Stationeers - Heightmare


You asked for it, and after a week of testing and reworking on the Beta branch we're ready to introduce Programmable Chips to the stable branch! In addition, we've almost completed work on the public bug tracker!.

Programmable Circuits

Last week we announced the addition of Programmable Circuits to the Beta Branch. Now after a week of improvements, adjustments and bug fixes we're ready to let everyone get their hands on this powerful tool.



You'll require 3 things. Firstly, an 'Integrated Circuit (IC10)' that will store your instruction set. These can be inserted into a Circuit Housing (built from the 'Kit (IC Housing)' that can be used to specify up to 6 devices you wish to read from/write to within the IC's instruction set. Finally, a Computer with a Motherboard (IC Editor) inserted can be used to import/export instructions from/to any IC Housing on the same network, and to edit instructions via a simple popup IDE window.



Basic help is available in-game via the Computer with an IC Editor Motherboard inserted.

The (up to) 6 devices you wish to work with in code can be specified using the 6 screws on the IC housing, then referenced in code using the syntax below:

In the following db is the device itself (base unit) d is a device l is a logic type q, r, s are registers or numbers t is a register # MIPS derived l t d l # loads logic type l on device d to register t ls t d s l # loads logic type l of register s on device d to register t s d l r # stores the value in register r to logic type l on device d move t r # t = r add t r s # t = r + s sub t r s # t = r - s slt t r s # t = r < s ? 1 : 0 and t r s # t = 1 if both r and s non-zero, 0 otherwise or t r s # t = 1 if at least one of r and s non-zero, 0 otherwise xor t r s # t = 1 if exactly one of r and s are non-zero, 0 otherwise nor t r s # t = 1 if both r and s are zero, 0 otherwise mul t r s # t = r * s div t r s # t = r / s mod t r s # t = r mod s (not equivalent to % operator) j q # jump to line q bltz r q # branch to line q if r < 0 bgez r q # branch to line q if r >= 0 blez r q # branch to line q if r <= 0 bgtz r q # branch to line q if r > 0 beq r s q # branch to line q if r == s bne r s q # branch to line q if r != s jr q # relative jump to line q brltz r q # relative branch to line q if r < 0 brgez r q # relative branch to line q if r >= 0 brlez r q # relative branch to line q if r <= 0 brgtz r q # relative branch to line q if r > 0 breq r s q # relative branch to line q if r == s brne r s q # relative branch to line q if r != s // MIPS II derived sqrt t r # t = sqrt(r) round t r # t = round(r) trunc t r # t = trunc(r) ceil t r # t = ceil(r) floor t r # t = floor(r) // stationeers useful stuff label d str # displays string on device screw max t r s # t = max(r,s) min t r s # t = min(r,s) abs t r # t = abs(s) log t r # t = log(r) exp t r # t = log(r) rand t # t selected UAR from [0,1) yield, # waits for next tick before continuing alias n r # labels register r with name n Supports indirect register addressing by adding r to the front. For example rr0 is the register found by taking the value of r0 and using that as the the number, and rrr0 is the value c in a = r0, b = ra, and c = rb. This also works with devices. So if r0 stores 1 and r1 stores 2 then drr0 expands to d2.

Example 1: Climate Control



Device Settings on Housing:
d0 : Gas Sensor
d1 : Memory (Input for Batch Writer - Heaters.On)
d2 : Memory (Input for Batch Writer - ActiveVents.On)
d3 : Memory (Input for Batch Writer - ActiveVents.Mode)
d4 : Memory (Input for Batch Writer - WallCoolers.On)
d5 : Logic Dial (Target Temperature)

# set the screws to these strings for easy setup label d0 GasSensor label d1 MemoryHeaters label d2 MemoryVentsOn label d3 MemoryVentsMode label d4 MemoryCoolers label d5 DialTargetTemp # set aliases to registers for easy ref alias pressure r0 alias temperature r1 alias pressureCheck r2 alias dialSetting r3 alias temperatureCheck r4 # load settings to pressure l pressure d0 Pressure l temperature d0 Temperature l dialSetting d5 Setting # pressure checks sub pressureCheck pressure 95 brgez pressureCheck 4 s d2 Setting 1 s d3 Setting 0 jr 7 sub pressureCheck pressure 105 brgez pressureCheck 3 s d2 Setting 1 jr 3 s d2 Setting 1 s d3 Setting 1 # temperature checks sub temperatureCheck dialSetting 272.5 brgez temperatureCheck 3 s d1 Setting 1 jr 7 sub temperatureCheck dialSetting 274.5 brgez temperatureCheck 4 s d1 Setting 0 s d4 Setting 0 jr 2 s d4 Setting 1 yield j 5

Example 2: Indirect Register Addressing



Device Settings on Housing: Lights 0-5 from left to right.

move r0 0 s dr0 On 1 # start with the left light on yield add r0 r0 1 # step to the right s dr0 On 1 # turn next light on yield beq r0 5 8 # if at end of row jump to moving left j 3 # otherwise keep going right s dr0 On 0 # turn the current light off sub r0 r0 1 # move to the left yield beq r0 0 3 # if at the first light jump back to moving right j 8 # otherwise keep moving left

A useful webpage for testing out your programs is the illustrious Melair's IC Tool. This can be used to try out the instruction set outside of the game, and even share your creations with others.

If you have any questions or want to show off your creations, drop into the #logic-circuit-discussions channel on Stationeers Discord.

Public Bug Tracker Beta



Introducing the Stationeers Public Bug Tracker! We'll be looking into how best to use this over the coming weeks as part of an ongoing plan to improve the ability to collate bug reports and useful information from the community, as well as how certain bugs are prioritized and why.

Low-Poly Terrain Visualizer



To try and help fill the gap between the generated terrain and the sky, we're now generating a much wider area but using a very basic version of the terrain. This will let you scout out for large mountains or recognizable terrain features without the loading/unloading required for normal mineable, collideable terrain. Currently only supported on Mars, we'll look at rolling it out to the other environments in the near future.


Version 0.1.1648.7714
  • Added Programmable Chips - see patch notes for further details!
  • Added Low-poly terrain visualizer for rendering a rough version of terrain with a much larger view distance than the actual terrain. Can be enabled via the Video Options screen as 'Extended Terrain'.

  • Fixed issue where graph display circuitboard creates giant white bars in space if removed from the console.
  • Fixed saved Ambient Occlusion and Lens Flares settings not being correctly applied on launch. [Thanks ChronoMantis]
  • Improved: Reduce sound level for active vent intake and outtake sound, as well as switch on/offs. Enjoy a more comfortable sonic environment!
  • Fixed inability to mine after changing hand or unequipping a mining drill while it was operating until you relaunched the game.
  • Fixed Duplicate entries on settings screen for voice notifications and key bindings.
  • Fixed issue with GasDisplay circuit boards occasionally displaying the incorrect unit of pressure. [Thanks Risu!]
  • Updated translations for French, Italian, Russian, Spanish and Suomi.
Stationeers - Heightmare


NOTE: UPDATE (16/09/2018) The IC system has evolved significantly since this news post. For a more recent description of the programmable circuit implementation available now on the stable branch check out the full patch notes post here.

The next evolution of logic circuits is now available for testing on the beta branch. This will continue to be worked on in the weeks to come based on your feedback, so please give them a try and let us know how you get on!

These will be a late-game optional replacement for the existing logic circuits, allowing you to make far more intricate circuits using a programming language based on MIPS and best of all, all housed in a single chip!

A computer program is written on a computer with a ProgrammableChipMotherboard
inserted. Once written the code can be exported to whichever ProgrammableChip
is selected from the drop down. Code can also be imported from selected
devices for editing.

When sent to the device execution will begin at line 0 (the first line) and
stop when it reaches the end of the code. To have code recur jump and branching statements need to be used. In those cases execution will run either
- 128 lines of code, or
- until a yield statement is reached, execution will begin on the following line
the next power tick.

The chip can take up to three inputs from other Logic Readers referred to by the values i0, i1, and i2 corresponding to the input screws on the chip. It also has five registers referred to by the values r0, r1, r2, r3, and r4. The output value, referred to as o, can then be read by a Logic Writer on the same network and used as you wish.

In the following list
- d is a register or output
- s and t are registers, inputs, or floats
- a is a non-negative integer value
All calculations, except for the address to jump to, are done as floats.

As a final note before listing the commands, there may well be ways of combining commands to get results you want that use behaviour not specified here. That behaviour may change at some point in the future.

We also plan on making the loaded commands persist with the device when it is deconstructed, so you can configure them with a computer then reinstall them at another location on a separate device network. This will likely come next week.

