Stationeers - Timberfox
More Stuff, Faster

In the near future we'll revisit kitchens and cooking, but currently we are working on several other aspects of the larger survival updates including new suits, jetpacks, and starting equipment. Instead of hoarding all of the new content for one massive cooking update, we’ve decided to add some of it into the current system, so players can grow some new plants, and craft some new foods in the meantime.

New Plants: Sugarcane and Cocoa


Cocoa plants like a warm environment, and while a dedicated room isn't necessary, the ideal growth temperatures of some normal plants may conflict, leading to some plants growing slower depending on your grow room temperature. Cocoa plants harvest into cocoa pods, which can be used in the reagent processor to create cocoa powder.

Sugarcane plants grows much like wheat and harvests into sugarcane, which can be used in the reagent processor to create sugar.

But what could you make with sugar and cocoa…?


Chocolate!


We’ve added a selection of sweet treats for your chubby little stationeer fingers to grab. Chocolate bars, regular cake, chocolate cake, and chocolate cereal bars count as high quality food, which additionally raise your mood if you are feeling down. We’ve also increased the trader’s egg and milk supply, so that you can bake some joy into your life at the cost of some credits, without raising chickens, or making soy milk. Some traders might also pay a high price for some of your delicious treats.


Printer Stack Instructions


Following on from our introduction of stack instructions for the Logic Sorter last week, IC can now ‘easily’ write their own print stack onto the printers. This includes internal count tracking of each print request, so keeping track of how many of something has printed is much easier. There are also several modifier instructions that will tell the printer to modify the next instruction, to do things such as to wait until this print is complete before continuing. We are trying to keep each instruction as simple and straightforward as possible, so that players can intuitively know what their code will do.

Another notable feature of the printer instructions is an exposed stack pointer. The Logic Sorter reads through and evaluates all of its memory to check for valid conditions each tick but Printers may hit an instruction that blocks them from continuing their internal processing, such as WaitUntilNextValid. This is notable in the instruction JumpIfNextInvalid, where instead of continuing on, or waiting upon finding a print job that cant complete, a stack address can be provided to jump to another section of prints that might be desired instead. So the stack pointer is exposed to the player here so they can write flow control into their print requests, with reduced overhead on the IC10 code.

The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.




Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v.2.4966.22543
  • Fixed a bug where clicking on the scrollbar in the sorter motherboard's filter dropdown would close the dropdown, rendering it unusable.
  • Update scroll speed of the sorter motherboard's filter dropdowns to be 10x faster
  • Fixed AreaPowerControl, PoweredVent, ActiveVent and WallLight were not checking base.CanConstruct method. This meant they could be placed adjacent to other devices such that their power connections where connected.
  • Extended width of IC editor from 64 to 90 characters
  • Added first pass of Read/Write Stack addressable memory for all Fabrication Devices such as the autolathe. These enhancements allow device memory stack to have reserved memory locations in the stack. In the fabricators the Stack Pointer index is the last value in the stack. The remainder of the stack is split as used for the player to store requested transactions (such as make this prefabhash a number of times, or export everything in the device), and the other part the device will write missing reagents. This transaction is the reagent hash (not the prefab hash - the reagent hash i.e. Iron would be HASH("Iron")), and the total quantity needed as a ceil integer (so 0.5 would become 1). These details are shown in the stationpedia, and if the instructions are only expected in certain stack addresses you will be told. Currently there is no safety checking with specific memory addresses currently.
  • Added instructions to manufactuing devices, such as the Autolathe and other printers. The Printers now have their own internal stack that is used for different functions. The end of the stack is used as the "stack pointer", which is the "memory" for the device of where it is up to, when processing. The first bunch of addresses are used for "transactions". you can load payloads into this memory to have the printer do things for you. The second chunk of memory it will record things it is missing. If instructions are only to be used in certain addresses, the stationpedia will tell you so. Added FabricatorInstruction.DeviceSetLock, FabricatorInstruction.JumpToAddress, FabricatorInstruction.WaitUntilNextValid, FabricatorInstruction.JumpIfNextInvalid, FabricatorInstruction.ExecuteRecipe, FabricatorInstruction.EjectReagents/
  • Added CLRD. This is a variant of the CLR IC instruction, which will clear the stack memory of any device with writable memory. This variant allows directly referencing a device via ID rather than pin.
  • Fixed Clients can't interact with slot screw of SlotReader on Dedicated Server.
  • Fixed Resetting values on circuitBoards & Motherboards with screwdriver did not work reliably for all clients on dedicated server.
  • Fully Disabled Deprecated Research system as it was causing some saves (that had research disabled) to fail to load.
  • Fixed Credit cards spawning with zero credits in a new game. IQuantity was not implemented on the CreditCard so the QuantityAction was not applying.
  • Fixed hygiene and mood tooltips showing for robots.
  • Fixed stacker not splitting items correctly which could result in space ice having zero gas or de-gassed ore having its gasses duplicated. Stacker will now use the same logic as splitting from your hands which should handle all these cases rather than its own custom logic.
  • Fixed when starting a new game when your species was set to robot or zrillian in on a previous stable branch (i.e. you had old saved character data in your local PlayerCosmetics.xml) upon loading that game a second time your character would pass out. This was due to the old player cosmetics data not initialising correctly and causing the creation of a bugged character spawn.
  • Changed PumpkinPie provides 50% Mood Recovery.
  • Added ChocolateCake (50 Sugar, 50 flour, 5 milk, 1 Egg, 2 Cocoa Powder). High Nutrition, 100% Mood Recovery.
  • Added Cake (50 Sugar, 50 flour, 5 milk, 1 Egg). High Nutrition, 50% Mood Recovery.
  • Added ChocolateBar (10 Sugar, 2 Cocoa powder). Modest Nutrition, 100% Mood Recovery.
  • Added Chocolate CerealBar (50 flour, 1 Cocoa powder). Same nutrition value as CerealBar but also provides 50% Mood Recovery.
  • Balance pass on Growth times and life requirements for Cocoa Tree and Sugarcane. Cocoa is perennial grows at a similar rate to the pumpkin. Cocoa ideal growth temperature is 30-40degreesC. Sugarcane is annual and grows at a similar rate to wheat.
  • Added battery slot trigger (art asset)
  • Added advanced turbine jetpack for hardsuit. (art asset)
  • Reinstated throwing fixes from r22413 and r22419 that were removed for hotfix preparation.
  • Changed Flagged ResearchCapsules and ResearchMachine as not spawn-able.
  • Removed Calls to Research initialisation methods.
  • Removed PanelResearch and ResearchManger from scene.
  • Removed Saving of Research state.
  • Fixed robots mood being reduced on taking damage
  • Removed Research fields from PanelToolTip.
  • Removed References to PanelResearch in InventoryManager & GameManager.
  • Removed Research events.
  • Changed PanelTooTip is now initialised by GameManager instead of ResearchManager.
  • Fixed new emergency suit being green by removing the unused materials
  • Updated h2 combustor models and thumbnails to have output port on the correct side (the front rather than the left).
  • Changed Furnace to using animComponents instead of unity animator. This should resolve occasional issues where the imported ore would not be processed due to an animator event not firing.
  • Added enforcement of 4096 B limit for IC files
  • Added back slots, back interactables and their collider to other new suits
  • Fixed emergency suit collider size
  • Changed Advanced Furnace to use AnimComponents.
  • Fixed 'cant enter slot' tooltips getting stuck based on the last thing you hovered your mouse on. Also fixed a few cases where tooltips would be incorrect when dragging from a world slot as the 'last hovered' thing could become the parent item rather than the dragged item dependent on mouse placement.
  • Added crosshair, matter state labels, and freezing temperature to phase change diagram
  • Added PrinterInstruction.EjectReagent. This allows you to specify the reagent you want to eject. All reagents of that type will be ejected. The stack will not advance until this is complete.
  • Fixed PrinterInstruction was not correctly applied by ProgrammableChip
  • Moved slots away from having hard coded indexes. The indexes are now serialized when the suit slots are created.
  • Added ability to have a suit that does not have a waste tank slot at all. When this is the case the suit will dump filtered gas directly into the world atmosphere.
  • Refactored TradeDataHelper.HandleBuyItem to more cleanly handle edge-cases around transaction of quantities of stackables and ingots. This allowed for removal of edge-case code for trading in QuantityAction which was interfering with new spawn-condition logic.
  • Changed tightened grid bounds of wind turbine.
  • Fixed a bug where the last segment on the phase change diagram wasn't drawing directly up as it should have
  • Fixed Clients can't interact with Mode screw on Speaker on Dedicated Server.
  • Fixed Atmospherics devices with IC slots could not read the gas ratio values of the new gasses/liquids.
  • Fixed On/Off animation position of valve on shower.
  • Fixed On/Off animation position of valve on powered shower.
  • Fixed batch logic instructions that use the name would not consider default names, only custom names. Now the default name generates a hash and is used in the comparison.
  • Added LogicType.NameHash. This returns the 32bit hash of the objects name.
  • Changed IC source code was being stored as char rather than bytes, despite being parsed at ASCII. This change has no functional impact for player scripts, as the text was already being parsed. This means that 1 character will only take 1 byte. Network synchronization has been moved to sync the bytes, rather than the characters. This substantially reduces the network impact of synchronizing IC script changes in multiplayer.
  • Added Turbine Jetpack
  • Updated Animation Component to take in a time value rather than a speed value. This was required so that a single component could move several objects synchronously.
  • Fixed dynamic crate open/close animation speed was too fast and was not matching up with its audio.
  • Fixed days passed text not initializing correctly when starting a new game.
  • Added Prototype scripts and prefabs for networked window shutters.
  • Moved where the 'you have survived for x days' message is published. Will now appear after the InventoryManager is initialized to guarantee the player and their days lived have been loaded.
  • Fixed days lived not being correctly synced for clients. This could result in clients' days lived value resetting to 0 every time they join a game.
  • Updated seed bag texture for watermelon, blueberry and strawberry. (Art asset)
  • Added new seed bag models for watermelon, blueberry and strawberry (art asset)
  • Added new models and textures for blueberry tree, strawberry tree, and watermelon plant (art asset)
  • Changed scale for cooked corn and tomato
  • Updated advanced tablet tooltip to show both cartridge slots rather than just the first one.
  • Changed scale for cooked corn and tomato (Art asset)
  • Committed automatic prefab changes for rocket manufactory (animSpeed was renamed to time).
  • Tweaked cooked corn and cooked tomato meshes and updated blueprints and thumbnails for both.
  • Fixed Reseting Programming Motherboard with screwdriver causes it to retain reference to an old circuit holder
  • Fixed LandingPad pieces do not consume grinder battery when deconstructed.
  • Fixed Traders could buy items from vendingMachine import and export slots. 1st Item bought from the trader would spawn in VendingMachine export slot.
  • Fixed Vending machine would export incorrect item after buying from the trader.
  • Added new food models and a texture. (Art asset)
  • Changed color and mesh of growth stages for sugarcane tree. (Art asset)
  • Added new sugar and cocoa models and textures
  • Updated the locking behaviour on the electric jetpack's battery slot. It now also prevents swapping from the player's inventory, and is colored red when locked.
  • Added roatry animation to the electric jetpack's turbines
  • Removed deprecated auto-generation code for reagents.cs from WorldManager.
  • Added Sugar and Cocoa Reagents.
  • Added cocoa and sugar seed bag and plant prefabs plus their related blueprints, thumbnails and materials
  • Removed some unused models
  • Moved some consumables prefabs to their appropriate folder
  • Updated english xml for sugar and cocoa assets.
  • Fixed incorrectly set up toxic gas types for cocoa and sugar cane
  • Added CocoaPowder Item.
  • Added cocoa and sugar cane plants and seeds to the world manager
  • Committed auto prefab changes (IsLocked field was added)
  • Moved cocoa powder material out of resources folder
  • Added MoodBonus to INutrition to allow certain foods like chocolate to boost your mood when eaten
  • Fixed cocoa and sugar plant prefabs having the incorrect grip type
  • Fixed cocoa and sugar reagent contents were incorrectly set to corn
  • Added Sugar, Eggs, Flour and Cocoa Selling items to consumables trader.
  • Added Sugar and Cocoa selling items to Food Trader and cocoa pod and sugarcane buys to food trader.
  • Added Sugar and Cocoa recipes to reagentgrinder.xml
  • Added Sugar Item.
  • Added models and texture for chocolate bar and cake (art asset)
  • Added chocolate cereal bar (art asset)
  • Fixed incorrect quantity tooltip in trader UI on microwave ingredient reagent quantities.
  • Fixed autolathe's ExecuteRecipe could override the stack pointer at address 63 if enough reagents were missing from a recipe.
  • Fixed autolathe's ExecuteRecipe was reusing the first valid address (index 54) to put its missing reagents, overriding the previous value if more than one reagent was missing. It will now correctly fill up addresses 54 to 62.
  • Fixed stationpedia descriptions for autolathe instructions DeviceSetLock and JumpToAddress were reporting the incorrect 'valid address space'
  • Updated size of cake, uncooked cake and chocolate cake. (art asset)
  • Fixed missing reagent instructions for the autolathe were not being converted correctly in some cases to a double. Have changed it to use LongToDouble rather than auto casting.
  • Increased size of cakes
  • Added Exposed Mood Bonus of food to stationpedia. Some High quality foods will restore mood when eaten. Eating raw foods will lower mood.
  • Added Buy and sell orders for new foods to traders.
  • Fixed PackByteInt32 was shifting the incorrect number of bytes making it impossible to read hashes from the autolathe's missing reagent instruction.
  • Fixed SourceCode Fragment byte count being sent as a byte when it had a max size of 512. (this meant the code longer than 128bytes would not send correctly)
  • Fixed Code input window not counting line break characters when counting the code size. (this meant that some characters could get stripped if the total length INCLUDING line break characters exceeded the size limit.
  • Fixed possible nre when opening the menu before the initial world save has completed
Apr 28, 2024
Stationeers - Not Simon
This hotfix includes fixes for a few issues related to data changes in the starting conditions.
Changlog v0.2.4945.22425
  • Fixed a bug where null reference exceptions would sometimes be thrown when a dynamic gas canister was destroyed
  • Fixed a bug where splitting seed bags obtained from traders for the first time would throw an exception
  • Fixed a bug where pipes mounted on walls were not damaged by freezing or phase change
  • Changed CanEnter to return a result struct rather than just a bool. This allows us to show tooltips explaining why certain things can't enter slots e.g. a light suit may not accept a heavy jetpack.
  • Fixed double tap F being able to move backpacks to the backpack slot while one of the new suits was being worn. This should not be possible as the new suits have their own dedicated back slot and block the use of the default backpack slot.
  • Removed unused variable in tooltip.cs
  • Fixed Newly spawned Robots would start with a SmallBatteryCell instead of a LargeBatteryCell.
  • Fixed issue where old saves would load their saved satellite dishes with best contact filter initialized to 0 instead of -1.
  • Fixed Robots and Zrillians Loading in with partial human characteristics. (Zrillians would load in with human lungs Robots would not initialise their slots correctly and would immediately die)
  • Fixed a bug where deconstructing insulated inline gas tanks would return their non-insulated kits
  • Fixed mkII dynamic gas canister incorrectly configured colliders
  • Fixed a few tooltip issues. When dragging, the 'left click to pick up' tooltips will now be hidden. When the mouse is over the ui, in world tooltips should now be hidden.
  • Fixed a few ingots having the incorrect blueprint
  • Fixed concurrency was not working on equip sounds.
  • Fixed incorrect insert behaviour for ResolutionRule "StopLowPriorityThenNew" & "StopLowPriorityThenNew".
  • Optimised Concurrency code by removing some un-necessary sorting calls.
  • Changed Audio concurrency system to run on the main thread, it was using uni-task worker threads for some work which was causing race conditions.
  • Fixed Errors being thrown by audioManager caused by audio concurrency system.
  • Removed deprecated discord lobby creation
  • Fixed Research Manager breaking loading of some games.
  • Fixed Vulcan nights in peak summer did not drop to night temperature.
Stationeers - Not Simon
Stack Instructions and Logic Sorter

