Mar 23, 2023
Stationeers - Not Simon
This hotfix is for the programmable chip motherboard matching the incorrect devices to the displayed items
Mar 22, 2023
Stationeers - Not Simon
We will be getting back to the larger themed updates soon but for now, we’ve been focusing on two main things: Improving multiplayer through the addition of Steam P2P, and bug fixing and improvements.

Steam P2P



Why was it removed in the first place?
When we prioritized the low-level changes during the multiplayer refactor, we had to temporarily remove the existing implementation of Steam P2P. Now that we've completed that work, Steam P2P has been re-enabled.

What does this mean for you?
Previously, hosting a game required enabling upnp on your router or manually port forwarding, which could be difficult or impossible on some networks. However, with Steam P2P, all the tunneling is handled automatically, so you can connect to the host using your Steam ID.

If Steam P2P is not available for some reason, the game will fall back to direct connect, or you can manually enter the IP and Port.



What's next?
This now puts multiplayer Stationeers in the best state that it's ever been. Earlier today we had a 10-player play test that went very smoothly. If you've been holding off playing due to connection issues preventing you playing with your friends then perhaps now is a good time to try again.

Of course we'll continue to harden and polish multiplayer but we are very happy with the progress over the last 12 months.

Plants and Hydroponics
This patch we’ve been focused on finding and fixing a number of bugs and UX issues associated with growing plants. We’ve improved the UX of the plant analyser cartridge to clearly show when a plant is deficient in either light or darkness. Time spent in a light or dark deficient state will cause the plant to accumulate illumination stress which will slow down growth speed.




Bug Fixes and Improvements
We’ve done a lot of bug fixing to address some issues that have come up from the last updates, as well as a few older bugs. Next update will contain more of this kind of work as we take a step back to harden before we start work on the next big packet of work.

Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log 0.2.3888.18748
  • Fixed missing 'seeding' logic slot description in stationpedia
  • Fixed missing emissive material on centrifuge info panel
  • Fixed incorrectly coloured thumbnails for turbo pumps
  • Fixed erroneous EndConnection method call in Client.Disconnect
  • Added delay after disconnect handshake
  • Changed Extracted P2PSession request processing into its own function.
  • Changed Ordering of Disconnect handshake message.
  • Removing incorrect log saying the steam lobby was instantiated incorrectly, but it wasn't
  • Removed some unnecessary steam p2p debugging logs
  • Fixed Clients pass in host steamId 0 when calling P2P disconnect.
  • Added Separate Client/Server logic for p2p Disconnect.
  • Added ClientDisconnected Callback to on Client.cs when client Disconnects from steam p2p.
  • Cleaned up logging for DeleteOutOfBoundsObjects.
  • Fixed floor grating kit collider size
  • Fixed drain switch collider size
  • Fixed dynamic gas canister tooltips not appearing when the canister is wrenched to a connector
  • Fixed Broken Build State Prefab errors on centrifuge devices.
  • Improved Error handling when loading devices with build-state errors.
  • Fixed advanced composter not restarting processing when loading save
  • Added "DeleteOutOfBounds" Command. Removes everything that is more than 8km from world origin.
  • Added When Loading a game everything further than 8km from world origin will be deleted.
  • Fixed Index out of range exception on Atmospherics thread caused by atmospheres outside of playable area.
  • Adding steam lobby setup - waiting for invite acceptance to be fixed before enabling this
  • Fixing steam p2p disconnections
  • Fixed race condition breaking steam lobbies occasionally
  • Removed unused logs
  • Added Setting UseSteamP2P.
  • Removed Setting P2PHostEnabled.
  • Added Client side connection logic for using SteamP2P to connect via server browser. Client will attempt to connect using SteamId and if fail will fall back to using RocketNet direct connect. Note: currently disabled until Master Server is updated to serve SteamId in session data.
  • Added "SteamWorks" scripting defines to ProjectSettings.
  • Fixed an issue where wearing and removing a suit could cause your body to not be rendered when far away from the removed suit
  • Fixed Access Cartridge doesn't work on large fridge.
  • Added green/red colouring on plant analyser text for when required/toxic gases are in/out of range.
  • Fixed PlantAnalyser reads growth data from dead plants.
  • Fixed If GrowthEfficiency for plants became greater than 255% it would wrap around back to 0.
  • Fixed Wall heater incorrect colour when turned off.
  • Removed 'create character' popup when joining game
  • Fixed issue where after character is destroyed (e.g. via cleanup) you can't respawn and have to exit and rejoin
  • Fixed Logic memory and logic Dial tooltip showing setting as 32Bit floating point number.
  • Fixed Logic tooltips now show numeric values using correct culture.
  • Fixed build error from light blueprints.
  • Fixed light blueprints show broken models
  • Fixed Newly built lights have a lens flare effect even though they are turned off.
  • Fixed Blueprints showing flare on wall lights.
  • Fixed several places where values were not syncing on clients correctly
  • Fixed Tablet could only show Illumination stress up to 255%. (Illumination stress has no cap but will decrease faster the higher the value once the plant is no longer deficient).
  • Fixed Illumination stress value not serialized.
  • Fixed CarbonDioxide requirement percent display was show HydrationEfficiency value on plant analyser tablet.
  • Added HydrationEfficiency to Plant analyser tablet.
  • Changed Plants that are light or darkness deficient will recover x2 faster once put into the correct state.
  • Added Light/Darkness Deficient text now shown in red on plant analyser.
  • Fixed suit pressure and temperature setting not syncing for clients
  • Fixed missing tool names for some tooltips
  • Fixed Small colliders on Pipe Heaters.
  • Fixed Error when opening pipe heater placement blueprint.
  • Fixed Sometimes proximity sensor and occupancy sensor data-port would not connect to cable.
  • Fixed Sleeper "get In" collider size such that it doesn't block interaction with items in the sleeper.
  • Changed "get in" interaction time to 0.5s.
  • Fixed Labeller now accepts correct symbols for the users current Language Culture. (i.e German language users can now use the correct decimal point symbol "," for their region.)
  • Fixed ic motherboard arbitrarily ordering connected devices in its dropdown. Will now order alphabetically.
  • Fixed LogToClipboard command
  • Fixed spelling error in comms terminal.
  • Rounded wattage values in comms terminal
  • Fixed Hay not processable by recycler. Putting 1 hay in recycler now adds 1 Biomass to the recyclers internal reagent mix
  • Fixed some ic error tooltips not being cleared after errors are resolved
  • Adding Steam Peer-to-peer - currently disabled until steam's "Join Game" option from friends list is working
  • Fixed small collider on small battery charger.
  • Fixed Plant analyser works when unpowered.
  • Fixed Some genetics value ranges were returning incorrect data for seeds when analysed with plant analyser.
  • Added missing tooltips to ic chips in laptop and aimee slots
  • Fixed a few IC issues. Previously chips would hold a single error state for both compilation errors and runtime errors. Have split this into two separate errors. Devices holding ic chips will now flash error if the chip has a compile error or run time error.
  • IC chips with compilation errors will now no longer execute
  • IC chips with errors should now show the correct tooltip when adding/removing them from slots
  • improved logging around upnp
  • Fixed inconsistent arrow key and return key behaviour in ic script editor when paused
  • Removed all functionality from deprecated landing pad.
  • Added More robust handling of spawning and de-spawning of trader pilot.
  • Fixed Trader Pilot could get left behind when ordering shuttle to depart before landing completed.
  • Fixed manufacturing devices showing the incorrect next item on the tooltip
  • Fixed misspelled prefab name in recipes
  • Moved prefabs from resources to assets/things attempt two
  • Reverted asset move
  • Moved all things in resources folder to assets/things
  • Fixed Client joining while in IC editing window puts input into an invalid state. Now when a client connects, if the player is using a UI window it will be saved (if applicable) closed.
  • Fixed Null Reference exceptions when shuttles crash into each other.
  • Consolidated some duplicate clean up code in shuttle movement Unitasks into a clean-up function.
  • Fixed Unable to connect to a server after a failed connection attempt has occurred.
  • Added RemoveMoles AtmosphericEventInstance function.
  • Fixed Watering plants with water canister added water at 0degrees kelvin.
  • Added Correct plant tooltip for when plant is dead.
  • Fixed instance where gas in a pipe network would not get saved during autosave, causing the pipe to be empty upon loading the saved game.
  • Added Autosave now schedules the Game Simulation Tick to pause at the end of the current execution and then awaits gameTick pause state before proceeding to copy the world data.
  • Added AutoSave will cancel if it detects atmospherics data modified during the save process.
  • Added If an AutoSave is cancelled due to invalid data it will reattempt to save again after a 2second cooldown.
  • Fixed LFO-Volume waveforms were not timed correctly on clients.
  • Fixed LFO-Volume settings not updating in multiplayer.
  • Fixed Light Round, Light Round Angled and Light Round Small not casting shadows.
  • Changed Several Plant Analyser Cartridge values to better inform the player of the plants light needs: Illumination Stress, Light Deficiency, Darkness Deficiency.
  • Light Deficiency and Darkness Deficiency will show "No Deficiency" if the plant has received enough light and darkness. Illumination stress will accumulate if the plant is deficient in light or darkness. When these deficiencies are resolved the stress will begin to reduce slowly over time. Illumination stress will reduce Light efficiency which is a multiplier to growth efficiency.
  • Fixed Light and Darkness accumulated values not being serialised for plants.
  • Fixed When a planter is lit by multiple grow lights turning off one grow light causes the plant to be unlit.
  • Fixed Plants could grow when they had no water.
  • Fixed dynamic hydroponics getting lit at 180% light intensity by grow light.
  • Fixed Plant analyser cartridge does not clear state when looking away from Plant.
  • Optimized Performance for grow-lights.
  • Changed Grow light emitter to point source, reduced radius of grow light emitter to match the current effective radius of grow light. Removed shadow casting from grow light.
  • Updated incorrect blueprint on refrigerated vending machine kit
  • Removed old Unity NetworkTransport networking method
  • Removed ROCKETNET and ROCKETNET_LOGGING defines since they are no longer needed
  • Fixed comms motherboard not correctly sorting landing pads in the same manner as Satellite Dishes.
  • Fixed saved landing-pads that did not have a centre or Gas storage would print an error on load.
  • Made custom project view fetch even faster
  • Fixed jetpack thrust settings not updating for clients
  • Fixed bug with overflow chute not overflowing when output end is blocked
  • Fixed landed shuttles not loading in at the correct rotation
  • Made custom project view fetch faster
Mar 5, 2023
Stationeers - Not Simon
New Traders