// Text after a // will be ignored to the end of the line. The amount of white // space between arguments isn't important, but new lines start a new command. move d s // stores the value of s in d add d s t // calculates s + t and stores the result in d sub d s t // calculates s - t and stores the result in d mul d s t // calculates s * t and stores the result in d div d s t // calculates s / t and stores the result in d mod d s t // calculates s mod t and stores the result in d. Note this // doesn't behave like the % operator - the result will be // positive even if the either of the operands are negative slt d s t // stores 1 in d if s < t, 0 otherwise sqrt d s // calculates sqrt(s) and stores the result in d round d s // finds the rounded value of s and stores the result in d trunc d s // finds the truncated value of s and stores the result in d ceil d s // calculates the ceiling of s and stores the result in d floor d s // calculates the floor of s and stores the result in d max d s t // calculates the maximum of s and t and stores the result in d min d s t // calculates the minimum of s and t and stores the result in d abs d s // calculates the absolute value of s and stores the result in d log d s // calculates the natural logarithm of s and stores the result // in d exp d s // calculates the exponential of s and stores the result in d rand d // selects a random number uniformly at random between 0 and 1 // inclusive and stores the result in d // boolean arithmetic uses the C convention that 0 is false and any non-zero // value is true. and d s t // stores 1 in d if both s and t have non-zero values, // 0 otherwise or d s t // stores 1 in d if either s or t have non-zero values, // 0 otherwise xor d s t // stores 1 in d if exactly one of s and t are non-zero, // 0 otherwise nor d s t // stores 1 in d if both s and t equal zero, 0 otherwise // Lines are numbered starting at zero j a // jumps to line a. bltz s a // jumps to line a if s < 0 blez s a // jumps to line a if s <= 0 bgez s a // jumps to line a if s >= 0 bgtz s a // jumps to line a if s > 0 beq s t a // jumps to line a if s == t bne s t a // jumps to line a if s != t yield // ceases code execution for this power tick

This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).

move r0 0 // Line 0: move the value 0 to register0 sub r1 r0 3 // Line 1: subtract 3 from the value in r0 and write it to r1 bltz r1 4 // Line 2: jump to line 4 if r1 < 0 (skip the next line) move r0 0 // Line 3: move the value 0 to register0 slt o r0 1 // Line 4: if r0 < 1 write 1 to the output, otherwise 0. add r0 r0 1 // Line 5: increment r0 by 1 yield // Line 6: wait until next power tick (0.5s) j 1 // Line 7: jump back to line 1

As always, we would love to hear about what you're making with the new programmable chip and devs will be keeping an eye on the #logic-discussions channel in Stationeers Discord next week, so bring all your comments and suggestions!
Stationeers - Heightmare


Greetings Stationeers! Much of the work this week has been done in the back-end, with whispers of expanded scenario mod support, random world events and even a public bug tracker. As always the latest updates on what's happening on the beta branch are available on Stationeers Discord!

Advanced Ore Scanner

To help ease the mining burden a little we've reduced the cost of the Ground Penetrating Radar and basic Ore Scanner Cartridge for your tablet. This will help ensure you mine entire veins and don't accidentally miss any large deposits right below the surface. Once you get further into the game and have a good supply of late-game alloys, you can now upgrade to the new Ore Scanner(Color), which differentiates between different ore types so you can just hunt for whatever you need the most.

Tomatoes



Another new addition to your hydroponics possibilities - Tomatoes are now available. You'll need to get them from the Organics Printer initially, but they can be made into Tomato Soup in the Microwave.

Logic Writer Switch



While only the beginning of plans to condense logic circuits, this small addition will make simple logic circuits a little less complex. This will effectively allow you to place a switch and specify a logic circuit target for it to write the switch value to, all in one unit.

Scenario System Expansion



Hopefully some of you have had a chance to try out the Escape From Mars scenario we added to the base game last week, and people are having a go at making their own scenarios! We've expanded the system this week, and while this doesn't directly translate to a lot of new content available to scenario authors it does set the stage for a lot of things to come. The Incident system is very similar to the Missions system, but lets us leverage the existing events that have been created for missions, without UI overhead. This, combined with new EventActions opens new possibilities of passive background events, starting with simple items with small impacts like temporarily changing the global atmosphere (cold snap, heat wave) to more complex interactions like spawning items or enemies, damaging structures or equipment and much more. These will likely appear as an option to enable on your world once we figure out a nice method of letting you know they occur, without relying on you just realising that it suddenly got very hot or very cold!

NOTE: Saves of Scenarios in progress likely will not load correctly and you'll need to start again - apologies.


Version 0.1.1621.7613
  • Added Logic Writer with integrated switch. This is a logic writer with a mounted switch. When you change the switch, it will write a setting of 0 or 1 to it's selected output depending on the switch state itself. Constructable from the I/O Logic kit.
  • Added Tomatoes, Tomato plants and Tomato Soup. Currently awards slightly more nutrition than a potato when consumed raw, but slightly less than a baked potato when made into soup - but is consumed faster. Balance values subject to change.
  • Added first pass of 'event actions' or scripted events that occur at the beginning or end of an Incident stage. May be added to mission stages later.
  • Added color ore scanner cartridge. Cartridge (Ore Scanner(Color)) acts like the default Cartridge(Ore Scanner), but distinguishes between different ore types by color.
  • Dropped cost of Ground Penetrating Radar to make it easier to use default ore scanner.
  • Refactored Mission system. Deprecated old-style loading for non-xml based missions. Can now support multiple concurrent missions. Mission components previously in WorldManager moved to the new MissionManager. Scene references previously stored in standalone instance of specific mission types (MarsMission, CustomMission) moved to MissionManager on WorldManager scene object.
  • Refactored Incidents, which are essentially missions with no UI. Used to script random events, like heat waves, cold snaps etc.
  • Replaced Crate Mount model and blueprint with arrows to indicate what what direction an attached crate will open from.
  • Improvement Autorotate works on all outstanding wall-mount items.

  • Fixed the back wall of a CompositeRollCover now blocks air and light.
  • Fixed bug preventing master volume setting from loading on launch.
  • Fixed LogicWriterSwitch now correctly returns a kit when deconstructed.
  • Fixed error messages caused by thread
  • Fixed error caused by writing quantity setting values to Stackers using the batch writer.
  • Fixed NRE when your system does not support speech recognizer
  • Fixed issue with saved volume settings not being correctly applied when launching the game.
  • Fixed HydroponicsTray would Autorotate around the wrong axis.
  • Fixed Autorotate bug where trying to rotate some objects that didn't implement the interface would give an error.
  • Fixed a bug preventing placement of ActiveVent on Motherships.
  • Fixed Passive Vent orientation issues on Mothership.
  • Fixed a bug that would cause wonky orientation when placement was started in the mothership grid for certain objects
  • Fixed a placement bug that would cause incorrect orientation or position when placing Face objects.
  • Fixed Terrain streaming bug when client has a lower ChunkRenderDistance setting than the server.
  • Fixed Missing reference in scene causing Speech Recognition to cause errors in settings page.
  • Fixed incorrect ladder rotation axis.
  • Fixed Hydraulic Pipe Bender recipes were getting added to the electronics reader a second time instead of Tool Manufactory recipes.
  • Fixed issue where convective heat transfer was not being calculated correctly.
  • Fixed a bug where Face object movements weren't restricted properly.
  • Fixed issue with garbage and frame drop when character's status has been updated.

  • Added partial Slovak translation thanks to 'samuelcseto' from Discord. Drop by the #localization channel if you think you could contribute to the community translation effort.
  • Added partial Czech translations - thanks to TFlippy in Discord for getting it started!
  • Updated Community-provided translations for Italian, Russian and Spanish.


Stationeers - Heightmare


The team is just starting to get back on track after a few slow weeks at far below full-strength, but we hope you enjoy all the new stuff we've got in store for you! From the next phase in Scenario development, to some new toys and extended modding support:


Portable Hydroponics
A new early-game option for growing that first critical crop of food is the Portable Hydroponics tray. It has been added to your starting equipment and comes pre-loaded with a small canister of water to get you started. It'll still be up to you to provide it with a suitable growing atmosphere and source of sunlight, however.



Escape From Mars



The Escape From Mars scenario has been pulled off the workshop and integrated into the base game, but is still definitely in an early version. After a few more people have had a chance to play through it and give us their feedback we'll do some balancing, but the last few pieces of the puzzle are in now and the entire scenario can be completed without creative mode. BE WARNED - it is definitely a challenge. You'll have a far more limited set of starting supplies, and will need to be able to use a furnace to create some of the late-game alloys and a large quantity of mixed fuel in order to complete all the objectives. You'll find a guide tablet near your starting location that can offer some additional tips relevant to the stage you're on, and can save your progress and return to it later.



Klaxton / Loudspeaker



Flashing lights not quite grabbing your attention when your batteries are running low? Grab an ItemKitSpeaker from the Electronics Printer and use logic or your screwdriver to choose from one of 6 alarm sounds and 3 music tracks to assault the eardrums of your bases inhabitants.



Hardsuit Jetpack/Backpack




We've added two new backpack variants to go with the new suit added last month. One is just a newer version of the existing jetpack with slightly more storage. The bigger change is you can now opt to go without the jetpack functionality in favor of even more storage, especially useful if you're just running around your base.



Modding Data Expansion
In our ongoing efforts to improve modders ability to customize the game, we've exposed many new values to XML. This covers a broad range of item values from food stats, to battery capacities etc. This system will ultimately be used to balance large portions of the game, as many of these values are configurable to devs but previously not to everyone else - from item mass, to combustion temperatures, flammability and burn-time and much, much more. The example mod archive included with the game has been updated to demonstrate how to use these tools, but expect more information to come in the near future as more values are exposed.


