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Reverted "The Multiplayer Update"

This update previously contained update details. This update has been reverted. To avoid confusion, is it being taken down.

It seems a percentage of users are experiencing a serious issue with multiplayer, while some fixes come up for users - these fixes are often counter to each others so highlight a wider issue that we need to sort out. The update post will be deleted, to avoid confusion. If you have no issue, and want to keep playing - please switch to the beta branch. Otherwise we will have to deploy at a future time. One of our own team replicated the same issue at our end, as well.

Apologies for the massive inconvenience, we really dropped the ball on this one I'm afraid.

[h2]Change Log 0.2.6126.26786[/h2]

Hotfix v0.2.6091.26702

This fix addresses a fatal error when more than one character is detected at once by an Occupancy Sensor.

A potential fix for the dynamic canisters not being able to be removed from some portables connectors is in but there are still some remaining issues. We will release another hot fix when we've solved the problem completely.

[h3]Change Log v0.2.6091.26702[/h3]
  • Reduced status icons size about 77%
  • Updated glowing effect for circle mood icons
  • Fixed dynamic Canisters not interactable when joining a save that has a large number of items.
  • Fixed OccupancySensor could throw Stack overthrow exception when multiple characters were in the same room.
  • Increased the OccupancySensor Stack size to 18.

Respawn Update: Round Robin Community Starts

Project Clinic

A month ago we started our Vulcan playthrough and we've been busy playing ever since. We've talked about our processes before but it's worth talking about again as it is core to how we make games at Rocketwerkz. This kind of play session is not a traditional development play test but rather us truly playing. Sure, we note our issues and ideas down but our goal is to actually just play the game like a normal player.

We played on the same server the whole time, but lived separately in our own independent bases. At points when we started to hit performance problems we identified the issues and increased performance significantly. We'll go over them in detail later in the post, but these changes were profound and allowed us to have a server with multiple, large, complex bases while still getting excellent performance.

As time went on in these play sessions, we start to divide our time more between development and playing. We started to tidy up a lot of what we had been adding and working on the more complex systems that we wanted to tackle. Generally in these final few weeks we end up with: 1/3 of our day spent playing, 1/3 to do small task and fix small issues, and 1/3 used to fix large issues or work on big changes.
A New Way of Playing

Before we started our play session we decided that we wanted to try all making our own, separate, bases. To do this we added what we call "Round Robin" start. This works by spreading the players across all the spawn points on the map. If there's a free spot it will put a new player there before it starts to double up.



Along with this new way of spawning we added "Community" Start conditions which provide each new player with their own set of full supplies in a lander, which allows a game to be made up of a collection of bases, instead of a single one.



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Respawn Overhaul

With this spread out base play style, when a player died, it could take other players a long time to prepare and make a trip across the rough dangerous Vulcan terrain. This helped us identify some issues around the process of dying, being dead and the few ways of respawning.
[h3]Known Issue: Desync for some players[/h3]
We have managed to identify long-running issues with a "desync spiral" that is experienced by some players, even when not using SteamP2P. Players get stuck in a state where they are severely behind in updates. This tends to occur where a user has a high-ping to the server, and the bases (or network updates) become large. We are producing a new version of RakNet (which we have revamped into "RocketNet") which addresses these issues. It was not ready in time for this update, but we expect to have progress in the new year.

[h2]Body Bags[/h2]
Dead player bodies can have a big effect on performance and are prone to bugs, both while lying on the ground and while being dragged. Player bodies will now more quickly decay, and when they do they will enter a body bag, and their belongings will be placed in a large cardboard box.

Since body bags now exist as a transitory representation of the players state, reconnecting to an active server, and finding yourself dead is now possible. Previously, corpses would explode into dropped items, and players would reconnect with the server no longer having a reference to their old self, and they would just respawn in a fresh drop pod. The new bodybag method should give you a better insight into how a server progressed, potentially how and where you died, and add the ability for someone to try and resurrect you.



Cryotubes can be used to re-life rag-dolled players or players in body bags. The cryotube's tool tip has been expanded significantly to represent the many aspects of a characters life state, and explain how to resurrect them. If you have extra body bags laying around, and the players have respawned, or left the server, you can deconstruct them with an angle grinder.

[h2]Respawn UX[/h2]
We've redone the UI and UX for respawning to better convey what your state is, and what it means to respawn. Life resource usage, and what is given on re spawn changes depending on your difficulty and starting conditions, so keep that in mind when playing with different settings.