Shuttles
Shuttles come in 6 types, including small, medium, and large variants, each with normal and gas options. Shuttles can use a runway or make a vertical descent and require a landing pad of different sizes: 3x3 for small, 5x5 for medium, and 6x6 for large. Supporting the requirements of different shuttle types means you’ll get to trade with more of the visiting Traders.



Space Planes
There are two types of space planes, medium and large. Unlike shuttles, space planes cannot land vertically, require a runway, and only appear on planets with an atmosphere. Due to being designed to operate in diverse atmospheres, they are able to still land during storms, unlike shuttles. Space planes also need a larger landing pad size: 7x7 for medium and 9x9 for large. A minimum runway length of 15 and 20 is required for medium and large space planes, respectively.

Trader requirements are visually displayed when using the comms motherboard, and trader sizes can be accessed from logic.
https://sketchfab.com/models/5de5344d3fb74f09805cc269bb17c5a3/embed




Runways and Beacons
Vehicles entering the area from space have a long approach as they slow down from orbit. To better guide traders to the landing pad and avoid them crashing into mountains and buildings, you can use beacons and runway taxi pieces. Beacons can be placed and configured to guide traders through the air to the landing pad, while runway taxi pieces define the entry point of a runway and a path to the center piece.

Planes require a threshold piece and a runway to land. Additionally, Taxi Hold pieces can be used to stop traders on the runway until Activate is called on the landing pad center or via the activate button on the landing pad power data module.



Combining all these pieces allows you to fully customize the descent of the aircraft and may be required to prevent collisions. To make it easier to create a suitable landing area for traders, the landing pad pieces have been split into three new kits: Basic, Runway, and Atmospheric.

Environmental Requirements
Large shuttles and planes have a chance of carrying human traders. However, human traders require a breathable atmosphere before they will exit their craft and trade with you. To accommodate human traders, you'll need to build a hangar that can be pressurized.



Trader Interface
Options have been added to the Comms Motherboard to allow you to choose which landing pad and satellite dish will be used.



Trader Crashes
If you don't have a suitable landing pad and runway, traders will collide, cause damage, and explode. Be sure to create an appropriate landing area to avoid this from happening. Be especially careful of planes, if your runway is not long enough then they will overshoot and potentially crash.



Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3860.18648
  • Increased medium and large plane runway requirements to 15 and 20 respectively.
  • Shuttles now can have individually overridden speeds.
  • Reduced size of planes and made their required landingpads larger to prevent collision happening when they're rotating to leave
  • decreased deorbit distance of some of the larger vehicles
  • made types for virtual landing pad center waypoint, and for deorbit waypoint.
  • landing pad height will now be used as a shuttle waypoint when coming from/to normal waypoints.
  • Updated chance for medium tier space planes to spawn.
  • Added if waypoints or hold points get destroyed mid transit trader will depart immediately if the can't find new a valid path.
  • Fixed required runway length for planes not being enforced
  • Fixed center piece vertical height setting not being used
  • Added Space-Planes are now able to land during storms. Normal trader shuttles are still unable to land during storms.
  • Updated shuttle audio fall-off to account for new approach profile
  • Fixed incorrect build state mesh on landing pad liquid input connector
  • Updated taxi piece corner prefab name
  • Renamed taxi corner piece and removed duplicate corner piece
  • Fixed issue where logic reads on dishes about best contact signal strength would not get a noise offset properly added, like the computer motherboard display.
  • Fixed trader getting left behind when departing via activate button
  • Fixed Trader shuttles deorbit at the incorrect rotation when landing directly on a landing pad.
  • Added "trader print" command
  • Fixed planes landing, and not going a minimum distance due to accidentally reattaching to their current point.
  • Deorbit distance and glideslope can now be customized on a per shuttle basis.
  • NOTE BETA USERS will need to completely reconstruct all threshold pieces on current saves updating to this revision.
  • Changed Updated threshold piece to have data port and onOff Switch.
  • Added landingPads can now have multiple thresholds but will be error if more than one threshold is turned on. Thresholds that are turned off will not form an approach path.
  • Changed landing pad taxi pieces and hold pieces now only flash if they form a valid path from a valid threshold to the centre piece.
  • Added data port for the threshold piece (first pass)
  • Fixed Immediately departing trader using activate logic variable can cause trader robot to be left behind.
  • reenabled deorbit waypoint
  • Fixed Autolathe Tier2 invisible.
  • Added landing pad taxi corner pieces
  • Fixed bug where shuttles would sometimes face the wrong direction
  • Fixed traders crashing in to ground when departing if there is no runway
  • Fixed bug where waypoints were sometimes not connecting correctly
  • swapped order of next and previous waypoint setting on shuttle approach
  • Fixed connection rotations on Landing pad taxi pieces.
  • disabled deorbit fake waypoint for debugging.
  • Changed Lading Pad Data piece to return Activate state of center when queried via logic.
  • Changed Name of Kit (Landing Pad Waypoint) to Kit (Landing Pad Runway).
  • Changed planes landing behaviour so that if the runway is long enough for the plane to land without going over the center piece then the plane will not need to return to the threshold before making its way to the center piece
  • Changed ActivateButton animation speed.
  • Fixed Code clean-up Atmospherics Controller.
  • Added Activate button to Landing Pad data piece. Pushing the activate button will depart a landed trader or order a trader waiting at a hold piece to progress down the taxi way.
  • Added Activate Button prefab.
  • added virtual waypoint to shuttles first waypoint to represent a deorbit approach.
  • Added Sounds to space-planes.
  • Improved Space-plane land and depart animation.
  • Fixed Incorrect Material on space plane engine plumes.
  • Fixed size landing pad requirements for space-planes. Medium 7x7, Large 7x9.
  • Fixed shuttles for clients not spawning in with the correct rotation
  • Fixed traders clipping in to their shuttles when they hop out
  • Fixed Mode not being set on load for landing pad center.
  • Fixed large plane pad size requirement
  • First pass on planes requiring runway
  • Fixed Incorrect hashed value of Mode Interactable on LandingPadCenter.
  • Fixed Depart uni-task switches to main thread if called from thread.
  • Added Writing Activate to LandingPad Data-Power piece will depart a landed trader.
  • Fixed render distance on small lights.
  • Made shuttle movement more smooth
  • Removed trader ready checks from depart command
  • Added trader depart console command "trader depart <pad id>" or "trader depart" to depart all
  • Committing missing GameStrings from previous commit.
  • Labeler can now be used to set waypoint height.
  • Changed Waypoint height screw to have min of -100, and max of 100.
  • Changed waypoint height screw alt click to decrement by 1.
  • Waypoints now default to a height of 3.
  • Waypoint visualizer holograms only stay active for 15 seconds now.
  • Moved shuttle audio code into its own class
  • Removed some unneeded serialized fields from shuttle classes
  • Added animation events to cargo planes
  • Updated suntime command, no parameters will default to early morning
  • Fixed Can't label LandingPadCenter (code removed in error rev.).
  • Fixed Error when LandingPadCenter deleted mid arrival/departure of trader
  • Fixed shuttle doors not opening/closing when atmosphere requirements are met/not met
  • Updated trader land command to allow for selecting a contact: 'trader land <pad id> <contact index>'
  • Added Kit (Landing Pad Basic). Creates: Centre Piece, Power Piece, Straight Piece, Diagonal Piece, Cross Piece.
  • Added Kit (Landing Pad Atmospherics). Creates: Gas/Liquid Storage, Gas Output, Gas Input, Liquid Output, Liquid Input.
  • Added Kit (Landing Pad Waypoint). Creates: Threshold Piece, Taxi Piece, Taxi Hold Piece, Waypoint.
  • Updated Start conditions to use correct landing pad kit.
  • Fixed StructureTraderWaypoint power/data input collider incorrectly rotated.
  • Fixed Error with StructureTraderWaypoint blueprint.
  • Enabled collision between trader shuttles
  • Fixed multiple explosion code paths not correctly merging.
  • Shuttles now configure various crashing values based on type.
  • Added crashed shuttles result in a gas explosion.
  • SatelliteDishes wont return a Contact's pad requirements until after interrogation.
  • Updated shuttle animations to be slightly lower while taxiing to help with fitting into hangars
  • Fixed Trader Bot having the wrong rotation
  • Updated medium cargo plane animation
  • Added cargo plane traders
  • Fixed Compile error due to merge conflict.
  • Fixed Shuttle Engine sounds not playing on clients.
  • Fixed Traders with an Environment requirement now go back inside shuttle if the requirement is no longer met.
  • Fixed If landing pad centre is destroyed by damage or deconstructed the associated trader will attempt to depart.
  • Fixed Landing pad Cross piece doesn't show destroyed state.
  • Fixed Error when trader shuttle is destroyed by collision during landing or take-off.
  • Updated landing pad threshold model
  • Fixed beacons not being able to switch between center and threshold when modifying landing pad network
  • Updated how trader shuttles find taxi paths. You will no longer need to have a straight line of taxi pieces from threshold to center for taxiing to work.
  • Removed unused field on shuttle animation handler
  • Added Human Trader model for traders that require atmosphere
  • Fixed several instances where rotatables could become stuck, especially at high framerates.
  • Rotatable no longer instantly rotate when occluded.
  • Fixed large SatelliteDish having fast rotation speed set.
  • Fixed trader shuttles not disappearing when destroyed for clients
  • Fixed null reference exception if a trader shuttle explodes while leaving
  • Cleaned up TraderShuttle.cs
  • changed shuttle explosion to used previously cached center instead of calculating it
  • fixed the explosion position to be the center of the ship instead of the pivot position
  • Fixed exception on comms motherboard from contact items not being cleared properly
  • Refactored how client shuttles are synced
  • Fixed Error on server when landing pad center deleted.
  • Added Sounds to large trader shuttles.
  • Added trader shuttle collision with terrain
  • Added mesh collider and rigid body to all trader shuttles for collision detection
  • Fixed Broken shuttle prefabs
  • reverted threshhold piece directionality requirement
  • First pass on ship collision (WARNING: trading shuttles will now collide and destroy structures. After 20 collisions the trader will explode causing a lot of damage)
  • Added missing field to shuttle animator
  • Fixed missing ref on shuttle prefabs
  • Added new explosion algorithm option which can more controllably scale damage, and define spreading/blocking behaviour.
  • Changed explosion class to use unitasks vs coroutine.
  • fixed issue preventing uneven sized landingpads with one even dimension from atempting to find a valid offset.
  • Added Engine sounds for large trader shuttles.
  • improved even sized landing pad offsetting.
  • Updated threshold pieces to only connect one way. This is to stop approaches direct to the threshold piece entering in the opposite direction to the runway
  • Fixed shifting logic for even sized landing pads.
  • Stopped shifting logic from running on odd sized landing pad dimensions.
  • Trader character now uses pad offset
  • WIP work on shifting rotation of pad offset
  • Added sounds for medium shuttles.
  • Fixed trader shuttle movement not syncing for clients
  • Fixed waypoint visualiser not updating for clients
  • Added virtual waypoint above landing pad center for use when landing directly on pad. Can adjust the height using the 'Vertical' logic setting. Useful for landing on underground landing pads.
  • Fixed Dead player characters sometimes still receive partial key input after respawn.
  • Fixed Input and output network logic vars of devices that accept IC chips not showing up in stationpedia.
  • Fixed thruster material on small shuttle
  • Fixed Logic variables for input and Output network atmospheres only show as able to be read on Atmospherics devices when pipes are connected.
  • Added hold functionality for trader shuttle. Shuttle will now wait at hold pieces until the landing pad data connection piece receives an activate signal.
  • Added swapping trader models based on trader type
  • Fixed trader shuttle engine effect material
  • Fixed NRE in trader regenerate/land commands
  • Added sounds for Small Shuttle.
  • fixed error when trader species type is not specified
  • Added support for different species of traders(no new species added yet)
  • Added interactables and logic handling to the landing pad data connection piece
  • Added ability for landing pad to attempt to shift center landing point virtually half a square, to support even size pads.
  • Removed safety checks, preventing shuttle depart, and land from being called if pad is obstructed.
  • Fixed issue with landing pads not converting pad net iteration correctly into world space.
  • Integrated IsObstructed function as an optional param on the pad check functions.
  • Added Sounds for small Gas shuttle animations.
  • Added other shuttle types and animations
  • Fixed trader shuttles not entering at correct angle when landing directly on landing pad
  • Tweaked trader waypoint so that you can not point to landing pad taxi pieces, you can only point to the center piece or other waypoints
  • Fixed long standing bug, where room generation was inappropriately checking CanAirPass instead of the internal concept of CanGravityPass. Rooms again can be generated when frames are at their 2nd build state.
  • Added build and broken states to landing pad taxi pieces
  • Fixed waypoint beacon grid position
  • Added waypoint type to waypoint interface
  • Updated shuttle land animation speed to be 1
  • Fixed Player unable to pick up small items next to landing-pad structures. LandingPad connection colliders are now om ignore Ray cast layer.
  • Added basic lerping to shuttle landing/leaving
  • Changed The selected LandingPad and Satellite dish are now highlighted in green on Comms-Motherboard UI.
  • Added LandingPad center piece can now be re-named with labeller.
  • Fixed Comms motherboard screen not refreshing when traders regenerate
  • Updated trader pool prefab to use new shuttle
  • Added new trader shuttle animations to work with new waypoint system
  • Fixed Clients not being able to interrogate trader on comms motherboard.
  • Fixed A number of items not syncing to clients on comms motherboard screen.
  • Fixed Satellite-dish scanned contacts not synced to clients.
  • Fixed Interrogation and contacted status of trader contacts not synced to clients.
  • Added separate voice notification setting so that they are no longer tied to the text language
  • Added Comms motherboard can now select which dish to scan with and which landing pad to call the trader to. A Comms motherboard can support a maximum of 8 dishes and 8 landing pads.
  • Added Required pad size to Trader contact UI.
  • Added Runway requirement to trader contact UI.
  • Added Oxygen requirement to trader contact UI.
  • Added Function to return trader size based on shuttleType.
  • Added toggle helper UI classes.
  • Fixed incorrect structure bounds on trader waypoint beacon
  • Updated blueprints and thumbnails for the landing pad taxi pieces
  • Refactored how trader waypoints are iterated over.
  • Pointing a waypoint beacon to the landing pad will now auto link it to the landing pads connected threshold piece. If no threshold is present the trader will land directly at the pad center
  • Added landing pad taxi pieces
  • Tweaked shuttle approach to follow taxi pieces after waypoints
  • Added localization wordcount command
  • Fixed reference to removed animator on small satellite dish
  • Added Logic variables to satellite dishes to assist with automating interrogation and landing of traders via logic.
  • Added Setting Activate to 1 on satellite dish now attempts to interrogate the closest contact. If the contact has been fully interrogated it will call the trader to land.
  • Added TargetPadIndex logic variable: select the landingPad on the dishes data network to call the trader to.
  • Added InterrogationProgress logic variable. progress this dish has made on interrogating the closest contact.
  • Added SizeX, Y & Z logic variables. Size of object in meters.
  • Added MinimumWattsToContact logic variable. Minimum number of effective watts of signal power hitting the contact to begin interrogation. (It will read -1 if contact is not resolved)
  • Added WattsReachingContact logic variable. The actual number of effective watts of signal power hitting the contact from this dish. (It will read -1 if contact is not resolved)
  • Changed Moved Satellite scanning logic to Server Tick.
  • Refactored Server tick to parse through deltaTime since last tick.
  • Refactored ScannedContactDataCollection to allow for removal of a number of locks.
  • Fixed waypoint visualiser sometimes pointing the wrong way
  • fixed typo in tier 3 trader slot definition
  • Fixed Can't read internal atmosphere of combustion centrifuge via logic.
  • Fixed incorrect uv on trader waypoint beacon
  • Decreased trader downtimes.
  • Increased tier 3 trader lifetime.
  • Increased tier 1 trader contact time, and decreased max required wattage.
  • Decreased tier 2 trader max contact time, and max required wattage.
  • Decreased tier 3 trader max required wattage.
  • Fixed trader beacon lights not being affected by powered state
  • Added definitions to trader to mark some goods as bulk, which will let larger trader ships exchange larger quantities.
  • Fixed Europa gas trade exchanging far too much gas.
  • Added Contacts now have minimum wattage to see. Generally, if wattage was so low that resolve would take several minutes, then the dish wont be able to detect the contact at all.
  • Fixed tier 3 trader contact slot incorrectly setting its resolve wattage.
  • Added visualiser to waypoint. Can now toggle on arrows which point to the waypoints target.
  • Fixed null exception caused by all waypoints list not being initialized
  • Removed References to CommsMotherBoard from TradeDataHelper.
  • Refactored Helper functions for trading items moved from comms-motherboard to land-pad-network class
  • removed erroneous Clear command.
  • Added error state to waypoint beacon. Will now flash error when its next target is already linked to something else.
  • Fixed bad uvs on waypoint beacon light
  • Fixed trader shuttles not clearing correctly when exiting world
  • Fixed prefab error with landingpad crosspiece
  • Fixed LandingPad Blueprint turns yellow when it will connect to another landingPad.
  • Added trader waypoint beacon system (first pass). You can now build beacons for the trader to follow when landing/departing.
  • Added bulk definition to stock values for tradableItem.
  • Added tire texture for trader airplane (Art update)
  • Added Some tier3 Traders now require a pressurized hanger. Trader will land but not exit the shuttle until the atmosphere is breathable for humans.
  • Added ContactGeneration Data to Tradables Xml. generation rules for contacts are now defined in xml data.
  • Added Backend support for traders requiring runway and or pressurized landing-pad.
  • Added Logic to select the most appropriate ship model from the trader data instance.
  • Added Downtime between trader re-generation.
  • Removed 2x2 landing pad centre piece from kit
  • Changed landing pad pieces to not duel register and allow construction to intersect so that airlocks can be constructed through runways
Feb 1, 2023
Stationeers - Not Simon
Trader Overhaul