There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.

What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though. SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a the next instruction, and will actually modify its own count payload, as it passes items through, allowing a player to read that instruction from the stack, and figure out what the sorter is doing even if it has a ton of custom instructions.

This approach to advanced device operation lets us as developers keep the operations of machines as very simplistic, and straight forward. As an example, instead of circuit boards containing tons of custom code that only we developers can see and modify, players could see an airlock circuit board having clear instructions on its stack, turning on and off vents, and conducting evaluation operations on sensors.





Insulation
We've added new insulated inline tanks for both gasses and liquids, and changed the pipe insulation upgrade process slightly. Last update we added the ability to upgrade pipes to insulated pipes using a wrench and some insulated pipes. Based on feedback from the community, combined with us adding these new inline insulated tanks, we've changed the upgrade process to use a new adhesive insulation item that you print separately.




Ore Tablet
Previously the ore tablet required the use of the Ground Penetrating Radar, and was very annoying to use. The GPR has been removed and the tablet now functions by itself. Just throw it in a tablet and you're good to go.





Future Content
If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs.

Here's a quick outline of the upcoming changes.



Starting Conditions
This update includes some changes to the starting conditions data and paves the way for making much more dynamic starting conditions. When starting a new game you'll be provided with the familiar starting gear, however when another player joins, they will bring with them a smaller set of gear to reduce the stresses that each new player adds to a game. When respawning it will remain largely unchanged. All of these are defined in XML for easy modding.



Suits
A range of new suits are still in heavy development so we can't give too many details, but you should expect a range of suits that are suited for different situations rather than there being the "bad suit" and the "good suit". In the same vein we'll be reworking jetpacks with a set of jetpacks that are useful in different situations.





More Stack Instructions
The sorter was a obvious example of a complex machine that needed a better programmatic way of configuring. Manufacturing, and Trading both have multiple complex machines that we are looking at as examples of both simplifying the machines operations, and creating the opportunities for players to control core systems in their base without being overly complex(to stationeers standards). We also will be adding specific large memory servers, so players can store large and complex data structures of their own.



