditioner not being able to be powered on. Now AC can be powered on correctly, it will not draw power through it's data network, and it will close itself when turned off or looses power.
  • Fixed bug with flood fill room generation generating junk values. Previous fix caused the junk rooms to return. When you would mine a voxel, this would cause an attempt at room generation. If all faces were closed, it would succeed and create a tiny one-grid room. Now this is checked for and prevented. Existing rooms will not be removed by this change, this only affects new rooms. Junk rooms are unlikely to have much ill effect but might cause gravity issues for the space world.
  • Fixed Air Conditioner double used power when heating. Now AC applies its passive energy use, and retains its active energy use to apply during power tick. Reported by Zaneo via email/discord.
  • Lowered view distance for Wall Lights, as their increased lighting distance was causing signficant frame drop.
  • Fixed cannot spraypaint pipe analyser. Now can be painted just like other devices and objects. Reported by Lizza on steam.
  • Fixed ices would melt when in subzero temperature even when in direct sunlight. Now ices will not melt, even if direct sunlight, if they are below freezing point. Reported by [BS] Fridge Lord on steam forums.
  • Fixed painted LED not changing color variable. This meant if you manually painted an LED, it would not change its color variable and would load with the default color (0). Now the color state is changed.
  • Added support for localized text to most alert and prompt popups.
Stationeers - rocket2guns


Fixes and logic changes

Some big atmospheric fixes (detailed below), more dedicated server improvements (in changelog below), and some new logic content with some changes to it as well.

Entirely new Logic Displays

Logic Displays were released not long ago as a bit of a test, to give more flexibility for displaying values, without the performance overhead of inworld UI. The displays are actually mesh based, and use existing game materials, so we get some great performance from them versus the worldspace UI of, say, the airlock consoles.



However the old implementation was a bit limited. They've been moved to a more "pixel" based LED type that easily allows special characters and alphanumeric.



Additionally, the old method of changing the color (changing the mode) of the text has been replaced with a special interactable: color.

The old mode is now used for three display methods (with more to follow):
  • Default (normal numbers)
  • Percent. Takes a ratio (0 is 0%, 1 is 100%) and displays with % symbol.
  • Power. Takes a number in Watts. Displays unit adjusted (i.e., in mW, cW kW, MW, or GW.
The medium and large LED prefabs have been removed. These now have new models, with a unified button and connection placement with the small variant. You will need to replace these as they will have disappeared in your save if you had them.

Atmospheric Loss Fix

With the assistance of the community I found a major bug with room generation. The game "flood fills" when you place large structures, to see if it can find an enclosed space. For performance reasons, the game applies generalized atmospheric loss to non-enclosed space atmospheres. Basically this means that when an atmosphere isn't in a room, it will be depleting fast.

There was an error with the code that meant walls weren't always reliably causing rooms to be generated. The issue was particularly noticable when placing floor grates over voxels, in an otherwise enclosed space.

This fix only works for "new" rooms, not existing ones. To trigger room generation, remove walls and replace them completely in each enclosed space. If you haven't noticed the bug before, then you shouldn't need to do anything

If you continue to have issues, use Iron/Steel frames with airlocks to enclose your base - they are totally effective and confirmed bug free. Walls and particularly composite floors can be problematic with voxels. More fixes to come!