The previous trader updates changed the way you contact and summon traders, and this update finally changes who the traders are, and what they trade. We've done a complete overhaul on how the traders and their wares are defined. Previously, traders and their goods and prices were programmatically generated, but this is now all hand authored. These changes were all designed with mod support in mind, and modders can create new unique traders easily.

Traders now, in general, only trade more basic items rather than fully manufactured goods. They also don't buy and sell the same things, but rather they will buy items that make thematic sense. For example, the alloy trader sells alloys but wants to buy ores. Traders will also occasionally want to sell or buy special items.


New Trader Types
There are currently 5 unique traders, each buying and selling their own unique set of goods. Higher Tier versions of the traders will trade a wider variety of items.
They are:
  • Ore Trader: More Ore Less
  • Alloy Trader: All Alloys
  • Hydroponics Trader: Green Futures
  • Gas Trader: Gas For Less
  • Construction Trader: Build INC
Gas Trading

With two new landing pad modules you can now load gas and water into your landing pad storage allowing you to sell it to the traders. Hovering over the gas icon will display a tooltip letting you know the exact conditions of the gas mixture that the trader will accept.

The landing pad has a single storage atmosphere. The capacity of this storage atmosphere is expandable but is not intended as long term storage and you will need to purge it before loading in a new gas mix to sell, otherwise it will mix with the existing one.




New Trader UI

Since the traders are more bespoke and sell a more well defined set of goods a new UI was required to display this information in a better way. The UI is designed to provide a better trading experience. The buy and sell sections are separated into their own tabs, and each trade item is made larger and easier to parse.



How you complete trades has changed as well, previously you would select everything you wish to buy and sell and then submit your trade. Now you simply buy and sell as you go for each item.


What's Next?

We have one more trading update to come. In the next update you'll see us leveraging all the features and improvements we've made in the last four updates to finalize and polish the trading game loop. Traders with different size and environmental requirements will require you to set up your landing pad in different ways and encourage you to have multiple landing pads that meet these different requirements.




