Stationeers - Not Simon


Locktober
Down here in New Zealand, it’s been a couple of long, locked-down months, but the Stationeers team is back and bouncing out an update for you powerheads and balance boffins
Enjoy the improvements to our power system, new tech, architectural additions, furious fixes, tweaks and more, knowing that Stationeers is preparing the ground for surprises in updates soon to come ...

Power On
Try out the Omni-directional power transmitter – a wireless battery charger that uses special cells with a lower capacity than regular batteries. Even supertech has its downsides, right?



There’s a line of new doors for base building. Improve your interiors with these attractive portals, as well as a manual hatch that can operate without power, should something go wrong.



Plus we’re giving you better control over power transmission, exposing new logic and new math functions for the transmitter itself.

Fixes
We’ve been tightening the bolts and polishing like crazy, removing some long-standing issues like the infamous ‘Infinite Power Exploit'.



Voltage on recursive power networks will now cause input cables on those providers to break. It’s a change that affects AreaPowerControl, StationBattery, Transformers and Wireless power transmitters and receivers. So be warned.

We’ve repaired the sensor lenses for scanning ore. They’re now working better than ever by showing you the entire ore vein and actually help you find ore instead of leading you astray. Happy mining.



We’ve fixed the vacuum room cooling bug, so devices placed in a vacuum in an enclosed room no longer radiate heat – stopping the magical deletion of heat from devices in a completely enclosed room.

That's just a little of the deep-cleaning we'ev been doing. There’s a heap more fixes and tweaks, too, but if you find a bug, you're totally invited to add a ticket to our Jira – we appreciate it massively.

Balance
There’s been balance changes to some critical systems, too, like water bottles. Previously you could fill a water bottle with boiling water or cubes of ice and then happily drink it. Now you need to ensure the water is at a reasonable temperature before filling the bottle.

The Winterspawn plant has been nerfed and re-balanced to make it have more "realistic" properties, and breathing hot air now damages your lungs instead of healing them. We just thought we should give everyone … a ‘heads up’ on that.

There’s been a range of other dial-twists, so jump in and take a look.
Happy Stationeering!

https://store.steampowered.com/app/544550/Stationeers/

Version 0.2.3021.15077
Hotfix
  • Added 2x GasCanisterWater to Misc Crate for Vulcan starting conditions.
  • Fixed Render distance on unpowered doors.
  • Fixed Audio timing on manual hatch.
  • Fixed bug where recipe window wont display sometimes.
  • Fixed NullReferenceException stalling game when loading saved game.
  • Added Wireless battery recipes to the electronics printer.
  • Added Omni Power Transmitter recipe to the electronics printer.
Additions
  • Added Interior Doors Kit. These new door variants can be craft in the Autolathe. They do not block atmosphere when shut and do not require power.
  • Added Manual Hatch
  • Added Powered sounds and constructing sounds to all power transmitters.
  • Added sounds to Unpowered Doors and Manual Hatch.
  • Added Position Logic variables to power Transmitters and receivers, PositionX, PositionY and PositionZ return the position of the transmitter head/dish allowing for accurate alignment calculations using trig functions.
  • Added ATan2 function to IC ProgrammableChip functions. Returns the the angle in the Euclidean plane, given in radians, between the positive x axis and the ray that passes through (0,0).
  • Added Wireless Logic transmitter functionality to PowerReceiver. You can now read and write logic variables to the PowerReceiver using a Logic Transmitter.
  • Added Read-only Mode variable to Power Transmitters and Receivers. 0 = unlinked, 1 = linked.
  • Added manual hatch thumbnail
  • Added Additional debug information to the PowerNetworks Debug tool: Required, Potential, PowerProviders.
  • Added time and weather debug options to console debug tab
  • Added smooth transition when setting time of day
  • Added battery animation charge states to Wireless battery cells.
  • Added Omni power transmitter structure (early pass).
  • Added new standard and large battery types (early pass).
  • Added Omni Power transmitter kit.
  • Added Can now read Power Generation Rate from wind turbines using logic.
  • Added support for Vulkan graphics API (use '-force-vulkan' argument when launching the application)
Fixes
  • Fixed missing thumbnail for omni power transmitter
  • Fixed missing blueprint for omni power transmitter
  • Fixed Setting Activate to 4 on Automated rocket would cause it to set Mode to 5.
  • Fixed Automated Rocket could get stuck and be unresponsive to commands when game saved in while rocket in Mode 2 (travelling to new asteroid).
  • Fixed Large numbers of wind-turbines causing other sounds to stop playing.
  • Fixed AutomatedRocket Couplers appear missing after launching and landing Rocket.
  • Fixed OmniPower Transmitter charging batteries in APCs when it wasn't supposed to.
  • Fixed Sounds on Pipe Analysers.
  • Fixed Pipe Analysers not going into error states when pipe missing.
  • Fixed OnOff and powered lights not working correctly on LiquidPipeAnalyser.
  • Fixed Turning on an APC that had its input and output linked to an existing network could cause crash to desktop.
  • Fixed manual hatch animation
  • Fixed manual hatch not letting air flow when the door is open.
  • Fixed OmniDirectionalPowerTransmitter now draws power and changes wireless batteries correctly up to max range of 15m. (Efficiency reduces with range 0m = 75%, 15m = 25%).
  • Fixed Smart rotate and placement on OmniPowerTransmitter.
  • Fixed issue with -force-vulkan graphics option
  • Fixed WirelessPowerReceiver can link with power transmitter when not aligned. Now requires alignment within 7 degrees.
  • Fixed edge case where wireless power could become disconnected even when all conditions for connection were correct.
  • Fixed PowerTransmitters Precision error causing wireless power devices to be unable to connect over long distances. You can now provide very fine control to rotation values of transmitters and receivers using Logic.
  • Fixed RotatableDevice overshooting the rotation target.
  • Fixed Rotating Power Transmitters and Receivers using wrench resulting in fractional rotation values.
  • Fixed Error that could occur when dismantling pipes.
  • Fixed null error when things are on fire
  • Fixed on/off switch on volume pumps
  • Fixed advanced composter on off button animations
  • fixed portable composter on/off button
  • Fixed Interior Doors being unpaintable.
  • Fixed Interior Doors causing errors when rotating the blueprint.
  • Fixed manual hatch being invisible
  • Fixed on off button on advanced composter
  • Fixed manual hatch not blocking atmos
  • Fixed manual hatch to block faces
  • Fixed Power Transmitters and recievers sometimes not connecting on loading game.
  • Fixed Power Transmitters getting into a state where they would be using negative power.
  • Fixed Power Transmitters being in error state on load.
  • Fixed Infinite Power Exploit. Any potential on recursive power networks will now cause the power input cables of all recursive power providers to break. This change effects: AreaPowerControl, StationBattery, Transformers and Wireless power transmitters and receivers.
  • Fixed Index out of bounds error caused by ModularRocketCouplingUnit.
  • Fixed time being set multiple times when changing time using /settime
  • Fixed Various Power Duplication bugs with wireless power transmitters.
  • Fixed Wireless Power Transmitters getting stuck in error states.
  • Fixed manual hatch not showing up in item kit door
  • Fixed AIMEe not being set to full state correctly when full while mining.
  • Fixed AIMEe logic resetting after mining ore.
  • Fixed Transmitter Omni causing errors on startup.
  • Fixed Stationpedia window is behind IC editor.
  • Fixed temperature on escape from mars scenario
  • Fixed advanced packaging machine power switch displaying incorrect colours when switched off and powered
  • Fixed Wind Audio error caused when too many sounds playing at once.
  • Fixed automated oven power switch displaying incorrect colours when switched off and powered
  • Fixed it so that you can attempt to save again after a prior save fails
  • Fixed Sounds not playing on WaterBottleFillerBottom.
  • Fixed Error spam when filling up waterBottle using WaterBottleFillerBottom.
  • Fixed Hunger/Hydration Rate can now be set in increments of 0.01;
  • Fixed Unable to set Lock logic setting on all manufacturing machines.
  • Fixed Pressing Esc Key to exit Settings menu hides main menu UI.
  • Fixed Writing setting to Logic dial with Logic writer does not work and causes an error.
  • Fixed LiquidDrain not returning kit on deconstruction.
  • Fixed error when loading some saved instruction files in to code editor
  • Fixed Water bottle filler reversed allowing filling of water outside of 0-100degrees C.
  • Fixed Water bottle filler reversed not showing tooltip.
  • Fixed error when Antialiasing is set to none
  • Fixed Interior Door build-states requiring the in-correct resources.
  • Fixed Window Shutter Kit having an extra empty constructible entry.
  • Fixed Automated Oven displaying invisible on off switch.
  • Fixed PressureRegulator and BackPressureRegulator. Both now operate at their maximum speed regardless of pipe network size. BackPressureRegulator no longer overshoots its target value.
  • Fixed WaterBottleFiller Tooltip Error showing incorrect Temperature when input pipe is empty.
  • Fixed no hair rendering when helmet is on
  • Fixed hat hair not working in game
  • Fixed hat hair and regular hair displaying at the same time in the customisation screen
  • Fixed vacuum room cooling bug. Devices placed in a vacuum in an enclosed room will no longer radiate heat. This stops the magical deletion of heat from devices in a completely enclosed room.
  • Fixed Breathing hot air heals burn damage to Lungs. Hot air over 50degreesC now damages lungs. (Thanks: Bti & Eearslya)
  • Fixed NetworkAnalyser to work correctly with advanced tablet when switching active hand
  • Fixed Pipe Bender on switch being on the in-correct initial rotation, causing it to flip while printing.
  • Fixed Autolathe off switch being the incorrect material.
Other
  • Changed Wireless Cell capacity from 36,000 -> 12,000, WirelessCellLarge Capacity 36,000 -> 72,000.
  • Changed OmniPowerTransmitter will no longer charge wireless batteries that are in a battery charger or AreaPowerController.
  • Changed The Potential Energy that can be delivered by a wireless power transmitter now reduces with distance.
  • Changed Water Bottles can now only be filled with water between 0-100degrees Celsius.
  • Changed Increased speed and power consumption of LiquidDrain.
  • Changed PipeHeater recipe to use Iron instead of Steel.
  • Changed Moved TurboVolumePump to Tier2 printer.
  • Changed model for advanced furnace kit
  • Changed Plants now require their water to be between 5-60 Degrees Celsius otherwise they take damage.
  • Changed WinterSpawn Plants only cool the air and electrolyze their water when mature.
  • Changed WinterSpawn Plants now use thermodynamically accurate Electrolyser equation (previously was too much output fuel mix and not enough water consumed)
  • Changed WinterSpawn Plants are less efficient outside their target Temperature range. See Temperature ranges in stationpedia.
  • Changed IceCrusher is now insulated.
  • Changed Scoreboard now hides when entering the main menu
  • Tweaked Sensor Processing Unit(Ore Scanner) to display all instances of an ore in a vein rather than just one instance. This allows you to now see the shape of the vein.
  • Optimized plant decay negatively impacting performance when lots of food present
  • Improved performance of cycling airlock control
  • Reduced garbage being produced by movement controller
  • Stationpedia edits from the community (Iconoplasty, SillySMS)
  • Removed error state on Power Transmitters when disconnected from receiver. Better surfacing of connection status and making connections easier over long distances is being investigated.
  • Removed "ThingRenderer has no actual Renderer" warning
Stationeers - Not Simon


IT'S ALL ABOUT POWER

Any way you look at it, August has been a month of powerful developments. We're dropping a bunch of new methods for making and managing power, while continuing to up performance across the board. Try out the new Stirling Engine, our wireless Power Transmitters, or the thermal plants. Performance-wise, enjoy new power-ups as we extend our virtualized rendering system and a bunch of UI upgrades, and empower your gameplay with the new portable IC editor laptop.
We're powering up, so come jump in, Stationeers!

NEW DEVICES

At long last, we're dropping wireless power into the game: separate out your power generation, then beam that current anywhere you want, without having to lay miles of cable.



Try creating that power using the new Stirling Engine, a closed-cycle heat-powered electric generator (an essential device for even bigger power developments to come), then managing your excess heat with the genetically manipulated Hades Flower.



For the IC crowd, there's a new portable IC editor laptop, so you can do running repairs on AIMeE in the field, and a few extra storage options, as requested by the community, just to keep things tidy.

PERFORMANCE



We're continuing with our performance push, as we lay groundwork for 1.0 ... We're extending virtualized rendering to more of Stationeer's key construction items, like walls and frames, and will roll it out even further in future. Enjoy the gains, as well as a bump from upgrades to tooltips, which were set back by our recent engine upgrade - now, they're better than ever. And while we were voyaging in the land of UI, we tweaked inventory windows and slots to perform better than ever, too - with even more refinements to come.