[h2]New Respawn Kits[/h2]
When respawning you will now come down in a Lander Capsule, and you'll always at least start with an emergency suit, as the previous naked landings on stationeers difficulty didnt lead to any possible recovery on many planets.

[h2]Respawn Stress[/h2]
Respawning will give you a difficulty settings dependent debuff. Respawning will temporarily affect your food and water consumption speed, tool usage speed, as well as give a price penalty when buying and selling to traders.



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Performance Improvements

This update includes a major round of performance optimizations across both clients and dedicated servers. We have reduced unnecessary terrain generation, significantly cut client-side physics and animation overhead, and moved many high-frequency devices to pooled audio and lightweight animation components. Terrain meshing on dedicated servers has been heavily optimised, and dynamic items outside render range no longer run full physics on clients. Save times have also been dramatically reduced by optimising compression. Together, these changes deliver much smoother gameplay, especially in busy bases and multiplayer sessions.

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New Stuff

[h2]Super-Heavy Cables[/h2]
The new super heavy cable has a maximum wattage of 500kW and has long variants of three, five and ten to allow for easy building of long powerful trunk lines.



[h2]500kW Fuse[/h2]
A new 500kW fuse has been added to accompany this cable.



[h2]Landing Pad Tank Connector[/h2]
Liquid and Gas Landing Pad Tank Connectors let you directly pump to and from portable tanks, making early gas trading easier.



[h2]Construction Safety Equipment[/h2]
These items allow you to dress your under-construction areas and leave warning signs for other players to tread carefully.



[h2]Heal Pill[/h2]
The heal pill will only heal you partially and to heal fully you need to use a cryotube. Depending on what damage you have taken you may still end up dying unless you can make it to a Cryotube.



[h2]No More Data Disk[/h2]
Console displays no longer have a data disk slot to set configuration. This has long been confusing, and results in more complex objects, synchronization, and geometry. Now the consoles have a screw, like logic devices that, when used with a screwdriver, will toggle between configuration and operating mode.



[h2]New Food[/h2]
[h3]Cheese Wedge[/h3]
A new type of food only available via trading is Cheese Wedges. This can be used to create the other new food the Burger!

[h3]Burger[/h3]
A new high-tier food made from cheese, tomato, flour, egg, and soy oil. Burgers can be eaten faster than other premium foods, can be stored in Burger Boxes to slow decay, and eaten directly from the box. Some traders will buy properly packaged burgers.



[h2]Super Large Direct Heat Exchangers[/h2]
These Super Large Direct Heat Exchangers are the same as their smaller counterparts but with much larger surface area meaning they can transfer more heat.



[h2]Loader[/h2]
The Loader will take objects from its left slot and put them in the available slots of the object inserted in the right slot. The slots will be filled in order from first to last. If no available slot is found, the left slot object will be ejected. The right slot object will auto eject once full or if the level is pulled.



[h2]Large Cardboard Box[/h2]
A new larger cardboard box has 10 slots, four more than it's smaller version. Both cardboard boxes can now be painted and are useful for base inventory management.



[h2]1x3 In-line Tanks[/h2]
New 1x3 Liquid and Gas in line tanks with a volume of 360L of have been added making it easier to build up the overall volume of a pipe network.



[h2]Engines[/h2]
These new engines can be got from one of the Exotics Traders. The have a significantly higher fuel throughput and thrust output while having a small mass increase.



[h2]Steel Frames[/h2]
Steel frames aren't new but their new build state is. You can now continue to construct of a steel frame into a new build state using plastic sheets and a screwdriver. The end result is a smooth finish. Where you may have previously used multiple walls over the top of your frames for aesthetic reasons you might now choose to simply finish the construction of the frame instead.



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Inventory

A new 'sort' button has been added to inventory windows. This button will sort all items, primarily alphabetically and secondarily by quantity. This will also consolidate any stackable items, such as ores. Dedicated slots will be ignored (such as canister, battery, etc.). The only exception to this is ore slots.



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Tooltips

Tooltips are one of the primary ways that information is conveyed in the game and we're always striving to improve and add tooltips wherever we can. This patch contains a load of tooltip improvements. As well as adding new or more useful tooltips to a bunch of devices we've also added better tooltips for Status Icons, and Inventory window buttons.