Patch Artwork
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Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.4936.22393
  • Refactored the Starting and Respawn Condition definitions. This is a non-critical breaking change, which will affect mods. The old data structure was limited and had a lot problems. The new one uses the same classes and approach as the tradables system. The chosen spawn structures are defined primarily in the worldsetting, and if it is blank the game will use default ones. See the discord beta announcements for documentation about how to format xml for this.
  • Fixed medium shelf not being deconstructable when built against a frame
  • Fixed large tank throwing errors when using autorotate
  • Removed inaccurate stationpedia descriptions for canisters
  • Fixed cancel keybind closing the window even if the filter field was populated. A keypress will now clear the filter field before closing the window.
  • Fixed close all button not showing correctly when getting out of a sleeper
  • Fixed undocked inventory windows staying visible when you fall asleep in a sleeper
  • Fixed Eggs laid by chickens could not be used in microwave or automated oven.
  • Changed space maps to clamp traders towards the upper sky, until devices are possibly changed to be placed in any rotation on space maps.
  • Fixed a bug where Stationpedia could be opened while rebinding keys
  • Fixed a bug where using 'save as' would not give the new save a unique id. This would cause inventory window positions to mimic the parent save which can be confusing.
  • Fixed a bug where inventory window positions would not be saved in the playercookie in some instances.
  • Fixed a bug where closing Stationpedia while the ingame pause menu is open would unpause the game
  • Exposed Math outputs of Convection and radiation calculations.
  • Added SuitBase class.
  • Changed Pipe Analyser Operating sound to be quieter and less high pitched.
  • Added first pass on new suit prefabs.
  • Added new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets)
  • Fixed helmet overlay settings not being respected on load
  • Added first pass of runtime game profiler tool
  • Fixed a number of issues with the audio concurrency system that were preventing it from working as designed and in some cases not working at all.
  • Fixed the runtime game profiler tool so it now displays the memory usage
  • Added concurrency setting for pipeAnalysers.
  • Fixed looping sounds that were disabled due to concurrency would not play at later point when they should.
  • Refactored how tradable data is stored. This does impact slightly how references are handled with trading, so requires careful testing to ensure there are no problems.
  • Added the ability to upgrade an inline tank to it's insulated variant
  • Added new meshes for Insulated InLine tanks and their associated kits
  • Added recipe for Insulated Pipe Utility to PipeBender
  • Fixed bug where inventory windows were not being cleared correctly when exiting game or respawning.
  • Fixed white indicator box around open inventory items not showing up
  • Added further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios.
  • Fixed the ordering of the display mode materials for the station batteries
  • Adjusted Vulcan sun position to atmospheric temperature map to prevent winter on vulcan from diverging from desired gameplay temperatures. Instead of 650C summer days and 250C Winter days, summers days now max out around 750C, and Winter days bottom out around 500C. Temperatures rise faster in the mornings and fall in evenings, but there still is changing thermal flux throughout the entire day. Night time temperatures remain the same.
  • Added error in console when attempting to load a spawn with an invalid ID
  • Removed bad id test case from last commit
  • Updated pipes and inline tanks to require Adhesive Insulation to upgrade to their insulated variants
  • Added Adhesive Insulation item
  • Fixed issue where liquid canister and water bottle would spawn without any contents in the lander
  • Removed duplicate constructable from table kit
  • Fixed a bug where Battery-powered Wall Lights would remain powered after their power cable was cut.
  • Fixed tables not being able to be rotated by the player
  • Fixed config cartridge value text overlapping when logic values are long
  • Fixed text overflowing off the edge of the config cartridge
  • Fixed possible nre when chickens food target is null when loading a game
  • Fixed pickaxe playing sounds and particles when you are mining with another mining tool while holding it in your unselected hand.
  • Fixed plants getting stuck as not visible when built outside of occlusion range.
  • Fixed clothing slot hotkey hint area having the incorrect width when empty.
  • Added Thing tooltip now updates each frame.
  • Fixed a bug where pipes placed in walls or on the side of frames were invulnerable
  • Fixed some tooltips showing up as empty.
  • Added first pass of Logic Sorter that will be powered by a "Stack" that can be set using GET and PUT from IC. This "stack" contains a struct of doubles, with the first byte being the "instruction". So logic sorters will be given a series of instructions. They will go through the stack and process it's stack. This means that, going forward, devices like the sorter will act like CPUs and have their own instructions that IC can be used to manipulate. Currently just debugging. This will allow you to fill the "stack" for the sorter will increasingly complex and powerful instructions, such as "filter 8 ItemSteelSheets", where the stacker would filter off 8 steel sheets and then stop.
  • Fixed the Reagent Processor recipes not properly linking their requirements in Stationpedia
  • Fixed a bug where destroyed landing pad pieces would lose their material, becoming bright pink.
  • Fixed a bug where evaluating atmospherics pressure damage would occasionally throw collection modified exceptions
  • Moved some materials into their correct folder
  • Removed the GPR
  • Changed ore scanner tablet cartridges to work without the GPR and did a small refactor to get rid of coroutines and unused code.
  • Added second pass to Logic Sorter. Now it contains five basic instructions that process the stack on the logic sorter. Currently the logic sorter stack is volatile between saves (not serialized) but it will be in future update. Each value of the stack, the first 8bits are the OPCODE and the next 32bits are the integer used. This is show by machine generated section on the stationpedia that shows the format required for each instruction. This is a very powerful system that can form the future of very advanced systems within all devices in the game.
  • Fixed issue where players that split a stackable item into the world while looking downwards would take damage
  • Added more information about internal stack to the Stationpedia. Now the access mode (READ | WRITE) and memory size (Bytes) will be shown as well as the any device instructions that will be assessed on the stack.
  • Added third pass on LogicSorter. Now the mode affects how the LogicSorter processes the stack. By default, it is set to ALL so all instructions on the stack will need to evaluate to true before something is moved to the Export 2 slot. This means you could load an instruction for FilterPrefabHashEquals to filter for ItemCoalOre and FilterQuantityEquals 10, this would then only move a Coal Ore that had a stack size of 10 to the Export2 Slot.
  • Fixed AdvancedSuit class (hardsuit) was not bound to IMemory interfaces despite implementing the required signature. This meant that the advanced suits were not considered for some of the more complex IC instructions such as GET/GETD and PUT/PUTD.
  • Added FilterQuantityCompare to LogicSorter which the struct has the OpCode, ComparisonOperator, and Quantity. The ComparisonOperator uses the compare constant (equals is 0, greater is 1, etc...).
  • Cleanup of LogicStack helper statics to make it much easier for other devices to implement and process their internal stack.
  • Fixed cant use constants in DEFINE instruction on IC. Now you can do 'DEFINE operator Equals' and it will use the inbuilt 'Equals' constant. Previously it would throw an error, as DEFINE was very strict about requiring a literal double. Now it will parse a double for an actual number or a constant.
  • Changed stationpedia formatting of Logic Stack Instructions to make the struct clearer.
  • Added Serialization to LogicStack. This is generically checked at the Thing level, meaning it will automatically be serialized/deserialzed for any item or device or anything that implements a logic stack. When your game saves, the state will be saved, and then loaded next time.
  • Fixed issue of players getting damaged by splitting stacks while looking downwards
  • Added FilterSlotTypeCompare instruction to LogicSorter. This allows you to assess contents and filter based on the SlotType of the thing.
  • Added LimitNextExecutionByCount instruction to LogicSorter. This includes a USHORT (16) in its payload, and it will ensure the next executable instruction will only return true the number of specified times. Each time it returns true, it will update its count decremented by one.
  • Added CLR instruction. This instruction will clear the Stack memory for the provided device. This will work for any device that has a writable internal memory, such as the Logic Sorter, Circuit Housing. It will not work for devices that have read only memory.
  • Added IO indicator to CircuitHousing. It will flash green when stack is read and yellow when stack is written to.
  • Added Internal Memory to the RocketCelestialTracker that will have an internal memory of Horizontal and Vertical coordinates for celestial objects, providing faster access to all data if needed.
  • SatelliteDish now uses logic type idle to return 0 if its still rotating, and 1 if its not.
  • BestContactFilter is serialized on save.
  • Changed the SignalID logic on the dish to return -1 instead of 0 when not finding a contact.
  • BestContactFilter must be cleared back to -1 for the dish to auto select signals again.
  • Added new logic type, BestContactFilter, to SatelliteDish that allows logically located trader IDs to be selected as the best signal, instead of forcing the closest contact to automatically be selected. This will allow player scripts to more easily search for a single target that has been previously identified.
  • Fixed ItemBiomass Blueprint being the wrong size when using precision placement
  • Changed the PortableComposter buttons to the prefab buttons
  • Fixed the PortableComposter button colliders being the wrong size
  • Tweaked small hangar door close animation as it was starting at the incorrect position.

Future Content
  • Added ic code from advanced suit to the new SuitBase
  • Added ability for new suits to pass brute damage through to entity as stun damage
  • Created ISuit interface in preparation for adding new suit functionality and make Suit and SuitBase implement it.
  • First pass on extracting internal air conditioner into an interface for new suit logic
  • Temporarily disabled thermal interaction of helmets until new suits are balanced.
  • Added placeholder convection values for new suits.
  • Added Suit Heat/Cold Convection behaviour for new suit prefabs.
  • Removed internal conditioner monobehaviour on new suits and replaced with static suit helper functions.
  • Second pass on pulling out suit atmospherics functionality into statics.
  • Added MovementSpeed Modifier to new suits. (spaceSuit = 125%, HardSuit and InsulatedSuit 80%, others are unchanged)
  • Added Movement speed modifier to stationpedia suit info panel.
  • Added new suit thermal values to stationpedia.
  • Added new Suit info panel to stationpedia for showing values relevant to the new WIP suits.
  • Moved default evaluate suit atmospherics code from normal suit into the SuitBase class.
  • Added first pass of liquid cooling for new suits. All suits can take non-cryogenic liquids, some advanced suits can take cryogenic, and some can be upgraded using an AC upgrade to take cryogenics. A status warning is provided if the current liquid tank is not suitable, or if it's missing. (these changes are not currently accessible and are for internal testing.)
  • Added Placeholder durability and Hygiene values to new suits.
  • Changed Increased volume of new suits to 100L from 10L
  • Reduced power of base suit AC from 2000J to 350J
  • Added Enlarged coolant range for AdvancedACSuit.
  • Changed suits now have an operating range for coolants.These values have been added to stationpedia. if the suit coolant is out of range the suit AC will be much less efficient and do less cooling for more power consumption.
  • Fixed null ref when new suits have no coolant tank.
  • First pass on adding new HARM suit.
  • Added a 'back' slot to one of the new suits for testing purposes.
  • First pass on adding 'back' slot to new suits. The back slot will be mirrored by a new slot display which will show up in the main inventory panel when a new suit is equipped.
  • Update new suit's back slot to have the correct name.
  • Made jetpacks and backpacks on new suits be visible on player.
  • Fixed jetpacks in new suits not being picked up by the movement controller.
  • When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player.
  • Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits.

