Stationeers - Heightmare
Another week and another bunch of bug fixes, quality of life improvements and a couple of brand new security-based features!

Handgun and SMG

To help players get prepared for the more aggressively hostile aspects of space exploration, we've introduced a couple of new weapons to the game. While currently only neccessary to destroy your friends and their stuff, this will not be the case forever - so you can work on your handling and accuracy in the meantime.


Unlike the existing energy weapons, these will require magazines which can be refilled from an Ammo Box. All craftable in the Fabricator.


Access Control
This week brings the first-pass of our Access Control system. This means the system is available to use, but will almost certainly change in the future based on your feedback about how you're using it and would like to use it. Let us know in Discord what you think!

The first thing you'll need to get started securing your base, is the new Security Printer manufacturing machine. The kit can be manufactured in your Fabricator or in the Electronics Printer.

Using the new printer, you'll want to print an Access Controller cartridge for your tablet. Using this, you can assign access to various colours of access cards that you can also print in the security printer.


In order to be able to interact with the object, a player must have in their possession an access card of the matching colour. Access cards must be in either hand, or in the new Access Card slot in your uniform. The commander uniform can hold two.


Currently access control is not available on all items, but expect the range of things you can lock-down to expand.


Version 0.1.1362.6552
  • Added first pass of access control. Access Cards can be made in the (new) Security printer, which are preset with access according to their color. You can also make a new Cartridge for Access Control assignment (on the Security printer also). Currently access control can only be assigned to Doors, crates, and lockers but there is nothing stopping it being extended to pretty much everything we want in the game. This will be expanded on later, and exposed to the logic system. Access is controlled/stored as bitflags so bit operators may be needed in future for the logic system.
  • Added Access cards (see access control above). To use, have them in your hands or in a access card slot. They all are considered together, so holding Red and Blue Access cards in your hands will give you access to both systems.
  • Added Security Printer for printing Access Control equipment and weapons.
  • Added Access control support to a range of items, including all logic switches/dials/buttons, all basic manufacturing machines, AreaPowerControl units, and dynamic scrubbers and air conditioners. Items like consoles and computers you'll need to keep behind access controlled doors for now.
  • Added Access Card slots to Jumpsuit (One card) and Commander (Two cards).
  • Added first pass of projectile firearms. Now spawnable/craftable are the Pistol, SMG, Pistol Magazine, SMG Magazine, and Ammo box for reloading Magazines.

  • Added New, paintable model for RTG.
  • Added Search filter on the load world panel.
  • Changed Battery cells spawned by the debug menu now spawn at full charge.
  • Changed key bindings 'NextItem' and 'PreviousItem' to replicate the functionality of the scroll wheel for cycling through inventory slots, instead of cycling through debug spawnable items.
  • Changed Filtration Units and Air Conditioners are now paintable.
  • Changed Wall Heaters and Coolers now have a maximum stack size of 5 (up from 1).
  • Changed Egg Shell chunks are now stackable for easier clean-up.

  • Fixed incorrect blueprint for StructureWallLight.
  • Fixed Issue with part of the gauge markings on pipe meters being painted when painting the meter itself.
  • Fixed collider placement on StructureRocketEngineDestroyed to better align with the mesh.
  • Fixed Flares now load in with their correct stack size instead of always being 1.
  • Fixed Pipe Radiators are now paintable.
  • Fixed Recycling items that contain other items now awards their total recycled value, not just the value of the container.
  • Fixed incorrect respawn position when player died in Sleeper.
  • Fixed blueprint missing for precision place for Battery Charger kit, Authoring tool, and Nuclear Battery.
  • Fixed bug with Roller cover not colliding with self or other doors. Now correctly collides with other doors and other roller doors.
  • Fixed bug with roller cover collision for the handle not animating and not being in the correct positions. Now the handle is always the location of the collider for opening and closing it. Also fixed the small delay when opening and closing, now animation starts immediately.
  • Fixed some situations with inventory swapping between internal slots being allowed when it should not be, and interactions sometimes being allowed via the menu when they should not be. Now a faux interaction is generated when making the UI and solves the problem.
  • Fixed missing blueprint meshes for Composite Cladding.
  • Updated Korean, Spanish, German and Japanese translation files.
Stationeers - Heightmare
An issue was identified with the patch that got pushed a couple of hours ago that made the new authoring tool a little too powerful, with its effects persisting even when it wasn't wielded. This has now been rectified.

Apologies to those who updated in the last hour and have to download another one, and those affected by the issue.

Version 0.1.1348.6486
  • Fixed Item kits not being consumed when used to place a structure.
Stationeers - Heightmare
It's just over a week since our last update (including a long weekend), so it's not a huge one - but included some fixes we thought were important to get onto the stable branch ASAP, with a couple of cool new features along for the ride.

As always, huge thanks to everyone in Discord who submitted suggestions and bug reports this week. More and more people are joining and participating in the discord and it's great to see.


Authoring Tool

While designed mostly as an internal tool to help us lay out scenario maps, the Authoring Tool allows for the immediate placement of structures without having to manually weld and wrench your way through build states.

Usage:
1. Spawn the authoring tool from the spawn menu.
2. Select the structure/kit you want to build from the spawn menu.
3. Right click to move to build mode and build as normal.
4. Right click again to move out of build mode and you can now left on a structure cycle through build states.