Note: The new rendering system is better for most systems, however if you feel like your performance has taken a hit then you can disable it from the settings. This is still a work in progress and we will continue to improve it over time.

EXPERIMENTAL



We're trialling a feature that should smooth out the appearance of terrain. So lets us know what you think. If it's popular, we will put some time in to solving a few of the technical hurdles it presents.
It's time ... to Stationeer!


Version 0.2.2983.14875

Hotfix 2
  • Fixed Unable to save IC script to library in In-game UI editor.
  • Fixed Dedicated Server Error on Start.
  • Fixed Angles of rotation on Power Transmitter and Power Receiver.
  • Fixed Lag on opening and closing IC programming input window
  • Fixed Hunger and nutrition page on the Stationpedia having an invalid link.
  • Fixed Lag when opening and closing pause menu with Esc key
  • Fixed Lag when opening and closing creative spawn menu
  • Fixed Lag when opening and closing stationpedia
  • Updated Thermogenic plants effectiveness and temperature ranges.
  • Fixed attempting to place the Weather Station causing errors.
  • Fixed name for power transmitting kit
  • Fixed Creative Endothermic and Thermogenic names.
  • Fixed Water bottles clogging Stackers
  • Fixed Input bug where typing into IC editor or labeller would pass commands through to player control. (i.e typing 1 in the IC editor would open helmet panel)
  • Fixed ITransmitable devices missing Stationpeida descriptions.
  • Fixed Log Error Spam and very low frame-rate when the game is attempting to play hundreds of new sounds every second. (this could happen if you had a large stack of ores bumping into each-other)
  • Fixed rotations on new lockers and existing shelf
  • Fixed Endothermic and Thermogenic Taking damage from Volatiles in their surrounding atmosphere. They will still take damage from Pollutants (X)
  • Removed empty element from Power Transmittable kit
  • Fixed null error when power receiver is receiving power but not connected to a cable network
  • Fixed unable to contact certain traders with the trading computer screen.
  • Fixed bug where construction sounds, impact sounds and other UI sounds would stop playing.

Hotfix 1
  • Fixed dedicated server issue
  • Added Thermogenic plants to trader lists.
  • Fixed Advanced Composter not processing after loading a save.
  • Fixed buildstates of research machine being invisible
  • Fixed client not being able to turn on power transmitter
  • Fixed view distance of wireless power receiver
  • Fixed On Off States on power transmitters.
  • Increased render distance of power transmitter.
  • Fixed power receiver buildstate requirements

Code
  • Changed Reduced power usage of volume pumps and turbo volume pumps to be more in-line with active vents.
  • Changed Station Battery Large to require Tier 2 electronics printer.
  • Stationpedia community edits (BigFootMSR, Zappes, Iconoplasty, Mokmo, Risu)
  • Changed SolarPanels and SatelliteDishes can now rotate infinitely on the Horizontal axis. They will now take the fastest path to to the target rotation.
  • Added peace lily, Filter fern and tropical flower to trader lists.
  • Changed Teleport keybind to Night Vision and moved it under General.
  • Fixed Night Vision keybind not working, causing the user unable to rebind the Night Vision key.

Content
  • Added Laptop
  • Added Wireless Power Transmitters and receivers.
  • Added Constructing sounds to Planter.
  • Added first pass of virtualized rendering, currently for walls and frames. This bypasses Unity's culling and rendering system, allowing us to move culling work from CPU to GPU.
  • Added 'allspark' server command, sets most items to powered without the need for cabling or a power source.
  • Added experimental terrain smoothing option
  • Added Thermogenic plants
  • Added Stirling Engine to Electronics Printer. The Stirling Engine generates power by expanding and contracting a working gas to drive pistons which power an electrical generator. Heat the hot side by pumping high pressure hot gas into the input pipe and keep the output pipe at low pressure. Cool the cold side by keeping the surrounding atmosphere at room Temperature at a pressure of 1 atmosphere. Add a working gas by inserting a gas canister. Make sure the machine is off when adding or removing Gas canisters otherwise the working gas will leak into the surrounding atmosphere. Gases with a low molecular mass make the most efficient working gasses. More moles of working gas can result in a greater potential power output but letting pressures get too high could have suboptimal results.

Optimizations
  • Fixed Frame-Rate Lag on creative item spawn menu.
  • Fixed Rotating Satellite dish causing fps drops when connected to computer.
  • Fixed UI performance optimisation for slots.
  • Fixed Frame-time spikes when swapping active hand and picking-up/dropping items (Performance regression from Engine upgrade).
  • Fixed 10ms frame-time spike every atmospherics tick on large bases.
  • Fixed further performance Optimisations for tooltip.
  • Optimized instanced rendering
  • Added Virtualized Rendering setting.

Fixes
  • Fixed Search input field is automatically in focus when opening search window of manufacturing machines.
  • Fixed Polish pass on seated positions for all chairs.
  • Fixed Food appearing very small in fridges.
  • Fixed Insulated Pipe not working with Pipe Meters to work when on certain rotations.
  • Fixed DLAA setting causing portrait camera to look odd.
  • Fixed Stationeers Levitating when seated in ChairBooth middle and Flat Bench
  • Fixed Chair placement. Chairs can now only be placed on the flat and require support.
  • Fixed Wearing Marine Armor causing errors to appear due to not having a internal atmosphere.
  • Fixed Rotations on Fridge Small and Big.
  • Fixed Error spam caused by coupling unit when placing certain rocket modules.
  • Fixed Reinforced Windows showing broken stage when they're not broken.
  • Fixed mineables floating after exiting and entering a new world.
  • Fixed CloseAll Button not hiding correctly when all Inventory windows closed.
  • Fixed loading saves with walls being broken and/or placing walls would have all build states visible.
  • Fixed pressure overflow text on AtmosAnalyser.
  • Fixed Setting advanced furnace input/output pumps programmatically is unbounded
  • Fixed the size of terrain manipulator thumbnail size
  • Fixed terrain manipulator thumbnail colours
  • Fixed gas canister oxygen exit tool
  • Fixed inventory slot displays sometimes incorrectly highlighted
  • Fixed ArcFurnace Duplication bug caused by putting multiple stacks of BioMass or Charcoal of sizes greater than 50 into the Arc Furnace. This would cause it to produce 500g stacks of any ore placed into it thereafter due to surplus reagent mix building up inside. Arc furnaces currently in this bugged state will now output all the reagent mix inside, run all the outputted reagent mix in a centrifuge to get individual ingredients back from it.
  • Fixed Biomass being processed instantly by Arc furnace (causing issues at higher frame-rates) it now takes 1 second to turn 1 unit of biomass into 1 unit of charcoal.
  • Fixed Reflection setting not enabling correctly after re-opening the Stationeers.
  • Fixed Arc Furnace Activate is now more responsive to Logic.
  • Fixed Arc Furnace importing ore when output is blocked.
  • Fixed Portable Composter not processing after loading.
  • Fixed looping exporting animation on empty arc furnaces (Thanks Mirro).
  • Changed ArcFurnace Active Button behaviour. Smelting can now be stopped by pushing the activate button, this will open the import slot.



https://store.steampowered.com/app/544550/Stationeers/
Stationeers - El Oshcuro


Getting ready

It’s been a month of deep end tech work focused on upgrades, refactors and performance – laying the foundations for an improved Stationeers experience across the board towards 1.0.

After two years, we’ve upgraded the engine version to take advantage of awesome new Unity 2021 features. There’s big performance gains, too, plus rendering and network stability improvements, and a new debug console – critical groundwork for wow to come.

So we’re light on content this month, but giving some much-needed love to our codebase means our players will starting feeling the difference.

Unity 2021

At long last, we’ve upgraded to Unity 2021, bringing a raft of new tools and opportunities, from performance and profiling to fancy blinking lights. Of course, in the short term, shifting engine version required a lot of fixes and tweaks, but we're already seeing payoffs, and it sets the stage for much more in future.

Performance

This update sees the first of many heavy duty performance pushes going live, with adjustments to our update manager seeing up to 30% gains on large bases.

We’re also changing the way we render objects in game – consolidating materials into a single, more efficient material and reducing the number of renderers. It's a system we’ll be extending over the coming months to further boost performance.

Network upgrades

While we were poking around, we began moving away from Unity’s deprecated networking system. Our aim: provide a much improved networking experience, stability and performance in multiplayer. As a first step, we've refactored joining and have seen serious efficiency gains.

This is a big move, and one we’re spreading over several updates - watch this space, as we extend this refactor to the live game.

Debug tools

With a new IMGUI-based in-game console, we’ve introduced a new debug system to help you understand what’s happening under the hood. Just press '/' to jump in.
Expect lots of debug tools in coming months!


Version 0.2.2943.14662

Hot Fix

  • Fixed roll cover not blocking atmosphere when opened
  • Fixed player freezing in space when using Stationpedia
  • Fixed dead Corn no longer takes the appearance of Cardboard and now looks like dead corn.
  • Fixed Frame-time spikes when tooltip updating (performance regression from Engine upgrade). Construction should feel smooth again.
  • Optimised Tooltip. 50% faster than previous stable build pre-engine upgrade.
  • Fixed Rcon and dedicated server authentication issues.
  • Fixed Rcon crashing stationers.
  • Fixed items being able to be thrown in to slots of the wrong type
  • Fixed Input text box sizes in settings. Text should now sit nicely inside the boxes.
  • Fixed an error appearing when modifying settings using the input fields.
  • Fixed Refrigerated Vending Machine stacking issues
  • Fixed Rocket Gas Mining module build states , It should no longer be invisible.
  • Community Stationpedia edits (BigFootMSR, Zappes, Neoun)
  • Fixed Unable to put circuit boards into consoles.
  • Removed laptop recipe from electronics printer
  • Updated .NET compatibility from v2.0 to v4.*
  • Fixed Deconstructing planter, Planter will now return its kit when deconstructed with a tool.
  • Fixed error (NullReferenceException) when trying to place a Steel Frame

Code

  • Optimised FPS for large bases. Saves with 20K+ things should see a 15-20% performance improvement.
  • Added explosive force to "halt and catch fire" command (hcf) on the advanced hardsuit.
  • Added Setting variable to AdvancedSuit. Credit to Asleep-Kiwi-1552 on reddit, who made a weather warning IC system but had to use air settings for storing values. This should make it much easier!
  • Replaced shader on frames to improve batching and rendering performance of differently coloured frames. This is a first pass, to be extended to other things later.
  • Added "count" to console. e.g. "count [AllThings / Structures / DynamicThings / AnimatorThings / Pipes / Cables / Atmospheres / CableNetworks]"
  • Changed FPS optimisations for PlayerStatus UI.
  • Changed it so that not all items in slots cast shadows
  • Changed Increased volume of mining
  • charge countdown beep sound.
  • Changed Allowed Horizontal Autominer to travel over small gaps in terrain.
  • Updated Horizontal AutoMiner its lights now turn on when powered.
  • Added ability to open window shutters using a crowbar if not powered.
  • Added new console for debugging purposes. The debugger can be opened using the key '\'.
  • Improved Audio on OGRE Horizontal Autominer
  • Updated Advanced tablet, Further stability added to Advanced tablet, Turning it on and off again will fix it.
  • FPS Optimisation for PressurePlates. Thanks Masoneer.
  • Added the ability to force hydrate other players
Fixes

  • Fixed (provisional) excess data being generated on client join to sync things. When a client was joining, the host was not generating the message to sync this to client efficiently. The approach from another game we are making (art of the rail) is very efficient, and we have begun porting this over. This takes the data we need to send and carefully packages a byte array, being very deliberate about how big each big of data needs to be. This is vastly more efficient. This data is then compressed, and sent to the client. Our testing indicates a massive difference, in many cases at 2 to 3 orders of magnitude (1000 -> 1). We have only improved a small fraction of this, as other areas can be ported to this system. It requires extensive testing, however.
  • Fixed performance issue when looking at tablet screens
  • Fixed lag spike when opening and closing
  • Fixed FPS drop when opening and closing helmet.
  • Fixed Performance bug with Composite Windows. Saves with large numbers of composite windows should notice a performance improvement. Thanks Kenny for providing a great test-case that highlighted this issue!
  • Fixed Breathing state getting stuck in breathless mode when opening/closing helmet quickly in vacuum.
  • Fixed performance issue with large numbers of SolarPanels causing fps drops when tracking the sun via logic or IC.
  • Fixed inventory selection indicator not working correctly
  • Fixed growth states on Tropical and Peace lily plants.
  • Fixed Performance optimisation for signs.
  • Fixed being able to scroll to hidden inventory windows
  • Fixed visual helmet glitch after leaving a seat/bed/rover etc.
  • Fixed OGRE not being controllable via logic after triggering it manually
  • Fixed regression of shutter not blocking atmos
  • Fixed window shutter not blocking building of objects correctly
  • Fixed performance issue when tooltips are displaying
  • Fixed custom world menu not loading and getting in to a locked game state
  • Fixed dedicated server failing to run correctly
  • Fixed GPU instancing not being enabled on minable materials
  • Fixed dynamic objects still being created from kits when action was canceled before completion.
  • Fixed circuit board being moved to the world when the glass on the console is removed.
  • Fixed certain Foods not turning into Decayed Items when exiting the Silo.
  • Fixed Window Shutter unable to deconstruct.
  • Fixed Crowbar unable to open the Window Shutter when unpowered.
  • Fixed OnOff and Powered sounds not playing on LiquidTurboVolumePump.
  • Fixed Default setting on LiquidTurboVolumePump to 500.
  • Fixed Soybeans. Soybeans can now be added to the microwave.
  • Fixed Backup load menu. Worlds can now be selected and loaded from the backups list.
  • Fixed Portable Composter deconstructing into a debug item.
  • Fixed Composters creating Bugged fertilisers that would prevent plants from growing.
  • Fixed a bug with rice, it can now be placed in a microwave.
  • Fixed devices (light sensor etc) receiving light if the structure that's supposed to be blocking the light is in the same grid. Now correctly occludes the light.
  • Fixed the Horizontal AutoMiner track's texture offsetting incorrectly given the direction it's moving in.
  • Fixed the Horizontal AutoMiner floating too far away from terrain before it figures out it's floating.
https://store.steampowered.com/app/544550/Stationeers/
Stationeers - El Oshcuro


You asked for it

Down here in the south of New Zealand, we spend a lot of time in forums, hearing your ideas and feedback. This month, we wanted to say a big KIA ORA (‘thank you’) to everyone who’s supported Stationeers over the last three years – delivering the most frequently requested new devices, items and additions.



