Stationeers - Rocket
We have been working hard over the last eight months, building a new team and adopting a new approach based on lessons learned with our other studio projects, such as ICARUS. As part of our review of the project, and where it was at, we identified major changes that needed to occur in the project, in order to progress the game to where we all want it to be.

This rework would require us to touch nearly every system in the game, reworking from the ground up systems such as Multiplayer and how our memory was managed in the game. This was a huge effort, and very daunting - taking us away from the regular update cadence we have been providing. Finally, all this hard work has bought us here: the start of a great process of discovering what Stationeers can really be.

Optimization



Much of our work has been devoted to redoing entire systems so that they work well at scale. Our teams on our other projects provided input and advise, bringing knowledge from some very senior staff with decades of experience to help the project. This has allowed us to provide massive improvements in performance and stability for both singleplayer and mutliplayer.

This video from a community member demonstrates some of the optimizations we were able to achieve:
https://www.youtube.com/watch?v=XlO1sBk7JqU

Where to from here



Pushing the work to "main" is really just the first step. During this period of refactoring the foundations we have been sketching out what we want the game to be, and with this work done, we can begin updates like we were before. However, there will be one big difference: we won't be restricted by the performance and systemic issues like we were before.

Our focus for the next few weeks will be continuing to bugfix and improve this build, while we work on our additional content to come.



How you can help

We are immensely proud of the efforts of our team, and grateful for the assistance of the other teams at the studio - who have been able to bring experience and advice to the team to get us here. Please do consider leave a positive review for our efforts so far, and help us spread the word about the reboot of the project!

Additionally, please consider supporting us by buying the DLC we put together as a form of "supporters edition" for the game.

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

Dedicated Servers

Running the game with the parameter -batchmode will run it in dedicated server mode. We haven't yet got this build deploying in the Stationeers dedicated server branch. This is a completely different approach, much more optimized and robust. We will be releasing these as soon as we can, but the upside is they provide a tremendous step up from the server offering we had before. This will give server hosters the ability to run true public servers, with good player numbers. This was totally impossible before.

Accessing the old version

The previous version is available on the "previous" branch on steam, and will remain there indefinitely for those who have any issues with this new version. However this will be unsupported, as we can't apply any fixes to it.

Join us on Discord

Join the crew on discord and let us know your thoughts and any bugs or issues you have. This update would not have been possible without the tremendous support of the community over the last eight months, and since the start of the project.

Checkout our other teams projects!

These other projects have been able to help us with assistance and advice, please check them out to see if you'd enjoy them.

https://store.steampowered.com/app/1286190/Art_of_the_Rail/
https://store.steampowered.com/app/1149460/ICARUS/

