Mar 16, 2021
Stationeers - El Oshcuro


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

Automated Rocket Modules (A.R.M.)



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

You want ore? Send up an ore mining rocket!

You want ice? Dispatch the ice miner!

You want… random stuff? Launch a salvage unit!



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

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



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

Supporting our Development

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

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

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

Next up...

Liquids

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

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

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



Stationpedia

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

Keep those ideas coming!

Tutorials + scenarios

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

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



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

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



Audio

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

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

Until next time, Cadets. Up up and away!



Version 0.2.2802.13893

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

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

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



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

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



Liquids

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

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

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

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

Hydration



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

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

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

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

Content

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

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



A NEW PLANET

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

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



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

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

Version 0.2.2765.13581

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

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



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

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

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



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

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



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

New Jupiter and Saturn models

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

Stationpedia additions

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

Solid Generator Changes

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

Smelting revised

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

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

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

Chemistry revised

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

Trade value rebalance

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

- Dean

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


On December 13th, 2017 - Stationeers launched in Early Access.

Three years (and one week) later - here we are.

  • 22.3 updates per year
  • 1.86 updates per month
  • 0.43 updates per week
  • 0.06 updates per day
  • 12915 code commits
  • 192.76 commits per update
  • 2655 Client Builds
  • 39.6 builds per update (or BPUs as we like to say)
  • 1 recovery of the entire source-code repository from backup...
That's a lot of game development!

But we're not done yet.

As we look towards 2021 and v1.0, we'll be continuing to optimize and harden the game, add to our improved new player experience + tutorials, as well as create a more structured campaign + end game content.

We've only made it this far thanks to all our brave Stationeers, (now 100,000+ of you!)

And to celebrate all of this, we finally created a NEW trailer for the game! Enjoy:


The team here at RocketWerkz could not be more proud of the work we've accomplished on the game thus far and to have a community and players like we do.

But nobody is more proud than the man himself, Dean "Rocket" Hall. Who set us all on this journey to create the most hardcore multiplayer space colony simulation game... ever - back in 2017.



You heard the man, thanks again for all your support, all your bug reports and all your feedback.

We'll keep working just as hard as we press on toward v1.0 and beyond!

And see you all in 2021 ːDː

https://store.steampowered.com/app/544550/Stationeers/
Dec 17, 2020
Stationeers - El Oshcuro


Rewind 12 months: New Year’s day 2020 – down here in NZ, the sky was grey with smoke from Australian bushfires 4000km away. The sun was bright red. You could smell burning. We should have known it was gonna be ‘one of those’ years.

Now it’s December. It’s been a long, hard year, but easier for us than for many others. Over that time games have been our escape, and a way to keep in touch with the rest of the world. We’re massively proud of the work we’ve put into Stationeers, and incredibly grateful for the amazing community that’s grown up around it.

We make this game for you – and with you. It’s been three incredible years. There’s 100,000 Stationeers in the world now. There will never be enough ‘thank you’s’.

This month, we’re crazy-excited to drop ‘Weather’ into the game. It’s a literal gamechanger. We’ve also pushed hard on new player experience, with the first set of all-new tutorials, designed to help fresh players into our ‘not a casual’ game. You’ll see new menus, too, a pile of fixes, audio goodness and more.

We’ll be taking a break for a couple of weeks, then diving back in to 2021 with one aim: v1.0.

See you there.

But as for THIS update? Well that's a big one in and of itself...



Weather

This update, we’re introducing a major new system: Weather. It’s the one of several features we’re building geared toward the main game – challenging players, deepening the experience, and evolving your gameplay.

Stationeers is all about building and, more than ever, you’ll need shelter from the storm. We’re eager to hear how you enjoy Martian dust storms, blizzards on Europa, or volcanic ash assaults on Vulcan.
It’s designed to mess your base up, but like all things Stationeers, it’s just one element in a game we’re still making. So we’ve tried not to make it too punishing … yet.

New player experience



This month, we’ve started the push on our 1.0 new player experience. There’s a new tutorial system with four new basic introductions to key Stationeer gameplay – and a whole lot more to come in 2021. (Note that older tutorials have moved into ‘Advanced’, until they are replaced by new tutorials.)

We’ve upgraded menus, integrated a suite of UX tweaks and continued pouring tips, tactics and lore touches into the Stationpedia. Try them out!

Audio


This month, our audio department raises the bar yet again: check out the extraordinary dynamic sound design of our weather systems, as well as all-new ambience on alien worlds.

Bringing new levels of life to Stationeers, we’re saluting the incredible contribution of our sound designer in 2020 - capping it off with his finest work yet.

What’s coming in 2021



Stationeers’ biggest year is coming up fast: we’ve got our sights on release – get ready for the final miles to 1.0.

The game will evolve in 2021: expect new systems that give shape to the game like missions and scenarios, big content drops, key refactors, balancing, and lots, lots more. It’s going to be our most exciting year yet, and we can’t wait to share it with you.

So, here’s to the future...

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

Stationeers - El Oshcuro


Welcome Back Stationeers!

This month, the team’s dropping content like it’s *hot*

So eat yourself stupid with the new automated hydroponics systems, or...

Go cosmic drifting in the new Tier 1 rover.

Try taking control of your destiny with placeable spawn points,

Boss your friends around via the new ping system,

or just get ravey with glowsticks...

There’s all sorts of magic dust in the UX and audio departments too, fresh world-building sprinkled in the revamped Stationpedia, and some serious under-the-hood adjustments in preparation for v1.0 release – plus a truckload of polish, fixes, and a special preview of What’s To Come.

It’s been a busy few weeks, so jump back into Stationeers and see what’s growing...

New Content



Gearing up for release, we’ve been focused on getting supporting content into the game: including a new, early game rover in preparation for planetary missions, plus a ping system to make ordering people around so. much. simpler.

We’re working on revamping parts of our automation system, too, so that it’s easier to survive and thrive on far away rocks. Check out the new ‘Harvie’ hydroponic auto-harvester. It’s more intuitive and user friendly – and expect more automation improvements to come.

Base building just got more convenient, too: now you can select your own spawn points using the flag system, and we’ve released a bunch of fun content to Survival, like organ pipes, advanced gas tanks, even … glow sticks.

Take a moment to dig around inside the Stationpedia – it’s a big work in progress, but we’d love to hear how you feel about the world we’re starting to sketch in. Jump in Discord and tell us all about it – how well does it line up with what you’d been imagining?