[h2]Status Icon Tooltips[/h2]
Status icons can now have dynamic tooltips that give you specific information about why you are seeing it, and what effects it might be having. For instance, with the new respawn stress debuff you can see exactly what stats are effected. We will continue to expand the tooltip on more of these icons in future updates.

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Trader Changes

We have made extensive backend balance improvements to traders to deliver a smoother and more reliable trading experience when interacting with them and completing trades. Certain traders now spawn only in specific slots, Tier 3 Hydroponics traders will always stock Dargaferns, Tier 3 traders carry more bulk goods, and Tier 1 traders carry less. Landing pads are now fully insulated instead of partially insulated.



[h2]New Trader Slots[/h2]
We have added two dedicated trader slots for special traders so they no longer replace regular traders, giving you more options available at any given time.

[h3]Exotics Trader Slot[/h3]
This slot is dedicated to the Genetics Trader and the Rare Items Trader.
The Genetics Trader sells Darga Ferns, genetically modified plants, thermogenic plants, and fertilised eggs.
The Rare Items Trader sells non-craftable items including heavy rocket engines, cosmetic fuselage pieces, and catalytic filters.

[h3]Utility Trader Slot[/h3]
This slot is used for special utility traders and flavour traders such as the Food, Hardware, Consumable, and Appliance traders.


We have also fixed several multiplayer trader UI issues that previously made trading in multiplayer frustrating.

[h3]Contact Fuzziness[/h3]
We've removed the fuzziness that was being applied to the contacts. While originally an intentional feature to make finding contacts via logic more difficult, its removal makes programing trader contacting more straight forward.

[hr][/hr]
Rocket Changes




Rocket fuselage pieces can now be swapped between variants without deconstructing the entire rocket. The rocket UI is now faster and more reliable on clients, matching server behaviour and fixing multiple control issues. Space ore yields have been increased, while deep mining yields have been rebalanced to match.

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Showers

Showers can now boost your Hygiene level to 150% letting you stay cleaner for longer with the added benefit of having a movement speed bonus of 5% while your hygiene is over 100%.



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Vulcan

Our play session has been on Vulcan, so it got a little love. Vulcan now has two types of storms, the regular ash storm as well as the new solar storm. Some work was done on it's space map, including the addition of Janus which contains various gas cloud nodes.

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Logic

We are continuing to put a heavy focus onto expanding out logic systems in the game. Several new logic values and outputs have been added to expand automation and control options. Expect more of this to continue with future updates. We will be expanding the "internal stack" available on other devices to allow even more extensive automation.

The TotalMoles logic variable on the gas sensor now returns the total molar quantity for the grid square it is in. The occupancy sensor now exposes a stack containing occupant entities and their first-level slot data, allowing logic systems to inspect what occupants are wearing, such as checking for EVA suits.

A new NextWeatherHash logic type has been added to the weather station, allowing detection of upcoming storm types. New FreeSlots and TotalSlots LogicSlotTypes have also been added, enabling better control of objects when using the Loader or Unloader.

The Vending Machine now has TargetSlotIndex which will tell you the currently selected index, and TargetPrefabHash will tell you the selected prefab hash.

[hr][/hr]
QOL

[h2]Repair[/h2]
We're slowly adding more ways to repair your base so you can avoid having to completely reconstruct parts as they become destroyed.
Large Tanks, Cutes, and Large Batteries can now all be repaired in place using various tools and materials. This information is available in the tooltip when looking at them.

[h2]LED Consoles[/h2]
LED consoles displays will now correctly orient their displays to always be up to be in line with the other displays.

[h2]Quick Fire Quality of Life[/h2]
Gas sensors are now paintable
Hard Suit Backpack now have 20 slots
Atmos Analyser Cartridge now shows temperature value of liquids.
The large fridge now has a light in it
Stationpedia pages for seeds and plants now link back and forth between them
Chargable items and devices now display their total power capacity in the Stationpedia
Added special info-boxes to Stationpedia for Cryotube and devices that will suspend metabolism.
Large Wind Turbines now rotate to point into the wind
The critical warning for waste tanks has been changed from 100% to 95% to avoid complete panic
Changed the trigger collider of the Grow Light so it now lights an equal amount in each axis.
Wall pressure is now calculated using the combined max pressure of all structures on a face, instead of per-wall deltas. This prevents weak walls from failing when supported by stronger walls on the same face. Note: this only affects walls that are back to back.

