Stationeers - El Oshcuro
About two weeks ago, after months of hard work refactoring some core systems of Stationeers, we've gotten the project to a point where we felt comfortable releasing something to the community.

We’ve password protected the Beta Branch and want to make it clear that this is still a work in progress. To take a look at what we’ve done so far you can unlock the Beta Branch on steam using the password: "therewillbebugs".

Community member GrunfWorks produced an excellent video that outlines some real world results for performance improvements received on their saves, varying between 30-90% improvements.

So keep in mind: there will be bugs.



How we did this

With one of our smaller projects, Art of the Rail, we experimented with extremely optimized multiplayer built from the ground up, along with custom approaches to rendering similar to that taken by games like Cities Skylines. This offered a tremendous improvement, so we set about pulling out the existing systems and replacing them.

This was a huge effort, but well worth it. We also used this as a chance to do a lot of cleanup of existing code. This helped improve our memory management and framerate, for both single player and multiplayer.

Checkout Art of the Rail for more information on the source of some of our ideas:

https://store.steampowered.com/app/1286190/Art_of_the_Rail/

With these changes in place we can begin the foundations of making the game what we hope it can be. We will be releasing details on changes we will be making as a rough roadmap when this beta branch becomes the main branch of the game.

What to expect in the beta branch
Bugs

Single player is feeling really good, through the refactoring even some old bugs have been resolved, however it’s inevitable that some new issues will have been introduced. Multiplayer is still in heavy development and there are still many issues that we’re working hard to fix.

Performance improvements



We’ve radically improved performance. Simply removing the Unity multiplayer API resulted in a good performance boost(even in single player), but we’ve also reduced the performance impacts coming from excessive memory allocations, removing or reworking some inefficient systems, as well as changing the way we render some things in the game.

Performance is affected by a lot of factors in and out of the game, here are some examples of the performance difference between the Stable branch and the Beta branch running on an i9-9900k, AMD 5700XT at 1440p resolution with default settings applied:

Masoneer’s Vulcan Base

This base is heavy on the logic side of things and we were able to make massive gains in this area.




Evil Cows on Europa

This Europa base has had big gains as well, however the number of lights in this base is high meaning that the cost of shadows has a significant effect. In the future we will attempt to resolve the high cost from the shadows.




What not to expect...for now
Dedicated Servers

The changes we made to multiplayer mean that we need to completely reimplement the dedicated server. This is something we’ve wanted to do for a while anyway. It shouldn’t be a big task but it has to wait until we’ve finalized all aspects of the multiplayer refact. The new dedicated server will be far better than the existing one and more inline with what you’d expect from a dedicated server.

New Content

While there will be exciting new content in the future we’ve been 100% focused on these refactors and performance improvements.

Server List

For now you will need to directly connect to your friends using their IP address or by using the join a friend options through Steam or Discord. The server list will be making a return before we release to the default branch.

What’s Next?

We don’t have a date or deadline for when this update will be ready for the default branch. We’re doing regular playtesting and when the whole team feels it’s ready we will release it. What we are planning on doing is doing more of these steam posts to keep you up to date with where we’re at!

So stay tuned.

https://store.steampowered.com/app/544550/Stationeers/
Feb 4, 2022
Stationeers - sknightly


We’ve made some big decisions and big improvements which we believe set Stationeers up for a great year in 2022.

While we’ve been quiet for a while, this isn’t because we haven’t been working on Stationeers. Quite the opposite. In October last year we did a strategic review, and identified key areas of technical debt that if we took the time to redo would lead to big gains.

However, it meant we paused our monthly updates while we replaced some fundamental systems (such as networking). This decision did not come lightly but we felt it was best investment for the long-term success of Stationeers. Once we started refactoring the multiplayer we realised there was more work than anticipated, but it also created the opportunity to tackle other key systems and go more in-depth than originally planned.

While we don’t have a game update today, we can share what we’ve been working on and the results. This work will be a major milestone on our path towards Stationeers 1.0.

We are on the road to completing the biggest changes in the project since it began. This involved us rebuilding the way we handle multiplayer from scratch, adding a very efficient batched rendering approach for graphics optimization, and a massive cleanup of how memory is managed.