Branching on Logic Computers

Logic motherboards in their original state allowed you to set conditions, that once met, would trigger some defined actions and progress to whatever state the player had set. With the introduction of false states, you can now specify a state you want the logic computer to transition to if conditions are NOT met. While a fairly minor change, this makes logic motherboards vastly more powerful and we can't wait to see what sort of systems the community are able to create with it.

A special thanks to Risu in Discord, who not only championed this change for months - but went on to demonstrate exactly how it could fit into the existing system with minimal disruption.



Version 0.1.1346.6482
  • Added False State to Logic Motherboard States. This allows you to configure a state in which the logic motherboard will transition to if conditions of the current state are not met, without triggering associated actions. To keep the existing behaviour on a given state, its false state should be set to itself. This will be the default for any states in saves created before this change was introduced. [Thanks to Risu on Discord]
  • Added Authoring Tool and Wreckage Constructor to help with authoring event maps.
  • Added DestroyedStructure base class and destroyed variant of Rocket Engine. These can be harvested using either a welding torch or grinder into wreckage chunks, that can be stacked and fed into a Recycler.

  • Fixed helmets carried by the player anywhere but their head no longer treated the same as a worn one, leaking atmosphere if open/damaged etc. [Thanks to Meow~ster on the Community Hub]
  • Fixed issue with SolarPanels vertical angle jittering while intializing immediately after loading world.
  • Fixed doors being placeable on the wrong faces after using another face placement structure to change the rotation to an up or down face.
  • Fixed part of the construction cursor being left in world if it was enabled when disconnecting.
  • Fixed Inability to use logic motherboards to work with the 'Setting' logic value on stackers.
  • Fixed motherships disappearing when moving away from starting point.
  • Fixed incorrect orientation of Corner Conveyor switches.
  • Fixed issue with how players were handled when on conveyors. This had previously forced us to disable conveyors influencing the player, so this has now been re-enabled.
  • Fixed mothership atmospheres now dump back to the main atmosphere controller if they are not in a room.
  • Fixed occlusion manager now only sets items grid controller to a mothership if they are inside a room.
  • Fixed Issue with the sun not working on Dedicated Servers due to missing value.
  • Fixed Flares now load in with their correct quantity instead of always being 1.
  • Fixed issue with many item configuration settings not being applied when loading a game on dedicated servers (such as logic chips/computers, solar control circuit boards etc).
  • Fixed Egg Shell chunks are now stackable for easier clean-up.
  • Updated Localization files for Spanish and Korean.
Stationeers - Heightmare
We're still hard at work our first 'Scenario' and the underlying events system (coming soon), but here are the more minor small fixes and additions to the game since the last stable branch update.

Once again, a massive thanks to everyone in Discord and on Reddit playing the Beta branch. Your bug reports and suggestions are really helping us focus on the most disruptive bugs alongside working on the content that isn't ready for testing yet.

Fabricator Visuals

The fabricator had been largely untouched since it's original implementation early in development, but Simon made this cool 3d-printing shader. We hope to see more of this visual polish in coming patches.

Electronic Reader
The electronic reader cartridge for the tablet has been in the game for a long time, but with the list of crafting recipes up to 300+ it became quite hard to use. You can now point it at a crafting machine or a computer with a manufacturing motherboard and it'll give you a filtered list of just the recipes relevant to that machine.

New Wall/Door Variants

We have a range of new wall variants, including one with a rollcover door to hide your logic circuits and other wall-mounted devices.

You can find the rollcover on the Door construction kit, and the new walls on one of four new Wall kits available for manufacturer in the Fabricator.


Adjustable Orbit Period
Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.

Stacker Improvements
Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores, outputting the contents onto a chute system one-by-one, then ultimately releasing the now empty belt.

Version 0.1.1323.6416
  • Added Electronic Reader Cartridge filtering. Target any manufacturing machine, furnace or computer with manufacturing motherboard and it will only display the recipes relevant to that machine.
  • Added RollCover "Door". You can build it using ItemKitDoor and place wires, pipes, and logic things inside it (they're actually placed on the frame behind it).
  • Added New wall types to 4 new kits. These kits can be built on the fabricator in the same way as the regular wall kit.
  • Added 3D printing shader for the Fabricator.
  • Added missing 4-way corner pipe variant and ruptured version.
  • Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.
  • Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores.
  • Added continuous collision detection for one second for items when they move to the world from a slot. This should reduce instances of things falling through the terrain.
  • Added ability to loop backwards through device and value selection on Logic Reader by holding the QuantityModifier key (Left-Alt by default).

