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Consolidated Patch Notes v0.2.2035.9345*


This patch was a while coming, but I'm sure when you see everything we've got crammed into it you'll understand why!

Trading

The first pass of traders is complete. By using the satellite contact system we added in a previous update you're able to request that traders visit your base to exchange resources. You'll find on your uniform a new slot to store a Credit Card (can be manufactured in the Electronics Printer) that will track your credits obtained via trading. The traders have varied inventories and pricing is based off the materials used to craft items - helped by raw material costs based on the rarity of minerals on your world. You'll need a landing pad and computer with a Communications motherboard in order for them to be able to land. We'll be looking to expand the range of things you can do with these satellite contacts in the future.

Cargo Rover

The first land-based vehicle can now be manufactured via a Kit (Rover Frame) on your Fabricator. This lets you place the foundations and progress through several build-states before you get your completed Rover. They'll require batteries to run and oxygen tanks if you wish to utilize the internal atmosphere. They also have a couple of storage slots on the rear to carry around Dynamic Crates or Portable Gas Tanks which can be attached using your Wrench from nearby.

Species Packs

So as most of you following the game know, we've spent the last few months investigating several large technical refactors as detailed in previous patch notes. Instead of letting our asset backlog grow even further, the art team were tasked with creating something we could implement with minimal programmer input, outside of the already promised scope of the game, to not only gift to the various contributors that have been particularly dedicated to helping the community, but also to allow those who had asked for a way to further support the game the means to do so.

All those in Discord with the rank Community Developer or Community Contributor should now have been sent their redemption keys for one or both of the new species packs. We'll detail these more below, but while they'll be available in any game, only those with the packs will be able to actually take control as one to play with.

The Zrillian Species Pack introduces the Zrilians, who feature a startlingly similar physiology to our own - except requiring Hydrogen to breathe and exhaling Nitrous-Oxide. This makes their ideal breathing environments particularly hazardous, and any attempt to create a breathable atmosphere for both them and humans even more-so.

The Hazardous Environment Mechanical Droid or H.E.M Droid was created to venture into the most dangerous areas of space without risking human life. They don't need to breathe like we do, but need to carefully manage their power usage as they rely on batteries to function. If unable to draw sufficient power from their battery, they'll slowly lose consciousness until they pass out.

The way Stationeers is designed made these gameplay changes incredibly simple to apply. We were able to just make a copy of the existing human lungs and change the gas values it consumed. For the Droids we were able to use our existing power consumption code, but apply consciousness damage if none was available. We already had the fade to black and passing out done for humans, so got that for free!

Modding Fixes and Improvements

We did a pass several long-standing bugs around mod data loading for recipes and items, as well as made all mod data now sync from server to clients on join. This should reduce instances of issues caused by server and client having mismatched mods or mod load orders.

What else we're working on...

As always, we like to include a bit of information about what is being worked on but didn't make it this update. Work continues on the session abstraction, meaning a game lobby will be able to exist independently of the game world. This will smooth the way towards round-based play, as well as other game modes that take place across multiple worlds with the same players/inventories. We're also looking at a large optimization pass on terrain saving/loading to prevent the issue we've currently got where spawning in a lot of terrain can blow out your save size significantly. In addition to this we'll continue to evolve the Rover and trading mechanics, and start looking at expanding some systems that were put on hold so that we could focus on the recent technical refactors - like the incident and expanded scenario system. No doubt this time will also include numerous optimizations and quality of life improvements based on the feedback we receive on Discord.

Last but not least, the potential replacement for the existing tutorial is available for testing on the workshop! We're committed to improving the new player experience in the game, so as soon as we have the last few bugs squashed on this one we'll make it available to everyone.

Hotfix Version 0.2.2035.9345
  • Fixed missing recipes for Satellite Dish Kit, Landing Pad Kit and Comms Motherboard.
  • Fixed DLC characters not appearing for players that haven't purchased the DLC.
  • Changed some of the trader names due to readability issues.
  • Updated the LandingPads turned off animation.
  • Fixed robot main menu characters eyes floating about. (Thanks GhostMan)
  • Fixed world setting data sync and mod issue. It didn't override world setting data(SkyBoxMaterialName, TerrainPrefabName, etc) from mod or saved world.
  • Updated Localized Text (Current 14th June).


Hotfix Version 0.2.2029.9331
  • Fixed issue causing many object textures to appear incorrectly.


Version 0.2.2028.9326