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HARM Suit Changes

The harm suit had a bunch of balance changes to make it perform better in the super hot environments of Vulcan and Venus. The coolant will now heat up by ~1 degree per day instead of ~10 degrees per day. It also has a nice new helmet interior!

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Notable Fixes

Dedicated servers now correctly save when the last player leaves, using a more reliable event-based trigger.

We also fixed a client respawn desync that could cause dropped items to appear at the respawn point due to missed position updates.

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Localization

A new comprehensive Japanese translation has been provided by community member @JouNin.

We have also pulled in updated French, Russian, and Simplified Chinese translations from the community GitHub.

Thanks to @JouNin, @CedricDx, @AlexusYT, and @MRythm for their continued support.


[hr][/hr]
Recent Community Standouts

Check out SemlerPDX's newest amazing base tour video:
https://www.youtube.com/watch?v=UXKzuIKBV3Q
Check out Cows are evil's beautiful modded base in his latest Europa playthough:
https://www.youtube.com/watch?v=0n3GnRwagtM


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Update Wallpaper




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Your support makes these updates possible


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

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[h2]Change Log 0.2.6085.26682[/h2]
Due to Steams character limit, we cannot include the patch logs for this update.

Please find them in this pastebin.

The Storm Update: Solar Storm & New Suit

Storm System Changes

For a few years storms have been an important part of Stationeers, creating challenges for players to plan and build around. In this update we’ve overhauled their visuals and resolved a number of long-standing issues. A lot of the aspects of Stationeer's storms were hardcoded to be a certain way, and we needed to do some refactoring work to increase their performance, and create a system we could start using for multiple storms. This is only the start of storm related content we can now do, so in the future expect to see more storms roll in.

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New Storm Visualizations




The old storm effects relied on thousands of particles, which was expensive, visually inconsistent, and often leaked through walls. We’ve replaced this with a new volumetric system that’s cheaper to render and produces a better result. Storms now integrate more naturally with the terrain, and we’ve fixed problems where storm effects would incorrectly appear in areas like the interior of your base. Overall, storms are now more consistent, better looking, and less costly to simulate.

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Solar Storm

We’ve added a new type of weather event to the Moon: the Solar Storm. During a solar storm, the sun becomes significantly brighter and the world heats up rapidly. Solar heating inside bases and EVA suits increases substantially, and Stationeers outside will burn through oxygen faster as their suit’s emergency cooling system works overtime.



Hiding in shadow or wearing the new HARM suit are your best options if you need to leave the base during a solar storm. Plants and solar panels benefit from the increased solar output, but keep an eye out for blown cables.

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HARM Suit

The HARM suit is a heavy, water-cooled protective suit designed for harsh environments. Normal movement speed is reduced to 60%, but while wearing it you’ll experience no movement penalties during storms. It’s also tougher than other suits, taking less damage from impacts and significantly less damage from lava.



The HARM suit introduces new suit mechanics: it uses water cooling for superior thermal performance and provides strong protection during both storms and solar storms. However, it comes with trade-offs. You can’t wear a jetpack, and the reduced movement speed makes it restrictive. Even so, the protection it provides makes it a valuable option in challenging conditions.

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Solar Panel Re-balance

Solar panel outputs are now uncapped. Panels will over-produce on worlds with higher solar irradiance. This provides a small power increase on the Moon and a much larger one on Venus. Vulcan’s highly elliptical orbit means solar panels will now generate significantly more power as the planet approaches its orbital perigee.



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Suit Storage

We’ve added two new suit storage options. They’re functionally identical to the existing storage but provide more visual variety for your bases and airlocks. A great way to store and organize your new HARM suit.



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Portuguese Localization

A massive thanks to Marcelo for submitting updated Brazilian Portuguese localization files!


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Recent Community Standouts

We wanted to highlight some of the excellent videos being created for Stationeers. Internally we’ve been enjoying a lot of it, and here are a couple of creators we regularly follow:

[h3]God, creator of the universe[/h3]
https://www.youtube.com/watch?v=qa8mdiuOsqg
[h3]Cows are evil[/h3]
https://www.youtube.com/watch?v=GvS-QGaFd0Q

Go check them out and support your favourite Stationeers content creators. Thanks to everyone who streams and makes videos about the game.