Changelog
There are so many fixes, optimizations and changes (+900 changes, across +10000 files in the project), that steam won't accept that much text in a post!
TOO MANY CHARACTERS FOR STEAM, SEE FULL LOG ON PASTEBIN!
  • Another fix for helmet offset bug
  • Fixed NRE when requesting network data and a client is null
  • Fixed missing script editor error when selecting game controllers
  • Fixed two rovers being created when building a rover.
  • Fixed BuildStates being set twice on server.
  • Fixed Plants and seeds throw error spam when destroyed by lava.
  • Fixed On Loading game tanks/portable machines attached to connectors would be halfway in the floor.
  • Added server settings changes support
  • Fixed NREs when trying to join a server from the list
  • Fixed Error spam thrown by chickens
  • Fixed Can't drag dead players.
  • Fixed Can't drop your old body if you pick it up after respawning.
  • Fixed Key bindings not being reset after respawning.
  • Fixed Gasping breath on starting a game with a new character.
  • Fixed player animations not being synced to clients when the is occluding them
  • Fixed advertise server setting not working
  • Changed Slot rotation of canned food.
  • Fixed Double clicking on a server in the server browser doesn't work.
  • Fixed layering issue with GasMask when removing/add to head slot
  • Fixed Items in Lockers incorrectly rotated.
  • Added client side terrain generation to significantly reduce the amount of data sent over the network
  • Made ore generation actually deterministic to allow for client side terrain generation
  • Optimized ore vein generation
  • Fixed loading screen from being disabled to early for joining clients
  • Added destination IP for meta server
  • Potential fix for when suit becomes invisible to some players after client joining
  • Fixed gameObject layering issue for backpack and helmet when entering non-human slots
  • Fixed bed's missing material.
  • Fixed Objects in Right hand are rotated backwards on Load and Join.
  • Fixed When using ParrelSync in editor additional clones do not get assigned a unique client ID when a clientId is assigned to the primary instance.
  • Fixed issue with reagent mixer switch not showing error state
  • Fixed animation curves not being deserialized correctly on clients
  • Fixed New elevators Starting with a speed of 0.
  • Fixed Gas Canisters bought from Gas Traders were Empty.
  • Refactored TraderContacts to iReference-able system.
  • Fixed Trader Contacts not syncing to Clients.
  • Fixed Trading on clients not synced to server.
  • Fixed Electronics thread error message when un-loading world.
  • Fixed Computers sometimes unable to to see devices on their network (i.e Computer with CommsMotherboard not receiving updates from satellite dish).
  • Fixed Unable to buy more than 1x of a non-stackable item from a trader in a single transaction.
  • Fixed respawn conditions not loading when app starts
  • Fixed and improved respawning system where respawn conditions weren't assigned properly
  • Removed embedded TMP package in favour of registry version
  • Removed embedded TMP package in favour of registry version
  • Changed some min/max and default settings values
  • Fixed wrong material assigned.
  • Fixed refresh rate setting showing "resolution"
  • Removed more settings from menus
  • Added RefreshRate as a new dropdown in settings menu
  • Fixed NRE when trying to print to console before buffer is initialised
  • Fixed compiler error in AtmosphericScattering. #endif in wrong place.
  • Removed old console panel and moved remaining logs to be output through the new console
  • Removed most instances of <color=...> from logs
  • Fixed autosave not working until the setting was toggled off and on again
  • re applied custom world fix
  • Fixed Building new Sequencer music machine prevented game from saving.
  • Fixed Error spam when looking at input screws of a new sequencer machine.
  • Fixed Clients unable to interact with Logic Math Chips: Compare, Math, MathUnary, MinMax & Select.
  • Added Stationeers can now set the speed of an elevator by writing to the ElevatorSpeed Logic Variable on any of the shafts (speed value written will propagate throughout the Shaft network).
  • Fixed Error on Server when clients body decomposes.
  • Fixed Error Thrown by suit when a body decomposes.
  • Fixed custom worlds in multiplayer
  • Fixed world setting data not being set to clients
  • Fixed ReagentProcessor not turning on when Bench is on
  • Fixed Elevator Speed Slow down. Have increased speed over original by 50%.