UX, Fixes & Audio

And of course, we’ve been tweaking, bug fixing, polishing and hardening Stationeers all over. Thanks to everyone who’s been contributing to our Jira bug tracker (check Discord #bug-discussions for guidelines on how to report an issue - it’s super easy). You’re incredible, and we couldn’t do this without you.

Also check out the UX tweaks like right click to turn tools on/off, easier interactions using mouse cursor in-world, and adjustments to the travel save system, which we’re getting ready for the full survival game!

There’s new beeps and boops all over the place, too - though our resident audio maestro’s been a little out of the loop this month…

The Forecast



Lastly, take a peak at a completely new system: WEATHER.

We’re introducing antagonists, starting with the elements themselves. It’s very much a work in progress, but head to Mars, open up the Incident menu (in the Pause menu), turn on a dust storm – and watch chaos descend (and your solar panel output drop through the floor).

There’s a lot more to come here, but tell us what you think, how it performs and … watch the skies …

Version 0.2.2582.12315

FULL PATCH NOTES HERE

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

Stationeers - El Oshcuro
Welcome back Stationeers!


October’s update lands with a new Stationpedia front and center. Approaching v1.0, it’s going to play a central part in gameplay, so we’ve reworked it in readiness for great things – and hope you like it! Expect even more functionality in the near future.

We’ve also continued with UX improvements, movement tweaks, audio enhancements and UI buffs, while churning out new content, including lights, beds, batteries, some truly HUGE doors, and all kinds of new destruction elements.

So sit back, and get ready to jump into Stationeers once more – there’s a lot to see…



Stationpedia



This update we’ve reworked the Stationpedia in a BIG way – to prepare it for a key role in Stationeers 1.0.

Heading towards release, we want the mighty ‘Pedia to become the central reference for players – so we’ve redesigned it to surface more information, greatly improved functionality, categorization, and laid the groundwork for bringing in even more content in future.

With every update to come, there’ll be more info, resources and lore appearing in the Stationpedia.

In the meantime, familiarize yourself with the new layout, and give feedback through our Discord – tell us what you think!

New Content




We’ve added a lot of new toys this month: Try out fresh furniture like beds, or spotlights to illuminate your big, beautiful base. Build a massive gateway for Very Big Things, power-up the place with the upgraded station battery, say hi to the Trader … or just break things.

Lots of things. Because we’ve been adding destroyed states. Now, if you ‘accidentally’ incinerate, explode or just utterly vaporize part of your base, you can see what’s left behind (spoilers: broken machines and wreckage). It’s a work-in-progress, but expect more … broken things … soon™.

UX + Hardening




Continuing with our hustle on hardening, we’ve been fixing bugs, polishing systems like movement, and adding UX touches such as dynamic deconstruct and double-click to send items between inventory and hands.

AIMEE’s better than ever, thanks to a superstar dev’s deep dive. We’ve also been closing loopholes, tweaking noises, as well as a host of smaller buffs and shine to a range of systems. As always, if you find an issue, sing it our Jira.

Audio Design


There’s a wealth of sonic additions to the Stationeers universe. Expect a new suite of SFX for levers, buttons, keypads, and dials on fabrication machines, logic devices, in-world UI and more.

It won’t be long before you can play with your eyes closed. (maybe)

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

Version 0.2.2599.12349



FULL CHANGELOG

HotFix
  • Added Sounds to Gas Generator.
  • Removed the seasonal event from the main menu.
  • Fixed the Rocket not being able to launch.
  • Added New Recycler sounds.

Code

  • Added a fade in effect when the player loads into a map or mission.
  • Increased default mineable render distance from 30 to 45.
  • Added new logic variable for AIMEe 'MineablesInVicinity' which returns the amount of potential mineables within an extended area around AIMEe.
  • Added new logic variable for AIMEe 'MineablesInQueue' which returns the amount of mineables AIMEe has queued up to mine.
  • Added new event for igniting flares.
  • Added new event when merging stacks.
  • Added new event for logic button press.
  • Added new event for player movement state change.
  • Added new event for Slot UI opened.
  • Added new event when player enters a trigger zone.
  • Added new event when a player exits a trigger zone.
  • Added new event when a player close's a Intro window.
  • Added new event action to display controls to the player.
  • Added new event action to close UI panels for tutorials.
  • Added starting conditions to existing tutorials.
  • Added jetpack delta pressure display. Jetpack HUD now shows the difference in pressure between the canister and the world atmosphere. Display turns off if there isn't a canister present.
  • Changed Players movement now takes into account the slope of the surface they are walking on, resulting in all around more consistent movement.
  • Changed AutoMiner export animations to be smoother
  • Adjusted the rotation delay on the First Person Helmet. It's now more snappy compared to being floaty and slowly adjusting to the correct rotation.
  • Adjusted the position of interaction boxes on all existing chairs.
  • Updated the SatelliteDish colliders.
  • Updated missing names for the StructureTransformerReversed and ItemKitBeds.
  • Updated Language files.
  • Updated the collision boxes on all Stairs (Removed the lip at the top).
  • Removed ability to change species when on a planet or in a scenario.

    Content

  • Updated Escape From Mars Scenario to use a rocket instead of mothership.
  • Added New Airlock variant, the Airlock Gate. This Airlock Gate works like the Blast Door but can combine together (Placed side by side) to act as one door given the correct Logic setup.
  • Added Airlock Gate Kit. This can be crafted via the Pipe Bender.
  • Added new Structure Battery type the Large Battery which will store 2.5x as much power as the original battery. This can be crafted using the Electronics Printer using the recipe Kit (Battery Large).
  • Added Kit (Battery Large) which is used to craft the Large Battery Structure, this is 1.75x as expensive as the Kit (Battery).
  • Added new logic button variant Emergency Button with clear cover preventing it from being pressed accidentally. On the existing Logic Switch kit.
  • Added various wreckage and broken states for certain Structures.
  • Added broken state to the Vending Machine.
  • Added Wreckage pieces for the Vending Machine.
  • Updated the Locker model.
  • Updated the open/close animation on the Locker.
  • Added Sensor Lenses and Ore Scanning Sensor Processing Units recipe to tool manufacturer, and to the research tree.
  • Updated the Large Battery Kit model.
  • Updated the Airlock Gate Kit model.
  • Updated all tutorial respawn conditions.
  • Modified jetpack to work only when the propellant canister has a higher pressure than the external atmosphere, and pressure warnings to be relative to external atmosphere.
  • Added Trader Bot which will stand on the on the Landing Pad after the Shuttle lands. Players will now interact with the Trader Bot instead of the Landing Pad in-order to trade.
  • Added Three lights onto the Shuttle. Allowing it to be seen better at night.
  • Added Trader Bot being visible within the Shuttle.
  • Updated the KitChairs model.
  • Updated the KitTables model.
  • Updated the Dynamic Canister Kit model.
  • Added Quantity as a logic variable for the Silo.
  • Added BlockBed & SingleBed (Craftable via the Autolathe using the ItemKitBeds).
  • Added deconstruct states to certain dynamic objects (DynamicGasCanister, DynamicAirConditioner, DynamicGenerator, DynamicHydroponics, DynamicScrubber).
  • Updated the ItemTankConnector model.
  • Added three new lights to the WallLight kit.
  • Updated Jupiter mesh.
  • ADDED SPOOKY HALLOWEEN STUFF