Version 0.1.1603.7531
  • Added Escape From Mars scenario to base game, but still requires a lot of balance and currently will be very difficult to complete. If you do try it out, drop by Discord and let us know what you think!
  • Added Speakers can now be linked to Airlock Controllers. When a speaker is linked to the airlock controller, it will be turned on and off in the same way as lights are - when the airlock is processing all Speakers will be turned on.
  • Added Speaker (Klaxton). Has six alarm sounds and three basic music tracks. Set the different tracks using Mode, turn on and off with external tool. Can set volume either via logic, or via a screw on the speaker itself. Constructable from a Speaker Kit, which you can build on the Electronics Printer.
  • Added Hardsuit Jetpack. Has increased capacity (forteen slots) as well as full jetpack functionality and increased environmental protection for contents. Constructable from the Tool Manufactory.
  • Added Hardsuit Backpack. This has more slots, but no jetpack capability. Constructable from the Tool Manufactory. Useful where you want more storage space but don't require jetpack.
  • Added first pass of setting prefab attributes through modding. There is now a new XML type "ThingModData" which is a list inside "ThingMods" in GameData. This allows you to overwrite prefab values that were previously hardcoded in the prefabs. So far, variables on Thing, DynamicThing, Item, Food, GasCanister, and BatteryCell have been exposed. An example mod is included in the game folder (StreamingAssets\AttributesExampleMod.zip), as well as on the workshop (don't run while playing the game, it makes eggs unusable in recipes). Note that over time more and more attributes will be exposed, allowing you to mod more and more of the game.
  • Added Portable Hydroponics. A dynamic item that contains four planting slots, and a gas canister slot. Provided as part of the starting supplies, and also constructable from a kit produced from Pipe Bender. Allows growing plants in a dynamic object that can be carried around. Still requires sunlight. Can be wrenched onto a connector.
  • Added recipes for Mushroom, Pumpkin and Rice to the Organics Printer.
  • Added recipe for mothership core to Electronics Printer with some very temporary ingredients. This is largely to support the Mars scenario that is still being tested.
  • Added OnMothershipCreatedEvent to scenario authoring to support tasks to create new mothership cores.

  • Fixed Setting volume via logic is no longer clamped between 0.1 and 1. Now uses 1-100.
  • Fixed error message when trying to set Klaxon volume outside the main thread (ie. via logic).
  • Fixed Air Conditioner screen not turning on when loading a save. [Thanks Risu]
  • Fixed Guide Tablet now resets to page 1 when you progress to a new mission stage.
  • Fixed incorrect paths when loading scenarios from base game data vs from mods.
  • Reduced amount of water that spawns with a Water Canister.
  • Fixed mining drill being audible at far beyond it's intended sound range.
  • Fixed Batteries having their power stored value being set to NaN and rendering the battery non functional.
  • Fixed collision damage not taking angle into account. You should no longer receive damage if sliding down a slope.
  • Reverted some changes intended to increase performance that may have been causing issues (exploding canisters)
  • Fixed some scenario objects not being cleaned up properly preventing you from completing objectives if you restarted a scenario without relaunching the game.
  • Fixed bug with Scenarios looking to the wrong file path for the starting condition definitions XML file.
  • Refactored mineables pool. Modest reduction in garbage collection.
  • Fixed Save/Loading of Scenarios so that they properly restore stage and objective states.
  • Fixed wrong rice texture was used. Resulted in green rice and weird plant textures. Now correct texture used so rice is white.
  • Fixed Using the Type mode on OnConstructedEvent now checks for a subclass match not an exact class match.
  • Fixed ThingExceedAltitudeEvent now selects the first mothership it finds when the mission task is created. Means this task trigger will have to be on a subsequent stage after any mothership creation one or it won't work correctly until save/load.
  • Fixed TaskDisplays list on Custom Missions is now correctly cleared at the end of a stage.
  • Fixed Mothership cores being placed at world origin instead of correctly on the mothership grid due to the mothership having its grid set back to the world grid by occlusion manager.
  • Fixed ability to interact with empty slots on Hydroponics Station and Portable Hydroponics even when holding nothing.
  • Fixed A bug in which cycling through some options while on mothership grid would cause incorrect orientation of the object.
  • Updated Localizations for French, Italian, Simplified and Traditional Chinese, Spanish and Suomi. As always, a big thanks for the active members in the #localization channel contributing to the translation effort.
Stationeers - Heightmare


We finished a week that was a perfect storm of tragedy and sickness hit the team this week so most of the team have been out of the office. Still, we were able to push some key areas but the bigger changes tend to get left to the side until all hands are back on deck.

Intermittent Stuttering

Last month we had some major progress on key areas, such as dramatically increasing rendering distance for terrain and how terrain is generated. Great stuff! But as we increase the amount of work the game does - it increases the amount of memory used and in particular the turnover of that memory.

As we are using Unity, and specifically C#, this memory is managed by the game engine itself. As you no longer need information this memory is cleaned up. This process is called "garbage collection", and when this occurs if too much has to be cleaned up at one time - you get stuttering.

This is most noticeable as a stutter or frame-skip every few seconds (or more of less regularly). There are many areas where we have favoured easy to read and understand code over well performing and memory managing code - because it dramatically increases the speed of development. But a few of these key areas are so bad they have to be cleaned up.

We identified jetpacks, and terrain generation, as the two major problems we can easily deal with to reduce stuttering. Jetpacks had some solutions this week, so you might notice improvements if you had stuttering. Rest assured, we'll be continuing our work on that next week and beyond. Garbage collection is a problem we will tackle through the entire length of the project, and probably beyond.

Scenarios

You may have noticed a new Scenarios button on the main menu. Scenarios as they currently exist, are a more structured way to play the game. They're not intended to replace the current survival mode, but instead use the existing systems to let people focus on particular areas of the game, or play through stories authored by you and your fellow Stationeers. Instead of generating a new world, scenarios take place in a pre-authored one, like loading a saved game. From there the player is given a set of tasks, much like the tutorial. Once these tasks are completed, you can progress onto the next mission stage.

One feature of this system that's not immediately obvious, is that these stages and tasks can be authored by players, applied to their own saved world and uploaded to the Steam Workshop. We expect to be constantly expanding this system to introduce new task types, actions that can be triggered by certain tasks and random events etc - so if you have something in mind you would like to add to expand a scenario you're working on, swing by the #suggestions channel in Discord and tag @Heightmare.

Currently, the first official scenario 'Escape From Mars' is only available via the Steam Workshop - but once the last few bugs are ironed out it'll get added to the base game. Once this happens, the workshop version will serve as an example for how you can author your own.

Auto-Rotate Everything*



Auto-rotate support has to be manually added to every structure in the game we want it to apply to. Luckily, we're reaching the end of this piece of work and barring a few outliers, you should be able to use the auto-rotate tool (C by default) to place almost anything in the game.

New Plants



To give you some early-game food growing options that weren't dependent on sunlight, we've added Mushrooms to the game. They'll give you roughly the same nutrition as an uncooked potato, but recipes will be added in time. Rice and Pumpkins both require light, but have varying growth speeds and nutrition values.


Version 0.1.1586.7476
  • Added Autorotate support to almost 50 structures, meaning it now supports almost all of the structures currently in the game.
  • Improved Autorotate to work with grid objects that have rotation restrictions.
  • Optimization Identified Jetpacks as the cause of a lot of memory allocations and made several improvements.
  • Added Scenario Menu. No official scenarios are included yet, but support for workshop scenarios has been enabled. This will be better detailed in the next patch and documentation on how to build your own scenario will be provided in the #modding channel in Discord when it's ready. The Scenario button will be disabled if no valid scenarios are detected in your enabled mods.
  • Added Pumpkin. Provides a lot of nutrition but grows slowly. Can be turned into Pumpkin Pie with other ingredients.
  • Added Rice. Grows fast but does not provide much nutrition. Will be used in future recipes.
  • Added mushrooms. Do not require sunlight to grow, but take much longer than other plants to mature. Gives roughly the same nutrition as an uncooked potato.

  • Fixed AreaPowerControl consuming power but not adding that power to the inserted battery if it was powered off.
  • Fixed Log and Pow logic math functions were using Input2 twice, instead of Input1, Input2. Should now be using both inputs correctly.
  • Fixed credits button taking you to the scenarios menu.
  • Fixed Index Out Of Range error caused by GetPercentageString if a status update percentage went over 200.
  • Fixed ConsoleMonitor Autorotate bug.
Stationeers - Heightmare


The team was much lighter on the ground this week, so we took the opportunity to slow down on the content releases and do some house-keeping with optimization and hardening work being done in various parts of the game. This will likely continue into next week, as the majority of the team will be away attending the national game developers conference.

Explosion Mechanics



To immediately put your mind at ease, we didn't change anything that makes things more likely to explode. We did however, make it so that when explosions happen (whether via Canister explosion or Grenade) they'll properly apply damage to everything around them. If that happens to be a Stationeer, they'll receive impact damage but also stun damage and may be knocked unconcious.

Expanded Auto-Rotate



Auto-rotate has proven to be one of the most popular quality-of-life improvements we've made in the past couple of weeks, so we've expanded it to include many face-mount devices. The full list is included in the detailed patch notes below.

Trigger Plate



During last weeks dev stream, Rocket modeled and implemented a trigger plate that can be used to activate logic whenever an object is on top of it. This can be used for tasks like automating doors, or only powering devices when someone is standing in front of them.


Flowers & Paint Mixing



To provide more base reagents to the game, and provide paint colours in a slightly less magical fashion, Stationeers can now grow a range of colourful flowers. These can be harvested and processed in the reagent grinder to make dye. This can then be combined with oil (and minerals for some colors) in the new Paint Mixer appliance.

New Filters

To build on last weeks introduction of filter consumption, we've added two new size variants of each filter type. These can be manufactured in the hydraulic pipe bender.

Hotfix Version 0.1.1567.7381
  • Fixed not being able to climb on ladders if they were placed below 0 on the Y axis.
  • Fixed a bug where if you clear a item blueprint aligned to a mothership then bring another blueprint up without moving the new one won't be aligned to the mothership axes but otherwise acts as though it is.
  • Fixed Autorotate not finding all options on Mothership Grid
  • Fixed Autorotate not adjusting rotations for Mothership Grid
  • Fixed Holding or tapping the autorotate key while moving between world grid and mothership grid would sometimes cause the placement to not align with the grid
  • Updated Localization entries for French, Italian, Portuguese, Russian, Simplified Chinese, Traditional Chinese, Suomi and Spanish.
  • Changed ratio of Carbon obtained from putting Coal into the Reagent Grinder from 5:1 to 1:10.
  • Fixed NullReferenceException on jetpacks not belonging to players, or players not wearing jetpacks.