For the atmospherics crowd there’s turbo pumps, valves and pipe heaters. For builders, there’s a suite of shuttered and reinforced windows. For explorers, there’s expanded tool belts, mining belts, mining charges. And for the diggers out there, check out the all-new, dirt destroying OGRE. Time to carve up your local planetoid.

We’re massively excited to see what people do with all this new kit, so which sort of Stationeer are you?

New Tech Lead

It's a big month for the team, too, as we enter an exciting phase of development with a new Tech Lead.

Simon Brown returns to the team after two years away, bringing big energy, ideas and leadership, as well as deep knowledge and levelled-up abilities. He'll be focused on overcoming technical challenges and refining the focus of Stationeers, as we steer towards 1.0 - so watch closely, there are surprises in store!

The OGRE

If you’ve ever wanted to strip every ounce of ore from a Stationeer world, the OGRE (Orthogonal Ground Rotating Excavator) is your new best friend.



Place it down, press the button, and slice your way through dirt, rock and rubble. You’ll end up with ore galore – and a potential new base location. It’s balanced around being an affordable, resource-rewarding device, so tell us what you think in our Discord.

We've also added a new basic mining charge, for fast, messy extraction of ore. Drop a bomb, and see what happens.



It’s all about the views

This update, serious base builders get a whole new toolset: reinforced windows that can withstand up to 1MPa pressure differentials. So there’s no reason your high pressure environment can’t also provide glorious views.

Likewise, we’ve added shuttered windows that let you control the light levels in your base – or just shut out the world for some ‘me’ time.



Atmospherics

This month sees a big drop of long-awaited atmos’ functionality, with everything from passive one-way valves to high pressure pumps that let you shift gas and liquid FAST. Try them out on your gas and liquid stores, rocket fueling or build a super-swift airlock – just don’t forget to turn them off...

Plus there’s electric pipe heaters, new insulated pipes, and nature that can make a real difference to your atmosphere – check out the genetically engineered Darga Fern, which turns CO2 into O2 super fast, and that’s just the start...




Version 0.2.2891.14453

Hotfix
  • Fixed Backup load menu. Worlds can now be selected and loaded from the backups list.
  • Fixed Portable Composter deconstructing into a debug item.
  • Changed Increased volume of mining-charge countdown beep sound.
  • Changed Allowed Horizontal Autominer to travel over small gaps in terrain.
  • Improved Audio on OGRE Horizontal Autominer.
  • Fixed Composters creating Bugged fertilisers that would prevent plants from growing.
  • Fixed a bug with rice, it can now be placed in a microwave.
  • Fixed devices (light sensor etc) receiving light if the structure that's supposed to be blocking the light is in the same grid. Now correctly occludes the light.
  • Added ability to open window shutters using a crowbar if not powered.
  • Updated Horizontal AutoMiner. Its lights now turn on when powered.
  • Fixed the Horizontal AutoMiner tracks texture offsetting incorrect given the direction it's moving in.
  • Fixed the Horizontal AutoMiner floating too far away from terrain before it figures out it's floating.
  • Fixed Build state 2 recipe on Horizontal Auto Miner, it now requires 2 Iron sheets.
  • Updated Advanced tablet, Further stability added to Advanced tablet, Turning it on and off again will fix it.

Code
  • Updated Hydroponics tray data enabled to read the amount of remaining seeds, If no seeds are remaining the "IsSeeding" logic value is set to zero.
  • Updated logic data on Hydroponics tray device. Is seeding is now set to -1 when all seeds have been harvested.
  • Updated reinforced window health. It now has slightly higher health than standard windows along being able to withstand higher pressure deltas.
  • Updated Remote Explosive Slightly increased its area of effect.
  • Updated AdvancedTablet should be less prone to breaking or being unable to scroll.
  • Updated Item MkIIToolbelt. It is now has a tier two recipe.
  • Updated Recipe: Lowered resources cost of the Mining Charge.

Content
  • Balanced insulated tank connector recipes.
  • Added New mesh for the reinforced window padded thin. Final build state should work correctly now.
  • Updated Large station battery recipe to be more of a late game item.
  • Updated Language files to latest versions.
  • Added recipes for newly added content.
  • Added Destroyed mesh variants to both liquid and gas insulated pipes.
  • Tweaked power usage for Turbo Volume Pump (and liquid variant). Now has a base draw of 800W, with a peak draw of 3200W at max setting.
  • Added Liquid Pipe heater recipe.
  • Updated Item MkIIToolbelt. It is now has a tier two recipe.
  • Added standard pipe heater recipe.
  • Added Smart rotate ability to window shutters.
  • Added Insulated pipes recipe.
  • Added Turbo volume pump recipe.
  • Added recipe for Insulated liquid Pipes.
  • Added Constructing and collision sounds to: ItemKitInsulatedLiquidPipe, ItemKitLiquidTurboVolumePump, ItemKitTurboVolumePump, ItemLiquidPipeValve, ItemPipeValve.
  • Community Stationpedia entries and tweaks (via BigfootMSR)
  • Added a basic Mining charge.
  • Added Sounds To Pipe Heaters.
  • Added Reinforced Windows.
  • Added Window Shutter window variant. This window has a shutter which works like the rolling door cover where a metal shutter can cover and uncover the window. This works with logic and requires power.
  • Stationpedia community edits and additions (BigfootMSR, Risu, Rainne, WiseMack, Mirro, Xlaits) - mainly chute network devices: stacker, sorter, chutes, unloader and typos.
  • Added One Way Valve (and liquid variant). Create them using the Kit (Pipe Valve). These are passive valves that only permit flow of fluids in one direction if and only if the input pressure is higher than output pressure.
  • Added New ToolBelt Variant, ToolBelt MKII.
  • Added Belt Scaling so belts will scale to the player when the suit is removed.
  • Adjusted Trader names to add clarity
  • Added Pipe Heaters for Gas and Liquid Pipes.
  • Added Insulated liquid pipe kit.
  • Added full set of Insulated liquid pipes.
  • Added tropical plant with heat resistance.
  • Added peace lily plant with cold resistance.
  • Added Filter fern for more natural conversion Carbarn dioxide to oxygen.

Fixes
  • Updated AdvancedTablet should be less prone to breaking or being unable to scroll. Turning it on and off again will fix it.
  • Updated reinforced glass, planes of glass are now aligned correctly.
  • Fixed ReinforcedWallPaddedWindowThin final build state now correct.
  • Fixed Insulated liquid pipe quantity costs depending on pipe type placed.
  • Fixed Insulated Liquid pipe causing issues with placement and merging.
  • Fixed Blueprint cursors on Reinforced Windows.
  • Fixed interactables with turbo liquid volume pump.
  • Fixed Mining charge tooltip text layout.
  • Fixed Valve and Liquid Valve not dropping kits when deconstructed.
  • Fixed Trigger Boxes not being spawned, This was causing errors on tutorials where they were used.
  • Fixed an issue on planters were they became un-interactable after loading a save.
  • Fixed naming on Reinforced Windows.
  • Fixed Turbo Volume Pump moving too much air. Now moves the same amount as the Volume Pump if they have the same volume settings.
  • Fixed Turbo Volume Pump being unable to pump in the other direction correctly.
  • Removed duplicate key causing errors on load
  • Fixed Insulated liquid pipes being unplace-able.
  • Fixed Advanced mining belts disappearing when loading a save.
https://store.steampowered.com/app/544550/Stationeers/
Stationeers - El Oshcuro
We’re super-sizing our food and farming systems with automation, seeds, fertilizer, packaging and more – come see what’s cooking!



New this month

Hungry for content? It’s a feast this month, as we round out our food, farming and automation systems with a heap of new processing equipment, recipes and growing mechanics. It’s a big step towards 1.0, as we tie a bow around everything consumable.

Get planting with seeds, while mastering fertilizer production to boost your crops. Automate your kitchen for higher nutrition, before packaging everything up to fight decay. Then sell it all to the Trader from our fancy new refrigerated, stacking vending machine...

Whatcha waiting for, Cadet? Let’s go!

Seeds, farming and fertilizer

We wanted to build fun, flexible systems to help players survive and thrive after last month’s food decay additions – now you start on most worlds with seeds, so you’ll always have a way to get your hydroponics going. Not to mention harvesting seeds from the plants themselves.



We’ve added a fertilizer system, too, that boosts plant production in different ways depending on how you make it ... *checks Stationpedia* … as well as providing a loop for food that’s past its best-by date. It's a system that rewards experimentation.



The advanced composter also chains up to recyclers, centrifuges and more, ensuring there's always avenues for smart construction to seriously boost your harvest ...



Automate it!

With our recent focus on thirst, decay and farming, we’re building out the food side of Stationeers: so of course, we HAD to automate cooking. Try building a starfield-to-fork production line with a Harvie, the advanced oven, then hook it up to a packaging machine to make sure you’ve always got enough food to get on with … everything else.

The ODA approves.



Then, once you get it all lined up, sell it to your local Trader using an integrated stacker-fridge-vending machine, and take your place in the interplanetary economy - or be stuck doing it the hard way forever.



So join us, and let's grow together.

https://store.steampowered.com/app/544550/Stationeers/

Version 0.2.2865.14293

Hotfix
  • Added Can Logic Read on the Quantity value for the Advanced Composter. This will return the number of items awaiting processing.
  • Added Logic checks for Seeding stage on plants.
  • Lowered the rate at which the Advanced Composter uses water.
  • Fixed reagent contents appearing incorrectly (e.g. Steel appearing as Empty Cans) in printers (e.g. Electronic Printer).
  • Fixed Composters (both portable and advanced) not outputting gasses into the world atmosphere. Composters should now output gases into the grid it's in, rather than the one beneath it.
  • Tweaked water usages for portable and advanced composters. Composters now use 20 mols for each fertilizer produced.
  • Fixed Ore and Ingots able to process in the Automated Oven.
  • Fixed Advanced Composter Activate not working with logic.
  • Fixed Advanced Composter Activate issues when pressing the button.
  • Fixed Advanced Composter releasing lots of gas at once when activating again after the machine was already activated previously.
  • Fixed Advanced Composter processing when conditions change while processing.
  • Fixed Advanced Composter contents panel not lighting up while powered.
  • Updated Borznacs Kitchen Scenario.
  • Fixed Dynamic Composter finishing the entire processing of fertilizer when water is removed.
  • Packaging Machines now accurately show the requirements and contents of cooked reagents rather than raw reagents (e.g. 2x Condensed Milk rather than 200 Milk)
  • Updated the DynamicHydroponics tray to now be affected by grow lights.
  • Updated Grow light effects. It now maximises the plants Light Efficiency. Planets solar scales no longer affect how well grow lights work.
  • Fixed DamageState not inheriting correctly from items.
  • Fixed Decayed Food turn into in-correct quantity.
  • Fixed incorrect tooltip on DynamicHydroponics (portable hydroponics)
  • Fixed Vending Machine Fridge not loading atmosphere correctly.
  • Updated slots on Dynamic Hydroponics and hydroponic trays to help prevent accidentally picking up plants from the slots.
  • Fixed planting issues and NRE errors on tray data device.
  • Fixed decay time in the tooltip not working for clients.
  • Tweaked Refrigerated Vending Machine cooling to be in line with the Large Fridge.
  • Updated Corn materials.
  • Added Vending machine tooltip now shows stack size of stackable items and percentage remaining of Consumable items.
  • Fixed Refrigerated Vending machine not saving the Stacker setting.
  • Changed Default stack size for Refrigerated Vending Machines to 50.
  • Lowered some soup recipe costs.
  • Made canned French fries require French fries.