    Fixes

  • Fixed temperature/pressure low warning constantly triggering on Loulan.
  • Fixed Error when clicking checkboxes in settings.
  • Fixed Spawning in incorrect locations when reloading a scenario or tutorial.
  • Fixed mineables not disappearing when mined.
  • Fixed the incorrect images being displayed on the HowToBuild category in the Stationpedia.
  • Fixed null reference error popping up upon joining a multiplayer server.
  • Fixed Looking at AIMEe's handle no longer causes wheels lock up.
  • Fixed AIMEe becoming unresponsive and doing nothing when no mineables are in the immediate area.
  • Fixed AIMEe becoming unresponsive when moved away from a chute while depositing ore.
  • Fixed AIMEe not clearing cached information when removing/adding a programming chip, causing issues when trying to update code via IC.
  • Fixed AIMEe no longer tries to mine in states other than 'Roam'.
  • Fixed Interrupting AIMEe no longer causes the minable they were mining to be ignored.
  • Fixed AIMEe becoming unresponsive when all mineables in the area are assigned to other AIMEes.
  • Fixed AIMEe's state machine now only runs on the Server.
  • Fixed inability to finish constructing structures that require a single stackable item for the next buildstate.
  • Fixed Jumping should now behave more consistently when performing back-to-back jumps
  • Fixed spelling mistake on Tutorial 06 Basic Atmos.
  • Fixed End screen on tutorials.
  • Fixed materials not being consumed when constructing structures to their next build stage.
  • Fixed Players will now slide significantly less when walking on surfaces.
  • Fixed printer mod kits being destroyed at incorrect times.
  • Fixed Mineable overrides no longer cause errors when only some Mineables are overridden.
  • Fixed Walking up stairs now behaves the same regardless of world gravity.
  • Fixed Gravity when indoors is now correctly Earth gravity regardless of world gravity.
  • Fixed all window colliders being too far forward and blocking areas which would normally be accessible.
  • Fixed Propellant Critical warning not showing up if there's a canister present in the jetpack.
  • Fixed Landing Pad not being paintable.
  • Fixed Landing Pad is no longer deconstructable while someone is using the trader.
  • Fixed various visual issues with the Landing Pad.
  • Fixed Shuttle animations being delayed when landing/taking off.
  • Fixed Mineables can no longer show a different mesh than what they yield when veins collide during generation.
  • Fixed Custom World Panel not working when exiting and opening the panel again.
  • Fixed exploit where atmospheric devices encased in an area in which atmospheres couldn't exist (e.g. in sealed frames) would be able to access the global atmosphere.
  • Fixed the contents panel on the SDB Silo not lighting up when powered.
  • Fixed the Dynamic Canister Kit not having the correct blueprint.
  • Fixed Camera position being incorrect when seated or in a bed.
  • Fixed Benches missing from ItemKitChairs.
  • Fixed DynamicAirConditioner not dropping its kit on deconstruct.
  • Fixed ChatPanel throwing errors when joining a dedicated server.
  • Fixed AutoMiner will no longer cause errors when changing "Open" to a non-zero value while it's active.
  • Fixed AutoMiner now correctly saves and loads its contents.
  • Fixed EVASuit and HardSuit no longer automatically turn off when filters are in an error state.
  • Fixed Air sound continues playing on EVA suit when air-tank removed.
  • Fixed auto pause on Dedicated Server.
  • Fixed custom mod directories not loading on Linux dedicated servers.
  • Fixed Chute junctions should no longer drop things when their output is connected to another chute or device.
  • Fixed Scoreboard not working.
  • Fixed Interactable state change sounds playing on game load & initialization.
  • Fixed On/off open/close sounds playing when building a device.
  • Fixed Jetpack sound does not turn off when sitting in seat.
  • Fixed Doors and other powered structures starting in off state by default.
  • Fixed LightRoundAngled not being on the correct small grid.
  • Fixed AutoMiner now correctly returns when full on clients.
  • Fixed Fabricator Machines not displaying the correct image of the thing being printed.
  • Fixed the left and right navigation on the printers to display the corresponding recipe on the tooltip.
  • Fixed AutoMiner will no longer restart from the beginning after loading from saved game.
  • Fixed issues with the skybox causing graphic issues.
  • Fixed Padded Windows not using or returning glass.
  • Fixed DedicatedServer Not Unpausing.
  • Fixed ModularRocketEngine not being paintable.
  • Fixed Keypad sound not playing on door interaction when door is controlled by Airlock.
  • Fixed Multiple footstep sounds playing in quick succession when walking along hill slopes.
  • Fixed Elevator sounds not playing.
  • Fixed null on Fabricators which don't have recipes.
  • Fixed xml errors causing the game to break.
  • Fixed an issue with not being able to join dedicated servers due to them being paused.
  • Fixed AutomatedHydroponics should no longer jam when loading a saved game.
  • Fixed Tool manufacturer desync issues on both Dedicated and hosted session.
  • Fixed Removed the floating brain from 'BrokenLargeBase02' composition.
  • Fixed Loading save containing a CommandModule on Dedicated Server no longer causes loss of atmospheres.
  • Fixed Issue with "Press Enter To Continue" appearing in places it shouldn't.
  • Fixed sitting positions on certain chairs.
  • Fixed Beacon not being paintable.
  • Fixed Insulated Tanks not dropping kits on when deconstructing.
  • Fixed advanced tablet not using power.
  • Fixed ItemKitBenches not being crafted within the Autolathe.
  • Fixed Loulan sun misalignment.

    UI

  • Added setting for mineable render distance (Under 'Advanced' in settings).
  • Updated Structure thumbnail images for the Stationpedia.
  • Updated scene to include all tutorial UI prefabs.
  • Improved the collapsing of categories in the Stationpedia.
  • Updated tutorial UI panels.
  • Changed some of the layouts and UI ordering so that the Game overlay wont show over the top of the newly added narrative screens.
  • Changed Tutorial Controls panel to now show multiple controls at the same time.