  • Fixed pressure gauge needle on Portable Air Scrubber rotating in the wrong direction.
  • Fixed Game running in windowed mode now stays visible even if it loses focus.
  • Fixed Instances of the tablet falling through voxel terrain by enabling the 'Small Item' flag on the object to enable additional collision detection.
  • Fixed Atmospherics thread crash when deconstructing multiple pipes.
  • Fixed Increased idle power cost of Fabricator and Hydraulic Pipe Bender to bring them more in line with other manufacturing devices.
  • Fixed the inability to rotate walls and floors in some orientations.
  • Fixed Tidied up several item kit names for consistency.
  • Fixed Consoles not working in third-person camera mode.
  • Fixed Issue with the select recipe screen in network games, where clicking the recipe selection button on a machine will trigger the popup on only the hosts machine.
  • Fixed Issue where the front of ItemDrill was missing.
  • Fixed Floor Grates can now be rotated on any axis.
  • Fixed Missing localized name value for most recent frame variant (complete frame with corner removed).
  • Fixed issue where the the sprite references on ItemKitPipe were incorrectly configured, meaning it always displayed the yellow thumbnail no matter what colour they were painted.
  • Fixed error when ejecting silicon from fabricator. Added needed null check.
  • Fixed issue where loading settings from an old version could cause unrecoverable errors that required users to delete their settings file.
  • Fixed error when trying to recycle a reagent mix. Can now recycle reagent mixes, ores and ingots but the resulting slag will need to be fed through a centrifuge until it's back in the form of usable ores.
  • Fixed Stacker will now automatically eject whatever it is processing if an incompatible item is is in the input slot, allowing players to implement their own chute jam handling and resolution system.
Stationeers - Heightmare
Greetings, Stationeers!

A content and quality-of-life focused update this time around, to clear some of the backlog of assets we had on hand but still not in the game and simple fixes to common problems. We'll be continuing work on getting our first scenario implemented, which should be making its way onto the beta branch in the coming weeks!

A big thanks to everyone playing the beta branch. Sorry it's been a slightly bumpier ride than usual this month, but your bug reports and feedback have been invaluable in getting this patch out to everyone else.

Third Person Camera
One feature many people have been asking for since release is a third-person camera. For a game designed for first-person, this can create a lot of issues - especially in a game where running around in small spaces like caves and bases is common, so this took a lot of testing and refinement but is now working well! You can shift between third and first person modes by using the mouse-wheel to zoom in and out. You can disable the zoom functionality by unticking the 'Mouse Wheel Zoom' box on the Misc settings page.




Updating Original Assets
Quite a few of the models for some of the original devices were still their original prototypes. These have been updated to better fit the aesthetic of the new items being created.




Organics Printer
One of the harsh realities of space so far in Stationeers, is if you lose any of your starting plants or eggs, you're unable to get more. Now through the use of the Bio-Maker 690C you can recover from even the worst disaster and get your garden or chicken-coop back on track! Keep in mind the machine itself is expensive, and crafting organics is very very costly in energy terms - so expect to be using this as a last resort.



Recipe Selection Menu
For those tired of using the left/right arrows to find a particular recipe on some of the crafting machines with quite lengthy lists, you can now click on the right side of the contents panel to bring up a drop-down menu with all the recipes available on that particular machine.



Other New Stuff
ItemKitCompositeCladding can be manufactured at the Fabricator or Autolathe to provide some cosmetic relief to the outside of your base or ship. It comes in various styles and is paintable. It'll block the sun and other objects, but don't rely on it for creating sealed environments as it is not airtight.

ItemKitFlag can be produced in the Tool Manufactory and also appears in your starter crate. They're paintable and can be used for marking paths or significant locations outside your base. They stay visible at much longer distances than other objects, even frames, and can be removed again using a crowbar.

The Skybox has received some much-needed visual love, and the stars now move!

A large update of item kits and paintable items, including all variants of floor, frame, sheet and wall kit items - and belts!

Too much to mention everything here, but as always you can check out the full list of additions, fixes and changes below.






Version 0.1.1285.6308
  • Added Third person camera, can be activated with mouse wheel scrolling.
  • Added 12 variants of cladding, a paintable, largely cosmetic outer layer for your base. Blocks sunlight but not atmosphere. Grouped into Angled, Cylindrical, Spherical and Rounded options. Deconstructed using the Angle Grinder. ItemKitCompositeCladding craftable in the Fabricator or Autolathe for 1 Iron per kit.
  • Added Flags. Small, paintable objects that remain visible for 2x the distance of frames, to make it easier to mark the way back to base in case your tracker runs out of power. Craftable in the Tool Manufacturer and available in one of your starting crates.
  • Added Organics Printer. Starting items that were previously irreplaceable (Plants, Eggs) can now be produced at the cost of large amounts of energy. ItemKitOrganicsPrinter can now be produced in the Fabricator.
  • Added Recipe Selection menu "button" to the right-side of the contents screen of most manufacturing machines. This will bring up a drop-down menu that you can select a recipe from, rather than having to scroll through with the left and right arrows.
  • Added Corner Cut version of steel frames, the last missing variant for the existing cosmetic frame corner options.
  • Added New models for WallCooler, WallHeater and WallLights.
  • Added 3 new variants of wall lights (Long, Long Angled and Long Wide) available through the same ItemWallLight constructor as the existing wall lights.
  • Added New Skybox elements - Now there's stars and they move with the sun
  • Added Missing mirrored variant of long angled corner cladding.
  • Added Vertex shader to plants for slight movement.
  • Added Server-wide console log entry when players go unconscious, die or respawn.
  • Added new paintable, models for ItemKitWall ItemKitWallIron and ItemKitCompositeFloorGrating that are now visually distinguishable from each other.
  • Added automatic recycler recipes, so many items that were not previously recyclable should now be returning half their required ingredients. Time to clean up those bases!
  • Changed recipe for ItemKitWall. As Windows can now be created with ItemKitWallIron and Iron alone, ItemKitWall is now crafted with Steel instead of Iron and Copper at both the Fabricator and Autolathe.