  • Fixed a bunch of errors thrown when clients die.
  • Fixed Stun Damage not healing over time when in a safe breathing environment.
  • Fixed throw time. Back to 1 sec (was accidently increased when throw power was increased)
  • Changed Ragdoll stops after a period of time on death.
  • Fixed humans eyes being opened when sleeping
  • Fixed humans eyes being opened when dead
  • Fixed sensor lens graphic not disappearing after ore is mined
  • Fixed Glitchy timing for Music machines clients.
  • Tightened up timings of rhythmic playback on music machines for host/single player.
  • Fixed SawLead patch not working on Leads cartridge.
  • Added trigger zone to computers to turn off screen when outside bounds to save on CPU costs for world UI
  • Fixed dropdown issues on Sorter and Fabricator PC screen
  • Improved scrolling with up/down buttons on computer screens.
  • Fixed Error spam on Opening Server browser.
  • Fixed music machines not working on client.
  • Another Fix for Crash on client when merging Networks.
  • Added support for joining from server list (upcoming feature)
  • Fixed New Elevators built in Beta not working. You can fix any bugged elevators in your save by either: disassembling them and rebuilding them OR using a logic writer to set all the elevator Shafts On Variable to 1.
  • Updated Elevator carriage tooltip to show when an elevator is not working because the shaft its trying to move through is turned off.
  • Fixed Hard crash on clients that could happen occasionally when networks were merged.
  • Added better syncing of Filter enum on comms motherboard
  • Removed batch mode check for a series of initialisation calls when app start
  • Added an overload to process one cmd line for CLI commands
  • Changed Increased Throw power by 50%.
  • Fixed Velocity of client players now effects the velocity of thrown items. (previously only worked for host)
  • Fixed Items dropped by clients drifting to the start drop position.
  • Fixed Items precision placed by clients drifting slowly to target position (they now snap).
  • Fixed Throwing sound not playing.
  • Fixed client not being able to depart a trader
  • Fixed client side filtering for comms computer
  • Fixed render distance on modular rocket itemkits.
  • Fixed SmartGasCanister not updating visualizer on clients.
  • Fixed instances where tablet (and other tootips) were not showing fractional values.
  • Removed some extra logging in dedicated. not needed
  • fixed NRE for internal atmosphere on dedicated server
  • Fixed Internal Atmosphere is not initialised on Dynamic Gas Canister when starting new game in Dedicated server.
  • Removed more DEDICATED_SERVER defines
  • fixed manual saves on dedicated server
  • Fixed Removing a pipe,cable or chute from a network would cause adjacent network elements to disconnect from their connected devices.
  • Fixed items in slots having the wrong position/rotation
  • Fixed issues with changing appearance within a game
  • Fixed Dynamic items stuttering when rotating on clients.
  • Fixed ToggleLogBps command.
  • Removed unnecessary error logs
  • Fixed syncing issues with player cosmetic data
  • Removed half precision for rotation and position on dynamic thing update messages
  • Fixed Error where server send bad new network data on join "Error: Clients should not be assigning a new Reference. Client is trying to assign a new reference for CableNetwork: 0".
  • Disabled Some network logging.
  • Potential fix for items on characters being incorrectly rotated/positioned on join.
  • Removed some debuging code
  • Fixed client having local authority over everything until they take control of a character
  • Fixed AngleGrinder spin-down sound plays when saving game.
  • Fixed AudioEventUpdates being added to queue for things that didn't have sounds.
  • Fixed Signs sync correctly to clients.
  • Fixed LightOnOff Sounds play when suit battery is empty.
  • Changed Halved the size of the terrain clutter
  • Fixed stuttering movement on physics items when piled on top of each other.
  • Fixed error thrown on client when body decays.
  • added support for spaces for arguments surrounded with quotations in console window. Use case: 'loadgame' command for paths or filenames.
  • added 'leave' or 'exit' command to exit a game session
  • Changed exiting client side message to a lower level to handle all IExitable implementations
  • Fixed Client not receiving the last atmosphere update when an atmosphere is evacuated.
  • Fixed console input not working by disabling in world debugging until solution can be found