    UX

  • Updated the Stationpedia, with a new design and improved functionality. Some Stationpedia systems are yet to be updated, but hopefully you will find this easier to use, and more useful.
  • Added Search functionality to the Stationpedia.
  • Changed the Stationpedia to be off by default. (This can be turned back on by pressing the F1 key)
  • Added new functionality for unequipping items from your active hand. Double pressing the Inventory Select key (default: F) will put the item from your active hand back into the slot it was equipped from.
  • Added Ability to freelook while sitting in a seat.
  • Decreased the crafting time on the ItemKitFurniture, ItemKitTables, ItemKitChairs & ItemKitBenches.
  • Updated local mod loader to include a / if it does not exist on the end of a given folder location.
  • Changed AutomatedHydroponics will now import from chutes even when un-powered or turned off.

    Audio

  • Added Crowbar using and Crowbar finished sounds.
  • Added Stationpedia UI Sounds.
  • Added Weld-frame sound.
  • Added Sounds for AirlockGate.
  • Added Hover UI sounds for in-world interactions and items.
  • Fixed Trying to swap an item in hand with an item in a non-compatible slot plays the swapping UI sound even though the interaction fails. Now plays interaction failed sound.
  • Fixed Close Inventory Sound playing on game start.
  • Fixed Jump land sound playing on game start.
  • Fixed Collision Sounds playing at full volume regardless of collision force.
  • Changed Reduced volume of PressurePlate On sound. Removed PressurePlate Off sound.
  • Added Sounds to all Logic Units.
  • Added Sounds to Logic Dial, Switch, Lever & Buttons.
  • Added Sounds to dials on Transformers.
  • Added Sounds to Emergency Button.
  • Added On/off sounds and powered sounds to LED consoles.
  • Added Click and hover sounds for consoles and computers.
  • Added Data-disk insert/remove and data-disk reading sounds on consoles.
  • Added Sounds for PressurePlates.
  • Fixed Active-vent out-take sound sometimes not playing in large bases when controlled by air-lock console.
  • Added Search interaction sounds, Tier-Two button sound and "can't fabricate" sound to Manufacturing machines.
  • Added Button Sounds to Manufacturing Machines.
  • Added missing scripts and references to TutorialNarration.prefab.
  • Added Powered sound to MKII fabrication machines.
  • Added Lever sound to fabrication machines.
  • Fixed SprayCan sounds not playing.
  • Fixed Manufacturing devices playing the import error sound when something was in their Export slot.
Stationeers - Heightmare
Welcome Stationeers!


It’s been a big month of hardening as we lay the groundwork for a push on the Stationpedia, tutorials and everything to come ... We’ve been bug hunting, tweaking, and refining key systems with the community’s help, while dropping in some choice new content - ore-sensing HUD lenses, anyone?

So look for a stronger, stabler, slicker experience this update. We’re still very much in development, so perfection is some way off. But we’re hoping you notice the touch-ups, not to mention UX tweaks, a surplus of sonic improvements, and a heap of content additions we think you’ll like ...


Hardening


Out here in the Early Access Galaxy, the time comes to take a deep breath, press pause, and open a can of bug spray. Over the last month, that’s exactly what we did.

We’ve focused on Jira with awesome support from the community, and hit the glitches hard. Anyone who spends a little time in our Discord will hopefully notice the difference. Jira is a key part of our road map to release, so if you’ve got a good repro for a bug or issue, drop it in here. We’ll be connecting our Discord to that beast shortly, so you’ll see action on any good report.

We’ve also been working on improving performance in Stationeers. It’s an ongoing process, but big work is happening on terrain generation, networking, loading times and lots more. As this work progresses, you’ll keep seeing improvements, so stay tuned ...


New Content


Fixes were the focus, but we’ve been adding to the Tech Tree, too. Check out the new Ore Sensing Lenses – and take the guesswork out of mining. There’s new solar panels, automation additions like silos and hoppers, insulated tanks, lights, a whole suite of furniture, an entry-level battery charger, fancy ore updates, all-new world clutter, kits and … well … discover the rest for yourself … (pssst, what do you think of the new helmet?)


Audio Design


Our audio designer has continued his epic journey of bringing the world of Stationeers to sonic life. The list of things that make cool noises just keeps growing – but special shoutouts to hydroponics, the chute network, and swapping hands with tools. Some stellar creation is happening over here, and will continue.


UI + UX


We’re hardening to support the work to come – and there’s a LOT. Next patch, we’re rebooting the Stationpedia, as well as beginning to rework how we introduce players to the game (and wait till you see what’s coming over the horizon after that).

We’ll be getting these updates onto the beta branch soon, so watch … this … space, Stationeers. We want your feedback!


Hotfix - Version 0.2.2541.11929
  • Changed AutomatedHydroponics will now import from chutes even when un-powered or turned off.
  • Fixed AutoMiner will no longer cause errors when changing the "Open" state to a non-zero value while it's active.
  • Fixed AutoMiner now correctly saves and loads its contents.
  • Fixed EVASuit and HardSuit no longer automatically turn off when filters are in an error state.
  • Fixed breathing sounds continuing to play on the EVA suit when the air-tank was removed.
  • Fixed custom mod directories not loading on Linux dedicated servers.
  • Fixed Chute junctions should no longer drop things when their output is connected to another chute or device.
  • Fixed Scoreboard not displaying when it was supposed to.
  • Fixed AutomatedHydroponics should no longer jam when loading a saved game.
  • Fixed SprayCan sounds not playing.
  • Fixed Manufacturing devices playing the import error sound when something was in their Export slot.
  • Fixed Tool manufacturer desync issues on both Dedicated and hosted session.
  • Fixed issue where the sun was not being cleaned up, causing multiple suns to appear when playing.
  • Fixed Padded Windows not using or returning glass from its buildstate.
  • Fixed ModularRocketEngine not being paintable.
  • Fixed Keypad sound not playing on door interaction when door is controlled by Airlock.
  • Fixed Multiple footstep sounds playing in quick succession when walking along hill slopes.
  • Fixed Elevator sounds not playing.
  • Fixed XML issues stopping the game from working when serializing and deserializing with incorrect syntax on XML files.
  • Fixed an issue with not being able to join dedicated servers due to them being paused.
  • Fixed Issue with "Press Enter To Continue" appearing in as the world name.
  • Fixed sitting positions on certain chairs.
  • Fixed Beacon not being paintable.
  • Fixed Insulated Tanks not dropping kits on when deconstructing.
  • Fixed advanced tablet not using power.
  • Fixed ItemKitBenches not being crafted within the Autolathe.
  • Fixed Loulan sun misalignment.
  • Fixed Loading a save containing a CommandModule on Dedicated Server will no longer causes loss of atmospheres.
  • Updated Jupiter planet mesh.
  • Updated the ItemKitTankConnector model.
  • Updated Language files.
  • Removed the floating brain from 'BrokenLargeBase02' composition.