Your support makes this possible

Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3809.18408
  • Fixed Re-generating trader data during load could cause a ReferenceId clash. This step has been moved to after load is completed.
  • Changed Moved re-registration step of loaded items that had a ReferenceId clash to after save has fully loaded.
  • Fixed Calling a trader into land will stall and error out the interrogation of another trader. Thanks: Freeze (discord).
  • Removed Debug logging on TraderShuttle.cs
  • Changed TraderData hashing algorithm to be more robust.
  • Added x100 mole to the custom names of all gas trades that deal with a modified quantity of 100
  • Fixed mouse clicks not responding correctly on some objects after departing trader. Mouse state should now be reset correctly when closing trader window.
  • Fixed added missing custom thumbnails for some sell data instances on trader ui
  • Fixed Collision error on trader data Checksum.
  • Fixed Null error on loading Motherboard.
  • Fixed Refrigerated Vending Machine throws error when stacking plants.
  • Fixed Refrigerated Vending machine not handling genetics data correctly when stacking or splitting stacks of plants.
  • Fixed Incorrect material on Large Hanger Door buildstate0.
  • Fixed NRE when getting custom colored thumbnails
  • Fixed bug around selling consumables
  • Changed thermal plants to require T3 trader, and only have a chance to appear
  • Added SunPathTraceWorldAtmos bool in LightManager.
  • Added Support for traders to sell items with Custom Names and Custom Colors.
  • Fixed Gas trader sells bottled water in liquid canister (was previously selling it in gas canister).
  • Added CustomColor and CustomName Implementation for TradableItem.
  • Fixed water bottles not correctly watering plants
  • Added missing item types for some trader data
  • Added Liquid input piece to landingpad kit.
  • Fixed SelectData not initialising on trader buys.
  • Fixed sell quantities of steam for gas trader.
  • Fixed ItemHydroponicTray kit has null entry.
  • Added missing gamestring and fixed some missing icons on trade items
  • Added CustomToolTipKey attribute to override tooltips on trade items when desired
  • Added more generic consumable buys to various traders
  • Added more flavour item requests from various traders
  • Added trader console command for regenerating trader contacts
  • Added mixed gas icon
  • Fixed bug where bought stackables would not spawn with the correct stack size
  • Added TradeResultMessageFromServer to allowed to process list for clients.
  • Changed TradeQuantityAction now only executes on consumables that are not ingots. quantity actions on ingots and stackables will be handled elsewhere.
  • Created random gas icon
  • Added Checksum validation for traderData when generating traders from seed when loading or joining. On validation fail when loading the trader data will be regenerated. On Validation fail on join the client will disconnect.
  • Added thumbnails for gas trades
  • Fixed some trade items not having names
  • Removed some unneeded validation code
  • Made the child item condition tooltip use the prefab display name
  • Added reagent tooltip changes to autogeneration in worldmanager
  • Added GameStrings for TraderCanvas.
  • Added If the base data of a saved trader has changed, that traders inventory will be regenerated. This is required to happen as trader inventory is generated from a seed and presumed to be determinative when loading and joining.
  • Added GameStrings for new trading UI.
  • Allowed for the selling of gas in bulk amounts
  • Tweaking tradeables data to fix reagent selling
  • Added code support for excluding items from a trader inventory based on trader tier.
  • Added Verification step when loading serialized trader data that doesn't match current Trader data.
  • changed remaining gas buys to be 100 mole increments
  • changed ore trader extra purchases
  • changed some xml whitespace issues
  • Disabled buy button when you have insufficient credits
  • Fixed condition tooltips not including child conditions
  • Fixed tooltips not showing for reagents
  • Added Serialization for traderDataInstances. Traders saved prior to this version will be regenerated with new a traderDataInstance on load.
  • Fixed issue where items in a select weren't being initialised properly
  • Added ability to repair AimEE (mining robot). For now using Duct Tape (requested credit: Keramane via steam).
  • Added ability to deconstruct AimEE (mining robot) into its source kit using a drill (requested credit: Keramane via steam).
  • Added Networking Calls for clients buying and selling to trader.
  • Added GetQuantity on GasMixture returns totalMoles.
  • Fixed error in TraderData Write() method.
  • Added hydroponics trader buying produce.
  • Reduced trader name pools to a single entry each
  • standardized seed kit names
  • Fixed trader ui tooltips not taking into account actions/conditions on BuyItem/SellItem
  • Fixed actions on SellItem not being processed on trade completion
  • Made refreshing the trader ui not zero out buy/sell amounts
  • Refreshing trader ui will now not recreate all the items
  • Added Handling for clients to request a buy or sell from a trader.
  • Fixed Tablet showing incorrect energy radiated and convected values for pipe networks. Thanks Freeze, Discord.
  • Made tooltip wording a little nicer on trader ui
  • Added Implemented Ireferencable on TraderDataInstance and TransactionDataInstance.
  • Changed refactored buyItem and SellItem methods to prepare for server-side logic.
  • added construction trader alloy purchases
  • Fixed Error when removing an element from a landingPad network.
  • Changed If a landingPad network is saved without an atmosphere the game will create a new one for it on load and print an Action message in the console.
  • further addition of new trader data, mainly Gas, Hyrdroponics, and construction.
  • Added processing overlay when trade is waiting for atmosphere changes to propagate
  • Added TraderData now syncing to Clients.
  • Added TraderDataInstance generation now deterministic via seed.
  • Fixed Error when creating new custom world (beta only).
  • Fixed Entities not using the internal atmosphere of the new cryotubes when inside them.
  • New trader ui will now appear when talking to trader
  • Stationpedia links now correctly added to trade items
  • Removed deprecated trading systems code.
  • Removed Reference to old trading panel in scene.
  • Added Read and Write methods for TraderDataInstance.
  • Added error popups on trader UI for a few edge case scenarios
  • Added tooltips to trader UI
  • added some ore and alloy trader first pass values
  • Fixed World Conditions now prevent a traderData from adding a buy or sell to a trader instance if the world condition is not met.
  • Changed Syntax of WorldCondition Data.
  • Added Generic Buy and Sell data can now be added at the game data level.
  • Added A buy or sell data can be referenced in the trader data by a unique Id so as to avoid duplicate data across traders.
  • Added Tier requirement of a transactionData can be added as an attribute.
  • Added more functionality to trader UI to support buying and selling of different types of items
  • Added liquid input module for landing pad
  • Added gas input module for landing pad
  • Added error print when TradableItem name is not a valid prefab.
  • Fixed SleeperLeft and SleeperRight not using correct atmosphere for player breathing. They were using the external atmosphere instead of the sleeper internal atmosphere.
  • Added Chance Element to TransactionData.
  • Allow for player to buy gas from trader, gas will now be created correctly in landing pad gas storage
  • Fixed mouse not unlocking when closing trader ui
  • Added Explicit logic for applying a gasMix trade action.
  • Added Todo notes to TradeDataHelper.
  • Updated Reagents.cs
  • Fixed spelling error in tradeables.xml
  • Changed Reagents now authored as xml attributes for ReagentAction.
  • Added behaviour to Execute functions for existing trade actions.
  • Added OnSold() method to SellDataInstance. This should be called for each ITradable that is created when sold by the trader.
  • Updated Reagents.cs generation script and regenerated reagents.cs
  • Added sold out overlay to trader ui
  • Fixed Item TradeCondition did not support multiple nested Items.
  • Added HasChildItem returns a reference to the found item as ITradable.
  • Connecting trader UI to back end plus a few small NRE fixes
  • Fixed Error on game launch.
  • Fixed SellDataInstance still using list of items.
  • Changed IQuantity to Inherit from ITradable.
  • Added methods for checking whether an iTradable meets buy conditions.
  • Changed a traders buy or sell can now only contain one discrete item nested items are still supported.
  • Small clean up trader contact code
  • Implemented ITradable on Item & GasMixture.
  • Added Methods to Evaluate a gasMix and list of items to fulfil a trader buy order.
  • Integrating new trader ui with backend
  • Fixed Error in XmlSaveLoad.
  • Cleaned up trader contact code
  • Added evaluation methods for Trader buying conditions.
  • Changed Trader initialisation method also initialises conditions and actions.
  • Updated traders to use the new data for their names
  • combined station and trader contact in to single class and removed concept of contact type
  • Fixed randomizer not being initialised correctly when loading game
  • Added nullcheck to selldata
  • Added Thumbnail to trading data
  • Added new trader data to existing traders
  • Implemented first pass of processing and storing new trader data
  • Added sold out text to trader ui
  • Added stationpedia button to new trader ui
  • Spelling fix on tab well editor button
  • Added tab well prefab and added it to the trader screen
  • Renamed Trading Class to TradingHandler to prevent class with Trading namespace.
  • Added Revised Trader Data Framework.
  • Added 3 example traders to tradables.xml
  • Added new trader UI first pass
  • Moved ui tooltip and alerts panel to its own canvas
  • Fixed An error in gas trader data.
  • Added Example Trader Data for Ore, Gas and Hydroponics trader to tradables.xml
  • Removed Un-needed files from 1st pass of trader data frame-work.
  • Fixed temperature gamestring being created with the wrong key
  • Fixed invalidcastexception caused when placing landingpads next to some structures
  • Fixed logic motherboard causing error when clients are joining if there is a bad device reference present
  • Added Data Framework for authored traders to support trader economic rebalance.

Jan 12, 2023
Stationeers - Not Simon
2022 was a very busy year for the Stationeers team. We consolidated our Statiioneers team with our ICARUS team at the same location, allowing us to draw together our talent and experiences across both teams.

Multiplayer
Our efforts last year culminated in the release of a major multiplayer refactor that solved a great deal of issues and substantially optimized the code. The game was still heavily reliant on a method of making network connections that was unreliable and not performant - so we developed that further (a variation of RakNet we call "RocketNet"). We released this late last year as well as removing DRM entirely from the game and also any requirement for the game to run on steam.

This has presented an issue for players who have difficulty making multiplayer connections due to Internal Address issuing problems, stemming from port forwarding challenges and IP exhaustion. We are currently working hard to reimplement Steam P2P to work with our new multiplayer, as this will alleviate a lot of those having port forwarding and IP issues.

Working on the "hook"
Many have noticed that after the major multiplayer refactor we have been focusing on redeveloping core areas of the game, trying to do so in a very deliberate and cohesive way. Sometimes this involves some small steps backwards - but our progress can be seen by the reworked hydroponics and our midway work on trading. Expect a lot more updates focused on developing what we would call the "hook" to the game. We have excellent systems but we are trying to make them matter. As always, we love discussing the game and where it should go here in the comments, on the forums, and more directly on the Discord.

Bug Fixes
As we're getting back in to the swing of things and making plans for the upcoming content updates we've been doing some house keeping and fixing a bunch of bugs reported by the community, as well as some additional fixes for the last update.

Bellow are the key fixes in this update

Trader Contact List
The trader contact list was sometimes breaking when you left a game and started or loaded a new game and would persist until you restarted the game.

Stationpedia Issue
We added the ability to pause the game while viewing the Stationpedia but the search was not working correctly while paused.

Atmospheric Network Errors
Changing an atmospheric network was causing devices to enter in to an error state and would only be fixed by turning the device off and back on again, which was not always possible.

Game Hanging While Loading
When starting a game it would hang for an indeterminant amount of time when it had reached about 90% completion. There is now no stall time at all.

Work on the next trader update is underway and you can expect to see it be released next week.

Your support makes this possible

Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3773.18265
  • Fixed typo in tutorial mission
  • Fixed plant stabilizer arrows being emissive when the appliance is off
  • Added custom project view editor tool for better project searching
  • Fixed new trader contacts not displaying after leaving and loading a game
  • Fixed stationpedia only returning one result when paused
  • Fixed Atmospherics Devices go into an error state when adding pipes to one of their input or output networks.
  • Fixed Pipe Network Atmospheres sometimes not being saved when the pipe network was being modified during the saving process.
  • Fixed Error when trying to modify a mixerGroup property on an audioSource that is in the process of being destroyed.
  • Fixed Heat exchangers stop working when an attached pipe network is modified.
  • Fixed Plant Analyser not being able to scan Hydroponics Device
  • Fixed missing mushroom spore bag thumbnail
  • Fixed satellite power dial not showing correct tooltip text
  • Fixed plants drinking and breathing while dead
  • Fixed game hanging at ~90% while trying to start game while hosting
  • Fixed issue with satellite dish not setting its closest contact correctly, which prevented logic values signal ID and Signal strength from returning expected values, signal strength returns as -1 until contact is resolved, and the degrees offset after resolving(smaller numbers are closer).
  • Fixed SatelliteDish draws power from logic cable as well as power cable.
  • Fixed constructing pieces of landing pad when it is linked to a computer can throw an error.
  • Fixed Trader landing animation plays when loading a game with a trader already landed.
  • Changed trader depart check to use grid system check instead of physics call.
  • Fixed Trader shuttle not being lit by player headlight.
  • Fixed saves failing to load because of null blocking grids array
  • Fixed incorrect message when trading with no available credit card
  • Trader code clean up.
  • Changed Trader landing check from physics check to path trace.
  • Fixed role sometimes being none when hosting
  • Removed an external web request
  • Reverted StartServer from being async
  • Fixed Able to interact with logic chips behind closed roll cover.
  • Fixed Translucent shader not calculating correct shadows.
  • Fixed Ices lit from behind in lockers appear lit.
  • Fixed name missing on medium and large hangar door. Removed unused hangar door kit
  • Fixed Small Satellite dish is constructed with dish at incorrect horizontal rotation.
  • Fixed items incorrectly popping out of chute valve after building a new chute next to a closed and occupied chute valve
  • Fixed Incorrect pin-out n combustion centrifuge. (d0 pin was pointing to d1).
  • Created GameStrings for remaining un-localised strings in combustion centrifuge tool tips.
  • Fixed station contact tier dictionary from being cleared incorrectly