Code
  • Adjusted Biomass to cycles ratios in fertilizers for better gameplay balance.
  • Updated Cooked food and canned food recipes to better balance and reflect Time and energy costs required to make the item.
  • Added nutrition values to cooked items.
  • Updated cooked Items to be decay-able
  • Updated cooked Items to be stackable.
  • Lowered gas output of composters. Composters now output 50 moles each of Nitrogen and Volatiles per fertilizer processed.
  • Tweaked heat output of composters.
  • Updated Language files to latest versions.
  • Plants will no longer decay while growing, but will still decay once fully matured.
  • Moved soup recipes to packaging machines.
  • Updated recipes on microwave.
  • Reduced the amount of biomass extracted from each plant/decayed food from 10:1 to 1:1.
  • Tweaked autoignition temperature of volatiles to 50 degrees Celsius. This makes it easier to have fuel out in the world, but still allows for rapid unscheduled disassembly.
  • Removed minimum ignition temperature. Fuel may burn at any temperature in the presence of a spark.
  • Removed rapid spawn from creative menu.
  • Tweaked Big Fridge's atmosphere to hit the minimum optimum atmosphere at it's target temperature to maximize spoilage buff. This will only apply to new fridges.
  • Changed the Silo to spoil food when exporting.
  • Updated trays to support Fertilizers.
  • Added font support to secondary text while holding cartridges in hands.
  • Changed Decayed Food to be stackable, it cannot be consumed anymore.
  • Tweaked food decay temperature curve. The lower the temperature, the better food stores now. Combined with the pressure debuff, this means that you'll have to cool a larger amount of air in order to obtain optimal storage environments (low temperature, at least 1atm)
  • Updated trays and hydroponics devices to plant and harvest seeds.
  • Disabled decay on the Cereal Bar, Corn Soup, Pumpkin Soup and Tomato Soup.
Content

  • Added Automated Oven which can be crafted in the tier two Electronics Machine.
  • Added Advanced Packaging Machine which can be crafted in the tier two Electronics Machine.
  • Added a new Vending Machine variant the Refrigerated Vending Machine which has the same functionally as the Big Fridge for cooling of items. This includes a stackable feature which allows the user to input a value at which the importing items will stack at similar to how the Stacker functions but across multiple slots instead of one. The recipe is craftable within the Electronics Printer.
  • Added Advanced Composter which can be crafted in the tier two Electronics Machine.
  • Added Dynamic Composter which can be crafted in the Electronics Machine.
  • Added Basic packager and Planter construction recipes.
  • Added additional animations to Basic Packaging machine.
  • Added Canned variants of food items.
  • Added Basic packaging machine firstpass
  • Added Cooked food variants firstpass
  • Added single planter that can be watered directly from water bottles and canisters or connected to pipe.
  • Added Seeds to tradable lists.
  • Replaced food items in organics crate with seeds.
  • Added Fertilizer to be applied to plant trays before planting plants.
  • Added Fertilizer benefits including Yield,plant growth speed and use's of fertilizer.
  • Stationpedia edits (including community from BigfootMSR, Windslinger)
  • Added low pressure food decay debuff. When the surrounding atmosphere drops below 1 atmosphere (101 kPa), food decays more quickly.
  • Added Seeding stage to plants usually just before the mature stage.
  • Added seed bags, these are not affected by decay.
  • Added ability to plant seed bags as the corresponding plant.
  • Added and updated Stationpedia entries (including edits and entries from BigfootMSR, Redsti, Xlaits)
Fixes

  • Fixed stacked food items not being consumed correctly. Stacked food can now only be consumed once the bar is fully filled.
  • Fixed Heal/Pills only produce their effect when fully consumed
  • Updated Hydroponics station, Made things easier to plant.
  • Fixed hungarian_help.xml enum being translated and causing error.
  • Fixed Pumpkin quantity as a reagent being in-correct. Previously was ten for one Pumpkin this has been changed to one.
  • Fixed names of cooked food items.
  • Fixed Pumpkins not being stackable.
  • Empty cans can now be added to packaging machines.
  • Fixed being able to place plants in the Planter's kit - now no longer able to do so.
  • Fixed fertiliser benefit ratios on DynamicComposter.
  • Fixed composters sparking atmosphere. Composters will no longer try to set the volatiles that it's outputting on fire.
  • Fixed Small Fridge Kit missing English text.
  • Fixed autoignition and minimum ignition behaviour of Volatiles. Volatiles will only ignite at a temperature above 32 degrees Celsius (if a spark is present), and will auto-ignite even without a spark above 100 degrees Celsius.
  • Fixed Planter issues with human thumbs growing out.
  • Fixed a recipe on the Advanced composter not adding more cycles to fertiliser correctly .
  • Fixed tooltip stating you'll harvest plants when you are actually harvesting seeds.
  • Fixed a bug when removing the last seed from a plant any action taken after would cause the whole plant to be picked up.
  • Fixed action strings on seeding stages.
  • Fixed balance issues with fertilizer cycles.
  • Fixed decay food duplication on plants.
  • Fixed Decayed food getting stuck in planters.
  • Fixed Plants not being destroyed when decayed.
  • Changed Storm is now less noisy in general and much quieter when in shelter.
Stationeers - El Oshcuro


New This Month

Stationeers. We all know it’s a special kind of survival game. And for the longest time, we’ve wanted to deepen that experience with food perishability mechanics – and at last we have.

There’s a range of new fridges to keep things fresh and, by popular request, we’ve added a suite of heat exchangers to the game... plus new rocket modules for collecting and storing gas, as well as (believe it or not) a complete modular synthesizer, a basic logic tutorial to get your automation game going, and lots more.

So whether you're a seasoned Stationeer, or a new recruit, come see what’s new!

Food decay

It’s been on our Wishlist for a long, long time: perishable food. And at last, we decided the time was right – to go bad.

All food now perishes, depending on what type of food it is, how hot or cold the atmosphere around it is, and what gases are present.

It’s a new system, so we’re starting out slow. But as we deepen the system and add supporting content in updates to come, we’re going to be tying these mechanics to the core survival loop (fertilizer, anyone?).

We’re really, really excited about this one and where it’s going – so come have a play around, get acquainted with the in’s-and-out’s… and get your bases ready for some entropy fun to come.



Heat Exchanger

Anyone familiar with our atmospherics system knows this is a game changer: a passive heat exchange system that’s less magical, more practical – and easily adapted to whatever crazy thing you’re trying to accomplish in our universe.

Enjoy.



New Logic Tutorial

As we’ve been looking at our new player experience, it’s become obvious that an introductory logic tutorial was much needed. So we’ve put together something simple, that we hope provides new players with a springboard into some of our more complicated systems.

There’s a world of automation, IC and control waiting for you – so give it a whirl, and dive into some deeper Stationeers device-wrangling.

Step Sequencer

Many moons ago, our audio programmer observed that the Stationeers logic system would be perfect for creating a modular synthesizer. Since then, we’ve been tapping away in spare moments. And now we’re proud to present to a fully working step sequencer, for creating epic sunrise sonatas, dope disco beats, or whatever.



Why?

Because we could! And we loved the idea. And what could be more ‘Stationeers’ than having to create your own soundtrack?



Until next time, Vibeoneeers.

https://store.steampowered.com/app/544550/Stationeers/

Hotfix - Version 0.2.2833.14070

Changes
  • Changed Fridge(Large) to eject heat into the surrounding atmosphere.
  • Fixed Fridge(Large) not providing cooling to items in it's slots.
  • Tweak cooling power of Fridge(Large). Now provides the same amount of cooling as a Wall Cooler.
  • Tweaked cooling of Fridge(Large) to transfer only enough heat energy to hit target temperature, rather than entire cooling potential.
  • Fixed Fridge(Large) not using the correct amount of power when cooling/heating. Was only using base power draw even if heating/cooling.
  • Fridge(Large) now has heat leakage when the fridge doors are open. This'll cause an increase in power usage, as well as an increase in the fridge's temperature if the ambient temperature is high enough to overcome the fridge's cooling.
  • Added new network channel.
  • Updated damage network updates to it's own channel, this should alleviate an issue with a packet buffer overflow error when trying to reconnect to servers.
  • Updated Add gas command to be network enabled, command is now replicated back to clients after it's been run.
  • Added set contact command, This command allows server admins to set the minimum required signal strength to contact and call down a trader.
  • Fixed items spawning decayed item at the in-correct time before it's fully decayed.
  • Fixed Unable to interact with deviceLFO output screw.
  • Fixed Errors on using smart rotate with StepUnit & Stopwatch.
  • Fixed Error on Client joining game with existing DeviceLfo already built.
  • Fixed MusicMachines returning incorrect Itemkit.
  • Fixed Render distance too small for StructureRoundLight and StructureRoundLightSmall.
  • Fixed Potential issues with Dedicated server performance when building music machines.
  • Fixed StepUnit assignments on StepSequencer not syncing correctly for clients.
  • Fixed Dismantling SoundCartridges with drill returns Debugkit.
  • Fixed tooltips showing the name of the item in your hand rather than the item being looked at when trying to swap items between hand and world
  • Fixed duplication bug of selling decayed items to traders not actually removing it from your inventory
  • Updated the Fridge Big which now uses internal atmosphere which heats up and cools down instead of a multiplier.
  • Swapped out the steel ingots for empty cans in Borznac scenario So soups can easily be made.
  • Fixed an issue with food and hydration stopping when returning to a game after exiting to main menu.
  • Fixed missing key on Small fridge that was causing a naming error.