Version 0.2.2533.11872
    Code
  • Updated Netcode, physics updates on dynamic things should be smoother.
  • Halved atmospheric velocity effect on characters. You now get thrown around less by explosive decompression and other atmospheric pressure deltas.
  • Changed Terrain now generates from the centre outwards (was generating from the outside inwards).
  • Updated default.ini to contain the correct server parameters.
  • Updated The dedicated server scene to have new setting fields.
  • Updated shutdown command to kick all players when server is shutdown.
  • Added ability to run commands in the game.
  • Added ability to run commands directly from the dedicated server (with graphics mode).
  • Updated Rcon server now works with network wrapper.
  • Updated chat messege to handle commands.
  • Added login system for clients to run commands.
  • Added ability to send full messages to server with notice and shutdown commands.
  • Added Server Admin password fields to both settings and default ini.
  • Added client command protection checks.
  • Added more server logging.
  • Changed Nearby terrain now generates immediately when loading a saved game.
  • Changed Nearby terrain now starts generating immediately when joining a multiplayer game.
  • Added Players will now go unconscious when offline. They will continue to breathe as usual, other players will be able to move them around and access their inventory.

    Fixes
  • Fixed Audio bug where jetpack sounds, footstep sounds & tool sounds might not play when in a big base.
  • Fixed credit card with 0 balance not being able to trade.
  • Fixed mining creating vacuums that would suck the player into terrain. Mined voxels now leave behind an appropriate global atmosphere rather than a vacuum.
  • Fixed Terrain should no longer be able to render when outside of render distance.
  • Fixed AtmosAnalyser causing errors with certain pipes.
  • Fixed Build action text was not capable of being localized.
  • Fixed Glitchy ending on using crowbar sound.
  • Fixed Custom World seed is now the actual seed used when creating the world.
  • Fixed BatteryChargerSmall's kit having other interactions.
  • Fixed ItemJetpackBasic having a collider which is too large.
  • Fixed Suits causing bodies to become invisible.
  • Fixed Rcon server not responding after first command.
  • Fixed Stop Server command from shutting down the server before kicking players.
  • Fixed Stacker not locking correctly.
  • Fixed Human limbs having the incorrect names.
  • Fixed Pipe Networks staying the same after separating the pipes.
  • Fixed "Solar Intensity Scale" allowed to be set below '0' in the Custom World Panel.
  • Fixed issues with terrain on Tutorial 06 - Basic Atmos.
  • Fixed trading buying/selling incorrect amounts of items sometimes, this includes batteries.
  • Fixed issue stopping you using more than one Vending Machine while Trading.
  • Fixed Mirror Logic device and Reader not being correctly connected on a network.
  • Fixed LogicHashGen causing the various fabricating machines to display incorrect search results.
  • Fixed suit filter sound not turning off when: No filters or Filters expended or No waste tank or Waste tank full. Players now need to re-enable their filters once they have resolved the filter error state.
  • Fixed Exiting a game now takes significantly less time to clean up generated chunks, making it much faster.
  • Fixed HydroponicsAutomated not playing Plant animation when only one seed is inside.
  • Fixed a majority of items clipping through printer doors when being printed.
  • Fixed incorrect tablet instruction On basic atmospherics Tutorial.
  • Fixed ItemKitAutoMinerSmall being unpaintable.
  • Fixed StructureAutoMinerSmall activate button tooltip being inverted.
  • Fixed suit still rendering on the character when moved to storage.
  • Fixed BlastDoor open/close sounds playing twice.
  • Fixed pipe / cable placing issue when you had something in your inactive hand.
  • Fixed Reduced stutter from terrain generation.
  • Fixed clutter of different types spawning on top of one another
  • Fixed Players joining Asteroid Belt multiplayer games will now receive chunks generated before they join as they get close to them.
  • Fixed chutes, pipes and cables being deleted when their network did not exist upon loading.
  • Fixed the Emergency Wrench and Emergency WireCutters not allowing you to use the merging functionality with pipes/cables.
  • Fixed logic devices being able to read/write logic values via the power cable port, you must have a data cable connected to run logic now.
  • Fixed Loading an Asteroid Belt save should now correctly generate asteroids near world origin.
  • Fixed rounding issue on the Advance Furnace contents panel.
  • Fixed damage indicators being grey instead of yellow when a small amount of damage is applied to something.
  • Fixed AirConditions cause errors on dedicated servers.
  • Fixed Resolution settings not including the refresh-rate.
  • Fixed Terrain generation radius when using a Rover now uses the player's chunk render distance.
  • Fixed errors displayed when turning the lens flare setting off on Vulcan.
  • Fixed CartridgeAccessController not working on dedicated servers.
  • Fixed CartridgeOreScanner causing errors when no DynamicGPR exists.
  • Fixed Error occurring when dedicated servers port is already within use.
  • Fixed Chat window opening after using the labeler.
  • Fixed CameraController null on main menu.
  • Fixed PictureFrames not deregistering correctly.
  • Fixed incorrect rotation of the active vents data disk.
  • Fixed Error Spam from DynamicGasCanister on Dedicated Server.
  • Fixed Terrain should no longer be able to be invisible when inside render distance.
  • Fixed Reverb bug where small rooms sounded larger than they should when standing next to an open door.
  • Fixed Dedicated server exit button not exiting.
  • Fixed coloring of logs in a dedicated server.
  • Fixed Sleeper & CryoTube not correctly pausing hunger.
  • Fixed potential hang when connecting to a full multiplayer game.
  • Fixed potential hang when connecting to a game immediately after disconnecting.
  • Fixed potential infinite loop when clearing connection buffer in the rare case that it was completely full.
  • Fixed robots not starting with batteries on 'Minimal' starting condition.
  • Fixed StructureOrganicsPrinter missing the search button.
  • Fixed ItemAlienMushroom producing an incorrect atmosphere mix.
  • Fixed positioning of the data disk on the Active Vent.
  • Fixed ItemFlashingLight being unpaintable.
  • Fixed emergency crowbar not being able to perform the tasks it should.
  • Fixed rover having issues with hot/cold flickers in its internal atmosphere on certain planets.
  • Fixed rover flying away on Europa.
  • Fixed AdvancedTable not saving selected Cartridge.
  • Fixed server browser sorting not working.
  • Fixed prompt not appearing when ports are in use when trying to load in-game.
  • Fixed LaunchPad & Modular Rocket Structures being destroyed if their rocket network does not exist.
  • Fixed Custom World Panel not updating Gravity, Solar Scale & Starting Conditions.
  • Fixed grab labels on unconscious players.
  • Fixed GPR not being cleaned up correctly after being destroyed.
  • Fixed the pipe label not displaying correctly on Insulated pipes.
  • Fixed trading issue where you could still trade with a disconnected vending machine.
  • Fixed trading issue where you could still trade with a disconnected computer and motherboard.
  • Fixed trader locking up after interacting with a trader and having an error on your cable network.
  • Fixed StructureWallPaddedNoBorder causing issues with ItemSteelSheet (Thanks Termi).
  • Fixed StructureSign2x1 using one kit instead of two.
  • Fixed rings missing from Saturn.
  • Fixed Rocket Fuel Ratio in stationpeida.
  • Fixed being unable to interact with controls after death.
  • Fixed atmospherics issues on Loulan related to gas in gas canisters being deleted.
  • Fixed Advanced Furnace sounds causing errors when at high pressures or when activated by logic (Thanks @clever & @DoyleChris).
  • Fixed Furnace sounds sometimes continuing to play after furnace exploded in multiplayer.
  • Fixed PortableGPRs not being cleared correctly on world exit.
  • Fixed Pressure Gauges on Furnaces to better reflect their operating pressure range.
  • Fixed clutter being tiled, should now look less repetitive.
  • Fixed Rocket Modules should no longer cause errors during smart-rotate.
  • Fixed command module not displaying the correct buildstates.
  • Fixed Padded Walls not dropping kits when deconstructed.