Stationeers - Not Simon
This hotfix contains a number of changes and fixes including a fix for errors thrown for systems set to Turkish language as well as some other languages, as well as a multiplayer issue causing client positions to get out of sync.

Changlog v0.2.4902.22241
  • Fixed Airlocks that go into an error state when the cable connecting any device is removed (including the console data cable) will now return to a functional state if the cable connection is restored.
  • Fixed Removing the cable directly connecting an airlock console puts the console into an unrecoverable broken error state on clients.
  • Fixed formatexception in German localization
  • Fixed long prefab names not being copied to clipboard when clicking on them in stationpedia
  • Removed CanEnter override in backpack which was incorrectly surrounded by UNITY_EDITOR tags
  • Fixed an audio pool exception when destroying a burst pipe
  • Tweaked pipe bender export slot collider position so you should no longer be able to put things into it.
  • Fixed slots behind sliding panel on atmospheric devices were interactable when the panel was closed.
  • Fixed an issue where client positions could get out of sync on server. This issue became increasingly apparent when the local host character had died and decayed into skeleton.
  • Fixed errors with GameStrings when system language is set to Turkish. This should also fix a few other specific cases for other languages.
Stationeers - Not Simon
This hotfix includes a range of fixes and changes. The most important being a fix for lungs spawning when a chick is born.

Changlog v0.2.4899.22229
  • Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
  • Fixed normal map problem for chicken
  • Fixed pipe igniter not being able to be activated via logic
  • Fixed t-ray scanner sometimes showing burst pipe meshes everywhere once a single pipe had burst.
  • Fixed advanced furnace kit blueprint showing as the basic furnace kit
  • Fixed an issue where a client would delete a dual registered structure when joining a server. Multiple structures registered to the same position is very rare but can happen due to server lag or packet loss. This could cause a potential byte array reading error. Dual registered structures will now only get cleaned up when server loads the game.
  • Fixed a bug where the cancel keybind wasn't closing the fabricator scroll list popup
  • Fixed NullReference Exception in DoAtmosphereMixJobs(). Potential fix for reported game crash.
  • Added new slot type bitflag and added tools for copying the data from the old enum value to the new flag fields. This is a first iteration of changing from an enum to a bit flag for slot types so is not yet used.
  • Tentative fix for console search button not working. Also potential fix for circuitboards getting into a bad state and appearing blank when inserted into a console.
  • Fixed Issue where Airlock and Advanced Airlock buttons would be greyed out on clients when a cable was removed from the cableNetwork connected to the Airlock console.
  • Fixed chick lungs appearing at origin - added missing lung slot to chick.
Mar 27, 2024
Stationeers - Not Simon
This hotfix addresses several issues with multiplayer caused by bad data being sent. This issue could cause a wide range of issues including stopping things in the game from updating their position or state.

Changlog v0.2.4891.22206
  • Fixed MK2 Crowbar and emergency crowbar sounds could get stuck on.
  • Fixed Duplicate entries in PipeAnalyser tooltip for Capacity and Liquid Volume.
  • Fixed Proximity Sensor tooltip shows incorrect unit.
  • Changed Save button on leave game pop-up to Save-and-Exit.
  • Fixed Leave Game Pop-up would soft lock the game if you clicked the save button.
  • Fixed OGRE horizontal miner disasappears due to overly aggressive culling distance.
  • Fixed a bug where the control binding panel was not usable while trying to rebind controls during gameplay. The panel now correctly display over the settings menu instead of under.
  • Added a simple yolk splat effect when eggs break
  • Fixed Byte Array read error which was causing FertilizedEggs to create de-syncs.
  • Fixed labeler not grabbing existing text from a sign when editing.
  • Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
  • Fixed normal map problem for chicken
Stationeers - Not Simon
Much of our focus has been on heavy and deep architectural changes to the game. While we prepare our next big additions, this update serves some much needed quality of life and fixes.

Last Update Reception

https://store.steampowered.com/news/app/544550/view/4128183566031836599

We have been blown away with the reception to the last update, which gives us confidence that we should continue to focus on rounding out the "why" and "what" of Stationeers play sessions. A key foundation for our future updates is to build heavily on this. We plan to take existing work we have done and bind them together, as well as further work to redo lower quality areas of the game like terrain.

We set our highest concurrent players in Stationeers since the multiplayer refactor well over a year ago, as well as having much higher sales than normal. This is massively encouraging to the team so thank you all for the warm reception!

Pipe Upgrades
You can now upgrade pipes and liquid pipes to their insulated counterparts without having to rip them up and place new pipes. You can do this by using an insulated pipe kit on an existing insulated pipe while holding a wrench in your other hand. Only upgrades can be done in this way, an insulated pipe cannot return to a non-insulated pipe.





Pipe Igniter
Just like the regular igniter this pipe attachment allows you to create a spark and ignite the atmosphere inside a pipe network either manually or via logic.





Chickens
Since the network refactor, and even before that, Chickens have suffered from a lot of issues making them hard to keep under control. We've fixed a load of bugs and tweaked a lot of small things that should make them a more manageable resource.



Feed
We've changed how much a chicken needs to eat as a base line and have also added a requirement for more food to lay an egg.

Eggs
Previously, when a chicken laid an egg there was a 25% chance that it would be a fertilized egg, This meant that early on in your chicken farm it could be slow to get the desired amount of chickens, and later it might mean that you ended up with too many chickens.

Now every egg is fertilized but for an egg to hatch it requires a more specific environment. Previously, a fertilized egg would hatch if it was kept above 15C, which has been changed to a range between 35C and 40C. Furthermore, an egg will become unviable if it is exposed to temperatures below 10C.



Chicken Management
Considering the above changes you should now be able to control chicken breading and egg production with a combination of room temperature and available food. We will probably continue to tweak these values so feel free to provide some feedback once you've given it a go.



Avionics Data
While developing the new Rocket Update, we focused on making sure all of the new mechanics in space were automatable. However, some of the data exposed to the rocket UI on the rocket motherboard didn't get fully exposed to the logic system, making it hard for players to tap into the systems we did expose. Because of the amount of requests from the community, we've made more data available through the avionics to allow for more automation.

You can now access survey progression, discover progression, chart progression, and many values associated with asteroid composition, of your set destination.

This work also included behind-the-scenes work to increase the limit on logic values the game can use. But with that out of the way, we can support thousands of more logic types, so keep the requests for more data.