  • Fixed Issue causing looping/stuttering sounds on devices when on Mars.
  • Fixed console screen interactions flickering when moving quickly. Console buttons should now be able to be selected correctly on fast moving motherships.
  • Fixed when plant grows it appears to be the wrong size on hydroponics tray.
  • Fixed issue where motherships would move erratically when a closed room was built on-board.
  • Fixed SolidFuelGenerator max sound distance set to correct (much lower) value.
  • Fixed Server now synchronizes game mode with clients, so if modified manually in the save this change should now correctly propagate to clients.
  • Fixed issue where machine inventories were not displaying portions of their contents correctly.
  • Fixed bug where some actions would not be performed correctly if using SecondaryAction mapped to a key rather than a mouse button.
  • Fixed error if a player respawned while a construction blueprint/wireframe was visible.
  • Fixed some input oddities when dealing with popup prompts like the new recipe selection dropdown and labeller window. Can now use the chat key to submit the prompt, rather than cancel it.
  • Fixed bug with some recipes not recognizing the correct list of ingredients due to small floating point precision errors.
  • Fixed MaxVoltage value on 5-way Heavy Power Cable Junction. Was 50k instead of 100k.
  • Fixed Inconsistent tool application. Windows and Railings final stages are now both deconstructed using the Angle Grinder.
  • Fixed Dedicated server ocassionally playing sounds like a client.
  • Fixed 5-way heavy cables de-spawning on game reload.
  • Fixed wilted plants being deleted immediately.
  • Fixed bug where Iron Wall Kits were twice as expensive to manufacture in the Fabricator vs the Autolathe.
  • Updated Localization strings for Japanese, Traditional Chinese and Spanish.
Stationeers - Not Simon
Delays to main branch push
Unfortunately we are not pushing any new content to the main branch this Friday. We’ve decided not to for a few reasons. We’ve had a lot of sickness around the office over the last week and a half which has put us a little behind, and a few things just aren’t ready yet.

If you want to see what we’ve been working on then you can try out the beta branch. Here’s a few things that we’ve added recently:
  • Some new models for the wall cooler, wall heater, and wall light.
  • Some fixes for plants. They also move slightly, later they’ll move dependant on air movement.
  • Fixed some sound bugs.
  • Some minor performance improvements.
  • Fixed in world UI on moving motherships.



We’ve added a 3rd person camera mode to the game!
This is something that some people have wanted for a long time.

To activate the 3rd person camera use scroll your mouse wheel (can’t be activated when using something else that uses the scroll wheel, like UI, build mode, etc).
You can also rotate your camera around your character in Third Person Camera. Use [ALT] key with mouse.

3rd person camera is experimental and has bugs! It’s a hard thing to implement smoothly.




Things still to come
We’re working on lots of new content and have almost reached a milestone with some of the things that we are working on. Here’s a preview of the things you can expect over the next week or so:
  • New models for guns.
  • New wall types (functionally the same as the old walls).
  • Mothership docking ports (and a whole lot of mothership fixes).
  • Balancing of things to do with the new game scenario.
  • Organics Printer for printing off organic items.
  • Ladders
  • A new game scenario!
We have almost all the content for the new game scenario finished, we just have a few more things to add and a bunch of testing and fixing to do.




Stationeers - Heightmare
Consuming Food Changes
With Hunger mechanics in the wild for a few weeks now, we got a lot of feedback on how the hunger system has been to work with. One common complaint was that food was often wasted, as when consumed it used up a preset 'chunk' of food whether the character needed it or not. We changed it to instead consume food items the same way Duct Tape is consumed when repairing your suit. When using the item, it will only consume as much as you need. If you cancel the interaction before the progress bar is complete, it will award a percentage of whatever full-amount was able to be consumed.

Improving Old Systems
As we progress through development we're able to revisit old systems that have proven themselves to be a permanent fixture to the game and fill in any glaring omissions from their original implementation. This month, power cables got that treatment. There are now 8 different power cable configurations, available in both normal and heavy, all with damaged versions for when you accidentally wire up batteries in the wrong configuration or are not careful when welding around wiring. Basic manufacturing machines now properly save/load their current job and progress and the Network Analyser reports individual device power usage, even for variable devices like battery chargers or heaters.



Coming Soon to the Beta Branch
As always, much of the content we're building gets pushed to the beta branch every weekday. Here's some examples of the features that are in progress and should be available on the beta branch in the coming weeks.

Custom Worlds: More control over the aspects of your world outside of the Mars/Moon/Space presets.

Mothership Docking: Ability to construct a ship-dock, allowing you to create a simple airlock between your base and your mothership.


Graphics Improvements: New Skybox - now with moving stars!