  • Fixed Rover tire sound playing in vacuum.
  • Fixed Rover movement is stuttering in single player.
  • Fixed client getting out of Sleeper
  • fixed issue where join message was OK but didn't break loop resending if failed.
  • added log command
  • Added save commands to ingame CLI
  • Improved text wrapping in ConsoleWindow
  • Fixed Build Error.
  • Fixed Some devices get disconnected from a cable network when it was merged with another network in certain configurations.
  • Fixed Devices labelled by clients or server do not have the custom name set on other clients.
  • Fixed Pipe label is invisible when placed on server. (now shows default text).
  • Fixed Playing FX on fire Extinguisher when in batch mode.
  • Modified Sentry Config
  • Added some verbose logging to join queue process
  • Fixed Steel frame not blocking sound.
  • Fixed Exception thrown by suit on join: UnityEngine.Renderer.set_enabled(UnityEngine.Renderer,bool).
  • Fixed Exception thrown by battery when disconnecting.
  • Added batch mode checks to sound playback in audio manager.
  • Fixed spawning things through CLI
  • First pass on trade transactions on clients (Trading now work on clients but with some bugs)
  • Improved CommandLine code for future proofing scaling
  • Fixed Clients not seeing Global Atmosphere Temperature correctly (bug Introduced rev.16267).
  • Fixed Incorrect interaction tool-tip on plants in Dynamic Hydroponics planter for clients.
  • Fixed Clients not seeing plants at correct growth state on join.
  • Fixed Seed packets throwing an index out of range exception.
  • Fixed mismatch in read/write type in client trade request message
  • Fixed NRE thrown by suit.
  • Fixed Index out of range error caused by suit.
  • Second iteration on fixing traders
  • Added the ability to re-smelt advanced alloys in the advanced furnace, as the inability to do so was confusing to players.
  • fixed Constantan only having a upper smelting temperature of 9999, instead of the 99999 all others hav
  • Fixed Case where server could send an internal atmosphere update with an unassigned parent ReferenceId. It caused error spam on clients when connecting to a Dedicated server.
  • Fixed Atmospherics exception caused by changing the DeregisteredAtmospheres collection on the thread during NetworkUpdate Write function.
  • Fixed Gas Displays not showing the correct Mode on clients when joining.
  • Fixed Errors thrown on client and server when joining during a storm.
  • Fixed Advanced composter creating 120x too much gas at super cold temperatures.
  • added error log when client is receiving atmosphere.parentId as 0.
  • fixed issue with trying to get steam avatar when steam sdk not intialised
  • Fixed Atmospheres undergoing changes in Pressure would have their Temperature flipflop between incorrect values on client.
  • Fixed Error on client when player decomposes.
  • Fixed Clients now run their atmospherics tick immediately after receiving the atmospherics network update. (previously it was running on a fixed timer which could result in multiple or no client side ticks between updates).
  • Fixed Clients sometimes seeing a vacuumed out atmosphere as having a small amount of gas remaining.
  • Changed Atmosphere message now sends Temperature rather than energy. Small variances in molar Quantity or Energy Quantity at the extremely small ends of either scale could result in wildly inaccurate pressure and Temperature readings on the client. Client now infers total energy based on the Temperature (not the other was around as was handled previously).
  • Fixed exception where client is trying to create an internal atmosphere on a structure in batched mode
  • Fixed Human spawning in batched mode. You can join a dedicated server now but its not spawning in the correct player model yet, it will create a new one.
  • Removed placeholder auto launch arguments
  • Fixed -new launch command
  • added -load launch command
  • Added GameManager.IsBatchMode static property to replace DEDICATED_SERVER preprocessor
  • Fixed Wireless power transmitter causing error on load.
  • Fixed case where cables could become invisible.
  • Fixed clients mining causing critical error on server
  • Disabled Position message updates for items hidden in slots.
  • Optimised Dynamic item network message by order of magnitude. Bandwidth reduced from 200KB/s to 20KB/s on test case.
  • Fixed Clients Destroying items that are out of bounds (only server should do this)
  • Reduced Initial Judder of item when throwing on client.