Version 0.1.1564.7373
  • Added First pass on new exploding mechanics. Explosions now apply brute and stun damage.
  • Added player will automatically take off when turn jetpack on
  • Added Mission Event trigger for plant growth states.
  • Added ability to use logic to read Quantity value from Pipe Analyzer which will return TotalMoles for the attached pipe network. [Thanks JeepGuy]
  • Added Trigger Plate. Activates a value or activates logic when something is within the trigger zone. Constructable from Kit (Trigger Plate) manufactured on the Electronics Printer.
  • Added Logic values for tanks and battery to Suit Storage.
  • Added kit for Portable Tank creation in the pipe bender, rather than making the tank itself as it tended to clip out and fly around.
  • Added Smart-Rotation support for FaceMounted objects.
  • Added Smart-Rotation to WallLight, WallHeater, WallCooler, Transformers, RTG, FlashingLight, All logic chips, buttons and dials, sensors, consoles and pipe/cable mounted objects.
  • Added Colored Flowers. Grow these and then grind them up in the Reagent Processor to produce dyes for making paints.
  • Added lateral movement even when height efficiency is low.
  • Added Medium and Heavy variants of gas filters. Medium filters last five times as long as the normal filters. Heavy filters last 20 times as long as the normal filters. They can be constructed on the Atmos Printer (Pipe Bender).
  • Added additional organics crate to default starting conditions. Includes flowers, and more food.
  • Replaced set of Road Flares in Construction Crate in default start with an Advanced Airlock Circuitboard.

  • Fixed Custom key assignments not saving correctly.
  • Fixed Elevator placement erroring when placed in same voxel as a wall by adding Z-Axis padding on the Elevator Shaft prefab so that it correctly registered as occupying 2 voxels.
  • Fixed Issue with new world screen entries being duplicated if coming from the workshop screen.
  • Fixed Issue with drag-and-drop thumbnails and drag-to-slot.
  • Fixed Top placement bug for FaceMountable objects.
  • Fixed Missing shake effect on ores caused by terrain refactor.
  • Fixed Jetpack Caution notification not occurring, only jetpack critical.
  • Fixed Not able to crowbar elevator open and closed.
  • Fixed Cereal bar using 150g of flour instead of 50g.
  • Fixed Constant drain of propellant when in zero gravity environments.
  • Fixed Switching hand to an empty slot while using the mining drill resulting in a null error requiring a restart to resolve.
  • Fixed Inability to launch tutorial due to corrupt translation file.
  • Fixed Ore orientation randomly changing while being mined by changing the shake effecting position to rotation
  • Fixed bug causing jetpack stabilization not working while using the labeller.
  • Fixed jetpacks sending many more network messages than it needed to.
  • Fixed Attempted to reduce instances of NaN batteries in cold environments. Should also clear their broken state on save load.


  • Added Suomi (Finnish) translation.
  • Updated Localization files for German, Italian, Russian, Simplified Chinese, Traditional Chinese and Spanish.

Stationeers - Heightmare


Besides the usual additions and bug fixes, this week features a lot of balance changes to existing systems, and improvements filling in some gaps in the reagent system and related production chains.

You can now freely drag items into slots in the world. Drag an object from your backpack into an input slot on a machine, or in a locker, or even swap things inside a world object.

Chunk Rendering Optimization

There is a major performance improvement with this weeks patch. Check your Chunk Render distance setting to adjust for your PC specifications.



While the views were awesome after the last update, they caused major performance issues for many. Now we have added a Chunk Render Distance slider to the video settings, and we are only displaying chunks within this distance. We achieved significant performance improvements, so play with this slider and we believe everyone will be back to at least what they had before last patch, and probably better!

Balance Changes
  • Filters (in your suit, filtration machines and dynamic scrubbers) will be consumed over time - don't forget to keep an eye on them!
  • Batteries will now lose charge if they're in cold environments.
  • Gas Generators now have an acceptable operating temperature. They must be surrounded by an atmosphere between 270 and 370 degrees Kelvin.
  • Suit performance (heating, cooling, pressure maintenance) now scales with its current condition.
  • Lungs will now take scaling damage based on how hot/cold the air they're breathing is.

This is in addition to last weeks similar changes that you should be aware of:
  • Planets now feature temperature curves, meaning they may be quite different between midday and midnight.
  • Planets have varying solar constants, so solar panels directly facing the sun will not generate the same amount of power on all planets.
  • The axis in which you're rotating around the sun is now variable. A simple one-axis solar tracking setup will no longer maximize efficiency.

Ladder Improvements



To help ease the use of Ladders we've added a floor frame featuring a hole for ladder access. Ladder placement has been simplified, and a new end variant is available on the ladder kit. The ladder platform is also on the ladder kit.

Reagent Changes

A few gaps in the production chain have been filled, and you can now process Ferns in the Reagent Processor to produce Fenoxitone. This can be combined with some rarer alloys to create replacement pills, or combined with Soy Oil to create Milk - finally opening up the Muffin Recipe, if you can source your own eggs!

Repositionable Inventory Windows



A big change on the UI front this week is you can now undock inventory windows and place them freely around your screen. These locations will be saved with your game and restored upon load. You can reset the position of these windows via a button on the general settings screen.

New Status Indicators

There are also several new status indicators to let you know when your oxygen tank is running low (rather than just your lungs, as it did previously) and if the filter in your suit needs to be replaced. There are also new indicator icons on your suit and helmet to indicate they have been torn and require duct tape.

Batch Slot Reader



The Slot reader has proved pretty useful, but again you needed many of them to automate your smelting operations. Now we have the batch variant built off the I/O kit. This, like the batch reader itself, allows you to min, max, average, or sum the result.

New Logic Options

This week in the logic system, we've added some new math functions to the Unary chip (Sin, Cos, Tan, Asin, Acos, Atan) so people can flex their trigonometry muscle calculating optimal solar control networks taking into account the new solar angles. Solar sensors used to read only the vertical angle of the sun. Now you can change mode on them to read out the horizontal angle as well, to further aid with those solar control networks. We've also added a new value to power generators, so you're able to read the amount of power they're generating at that time. Finally, the Math Processor chip now has Atan2, Pow and Log functions.

Circuitboard (Advanced Airlock)

A new circuitboard is available on the Electronics Printer that lets you create airlocks for dual pressure environments. Allows assignment of an internal and external door, with a matching internal and external pump. You can set the internal and external pressure that will be met. When cycling the circuitboard will completely clear the room with its designated vent, before refilling the room with the designated pump. Useful for airlocks in environments where you have matching, but different, atmospheres instead of vacuums.

Small Locker Variant



We now have a smaller locker variant that has been much requested by the community. Buildable from the Locker Kit.

Version 0.1.1544.7268
  • Added advanced airlock control circuitboard. Allows assignment of an internal and external door, with a matching internal and external pump. You can set the internal and external pressure that will be met. When cycling the circuitboard will completely clear the room with its designated vent, before refilling the room with the designated pump. Useful for airlocks in environments where you have matching, but different, atmospheres instead of vacuums.
  • Added Ladder End and Ladder Platform, buildable off the Ladder kit. Place these to have intermediary floors you can get off at. Press jump key to get off at intermediate floors. Ladder end makes it easier to get on a ladder above a ladder platform.
  • Added voice notifications for Jetpack, Air Tank, and Filters.
  • Added small locker. This holds only four slots, and is constructed as a variant of Kit (Locker).
  • Changed Kit (Locker) to use 2 kits when constructing the large locker, small locker will only use 1 kit.
  • Added first pass of mouse control of world slots and interactions. With mouse control enabled, you can now directly interact with slots and interactables in the world. Such as opening a crate, and swapping items in your inventory with it.
  • Added Filtration Machines and Suits will not display Filter error state for a used up filter, if another filter of the same type that is not used up exists.
  • Added Unloader. Will empty all slots of the provided item. Constructed from stacker kit.
  • Added first pass of turbine generator. Generates 90W of energy from 1 atmosphere of pressure moving through it. Moves up to 1 atm per tick, so capable of generating 180W per second.
  • Added Headlamp that provides illumination without having to wear a helmet.
  • Added Mining Drill "flatten" mode. When turned to flatten, the drill will not destroy terrain lower than the position the player is at. This is useful if you want to perfectly flatten an area around you. Default mode is the current mode. This can be toggled in the interaction menu for the drill.
  • Added sound effects to elevator.
  • Added sounds to jetpack for movement.
  • Added warning and critical status indicators for Air Tank low, when wearing a suit. Voice notifications to follow later.
  • Added filter caution and critical visual warnings (audio to be recorded). Will show when suit worn that does not contain a filter or contains empty or low filters.
  • Added fitration machine and scrubber will now report errors if they contain a filter than is fully spent.
  • Added can use crowbar to force open unpowered and unlocked elevator level doors.
  • Changed Gas Filters to be a consumable. Each Gas Filter will last roughly 2 hours. We will introduce different gas filters that will last longer. Once they reach zero they will be useless, but can be recycled.
  • Added PowerGenerated logic variable. This reports how much power is being generated currently on the device. Added to the Solid, Gas, and Turbine generators.
  • Added new modes for solar sensor - horizontal and vertical angles. Mode 1 is horizontal, mode 2 is vertical.
  • Added undock ability for Inventory Windows. Click and drag the window title bar of the window you want to move, and let go where you want it. This slot will always open there now. This will persist with your save. If you would like to redock the window, click the redock button and it will return to its original location. You can reset the window position in the Settings menu if they get off screen for any reason.
  • Added Close All Windows button, that also indicates what current control binding for it is. Only shows while a window is open.
  • Added new UI for Inventory Windows.
  • Added new math functions to Unary Math Logic: Sin, Cos, Tan, Asin, Acos, Atan. Did not imagine people would have needed these but they might come in handy with required trig for different solar angles.
  • Added new math functions to Math Processor. Atan2 (y = input2, x = input1), Pow, and log just because. Again these will be useful to mathematicians who want to auto orientate their solars.
  • Added scaled environment damage to lungs. Will take damage faster the hotter/colder it is.
  • Added efficiency to suit based on damage. The more damaged the suit, the less efficiently it will work.
  • Added slot status icons for item on fire, and item leaking.
  • Added a recoil force to firearms that will push you back. Most noticeable in low or zero gravity.
  • Added tooltip to Construction indicating how to use Autoconnect when multiconstructing. Autoconnect how makes an attempt when you first activate it.
  • Tweaked Hardsuit. Now able to heat/cool up to twice as much as the normal suit, but it will use twice as much energy in doing so.
  • Added auto-rotation support to a large range of devices including Hydroponics Trays, Valves, Passive Vents, Pressure Regulators and more.
  • Buffed Portable Air Conditioner. It will now be 5x more effective at heating, but it will use power 5x more in doing so. This simply means it is faster at heating.
  • Adjusted jump to provide a more consistent result.
  • Added Milk can be made at the Chemistry Station from Fenoxitone (ground up fern) and Soy Oil.
  • Added Heal Pill and Stun Pill can be made at Chemistry station from Potassium Iodide, Electrum, Silver, and Invar. Exact recipes look up EReader Cartridge. Note: Powders for minerals must be made using Ingots at the Reagent Grinder.
  • Added Suit Storage kit to Pipe Bender.
  • Added Ladder Kit to Autolathe.
  • Added Spacesuit creation to Autolathe, to allow replacement spacesuits.
  • Added Microwave and Reagent Processor to Electronics Printer.
  • Added Hardsuit to Electronics Printer, so you can make it there as well.