More Cosmetic Building Options:



Version 0.1.1234.6112
  • Added New food consumption system based on player feedback.
  • Added Missing normal and heavy cable variants (4-way and 5-way corners). Cable variant construction list order is now shared across both cable types.
  • Added Serialization of manufacturing machines current recipe and job progress (now persist through save/load).
  • Added Random rotation to plants when they are planted to make for more interesting grow-rooms.
  • Added Power used by individual devices to network analyser display in place of the 'Powered' message.

  • Removed Deprecated video assets from old main menu scene.
  • Fixed issue with plants showing all growth states at once in storage or when dropped in world.
  • Fixed Issue using chutes with Furnaces, Simple Fabricators and Stackers occasionally causing them to get jammed due to incorrect execution order. [Credit: Kamuchi]
  • Fixed Issue where machines could occasionally output incorrectly sized stacks due to a rounding error. [Credit: Risu]
  • Fixed missing burnt cable reference for Heavy Cable 5-Way Junction.
  • Fixed several errors in localization text XMLs.
  • Fixed flagging of items as out of bounds, reducing instances where items that have fallen through the world are not properly 'cleaned up'.
  • Fixed Rocket Engines gauge needle rotating around the wrong axis. Needles on the rocket engine gauge should no longer rotate into its face.
  • Fixed some inconsistencies around cable configuration and rotation restrictions.
  • Fixed performance problem with ConsoleDebug - added an additional check before setting _fadingOut to true as it was always being set back to true.
  • Fixed Issue where Solar Panels were re-calculating their grid bounds every tick, resulting in the allocation of a lot of memory greatly contributing to garbage collection frame drop issue.
  • Fixed Network Analyser now reports correct power usage values including draw from heating or battery charging etc. rather than just the base usage of the device itself.
  • Fixed Issue loading some save files that had incorrectly saved items with duplicate reference IDs of objects.
  • Fixed problem where stackers would occasionally back up by changing their order of execution.
  • Fixed Skeletons will no longer decompose if flagged as Indestructible.
  • Fixed Removed superfluous raycast on solar panels to improve performance.
  • Fixed issue calculating correct nutrition values to give from eating items.
  • Fixed issue where consuming a whole piece of food at once would reward no nutrition.
  • Fixed Milk to now work with food consumption changes.
  • Fixed power usage value of reversed stacker so it uses as much as the default version.
  • Fixed issue where the logic computer was unable to write values to most devices.
  • Fixed issue where clients would have issues joining dedicated servers running the Mars map.
  • Fixed over stacking plants when harvesting, now they drop in the world instead.
  • Fixed issue with Disable Particles on Menu checkbox behaviour being inverted and not applying correctly on load.
  • Fixed issue where manually entering a decimal value on a settings slider would result in an error.
  • Fixed bug where the quantity of food consumed would be removed from the item twice, resulting in consuming a full item rewarding no nutrition.
Stationeers - Heightmare
Consuming Food Changes
With Hunger mechanics in the wild for a few weeks now, we got a lot of feedback on how the hunger system has been to work with. One common complaint was that food was often wasted, as when consumed it used up a preset 'chunk' of food whether the character needed it or not. We changed it to instead consume food items the same way Duct Tape is consumed when repairing your suit. When using the item, it will only consume as much as you need. If you cancel the interaction before the progress bar is complete, it will award a percentage of whatever full-amount was able to be consumed.

Improving Old Systems
As we progress through development we're able to revisit old systems that have proven themselves to be a permanent fixture to the game and fill in any glaring omissions from their original implementation. This month, power cables got that treatment. There are now 8 different power cable configurations, available in both normal and heavy, all with damaged versions for when you accidentally wire up batteries in the wrong configuration or are not careful when welding around wiring. Basic manufacturing machines now properly save/load their current job and progress and the Network Analyser reports individual device power usage, even for variable devices like battery chargers or heaters.



Coming Soon to the Beta Branch
As always, much of the content we're building gets pushed to the beta branch every weekday. Here's some examples of the features that are in progress and should be available on the beta branch in the coming weeks.

Custom Worlds: More control over the aspects of your world outside of the Mars/Moon/Space presets.

Mothership Docking: Ability to construct a ship-dock, allowing you to create a simple airlock between your base and your mothership.


Graphics Improvements: New Skybox - now with moving stars!


More Cosmetic Building Options:



Version 0.1.1234.6112
  • Added New food consumption system based on player feedback.
  • Added Missing normal and heavy cable variants (4-way and 5-way corners). Cable variant construction list order is now shared across both cable types.
  • Added Serialization of manufacturing machines current recipe and job progress (now persist through save/load).
  • Added Random rotation to plants when they are planted to make for more interesting grow-rooms.
  • Added Power used by individual devices to network analyser display in place of the 'Powered' message.