Patch Artwork
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Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.4889.22194
  • Fixed FireExtinguisher throws errors when used outside on the moon.
  • Fixed Composters were outputting waste gasses at the incorrect temperature.
  • Added Pipes and Liquid pipes can now be upgraded their insulated variant. Use a kit (insulated pipe) on a pipe to upgrade it. A wrench in the off-hand is required.
  • Fixed Celestial tracker breaks game when place in rocket.
  • Updated manufacturing machines prefabs with new upgrade data.
  • Fixed flashlight not updating the lights state to match the mode for clients until it was put in or removed from a slot
  • Fixed issue where stationpedia phase change graph was using single precision floats when double precision required math was needed, causing some listed pressures to be off by several Kpa from actual.
  • Fixed Chickens not having Lungs
  • Fixed chickens taking reduced damage due to always having the offline and sleeping reductions applied to it.
  • Reduced chicken egg lay rate to be between 1 - 2 times per day averaging to 1.5 eggs per day
  • Added chicken using up nutrition when laying an egg. Chickens will now seek food if they do not have enough nutrition.
  • Added tooltips for chickens that tell you when they are hungry, very hungry, old and very old.(not exact values but just something to indicate their state)
  • Added a lifespan to animals and set it to four months for chickens(will probably need balancing)
  • Fixed bad normals on chicken. Removed normal texture until it can be replaced with a new one
  • Added an upper temperature for hatching a fertilized egg and set the range to 35 - 40 degrees c. Previously anything above 15 c was enough.
  • Updated egg and fertilized egg Stationpedia pages
  • Fixed fertilized eggs ignoring temperature range
  • Fixed an issue where emptied pipes would not run react or combust code, leaving them with stale data from previous fires.
  • Fixed chickens not laying eggs.
  • Changed all eggs to be fertilized eggs. Fertilized eggs will only stay viable if they remain above 10 C. If they drop below this temperature they will become unviable and turn white. The colour of the eggs has been changed from brown to a more real brown egg colour.
  • Added first pass on pipe igniter which can be used to spark its connected pipe atmosphere.
  • Added chicken lungs, and set their volume to 1/6th that of human lungs.
  • Changed chickens to only naturally eat to a certain level of fullness. They will only try and eat more when they are ready to lay an egg so that you can control egg production through feed.
  • Fixed flashlight's light material not being emissive when turned on.
  • Fixed flashlight beams being invisible when loading a game even when the flashlight is turned on
  • Fixed chickens not eating when they need to lay an egg
  • Added pipe igniter recipe to pipe bender
  • Updated Stationpedia descriptions for pipes
  • Fixed mars not correctly starting at the morning of day 0 by adding accelerated time offsets to worldsettings.xml
  • Fixed new eggs not having the correct reagent mix
  • Added new thumbnail for egg
  • Small Optimisation for Thing.Find function for when an invalid Id is parsed in.
  • Cleaned up some string creation for logic-types and replace with EnumCollection function calls.
  • Some general clean-up of logic code. Switching out for useage of static read/write methods for logic-types and referenceIds.
  • Changed Underlying Type of LogicType Enum from Byte to uShort. Corrected Network read/write types and type casts as required.
  • Added the ability for eggshells to be recycled; they will now produce a reagent mix containing 1 biomass
  • Fixed eggs not breaking into shells when colliding with force; they will now break into two eggshells when hitting a structure with sufficient force.
  • Fixed fertilized eggs being unbreakable
  • Fixed chicks having human Lungs
  • Made eggs in slots not become unviable. (temporary fix until we have a container that keeps eggs safe)
  • Changed chicks to take one day to mature (up from 2/3 of a day)
  • Changed tier 3, far trader, to always have fertilized chicken eggs, decreased the price from 1000 to 250, and increased available quantity to 2.
  • Added nutrition gained by chickens linked to actual nutritional value of the consumed food
  • fixed imbalance in chickens nutrition usage
  • Fixed Npcs as being treated as an offline player in terms of breathing, nutrition, etc
  • Fixed missing mode panel in Stationpedia for Avionics
  • Fixed logic dial Stationpedia page unnecicerally displaying it's modes panel
  • Fixed Some items could not have the gas-ratios read via logic for the new gases.
  • Added Avionics can be read with the reagent reader or the "LR" IC command to report on the reagent composition of sites where SpaceOres are mined.
  • Added GasRatio, TotalMoles and Temperature variables to avionics. Available for sites where ices are mined.
  • Added Site Deposit Logic Variables to Avionics: Density, Size, Richness.
  • Added Rocket Mining Logic Variables to Avionics: Quantity - amount mined per operation, TotalQuantity - the total amount of ore spawned at the target site, MinedQuantity - the total amount that has been mined at the target site.
  • Added Rocket Scanning Logic Variables to Avionics: Survey, Chart and Discover. These report the normalised Scan value at the target.
  • Added Rocket Navigation Logic Variables to Avionics: NavPoints - number of available NavPoints for target. ChartedNavPoints - number of ChartedNavPoints for target. Sites - Number of Sites at target. CurrentCode - The spaceMap address of the rocket's current location.
  • Exposed a number of new readable logic Variables to the Rocket avionics to help enable more rocket automation. These variables point to the Rockets Target Destination but will fall back to reading from the current destination if the rockets target has not been set.

Stationeers - Not Simon
Becoming Immersed
This may not come as a surprise, but Stationeers is a game about building stations. For a long time there has been a big divide amongst new players. Some jump in, want to take care of their needs, build an airlock, expand their little station to get hydroponics growing all their seeds to feed themselves, and start routing wires, pipes, and chutes around the station as they build all the machines they can. Others launch the game for the first time, and see enough food and water in their lander to keep them alive for a while. They build all their machines outside, progress through the production tree rather quickly, eat and drink in a vacuumed out cube, and run out of things to do. They fail to encounter problems that require the engineering challenges that are at the heart of what makes Stationeers so much fun.

Getting players to build rooms and then really live in them ensures that players interact with all the systems of the game, and makes them experience the immersion, and free form engineering challenges that so many of us love.

Getting you out of your suit
We want to gently nudge players toward building a pressurized base and experience all the engineering and base building that comes along with that. Currently, we're focusing our efforts on giving the player a reason to remove their suit. To do that we've introduced a mood and Hygiene system. These straightforward systems are intended to provide players with obvious station-building goals, while not feeling too much like a punishment if you struggle to deal with them.



Hygiene
Hygiene has no direct effect on a character's attributes but will affect the mood of the characters once it drops too low. Being in a suit with the helmet closed is a surefire way to have your hygiene drop, and hard suits are especially bad. Opening your helmet will slow your hygiene from getting worse and getting out of your suit will allow hygiene to naturally refresh over time. Explained in detail further down, you can construct and supply a shower to instantly refresh your hygiene to higher than default levels.



Mood
Your mood will drop if your hygiene is depleted or if you take damage. It's fairly easy to avoid in most cases. If you find yourself with a low mood it can easily be fixed by hanging out in your base and increasing your hygiene. If your mood gets too low it will cause your hunger to drop faster, and if it becomes critical then your tool usage and movement speed will take a very minor debuff.

Food Quality
Eating higher quality food will now give you a buff in the form of increased maximum hydration. Eating uncooked food will negatively impact your maximum hydration but canned and complex foods will give you a big boost to max hydration.





Shower
Not only the fastest way to replenish hygiene but using a shower will provide a higher level of hygiene than simply being out of your suit. It requires a clean water source and will output Polluted water that will need to be processed before it can be used.





Polluted Water
Polluted water is a new liquid with very similar water but cannot be used by devices that require fresh water. The shower will produce polluted water that will need to be cleaned. Polluted water will freeze into polluted water ice but will boil off into regular H2O steam. In the future more machines may produce polluted water, and more machines may be able to use polluted water. This is also acting as a test for us to start adding more liquids and gasses to the game in the near future.





Water Purifier
The Water Purifier works by consuming coal or charcoal and using it to filter polluted water back into regular H2O.




Drinking Fountain
To make managing hydration less of a chore we've introduced a drinking fountain that you can replenish your thirst with. By scattering these around your base you can easily stay hydrated.





Fire Extinguisher
This fire extinguisher replaces the old one. It functions the same when it has a canister filled with any inert liquid.






Hand Torch
This hand torch makes a nice addition to your tool-belt. It has two modes, a narrow and a wide beam.





Day Counter Fix
As you've probably noticed the day counter has been broken. While this update fixes the day counter, and in turn means that storms will now happen again. You can expect a few more updates to this but functionally all the worlds should be working and the behavior should remain the same going forward.



ICARUS
Those who have played both games will recognize many similarities not just in the game itself, like a focus on in-world interaction and knowledge bases, but also in our approach such as regular updates driven by community engagement and interaction.

ICARUS is a PvE survival game for up to eight players. Explore a savage wilderness in the aftermath of terraforming gone wrong. Survive the Open World, complete timed Missions or build your Outpost. Explore, build, craft and hunt while seeking your fortune and prospecting for exotic matter.