  • Changed Logic Math and Unary Math to take in degrees, not radians. They were previously changed to output degrees, but they were still taking in radians. Now you will need to pass in degrees and you will also get out degrees.
  • Changed suit to report error when filter used up or if when worn on entity it has a bad atmosphere.
  • Changed filters to only get used when actually filtering something. If it is not filtering something, it will not degrade.
  • Changed quantity for Milk and SoyOil. This will cause old saves to load very low quantities of these. They were changed in line with the refactor of the reagent system.
  • Changed cereal bar recipe to require 150g of Flour.
  • Changed Flour, Milk, and SoyOil to display the quantities of their units, not the percentage remaining.
  • Changed Cos, Sin, Tan, Asin, Acos, Atan, Atan2 to output in degrees not radians. Note: This will completely change logic if you were basing them on radians.
  • Changed power consumation rate of Volume pump. It will use power based on it's setting.
  • Changed Batteries and Battery cells so that they will drain power slowly when in freezing environments. They will still lose power inside other things (such as a suit), but they will lose less power based on how insulated their parent is.
  • Changed Gas Generator to require particular atmospheric operating conditions. A min and max temperature, and a minimum pressure. Outside of these the generator will shut down. Also, it now outputs only some of the combusted energy as power, the rest is outputted as heat into the waste pipe.
  • Tweaked character movement controller, fixing the "launching" in air when up against an item or the terrain. Jumping is now also more like how it was. If you are close to the ground, the jump is basically the same on all planets. However, if you jump off terrain into the air it will depend on the gravity of the planet.
  • Removed unloading ability from stacker.
  • Refactored Reagent Processor and Chemistry station to support new medical recipes. Fern and some ingots can now be ground into powder using the Reagent Processor. This can then be used in the Chemistry Station to make various new recipes for medicine.
  • Moved recipe for Hardsuit and Hardsuit Helmet from Electronics Printer, to the Tool Manufactory.
  • Changed Standard spacesuit and helmet will now catch of fire in a hot environment. Use hardsuit in dangerous environments.

  • Fixed gas filters providing too much when recycled.
  • Fixed NullReferenceException when placing an elevator due to linked sound issue.
  • Fixed Airlock Control would open/close doors randomly on network changes and power loss. Now will initialize with it's previous state.
  • Fixed rotation of battery charger and active vent.
  • Fixed Pipe Meter, Pipe Analyser, and Gas Generator reporting in incorrect units.
  • Fixed issue where construction cursor could remain up despite changing hands, dropping the construction kit or moving it using the mouse.
  • Fixed voice notifications running on load of the game.
  • Fixed World atmosphere being created when deconstruction a grid, causing room to get very cold on Europa.
  • Fixed issue with pipes not exploding at high pressures due to a change in random chance calculation.
  • Fixed ladders launching you forward when you get off them.
  • Fixed incorrect radian conversion with new math functions.
  • Fixed coal not outputting any gas when used in the solid generator. Now outputs hot CO2 and pollutant when used in solid gen.
  • Fixed Orientation of screens on angled consoles.
  • Fixed exceptions when connecting to dedicated server.
  • Fixed Gas Filters would continue to exist even after being negative, achieved by putting them in the Arc Furnace.
  • Fixed Battery and Battery Cells could go into negative with quantity of energy. Now clamped so they will not dip below zero and then take much longer to charge.
  • Fixed getting stuck after jumping or walking, often on the edge of frames, or the edge of objects (such as containers).
  • Fixed not enough reagents in tutorial to complete recipe creation task.
  • Fixed bug when reverb not set correctly for items on load or player join server. Now reverb is correctly set when loading into a helmet.
  • Fixed slight drift on jetpack when stabilizer active. Now stabilizer will keep the player stationary to the best of it's ability.
  • Fixed when adding reagents to microwave (or chem station) when below the use quantity, the full quantity was added. Now scales reagents added if quantity is below use quantity.
  • Fixed Nutrition full indicator would get stuck on warning indicator.
  • Fixed recycling used Filters would output unlimited quantity of materials.
  • Fixed suits still using their atmospheric functions while in the suit storage. Now processing will be paused while in suit storage. Suit and helmet atmospheres will also be purged while in suit storage.
  • Fixed Console Monitor placement bug
  • Fixed tooltip position becoming offset wrong.
  • Fixed batteries in low pressure environments were still taking cold damage at same rate. Now scales down below one atmosphere. This means on mars, the battery loss rate due to cold will be about 3% of what it would be in a cold room or on Europa.
  • Fixed cursor tooltip remaining on.
  • Fixed respawn breaking inventory for clients and host. Now inventory windows will work correctly even after your body has decayed.
  • Fixed Chute Outlet now pays attention to both chute and data when using automatic rotation.
  • Fixed Chute Inlet now pays attention to both Chute and Data for automatic rotation.
  • Fixed precedence issue with heat convection calculations, heat should no longer erroneously transfer from cold thing to hot atmosphere. (Thanks again, Zaneo!)
  • Fixed Composite Roll covers breaking logic when placed over top of them, and networks were reset. They would be registered as devices and take over the assignments for the logic. Now they are registered correctly as Other.
  • Fixed Stacker locking out when filled with over 500 ingots.
  • Fixed Inventory Windows able to be dragged out of bounds. Now cannot drag inventory window outside of window canvas.
  • Fixed performance issues with rebuilding and merging large networks. Community team on Discord provided a new solution that is very optimized compared to old one. This should reduce the lag when merging large cable, pipe, and chute networks. (Credit: #modding on Discord).
  • Fixed major bugs with atmosphere and room generation. Sometimes when voxel changes were registered (through mining) in an enclosed space, a global atmosphere was incorrectly created - causing the inhalation of the existing room. A number of checks and balances have been implemented now to prevent this occuring. Note: while mining voxels you may release small pockets of the global atmosphere. This means that you will notice some changes in temperature as you mine areas out, but it should no longer initiate catastrophic loss of rooms. NOTE: known bug is airlocks failing to always initiate room generation.
  • Fixed construction not cancelled when pressing MouseControl, causing bugs. Now construction is cancelled automatically when player activates MouseControl.
  • Fixed Wall Iron has wrong blueprint grid bounds, was displaying a box in a grid instead of the bounding box of the wall.
  • Fixed atmospheric exception associated with Pipe bursting. Showed as a "max lower than min" error, causing an atmospheric exception that was unrecoverable.
  • Fixed atmospheres able to be loaded with extreme values. When an error occurs with the atmospheric system, it was possible extreme values could end up stored as junk. Now the game will detect these and strip them on load.
  • Fixed atmospheres able to exist in invalid locations. For some reason, atmospheres have been able to continue existing when they should not, such as under frames. Now the atmospheric manager will check for these, and schedule them for destruction if needed. This is a bandaid fix, a more elegant solution will come later.
  • Fixed double jumping.
  • Fixed able to interact with export slot on Pipe Bender. Now it is not interactable.
  • Fixed ladders able to be placed on top of each other. Now must be placed separately. They will not collide with anything else.
  • Fixed bug with not being able to get off ladders.
  • Fixed null ref when loading into a game where no button had previously been scrolled too.
  • Fixed day was ten times longer than it should have been. Now back to regular settings.