Dec 22, 2022
Stationeers - Not Simon
  • Dishes now release contacts from interrogation if the wattage requirement is no longer met, this addresses a missmatch of information between the contact UI and the interrogation popup.
  • Fixed possible issue where contact manager could potentially crash.
  • Added ability to read and write power setting for small and medium satellite.
  • Fixed mismatched types for power setting when updating clients.
Stationeers - Not Simon
Trading Contact System
When revisiting the trader contact mechanic, we really wanted to create an engaging system that would encourage engineering, automation and problem solving. In addition to finding traders, we’ll leverage this in the future to find destinations for your rockets, answer distress signals, and invite visitors to your station. The process of contacting contacts has been split into a few concepts.

Contacts
Instead of dozens of contacts constantly spread around the sky, we’re moving to a more logic driven approach of having rules dictate when traders are available. As we transition from our older trader system, into the new one, we are providing the old traders as three separate tiers of contacts. These current contacts have increasing difficulties to contact and hang around for about 20 minutes before they leave and another one takes their place, so you’ll have to find the harder contacts if you want to check out many traders.



Detecting and Resolving
Contacts must be resolved by the dish before it can determine how accurately it is pointed at the contact. The time to resolve is determined by the dish's power output multiplied by the dish alignment, over the contact’s expected resolve wattage. If the contact is resolving too slowly, it likely indicates you are not close to the target at all, and you should try a very different angle since effective power levels scale exponentially with accuracy. Alternately, the contact might have a very high expected wattage, and your current dish just isnt big enough to resolve it in a reasonable time. The resolving process only uses 10% of the actual power your dish is set to.



Interrogating
Once you have resolved the contacts position, you’ll be able to press the interrogate button. Similar to resolving, you’ll need to land enough wattage on the contact, but fortunately the interrogation dialog will inform you of the current calculations. Unfortunately, Interrogation does have a hard minimum, and if the dish is not pointed well enough, or the power is too low, you won't be able to start the process. Interrogation also has a time requirement, with harder contacts taking significantly longer, so you’ll want to use high wattages to ensure you finish before the trader moves on. Once interrogation is complete, you can land the trader just as before.

Once we receive feedback we’ll review our plans for contacts in motion, contacts with more strict visibility requirements, resolving contacts while rotating dishes, and manual control of all dish operations.

Satellite Dishes



As part of the new trader contact system you will need to make use of the existing and new satellite dishes. There are two new dishes, small and large, making the existing one the medium dish. They all work in a similar way but each size of dish uses much more power than the previous one, this extra power is needed to effectively contact traders.

The new Small Satellite Dish looks and behaves similar to the existing Medium Dish but is smaller. The Large Satellite Dish is an extremely large fixed dish structure. Visually, instead of the dish rotating and tilting the sensor is on a gantry. Functionally it still works in the same way as the other dishes.

The time to rotate these dishes increases as you go up in size. The small dish is very fast while the large dish will take several minutes to rotate 180 degrees.
Your support makes this possible

Your support makes this possible

Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3759.18228
  • RocketNet is now enabled
  • RocketNet reads the LocalIpAddress from settings file and tries to host with that, if this fails it will fall back to it's original method where RakNet picks the host device
  • Fixed spelling of Hangar
  • Fixed bug where bodies pulled out of slots don't go to the correct exit position and can sometimes clip into the slots parent object
  • Fixed ragdolls curling up into a ball after you pull them out of a slot
  • Added New concept of "resolving" contacts through the Satellite Dish and Comms Motherboard, where the dish must be pointed at a contact for an amount of time, before full information is provided.
  • Added When contacts "resolve", the comms motherboard shows the degrees off the dish is from the contact.
  • Added To communicate with the traders, satellite dishes must now "interrogate" contacts with energy from the dish for a fixed amount of time.
  • Added "Interrogation"/contact time scales linearly with dish power usage, and poor dish alignment negatively exponentially scales power.
  • Changed Dishes to all have full sky FOVs, with scaling effectiveness when contacts are not centered, resulting in being able to generally know whats in the sky after "resolving" contacts.
  • Added Contacts can now have different energy minimums, and sustainment periods required for "interrogation" to begin.
  • Added Contacts can have an energy minimum to show/start "resolving".
  • Reduced active contacts from 17 to 3.
  • Several changes to comms/trader UI to support new contacting system.
  • Added Large Hangar door a 3x1 modular Door.
  • Added Buildstates and destroyed states to medium hangar Door.
  • Fixed Spelling error with medium hangar door.
  • Fixed A Pipe Atmosphere could have its gas deleted if pipes were removed from the network in quick succession. This could generally happen if using the authoring tool to delete pipes or in large bases when multiple players were working on the same pipe network.
  • Fixed Suit storage could fill Emergency suits which would cause them to explode.
  • Fixed bug around dismount direction on ladders being straight up. Has been returned to original behaviour of dismounting forwards
  • Added Power Dial to Current SatelliteDish.
  • Fixed Ignition values on Medium Hangar door.
  • Refactored SatelliteDish animation system to prepare for new dish variants.
  • Added Trader Contact tier system Close, Medium, Far. More distant traders will require higher power or more precise pointing to resolve and contact. Existing contacts in the save will default to medium.
  • Changed default trader lifetime to 20minutes.
  • Changed For new trader generations, one of each contact will appear at each distance tier.
  • Changed SatelliteDish now consumes power based on its power dial setting when actively contacting or resolving.
  • Removed Paint and microwares traders from new trader generation rolls.
  • Fixed Error thrown by trading motherboard when number of contacts exceeded the expected max contacts.
  • Removed some unused code for motherships
  • Changed made vertical and horizontal properties on satellite dish virtual.
  • Fixed Sometimes source prefabs could be removed from the scene when loading larger saves. These are now regenerated in a final validation step on load.
  • Fixed Error when Centrifuge exports ores.
  • Updated SatelliteDish Prefab to include power knob.
  • Changed screencontacts button to not be active untill contact is resolved.
  • Added more state handling to represent the current contact interrogation state presented in the commsterminal popup.
  • Added small satellite dish
  • Fixed several cases where interrogation would attempt to operate on a null contact
  • General renaming of the contact process to interrogating
  • Fixed trading terminal dialog allowing stale information to be used to try and contact the trader
  • Fixed Root cause issue that caused Centrifuge to throw errors when exporting ores.
  • Fixed Sometimes when mining game would throw errors and get stuck in mining animation.
  • Fixed Game doesn't load due to ironOre source prefab getting destroyed on load.
  • Refactor satellite dish contacts to not use dictionaries
  • Added contacts reset their interrogation timer if they don't have a interrogating dish.
  • Fixed another dish from stomping an in progress interrogation of a contact by a separate dish.
  • Fixed contacts not being able to be interrogated without a landing pad
  • Updated medium and small satellite dish kits
  • Fixed issue where newly created satellite dishes would already have resolved all targets
  • Added Large SatelliteDish. A massive fixed dish with a movable sensor that has a very high max wattage at the expense of very slow movement speed.
  • Added Locks around all usages of DishScannedContacts as this collection is accessed from multiple threads.
  • Added contacts reset their interrogation timer if they don't have a interrogating dish.
  • Fixed another dish from stomping an in progress interrogation of a contact by a separate dish.
  • Moved several trader UI related math operations onto their respective objects
  • Fixed incorrect contact time estimations, and changed some text fields to better represent interrogation process state.
  • Added if a contacts interrogating dish looses power or is turned off, interrogation will halt, and reset.
  • Fixed StationContacts not serializing contacted status and contact wattage variables.
  • Station Contact UI change first pass
  • Updated Comms Motherboard UI
  • added missing files from previous commit
  • added older message based checks preventing trader from being called for various pad/vending machine/power reasons
  • reduced all SatelliteDish rotate speeds
  • fixed issue where resolve timers would process despite dish moving.
  • Added time remaining counter to trader contact item
  • Fixed Landing button being active while contact has not been made
  • reverted unwanted scene changes
  • Fixed build error caused by editor code
  • Fixed missing tier icons
  • Fixed small satellite returning the medium satellite kit on deconstruct
  • Added and update recipes for satellite dishes
  • Updated starting conditions for Vulcan and Venus to include requirements for trading
  • Added the current dish name to the contact pop up
  • Removed "trader requesting to land" prior to being able to call the trader to land
  • Fixed "Satellite Dish" name to "Medium Satellite Dish"
  • Made rotation tolerance smaller for satellite dish to remedy the dish not moving when framerate is very high
  • Added new Satellite Icons
  • Fixed resolving not correctly using the wattage if changed after dish rotation finished.
  • Fixed resolving progressbar having unexpected behavior when changing some resolve parameters.
  • Fixed GetWattageOnContact using maxWattage instead of wattage.
  • Changed InitResolve timers to use unified helper functions for calculations.
  • Changed all current contacts in game to have a minimum watts to resolve value of 0.
  • Added Additional helper functions for common resolve time components.
  • Changed random resolve offset to be generated when the resolving starts.
  • Fixed errors in Dish Stationpedia entries
  • Fixed issue where new contacts would be interpreted as already resolved
  • Added the trading section to the Stationpedia
  • Fixed comms motherboard from using dishes that were inoperable.
  • Reduced power usage of dishes to 1/10th of set power while resolving, so only while interrogating is power fully used. idle dishes still use base draw.
  • Disabled dishes will now loose their contact resolve data.
  • reduced satellitedish idle power draw, as the main power usage occurs with use
  • Added missing structures to trading page
  • Fixed wrong icon for trading page
  • Fixed screen contacts not properly clearing when no dishes are valid on the Motherboards.
  • Changed dish SignalStrength logic type to return -1 when the best contact is currently still resolving.
  • increased general dish strength when within 5 degrees
  • missing file from previous commit
  • Added build states to medium satellite dish
  • Tweaked medium satellite wattage plus added animations back
  • Fixed some contact item UI elements being left on when the parent object is disabled
  • decreased water usage by 25% since food, water, and stress mechanic changes are still a few weeks away.
  • decreased active Nitrolyzer power usage from 20k, to 6k.
  • Added computer and comms motherboard to trading stationpedia page
  • Updated Trading Stationpedia entry
  • changed comms motherboard to use text instead of bar when Interrogating
  • Fixed medium satellite dish's dish collider rotating incorrectly and being unaligned with the visual mesh
  • Fixing problem with port being closed when a client leaves preventing other players from joining
  • RocketNet now disconnects before clients send their disconnect message to host