    UI
  • Fixed incorrect temperature range displaying in Stationpedia for Inconel.
  • Fixed font issue on Server Info panel.
  • Added localised font support to Scoreboard.
  • Added localised font support to new tutorial UI Panels.
  • Added tags to old tutorials to continue support for deprecated UI.
  • Added Font support for localisation to Buttons on Tutorial/Scenario complete scene.
  • Updated Dedicated server buttons to allow stopping of server.
  • Added control setting for Double Click Delay (Under 'Control' in settings).
  • Added world setting for AmbientLight (AmbientLightMin & AmbientLightMax).

    UX
  • Updated Helmets. They are now locked by default.
  • Changed stack splitting so it will now move the split amount to the stack in your other hand (if present). [Thanks RoboPhred]
  • Changed the starting conditions to use the BatteryChargerSmall instead of the original.
  • Changed how the FiltrationMachine works, it won't error when a filter is empty anymore.
  • Removed the ability to place backpacks inside of backpacks, if you had a backpack inside of a backpack - it will now spawn on the ground.
  • Added more interacting colliders to unconscious/dead players.

    Content
  • Added TankSmallInsulated & TankBigInsulated (Craftable via the PipeBender).
  • Added Conveyor recipe to the autolathe.
  • Added StructureRTGSurvival to certain composition bases on Loulan.
  • Changed the starting conditions to use the SolarPanelBasic instead of the original.
  • Added SolarPanelBasic Flat & Angled (Craftable via the Autolathe).
  • Added SDBSilo (Craftable via the Electronics Printer).
  • Added Sensor Lenses and Sensor Processing Unit (Ore Scanner). These allow you to scan for and visualize ore locations on your HUD.
  • Added BatteryChargerSmall (Holds two batteries. Recipe added to the StructureElectronicsPrinter).
  • Added Improvements to conveyors to help prevent things from falling off.
  • Modified shader for volatiles, silicon, oxite, and ice
  • Added new Ore models.
  • Updated the Insulated pipe kit blueprint from normal the pipe kit.
  • Added little trees for Loulan.
  • Added rock clutter and terrain textures for Vulcan and Loulan.
  • Added Clutter rocks and terrain textures for Europa.
  • Changed doubled turbine generator efficiency.
  • Changed Centrifuge can now import from chutes when turned off
  • Removed the ItemKitOrganicsPrinter recipe from the StructureElectronicsPrinter.
  • Updated the trader names.

    Audio
  • Added When the player is in a pressurised atmosphere, things in nearby but separate low pressure or evacuated rooms will have their sounds be correspondingly quieter or silent (if vacuum).
  • Added Sound for when a machine will not accept the item in the Import Bin.
  • Added Sounds for SDBSilo.
  • Added Powered sound for Sorter.
  • Added Steel Sheets and Plastic Sheets Constructing Sounds.
  • Added Construction sounds for GlassSheets.
  • Added Sounds to AreaPowerControl.
  • Changed removed default using UI sound from tools.
  • Added Equip and UnEquip sounds for tools.
  • Added Spark Sound for when cables fail when network is overloaded.
  • Added Vending Machine sounds.
  • Added Sounds to Stacker, Sorter, Unloader, ChuteBin, ChuteInlet, ChuteOutlet.
  • Added sounds to Setting-Wheels on PressureRegulator, Mixer, VolumePump, AdvancedFurnace, Stacker.
  • Added Sounds for Automated Hydroponics.
  • Added Sounds for Hydroponics Station.
  • Added Planting and Harvesting Sounds.
  • Added Sounds for VolumePump.
  • Added Operating Sounds to WallCooler.
  • Added Open/Close & ReleaseAir sounds to small gas canisters.
  • Added Sounds to DynamicGasCanister.
  • Added sounds to turbine generator.
  • Added Sounds for Labeller.
  • Added SprayCan Sounds.
  • Added FireExtinguisher Sounds.
  • Added Label Sound to Labeller.
  • Added Operating Sounds and overpressure sounds for Furnace and Advanced Furnace.
Aug 5, 2020
Stationeers - El Oshcuro
Welcome back, Stationeers!



It’s a landmark update as we bring interplanetary travel to Survival Mode – one small step for a Stationeer, a giant leap towards our core experience!

We’ve also got our sights on stable, so there’s been serious hardening happening, plus awesome audio additions, UI renovations, tutorial upgrades, bug fixes and lots, lots more.

There’s rockets, rockets everywhere – so let’s head for the stars, one planet at a time…

New Content


Did we mention, you can now build a ROCKET in Survival Mode?

This system will become a pillar of our core game, and we’re keen to see what you think!