Version 0.2.2827.14044

Code
  • Changed ModularRocketFuelTank is now fully insulated. Expect it to stay this way until the addition of insulated rocket fuel tanks.
  • Added Ability to read gas quantity, temperature and ratios from rocket fuel tank.
  • Added Admin command setdecay, It will set the global decay multiplier of food for the server.
  • Added You can now use Shift + C to auto-rotate devices, pipes and cables to the previous rotation (MouseInspect Key + Quantity Modifier Key)
  • Increased water bottle's storage capacity by 50%. This means you start off with more water, as well as having to refill your bottles less.
  • Added carrying over of damage states when stacks are split or merged.
  • Hydration loss rate is now 60% of original.
  • Added mod-able functionality to the Stationpedia including page creation, images, exclusions.
  • Updated language files to latest stable version.
  • Changed Doubled solar panel repair speed.
Content
  • Added Food Decaying Feature. All Food consumables (Including seeds) will now decay and turn to into an un-eatable pile once fully decayed. There's processes which can slow down the the process of decay such as having the atmosphere cold enough to slow down and or having gas mixes in the atmosphere which would slow down the process even more, such as Carbon dioxide or Nitrogen. Each Food will decay faster or slower then their pairs, this also all depends on the conditions of the temperature and the atmosphere. Temperatures that're too cold will speed up the decay process such as being in a vacuum.
  • Changed the big and small fridge to be isolated from atmospheric heat transfer (but will still receive heat from the sun)
  • Added a tooltip on things that can decay/rot to display the remaining time before it decays.
  • Added Sounds to Fridges.
  • Added Collision Sounds to Wreckage.
  • Added SolarPanel Moving sounds.
  • Updated All wreckage now uses the "Wreckage" Slot type for easy sorting using the Sorter.
  • Added Logic tutorial.
  • Updated H2 Combustor machine with a waste output pipe allowing players to remove unwanted gas's from the machine.
  • Added Fridge Small Recipe to the Electronics Printer which allows the user to pump gas into the Fridge and depending on the conditions allows the decay to slow on consumables.
  • Added Fridge Big Recipe to the Electronics Printer which when turned on and powered slows down the decay on consumables without the need for the user to input their own gas.
  • Added support for Cyrillic letters in Stationpedia search bar.
  • Added videos to Logic tutorial.
  • Added Localisation hooks for music machines.
  • Added A more detailed tooltip to StepSequencer8 and LfoVolume Devices.
  • Added TEMPERATURE CONTROL guide page to Stationeers (written by Barsiel)
  • Added LogicStepSequencer8 to Creative (for making musical sound loops). Build using ItemKitMusicMachines. Connect 8 StepUnits to the left StepSequencer logic input, Put in a sound cartridge, select a speaker output and write to the Time variable on the sequencer. You can get time from the handy new stopwatch device.
  • Added DeviceStepUnit to Creative. Each step unit holds data for Pitch 0-127 (C-2 to G8) and volume (0-127) these values map to the standard general midi note and volume assignments.
  • Added Stopwatch to Creative. Activate button starts and pauses the timer, onOff button resets the time back to 0.
  • Added more mod support for the stationpedia, including the ability to change the HomePage buttons.
  • Added ItemKitMusicMachines for building StopWatch, 8StepSequencer and StepUnit.
  • Added ItemSoundCartridgeBass, ItemSoundCartridgeDrums, ItemSoundCartridgeSynth, ItemSoundCartridgeLeads.
  • Added Gas Insulated Tank Connector.
  • Added Liquid Insulated Tank Connector.
  • Stationpedia updates - community suggestions (Redsti, Pavlik, Risu, BigfootMSR, Moomoobeef, DominicTorrento, mirro)
  • Added Recipes for Insulated tank connecters and the heat exchanger kits.
  • Added Stationpedia entries: decayed food, and explanation of decay system to guide page 'Hunger, nutrition and decay'
  • Added Pipe Heat exchanger, Variants Gas to gas, gas to liquid and liquid to liquid.
  • Added DeviceLfoVolume. Build with ItemKitMusicMachines. Set the output of a StepSequencer8 to LfoVolume to add pulses to your music. (make sure to write time and bpm to Lfo Volume so its in time with the sequencer).
  • Step sequencer explanation for Stationpedia (under sequencer unit entry)
  • Added PassiveSpeaker. Build with ItemKitMusicMachines. Passive speakers are cooler than Klaxons and the best place to route your sequencer audio to!
  • Added Medium sized shelf.
Fixes
  • Fixed Rocket becoming lost when having multiple fuel tanks.
  • Fixed issue with shelf 'closing' preventing items from being added to it.
  • Fixed Solar Panels causing fps drops when moving.
  • Fixed HeatExchanger computing incorrect calculations when one of the PipeNetwork atmospheres are zero.
  • Fixed Hydration and hunger not resetting to player preferences after tutorials or scenarios.
  • Fixed cooler gas mixtures at low molar counts overshooting and becoming warmer than an atmosphere that was originally warmer with. Heat transfer now only allows atmospheres to hit equilibrium temperature, not move past it
  • Fixed StepSequencer sometimes not playing sounds when attack and release knobs increased past 0.
  • Fixed blastdoor recipe tier error in autolathe.xml
  • Fixed a possible null reference error On the H2 Combustor when activated and no waste pipe output is connected
  • Fixed Rocket silo not serializing the quantity on Save-Load.
  • Fixed Spatialization bugs with rocket launch and landing sounds when looking away from rocket.
  • Fixed Tooltips on sleeper.
  • Fixed potential null error at the end of tutorials.
  • Fixed Harvie occasionally getting stuck in Harvest state.
  • Fixed Stacking of import/export sounds causing them to be very loud when multiple devices import/export simultaneously.
  • Fixed Microwave finished sound playing too early.
  • Fixed StructureWindTurbine rotating backwards.
  • Fixed Gas Mining Modular Rocket part missing after loading a save.
  • Fixed smart rotation on Klaxon Speaker.
  • Fixed StepSequencer Attack Knob not working.
  • Changed You can now read time off StopWatch directly with a logic writer.
  • Fixed Issue with Medium shelf not dropping it's kit when deconstructed.
  • Fixed Issue with H2 Combustor not dropping it's kit when deconstructed.
  • Fixed client crash when using rich text tags in custom names, rich text tags are now disabled.
  • Fixed pressing start on a manufacturing computer when connected to a depowered fabricator, will make the fabricator play the assembling noise.
  • Fixed ShuttleLandingPad lights being switched on when landing pad turned off or incomplete.
Audio
  • Added DuctTape sounds for repairing SolarPanels and other players suits.
  • Added Moving and interaction sounds to Satellite Dish.
  • Added Sounds to LandingPad.


Mar 16, 2021
Stationeers - El Oshcuro


Over the last month, the Stationeers team has been hard at work, extending the modular rocket system – and now we’re super excited to present the first installment of our new automated rocket modules (A.R.M).

Automated Rocket Modules (A.R.M.)



Like the name suggests, A.R.M.s let you reach out into space – building and launching pre-programmed, uncrewed rockets to retrieve all manner of resources from local planets and asteroids.

You want ore? Send up an ore mining rocket!

You want ice? Dispatch the ice miner!

You want… random stuff? Launch a salvage unit!



We’re leaning into the logic and IC systems on this one, so you’ll need to keep your Stationpedia on alert, check out the wiki, the workshop for IC hints, and if you’re not already part of the community, jump into our Discord where you’ll find a heap of knowledge and help.

https://steamcommunity.com/sharedfiles/filedetails/?id=2426269913&tscn=1615921063



This is a new system, and one we’ll be adding to over time (energy gathering modules, anyone?). So we’re conscious there’ll be some *unexpectedness*. But this functionality is important to late game experience, and key to our designs for v1.0.

Supporting our Development

It’s for the community, too – we’ll never gate content like this behind DLC. But if you want to support development through buying existing DLC - we'd seriously appreciate it. We made this DLC as a way for our most passionate community members to support development; check them out below!

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/
https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/

As always, we love feedback, comments and bug reports!

Next up...

Liquids

Last update, we introduced a division between liquids and gases to Stationeers. Under the hood, we still manage the two states in a similar way, but we’re looking to evolve state change further in the future.

In the meantime, we added some new toys to the system: look for liquid pipe meters, a digital valve, adjustments to the water bottle filler and a drain to get rid of any unwanted liquid.

The team also discussed introducing a liquid variant of the air conditioner, but have opted - at long last - for creating heat exchangers: coming to a Stationeers update soon…



Stationpedia

This month saw us talking lots with the community about how to upgrade and improve the Stationpedia in #stationpedia-discussions. Thanks to everyone who’s made edits and suggestions so far. We’ve already incorporated a bunch of them, and will be doing another concerted push on Stationpedia functionality shortly…

Keep those ideas coming!

Tutorials + scenarios

Continuing with our focus on new player experience, this update we’re releasing a gas mixing tutorial, as well as improvements to our food and hydration tutorial. We’re aiming to provide players with a solid foundation in all the game’s basic systems – and we’re on track.

So tell us what you think – we’d love to hear!



Developing our tutorial design has also involved creating a range of easily moddable triggers and events - and we wanted to show them off. So we created a new scenario to showcase how simple it is for the community to create their own content using tutorial systems.

It’s called Borznac’s Kitchen. It’s a Stationeers hot take on a cooking game, so it’s hard, but really, it’s designed to inspire you to create your own scenarios.



Audio

The sonic experience of Stationeers continues with the - frankly - rather special audio design around the A.R.M. launch and landing. Our sound designer had fun on this one. Listen for the sonic boom on re-entry.

https://www.youtube.com/watch?v=MH-I0kizFmM

Until next time, Cadets. Up up and away!



Version 0.2.2802.13893

Code
  • Added Lost in Space state to the rocket for when it runs out of fuel.
  • Added Scanning for CollectableGoods Logic variable on the Automated Rocket.
  • Changed Automated Rocket now uses "Mode" Variable instead of "RocketMode" Variable for reading current Rocket State.
  • Deprecated RocketMode as it has been moved to using Mode.
  • Changed Venus's temperature to be constant throughout the day/night cycle. This will affect new worlds, but not old saves.
  • Added Timer Panel to scene for tutorials and Scenarios.
  • Added Event Action to start Timer Events.
  • Updated Mission ending panel to support scenarios.
  • Updated Scenarios to support custom respawn and starting Conditions.
  • Updated Escape From Mars scenario to use new Liquid pipes,tank and valve.
  • Skipped reloading of prefabs and blueprints when the workshop menu is re-ordered.
  • Changed Increased work-rate of Electrolyser by 60x, increased power consumption 3x (to 3.6kW). Note: machine was updated to be thermodynamically accurate in the recent patch but on further testing we've found it to be too slow to be useful so we've made it a little bit magic for the sake of gameplay for now. Early game electrolysis will require a solid fuel generator and you can make a small farm of 5 per generator if you use heavy cables.
Content
  • Added Liquid Pipe Analyzer structure and kit.
  • Added the Automated Rocket, this can be used alongside other modules and IC to explore the outer reaches of the universe and collect the resources it has to offer.
  • Added Borznac to the scenarios menu.
  • Updated IC information for the AutomatedRocket.
  • Added Videos to GasMixing Tutorial.
  • Updated Videos for Tutorial Hydroponics.
  • Added new Structure the 'Liquid Drain' for liquid pipes. This new Structure will slowly drain liquid from the network. Allowing you to remove un-needed liquid. It will drain 1 mole per tick. This can be crafted in the Pipe Bender.
  • Added Bottom variant of the Water Bottle Filler. This can be found in the same kit.
  • Added Liquid Digital Valve. This can be found in the PipeBender.
  • Added Liquid Wall Cooler. This can be found in the PipeBender.
  • Added Liquid Pipe Meter. This can be found in the PipeBender.
  • Added: Stationpedia entries as suggested by community
  • Added New shadow distance culling feature: lights farther away than 'Light Shadow Distance' (in metres) will stop creating shadows. This distance is adjustable in the Advanced tab of the Settings menu.
  • Changed Steel Frames to use newer model and destroyed variants.
Fixes
  • Fixed Liquid Drain unable to rotating correctly.
  • Fixed mining issues with Rocket.
  • Removed out of date Legacy Tutorial 06 - Basic Atmos Tutorial as It has been replaced with a combination of the Airlocks Tutorial and the Gas Mixing Tutorial.
  • Removed Legacy GasMixing Tutorial as it has been replaced with the new Gas Mixing Tutorial.
  • Fixed PipeMeter needle gauge now maxes out at at pipe failure point ~60mpa (was previously set to max pressure of dynamic canisters).
  • Fixed Spawn issues on Tutorials and Scenarios.
  • Updated language files to latest version.
  • Fixed Cable Heavy 5way Junction had incorrect ignition & flashpoint temperature threshold.
  • Fixed main menu/loading screen flicker on game start-up.
  • Fixed Showing incorrect tooltip when using crowbar on rover.
  • Fixed WindTurbines power generation efficiency effected by the atmosphere around the player and not the world atmosphere.
  • Fixed WindTurbines not generating power when not in storm on certain world Seeds. Wind turbines now generate a small amount of power when no storm active.
  • Fixed broken scroll bar on the Stationpedia.
  • Fixed duplicate entries appearing in the categories for the Stationpedia.
  • Fixed front wheels on the MKI rover being positioned incorrectly.
  • Fixed crate mounting upside down on the MKI rover.
  • Fixed Hunger Rate not applying when creating a custom world.
  • Fixed reagents not appearing in the Stationpedia correctly.
  • Removed unused categories from the Stationpedia.
  • Fixed host being able to climb higher mountains than clients using the jetpack. Jetpack ceiling for clients now uses above ground altitude, rather than above zero-level altitude, in line with server.
  • Fixed dedicated servers still allowing gases to enter liquid pipes and vice-versa.
  • Fixed missing hydration events on tutorial 1 and 6.
  • Fixed an issue with starting conditions giving players incorrect inventory items on game start.
  • Fixed Overridden key causing incorrect text to appear in the tutorial menu.
  • Fixed rocket silo being able to export while in space.
  • Fixed Gasping breathing when spawning in as Client.
  • Fixed Player animations not working correctly with shadows disabled. Fixes not being able to see the tablet when holding it.
  • Fixed 'lb' instruction and LogicBatchReaders in Maximum mode returning 0 if all pertinent values were negative. Now correctly returns the largest number, even if all the numbers are negative.
  • Fixed missing translation for Transformer Reversed (Medium)
  • Removed legacy hydroponics and smelting tutorials.
  • Fixed Pipe Mounted Devices (e.g. Pipe Analyzer, Pipe Meter) can no longer be mounted to liquid pipes (liquid variants still to come).
  • Fixed Weather Station now has a ReadOnly Mode State to read current storm State. Mode = 0 NoStorm, Mode = 1 StormIncoming, Mode = 2 InStorm.
  • Fixed liquid pipes not being labelable.
  • Fixed Hydroponics Tray having rendering issues.
  • Fixed Kit (Ice Crusher) no longer shows having two build options even though there is only one.
  • Changed Pre-Filled Water Canister thumbnails to better reflect their new models.
  • Fixed Electrolyser drawing power when input water pipe empty, now draws idle power of 10w when no water in input.
UX
  • Added Guides and Universe Lore buttons to the Stationpedia.
  • Updated fill tank command now named /addgas.
  • Updated /addgas command to support pipe networks.
  • Added /help command to chat console that displays current commands and a short description of what they do.
  • Changed Pre-filled Water Canisters now start with 100 Moles of water (was 10 Moles). This is almost enough to fill two water bottles.
  • Updated the way low and critical filter warnings are displayed, filter warnings now depend on total quantity of filter remaining.
  • Improved Rover handling at high speeds, rover will be less inclined to skid out when turning.
  • Further tweaks to rover handling to improve usability.
  • Crowbar can be used to flip the rover.
  • Changed increased LogicDial Max setting to 1000. Added Alt interactions to change setting in larger increments.
  • Reduced the rate at which chickens become hungry.
  • Updated language files to latest version
  • Added skipstage command for skipping stages in tutorials or scenarios.
  • Added setstage command to set a tutorial or scenario to a certain stage.
  • Added showstage command to list the stages of a tutorial or scenario.
  • Added help command to show a list of the currently available commands.
  • Updated chat panel it can now be scrolled to show previous written text and no longer fades text while typing.
Audio
  • Added Rocket Landing sounds.
  • Added Rocket Launch Sounds