Stationeers - Not Simon
Today we're doing a quick patch that brings a new low level multiplayer implementation. This change should mean that the network performance is better and connectivity should improve in some situations.
The larger issues around connecting to servers is an ongoing task that is actively being worked on.

Due to time constraints, we omitted the 3x1 hangar door from the previous update but we're taking this opportunity to add it.

Dismounting ladders had a bug caused by the changes to the movement controller and this has also been fixed.

Stationeers - Not Simon
The second trader update brings us a step closer to a more interesting, fun, and involved trading game loop. You can read about all the plans for trading in the previous blog post here.

Gas Trading



Leveraging the new modular landing pad we’ve made some big changes to how you buy gas from traders. With the new Gas Storage and Gas Connector modules you can now buy large quantities of gas from traders with ease. Traders will provide a range of gas mixes which you can buy a certain quantity of which will be loaded into your landing pad gas storage to then be unloaded into your base's gas storage. In a coming update you will be able to sell gas mixes through the same mechanism.


Hangar Doors



These doors have been created in anticipation of the upcoming new trader types that require a pressurized breathable environment. In some harsher environments these doors can also be used to create safe conditions for trading gas. We will be adding new variants and sizes in upcoming updates.


Jitter Fix



There has been a long standing issue with the character movement which resulted in some players experiencing motion sickness caused by a form of camera jitter. This issue has plagued the project for years and we have put in considerable effort over that time to try and solve the problem. We’ve finally found a set of solutions which resolve the worst of the issue. If you’ve experienced this issue then we highly recommend that you give it another go and see if it’s made a difference for you. This is not a silver bullet for all players experiencing motion sickness but should be a big QoL improvement for many players.


Your support makes this possible

Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3740.18150
  • Updated missing character icon when dragging bodies
  • Fixed Medium Hanger Door not being able to be opened with the crowbar
  • Removed Search button from Stationpedia as it has the same function as home button. Pressing home will return to main search screen.
  • Fixed switchgrass appearing smaller in some slots
  • Fixed transparency issue with switchgrass and hay material
  • Reduced Volume of LandingPad Center.
  • Reduced Max Speed of LadingPad Gas Output.
  • Added Quantity modifier key (C by default) effects add and remove buttons on trading panel.
  • Changed "++" and "--" buttons on trading panel now add/remove 100 items (or 1000 with quantity modifier).
  • Fixed Trader selling Zero quantities of gas.
  • Fixed cold gasses sold by trader have Temperature text colored correctly.
  • Changed LandingPads to have the same pressure strength as pipes: 60 MPa
  • Fixed bug where plants were not stacking/splitting correctly
  • Refactored switchgrass and hay to remove IGatherable
  • Allowed hay to be processed in advanced and portable composter
  • Fixed can't trade with trader.
  • Fixed Can trade with landed trader when pad is in error state or unpowered.
  • Updated LandingPad Gas Storage model and added buildStates and destroyed state.
  • Added LandingPad Gas Storage will now take damage when over 6000kpa and eventually break.
  • Added LandingPad Gas Storage tanks play stressed sound when over maximum pressure.
  • Fixed Trading can only commence if landing pad is fully operational.
  • Jitter fixes - fixed bug where players were not aligned correctly in seats/slots. Fixed a few issues around when ragdoll and collisions are set when moving in and out of slots. Made camera not snap to forward when you press alt
  • Added LandingPad Liquid Output. Pumps liquid purchased from a trader into a liquid pipe network.
  • Added Traders will now only complete gas trades if there is enough gas storage capacity in the landing pad. The max pressure of the landingPad is 6000 KPa.
  • Added Sounds and animation to LandingPadGasOutput.
  • Added Landing Pad Gas Output for pumping gas out of the landing pad that has been purchased from a trader. Constructed with (Kit) Landing Pad.
  • Fixed shuttles being able to depart when obstructed
  • Fixed Gas Connector piece not blocking large grid.
  • Fixed Polish pass on how gasses are displayed in trading panel
  • Added Landing Pad Gas Storage. This landing pad piece allows the landing pad to store gas purchased from the trader. Constructed with (Kit) Landing pad.
  • Changed Gas Traders now sell gas by the Mole. When purchased this gas will be pumped into the landing pad. (The player will need to add gas storage pieces to receive the gas).
  • Added Gas traders will sell modest amounts of pure gas at 20DegreesC.
  • Added Gas traders will now sell larger amounts of impure gas mixes at less than ideal Temperatures for lower prices.
  • Refactored pipe network to inherit from StructureNetwork base class.
  • Added AtmosphericsNetwork class as common parent for pipeNetwork and LandingPad network.
  • Changed Plants trading value is no longer effected by grow time.
  • Filled out InheritTraits to crops
  • Added MediumHanger door. A 2x1 modular door for building openings up to 4 blocks wide.
  • Renamed Airlock gate to small hanger door.
  • Renamed (kit) Airlock Gate to (kit) hanger door.
  • Jitter fixes - fixed terrain manipulator cursor not moving
  • Adjusted Hay and Switchgrass grow/decay variables
  • Add support for multiblock doors.
  • Jitter fixes - regressions on ladders, seats, cryo and sleepers. Fixed jittery bodies for clients.
  • made SwitchGrass Perennial
  • Added new "Crop" concept to game. An item that can be harvested from a plant but can not be replanted in a Plant Slot.
  • Added Hay to project.
  • Fixed Deep miner cannot be turned on/off with logic.
  • Removed mode variable from deepMiner as it wasn't being used.
  • Fixed DeepMiner continues to animate when in error state.
  • Tentative push of jitter fixes plus some fixes around dragging objects
  • Added SwitchGrass seeds and plant prefabs to project
  • Added gamestring to language xml editor method
  • Fixed Mushrooms stop growing after a while.
  • Fixed Mushrooms will now take damage after being lit for 120 seconds.
  • Fixed Plant light and darkness calculations not handling zero values correctly.
  • Fixed Plant healing and damage calculations not handling zero values correctly.
  • Fixed missing discord meta file
  • Fixed The list of all landingPad networks not begin cleared between loading new saves resulting in an error thrown on load when trying to register duplicate entries.