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

Change Log v0.2.4870.22138
  • re-added time offsets to world starts where needed. Notably Vulcan starts at dusk, Venus starts at its reversed morning, and Moons start at non eclipsed mornings.
  • Fixed LodFlares not working on wall lights
  • Fixed Global Atmosphere Temperature on Vulcan would change very suddenly at dawn and dusk.
  • Fixed Atmospheric Ambience audio not correctly matching time of day on Vulcan and Europa.
  • Made new timescale calculation take into account day to sidereal day ratio for correctly sizing timescale to target 20 minutes.
  • Added back all the moons to be defined as tidally locked and added the tidally locked field to RotatingCelestialBody.
  • Refactored CalculateTimeScale. Removed unnecessary calculations and started using existing properties for the remainder of the calculations.
  • Fixed Europa started on uint.MaxValue days past due to a negative value not being handled.
  • Changed SetAllBodies function now takes the total simulation time instead of Real time. This means that time-scale changes mid playthrough no longer change the number of simulation days past. Simulation time is now the value that drives the simulation and is synced to clients. TotlRealTime is still stored for debugging purposes.
  • LongitudeAtEpoch is now used as a definition of the start of the year, instead of an offset. This means worlds should now start on day 1, regardless of orbital position configuration.
  • Changed timeoffsets of all planets to 0, to ensure correct time initialization.
  • Fixed recent regressions preventing tidally locked moons from correctly counting days
  • Removed unused Network write and read methods from celestial.cs
  • Refactored Removed Celestial Update() function. OrbitalSimulation.UpdateAllBodies now runs through the same code path as OrbitalSimulation.SetAllBodies
  • Added Double Lerp to RocketMath.
  • Fixed time of day variable being wrong.
  • Fixed day counter third pass - A general clean up and and refactor of the work that has been done. Removed and consolidated a lot of duplicate code for the calculations of current angle
  • Changed The orbital simulations accumulated realTime is now calculated back from the PlayerBody's TrueAnomaly.
  • Reverted change from rev22108 that was writing the TrueAnomaly of every orbital body to clients every tick.
  • Fixed Orbital Simulation on client not in-sync with server.
  • Fix for day passing spam on clients. Days passed was being sent to clients and then a different number of days passed was also being sent to the client and they were constantly overwriting each other causing spam in the clients console
  • Fix Second pass on fixing day counter. Day counter is now working for moons but requires slightly more work to be completely accurate.
  • Added FoodQuality Tooltip to player stats tooltip.
  • Fixed HygieneCritical Status Update was not registered causing the critical hygiene icon to sometimes not show on clients.
  • Changed Drinking fountain to use free-place instead of face-mount.
  • Changed Hid some un-used logic variables on Drinking fountain.
  • Fixed Drinking fountain throws error when there is no water in the pipe
  • Changed PlayerStats delta tooltip to "not increasing" from "stable".
  • Fixed Hygiene Could fall below 0.
  • Tentative fix for bodies disappearing in multiplayer.
  • Added the ability to overlay a comparison to another gas to the Phase Change diagram
  • Fixed first pass on fixing day counter. Planetary rotation and translation are now based on a unified value instead of separate simulations.
  • Fixed Default image for food quality not set correctly on new game.
  • Changed Shower and Drinking fountain to use same behaviour as WaterBottleFiller for assessing input pipe water safety. The presence of any toxic gasses or any other liquid types will cause the devices to error. Non toxic gasses pressurising the pipe will allow the device to operate as normal.
  • Fixed Gas Logic Variables not exposed on Condensation and Evaporation Chamber.
  • Fixed A number of devices were not respecting validity of their input and output pipe networks when running their atmospherics tick. This was causing pipe contents to get deleted when removing pipe segments from pipe-networks attached to operating machines.
  • Fixed Placing a device that connected to a DataCable that had a computer with a rocketMotherboard on the same data network could throw an exception locking the player and preventing any future interactions.
  • Fixed sliding panels on atmospheric devices open/closed state being inverted
  • Added Sounds and animation to drinking fountain.
  • Fixed Helmet light on/off and open/close sounds interrupt eachother.
  • Fixed Server import code running on client for vending machine.
  • Added On/Off sounds to flashlight
  • Added new icons for Food Quality.
  • Fixed Gas Tank structures did not have their destroyed build states set correctly.
  • Added ability to copy asset guid to clipboard from asset context menu
  • Removed some prototype editor tools that were not being used
  • Fixed info panel and sliding panel being visible before the final build state for some atmospheric devices.
  • Fixed Prefab Quantity set incorrectly on DecayedFood, Biomass & PipeLabel.
  • Fixed When buying decayed food from the trader the incorrect amount is spawned in the vending machine.
  • Tweaked nitrolyzer model to account for new info screen prefab.
  • Tweaked atmospheric device models to account for new info screen prefab
  • Updated water purifier to use new info screen prefab
  • Removed Old FireExtinguisher.
  • Undated Start Conditions and Trader Data to use new Fire Extinguisher.
  • Updated ground based telescope to use new info screen component
  • Updated several device prefabs to include info screen property (autogenerated by unity - will have no effect)
  • Added info screen component to device which will handle material switching when the device is powered/unpowered. Updated info screen prefab to use the new info screen component. Updated all atmospheric devices to use the new info screen prefab.
  • Added Recipes for Kit (WaterPurifier), Kit (Shower) to PipeBender.
  • Added Recipe for Flashlight to Tool Printer.
  • Added Hand Sanitizer consumable to Consumables Trader Selling Items.
  • Updated sliding panels and fans on atmospheric devices. Removed unity animators from all atmospheric devices.
  • Fixed fan rotation animation on air conditioner. Added rotator component to be used with atmos devices.
  • Fixed Polluted water would continuously evaporate into steam and then condense into water in a closed system.
  • Changed phase-change co-efficients for polluted water.
  • Added Prefabs for pure Ice Hydrogen, LiquidHydrogen and PollutedWater.
  • Changed PrefabHashmap from an Enum to a static class and removed autogenerating code for creating the class in WorldManager.
  • Moved animation components into their own folder (preserved namespace).
  • Added sliding panel device part prefab.
  • Swapped air conditioner sliding panel to use the device part prefab.
  • Added audio clip hashes for sliding panel open close and made them work with pooled audio system.
  • Fixed water purifier build states hidden.
  • Fixed valve sound on shower coming from incorrect position.
  • Changed shower will no longer operate when output pipe is full.
  • Added Drinking sounds to water fountain.
  • Changed Drinking Fountain behaviour to be the same as a water bottle.
  • Tidied up Hydration code: added helper functions for calculating mole use-age and moved some values to constants.
  • Tweaks to shower sounds.
  • Fixed hand orientation of fire extinguisher being incorrect
  • Fixed Flashlight missing blueprint
  • Updated Mood and Hygiene status icons with descriptive text
  • Changed shower to use one pipe instead of four for its final build state.
  • Updated Flashlight model
  • Fixed plants being able to consume any liquid. Will now only consume water.
  • Added New Atmosphere.Remove() function that takes in a quantity and gasType.
  • Added Sound to Shower.
  • Reduced Shower Water usage from 10mol/sec from 20mol/sec to and hygiene recovery to 10%/sec from 20%/sec.
  • Hid Some non-relevant logic variables on powered shower and water purifier.
  • Fixed items having a seemingly random initial velocity when dropped. Now they will have a small velocity in the players look direction.
  • Fixed flare gun prefab so that it can be stored inside tool slots
  • Fixed shower handle sound using from sound hash
  • Fixed shower handle sound emit position
  • Updated H2O liquid and gas icons with a blue color
  • Updated polluted water with a green color and change the symbol from H2O to PW
  • Fixed Missing Stationpedia icon for polluted water.
  • Added Water Purifier. A device to clean polluted water. can be constructed with (Kit) Water Purifier and requires Charcoal to operate.
  • Added polluted water icon to stationpedia
  • Changed showers to output polluted water when in use with player underneath
  • Added missing meta file for polluted water icon
  • Added powered shower variant
  • Updated models and thumbnails for Shower Kit and Drinking Fountain Kit
  • Added valve lever device animation component. Similar to valveonoff animation component but with selectable interaction type.
  • Added new valve lever component to shower
  • Added handheld Flashlight tool
  • Fixed MiningDrillHeads return 100x as much resources as they should when recycled.
  • Updated shower to use handle instead of wheel
  • Changed FoodQuality now authored as an enum.
  • Updated FoodQuality entry in stationpedia to show food quality description.
  • Fixed All plants except wheat had their water usage incorrectly set 10x lower than the default value. Water usage of plants has now been increased to 0.4mol/hr from 0.04mol/hr
  • Added PhaseChange Coefficients for Polluted Water.
  • Fixed Localisation error with polluted water in stationpedia.
  • Added an icon for polluted water.
  • Added recipe for drinking fountain
  • Changed max stack size for drinking fountain from 10 to 5
  • Added thumbnails to new fire extinguisher
  • Added recipe for new fire extinguisher
  • Added localization for new fire extinguisher
  • Fixed new fire extinguisher slot collider position
  • Added New Fire Extinguisher. Requires a liquid tank filled with an inert liquid to operate. (TODO: recipe and icons)
  • Changed Smart canisters now immune to fire in the same way as standard canisters
  • Sound pass on new fire extinguisher.
  • Changed Lockers now take 5x longer to be destroyed by fire.
  • Changed sanitizer tag to be spawnable
  • Changed shower steam particles to use spritesheet rather than default particle
  • Changed shower droplet particles to use vertical billboard
  • Updated hand sanitizer action string to use a game string.
  • Added hand sanitizer consumable which can be used to increase hygiene.
  • Tweaked shower particles and removed debug print
  • fixed another gastype case error.
  • Fixed spelling error of a Gas-type in english.xml
  • Reverted Volatiles rename to Methane.
  • Fixed PollutedWater not evaporating.
  • Added missing prefab
  • Added effect to showers when they're running
  • Fixed shower kit to only stack to 5
  • Fixed Missing cases in PartialPressure function.
  • Fixed plants causing error spam when planted
  • Added boiler-plate code for 'polluted water' liquid type. Is not used so should not effect current gameplay. Implementation with shower plus stationpedia details and icons to come.
  • Added a bonus to showering. Fully showering will give a bonus amount of hygiene past what you get from other forms of improving hygiene
  • Removed the Hygiene and Mood bars(mood and hygiene are still functioning the same but the exact % of these are not made available to the player)
  • Added shower (wip). Will increase hygiene when standing in the showers grid square without a suit or uniform. Outputs water for now but will be changed to output grey water when grey water is added.
  • Renamed Meson scanner to T-Ray scanner
  • Added Ground-Work for Combustion refactor: Volatiles has been re-named to Methane and boiler-plate code has been added for Hydrogen and Liquid Hydrogen. Hydrogen will be added to survival game-play in an up-coming patch, for now it is only available via debug commands and is not hooked up to the combustion code.
  • Added Phase-diagram coefficients for Hydrogen.
  • Added Support for GasMixture to contain up to 32 unique gas types.
  • Minor Code clean-up in Atmosphere and Gas mixture classes, removal of vestigial methods.
  • Fixed Can't read a number of liquid ratios from the gas sensor via logic.
  • Updated drinking fountain kit name in english.xml
  • Moved miscellaneous models into their own folder
  • Made drinking fountain respect drink through helmet difficulty settings
  • Added more error messages for drinking fountain tooltip to make error state more clear to players
  • Added drinking fountain device (first pass)
  • Set Mood and Hygiene rate to 2x for Stationeers mode and and 1x for easy/normal.
  • Fixed wrong material was applied on large direct heat exchangers.
  • Fixed wrong materials applied on build states of vending machines.
  • Fixed wrong material for physical info panel on heat exchangers.
  • Increased mood drain when taking damage.
  • Fixed Condensation fog not showing on clients.
  • Allowed screen space tooltip panel to refresh every frame if desired
  • Added tooltip to player vitals panel to show mood and hygiene state
  • Refactored AssessMood and AssessHygiene methods to make them more reusable for the tooltip
  • Made ToyLuna renamable with the labeller
  • Fixed an incorrectly authored IsValid check was causing Atmospheric Fog effect to not play when there were liquids present in a grid atmosphere. (rev. 21013).
  • Changed Room Mood recovery is slower if hygiene is low.
  • Changed wearing a hardsuit lowers hygiene 150% faster.
  • Fixed ui tooltip going offscreen when in the bottom right of the screen. Should now be offset correctly from the mouse based on screen quadrant.
  • Changed tradeables.xml to implement a revised data structure for CustomName, CustomThumbnail, and CustomColor definitions. This may cause issues with mods using tradables. This change was made to allow the Starting Conditions and Respawn Conditions to be migrated to this system in future which has much more functionality. Mod makers just need to make sure they migrate these three attributes to be elements. The outcome of not doing so is not entirely breaking, it would just mean items dont get custom name, color, and thumbnails but would otherwise continue to work fine.
  • Changed Doubled Mood reduction form incoming damage.
  • Fixed Going to sleep in sleeper would reduce mood.
  • Added NutritionQuality values of food to Stationpedia.
  • Made status icon object into a prefab
  • Removed event trigger based hover events on status icons and changed them to use pointer events
  • Removed unneeded StatusIconHandler class
  • Added MoodReduction Rate and Hygiene Reduction Rate to Difficulty Settings tooltip.
  • Changed disables Mood and Hygiene Reduction in Creative Difficulty and halved it in easy Difficulty.
  • Fixed mushrooms disappearing in oven
  • Changed Mood now drops if hygiene is at 0% and recovers if hygiene is above 25%
  • Changed time for Hygiene to fully deplete to 90min from 120min.
  • Changed Mood and Hygiene recovery constants authored as math.
  • Changed Time to Fully recover Mood in a room from 5min to 10min.
  • Changed Opening helmet halves hygiene loss rate. (previously it halted it altogether)
  • Changed Food Quality no longer effects nutrition capacity it now only effects hydration capacity.
  • Reverted the Character Food Quality calculation to what it was previously rev21755.
  • Changed Increased Raw Food Hydration capacity Multiplier from 50% to 75%.
  • Changed low Mood now only increases hunger rate. it does not increase thirst rate.
  • Reduced Low mood hunger rate de-buff from 25% to 10%.
  • Changed tooltip on player status info panel to use pointer enter/exit. Added placeholder code to be filled out with actual tooltip content.
  • Added Eating higher quality food will provide a buff/de-buff to the amount of food and hydration storage of the character. Raw food 50%. Cooked Food 100%. Canned Food 125%. Complex food 175%.
  • Fixed issue where character body could disappear when swapping suits if one suit is worn and the other is in your backpack. This change will also fix the same issue for body armour.
  • Added hunger and hydration penalty when mood reaches 0
  • Added modifier to decrease tool speed when character mood is zero. Note, this is very minor debuff.
  • Added new icons for mood and hygiene status updates
  • Fixed Taking damage reduces mood 100x too fast.
  • Changed Cleaned up Food Quality code. Implemented GetFoodQuality in INutrition.
  • Changed Simplified FoodQuality Calculation.
  • Fixed Loading an Old save sets mood and Hygiene to 0.
  • Changed Nutrition value of food is no longer reduced by decay.
  • Added 5% movement penalty when mood is at 0
  • Changed mood and hygiene status updates to not play repeating sound
  • Added status updates for mood and hygiene
  • Removed moodlet system in favour of existing status update system
  • Changed Hygiene degradation time to 2 hours and recovery to 30 minutes and mood degradation time to 30 mins with 5 min recovery.
  • Changed Allowed for status updates to opt out of playing critical beeping sound.
  • Fixed rocket battery tooltip not showing correct fill amount. (Added missing mode interactable to rocket batteries).
  • Added recipe for flare gun
  • Added small parachute to the flare gun(aesthetic change only)