Head for the stars, explore new worlds, and take essential gear with you. There’s a special audio surprise (see below), and the team has also replaced almost all of the wall construction elements as part of a broader hardening push - one that will continue in the next update.



Zeroing in on the core game also means making tough balance decisions. So we’ve tweaked the autominer, and cut the Fabricator from Survival: it was OP, and you know it.

We’re looking to the community for more balance suggestions, so don’t be shy with your ideas, but also, don’t be surprised if a few values shift in future updates! [[url=http://Discord.gg/Stationeers]Discord.gg/Stationeers[/url]]

UI work-up


You’ll also notice over recent update cycles that UI has been getting some major love. That’s continued! With our resident UI gurus bringing the entire In-world info system into line, it’s brought a new look and feel to the way we deliver information.

A behemoth effort from two key team members, directed at clarity, brevity and a new level of accessibility to fresh players. More broadly, it’s a reflection of the team listening to the community, and focusing on what you’re asking for: simpler, smarter UI.

Thank you to everybody who provided feedback on the tooltips during their rework! A special thanks to virusek20!

Keep watching, because there’s more to come (Stationpedia, we’re looking at you).

Hardening


As we gear up for a push towards ‘stable’, we’re starting to focus on hardening Stationeers - ensuring it stands up to the weird and wonderful things you want to do with it.

Automation is at the heart of the game, so we’ve tightened the bolts and whirled the knobs on our import/export systems for every device in the game. There’s also big changes under the hood in our save system, a raft of bug fixes, security upgrades, world rendering improvements and more.

Expect even more in the near future.

Audio Design

We don’t want to brag, buuut … our audio design attained new levels of awesomeness this update with the Space Organ.

Yes, you can now build a fully functional organ in Stationeers. Why? Because we could. Also, we thought it’d be a good way to show off our new reverb system, as well as newly implemented audio occlusion design. Add to that a bunch of new item sounds and UI bleeps and bloops, and your ears are gonna be busy after this update...

Onward and upward, Stationeers!

Version 0.2.2499.11500
    Code
  • Added fueling conditions to the rocket fuel module (8000 moles of gas, 66% Oxygen 33% Volatiles).
  • Added Localization support for power/data port information.
  • Added Delay setting for tutorial complete.
  • Adjusted MaxQuantity on the ItemElectronicParts from 10 to 30.
  • Adjusted the StructureAutoMinerSmall ore multiplier from 1.0x to 2.0x.
  • Changed 0 on the compass to now point North.
  • Fixed all items being invisible when loading into a new world after exiting from another world.
  • Fixed items being dropped upon exiting a slot.
  • Fixed 'Mouse Control' key not allowing you to move the camera when inside a vehicle.
  • Fixed clutter index out of bounds error.
  • Fixed Flat walls invisible bug (Thanks ekj111).
  • Fixed Lighting bug on Frames and Walls (Thanks Sphizaan).
  • Fixed Stacker, Unloader and HydroponicsAutomated should no longer jam when importing from chutes.
  • Fixed Chutes connected to devices should no longer eject things in random directions
  • Fixed Fabricators will now only attempt to import Ingots (Import won't close if contains a non-Ingot).
  • Fixed Fabricator's Import slot is no longer interactable while opening.
  • Fixed Lighting behaving incorrectly on frames, walls and cladding.
  • Fixed exception caused by clutter when mining.
  • Fixed issue where custom world menu would try create a preview world when loading into a custom world too fast.
  • Fixed All auto-saves are now asynchronous.
  • Fixed Auto-saves will once again create backups.
  • Fixed autorotate not working correctly.
  • Fixed inability to interact with cables when within a StructureWallIron on the first build stage.
  • Fixed ItemKitRailing being unpaintable.
  • Fixed issues related to auto rotate while holding key 'QuantityModifier' when scrolling with the mouse or moving when trying to place a Structure.
  • Fixed StructureCompositeWindow allowing mounting of devices.
  • Fixed right hand slot not showing damage
  • Fixed some kits saying they had an extra build option.
  • Fixed StructureCompositeWindow glass casting shadows.
  • Fixed StructureCompositeWindowIron glass casting shadows.
  • Fixed Loading screens on ultrawide monitors.
  • Fixed Furnace's import should no longer be able to remain closed when smelting has completed.
  • Fixed Furnace once again waits for smelting to complete before exporting.
  • Fixed Furnace now correctly imports items from chutes.
  • Fixed Things should no longer fall through chutes after they've exited them.
  • Fixed Chute Outlet should no longer get jammed when exporting things.
  • Fixed Export will no longer open and close repeatedly while waiting for connected chute to become empty.
  • Fixed precision placement not displaying the correct position the object would be placed at.
  • Fixed Stacker now correctly exports it's processing ingot when importing ingot cannot be merged during stacking (will continue to split if splitting).
  • Fixed Composite Walls not being interactable when trying to build.
  • Fixed Arc Furnace no longer allows players to import a new ore before smelting is complete.
  • Fixed ArcFurnace will once again correctly resume smelting upon loading.
  • Fixed Import/Export jamming when saved during Import/Export animation.
  • Fixed Space Shuttle Modules not returning or consuming kits when deconstructed/constructed.
  • Fixed Arc Furnace should no longer get jammed when importing or exporting things.
  • Fixed Stacker ejecting its contents when an un-mergable input occurs while splitting.
  • Fixed Devices should no longer get jammed when exporting things.
  • Fixed Import/Export animations are now significantly less likely to skip
  • Fixed JetPacks on Clients not using correct speed limit.
  • Fixed ice ores being too transparent.
  • Fixed spinning of camera causing massively reduced framerates.
  • Fixed StructureFrame displaying unnecessary meshes.
  • Fixed disabling of TerrainClutter not fully disabling the clutter draw system. This'll ensure that if there are performance issues with clutter, turning off the TerrainClutter setting will actually remove that performance hit now.
  • Fixed the battery cells percentage values not updating when in a slot.
  • Fixed Spamming warnings to log error on DeviceImport.
  • Fixed a null appearing on batteries inside of slots.
  • Fixed incorrect save revision check. [Thanks Risu]
  • Improved Chunk saving logic to reduce save time [Thanks Anonymous Monkey]
  • Increased max clutter multiplier in settings to 100. Clutter won't appear in the pause menu, un-pause to see new clutter after changing multiplier.
  • Optimized ground clutter system to reduce memory usage, generate more quickly and draw more instances
  • Updated the launch sequence to be more stable.
  • Updated Logic unit structures to provide their appropriate tooltips.
  • Reduced the number of chunks saved to reduce save size and improve save/load speed.
  • Reduced bloom intensity. Emissive buttons on machine should be more readable now.