Version 0.1.1089.5513
  • Fixed Logic Motherboard missing a lot of functionality that were added to the Logic Units. This has now been unified with the logic units, so assessments available on one should also be on the other.
  • Fixed Construction Kits were not displaying an error message when there was not enough in the kit to build the current cursor device. Now correctly states that not enough is in the kit, and shows the cursor as red.
  • Fixed some missing strings for other languages.
  • Removed old LED Medium and Large displays. These will no longer appear in your game, and you will need to place new ones. Small displays placements are unchanged.
  • Replaced Mode change for LED light and display color, instead of using "Mode" setting you now use "Color" setting.
  • Added functionality on LED Display for different display modes. Current number (default), percent (input a ratio, i.e. 1 == 100%, 0 == 0%), and power (in watts).
  • Added new LED Displays. They can handle alphanumeric and special characters much better than previously, and will be updated with new functionality in the coming weeks. New LED displays have a standardized button and input placement, for easier use.
  • Fixed bug with display formatting for units. Negative values were sometimes considered "micro" units and were formatted incorrectly.
  • Unified Logic Motherboard and Logic Unit value setting.
  • Changed wall light distance setting from 4m to 7m. Now will provide light across a larger area, as requested by the community.
  • Fixed Large Tank and other internal atmosphere devices (such as the sleeper) only mix to meet pressure, they dont mix the energy and contents states. Now they completely mix with connected atmospheres.
  • Fixed Light Occlusion and Atmosphere world position updates not occurring on dedicated servers. Caused light issues for dedicated server logic systems and growing plants and solar heating of atmospheres.
  • Updated community provided Russian translations.
  • Fixed atmospheric loss due to ungenerated room cells. Rooms were not being correctly generated in some instances, such as below floor grates when there was voxels below. This caused the atmospherics system to consider below the grates as a vacuum and ablate the atmosphere dramatically, causing loss. Note: this will only affect NEW room generation! To force new room generation, lift up wall tiles and room generation will be forced for the grids above and below that wall piece. This was also the cause of zero gravity bugs in creative stations.
  • Added Idle logic readable to Arc Furnace. Will report 1 when nothing imported, and nothing being exported. Useful for making automated arc furnace systems.
  • Added Logic Dial. A dial with a configurable min/max and when dial is moved changes the value. Reports both its raw value, or the ratio compared to its max. The maximum value on the dial is the Mode.
Stationeers - rocket2guns


Fixes and logic changes

Some big atmospheric fixes (detailed below), more dedicated server improvements (in changelog below), and some new logic content with some changes to it as well.

Entirely new Logic Displays

Logic Displays were released not long ago as a bit of a test, to give more flexibility for displaying values, without the performance overhead of inworld UI. The displays are actually mesh based, and use existing game materials, so we get some great performance from them versus the worldspace UI of, say, the airlock consoles.



However the old implementation was a bit limited. They've been moved to a more "pixel" based LED type that easily allows special characters and alphanumeric.



Additionally, the old method of changing the color (changing the mode) of the text has been replaced with a special interactable: color.

The old mode is now used for three display methods (with more to follow):
  • Default (normal numbers)
  • Percent. Takes a ratio (0 is 0%, 1 is 100%) and displays with % symbol.
  • Power. Takes a number in Watts. Displays unit adjusted (i.e., in mW, cW kW, MW, or GW.
The medium and large LED prefabs have been removed. These now have new models, with a unified button and connection placement with the small variant. You will need to replace these as they will have disappeared in your save if you had them.

Atmospheric Loss Fix

With the assistance of the community I found a major bug with room generation. The game "flood fills" when you place large structures, to see if it can find an enclosed space. For performance reasons, the game applies generalized atmospheric loss to non-enclosed space atmospheres. Basically this means that when an atmosphere isn't in a room, it will be depleting fast.

There was an error with the code that meant walls weren't always reliably causing rooms to be generated. The issue was particularly noticable when placing floor grates over voxels, in an otherwise enclosed space.

This fix only works for "new" rooms, not existing ones. To trigger room generation, remove walls and replace them completely in each enclosed space. If you haven't noticed the bug before, then you shouldn't need to do anything

If you continue to have issues, use Iron/Steel frames with airlocks to enclose your base - they are totally effective and confirmed bug free. Walls and particularly composite floors can be problematic with voxels. More fixes to come!