Stationeers - Not Simon
This hotfix addresses the issue with an error being thrown by dedicated servers that is preventing them from running.

Feb 1, 2024
Stationeers - Not Simon
Sensor Lens Chips
Meson Scanner
This scanner allows you to view an AR projection of pipe and cable networks. The colors of cables and pipes will be correctly represented. This can be extremely useful when expanding bases with complex or hidden networks.



Celestial Scanner
The celestial scanner allows you to view the location of all of the orbital bodies in the solar system, You can see the name and distance of each celestial body. Again, this is just for fun, however, it could help you while working with the newly added telescope.





Flare Gun



You can use this tool to fire flares high into the sky where they will burn bright and linger. They can be used to guide home a lost Stationeer, or used to light up a large area at night while out on a mining mission.





Insulated Passive Vent
This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall but don't want energy transfer from the other side.





New Celestial Devices
The Ground Based Telescope and Celestial Tracker can provide information about celestial bodies. While the utility from these devices is limited it can be a fun way to explore the new orbital system and lays the groundwork for future content. An example might be tracking certain objects and extracting certain information may unlock new or better traders.

When aimed at a body in space, the Ground Based Telescope it will provide celestial information about the target. The Celestial Tracker is constructed in a rocket and will report the orientation information for a celestial object which can be used by telescopes and other devices.





Manufacturing Tooltips
As a continued effort to increase the information we provide via tooltips items in the manufacturing machine now have their recipe included in their tooltips. This provides what is need and what is currently available in the manufacturing machine.





Day Length Fix
A fix for timescale offsets has been made that was causing time issues. This, along with some incorrectly authored data, was especially affecting Venus. Days were not being correctly normalized to 20 minutes. This precision issue has been moved from about 100 days to 1 billion years.

It's not quite ready yet but after a little more testing and fixing the day-length setting will return to the world creation screen.