  • Removed Deprecated video assets from old main menu scene.
  • Fixed issue with plants showing all growth states at once in storage or when dropped in world.
  • Fixed Issue using chutes with Furnaces, Simple Fabricators and Stackers occasionally causing them to get jammed due to incorrect execution order. [Credit: Kamuchi]
  • Fixed Issue where machines could occasionally output incorrectly sized stacks due to a rounding error. [Credit: Risu]
  • Fixed missing burnt cable reference for Heavy Cable 5-Way Junction.
  • Fixed several errors in localization text XMLs.
  • Fixed flagging of items as out of bounds, reducing instances where items that have fallen through the world are not properly 'cleaned up'.
  • Fixed Rocket Engines gauge needle rotating around the wrong axis. Needles on the rocket engine gauge should no longer rotate into its face.
  • Fixed some inconsistencies around cable configuration and rotation restrictions.
  • Fixed performance problem with ConsoleDebug - added an additional check before setting _fadingOut to true as it was always being set back to true.
  • Fixed Issue where Solar Panels were re-calculating their grid bounds every tick, resulting in the allocation of a lot of memory greatly contributing to garbage collection frame drop issue.
  • Fixed Network Analyser now reports correct power usage values including draw from heating or battery charging etc. rather than just the base usage of the device itself.
  • Fixed Issue loading some save files that had incorrectly saved items with duplicate reference IDs of objects.
  • Fixed problem where stackers would occasionally back up by changing their order of execution.
  • Fixed Skeletons will no longer decompose if flagged as Indestructible.
  • Fixed Removed superfluous raycast on solar panels to improve performance.
  • Fixed issue calculating correct nutrition values to give from eating items.
  • Fixed issue where consuming a whole piece of food at once would reward no nutrition.
  • Fixed Milk to now work with food consumption changes.
  • Fixed power usage value of reversed stacker so it uses as much as the default version.
  • Fixed issue where the logic computer was unable to write values to most devices.
  • Fixed issue where clients would have issues joining dedicated servers running the Mars map.
  • Fixed over stacking plants when harvesting, now they drop in the world instead.
  • Fixed issue with Disable Particles on Menu checkbox behaviour being inverted and not applying correctly on load.
  • Fixed issue where manually entering a decimal value on a settings slider would result in an error.
  • Fixed bug where the quantity of food consumed would be removed from the item twice, resulting in consuming a full item rewarding no nutrition.
Stationeers - rocket2guns


Much of the work for the last few weeks has continued towards our Mars scenario. This has included a lot of fixes to the previous content as well as fixes to the mothership system - which allows you to build rockets and ships to get around in future. These will form the end of the Mars scenario.

Mars Awakes



We've enabled Mars as a world type on the main menu, but it's functionality is still pretty basic. What this means is that you have a world that has the atmosphere like the real mars, but we haven't finished adding content to help with the unique tasks of running Martian base. A good example is that the airlock controller assumes a vacuum on the outside for the moment.

Portable Solar

As shown in the gif above, you can now make a portable solar for charging batteries in those really rough situations! It is constructed on the Electronics printer, with a recipe similar to that of the Solar Panels themselves.

Improved Art



Petr has slowly been improving the art, including now the Active and Passive Vents, as well as the heavy cables. There is even a few new heavy cable variants in there that the community has been requesting. More of this will continue!