Dec 1, 2022
Stationeers - Not Simon
New Landing Pads



This new modular landing pad system is replacing the existing landing pad structure. To set up a new landing pad you will need to build a Landing Pad Center surrounded by the landing pad pieces. It needs to be at least 3x3 with a Data and Power module. There isn't currently any new functionality with the new system but you can read more about why we’ve done this and what is to come.

Hydroponics Player Feedback



We received a lot of feedback about the recent hydroponics changes, and one point that kept coming up was potatoes being too easy. While we wanted to keep an easy crop available for new players, the potatoes balance skipped out on too many mechanics. So we've doubled the time you'll need to keep them alive, and made them desire rest like the rest of the plants. We still have cooking/eating/drinking changes coming that will bring meaning, and usefulness to growing a diverse range of plants. We'll make cooking approachable enough that there is no excuse to not engage at a minimal level, but still deep enough that it’s easy to convince players to want to go one step slightly further into the system. Player feedback is the key to us making Stationeers great.



Trading Update Preview

Our current trading is a good foundation, but parts of it should be expanded to make it a mechanic that the player upgrades multiple times. Traders should be another tool the player can leverage to help them solve problems. By integrating trading with more devices, and rooms, players will constantly want to expand and upgrade their trading system.



Pressurized Landing Hangars
Pressurized Landing Hangars will be a major goal for players. Simple traders will still be callable with a minimal setup. Gas tankers will need a larger pad and expanded gas storage. Flight based ships will need a runway. Ships with living crew may also expect a pressurized environment before conducting business. With the need for pressurized hangars, we'll also be adding multi-block hangar doors that work vertically and horizontally. The new modular landing pad structures will let players build the landing pad to their desired size, and upgrade it with the features they need. Ultimately the hangar will be a new room addition to most stations, with enough mechanics and variants.

New Communications Game Loop
We will also be revisiting how traders are tracked down and contacted. The sky will become significantly more lonely, as traders pass by less frequently. New tiers of satellite dishes with variable power ranges will separate out the searching and contacting of signals, with some contacts requiring prolonged power expenditure to communicate with. The hardest contacts may even be in motion, and require tracking, or immense power expenditure to contact quickly. The harder contacts will bring a wealth of new experiences, bulk mining ships, gas tankers, freighters, medical shuttles, explorers and even visitor transports.

Redefined, Bespoke Traders
Finally, we'll also be reviewing what trading is in Stationeers. Rethinking what traders are, what they provide the players, and what the player can provide to them. We'll move away from such a procedural system, and instead have more stable content that players can develop better expectations of. Traders will also change based on what world the player is on, making them more likely to positively enhance the experience of living on an extreme world. Lastly, we're looking at adding new extra rare items that aren't normally obtainable, to act as a longer term goal for players to obtain.

Your support makes this possible
The major refactor has been a huge milestone for us and we think you can see the tremendous impact that it has had. Your support through bug reporting, suggestions, and direct involvement with our team on discord make a big difference.

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game has substantially improved from when we started. Many projects steer clear of the hard tasks, and we are proud to have taken them on.
Additionally, you can support us by purchasing the DLC we made to allow those who like the game to support us, and in return get something a little fun to continue to use in the game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

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

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


Change Log v0.2.3719.18087
  • Fixed stationepdia inputfield trying to auto select when stationpedia is not visible
  • Fixed LandingPad network reference not being set on clients for pad pieces.
  • Fixed several places where Motherboards were not using the ITraderDestination interface.
  • Renamed LandingPad.cs to LandingPadDeprecated.cs
  • Fixed part of syncing landing pad on comms motherboard not working correctly
  • Fixed Client message to call trader didn't work for new landing pad.
  • Fixed Station contacts not handling there own network serialization for trading pad references.
  • Fixed LandingPad Center-Piece not syncing parent motherboard and current trading contact to clients.
  • Fixed Trader Landing Animation doesn't play on clients.
  • Fixed landing pad straight and center piece destroyed states spawn in incorrect position.
  • Fixed Error when trying to complete trade on old landing pad.
  • Fixed new landing pad pieces being able to be built inside of frames
  • Fixed Trader shuttle offset on Deprecated LandingPad.
  • Fixed Can't call trader to deprecated LandingPad.
  • Fixed LandingPad buildStates and destroyed states using incorrect material.
  • Fixed LandingPad will now be disabled if the center-Piece or power-piece are not in their final build states.
  • Fixed Flashing anim on landing pad not re-starting after on error state is resolved.
  • Fixed Error In LandingPad Lights Anim.
  • Added BuildStates and destroyed states to landing pad pieces.
  • Fixed some mesh issues with landing pad pieces.
  • Added Landing pad flashing Animation.
  • Added Landing pad lights can now be painted.
  • Added Landing pad centre piece and power piece will flash error if Landing pad is misconfigured.
  • Added Trader can only land on a landing pad where all tiles are completely built.
  • Added Descriptions of landing pad pieces to English.xml.
  • Updated (Kit) landing pad recipe cost.
  • Decreased Potato growth time by 2x, to be two days, and gave it a small darkness desire, to increase the skill floor of the easiest to grow crop.
  • Improved Stationpedia UX. Search field selects automatically when on home screen.
  • Fixed stationpedia animation while game is paused
  • Fixed game still being paused when IC/Stationpedia panels are closed
  • Fixed Smart rotate on landing pad pieces.
  • Fixed Errors in Trader shuttle landing and take off animations.
  • Disabled main panel on IC panel in editor
  • Fixed Shuttle thrusters stay on after landing.
  • Improved Shuttle landing pad clear sky detection.
  • Fixed If Pad is obstructed trader console returns correct message.
  • Added pause button to Stationpedia
  • Added pause button to IC input panel
  • Added play button and icon.
  • Added pause button
  • removed unused animation files
  • Fixed headlamp not showing in suit storage slot
  • Cleaned up landing pad animations
  • Fixed StructureNetwork.DeserializeOnJoin reading count as Int16 instead of UInt16.
  • Fixed Type error in StructureNetwork.DeserializeOnJoin breaking join message processing.
  • Seperated shuttle craft animation files for more flexibility
  • Changes positional animation data to DoTween for more a programmatic and dynamic approach paths
  • Fixed missing plant analyser cartridge thumbnail
  • Fixed missing plant analyser cartridge electronics printer recipe
  • Removed an early exit optimisation for room generation that could erroneously stop a specific configuration of walls from registering as a room
  • Added more accurate error messages for trading terminal for when a trader cannot land because of an incorrectly configured landing pad.
  • Stopped inventory windows opening and closing when entering numbers in the console window
  • updated Nitrous Oxide's stationpedia entry to have a more accurate description.
  • Made the difficulty selection default to normal instead of easy
  • Fixed shuttle landing orientation.
  • Fixed shuttle kept getting spawned when closing trading panel UI
  • Added offset to trader on center piece
  • Fixed nitrous oxide stationpedia description pointing to the nitrogen description
  • Fixed NREs for trader/shuttle on landing pad center piece
  • Moved trade shuttle/pilot pool into base scene using singletons and prefab references
  • Fixed Error when contacting trader with no (or an invalid) Landing pad connected to the computer. It will now return the correct error message in the pop-up window.
  • Added prototype pieces for new modular trading pad system. Landing pads will now be constructed of large-grid sized blocks to enable creation of landing pads of various sizes and designs. This will support future work for new types and sizes of trader shuttle and integration of goods storage (including gases) into the landingPad.
  • Added LandingPad Center piece. LandingPads must contain ONE center piece, this is the target location for the trader to land. landing pads with multiple center pieces will be considered invalid.
  • Added LandingPad DataConnection Piece. This is how the modular landing pad receives power and connects to data networks.
  • Added abstract Structure Network class. This contains all the basic functionality required for creating a new structure network. Additionally will support bringing pipe-cable-chute networks under a common parent.
  • Deprecated Old trader landing pad.
  • Changed Increased stack-size of (kit) LandingPad from 1 to 10.
  • Fixed bad material on pipe label
  • Tweaked pipe label scaling so the text looks less stretched in some cases
  • Fixed bug where pipe labels were hidden on insulated liquid pipes
  • Fixed bug where inventory selection indicator would scroll with mousewheel while you are placing some objects. Now mousewheel scroll will not move selection while placing. The next/previous keys (square brackets by default) will still move selection while placing.
  • Moved TraderPilot and TraderShuttle into their own prefabs
  • Added new prefab for Trader Pilot and Shuttle pooling to better support different trader/pilot types
  • Fixed bug where decreasing emergency eva suit temperature via hotkey would toggle suit AC
  • Reverting rocketnet to use IPv4 address instead of public/external
  • Changed the Base scene's reflection intensity to 0 to fix shiny terrain
  • Fixed bug where decreasing eva suit temperature via hotkey would toggle suit AC
  • Added some clarification to a confusing tutorial step
...