Rebuilt Multiplayer from Scratch


Stationeers was originally built using Unity’s High-Level Multiplayer API (HLAPI), a perfectly reasonable choice when the game was first made. However, as time went on and Stationeers grew beyond what we initially thought it would be, we found that the HLAPI became a bottleneck. We started to push the limits of what HLAPI could cope with. The effects of this could be seen when you had a save with a lot of things - every extra player would put a massive amount of extra load on the server, causing desync and failed connections.

In October last year we decided to stop, rethink and resolve this foundational issue. After serious deliberation of many different options we decided that, based on experiences on other RocketWerkz projects (such as Art of the Rail, which was designed for the tremendous scale like seen in games like Factorio), to build our own bespoke solution just for Stationeers.

The new system sends less data between players, will be more reliable to establish a connection and will allow larger groups to player together smoothly.

However, multiplayer was baked into how Stationeers was made from the start. This meant that even the task of removing multiplayer was already a big task. It turns out it was bigger than we originally anticipated!

Last year we successfully removed all traces of the HLAPI and had the game working again as a single-player experience. This year we’ve been busy doing the hard work of rebuilding multiplayer and the new system will be in the next game update.

Graphics Optimization: Batched Rendering

Screenshot from Masoneer#5778 Vulkan Base

Since we were not pushing monthly updates we saw this as a good opportunity to do further experiments in other problem areas of the game. One of those was that Unity’s batched rendering wasn’t doing the best job for how Stationeers is structured.

A Stationeers map can have thousands or even tens of thousands of things in the game, many of which are exactly the same item repeated. When these are sent to your graphics card to be rendered, if two things are the same with the same mesh and material then we can batch them and get performance gains.

We’ve been working on our own system that focuses on the high volume items in the game such as frames, cables and pipes and have had great results.

Metrics


These changes combine to double framerate on large bases!
To give you an idea of what kind of impact this work will have on Stationeers, we tested it out on community member Masoneer's large Vulkan base.

Removing the HLAPI saved 5ms from the time it takes to process each frame. This is approximately 14% of the time taken for a frame.

Removing redundant Animator components reduced the time to process a frame by about another 6.5ms (an additional nearly 20% optimization).

Additionally, the game was making significant memory allocations every game tick that would then need to be cleaned up. This is an expensive process that impacts performance in a big way. We reduced the amount of Garbage Collection from 500KB to under 1KB

Stationeers' Bright Future
You’ll get to try out these performance improvements and the new networking system in the next update (coming soon, once through testing).

Now that we have clearly defined technical boundaries we can start to define the gameplay boundaries through game design. We often discuss “what is Stationeers?” internally and “where do we want this game to go?” Over and over again these conversations ended in frustration over the uncertainty of the technical limitations. Now that uncertainty is being resolved we look forward to publishing regular updates again.

While we still don’t have an exact date for you, we’re all very excited to share this work with you and to get back to making Stationeers everything that it deserves to be.
Oct 31, 2021
Stationeers - Not Simon
Please note: since the last major update, loading a game with a DLC character would cause an error resulting in that character being replaced with a human without a suit. This has now been fixed and those old saves will now correctly spawn the DLC character. Now that this error has been corrected, new saves made since then with the DLC characters will not load correctly.

  • Fixed scene overriding trader panel fix
  • Fixed trading panel not displaying
  • Fixed in game code editor not displaying after entering and leaving and then entering a new session.
  • Fixed Error when disconnecting pipe from water bottle filler.
  • Fixed Render distance on Heat Exchangers.
  • Fixed Sorter Motherboard white-list dropdowns displaying behind other sorter buttons (meaning that you couldn't select those items)
  • Fixed Removed individual wreckage items from sorter. (you can filter all wreckage items using the Wreckage type).
  • Fixed Reduced lag on Sorter motherboard UI Interaction.
  • Fixed Intermittent Collection Modified Exception caused by multiple omni power transmitters.
  • Fixed dedicated server hang / crash
  • Fixed Old saves using DLC characters (HEM Droid / Zrilian) change character to Human with no suit on load.
  • Fixed Saving a game with a corner locker closed would cause the items inside to become permanently invisible until it was deconstructed.
  • Fixed Intermittent Error spam caused by Omni Power Transmitter.
  • Fixed Area Power Control adding huge amounts of heat to atmosphere.
  • Added Small and Large Insulated Liquid Tanks. Construct them using ItemKitLiquidTankInsulated built with the PipeBender.
  • Fixed Unable to interact with all IC Circuit holder items in the programming motherboard drop-down.
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/
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