Version 0.1.1203.6028
  • Fixed another couple of instances where sounds had incorrect MaxDistance values set and as a result could be heard much further away than intended.
  • Fixed a bug with room data was not cleaned up when session ended.
  • Fixed an issue atmosphere would exit when deleting Sleeper.
  • Fixed bug with Scrubber not venting air when set to Open due to exceeded pressure error state. Now will vent even when completely full, if the lever is open.
  • Added Portable Solar. When placed outside of inventory, the panels will open. A battery can be placed inside, and available sunlight will be used to slowly charge the battery. Can be constructed using the Electronics Printer, using similar resources to the large solar panel.
  • Added Heavy Cable variant for 4-way corner piece. Constructable from Heavy Cable Coil.
  • Changed heavy cable to models which were more distinct and fitting with aesthetic of the game.
  • Added 3-way corner heavy cable model, in line with normal cable coil corner.
  • Fixed out of focus main menu
  • Added DOF to be removed when enabling menu lite option
  • Fix construction cursor flickering when building walls and windows.
  • Added Soy Oil that can be produced in the Reagent Processor from Soy Beans.
  • Added Fries that can be made in the microwave using a Potato and a small quantity of Soy Oil. Provides a lot of calories.
  • Added Baked Potato recipe. One potato can now be turned into a baked potato in the microwave, for more nutrition.
  • Changed Portable Scrubber. Now will suck in all atmosphere when no filter is installed. Also added a level, when open, the internal atmosphere of the scrubber will be ejected into the world. This makes the scrubber more useful for different functions, such as clearing all of an atmosphere from a room on a planet.
  • Added an option in misc settings to enable a bare bones menu with no particles
  • Fixed issue with on/off sounds on Wall Heaters/Coolers MaxDistance setting, meaning they were always playing at full volume no matter where the player was in relation to them. Let us know if you notice any other objects behaving in a similar way.
  • Fixed Clients joining servers with custom global atmosphere. Client now receives the global gas mix during the joining phase
  • Fixed items and structures occluding when moving too fast. Things no longer flicker on and off when moving quickly on a mothership.
  • Fixed self collision for all things in thing Awake
  • Fixed construction tooltip while building on moving mothership
  • Fixed motherships velocity is now correctly clamped. This value will probably change but it's set to the same as the player for now.
  • Fixed motherships constantly pitching/yawing before snapping back to upright after collision.
  • Fixed being unable to build on mothership while it's moving. Still some problems when the ship is rotating that need fixing.
  • Fixed tooltips jittering on motherships.
  • Fixed Active Vent missing box collider so could not be deconstructed. Now has correct collider.
  • Fixed dynamic scrubbers not working in global atmospheres. Dynamic Scrubbers should now be able filter and trap gasses from global (e.g. Martian) atmospheres.
  • Reverted global atmosphere per AtmosphericsController back to a single global atmosphere
  • Fixed most interactions on moving motherships - Now using the interpolated RigidBody position with the camera offset added. Camera position wont work properly while the player is moving
  • Added sun fading out at night time to reduce the occurrences of seeing the sun through the terrain and the terrain not casting shadows on objects
  • Fixed HandleCollision doing excessive work - HandleCollisionsWith was being called multiple times on each structure and was doing it for each other structure. Removed pointless checks and added a magnitude distance check using the bounds of both objects to see if they could potentially be touching.
  • Fixed items jittering when being pushed by a mothership. When their grid controller is changed to a mothership interpolation is enabled.
  • Fixed issue where Asteroids in space were not visible after loading from save.
  • Changed Active Vent model to new model, in line with other atmospheric item changes.
  • Added first pass of new New World Menu including custom world settings screen. Customizing some settings not yet supported, so consider it a work-in-progress for now.
  • Fixed motherships using the main global atmosphere to using their own copy - still more work to be done on the mothership AtmosControl
  • Fixed Tanks dynamic tanks in tank connectors colliding with motherships affecting the motherships movement
  • Made Mothership be affected by Gravity
  • Fixed NRE when fail to join server.
  • Added new localization strings for Workshop page
  • Fixed creative mode setting not applying correctly from map presets.
  • Fixed broken scene reference to Speech Recognizer.
  • Changed Mars temperature to -60
  • Fixed issue where world settings were not being properly initialized if you started a second game without restarting the client.
  • Fixed issue where world name was not being set correctly when loading a game.
  • Disabled custom world parameters temporarily while a couple of server issues get resolved.
  • Changed automatically assigned tags for workshop saved game submissions.
  • Fixed stuttering introduced in 5919 by reverting some bad logic in WorldManager
  • Fixed error when pressing the create world button without selecting an option. It now defaults to the moon world if no button was selected
  • Fixed hunger no longer applies to characters inside a sleeper.
  • Fixed holes in terrain caused by registering with incorrect neighbours
  • Fixed incorrect mars atmosphere composition
  • Fixed items falling through terrain when loading a saved game caused by terrain not loading in properly around things
  • Added World Settings are now saved out when the world is in worldsettings.xml. When loading a game, if this file is not found it will fall back to the old method/presets.
  • Moved world settings to XML. All world settings are now exposed in XML. This allows for adding custom world types and exposing the settings in game
  • Added custom world generation parameters. It is now possible to define your own world terrain generation via XML
  • Improved speed of terrain generation significantly through micro optimisations and removing unnecessary bounds checking when setting voxel.
  • Fixed NRE by checking that CurrentBuildState is set before attempting to access its renderer.
  • Fixed will now display default image if no mod preview image is provided.
  • Replaced Passive Vent model with new model.
  • Fixed cast bar getting stuck when consuming cereal bars too quickly.
  • Fixed airlocks leaking atmosphere when internal doors are open. 1x1 rooms should no longer leak atmosphere.
  • Missing material for baked potatoes.
  • Fixed ore smelting gas always being output into world atmosphere. Now smelting gases in furnaces should output into connected pipe network again instead of world atmosphere.
  • Added egg carton recipe for the fabricator
  • Added Baked Potato.
Stationeers - rocket2guns


Much of the work for the last few weeks has continued towards our Mars scenario. This has included a lot of fixes to the previous content as well as fixes to the mothership system - which allows you to build rockets and ships to get around in future. These will form the end of the Mars scenario.

Mars Awakes



We've enabled Mars as a world type on the main menu, but it's functionality is still pretty basic. What this means is that you have a world that has the atmosphere like the real mars, but we haven't finished adding content to help with the unique tasks of running Martian base. A good example is that the airlock controller assumes a vacuum on the outside for the moment.

Portable Solar

As shown in the gif above, you can now make a portable solar for charging batteries in those really rough situations! It is constructed on the Electronics printer, with a recipe similar to that of the Solar Panels themselves.

Improved Art



Petr has slowly been improving the art, including now the Active and Passive Vents, as well as the heavy cables. There is even a few new heavy cable variants in there that the community has been requesting. More of this will continue!