Version 0.1.1089.5513
  • Fixed Logic Motherboard missing a lot of functionality that were added to the Logic Units. This has now been unified with the logic units, so assessments available on one should also be on the other.
  • Fixed Construction Kits were not displaying an error message when there was not enough in the kit to build the current cursor device. Now correctly states that not enough is in the kit, and shows the cursor as red.
  • Fixed some missing strings for other languages.
  • Removed old LED Medium and Large displays. These will no longer appear in your game, and you will need to place new ones. Small displays placements are unchanged.
  • Replaced Mode change for LED light and display color, instead of using "Mode" setting you now use "Color" setting.
  • Added functionality on LED Display for different display modes. Current number (default), percent (input a ratio, i.e. 1 == 100%, 0 == 0%), and power (in watts).
  • Added new LED Displays. They can handle alphanumeric and special characters much better than previously, and will be updated with new functionality in the coming weeks. New LED displays have a standardized button and input placement, for easier use.
  • Fixed bug with display formatting for units. Negative values were sometimes considered "micro" units and were formatted incorrectly.
  • Unified Logic Motherboard and Logic Unit value setting.
  • Changed wall light distance setting from 4m to 7m. Now will provide light across a larger area, as requested by the community.
  • Fixed Large Tank and other internal atmosphere devices (such as the sleeper) only mix to meet pressure, they dont mix the energy and contents states. Now they completely mix with connected atmospheres.
  • Fixed Light Occlusion and Atmosphere world position updates not occurring on dedicated servers. Caused light issues for dedicated server logic systems and growing plants and solar heating of atmospheres.
  • Updated community provided Russian translations.
  • Fixed atmospheric loss due to ungenerated room cells. Rooms were not being correctly generated in some instances, such as below floor grates when there was voxels below. This caused the atmospherics system to consider below the grates as a vacuum and ablate the atmosphere dramatically, causing loss. Note: this will only affect NEW room generation! To force new room generation, lift up wall tiles and room generation will be forced for the grids above and below that wall piece. This was also the cause of zero gravity bugs in creative stations.
  • Added Idle logic readable to Arc Furnace. Will report 1 when nothing imported, and nothing being exported. Useful for making automated arc furnace systems.
  • Added Logic Dial. A dial with a configurable min/max and when dial is moved changes the value. Reports both its raw value, or the ratio compared to its max. The maximum value on the dial is the Mode.
Stationeers - rocket2guns


Dedicated Server Fixes

Pretty hefty fix for dedicated servers in this update. There was an initialization error that caused a lot of problems for devices on dedicated servers. Good example is that Logic Units didn't initialize correctly previously, whereas now they do. There are potentially a lot of device related fixes on the dedicated server associated with this fix.

Active Vent Loading Issues Fix

Active vents were not correctly being serialized. It meant to get them working on a reload you sometimes had to toggle them on and off. Now you will need to do this once more, but from the next load they will be saved properly with their settings.

Colorable LED displays

You can change the color of an LED display with Logic Writers. The display "mode" is the color, just like the LED light itself. Change the mode and the color will change.

Cable Analyzer

This little device can be placed on cables, and provides data about the Actual, Required, and Potential watts of the cable it is on. This is really useful to use with the logic system instead of having to read these values from the power controller.

Version 0.1.1082.5494
  • Added Logic Readers can read from other logic readers. Useful if you want to pass values simply between separated networks without extra writers.
  • Fixed atmospheric devices were able to be set to unlimited values using logic units. Now they will clamp assigned values to maximum and minimum.
  • Fixed Microwave not informing player that recipe not continuing due to no power. Now tells player in tooltip that the device does not have power.
  • Fixed Active Vents not serializing their Pressure settings. Now correctly serializes their internal and external safeties. Possible fix for needing to reset active vents on load, as they were not storing their settings. Note: this will probably only work from the next time you load your game. So you will need to load, save, and then reload to see if it works.
  • Fixed various dedicated server initialization issues. Initialization on dedicated server has been changed to be similar to that which clients do, which might fix the many initialization problems on dedicated servers, such as active vents not working or logic units needing to be powered on/off on server restart.
  • Fixed Airlock Control Circuitboard exceptions and failing to correctly remove assigned devices. Now when an assigned airlock is deselected, the airlock is correctly removed. This should fix another edge case where airlock controllers would switch door assignments.
  • Added Mode to LED Displays. When you change the mode, you change the color setting for the display. This can be used with the Logic Writer to change the current color of the text in the LED display.
  • Added cable analyzer recipe to the electronics printer.
  • Added Cable Analyzer. This device can be built from a Kit (Cable Analyzer). Display shows the Actual, Required, and Potential power (in Watts) for the network the cable sits on. It also exposes this to Logic Units, allowing you to much more easily use the logic units to manage your power.
  • Added tutorial translations for French and Spanish.
  • Fixed gameplay tips were not being cleared between language changes. Meant that english tips were being shown for other languages. Now will show tips only from the supplied language. No tip will be shown if there are no localized tips for the current language.
  • Fixed out of range exceptions when writing incompatible logic values to mode (such as setting LED mode to -99), and possibly other state values. Now the state values for OnOff, Lock, etc... are clamped to binary values. Mode is clamped to the number of ModeStrings the object has, so the number of valid mode states.
  • Fixed LEDs color changing on reload. When first placed it would be white, but on load it would be blue, even though the mode was correctly set. Now the color is correctly initialized on load.
  • Changed Wall light kit name to Kit (Lights) in english translation, to better indicated that it can make both wall lights and the LED.
  • Fixed Logic Min/Max unit was saying "Greater" mode when it was actually "Less" mode (and vice versa). Now correctly reports it's current mode.
  • Fixed when deconstructing or deconstructing locker while the door closed, all the items would be correctly ejected but would be invisible. Now they are correctly set to visible when the the locker is destroyed.
  • Fixed Logic Writers writing to Lock values did nothing for all devices (particularly Airlocks and Chute outlets). Was trying to write to powered state. Now correctly writes to Lock state, very useful for locking the doors and chutes.
Stationeers - rocket2guns