[hr][/hr]
Update Wallpaper


[hr][/hr]
Your support makes these updates possible

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

[hr][/hr]
[h2]Change Log 0.2.5954.26176[/h2]
  • Fixed Error spam from Solar Storm due to weather fade in effect not accounting for solar storm data.
  • Fixed Solar Storm visual effect not always being applied correctly.
  • Updated Portuguese Brazilian localization (Thank you Marcelo!)
  • Added Localised Font components to DeepMiner and GPS Cartridge text fields.
  • Fixed Storm effect fadeIn/fadeout throws errors on Clients
  • Fixed Interior storm sound not playing.
  • Fixed Solar Storm light was being applied twice.
  • Fixed Storm sounds were playing during Solar Storm.
  • Fixed compile error from reference to removed weather settings method.
  • Updated HARM suit interior mesh and prefab for new visor opening animation.
  • Added two new Suit Storage variants: Suit Storage Frame and Suit Storage Locker
  • Missing meta file change for storm audio.
  • Tweaked mars dust storm colors to be a little lighter.
  • Removed some duplicated lighting code for the storm effect.
  • Made storm effect fade in and out rather than suddenly appearing.
  • Updated Storm sheltered audio clip.
  • Moved shared storm effect material setting code into helper class.
  • Updated Stationpedia page for HarmSuit.
  • Added a number of un-localized GameStrings to english.xml
  • Fixed HARMSuit had worse thermal Radiation performance than HardSuit.
  • Reverted the changes to tooltip opacity as they were causing issues with empty tooltips
  • Fixed storm distance thickening effect not starting from actual start point of the march.
  • Updated storm effect parameters for mars.
  • Updated how storm effects are colored. Added a distance falloff so we can thicken the storm up over distance as desired. Added the ability to use the noise as a mask for a secondary color such as ember particles on vulcan. Moved a lot of common functionality into the helper cginc file. Updated colors for vulcan and europa.
  • Re-enabled storm audio it is now hooked into the new storm rendering system.
  • Added Storm direction can come from any direction and is not limited to cardinal directions.
  • Moved shared marching code into helper for storm shaders. Removed old storm shaders that were using generated noise.
  • Fixed Minable ores were not being generated around aimee. This meant that when the aimee was not able to explore for ores and aimees near un-modified ore viens after loading a save would not see them.
  • Removed unused normal calulation from storm card mesh shader.
  • Fixed. When storm stopped when player was outside the wind audio would continue playing (beta).
  • Removed half res storm rendering on screen space effect as the new approach is performant enough to render at native resolution.
  • Clean-up of storm shader code, which appears to have solved several visual issues.
  • Moved ReconstuctWorldRay function into the storm helper cginc.
  • Fixed default value for storm card normal offset being too high making storm cards clip into the room.
  • Removed some unused code from the old storm effect shader.
  • Fixed outline effects showing up on the storm camera. Added camera check to OnRenderObject to skip if the current camera is the storm card camera.
  • Improved blending between noise sample slices in weather effect shader;
  • Added Higher res noise 3dtexture
  • Moved storm card normal offset into the vert shader so we can have differnt offests for the depth only cards and the actual storm cards shown on the main camera. This removes some gaps around the edges of cards when the storm is being clipped to a room.
  • Added emissive sparks effect to Vulcan Ash storm.
  • Fixed outdoor storms going appearing inside rooms. Added back in the secondary camera for storm cards and are now clipping the storm marching to the back faces of the storm cards.
  • Reauthored Storm effect 3d texture to leave the blue channel free to do a third type of noise.
  • Fixed Storm Effect mesh in incorrect place in render queue (move to transparent-1)
  • Optimised Storm effect. It now uses a 3D noise texture instead of calculating the noise procedurally on the GPU. Different levels are baked into the red green and blue channels, which allows for a single texture lookup to handle several different layers. This reduces the time taken to render the effect from 8ms to 0.5ms.
  • Changed Storm screen-space shader to run at half resolution.
  • Tweaked Mars storm values to look Ok with 12 raymarch steps.
  • Thickened up mars storm effect.
  • Fixed the StructureComputerUpright prefab so that inserted datadisks no longer have the wrong orientation.
  • Fixed a small typo in the ScriptHelpWindow where the word "charactwers" has been changed to "characters".
  • Fixed storm cards not being created for some doors and shutters.
  • Removed item basic suit shoulder pad
  • Fixed Tooltip so that it now respects the Tooltip opacity setting. previously it would only respect it if the setting was changed while the player was hovering over something, then would revert back to an opacity of 1 when the player looked away and then looked back at the object.
  • Slightly reduced the storm card offset distance to minimize gaps as much as possible.
  • Fixed partially built frames showing storms inside them. Now partially built frames will exclude storms.
  • Added Storm lighting now uses 8 closest lights.
  • Added Shader settings for Venus, Mars and Vulcan storms.
  • Reduced Number of sample steps in storm shader to improve performance.
  • Removed All references to old storm effect system and removed StormLocal script from Brain prefab.
  • Added XML data classes for new storm effect.
  • Added New storm effect material settings are now authorable inside weather.xml.
  • Added Switching between screen-space and world space variants of storm effect when inside room and outside room.
  • Fixed Items would sometimes get blown in the wrong direction during a storm.
  • Removed storm audio. It will need to be replaced with a new system.
  • Fixed storm cards showing over windows on outer grids. Pushed the storm cards out slightly. This can leave a small gap on some corners which will be addressed in a future fix.
  • Tweaked spotlight lighting anisotropy on storm effect mesh to match headlamp lighting cone size.
  • Fixed brutal spawn data so that the minimum supplies crate would be closer to the lander and easier to find when you spawn on Mars, Lunar, Europa, MimasHerschel and Venus on Brutal difficulty.