  • Fixed Quaternion must be unit length error on Client.
  • Removed bandaid fix for items being offset (pos/rot) in slots
  • Fixed Helmet being rotated incorrectly on clients when they join
  • Fixed server error when clients connect to saves with a trader landing pad
  • Fixed IC Code on computers getting wiped when client joins.
  • Fixed Clients don't get correct IC message errors.
  • Fixed build error
  • Fixed WirelessPower not working on Clients.
  • Changed Config Cartridge to run on logic thread.
  • Fixed IC source code not getting sent to clients in certain cases.
  • First pass on fixing traders for clients
  • Added console command 'steam' to check if Steam is initialised and if DLC is valid for user.
  • Fixed NRE Error thrown by Jetpack on respawn as client.
  • More NRE checks when leaving game.
  • Fixed Hash display values being inconsistent on client.
  • Added null/destroyed checks in CameraController. Causes a lot of NREs when leaving game
  • Fixed Several edge cases where Atmospherics thread could break on load (Thanks @GamersCircle).
  • Removed null checks on string binary writer
  • Fixed client side error when a null string is passed over the NetworkUpdateType
  • Fixed NRE when building on client with empty off-hand slot.
  • Fixed Logic displays, dials and a number of other logic devices animating based on the previous setting rather than the current setting on Client.
  • Fixed build error
  • fixed debug overlays
  • fixed font/spacing on the console
  • Fixed ModularRockets not loading in correctly.
  • Fixed ProgrammableChip not syncing.
  • Fixed syncing ProgrammableChipMotherboard device dropdown
  • Fixed cables and pipes doubling up when clients place them
  • Fixed syncing of ProgrammableChipMotherboard
  • Fixed Error on Client when stacking items using mouse control.
  • Fixed placing advanced furnace kit causing NREs with InternalAtmosphere
  • Fixed Occasionally Global atmosphere would be created when mining out sealed rooms underground.
  • Fixed Clients not being sent atmosphere updates when the number of moles of gas in a pipe or tank was very low.
  • Disabled Sentry
  • Fixed an instance were clients were creating atmospheres they weren't supposed to.
  • Optimised Network message for rotatable things (reduced rotation precision on client from doubles to FP16).
  • Fixed a number of issues with clients interacting with logic chips in multiplayer.
  • Fixed Gas Displays and Advanced airlock not working on clients.
  • Fixed Numerous issues with circuitBoards not working correctly for clients in multiplayer.
  • Fixed OnFinishedLoad and OnFinishedThingSync not being called on clients.
  • Fixed InitAllDevices not being called on clients.
  • Added All LogicChip synced variables to byte array message.
  • Fixed items in slots being at wrong rotation when rejoining game as a client
  • Fixed editor issue when playing game without SteamId assigned in inspector
  • Fixed NRE for InternalAtmosphere on Jetpack and Canister
  • Removed redundant IsOutgoingQueueFull check (Thanks Baughn)
  • Fixed issue where GameMetaData wasn't reaching new joining client as current joining client is processing.
  • Increased the acks and max sent message queue size values
  • Added unreliable network channel for handshake messages
  • Fixed Atmosphere error caused by client's room manager creating atmospheres.
  • Re-organised Bitflags for network update types.
  • Fixed MusicMachines, CircuitHousing, Logic BatchReader not syncing to clients.
  • Fixed ores being able to have negative stack values
  • Fixed BitArray de-sync edge case that would cause "Error: Thing is null during network update. ReferenceId:0".
  • Fixed damage states not syncing on client join
  • Removed intialising steam sdk in unity editor.
  • Fixed LogicMotherboard syncing on join
  • Added missing null check
  • Fixed data cable not syncing to client on computers
  • Fixed Log spam on clients when client deconstructs pipe and splits a network.
  • Fixed Sanitised pipe network atmosphere messages to exclude some bad data.
  • Stopped clients from processing network updates for objects they have authority over
  • Fixed Adding a pipe onto a pipe network using wrench tool deletes all gas in the network.
  • Improved atmosphere network message to only send delta states. Reduced atmosphere message size by 70%.
  • Fixed client -> server interactions syncing properly. (still a little more work to do in this area)
  • WIP commit for shifting atmospheres to only sending delta states over network update.
  • Moved Atmosphere classes into their own files.