  • Updated translation text for Spanish, Japanese, Russian, Simplified Chinese, Traditional Chinese. [Thanks socramazibi, YuanYu, -Ulitka- and lill in Discord]
  • Updated Tutorial translations for Japanese and Traditional Chinese [Thanks lill and YuanYu]
  • Added Italian language option [Grazie Mekko]



Stationeers - Heightmare


The summer sale is over but the weekly update run continues, with big changes this week to old systems as well as some new ones. Terrain generation got the biggest update, but changes to the ground and jetpack-based movement and gravity will also be the first thing many players notice. Additionally, a lot of back-ground systems have been improved like the settings system (including all key-binding functionality) and much more. The new world screen even has its first new addition in several months.

Attention bilingual Stationeers!
All the translations done for the game thus far have been submitted by members of the community via the #localization channel in Discord. If you would like to participate, check out the pinned post there for instructions. We had some long overdue updates for several languages this month, so a big shout-out to all those already contributing.

Character Movement

NOTE: Significant changes have been made to several aspects of the character movement system to address player's concerns and fix some underlying issues in the back-end. If you only read one thing in this update post, read this!

Previously the game used a unified system for moving the character, simply applying forces. This meant that it took some time for your character to accelerate when you pressed a button. That was fine for jetpack movement, but it was bad for general character control when walking because it meant you felt like you were walking on ice. It also made a number of players get bad motion sickness.

The dragables have also had their mass values changed, such as the crate and the tanks. This should make them more stable when dragging.

The jetpack how gets less efficient when flying higher, effectively limiting the height you can go to. You can bind keys to change the thrust values, and see the current thrust in the top right.

As with much of the game, none of these changes are final and will continue to evolve based on internal testing and user feedback.

Planetary Changes



A number of both visual and significant gameplay changes have occurred for planets. Primarily planets now have temperature curves, meaning their temperatures may be quite different at midday compared to the deep night.

Planets also have varying solar constants, that is how much of the suns energy they get, and this affects growing, solar panels, and so on. They also have varying gravity, and the sun may be offset in its pass over the horizon.

Europa

Introducing the latest addition to the Stationeers world lineup, our take on one of Jupiters many moons - Europa! It'll be the one of the toughest challenges yet, as despite an abundance of Oxygen you'll need to get shelter from the cold as soon as possible as your suit battery will be drained in no time trying to keep your suit warm.

This world, unlike the real world counterpart, has a significant atmosphere. Our world has been teraformed slightly by melting some of the ice - and produced abundant (but extremely cold) oxygen gas.

Hardsuit



The classic spacesuit has been given an overhaul as we start thinking more about tech progression in the game. The hardsuit absorbs a higher velocity when impacting, and it has significantly better insulation properties than the standard suit - a must for any of the cooler worlds.

Terrain System Refactor



We teased last week that terrain improvements were in the works. While other systems have evolved steadily through early access, one issue that was immediately apparent to new players was it felt like you were on a small island floating in space. Now, not only will the terrain generate further out from the player, but it'll also do it much faster.

Reagent Reader


One of the final pieces of the automated manufacturing puzzle has been filled by the Reagent Reader, allowing logic networks to read the full inventory of a crafting machine, or the requirements of the currently selected recipe.

Smart-Rotate


When placing pipes, cables and chutes you can now hold the Quantity Modifier keybind (default C) and use your mouse wheel to loop through rotations that will match all surrounding valid connections for the variant you're constructing.

User Interface Updates

You'll find several of the game menus have been given significant updates. The new world screen now includes some basic details about the worlds default settings. The settings menu has been reorganized and the key binding process now supports a wider range of input devices, is more intuitive and will inform you of any conflicts.



The audio settings page also now features togglable settings for each of the voice notifications as well.



We are also providing more information on the new world screen before you start your game. All of this has been designed with modding in mind, so the game would automatically pick up any modded worlds in future.



Other Improvements

We've also introduced some new visual features, such as Atmospheric Scattering and the ability to adjust Ambient Occlusion via the settings menu. The mouse interface has continued to evolve with the addition of item dragging between the world and your inventory slots as well. Significant changes to the function of the furnace and dozens of other fixes have also been included and as always, are listed below:

Version 0.1.1496.7096
  • Added recipe for 'hard suit' and 'hard suit helmet' to fabricator
  • Added Suit damage variation. Hardsuit absorbs far more damage on collisions than the normal suit. Uniforms also absorb damage. Players will take brute damage to their whole body after suit and uniform is destroyed
  • Added height efficiency scale for jetpack. Reduces effectiveness of the jetpack at high altitudes on worlds. Does not apply in space worlds. Does not apply in rooms (so rooms built at altitudes, the jetpack will work. This is done to reduce players travelling to extreme altitudes with the jetpack.
  • Added Trilight Ambient lighting settings for each world, scaled based on current solar strength. This means that nights will remain very dark, but during the day, there will be color specific ambient light in shadowed areas.
  • Added Configurable Voice Notifications. You can now enable/disable individual voice notifications in the Audio settings menu. These are saved with the rest of the game settings.
  • Added planet support to skyboxes. Europa now has Jupiter and the Moon has Earth.
  • Added solar energy scale. Different worlds will output different levels of solar energy, affecting the efficiency of solar panels and growing plants using sunlight.
  • Added planetary atmosphere changing depending on time of day. You're now able to define temperature curves in worldsettings.xml
  • Added path-based localization file parsing. This means all translation files no longer have to be located in the same folder, allowing translations to be included with mods or custom scenarios.
  • Added fall-back translations. Previously if the translation library for a particular language was missing an entry, that entry was replaced with an error string. It will now use the English version where the version for the current language setting is unavailable.
  • Added first pass of Hardsuit & Hardsuit Helmet. Exactly the same functions as the Spacesuit for now. Second pass will have more.
  • Added new world first pass, Europa.
  • Refactor Terrain Generation. The majority of the terrain generation system has been significantly re-worked resulting in vastly improved generation times and generation behaviour that makes it less obvious to the player. The range around the player in which 'chunks' are generated has been extended in all directions.
  • Updated the terrain shader to support secularity and set the appropriate values for each world type.
  • Readded allowing both radiative and convective heat transfer at the same time.
  • Refactor Character Movement. Important! Character movement when grounded has been moved from force based, to velocity based. This means that the character will no longer feel floaty when walking. When you push a direction to move, your character will move in that direction at the set speed, rather than applying a force in that direction.
  • Added JetPack Stabilizer on/off, includes optional binding to turn on and off.
  • Added two extra slots to JetPack.
  • Added optional keybindings for Suit pressure/temperature when worn in suit slot, and jetpack thrust up/down when in Backpack slot.
  • Added thrust interactables to Jetpack for changing thrust. Displays in the top status what current thrust is.
  • Added real world gravity settings for worlds. Now the moon and mars are set to their real world gravity settings. Room gravity will still be applied at as earth gravity. You character will "stick" to the world somewhat when moving, so you shouldn't fly off when running around the terrain so long as you are not going too fast.
  • Added Ambient Occlusion setting. This allows users to control the level of ambient occlusion provided by the game, if they are running the game on a lower-end computer they can set it lower. Previously the game has been defaulting to "ultra", the highest setting for ambient occlusion. AO helps make the flat color texturing of objects in stationeers "pop" and look much nicer.
  • Added category headings to controls assignment menu to provide more clarity.
  • Added HUD turning on while hovering over HUD scale, to allow you to better configure what HUD scale you want to set.
  • Added save window placement on exit. Now will reload with the window state when it was saved. Also saves which is the active hand, and what slot was selected with the current highlight.
  • Added support for all device button and key assignments to game controls. This will allow you to bind any buttons on your mouse to any of the controls. This includes gamepad buttons, however no axis support (yet).
  • Added conflict checking to controls scheme, and a window poping up to advise players when a conflict exists. This warning will show in the main menu screen when a conflict exists. Any conflicts in the controls scheme will show in the conflict assignment window itself in red.
  • Added first pass of new window based controls assignment. Now when you click a control assignment, it brings up a new window and prompts you to begin recording the new control. Second pass will include checking for duplicate assignments and prompting the player.
  • Added AtmosAnalyser will report if in a room or in world, to help with debugging.
  • Added hungerRate command to dedicated server RCON
  • Added tooltip information to furnace indicating furnace is not hot enough to melt provided item. Also provides information that activate button can be used to melt ice that is placed inside it.
  • Added first pass of mouse drag and drop from world. With mouse enabled (Left Alt), click and drag an object from the world to a slot. Currently Move, Insert, and Merge are supported. Swap is not supported yet.
  • Added Drag and Drop insert functionality. Able to insert items directly into some items just by dragging over the item. For example, dragging steel sheets directly onto a backpack in the backpack slot will allow you to insert the steel sheets directly into it, without the need to open it up.
  • Added Atmospheric Scattering for Mars world. This adds atmospheric scattered fog to the world, that varies with the daytime. Must be enabled in Video options. Disabled by default until performance impact assessed. Known issue: makes the sun very large.
  • Added Stacker wheel can now be set to a value directly with the labeller.
  • Added Road Flare will ignite Internal Atmosphere of its parent if in a slot, for example in a furnace.
  • Added Reagent Reader. This logic unit is able to read the current recipe, reagent contents, and required reagents for any manufacturing device and report the quantity for that reagent. Buildable off the Logic I/O kit.