  • Added variant of storm shader to be applied directly to storm card mesh. This removes the need for another camera. Have removed the storm card camera for now but left the screen space shader in incase we want to use it later.
  • Polish Pass on Storm Screen space lighting.
  • Added Support for spotlights in storm shader
  • Fixed nullref when setting material property on storm effect (beta only).
  • Updated indoor storm effect to use a different noise function with significantly less artifacting. Set some default material values for a good staring point for a europa storm.
  • Added Rudimentary lighting effect to screen-space weather shader. The 8 lights closest to the camera are sampled to light the storm effect.
  • Fixed a bug with indoor storm effect where artefacts could appear on nearby geometry. Removed a few unnecessary parameters. Marching radius is smaller now but effect looks much better and thicker.
  • Updated indoor storm effect to take ambient light into consideration. Also allowed for more dense clouds.
  • Fixed a rounding issue that could happen when wearing the HARM suit and standing on a frame. The Harm suit would try to sample the atmosphere below the player causing a divide/0 error in the suit convection code and creating run-away heating.
  • Further balance work on HARM suit atmospheric values for liquid cooling function.
  • Added a few tweaks to the indoor storm effect for better control of light absorbtion.
  • Turned off the indoor storm effect by default.
  • Fixed DevicePipeMounted from having unusual rotations under certain circumstances when mounting on vertical pipes. This was caused by the forward axis vector in the transform being treated differently to the up and right axis vectors, and the resulting rotation being incorrect.
  • Refactored lava damage to move the damage behaviour into virtual functions in individual classes. this allows more more clearly defined edge case behaviour.
  • Changed HARMSuit and helmet to be much more resistant to Lava damage.
  • Fixed when player is in a suit & helmet. Internal items and glasses etc will take no damage from lava until suit is destroyed.
  • Fixed Solar Storm Localisation error in new world screen.
  • Fixed storm card mesh gameobject position was offset incorectly.
  • Added first pass on indoor storm effects. Storm card meshes will be generated around exterior walls/windows from which a screenspace storm effect will start.
  • Updated the cost for the ItemKitVendingMachine: All costs are halved. Large vending machine requires two kits while the small vending machine requires one. Kits now stack to five.
  • Fixed harmSuit helmet not spawnable.
  • Removed duplicate harm-suit helmet prefab
  • Fixed Blocking area of medium radiators. All variants now only occupy the space defined by the object itself. (previously they would occupy all adjacent small grids as well.
  • Removed Hard-Cap on SolarPanel panel output. Solar Panels will now over-produce power on worlds with higher solar irradiance. This change effects the maximum solar output of panels on the following worlds: Moon 750W, Venus 1.15KW, Vulcan 500W-to-1.2KW (Vulcan's highly elliptical orbit means solar irradiance fluctuates greatly throughout the year). Output of solar panels on other worlds are un-changed.
  • Changed Solar Storm now increases output of solar panels by roughly 4x.
  • Added new Stationpedia values for HARMSuit. The harm suit uses a new system for determining heating/cooling. Expressed are the operational range and the safe range. Inside the Operational range of external temperatures the suit is able to hold a steady temperature with minimal cooling. Inside the safe range the suit will be able to maintain temperature via the inbuilt AC. The suit is not guaranteed to operate correctly outside the safe temperature range.
  • Fixed Canisters hidden in slots could still receive heating from the world atmosphere in some cases.
  • Added Solar Heating Factor to Stationpedia (this expresses how quickly the sun will heat up the internal atmosphere of an object.
  • Fixed HARMSuit page not displaying in Stationpedia.
  • Tweaked HARMSuit Thermal balance values.
  • Added HARM Suit. New super heavy suit with a much greater damage resistance and higher thermal performance. The HARMSuit is cooled via a liquid canister. It is effectively immune from the increased solar heating of solar storms. Due to its weight a jetpack cannot be used while wearing a HARMSuit, however a Hard backpack or mining backpack are still able to be worn.
  • Improved Liquid canister tool-tip to show a little more precision in its fullness tool-tip.
  • Added recipe for HARMSuit and HARMSuit Helmet to Tier2 tool printer.
  • Fixed build error.
  • Added back several accidentally removed poi's from europa that were present on the map view but could not be discovered.
  • Fixed missing scene commit from rev26073
  • Fixed bug where waypoints would get registered twice from their OnRegistered function.
  • Fixed bug where building a single waypoint and trying to set the next waypoint could crash the game. Have set max iterations when looping over waypoints.
  • Fixed spelling error on save list items days 'past' should be 'passed'.
  • Added Prototype Solar Storm weather event. It can be triggered using the command "Storm Start SolarStorm". Atmosphere cells and atmospheric containers exposed to the solar storm will experience greatly increased solar heating, solar panels will experience increased power output.
  • Fixed suits were not being effected by solar heating due to them being technically hidden in their slot.
  • Fixed console screens turning off when they are on the floor and the player is nearby. Have moved the player-in-range bounds slightly further back behind the console.
  • Fixed issue where having non .save files in your autosave or quicksave folder would cause saving to get stuck. Non .save files will now be ignored, however it is recommended to keep these folders for .save files only.
  • Fixed loading game with bad save data could get stuck on black screen. Some deserialization failures would return instead of throwing an error to be caught in the outer loadgame task. Have changed these returns to throw. Now, if load fails in this way, user should be returned to the title screen.
  • Fixed error in Russian language localization with wrong number of arguments