  • Refactored FilterGas functions.
  • Optimised Atmosphere network message from 76 to 50 bytes per atmosphere.
  • Fixed welding torch flame stays on when gas runs out.
  • Added HalfToFloat operation to RocketMath. returns max or min value when and the value is out of bounds rather than float.infinity.
  • Changed BurnedPropaneQuantity to burned propane ratio. (used to display flame visualizers).
  • Refactored previous weeks work on LogicMotherboard significantly improving how data was syncing
  • Fixed Case where solar panels could throw NRE "Error: Thing is null during NetworkUpdate. ReferenceId:0".
  • Changed AudioSequencer and Landing pad to use Setting/Processing update types instead of interactable update type for auxiliary interactions.
  • Removed old network messages from logic units.
  • Fixed Case where damage update could cause Error: "thing is null during NetworkUpdate refId:0".
  • Changed Damage state to use a static read/write functions to allow the message to be read even when DamageState is null.
  • Fixed Items that are queued for destroy no longer send network updates.
  • Fixed computer scene dropdown contents layering issue in Logic Motherboard
  • Fixed Water bottles being created 66% full and water bottles spawned in creative mode being 166% full.
  • Fixed ChuteNetworks causing clients to fail joining.
  • Aligned ChuteNetwork merging logic with other network types.
  • Fixed Some solarPanels had OnOff and Open interactions added in error. This could cause them to be disabled.
  • Fixed build error.
  • Fixed Bug where devices would not connect to cable and pipe networks if the cable or pipe was placed AFTER the device.
  • Fixed Several cases during network message preparation that could cause the following Null Reference Exception "Error: thing is null during network update. ReferenceId: 0".
  • Fixed Things not un-dirtying their Interactables after sending a network update causing them to send the same update message forever after.
  • Fixed DamageUpdate type not being cleared following sending a damage update causing damage updates to be send continuously for damaged items.
  • Fixed A number of items that has animators added to the prefabs in error.
  • Added ConsoleCommand TestByteArray (Editor Only) This will run the read and write method on each thing locally to confirm that the methods are parallel. You can enter a referenceId if you wish to test just one thing and not them all
  • Fixed server breaking when the message pool is filled
  • Fixed syncing issues with LogicMotherboard. Still a bit of work left on this though. Dropdown values aren't updating on client and Dropdown content UI sorting orders are all whacked.
  • Fixed Logic Readers with no assigned device will cause server to throw an error.
  • Fixed Joining a save game as client getting stuck because some pipe/cable networks were being cleaned-up in error.
  • Fixed PipeNetworks not splitting their atmosphere correctly when split (bug introduced in previous build).
  • Fixed Error thrown on clients when constructing portable gas tank.
  • Changed Sentry configuration
  • Fixed Issue where Clients pipe networks would become de-synced from Server when pipe-networks were joined or merged or when pipe were merged.
  • Improved network performance by optimizing data types (created vector/quaternion half precision variants) for dynamic thing physics updates
  • Fixed Issue where Clients cable networks would become de-synced from Server when cable-networks were joined or merged or when cables when were merged.
  • Fixed Server sending update messages for things that are in the process of being destroyed. Should help to fix some cases of the "Thing is null during update" error.
  • Reduced time taken to write network messages by a factor of 10
  • Fixed NullReferenceException that could be thrown when receiving internal atmosphere updates on client.
  • Made "Thing Transform is Null" error more verbose for tracking
  • Fixed Visual bug where terrain would appear to be fully lit (even at night) this could happen when a certain grouping of objects were all visible that the same time.
  • Changed Moved Terrain Mesh colliders onto child game-object on terrain layer. Asteroid parent (which contains the mesh) is now on the default layer.
  • Fixed Fridge powered atmosphere not loading in correctly.
  • Refactored Cable, Pipe and Chute networks to use the new referencing system.
  • Fixed a number of string generation allocations.
  • Fixed AirConditioner initialisation error preventing save from loading.