Hotfix
  • Fixed Player Items disappearing when respawning after a corpse has decayed.
  • Adjusted the Liquid Drain to use 50 power instead of 10. This includes an additional 20 power used for every mole removed.
  • Fixed AIMEe Drive sound not stopping when AIMEe turned off.
  • Fuel logic variable on autonomous rockets now takes air-fuel ratio into account, and only returns the usable amount of fuel-oxidiser mix, not the sum of fuel and oxidiser.
  • Added Liquid Pipe Analyzer structure and kit.
  • Fixed ModularRocket not updating the types of things it could collect when mining modules were removed. This could cause the CollectableGoods variable to incorrectly read true even when there was nothing left to mine.
  • Fixed Things not correctly updating if you weren't looking at it.
  • Fixed Autonomous rocket able to be refuelled while in flight.
  • Fixed RoverCargo MKII unable to turn.

https://store.steampowered.com/app/544550/Stationeers/
Stationeers - El Oshcuro
Over the last four weeks, the Stationeers crew has been cranking the wheels and whirling the levers on two long-awaited systems: liquid water and hydration, and we’re super excited to reveal what we’ve done, and where it’s all going...



This update sees a big content drop, too, with two new tutorials, a wind power generation system, a fresh set of pressure and temperature resistant tools, trader tweaks, a new planet (welcome to Venus, kids) plus a pile of audio improvements, bug fixes, tweaks and all-round improvements.

It’s been one of our biggest months yet, so come dive in!



Liquids

We’ve been planning a liquid refactor for a long time: and separating out gas and liquids opens the door to lots more possibilities in the future!

The TL;DR: liquids can currently only exist in liquid pipe networks and devices. We’re going to be developing the system, but for now, note that water is deleted when outside the liquid system - it cannot exist in a world atmosphere.

We’ve also added a heap of new liquid-specific variants of gas devices (we’ve aimed to hit the essentials, with more to come), as well as new devices like the ice crusher for turning ices into liquids and gases, and reworkings of devices like the H2 Combustor and Electrolyzer to be more faithful to thermodynamics. We’ll be adding more as we progress, and if you’ve got any questions, head for the Stationpedia or jump into Discord with us.

We’re conscious it’ll switch up the game for a lot of people. So as we shift over, we’ve tried to make it as smooth as possible for you, but we know there’ll be some speed bumps. Thanks for bearing with us.

Hydration



Stationeers’ survival mechanics have seen a bit of love recently, with storms and new planets, but we felt there was a real thirst for more. To quench this desire, we have added hydration to your characters. Much like hunger, your hydration progressively drops over time, with the rate depending on difficulty, heat and movement. Fact: a dehydrated character is not a happy character.

Alongside the hydration mechanic, you will now find water bottles in your starter kits! Use these wisely as they only hold a limited amount. Once emptied they can be refilled using the water bottle filling structure, which integrates with the new liquid system.

If you run out of breathable atmosphere, nutrition or hydration – expect to die. Quit dilly dallying and go find some ice!

(Note: hunger settings in the menu control both hydration and hunger systems)

Content

As well as a host of liquid device variants (pipes, valves, canisters, tanks, connectors...), we’ve added a new suite of new tools for working in high-temperature environments, and shiny new tutorials for Alloy Smelting and Hydroponics.

Also, check out the big new wind turbines (spoiler: during storms, they make a LOT of power), take a walk on Venus (see below), and listen for the new efforts designed by our resident audio mastermind.



A NEW PLANET

Community member SunRazor has been a force in our Discord for a long time. He’s also a passionate creator of realistic planets. With great generosity, he has contributed his version of Venus to the base game.

Venus is a harsh, hot, dry place. We’ll be watching community feedback carefully over the next month to see how players get on with it, and what suggestions they might have.



If you’ve got feedback, jump into Discord and talk to us about it.

https://store.steampowered.com/app/544550/Stationeers/

Version 0.2.2765.13581

Code
  • Added minimum combustion pressure of 10kPa to prevent fractional atmospheres from creating fire.
  • Added Liquid outputs to Furnace, Advanced Furnace.
  • Added OnItemAddedtoMicrowave event for tutorials and scenarios.
  • Added OnConsume Event for tutorials and scenarios.
  • Changed Weather no longer re-calculates pathing every frame. Now only re-calculates when needed. This should improve performance during weather events.
  • Changed GlassDoor idle power draw to 10 to be in-line with composite door idle power usage.
  • Depreciated Loulan World. This will no longer show on the New Game menu. It can be re-enabled though the worldsettings.xml by setting `IsDepreciated` to false.
  • Fixed error on OnGasDisplayObjectSelected Event causing it to not appear in build.
  • Removed world water visualizer, now that there will not longer be any water in world atmospheres.
  • Updated OnDynamicHashThingParentChange to utilize a new model that can count how many times the action has been completed successfully.
Content
  • Added the Liquid Regulator Kit recipe to the Pipe Bender. The cost is the same as the original.
  • Added Liquid versions for Pipes, Connectors, Volume Pump, Canisters and many more atmospheric devices.
  • Added Feature which changes the Application Window Name after startup to "Stationeers ‘’’Version Number'".
  • Added Hydration, much like the hunger mechanic you had better keep an eye on your hydration level.
  • Added the Water Bottle Item that can be used to rehydrate yourself.
  • Added the Water Bottle Filler Structure, used to fill empty water bottles.
  • Added Ice Crusher: Crushes Ice into its gas/liquid form.
  • Added new MKII variants of the originals tools - Wrench, Crowbar, WireCutters, Drill, Screwdriver, Angle Grinder, Arc Welder, Mining Drill and the Duct Tape. These new MKII Variants are more durable at withstanding higher temperatures.
  • Added new loading screen for Venus.
  • Added new Wind Turbine variant which can generate power during the day given the planets pressure and wind strength. This can generate up to 500W in normal conditions and up to 10,000W during a Storm. This can be crafted in the Electronics Printer using the 'Kit (Wind Turbine)'.
  • Added Venus blurb to english.xml for menu.
  • Added new world Venus. This is the first pass on this planet (Credits: SunRazor. Originally his design with edits on our end).
  • Added new build stage for the Computer. This requires a Screwdriver to complete the new build stage. Existing worlds will have the computer already in the final build stage.
  • Added a Import / Export category to the homepage of the Stationpedia.
  • Changed Pipe Network System to separate Liquids from Gases.
  • Changed Things to automatically convert to their liquid versions where appropriate when loading games saved prior to this change. IMPORTANT : Most structures no longer accept liquid connections. This will mostly disrupt heat distribution systems.
  • Changed H2Combustor to be in line with normal atmosphere combustion. IMPORTANT : It will now generate a lot of heat (similar to fires). H2Combustor will now takes fuel mix ratios into account.
  • Changed ElectrolysisMachine. Now uses electricity to add back the energy lost during combustion. This means that hot water electrolyses more quickly, and electrolysis overall is much slower.
  • Removed all Water Filter recipes.
  • Updated Missions to be support delays between mission stages using the StageLoadDelay parameter.
  • Updated Split stack event to differentiate between split one and split half.
  • Updated OnDynamicHashThingParentChange event to support an optional quantity parameter.
Fixes
  • Added extra feedback on the Furnace, when the reagent mixture inside can be successfully turned into an ingot, the activate button will turn green.
  • Added the Liquid Volume Pump Kit recipe to the Pipe Bender. The cost is the same as the original.
  • Added the Liquid Canister Smart recipe to the Pipe Bender. The cost is the same as the original.
  • Added ability to craft the new MK2 Tools under the Tool Manufacturer. The new recipes require a MK2 Manufacturer.
  • Added Connection helper icons for liquid connections when placing structures.
  • Adjusted the Advanced Tablet to inherit the MK2 temperature values.
  • Adjusted the Heavy Drill to inherit the MK2 temperature values.
  • Adjusted existing MKI tools Autoignition Temperatures to 523K.
  • Changed the Lava Level on Venus, it's now lower.
  • Changed the Ice's mineable spawn rate on Venus.
  • Changed the Storm frequency on Venus to be lower in duration and more time between each storm.
  • Changed tutorial Advanced menu tab to Legacy/Advanced.
  • Changed World Atmospheres to no longer contain Water. Releasing water into the Atmosphere causes it to be destroyed.
  • Changed Connections to liquid where appropriate for H2 Combustor, Electrolyzer and Hydroponics.
  • Fixed Flare, WeldingTorch, Grenade or Dynamite causing the entire world atmosphere to be permanently ignited (thus causing items outside to catch fire at their much lower FlashPoint Temperature (100degrees Celsius for most things) rather than their Autoignition temperature (300degrees Celsius for most things). Things will now only burn at their Flashpoint Temperature when in the same grid square as an ignition source.
  • Fixed stacker not displaying the contents of its slot.
  • Fixed Tutorials and Scenarios causing an error when reaching the end of them.
  • Fixed Valve kit correctly creates a gas valve not a liquid valve.
  • Fixed Stacker being difficult to create with Research turned on.
  • Fixed Wind Turbine animations not syncing on Clients.
  • Fixed Error when respawning after dying by explosion.
  • Fixed volume pump not moving water.
  • Fixed a null reference error in tutorials and scenarios where the furnace cursor is used.
  • Fixed Gas Canisters in the Rocket Cargo not loading any atmosphere into them after travel.
  • Fixed harvested plants spawning inside of their growing locations, they now spawn in front of the player.
  • Fixed On stack split event trigger reliability.
  • Fixed logic gen hash opening a UI Window for all users on the server, it now operates as expected opening for the client that interacted.
  • Fixed logic not being able to turn off the Activate Logic value on Devices.
  • Fixed Incorrect render distance on Weather station.
  • Fixed duplicate entries appearing in the Import Export category on the Stationpedia.
  • Fixed a null reference error on the GasDisplay circuit board.
  • Fixed smelting of ingots while releasing gas in the advanced furnace causing the temperature to increase while volume remaining the same. Now volume decreases alongside temperature.
  • Fixed Authoring Tool taking damage from Temperature.
  • Fixed global atmosphere leaking into a room on load through a fully enclosed, partially constructed, frame.
  • Fixed Computer causing errors when clients join game when a motherboard is inserted.
  • Fixed a duplicate key breaking tutorial localisation.
  • Fixed Silo quantity not updating on clients and instead always showing it was empty (Tooltip displayed zero).
  • Fixed Reinforced SolarPanel Angled not generating power.
  • Fixed Death hole in Tutorial 02 Construction.
  • Fixed fog color in storm on clients not being set correctly. Clients should now see a white fog rather than brown on Europa.
  • Fixed null exception when converting saves that have research machines to the new liquid system.
  • Fixed Upright Wind Turbine not orientating around the center of the structure.
  • Fixed digging around structures embedded in terrain causing atmosphere implosions
  • Fixed atmospheres around structures embedded in terrain heating up too much, causing tank explosions.
  • Fixed null upon opening Logic generator hash on dedicated server. A known issue is it opening the window on all clients.
  • Fixed Weather Stations first build stage being invisible.
  • Fixed Command Module Lander having invisible collisions outside the model.
  • Fixed Screen fade out breaking at the end of tutorials and scenarios when the rocket is launched.
  • Fixed some Insulated pipes were using non-insulated pipe meshes when they had burst.
  • Fixed Rover sitting on top of the spawn point causing the player to be instantly crushed on spawn in some cases.
  • Updated the Satellite Dish Model to ensure the arrows reflect the function of the dials when rotating the dish.
  • Updated Venus new world button.
  • Updated MainThreadDispatcher to check if the actions target is valid before invoking it.
  • Updated frame rate limiter to default maximum framerate at 60.
  • Updated Upright Wind Turbine which will now take into account the worlds pressure among other factors to generate power when a storm is not active.
  • Updated OnFurnaceOpened tutorial/scenario event to take an additional parameter for opened or closed.
  • Updated OnInternalPressure event with a new mode that can detect when the atmosphere is below a target value.
UX
  • Added feedback for when something is copied on the Stationpedia.
  • Added the temperature in Celsius along side the Kelvin temperature in the Stationpedia.
  • Changed Dirt Canister to be able to be placed in any slot in the mining belt. Changed the dirt canister slot to a regular ore slot.
  • Changed tutorial order. Gas Mixing 05 is now Gas Mixing 07.
  • Updated the UI used when contacting Traders via computer, it now displays all errors in an easier format. This is a first pass.
  • Updated many of the Stationpedia headers/titles to be localizable.
Audio
  • Added Breathing Toxic air sounds.
  • Added sounds to Big Wind Turbine.
  • Added sounds to weather station.
  • Added ambient sound to Venus.
  • Added Constructing sounds for GasTankStorage.
  • Added PipeValve Sounds (previously used default switch sound).
  • Added Female breathing sounds + efforts.
  • Fixed Volume of chuteBin sounds to high.
  • Fixed wind turbine sound now matches rotation speed.
  • Fixed AudioDropout issues in storm caused by large numbers of the same device.
  • Fixed Breathing audio not playing when loading a saved game (only played when a new game was started).
  • Reduced the amount of wind noise from global wind.
Jan 12, 2021
Stationeers - El Oshcuro
Hey Stationeers,

After a "thank you" and double update at the end of 2020 for three years of incredible support, our CEO took a deep dive into the Discord zone, looking for ideas and suggestions to implement into the game... and wasn’t disappointed!