Small Vending Machine & Performance Improvements

[h3]Thank You![/h3]
First of all, thank you all for the support. The terrain update was a massive undertaking for us and the response from the existing community, as well as all the new players, has been absolutely amazing.

We immediately broke our all time concurrent player record and then repeated that for several more days in a row.

Recent reviews rocketed up to overwhelmingly positive which is heartwarming to see.(if you haven't already, consider going and leaving a review, it helps a lot!)

Thank you!
 
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Small Vending Machine

At a fraction of the capacity, with 12 slots, the small vending machine serves as some useful compact storage for anything from food to ingots. It's just one by three small grids in size, so much smaller than the large version. This repeatedly came up as something we wanted during a play session, and now here it is.



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Terrain Optimizations and Settings

We’ve heard from many of you that you’re experiencing lower than expected fps with the new update, especially on Vulcan. We’ve done some optimisations under the hood to help improve terrain performance as well as exposed some new settings to give you better control when tweaking your performance.

[h2]Terrain Tessellation[/h2]
Tessellation is a process performed on the GPU. We use it to define small details in the terrain like rocks and cracks. The Terrain Tessellation setting controls how finely the mesh is subdivided, these small subdivisions are then pushed inwards or outwards using a heightmap texture that matches the terrain color texture.



[h2]Terrain Detail[/h2]
In order to render terrain out to 1.5KM, as we get further from the camera we sample voxel data at increasing steps to form terrain LODS (levels of detail). The Terrain Detail setting controls the thresholds at which we switch to lower detail LODS. Lower detail LODS bias downwards and tend to be smoother; distant features appear “flattened” at the lower quality settings.



[h2]Minable Render Distance[/h2]
The Minable Render Distance setting controls the distance at which mineable ores are drawn.
NOTE: if this is set higher than the “Terrain Detail” setting distant ores will appear to “float” over the terrain.




[h2]Shadows[/h2]
The Shadows setting affects the number of Cascades (Shadow LODS) and the distance that shadows are drawn. At lower quality levels we only allow large objects to cast shadows.




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Community Localization

A big thank you to the community members who have provided us with comprehensive translations for Chinese(MRhythm), French(CedricDx and Gosti_FR), and Russian(AlexusYT) languages.