    UI
  • Added Construction Cursor UI sounds.
  • Added new versions of status icons with bevelled edges to help them stand out.
  • Added extra information to display the contents of a stacker.
  • Added the first pass of the new tooltips, expect bugs and weirdness.
  • Added deconstruct information to draggable things when wielding a tool.
  • Added tutorials and scenarios screen now displays if they have been completed previously.
  • Added thumbnail support to scenarios.
  • Added shadows to inventory thumbnails
  • Changed the jetpack's Propellent to Propellant.
  • Changed keybind text color to yellow instead of red
  • Fixed various slot and button labels.
  • Fixed gas sensor not displaying correct information on tooltip.
  • Fixed Steel Frames being called Frames
  • Fixed tooltip titles overflowing when too long, now creates a new line.
  • Fixed tooltip issues with mining, automated hydroponics and the dirt canister.
  • Fixed interactions and solar panel info not displaying correctly on tooltips.
  • Fixed tooltips not displaying on the Pipe/Cable analyser's.
  • Fixed offset icons when dragging slots
  • Fixed quantity text on slots becoming huge.
  • Fixed giant flame and tear icons on hand slots.
  • Fixed tooltip labels for Consoles, Furnace, Hydroponics Tray, Atmospherics devices and Suit Storage.
  • Fixed fabricator tooltip not showing up.
  • Fixed incorrect actions being displayed on tooltips.
  • Removed the tooltip from displaying when holding a tablet.
  • Removed coloured square from inworld cursor.
  • Removed left mouse button prompts on various tooltips.
  • Removed numbering of tutorials.
  • Updated tooltip to display correct mining interaction.
  • Updated end screens for Scenarios and Tutorials.
  • Updated position of EVA Suit and Hard Suit Interaction buttons on UI.
  • Updated Inventory Windows to scroll Interaction buttons vertically instead of horizontally
  • Updated Inventory Window titles and buttons for better readability and to match the new HUD style.
  • Updated Status Info panels so it doesn't look like you can drag them
  • Updated slots and windows to have outlines for better visibility
  • Updated inventory window headings to fit longer text in smaller one slot windows.
  • Updated the look of tooltips, including connecting the keybinds to the main tooltip, replacing the Autoplace text with an icon, and stopped the scroll text from jumping around between options.
  • Updated the hand slots to display the correct actions for DraggableThings.
  • Updated text for showing quantity and percentage on a slot

    UX
  • Added double click feature which allows the user to double click a slot occupant which would move the item to an empty hand or back to the original slot.
  • Added ability to lock scenarios until other scenarios are completed.
  • Added delay between scenario/tutorial completion to end screen.
  • Added Localization support for 'look at' tooltips.
  • Fixed lander setting on fire on Vulcan.
  • Updated all language files.
  • Updated language files for Gas mixing tutorial.
  • Updated localisation Language files.

    Content
  • Added Rocket Tutorial.
  • Added RocketFuel Dynamic Gas Tank.
  • Added emissive glow to contents screen on manufacturing devices.
  • Added build state requirements for the rocket modules.
  • Added new WallPadded pieces (Constructible with the ItemKitWallPadded).
  • Added new WallArch corner pieces (Constructible with the ItemKitWallArch).
  • Added new WallFlat corner pieces (Constructible with the ItemKitWallFlat).
  • Added ItemKitRailing (Constructible under the Autolathe).
  • Added new Railing variants (Elegant and Industrial) constructible with the ItemKitRailing.
  • Added new WallGeometry variant (TMirrored).
  • Added Iron Wall variants.
  • Added the Rocket components to the Research Tree.
  • Added Composite Wall variants.
  • Added new Tutorial Basic Smithing.
  • Added build stages to each rocket module.
  • Added the SMG and SMG ammo recipes to the Security Printer.
  • Added the Rover kit recipe to the Electronics Printer. (Thanks Neouni)
  • Added recipes for the rocket modules (Constructible using the TierTwo Electronics Printer).
  • Added BlastDoorKit recipe to the Autolathe.
  • Added ItemKitSorter recipe to the Autolathe.
  • Added ItemEggCarton recipe to the Autolathe.
  • Added ItemBatteryCellNuclear recipe to the Electronics Printer.
  • Added ItemPowerConnector recipe to the Electronics Printer.
  • Added ItemKitOrganicsPrinter recipe to the Electronics Printer.
  • Added ItemGasCanisterSmart recipe to the Pipe Bender.
  • Added ItemPickaxe recipe to the Tool Manufacturer.
  • Added ItemIgniter recipe to the Tool Manufacturer.
  • Added ItemFireExtinguisher recipe to the Tool Manufacturer.
  • Fixed minor issues in Basic Smelting tutorial.
  • Fixed StructureRailing missing from the ItemKitWallIron.
  • Removed clutter from Europa.
  • Removed the recipe for the Fabricator(Deprecated) from the Autolathe.
  • Removed manufacturing motherboard from the electronics printer.
  • Updated existing WallPadded textures.
  • Updated existing WallArch textures.
  • Updated existing WallFlat textures.
  • Updated existing WallGeometry textures.
  • Updated materials on the Floor Gratings.
  • Updated bedrock level for worlds which include lava, bedrock will now be at lava level. Instead of bedrock being well under the lava.
  • Updated the lava shader for when the player is within lava.

    Audio
  • Added PipeOrgan to creative. Attach base of PipeOrgan to the output of an Atmospheric Device (i.e. valve, volume pump). Add pipes to lower the note.
  • Added Audio Occlusion: Sounds behind walls and frames will sound quieter and muffled.
  • Added Context aware reverb that reflects the space you're in.
  • Added On/Off sound for LogicSwitch2.
  • Changed Sound Mix tweaks on Filtration, SuitStorage, TransformerSmall, WallHeater, WallLight.
  • Changed LightOn/Off, JetpackOn and Helmet Open/Close voice notifications off by default for new players.
  • Changed Default audio output setting from Mono to Stereo.
  • Fixed Padded walls not blocking sound.
  • Fixed Suit voice sending to room reverb.
  • Fixed Door open & close sounds playing when toggling power grid on unconstructed door.
  • Fixed JetPack stabiliser sound not turning on/off reliably on clients.
  • Fixed Swapping items from hand now plays the target slot UI sound.
  • Fixed Object into hand UI sound plays twice on Clients.
  • Reduced volume of Jetpack jet sounds.
https://store.steampowered.com/app/544550/Stationeers/
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