Our community had a wealth of tweaks and adjustments to suggest, as well as deep knowledge and design ideas around implementation. We had a lot of fun discussing and have now implemented them into the game!

So yes, we are always listening to you. That's why we're calling this The StationEARS update. ^_^

Highlights include:
  • Reduced loading times
  • A serious refactor of the reagent system’s performance
  • Major balance changes to smelting both alloys and especially super alloys
  • Hydroponics improvements (better feed those plants clean atmos, or else)
  • IC commands for batch writing and saving
  • New readable variables on atmospheric devices
  • Fixes to atmospheric network updates
  • Adjustments to repair
  • Cost and recipe balances
  • Power consumption standardization
  • Cleaning out some legacy items, as well as Rcon fixes
  • New content like advanced solar panels (storms can’t hurt ‘em)
  • A bigger mining belt
  • Improvements to the weather system
  • and lots, lots more!
Important! There have been some major changes to smelting recipes. Check stationpedia in game (using F1) to find more about the new pressure and temperature requirements. Yields have also been lowered for Super Alloys, so you will need to smelt more to make the previous amounts.
This is yet another update to say THANK YOU, EVERYONE - as we push on towards v1.0



Version 0.2.2724.13197
  • Players can no longer duplicate Reagent Mixtures when merging stacks, whether this is done by devices (Recycler/Centrifuge) or by hand.
  • Fixed JumpSuit Uniform not hiding the Credit Card when one is inside the slot.
  • Fixed an issue with some languages not being updated.
  • Fixed Advanced Furnace panel display showing on the incorrect built stage.
  • Added Maximum Voltage information for cables, and max pressure limit for pipes to the Stationpedia.
  • Fixed Gas canisters that are pre-filled now recycle into the same materials as empty gas canisters. Some of these canisters previously recycled into for significantly more materials.
  • Fixed error when recycling gas canisters. Recycling gas canisters should now correctly output their contents into the world atmosphere, as well as no longer provide more resources than intended.
  • Fixed StructureKlaxon new sounds not available when interacting with device directly.
  • Fixed duct tape. Now able to repair renamable items again.
  • Duct tape can now partially repair renamable items.
  • Added New sounds to Klaxon Speaker. 5 New Looping Alarm sounds and 29 single-shot Voice lines.
  • Rebalanced volume on existing alarm sounds on Klaxon Speaker.
  • Updated world settings for all new tutorials. They now are set to survival and use the correct starting conditions.
  • Added Ground Penetrating Radar (GPR) which includes a small battery to the Default Starting Conditions. This will be included in the Lander on new Worlds excluding Loulan and Vulcan.
  • Added Ore Scanner to the Default Starting Conditions. This will be included in the Lander on new Worlds excluding Loulan and Vulcan.
  • Changed the maximum speed on the Spacepack from 8 Meters per second to 5.
  • Fixed text appearing in the Stationpedia Descriptions when they were not supposed to.
  • Changed the maximum speed on the Hardsuit Jetpack from 15 Meters per second to 8.
  • Added Sounds to CrateMKII.
  • Reduced and unified power consumption of logic devices. Most now only use 10W of power.
  • Reduced explosive force applied to gas canisters. Still might be too high, but it is now 1/3 of what it was. The small gas canisters had a very high explosive force applied to them when they exploded.
  • Added HaltAndCatchFire behaviour to IC Housing. Now ignites the atmosphere it is in, as well as applying a small explosive force.
  • Fixed Electronics Parts had a smaller stack size than what is required to construct rocket parts.
  • Fixed issue on beta branch where welder use was exponential. Each time you used the welder it used the entire amount it ever had the next time.
  • Added built states to the advanced furnace.
  • Balanced super alloys. Switched Primary resource in super alloys, away from Nickle and Cobalt to reduce resource stress on these already rare resources. Reduced yield from smelting super alloys so it now returns one unit for each complete smelting result (for example, 2 Steel, 1 Cobalt, and 1 Copper will now return only 1 Astroloy). Changed Iron to be Steel in the super alloy recipes. These changes are in line with our aim for these to be late game resources that are dangerous, require resources, and are difficult.
  • Fixed welder was not using fuel beyond being turned on. Now it will use additional welding fuel above its idle use, whenever used on construction (and in future, repair).
  • Improved occlusion in storms. Now culls structures that are beyond the fog's max distance when in a storm. Increases render performance when a storm is active.
  • Fixed Rcon console responding with a permission denied message. the Rcon console will now accept commands after you login using the Rcon password.
  • Fixed shutdown command. The server will now shutdown and close the application when shutdown is called.
  • Fixed force-feeding of other players.
  • Fixed completion rate of consumable items. You now have to fill up the interaction bar in order to consume items (pills, plants etc).
  • Changed Taking damage or nutrition getting to 0% will cause player breathing to become distressed.
  • Changed Increased the damage lungs can take before breathing becomes permanently strained (note: heal pill will fix damaged lungs).
  • Changed Reduced amount of wind noise when moving quickly through the air.
  • Fixed broken PressureRegulator event not ticking off and causing an error when completed.
  • Fixed Tutorial 11 - GasMixing and more tutorials reference ID's.
  • Fixed broken reference IDs on old atmospherics tutorial that prevented stages from being completed.
  • Added Advanced Mining Belt. Has five extra ore slots. Requires a Tier Two Tool manufactory and some alloys.
  • Fixed Leg movement foley sounds not playing when jetpack equipped.
  • Added prototype breathing sounds. Currently only active on Male Humans. Suit Breathing sound (AKA filter sound) has been temporarily disabled pending redesign.
  • Fixed Wheat and Alien Mushroom were not set to type plant and therefore not recognized by Harvester devices.
  • Decreased Solder's pressure requirements to be in line with other non high pressure alloys, based on feedback from the community. It now however must be made between 350 degrees and 550 degrees. Constantan has had its upper temperature limit removed, and now requires medium pressures(20,000kpa) to smelt. This is to give players a chance to learn about single variable smelting parameters, before moving onto the more complex smelting recipes of Invar, and even more dangerous Super alloys.
  • Added Heavy Solar variants. The basic heavy solar kits (makes flat and angled solars) uses Invar. The fully articulated solars are made from kits that require Astroloy. These solars do NOT take damage during storms.
  • Increased max power generated by wind turbine substantially (x10) to 5000W max, from the previous value of 500W.
  • Added sounds to ChemistryStation.
  • Optimized terrain generation behaviour to stop spawning terrain around most small things that are moving. This should alleviate the feeling of terrain not spawning while a storm is active.
  • Tweaked DynamicThing (e.g. flare, duct tape etc) to now be destroyed if it falls off the world, except for DraggableThings (e.g. crates) and Entities.
  • Added new model for Daylight Sensor.
  • Added furnace now smelts it's contents before smelting itself. That means if you put, say, an ore belt in a furnace... all the ores will also get smelted. Previously they would just be deleted.
  • Added Recycler now dumps gas contents of recycled content into the world, such as gas canisters and Ice.
  • Added build state stationpedia images for Airlocks, Blast Doors, Doors, and Weather Station.
  • Fixed ice would melt under far more circumstances than was intended.
  • Add TotalMoles variable as logic readable on furnace and other atmospheric devices through logic system.
  • Replaced Super Alloy models with a new model that looks more different to standard alloys, to help differentiate them more visually.
  • Fixed atmosphere network updates completely broken on beta. Grid position was being sent as an int (large integer) but read as a short (small integer).
  • Removed clamping from solar panel logic horizontal inputs. Both ratio and angle will now not be clamped for the Horizontal values. Vertical will continue to be clamped.
  • Added lb and sb IC commmand support for Hardsuit and Aimee slots.
  • Added Batch loading command to IC. Similar to the batch saving command that was added just before. See the logic functions for more information. Based on the logic batch reader, so you will need to provide the read mode (such as SUM, or AVERAGE).
  • Added IC command for batch writing. Command "sb <prefabhash> <variable> <value>". The "Hash" you can see by finding the reference in Stationpedia, it's an integer number the game uses to reference that. It functions the same as the Batch Writer. This should mean batch writers will now be unnecessary when using IC's. Note that the hash can be a register or alias, just the same as any other integer is handled by the system. This allows you to vary the hash via IC code as well.
  • Added toxins (pollutants or volatiles) in hydroponics water will cause damage to plants now.
  • Increased damage caused to plants from toxins, both in the water or in the air. Now significantly more damage will occur per tick, scaling with the quantity of toxins in the atmosphere.
  • Fixed shuttle landing pad autorotate could rotate it into impossible directions.
  • Refactored Reagent network message system. This is a major change. The new system greatly reduces memory allocation and handling of reagent state changes in multiplayer, as the previous one was string based. This will lower the cost for a server to synchronize reagent state changes, as well as the cost for a client to deserialize this. It will be most noticable for improvements with bases that are constantly processing lots of reagent changes. This is a phase one improvement, additional optimizations are planned and this will help that. Additional to improving the cost of handling the message, the size of the messages related to reagents is now greatly reduced - improving network traffic for reagent state changes.
  • Fixed erroneous blueprint change causing all things normally white to become neon green, and physics exceptions from trying to create things and blueprints.
  • Added new Kit (Stairs) model in line with other furniture. The kit is also paintable now.
  • Added new Kit (Locker) model in line with other furniture. The kit is also paintable now.
  • Fixed values not being clamped for SolarPanel and SatelliteDish when received from logic system, causing weird animation issues. Now values are clamped based on maximums/minimums for that device.
  • Fixed cables render distance was set inconsistently. Now all cables have the same render distance.
  • Balanced Solar panel recipe costs. Made basic solar panel cheaper, but made the changeable solar panel require steel.
  • Removed Kit (Benches). All the recipes existed on other kits, it was a legacy item.
  • Reduced weather quality settings.
  • Added able to repair any renamable item with Duct Tape, such as tools and gas canisters.
  • Fixed recoverable exception caused by GameAudioSource null during coroutine. Now check object is still valid while progressing with occlusion.
  • Fixed no steel sheets on vulcan start so can't complete the landing pad to begin trading. Added two steel sheets
  • Balanced starting equipment. Removed the huge amount of canned food from crates and ensured two cans are in each players uniform. This allows starting food to scale well with varying amounts of players. Instead of the food in the crates, more organics of varying types are included to allow you to grow anything. A new crate called residential supplies is provided that contains tables, chairs, beds, and a microwave.

https://store.steampowered.com/app/544550/Stationeers/
Dec 29, 2020
Stationeers - rocket2guns
Without the distractions of having to run the studio I've been able to dust off my programmer legs and get a bunch of work done on Stationeers. Additionally, without people in the office I've been able to do some larger refactors that were hard when others are around, as I needed to change every file.



So here we are! A surprise update with quite a few changes, a few additions, and a lot of fixes.

New Jupiter and Saturn models

I changed the models to much better materials, they look beautiful! I also changed their position so if you're using them for navigation or orientation, they will be in a different spot.

Stationpedia additions

A whole bunch more information is now in the Stationpedia. Includes build state information, what things are used in, logic slot variable information, mode strings - and more!

Solid Generator Changes

Improved to be less wasteful and more consistent. Fixed a number of bugs with it. Additionally, there is now Charcoal that you can make using Biomass in a furnace. This burns quicker than Coal.