  • Updated Localized translations for Spanish, French, German, Russian and Traditional Chinese.
  • Tweaked Insulation and damage factors for spacesuits. The default suit is not as insulating as previous, but the new hardsuit provides excellent insulation.
  • Removed helmets auto-flushing (purging their contents) when closed. Now when closed it will still have some of the current atmosphere in it, and you'll need to auto purge.
  • Changed BatteryCharger placement so that it needs to be placed against a surface.
  • Refactored settings system. Largely the end user will not notice many changes, possibly a little faster. Mostly this new system makes it much easier and less prone to bugs for developers to add new settings.
  • Refactored control saving and loading. Solved unable to assign defaults for controls after previous refactor.
  • Changed Construction Cursor to offset based on bounds of what is being created. This means small objects will be closer to the player and their grid selection will be more consistent.

  • Fixed players able to change direction and velocity while flying through the air without using jetpack.
  • Fixed edge case where respawning while in a loaded world caused an exception which broke the resetting of user interface.
  • Fixed UV seam on the Europa's Jupiter.
  • Fixed Moon not tidally locked to earth.
  • Fixed Atmospheric Scattering not being correctly set in Main Menu.
  • Fixed Draggable objects too easy to move around, flying off easily in low gravity environment and glitching too easy. Was caused by mass being set to same as player. These now have five times the mass of the player. This should make them more stable when run into by player.
  • Fixed powered items would remain powered after their battery was removed. Now check is again correctly applied, was broken due to fixing another bug. This meands portable lights will power off when the battery is removed, as they used too and should - but were not.
  • Fixed nulref when scrolling with mouse wheel (down in particular).
  • Fixed new world menu kept populating worlds each time you visit it.
  • Fixed missing Europa Skybox (only works on new worlds).
  • Fixed new character controller not allowing proper jetpack movement in rooms, not jumping well enough in rooms, jumping too far in low gravity, and walking over objects being too strong.
  • Fixed hunger rate not loading on dedicated servers.
  • Fixed issue with starting conditions not being parsed correctly for scenarios.
  • Fixed Moved Mouse settings from Misc to Controls settings tab.
  • Added setting for toggling Lens Flares on/off. Default is on.
  • Fixed nulref in inventory. Caused by premature destruction of inventory windows. Now tutorial proceeds, and inventory windows are no longer prematurely destroyed on brain assignment to body.
  • Fixed world drag to inventory showing incorrect invalid icons. Now world drag is not initated incorrecly when dragging from inventory to inventory.
  • Fixed chunks updating ore visualizers properly.
  • Fixed error caused when UI tried to set a button as active before any buttons had been created.
  • Fixed top of helmet visible after leaving a slot (chair, sleeper etc).
  • Fixed Possible NullCheckException error when trying to save slot window state, preventing game save.
  • Fixed more InventoryWindowManager references to stop them running on dedicated server
  • Fixed With chunks not loading properly if there is only one player connected to a dedicated server.
  • Fixed stacker setting causing exception when set using Logic. Now correctly allows setting via logic without breaking.
  • Fixed dedicated server issue with InventoryWindowManager being called.
  • Fixed missing reference of InventoryWindowManager in InventoryManager in base scene.
  • Fixed nul ref when changing controls after having played a session and left back to main menu. Was caused by cleanup events being skipped. Now ensured that cleanup events occur, removing old UI windows when players leaves a session.
  • Fixed thrust unusually strong when using jetpack in gravity environment.
  • Fixed nulref on certain devices when loading, thanks to active vent fix.
  • Fixed inability to respawn after loading a game in which you're dead.
  • Fixed Active Vents losing their pipe network, typically when a network they are connected to is merging with a large network (also occurred with engines). Sometimes in a merge their current pipe input network was being nulled when removed was occurring after the add was being processed. Now only nulls if the removed network is their current one.
  • Fixed Logic Motherboard Actions for Activate not able to be changed.
  • Fixed Mouse Button assignment to hotkeys showing badly in the hints, such as on status indicators or slots. Now assignments can show as an image.
  • Fixed invalid drag and drop results were still being actioned, allowing you to put things into slots you should not able to. Now results of drag and drop correctly enforced.
  • Fixed items in hands not updating their status correctly. For example, opening a canister in your hands. Now objects in hands correctly update their status. (Credit: Carlen White via Discord).
  • Fixed chatting or labelling was causing inventory actions (such as InventorySelect, F) to run. Now while chat typing or labelling, Inventory controls are disabled. Mouse control still enabled for typing but only with the mouse - not F key.
  • Fixed closed inventory windows and slots can still be interacted with by pressing InventorySelect. Now when slot is hidden, cannot be interacted with.
  • Fixed player status in the top right not updating while MouseControl activated. Most noticable while changing the pressure using the PressureUp interaction. Now this window runs independently and will continue to animate.
  • Fixed null ref when clicking in world when using drag and drop from world but cursor hasn't cast to anything.
  • Fixed Suit Storage and Pipe Connectors were not mixing, they were just meeting some pressure requirements. Now they will fully mix their atmospheres.
  • Fixed running in DX9 with Volumetric Light enabled causing errors and broken rendering. Now Volumetric Lighting (and Atmospheric Scattering) are automatically disabled when running in DX9, and cannot be turned on.
  • Fixed able to interact with Sorter and Vending machine export slots.
  • Fixed Furnace changes for ice causing ice in hidden slots (like mining belt) to continue to melt in sun. Now no longer allow this as it was before.
  • Fixed Labeller setting directly on non-logic devices was not being applied for non-host clients. Now server correctly processes non-logic setting requests from a client using a Labeller.
  • Fixed Gas Canisters not updating their values. Last time only fixed it for things with showing interactables (the suit) but not for the backpack.
  • Fixed jetpack not hovering properly when in gravity. Now counteracts gravity completely.
  • Fixed furnace producing infinite amounts of gas. Now the ore will only be smelted into its reagents if the furnace is above its flashpoint temperature. There are still some gas exploits remaining that will be fixed later. Note: this will alter how you create ores with a brand new furnace. The ice will eventually cool down the inside of the furnace, so you will need to heat the furnace up with their the sun or another gas or an igniter to get it started.
  • Fixed Ground Penetrating Radar was missing it's blueprint.
  • Fixed interactions sometimes get disabled and are not able to reinitialize until removed. Now get correctly set and reinitialized.
  • Fixed RAND function on Math Unary always returning the same random number for all logic units. Now each logic unit will generate its own randomized seed for each random function.
  • Fixed can paint StellarAnchor kit, and paint applied to Mothership kit will be applied to structure when placed.
  • Fixed could not return to game when the leave session popup shown.


Stationeers - Heightmare

It is a special week for Stationeers this week. Firstly we're coming to the end of our first Summer Sale. A big thanks to especially our veteran community members who have been immensely welcoming, helpful and patient with all the fresh faces playing the game and answering their questions in Discord. We've also decided to move the 'Doomsday Clock' on the store page from Unstable to Expect Bugs after discussing it with the community. I think we've got a long way to go until we can make that next hop to Stable, but instances of hard-crashes to desktop on the main (stable) branch are few and far between, thanks to people sending us their crash logs and bug reports.

Mouse Inventory Control



There has been much discussion and feedback for the entire project about the controls. We have now implemented a hybrid mouse/hotkey control system. This allows you to:
  • Drag and drop between slots, and contents of slots
  • Swap items and equip/unequip
  • Open and close, and interact with objects
This is being expanded even further to include custom window positioning, detailed item tooltips, and much more.

To access the cursor while playing, hold the MouseControl keybind (Default: Left Alt) and use it to open inventory slots, drag items between slots, drop them in the world or equip them.

Please note this is a very early implementation. We have tried to balance the projects needs with (strong) consumer feedback wanting such a system. Nearly all of our negative reviews indicated dissatisfaction with the old system, so we needed to do something.

As always let us know on the forums ideas you have to improve the inventory system further.

Expanded Tutorial

As part of the new mouse inventory controls we have completely redone the tutorial, expanding it greatly in the process. The old favorites of cooking muffins is still in, but you also learn how to use the Arc Furnace and basic logic. Worthwhile even for skilled players to have a go!





Terrain Improvements

While there's no doubt everyone wants a Rover RIGHT AWAY, they'll greatly increase the amount of exploring people want to do and how far they wander from their base. Before this can happen, we wanted to spend some time improving the terrain system to be able to support all the adventures you'll no-doubt want to take when given the tools. This work will be ongoing, but has already had some big wins performance-wise, as well as improving the code-base to make future additions, changes and improvements easier.

Vending Machine



The vending machine can serve many purposes in your base. The 100 slot capacity makes it effectively an extra large, electronic locker. The chute connections and logic compatibility however, make it much more powerful. This will form the backbone of any manufacturing or base inventory dispatch system.

It has special logic commands, allowing you to send a "hash" of the type of object you want, prompting the vending machine to send this out. Connected with chutes, this allows you to build fully automated distribution systems for your factories. It will also work in well with planned expansions to the fabricators being able to signal what they are missing to complete recipes.

Batch Reader

Another much requested delivery, the batch reader allows you to read a variable from all of the same type, and then choose whether you want the average, sum, min, or max.



Slot Reader

Compatibility Notice
Logic Readers will now no longer read slots, you will need to use Slot readers. Old logic systems that rely on the Logic Reader will load, but show an error state.



We previously bundled some slot data in the old logic system, but it was becoming clunky. So now there is a new special slot reader that provides much more data and access all slots on devices.

ImportCount / ExportCount

All import and exporting devices now keep a local count of what they have imported and exported. The numebrs are persistent until they are cleared, via logic, by the ClearMemory flag. This provides an effective way of counting what has progressed through machines.