  • Second pass on batch mode (dedicated server). Important console commands have not been added yet (save, load, kick, etc.)
  • Fixed issues with logic boards settings not syncing properly over network
  • Fixed Unable to read Internal atmospheres with Tablet on games saved on or after revision 16126. (You are fine to continue playing on any saves made after rev.16126, the tablet will work in them now)
  • Restored Threshold for world atmospheres to be removed to original value. Was potentially causing some strange behaviour.
  • Fixed Smaller volume internal atmospheres not interacting with global atmosphere for thermodynamics. e.g. players suit atmosphere was not being heated by Venus global atmosphere.
  • Fixed Bug where a new ActiveVent would not pump gas until its mode switch was toggled.
  • Set up framework for running the game in batch mode
  • Fixed Placing pipe causes atmospherics error.
  • Fixed Possible race condition when registering atmospheres from the thread.
  • Fixed Atmospheres not being deregistered from the IReferencable collections.
  • Fixed Errors causing saves to fail to load and/or clients fail to join caused by Fridge, VendingMachineRefrigerated and IceCrusher.
  • Changed networkUpdateType on Atmosphere to uint.
  • Changed All atmospheric Calculations including clean up of atmospheres now handled on Server.
  • Added IReferencable to atmosphere. Each atmosphere now has a unique ReferenceId assigned on creation. This will allow us to only send the delta state of the atmospherics sim to clients.
  • Changed world atmospheres now exist a bit longer before they are removed. was when within 0.1mols of Global, now 0.01mols.
  • Fixed Greatly reduced the number of new WorldAtmospheres being created. Previously atmospheres around atmospheric items/ devices were being created and deleted each tick.
  • Fixed items burning in the world would sometimes remove oxygen from (and add energy to) the planets global atmosphere.
  • Fixed items sometimes not getting deleted when damage was at max.
  • Fixed new debug overlay not displaying
  • Fixed terrain and ores not spawning in as you move
  • Fixed sun orbit period not being synced to client
  • Fixed weather events not syncing to client
  • Fixed battery structures not display not syncing when joining
  • Fixed grenades not working
  • Fixed jetpack syncing issues on client
  • Fixed slotted items not being in correct position sometimes.
  • Added ThingTransformPosition and ThingTransformLocalPosition properties for easier debugging of transform positions
  • Added check for MoveToSlot if its already in a slot.
  • Fixed console input not working with new debug overlay
  • Fixed in world debug tooling and implemented the existing atmos debug tools from the console
  • Added null checks for local human in keybinder. Was causing NRE in start menu
  • Fixed respawn modal not showing after giving up when unconscious
  • Fixed respawn modal showing when dead body has decayed
  • Fixed health damage still decrementing after rehydration
  • Changed keybinding stage to be set in KeyManager static way rather than binding to Human.
  • Removed removing key binding if not is local human. Instead just ignoring
  • Changed OcclusionManager threaded work now runs once per frame.
  • Fixed Error where a thing could be created with a referenceId of 0. Things are now added to the AllThings list once they have been registered. (previously added on awake)
  • Fixed an error where bad data was being added to the new things list. This is now populated only when an thing gets assigned a new refID and a client is connected.
  • Fixed (potentially) for keybinding state issues when Stationpedia/other input windows is used and other areas e.g respawning.
  • Added new class in clump all the Human inputs together for easier debugging.
  • Removed ConsoleWindow closing when clicking away from it.
  • Fixed a number of compiler warnings.
  • Changed Thing.PackageJoinData to iterate over the list of things rather than the list of IReferencables, it was causing a strange compiler error.
  • Removed INetworkSerializable interface
  • Added IReferencable, generic interface for referencing different types
  • Fixed pooled chunks causing invisible colliders for clients, as well as floating chunks when loading a game
  • Fixed precision placement on client
  • Fixed invisible chunks blocking clients after re-joining a server
  • .....
    + SIX HUNDRED MORE ON PASTEBIN!
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.


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