We need you!
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support

https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack/

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

Change Log v0.2.4765.21864
  • Added ground telescope recipe to electronics printer
  • Added Insulated Passive Vent. Kit is made from the Pipe bender. This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall, but don't want energy transfer from the other side.
  • Fixed ground based telescope auto rotate during placement not working correctly
  • Fixed being able to open/close the telescope when it is unpowered
  • Temporarily disabled mood, hygiene and food quality vitals in the ui
  • Fixed an issue where autosave could get stuck.
  • Cleaned up autosave logic.
  • Changed Europe world to be a slightl different lat/lon so that the dawn doesnt occur and then eclipse shortly after. Instead, because juputer will show at the horizon it means that dawn occurs during the eclipse, so the sun will appear after passing behind jupiter but be unobstructed for the rest of the day.
  • Added systeminfo command that prints debug information to the console.
  • Fixed celestial and other textures would not be loaded from mod or workshop folders.
  • Fixed time offsets for new worlds. Now timescale command has been deprecated, in favor of orbit timescale <v>
  • Fixed Celestial textures for mods would not be loaded, as only the core data folder is searched.
  • Added TimeOffset xml element for CelestialConstants for defining the offset time to start a world.
  • Deprecated the TimeScale command, as it is now more properly part of the orbital commands.
  • Added orbit timescale n, where n is the desired timescale. This more correctly allows timescale setting to be included with the orbital simulation.
  • Added TimeScale for Orbital Simulation is now synchronized with clients to allow different saves to have different day lengths and still be synchronized properly in future.
  • Fixed out of date comment
  • Adjusted how food quality works. Will no longer decrement over time and instead will move towards the quality of the last thing you ate.
  • Rework of SensorLenses sounds.
  • Added Open/Close sounds to ground based Telescope.
  • Fixed lever/switch sounds playing in incorrect position when the parent transform of the interaction object was offset from the root parent transform.
  • Made entity mood decrease relative to damage rather than using a fixed value
  • Updated table dock mesh, so it can be correctly connected to workbenches.
  • Added mood, hygiene and food quality values to the vitals section of the hud
  • Update lights with the colour black to produce white light instead of no light at all.
  • Hygiene will now increase when not wearing a suit and helmet
  • Changed mesh size of corn growth stages. (art asset)
  • Fixed TimeScale has to be manually calculated for planets to normalize to 20 minute days, making it difficult to renable players for setting day length. Now the rough estimate needed timescale is generated and then modified for the orbital average day length to get the correctly adjusted timescale to achieve a sidereal day length of the required time. Currently hardcoded to 20 minutes, but the setting will be added to new world screen soon.
  • Fixed WorldParticleEffect was creating a series of coroutines and was not checking for existing ones, causing memory leak when enabled. Now does not do this and has been ported to using a UniTask.
  • Added ability to force things to not use the texture array colour texture as this was stopping things rendering in the portrait view. This fixes glasses and sensor lenses not being visible in player portrait view.
  • Added sidereal day calculations to Celestial bodies.
  • Rebalanced Venus rotational speed to have real days/year a ratio, while still having 20 minute long real days.
  • Gave Asteroid Belt orbital values similar to earth.
  • Rebalanced GroundBasedTelescope sounds to be less clunky when tracking a slow moving object.
  • Added Rocket Celestial Tracker now only allows tracking of sun when not in orbit, for calibration purposes. When attempting to track other objects when landed will get NaN values. Tooltip will also indicate this for the player.
  • Added Rotation sounds to GroundBasedTelescope
  • Fixed more circumstances where stars would appear to "swim" and lag behind while moving the camera.
  • Fixed going into third person the camera position isnt taken into account when rendering the skybox so you can poke your head through jupiter etc which is quite disturbing and can generate an existential crisis.
  • Fixed SearchBar not working on Logic Hash Gen Input Panel.
  • Added new width for lines of code. Was 52, now 64. Additionally started displaying total file size and maximum file size, although this is not currently enforced.
  • Fixed Robot Battery consumption rate was not altered by difficulty settings. Added a new difficulty setting that is part of metabolism category. https://stationeers.atlassian.net/browse/STAT-3651
  • Fixed Grow light does not have Lock state https://stationeers.atlassian.net/jira/software/c/projects/STAT/issues/STAT-3785
  • Fixed reagent processor was using a coroutine. Moved to using a unitask to reduce memory garbage collection.
  • Fixed a bug where centrifuges wouldn't output a stack of more than 50 even if the ore's max was higher
  • Fixed material on new corn model.
  • Fixed Corn used pistol grip anim and plays default equip sound. now uses side grip like other plants.
  • Updated corn texture.
  • Updating corn mesh.
  • Changed Sensor lenses sound fades down to a lower volume over 15sec.
  • Changed Sensor lenses visual effect cleans up a bit and the scrolling bar fades out over 15 seconds.
  • Fixed Collisions on rear of cable-less elevator shaft
  • Added tooltip to manufactory selection screen that will show the recipe requirements as well as what is in the machine, to help you know whether you can make the item you are selecting or not.
  • Fixed Mined ores would go into first free slot of mining-belt/mining-backpack even if there was an incomplete stack of the same type in the belt. Now ores will preferentially stack with any incomplete stacks and any remainder will go into the first available slot.
  • Fixed moodlets throwing errors when their ui elements were not being cleaned up correctly on leaving a game
  • Fixed Error when assigning pooled audio source to thing that is being destroyed.
  • Fixed Crowbar sound could get stuck sometimes when opening Apc.
  • Added Elevator shafts no longer need to have power connection to each shaft piece. Now if any piece is connected, all pieces are considered connected.
  • Added two new elevator shaft/level prefabs that have no power or data cable connection. These can be used to place elevators inside enclosed spaces.
  • Added minor refactors to some powered devices to reduce memory garbage collection.
  • Fixed AutoSave now uses threadPool rather than creating a new thread.
  • Fixed several cases where AutoSave thread was not being closed out when AutoSave was cancelled or copy world data failed.
  • Adjusted wind turbines build states as the required tools for construction/deconstruction were overlapping in a few of the states making it frustrating to build
  • Fixed a bug where dropping an item while in construction mode did not cause the player to exit construction mode despite no longer holding the proper item in their hand
  • Fixed Switches do not have a lock state, so can't be properly locked.
  • Added more tooltip information to the Rocket Avionics and Downlink.
  • Refactored UI tooltip generation for rocket UI.
  • Added build states to Downlink.
  • Fixed Logic Switch and Buttons would not respect lock state. Now they will not be user interactable if their Lock state is set. Credit: MrDropin via Discord.
  • Fixed airconditioner build state would sometimes leave UI elements shown when they should not be. Credit: Falcon via discord.
  • Fixed Rocket batteries were hidden in Stationpedia
  • Added Build states to Rocket Batteries. Old saves will automatically load in at completed build state.
  • Fixed Flickering during near or current eclipses when camera is moving. The physics update was not entirely sync'd with the transform and orbital simulation updates so it was impossible to verify exactly the state for the purposes of eclipse generation. Now to begin (or end) an eclipse, the state is measured over several frames.
  • Fixed DiodeSlides would not initialize their color correctly when loading. Credit: OwnerOfThePlace via Discord.
  • Fixed traders would rip you off when buying items that contained more than one kind of mole type. So if you bought a fuel mix, they would give you a canister that only contained the last mole (oxygen). This was because Set was used, and not Add. Now Add has been implemented, so the traders will fully populate the mole settings for anything they are using. Credit: Drone via Discord.
  • Added more information to the Rocket Uplink tooltip. Now shows whether it is connected to a downlink or not, and what rocket avionics is on the network (if any).
  • Added True Anomaly value to Ground Telescope output.
  • Fixed possible issue with batteries causing a lot of heat. Batteries in a cold environment will lose heat into the environment but the code was also setting "Sparked" to true for the atmosphere, which would cause ignition for anything.
  • Fixed Vulcan new world page from showing the wrong parent body name
  • Added sixth pass to Ground based telescope. All variables are not linked with logic system. Partial alignment will give some details, full alignment required for orbital details.
  • Fixed the "rotation drift" bug. This is where, over time, the position of celestial objects drifts from the position they should be. An example would be playing on Europa and noticing that Jupiter, over long times, moves away and then comes back. This was caused by rotation values for planets around their axis being stored as "floats", when a much higher precision is needed. To avoid this in future there will be a data change, which will affect any mods. However mod makers can deal with this in advance by putting new values in and leaving the old ones. Previously it would have taken just 108 days in the simulation before 1 degree of drift occurred. Under the new approach, it will take approximately 121.6 billion years.
  • Fixed structure batteries would not show their powered state in their on/off button correctly.
  • Added fifth pass to the Ground Telescope. Now correctly orients itself and shows its data correctly in tool. Locks controls when it is locked.
  • Fixed moodlets throwing errors when respawning
  • Added prototype moodlet system and hygiene, mood and food quality moodlets. Can be toggled with 'entity togglemoodlets' command.
  • Added prototype system where players mood will now decrease when they take damage
  • Fixed a bug where dragging a thing onto the flare gun would cause it to become stuck in the hidden chamber slot
  • Fixed the positioning of the flare gun so it no longer clips into the player's hand
  • Added wip hygiene and food quality stats to entity. These are debug only for now and do not affect any other systems.
  • Added Fourth pass on Ground Telescope. Now will display details in tooltip for the celestial it is pointing at. Contains a bug where the vector is influenced badly by the player moving around.
  • Added new meshes and thumbnails for celestial scanner chip and meson scanner chip
  • Fixed thumbnail for Reinforced Window (Thin) to show the correct mesh
  • Added second pass of Ground Telescope.
  • Fixed serious loading issue that would not apply Angle at Epoch for orbital bodies when setting the accumulated delta time in the orbital simulation. This resulted in the sun (and other bodies) being offset different from when loading.
  • Added first pass of ground telescope, that will provide celestial information of what they are targeting.
  • Added Icon Images for Genes and Variables to stationpedia to make it clearer what various pages were.
  • Added ability for sensor lenses chips to have different power consumption
  • Added celestial scanner sensor lenses chip which will show you the celestial bodies (wip current visualization will be the same as the orbit debug)
  • Added missing meta file for rocket battery prefab
  • Reverted changes to arc furnace. Material and activate button should now be showing correctly.
  • Fixed logic math not showing correct operation in the tooltip
  • Fixed rocket battery kit not showing correct blueprint when attempting to use precision placement
  • Fixed incorrect materials on arc furnace
  • Added Important Page highlighting to Stationpedia and sorting order prioritization. Now important pages such as categories and guides will be displayed first in search results and distinguished with an icon and back highlighting. This will make it easier for players looking for guides or information to find it.
  • Added recipe for Rocket Celestial Tracker to Rocket Manufactory.
  • Fixed Sidereal Year values was incorrectly shown in user interface.
  • Added missing change to meson scanner material
  • Fixed meson scanner performance issues and fixed some flickering colours
  • Added Rocket Celestial Tracker kit and cleaned up the tracker itself in code.
  • Removed some unused namespaces from celestial tracker which were causing build issues
  • First pass of fixing some of the tutorials.
  • Added ordered loading of things in save files. This will migrate new saves to be stored in order they are required to be initialized, saving time during load.
  • Removed deprecated SunTime command.
  • Added SetBatteries ?<stateEnum> command. This will recharge all batteries for debug purposes. Optional parameter is the BatteryState enum to set the batteries to, such as Full. Default is Full.
  • Second pass of RocketCelestialTracker. Now reports the Horizontal and Vertical alignment in degrees to the logic system as well as the celestial hash of what it is tracking.
  • Added first pass of Rocket Celestial Tracker. Placeholder art currently used. This device sits on the rocket and will report orientation information for celestial objects that can then be used by telescopes and other devices.
  • Removed some unused code from the previous meson scanner implementation
  • Tweaked the meson scanner to look better. Will now render pipe and cable meshes as an overlay.
  • Added Sounds to Flare gun.
  • Fixed Flare gun not working on clients.
  • Changed Increased render distance of roadFlare and increased range of roadFlare light when launched from flare gun.
  • Reduced time flares stay alive from 5 to 3 minutes.
  • Fixed Flare-gun shoot direction is now set by the players AimIK.
  • Fixed Autosave threads not being closed out once autosave was complete.
  • Added first pass on meson scanner chip which can be used with the sensor lenses to see pipes and cables behind structures (wip visualization)
  • Added missing meta files for a few textures
  • Fixed terrain generation was using a coroutine. Switched to a unitask.
  • Fixed accidental renamed variable in dlcmanager
  • Added suit for future content
  • Added wearing a hard-suit lowers mood twice as fast.
  • Added Flare Gun tool
  • Modified Road Flares to have a fuse timer and a slow descent when fired from a flare gun
  • Removed unused room lookup in the room manager (currently used room lookup is already present in the room controller).
  • Added Prototype Mood Stat to Character. Mood decreases while in a suit over a 2 hour period and can be fully regained over a 10minute period when in a room and not wearing a suit and helmet. Currently Mood has no gameplay effect by can be observed with eth debug command "entity state <Player Name>"
  • Added Mood reduction multiplier to DifficultySetting.
  • Added prototype room classification system. Room rules can be created in roomtyperules.xml and can currently only be viewed when using the atmos room debug visualizer.
  • Moved some room related classes out into their own files rather than having them all in one big file
...