Other Improvements

Once again, we have another large batch of new toys for the logic system and a whole batch of bug fixes outlined in detail below:

Hotfix 0.1.1451.6907

  • Fixed interactions sometimes get disabled and are not able to reinitialize until removed. Now get correctly set and reinitialized.
  • Fixed RAND function on Math Unary always returning the same random number for all logic units. Now each logic unit will generate its own randomized seed for each random function.

Hotfix 0.1.1449.6902

  • Added RAND and SQRT to LogicMathUnary. RAND returns a random (double precision) number between 0 and whatever you input, even tick. SQRT returns the square root of the provided input.
  • Fixed progression problems with tutorial. Now prompts more for what to hold when welding. Drag task now correctly updates for canister. Prompt to clear hands after cooking task, instead of tablet which is likely already dropped.
  • Fixed error when loading a mod that contained changes to mineral spawn rates.
  • Fixed gas canister inventory text pressure values not updating in player inventory on loading an old world. Now correctly update every frame, even if loaded in before the player.
  • Fixed invalid drag and drop icon missing from animation.
  • Fixed null reference breaking game when exiting tutorial prematurely. Now gracefully resets when player exits Tutorial.
  • Fixed progression bugs when repeating tutorial without restarting game. Now resets progressing each time you start the tutorial.
  • Fixed issue where you wouldn't be able to consume the muffin to complete a tutorial step if your hunger rate was set to 0.
  • Fixed error on load if the currently selected recipe on a crafting machine is for an object that does not have a blueprint wireframe created.
  • Fixed missing blueprint for DynamicGPR.

Hotfix 0.1.1444.6887
  • Fixed nulreference exception with Bioprinter. Credit: GamersCircle.

Version 0.1.1443.6885
    Logic
  • Added Vending Machine. This structure holds up to 100 items, and can be connected to both import and export to chutes. To dispense items can be selected via buttons, with the currently selected item displayed on a screen. However, you can also request items by setting a Hash reference to the item type. The vending machine will then dispense the first stack it can find that matches that hash, and export it. This allows you to make fully automated factories much easier, as you have a smart storage system.
  • Added all logic processors (compare, math, etc...) now expose setting attribute to logic network for read only access. This reduces the need for additional logic writer + memory to read the results. Credit: Otti via Discord.
  • Added Chute Inlet lock state controls input. If you want to stop a chute inlet from stopping collecting, set its lock state to one. Setting to lock zero resumes it. Credit: Drazuam from twitch for idea.
  • Added ImportCount and ExportCount settings to all devices that Import/Export. These counters increase whenever something is imported or exported. You can clear the value by writing anything greater than one to the ClearMemory flag on the device. This makes keeping count far easier. If you insert a stack of 50 iron ore into the stacker while it has a stack size output set to one, ImportCount will increase by one but once the stack is finished exporting, the ExportCount will have increased by 50.
  • Added Logic Batch Reader. This functions much the same as the Batch Writer. You select a device "type" on the network, the variable you want to read, and then the method you want to read them via (Sum, Average, Minimum, Maximum). You could use this to read the Sum of the power output from solars, for example, or find the maximum stack setting across a bunch of stackers. You could combine it with a bunch of slot readers, to reach the total amount of quantity on a bunch of slots. Constructable on the I/O logic kit.
  • Removed logic functionality for import and export on devices. This has been depreciated for the Slot Reader. Note: This will break anything relying on Import or Export variables in the logic system - you will need to replace the Logic Reader with a Logic Slot Reader and configure it.
  • Added Slot Reader. This allows you to configure to read a particular slot in a device. Different slot types will give different options. For example, stacks would allow you to read stack quantity, hash type, damage state, and more. Gas Canister slots allow the reading of Pressure and Temperature, directly. This provides much more power than the previous system. Note: This change will cause Logic Readers that used the old Import/Export variables to be broken, as well as hydroponics stations.

    Interface
  • Refactored Inventory control for keyboard and mouse. Now features docked windows, use keys to open and close or click with mouse to change. Allows multiple windows to be open, scrolling between all open slots and interactions. Mouse now allows movement between slots within players inventory and onto the ground. Better support for language and keyboard changes, and reduce memory and garbage collection significantly by pooling windows and slots. Unified event-based slot management means that keyboard and mouse control results (should) be unified and (should) reduce the maintenance cost of running dual systems.
  • Added automatic replacement of LEFT ALT to the new bind RIGHT ALT, as LEFT ALT is now used for mouse inventory control. If you want to do small changes, you now by default will use RIGHT ALT.
  • Changed default keybind for QuantityModifier to C from RightAlt based on community feedback. Note: this will not affect existing bindings, so you will have to manually change it yourself. It will only affect new installs or those who reset their controls.
  • Added keybind for ThirdPersonModifier defaulting to LeftShift. This keybind replicates the behaviour previously on Alt (Free-look). When held, player can zoom in and out using the mouse wheel, and freely look around without rotating their character in third person.
  • Added temporary icons to let player know what they are doing when they drag with mouse inventory control.
  • Added Hide All Windows key, defaults to Tilde (BackQuote).
  • Added Light state status icon. This will show if you are wearing a helmet with a light. It will show the current light state, and the key required to change it. This helps prompt players for the hotkey to turn their lights on and off.
  • Added Active Hand Power state status icon. This will show if you have something in your hands with a On/Off state. This helps new players learn the hotkey to quickly toggle something on and off - such as a tablet or a mining drill.
  • Added crowbar tooltip message for Area Power Control.

    Terrain Refactor & Optimization
  • Changed ores to use an object pool (Bonus, now ores maintain their rotation between saves!).
  • Refactored some parts of chunks/"crystals" while in the process of more general terrain refactoring.
  • Refactored Asteroid and ChunkObject. Just removing some useless/unused code in preparations for larger changes.
  • Changed some heavily used parts of Chunk Object to use Grid3 instead of Vector3 to gain some performance.
  • Added caching of interactable and slot bounds. Previously, the game was generating them for every object on the objects creation. This could cause delays and problems when loading assets. Now this is cached when the asset is made or changed so running games do not need to generate them.

    Other Changes/Fixes
  • Added 3d printer effect to simple fabricators.
  • Added Kit (Portable Generator) can be made on Electronics Printer.
  • Changed Ingot stacks spawned by the debug menu will now contain the maximum quantity.
  • Increased Pressure Regulator max setting from 100 atm to 200 atm.
  • Fixed Inability to force feed heal/stun pills or split stacks of them. Also added blueprints for precision placement mode. Masoneer Bug List #0001.
  • Fixed missing blueprints for many items.
  • Fixed some furnace strings not localized.
  • Fixed null reference when reverse going through Logic Slot Reader.
  • Fixed unlimited door label text. There's now a 32 character limit on the displayed text on a composite door and each world will be split if longer than 8 characters.
  • Fixed Pipe Analyzer now paintable in kit/item form and will properly perserve its colour when deconstructed.
  • Fixed Wall Arch variant was not set to 'Block Gravity', so a room completed with them would not properly have gravity applied as per other wall types and frames.
  • Fixed 'Large Panel' wall variant not blocking air or sunlight. Masoneer Bug List #0121 (Credit: JawnyCat)
  • Fixed player climbing infinitely after ladder removed. (Masoneer Bug#0152 - Credit Austin5003)
  • Fixed Sorter white-list drop down box was sometimes appearing empty if they had been cleaned up prematurely. (Credit: Risu)
  • Fixed Slot type on CartridgeGuide so it can now be placed correctly into a tablet.
  • Fixed Sleepers kicking humans out when loading a save.
  • Fixed Batch Reader not sending Type change to server, and not changing. Credit: Draz.
  • Fixed thing names not showing up correctly on eReader Cartridges for Chinese, Japanese and Korean.
  • Fixed Error when changing Anti-Aliasing setting via the main menu after leaving a game (Thanks virusek20).
  • Fixed Circuitboard (Hash Display) was not craftable. Now added to Electronics Printer and Fabricator.
  • Fixed hash errors with displaying the hash for an object in a localized tooltip. Credit: Risu via discord for the new Regex line.
  • Fixed Batch Reader displaying wrong type. Credit: Risu via discord.
  • Fixed junk collider left in scene that caused collision issue on new map.
  • Fixed could place Sleeper, Solid Fuel Generator, and Locker without a frame below. Now requires a frame below it.
  • Fixed plants growing in hydroponics trays and stations disappearing too early on clients.
  • Fixed objects were not being scaled correctly when put into slots. Now correctly scale objects that are placed in slots so that they fit if the slot is smaller than they are.
  • Fixed Slot Reader was not serializing the selected slot. Now correctly saves and loads the slot index.
  • Fixed some missing localization strings for Logic Systems (much more to follow).
  • Fixed inconsistent egg shell stacking behaviour. (Credit: jpdoulos on the Steam Bug Board)
  • Fixed portable GPR throwing a null when it reads a bedrock voxel.
  • Fixed occasional bug with Radiator or Pipe Label placement onto a pipe whose rotation includes small floating point precision errors. (Credit: Eearslya, Risu)
  • Changed the tooltip on the solar panel from displaying visibility to displaying the more useful and relevant efficiency.
  • Fixed visibility of solar panel. It was always displaying a minimum of 17%.
  • Updated Language files for German and Spanish (Credit: Bonbon_kocher & socramazibi)


Stationeers - Heightmare

An issue was identified with Friday's update that caused some characters to not be properly removed on death, instead spawning a skeleton in their place... at the rate of two per second.

Thanks to OldSchool in Discord for the screenshot.

Apologies to those affected, and to anybody who had to see spooky screenshots posted in Discord over the weekend.

Version 0.1.1420.6788
  • Fixed Dead players not being removed and instead spawning a skeleton every half second.
...