Smelting revised

A number of changes supplied by one of our team here who plays a lot of Stationeers. These are pretty major, check out the stationpedia in game for more info, but briefly:
  • All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation.
  • Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k.
  • Increased minimum pressure requirements for most standard alloys.
  • Raised steel temperature requirements from 600 to 900.
  • Lowered electrum temperature from 700 to 600.
  • Shrunk Constantan temperature range to between 1000-1300, instead of 1500
  • Solder now has a very high pressure requirement, at 20000KPa
  • Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500
Food/Plants revised

Complete rebalance of the food system. Addition of a whole bunch of new food options, including canned food. Check out the stationpedia for information about these.

Harvie has been changed to be passive, the "face" is now a button to either plant/harvest, and you can control it through variables with the logic system.

Chemistry revised

Recipes have been changed and the step of processing many reagents has been removed. You can directly add the reagents to the chemistry station to make Heal pills.

Trade value rebalance

Together with all the changes above, I also heavily changed the trade values. This is just the start, much more to come here.

- Dean

Version 0.2.2702.13089
  • Fixed many loading exceptions for prefabs that were missing their transforms (rover, wreckage, cartridgeguide, cartridge tracker, and more).
  • Fixed missing picture frame prefab references causing exceptions on game load.
  • Fixed missing wreckage prefab references causing exceptions on game load.
  • Added able to set Logic Dial via logic system, by writing to the Setting variable.
  • Fixed exception when trying to use smartrotate (C key) with Hydroponics Device.
  • Fixed Harvie causing exceptions when used with logic system. Was calling main thread commands on logic thread, now made thread safe.
  • Refactored Chemistry Station. Now no longer have to make "packets" of reagents in the reagent mixer. Directly use relevant resources on the Chemistry station.
  • Balanced Chemistry recipes to work with current plant reagent values. For example, a stun pill is made from 10 ferns and 4 units of carbon.
  • Fixed Stationpedia was displaying Resources that technically could be used on the thing, but didn't have an actual recipe. Now only shows resources used with a device that a recipe exists for.
  • Fixed Stationpedia not correctly displayed "Used In" Catergory for items. This category tells you broadly what something is used for, for example charcoal can be used in the solid fuel generator or the chemistry station.
  • Added build state to Shuttle Landing Pad. Use Welder and two steel to complete the landing pad.
  • Added build state information to stationpedia. Shows a visual of the build state, and what tools/resources are required for construction. Currently does not include deconstruction.
  • Disabled "pinging" object using middle mouse button. Defeated the purpose of trackers, subject to spam, looked bad, and was bad not well optimized.
  • Fixed Shuttle Landing Pad placement. Was using small grid, now fixed to large grid. Also now checks for a frame below. Added smart rotate placement options (finding connections by pressing C).
  • Rebalanced Alloys and Super Alloys. All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation. Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k. Increased minimum pressure requirements for most standard alloys. Raised steel temperature requirements from 600 to 900. Lowered electrum temperature from 700 to 600. Shrunk Constantan temperature range to between 1000-1300, instead of 1500. Solder now has a very high pressure requirement, at 20000KPa. Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500.
  • Fixed chute resource exploit. Hydralyic pipe bender produced it at only 1 Iron, and it returned for greater amount that cost to make in the recycler. Now unified the recipe costr.
  • Moved Empty Can manufacture from toolmanufacturer to autolathe.
  • Replaced Organic Material with Biomass. All plants placed into the recycler will produce biomass, which when burned in the furnace at lower temperatures, produce Charcoal which can be used in the solid fuel generator.
  • Added stationpedia descriptions for trading structures, to better explain how to setup contact with a trader.
  • Added Charcoal. Made from organic products put into a furnace at relatively low temperatures. Poor burning in the solid fuel generator, but better than nothing if needed.
  • Removed organic matter as method of mushroom creation as was too convoluted.
  • Changed Horizontal and Vertical variables for Daylight sensor to be local, as SolarAngle is.
  • Added Resource Used lists to Microwave, Chemistry Station, and Paint Mixers in Stationpedia. Back references added for all their ingredients.
  • Fixed canned food had incorrect bounds offset, resulting in weird placement in chutes.
  • Fixed trade values for food were not applying player trade penalty. Now plants are substantially more expensive to buy than to sell, because plants can be grown into other things. Once processed (say into canned food), they hold their value much better.
  • Balanced trade values for many things. Such as ensured that empty filters are worthless when trading. SuperAlloy components are very expensive.
  • Added Used By Stationpedia section. Resources can now give a reference to what they are used in, such as Coal ore pages providing links to the Solid Generator.
  • Refactored Solid Fuel Generator operation to provide constant power and not stop each tick.
  • Added Resources used to the Stationpedia, loaded for Solid Generator and Reagent processor currently.
  • Moved Powered Bench from furniture kit to Table kit, as people were often struggling to find it.
  • Added additional energy cost for filtration machine. Now it uses between 0 and 100W depending on how much gas is being pumped through the filter.
  • Changed default hunger rate from 25% to 50%
  • Balanced starting equipment. Replaced Flowers in starting crates with canned food to ease starting pressure of hunger requirements. Replaced some of the starting cereal bars with canned food.
  • Fixed electronic printer mod was stuck on Tier 2 when it should be tier 1, as the first mod upgrade you need to make.
  • Fixed tutorial button causes null reference when clicking it without selecting a tutorial. Now it will by default select the first tutorial, and if no tutorials are found the button will be non-interactable.
  • Removed obsolete loading routines that caused much of the game data to be loaded from disk several times during application initialization. This should reduce load times fairly significantly on game start.
  • Fixed unable to remove cables or interact with plants.
  • Refactored handling of game prefab loading. Was previously using an expensive and depreciated way to load game data. First pass of changing this to precache all prefabs. This will allow better options for caching and reducing loading times, as well as performance when creating items during a game.
  • Removed shadowcasting from cables, to assist with performance.
  • Refactored light caching to be done during prefab load, and then reused when cloning of prefab. Giving a small performance bonus during load and game creation. Proof of concept to reduce awake initialization in future.
  • Updated Saturn in Mimas map with better material, fixed planet shadow so ring is correctly shadowed, repositioned to not conflict with solar orbit.
  • Updated Jupiter in Europa map with better material, repositioned to not conflict with solar orbit.
  • Added TerrainLod versus distance occlusion for some objects. Large objects, such as wall frames, the Satellite Dish, and some cladding will be rendered to a maximum distance of the terrain lod. Everything else will be occluded either at their render distance settings, or not at all if the chunk has not been loaded yet.
  • Added TerrainLod now does not "cut out" below you unless there is a chunk below you. This means that when you are flying along, you will no longer see blank world.
  • Refactored how things handle updates required per frame. Will provide some performance benefits to those with large bases. This relates to how the game engine handles scripts that need updates every frame. This is now handled collectively.
  • Balanced Wall Heater/Cooler. Now use roughly same basic equations for calculating power used. Both have a minimum power cost (10W), and then both also take out how much power they used during the tick (up to 1000W, depending on efficiency for Cooler) and draw from the network. This means both devices use more power depending on what they have done during a tick.
  • Fixed rendering distance for things. Old implementation was broken by a settings change. Temporary fix is to require the chunk to be rendered, as well as the things render distance settings. This means things will not be rendered unless their chunk is.
  • Added Combustion Logic variable to some devices, such as gas sensor, pipe analyser, tanks with data connections, furnaces. Returns 1 if atmosphere is on fire, and 0 if not.
  • Added allowing of mounting of devices to window pieces.
  • Added cables can cross through straight and corner chutes. Window and device chutes still cannot be crossed. Some chute kits now require more kit pieces to construct.
  • Balanced various recipes in autolathe, electronics, pipe bender, and tool printers. Moved all "mods" for upgrading the printers to the electronics printer. Require the use of super alloys for the hardsuit items.
  • Increased eat speed for canned goods dramatically.
  • Fixed plants would often say they did not have sunlight in their status messages when they did. Now correctly reports health state in status message.
  • Removed conveyor kit from autolathe as it is depreciated. Not working well, causing bugs and due to the open nature of the conveyor it causes physics performance issues. Chutes are a far superior alternative for the player currently.
  • Added Hydroponics Device. This is the Hydroponics Tray, but classed as a device and with a wire connection. This will mix atmospheres between both it's pipe inputs (for water), and make its slot data available to the network. Works with the Harvie. Note that you cannot place these sequentially, like with the normal tray. They must have a pipe between them.
  • Refactored how Harvie (auto planting device) works with Hydroponics tray. The import slot now works as either a trigger, interactable slot, or feeding with a chute. You have to manually activate the Harvie for planting/harvesting. If you press "activate" on the device, then it will try to plant if the tray below is empty. If it is not empty, it will try to harvest. Anything received will be placed into the Export slot. You can use the Logic Harvest and Plant commands to activate the machine, if you want to do this automatically.
  • Fixed jetpacks were not using gas when stabilizing.
  • Fixed hard jetpack was using substantially more moles than it should have been. Now very slightly more efficient than the basic jetpack.
  • Added Stationpedia now reports LogicSlotType for things. This is useful for using the logic system with slot readers.
  • Added Logic Mode data to stationpedia. Now ModeStrings and values will be shown, where known. This is very useful for reference when programming devices using mode with logic systems.
  • Increased repair speed substantially for damaged solars when using Duct Tape.
  • Added Mushrooms are damaged when in sunlight, they must be in darkness or they will take damage. More sunlight will mean more damage.
  • Fixed Harvie missing thumbnail images.
  • Increased Fern harvest yield from two to four.
  • Changed Insulated pipes recipe to use Steel and Silica instead of only Silica, as it's intention is not to be used as an early game pipe.
  • Removed solar panel occasionally going back a build state during a storm. While a cool mechanic, the created glass panel was flying across the map. Instead relying directly on damage to the solars.
  • Increased regularity of damage to solars during a storm, however the actual damage is much lower.
  • Increase Jetpack gas usage as you barely ever needed to add more gas.
  • Added headlamp automatically turning off when added to a structures inventory, such as suit storage.
  • Fixed Jetpack Basic accidentally set as Tier Two item.
  • Fixed stationpedia was only displaying one recipe per creator, meaning you would not know of alternate ways of making things.
  • Fixed Air Tank low warning displaying out of range number. Now based on mole count remaining compared to breathing rate.
  • Removed food from organics printer, as this was only intended for debug purposes.
  • Moved Shelf construction to Locker Kit, as it makes more sense it is with a storage kit.
  • Changed Rover to require much more steel to construct.
  • Changed autominer to require more resources to construct.
  • Added ability to deconstruct the Elevator Carriage using a Drill.
  • Fixed Wheat and Soybeans not providing Organic Material when placed in Centrifuge.
  • Fixed planted items show briefly before turning into their first growth stage. Now correctly invisible till they grow, which is usually only a single tick - but only happens if growth requirements met.
  • Changed Mushrooms to consume Oxygen and output Carbon Dioxide, as real fungi does.
  • Increased tomatoes required to make Tomato Soup (from 5 to 10) to better balance with nutrition and yield amounts for Tomatoes.
  • Changed Empty Can to stackable. Now empty cans can be stacked into up lots of ten.
  • Increased weather event minimum (60s to 120s) and maximum (5min to 10min) lengths.
  • Decreased weather damage per tick for dynamic items.
  • Added Damaged Solar Panels can be repaired with DuctTape.
  • Added Horizontal and Vertical outputs to Daylight Sensor. Note: -y is inverted for this, so you will not need to flip for solar settings. Existing functionality is currently not changed for the daylight sensor, and SolarAngle will respond to Mode changes as before. But it is recommended new solar setups be built using Horizontal and Vertical variables directly off the Daylight Sensor.
  • Fixed Corn reagent missing from tradeables, so traders wouldn't assign value to corn.
  • Added Bread Loaf made from flour and Soy Oil.
  • Added Corn Soup, made from corn and an empty can.
  • Added canned food returns an empty can that can be reused.
  • Fixed Soy Oil and Milk causing floating errors, preventing the creation of some recipes such as Fries.
  • Added Bread Loaf, made from Flour and Oil, in the microwave.
  • Fixed Corn Reagent missing, preventing corn based recipes from being made.
  • Changed Tomato Soup to require an Empty Can (Steel) to make
  • Added Empty Can as a craftable item on the autolathe.
  • Added Pumpkin Soup made from Pumpkin and an Empty Can.
  • Reduced energy usage of Headlamp
  • Increased CO2 output of smelting/using Coal Ore
  • Fixed Portable Air Conditioner would vent its gases externally when wrenched to tank connector. Now turns itself off when wrenched down, allowing its gas to be fed into the connector.
  • Fixed Jetpack Basic recipe was missing from Tool Manufacury.
  • Fixed elevator carrage was being destroyed during storms. Now takes no damage during storms.
  • Fixed advanced gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed Crate and Crate MkII were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed tier item settings missing for many items. Now items will require their correct tier device to build. NOTE: this doesn't currently show in stationpedia, an update shortly will fix this.
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