They created a git repository that's maintained and allows us to easily pull their updates directly into the game.

A big thank you to everyone involved!

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Game Serialization Improvements

On some large bases people were experiencing game lag during saving. This was due to saving locking some processes for the entirety of the save process, including zipping the save. Saves now only lock game threads while necessary and release them before compressing the serialized data.

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Steep Terrain Glitch

There was a visual glitch with the terrain data on Vulcan causing extremely weird normals on steep mountains. This means that we have regenerated the terrain data for Vulcan but we have kept the old map in the game but hidden so that those with a current save on Vulcan will not have to update their terrain data, this will mean that they will still see the weird normals on existing saves.



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Indirect Addressing Fix

There was an issue with causing indirect addressing that was fixed by community member on Discord provided the fix for. Send your thanks to Elmotrix!

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Your support makes these updates possible


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

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[h2]Change Log 0.2.5919.26060[/h2]
  • Fixed Jetpack sometimes not working when very close to ground. This could happen if the sphere cast started inside the terrain collider, added a sphere overlap to check for this case.
  • Added Deprecated flag to Vulcan WorldSetting.
  • Changed updated Dedicated Server help tip for valid worlds to hide tutorials and flag deprecated worlds.
  • Updated icarus suit helmet animation to fix visor poking through mesh when open.
  • Updated icarus suit helmet mesh with new mesh, fixing a few minor uv and vert issues.
  • Added function to format all commands as a markdown table for the dedicated server guide. Commented out for now but leaving there in case we want to regenerate it.
  • Reduced High minable render distance range a small amount.
  • Added Small y offset to distant minables to help prevent "floating" effect.
  • Changed scale in range of minables shader to be a fraction of the total render distance.
  • Fixed Jetpack would loose thrust when flying over lava. It now also evaluates the lava height when determining thrust efficiency.
  • Fixed un-localised slot tooltip for lander mkII.
  • Fixed a typo for one of Jupiter's moons. name has been corrected from "Hamilia" to "Himalia"
  • Added savetype 'manual' to possible types for loadlatest command.
  • Fixed Deep Miner destroyed state was invisible, caused destroyed Deep Miners to block constructions.
  • Fixed deep mining regions not showing up on the map motherboard for lunar, mars and mimas.
  • Added StructureVendingMachineSmall to the vending machine kit
  • Fixed Some Issues with the voxel data on Vulcan. This fix will only apply to new games created on Vulcan after this patch.
  • Fixed Some cases where regions and start locations were being direct referenced when interacting with a WorldSettingData.
  • Changed increased the distance of emissive terrain effects.
  • Fixed Grammatical errors in Moon and Mimas descriptions
  • Fixed Grammatical errors in Vulcan world description.
  • Fixed saving on very large bases was pausing the game thread for a very long time. Have moved unpausing the game tick to immediately after the snapshot of the world data has been acquired. After this the serialization and zipping will continue in the background. This should get the game tick pause time down to sub one second.
  • Added more logging to each save step.
  • Removed unused replaysaveload class.
  • Added a few more restricted characters to save names which where causing saves to fail.
  • Fixed an issue with indirect addressing for IC10 scripts. Thanks @Elmotrix for the fix.
  • Added missing blueprint for flaregun.
  • Removed some related assets, blueprints, animators and audio from already deleted weapon prefabs.
  • Fixed advanced composter not connecting to chutes correctly.
  • Terrain settings pass. Reworked and added some settings to help performance scale better on low-mid range hardware.
  • Reworked Terrain Tessellation Settings to more performant values. Added Extreme Setting and an off Setting.
  • Added Minable Render Distance Setting. This effects the render range of minable ores.
  • Added Terrain Detail Setting. This effects the Lod radius of the terrain meshes (at lower settings the near-to-mid distance terrain meshes will be less accurately rendered)
  • Added missing isKinematic checks to a few places where rigidbody velocity is set.
  • Removed references to missing scripts on a few cosmetic items.
  • Added Hidden Setting "MaxConcurrentWorkers". By default this is set to processorCount-1. Some users are reporting crashes or errors on load due to the 100% all-core-work-load terrain initialisation. This setting can be used to help mitigate application CPU usage for those users effected.
  • Fixed save folder names were being incorrectly trimmed if they contained dots.
  • Updated French, Russian, and Simplified Chinese localization files. (Credit: CedricDx(FR), Gosti_FR(FR), AlexusYT(RU), and MRhythm(CN))