Dedicated Server Fixes

Pretty hefty fix for dedicated servers in this update. There was an initialization error that caused a lot of problems for devices on dedicated servers. Good example is that Logic Units didn't initialize correctly previously, whereas now they do. There are potentially a lot of device related fixes on the dedicated server associated with this fix.

Active Vent Loading Issues Fix

Active vents were not correctly being serialized. It meant to get them working on a reload you sometimes had to toggle them on and off. Now you will need to do this once more, but from the next load they will be saved properly with their settings.

Colorable LED displays

You can change the color of an LED display with Logic Writers. The display "mode" is the color, just like the LED light itself. Change the mode and the color will change.

Cable Analyzer

This little device can be placed on cables, and provides data about the Actual, Required, and Potential watts of the cable it is on. This is really useful to use with the logic system instead of having to read these values from the power controller.

Version 0.1.1082.5494
  • Added Logic Readers can read from other logic readers. Useful if you want to pass values simply between separated networks without extra writers.
  • Fixed atmospheric devices were able to be set to unlimited values using logic units. Now they will clamp assigned values to maximum and minimum.
  • Fixed Microwave not informing player that recipe not continuing due to no power. Now tells player in tooltip that the device does not have power.
  • Fixed Active Vents not serializing their Pressure settings. Now correctly serializes their internal and external safeties. Possible fix for needing to reset active vents on load, as they were not storing their settings. Note: this will probably only work from the next time you load your game. So you will need to load, save, and then reload to see if it works.
  • Fixed various dedicated server initialization issues. Initialization on dedicated server has been changed to be similar to that which clients do, which might fix the many initialization problems on dedicated servers, such as active vents not working or logic units needing to be powered on/off on server restart.
  • Fixed Airlock Control Circuitboard exceptions and failing to correctly remove assigned devices. Now when an assigned airlock is deselected, the airlock is correctly removed. This should fix another edge case where airlock controllers would switch door assignments.
  • Added Mode to LED Displays. When you change the mode, you change the color setting for the display. This can be used with the Logic Writer to change the current color of the text in the LED display.
  • Added cable analyzer recipe to the electronics printer.
  • Added Cable Analyzer. This device can be built from a Kit (Cable Analyzer). Display shows the Actual, Required, and Potential power (in Watts) for the network the cable sits on. It also exposes this to Logic Units, allowing you to much more easily use the logic units to manage your power.
  • Added tutorial translations for French and Spanish.
  • Fixed gameplay tips were not being cleared between language changes. Meant that english tips were being shown for other languages. Now will show tips only from the supplied language. No tip will be shown if there are no localized tips for the current language.
  • Fixed out of range exceptions when writing incompatible logic values to mode (such as setting LED mode to -99), and possibly other state values. Now the state values for OnOff, Lock, etc... are clamped to binary values. Mode is clamped to the number of ModeStrings the object has, so the number of valid mode states.
  • Fixed LEDs color changing on reload. When first placed it would be white, but on load it would be blue, even though the mode was correctly set. Now the color is correctly initialized on load.
  • Changed Wall light kit name to Kit (Lights) in english translation, to better indicated that it can make both wall lights and the LED.
  • Fixed Logic Min/Max unit was saying "Greater" mode when it was actually "Less" mode (and vice versa). Now correctly reports it's current mode.
  • Fixed when deconstructing or deconstructing locker while the door closed, all the items would be correctly ejected but would be invisible. Now they are correctly set to visible when the the locker is destroyed.
  • Fixed Logic Writers writing to Lock values did nothing for all devices (particularly Airlocks and Chute outlets). Was trying to write to powered state. Now correctly writes to Lock state, very useful for locking the doors and chutes.
...