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The Trading Update IV

Trader Overhaul


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

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


[h2]New Trader Types[/h2]
There are currently 5 unique traders, each buying and selling their own unique set of goods. Higher Tier versions of the traders will trade a wider variety of items.
They are:
  • Ore Trader: More Ore Less
  • Alloy Trader: All Alloys
  • Hydroponics Trader: Green Futures
  • Gas Trader: Gas For Less
  • Construction Trader: Build INC
Gas Trading


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

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




New Trader UI


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



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


What's Next?


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




Your support makes this possible


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

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

[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.[/h3]


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

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

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

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


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


New Years Bugfixes

2022 was a very busy year for the Stationeers team. We consolidated our Statiioneers team with our ICARUS team at the same location, allowing us to draw together our talent and experiences across both teams.

Multiplayer

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

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

Working on the "hook"

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

Bug Fixes

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

[h2]Bellow are the key fixes in this update[/h2]

[h3]Trader Contact List[/h3]
The trader contact list was sometimes breaking when you left a game and started or loaded a new game and would persist until you restarted the game.

[h3]Stationpedia Issue[/h3]
We added the ability to pause the game while viewing the Stationpedia but the search was not working correctly while paused.

[h3]Atmospheric Network Errors[/h3]
Changing an atmospheric network was causing devices to enter in to an error state and would only be fixed by turning the device off and back on again, which was not always possible.

[h3]Game Hanging While Loading[/h3]
When starting a game it would hang for an indeterminant amount of time when it had reached about 90% completion. There is now no stall time at all.

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

Your support makes this possible


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

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

[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.[/h3]


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

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

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

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


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


Hotfix v0.2.3761.18233

  • Dishes now release contacts from interrogation if the wattage requirement is no longer met, this addresses a missmatch of information between the contact UI and the interrogation popup.
  • Fixed possible issue where contact manager could potentially crash.
  • Added ability to read and write power setting for small and medium satellite.
  • Fixed mismatched types for power setting when updating clients.

The Trading Update III: Contact

Trading Contact System

When revisiting the trader contact mechanic, we really wanted to create an engaging system that would encourage engineering, automation and problem solving. In addition to finding traders, we’ll leverage this in the future to find destinations for your rockets, answer distress signals, and invite visitors to your station. The process of contacting contacts has been split into a few concepts.

[h2]Contacts[/h2]
Instead of dozens of contacts constantly spread around the sky, we’re moving to a more logic driven approach of having rules dictate when traders are available. As we transition from our older trader system, into the new one, we are providing the old traders as three separate tiers of contacts. These current contacts have increasing difficulties to contact and hang around for about 20 minutes before they leave and another one takes their place, so you’ll have to find the harder contacts if you want to check out many traders.



[h2]Detecting and Resolving[/h2]
Contacts must be resolved by the dish before it can determine how accurately it is pointed at the contact. The time to resolve is determined by the dish's power output multiplied by the dish alignment, over the contact’s expected resolve wattage. If the contact is resolving too slowly, it likely indicates you are not close to the target at all, and you should try a very different angle since effective power levels scale exponentially with accuracy. Alternately, the contact might have a very high expected wattage, and your current dish just isnt big enough to resolve it in a reasonable time. The resolving process only uses 10% of the actual power your dish is set to.



[h2]Interrogating[/h2]
Once you have resolved the contacts position, you’ll be able to press the interrogate button. Similar to resolving, you’ll need to land enough wattage on the contact, but fortunately the interrogation dialog will inform you of the current calculations. Unfortunately, Interrogation does have a hard minimum, and if the dish is not pointed well enough, or the power is too low, you won't be able to start the process. Interrogation also has a time requirement, with harder contacts taking significantly longer, so you’ll want to use high wattages to ensure you finish before the trader moves on. Once interrogation is complete, you can land the trader just as before.

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


Satellite Dishes




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

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

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

Your support makes this possible


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

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

[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.[/h3]


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

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

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

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


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


Hot Fix v0.2.3742.18161

Today we're doing a quick patch that brings a new low level multiplayer implementation. This change should mean that the network performance is better and connectivity should improve in some situations.
The larger issues around connecting to servers is an ongoing task that is actively being worked on.

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

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