Version 0.1.1203.6028
  • Fixed another couple of instances where sounds had incorrect MaxDistance values set and as a result could be heard much further away than intended.
  • Fixed a bug with room data was not cleaned up when session ended.
  • Fixed an issue atmosphere would exit when deleting Sleeper.
  • Fixed bug with Scrubber not venting air when set to Open due to exceeded pressure error state. Now will vent even when completely full, if the lever is open.
  • Added Portable Solar. When placed outside of inventory, the panels will open. A battery can be placed inside, and available sunlight will be used to slowly charge the battery. Can be constructed using the Electronics Printer, using similar resources to the large solar panel.
  • Added Heavy Cable variant for 4-way corner piece. Constructable from Heavy Cable Coil.
  • Changed heavy cable to models which were more distinct and fitting with aesthetic of the game.
  • Added 3-way corner heavy cable model, in line with normal cable coil corner.
  • Fixed out of focus main menu
  • Added DOF to be removed when enabling menu lite option
  • Fix construction cursor flickering when building walls and windows.
  • Added Soy Oil that can be produced in the Reagent Processor from Soy Beans.
  • Added Fries that can be made in the microwave using a Potato and a small quantity of Soy Oil. Provides a lot of calories.
  • Added Baked Potato recipe. One potato can now be turned into a baked potato in the microwave, for more nutrition.
  • Changed Portable Scrubber. Now will suck in all atmosphere when no filter is installed. Also added a level, when open, the internal atmosphere of the scrubber will be ejected into the world. This makes the scrubber more useful for different functions, such as clearing all of an atmosphere from a room on a planet.
  • Added an option in misc settings to enable a bare bones menu with no particles
  • Fixed issue with on/off sounds on Wall Heaters/Coolers MaxDistance setting, meaning they were always playing at full volume no matter where the player was in relation to them. Let us know if you notice any other objects behaving in a similar way.
  • Fixed Clients joining servers with custom global atmosphere. Client now receives the global gas mix during the joining phase
  • Fixed items and structures occluding when moving too fast. Things no longer flicker on and off when moving quickly on a mothership.
  • Fixed self collision for all things in thing Awake
  • Fixed construction tooltip while building on moving mothership
  • Fixed motherships velocity is now correctly clamped. This value will probably change but it's set to the same as the player for now.
  • Fixed motherships constantly pitching/yawing before snapping back to upright after collision.
  • Fixed being unable to build on mothership while it's moving. Still some problems when the ship is rotating that need fixing.
  • Fixed tooltips jittering on motherships.
  • Fixed Active Vent missing box collider so could not be deconstructed. Now has correct collider.
  • Fixed dynamic scrubbers not working in global atmospheres. Dynamic Scrubbers should now be able filter and trap gasses from global (e.g. Martian) atmospheres.
  • Reverted global atmosphere per AtmosphericsController back to a single global atmosphere
  • Fixed most interactions on moving motherships - Now using the interpolated RigidBody position with the camera offset added. Camera position wont work properly while the player is moving
  • Added sun fading out at night time to reduce the occurrences of seeing the sun through the terrain and the terrain not casting shadows on objects
  • Fixed HandleCollision doing excessive work - HandleCollisionsWith was being called multiple times on each structure and was doing it for each other structure. Removed pointless checks and added a magnitude distance check using the bounds of both objects to see if they could potentially be touching.
  • Fixed items jittering when being pushed by a mothership. When their grid controller is changed to a mothership interpolation is enabled.
  • Fixed issue where Asteroids in space were not visible after loading from save.
  • Changed Active Vent model to new model, in line with other atmospheric item changes.
  • Added first pass of new New World Menu including custom world settings screen. Customizing some settings not yet supported, so consider it a work-in-progress for now.
  • Fixed motherships using the main global atmosphere to using their own copy - still more work to be done on the mothership AtmosControl
  • Fixed Tanks dynamic tanks in tank connectors colliding with motherships affecting the motherships movement
  • Made Mothership be affected by Gravity
  • Fixed NRE when fail to join server.
  • Added new localization strings for Workshop page
  • Fixed creative mode setting not applying correctly from map presets.
  • Fixed broken scene reference to Speech Recognizer.
  • Changed Mars temperature to -60
  • Fixed issue where world settings were not being properly initialized if you started a second game without restarting the client.
  • Fixed issue where world name was not being set correctly when loading a game.
  • Disabled custom world parameters temporarily while a couple of server issues get resolved.
  • Changed automatically assigned tags for workshop saved game submissions.
  • Fixed stuttering introduced in 5919 by reverting some bad logic in WorldManager
  • Fixed error when pressing the create world button without selecting an option. It now defaults to the moon world if no button was selected
  • Fixed hunger no longer applies to characters inside a sleeper.
  • Fixed holes in terrain caused by registering with incorrect neighbours
  • Fixed incorrect mars atmosphere composition
  • Fixed items falling through terrain when loading a saved game caused by terrain not loading in properly around things
  • Added World Settings are now saved out when the world is in worldsettings.xml. When loading a game, if this file is not found it will fall back to the old method/presets.
  • Moved world settings to XML. All world settings are now exposed in XML. This allows for adding custom world types and exposing the settings in game
  • Added custom world generation parameters. It is now possible to define your own world terrain generation via XML
  • Improved speed of terrain generation significantly through micro optimisations and removing unnecessary bounds checking when setting voxel.
  • Fixed NRE by checking that CurrentBuildState is set before attempting to access its renderer.
  • Fixed will now display default image if no mod preview image is provided.
  • Replaced Passive Vent model with new model.
  • Fixed cast bar getting stuck when consuming cereal bars too quickly.
  • Fixed airlocks leaking atmosphere when internal doors are open. 1x1 rooms should no longer leak atmosphere.
  • Missing material for baked potatoes.
  • Fixed ore smelting gas always being output into world atmosphere. Now smelting gases in furnaces should output into connected pipe network again instead of world atmosphere.
  • Added egg carton recipe for the fabricator
  • Added Baked Potato.
...