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The Trading Update II: Bulk Gas and Hanger Doors

The second trader update brings us a step closer to a more interesting, fun, and involved trading game loop. You can read about all the plans for trading in the previous blog post here.

Gas Trading




Leveraging the new modular landing pad we’ve made some big changes to how you buy gas from traders. With the new Gas Storage and Gas Connector modules you can now buy large quantities of gas from traders with ease. Traders will provide a range of gas mixes which you can buy a certain quantity of which will be loaded into your landing pad gas storage to then be unloaded into your base's gas storage. In a coming update you will be able to sell gas mixes through the same mechanism.


Hangar Doors




These doors have been created in anticipation of the upcoming new trader types that require a pressurized breathable environment. In some harsher environments these doors can also be used to create safe conditions for trading gas. We will be adding new variants and sizes in upcoming updates.


Jitter Fix




There has been a long standing issue with the character movement which resulted in some players experiencing motion sickness caused by a form of camera jitter. This issue has plagued the project for years and we have put in considerable effort over that time to try and solve the problem. We’ve finally found a set of solutions which resolve the worst of the issue. If you’ve experienced this issue then we highly recommend that you give it another go and see if it’s made a difference for you. This is not a silver bullet for all players experiencing motion sickness but should be a big QoL improvement for many players.


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 v0.2.3740.18150
  • Updated missing character icon when dragging bodies
  • Fixed Medium Hanger Door not being able to be opened with the crowbar
  • Removed Search button from Stationpedia as it has the same function as home button. Pressing home will return to main search screen.
  • Fixed switchgrass appearing smaller in some slots
  • Fixed transparency issue with switchgrass and hay material
  • Reduced Volume of LandingPad Center.
  • Reduced Max Speed of LadingPad Gas Output.
  • Added Quantity modifier key (C by default) effects add and remove buttons on trading panel.
  • Changed "++" and "--" buttons on trading panel now add/remove 100 items (or 1000 with quantity modifier).
  • Fixed Trader selling Zero quantities of gas.
  • Fixed cold gasses sold by trader have Temperature text colored correctly.
  • Changed LandingPads to have the same pressure strength as pipes: 60 MPa
  • Fixed bug where plants were not stacking/splitting correctly
  • Refactored switchgrass and hay to remove IGatherable
  • Allowed hay to be processed in advanced and portable composter
  • Fixed can't trade with trader.
  • Fixed Can trade with landed trader when pad is in error state or unpowered.
  • Updated LandingPad Gas Storage model and added buildStates and destroyed state.
  • Added LandingPad Gas Storage will now take damage when over 6000kpa and eventually break.
  • Added LandingPad Gas Storage tanks play stressed sound when over maximum pressure.
  • Fixed Trading can only commence if landing pad is fully operational.
  • Jitter fixes - fixed bug where players were not aligned correctly in seats/slots. Fixed a few issues around when ragdoll and collisions are set when moving in and out of slots. Made camera not snap to forward when you press alt
  • Added LandingPad Liquid Output. Pumps liquid purchased from a trader into a liquid pipe network.
  • Added Traders will now only complete gas trades if there is enough gas storage capacity in the landing pad. The max pressure of the landingPad is 6000 KPa.
  • Added Sounds and animation to LandingPadGasOutput.
  • Added Landing Pad Gas Output for pumping gas out of the landing pad that has been purchased from a trader. Constructed with (Kit) Landing Pad.
  • Fixed shuttles being able to depart when obstructed
  • Fixed Gas Connector piece not blocking large grid.
  • Fixed Polish pass on how gasses are displayed in trading panel
  • Added Landing Pad Gas Storage. This landing pad piece allows the landing pad to store gas purchased from the trader. Constructed with (Kit) Landing pad.
  • Changed Gas Traders now sell gas by the Mole. When purchased this gas will be pumped into the landing pad. (The player will need to add gas storage pieces to receive the gas).
  • Added Gas traders will sell modest amounts of pure gas at 20DegreesC.
  • Added Gas traders will now sell larger amounts of impure gas mixes at less than ideal Temperatures for lower prices.
  • Refactored pipe network to inherit from StructureNetwork base class.
  • Added AtmosphericsNetwork class as common parent for pipeNetwork and LandingPad network.
  • Changed Plants trading value is no longer effected by grow time.
  • Filled out InheritTraits to crops
  • Added MediumHanger door. A 2x1 modular door for building openings up to 4 blocks wide.
  • Renamed Airlock gate to small hanger door.
  • Renamed (kit) Airlock Gate to (kit) hanger door.
  • Jitter fixes - fixed terrain manipulator cursor not moving
  • Adjusted Hay and Switchgrass grow/decay variables
  • Add support for multiblock doors.
  • Jitter fixes - regressions on ladders, seats, cryo and sleepers. Fixed jittery bodies for clients.
  • made SwitchGrass Perennial
  • Added new "Crop" concept to game. An item that can be harvested from a plant but can not be replanted in a Plant Slot.
  • Added Hay to project.
  • Fixed Deep miner cannot be turned on/off with logic.
  • Removed mode variable from deepMiner as it wasn't being used.
  • Fixed DeepMiner continues to animate when in error state.
  • Tentative push of jitter fixes plus some fixes around dragging objects
  • Added SwitchGrass seeds and plant prefabs to project
  • Added gamestring to language xml editor method
  • Fixed Mushrooms stop growing after a while.
  • Fixed Mushrooms will now take damage after being lit for 120 seconds.
  • Fixed Plant light and darkness calculations not handling zero values correctly.
  • Fixed Plant healing and damage calculations not handling zero values correctly.
  • Fixed missing discord meta file
  • Fixed The list of all landingPad networks not begin cleared between loading new saves resulting in an error thrown on load when trying to register duplicate entries.


The Trading Update I

New Landing Pads




This new modular landing pad system is replacing the existing landing pad structure. To set up a new landing pad you will need to build a Landing Pad Center surrounded by the landing pad pieces. It needs to be at least 3x3 with a Data and Power module. There isn't currently any new functionality with the new system but you can read more about why we’ve done this and what is to come.

Hydroponics Player Feedback




We received a lot of feedback about the recent hydroponics changes, and one point that kept coming up was potatoes being too easy. While we wanted to keep an easy crop available for new players, the potatoes balance skipped out on too many mechanics. So we've doubled the time you'll need to keep them alive, and made them desire rest like the rest of the plants. We still have cooking/eating/drinking changes coming that will bring meaning, and usefulness to growing a diverse range of plants. We'll make cooking approachable enough that there is no excuse to not engage at a minimal level, but still deep enough that it’s easy to convince players to want to go one step slightly further into the system. Player feedback is the key to us making Stationeers great.



Trading Update Preview


Our current trading is a good foundation, but parts of it should be expanded to make it a mechanic that the player upgrades multiple times. Traders should be another tool the player can leverage to help them solve problems. By integrating trading with more devices, and rooms, players will constantly want to expand and upgrade their trading system.



[h3]Pressurized Landing Hangars[/h3]
Pressurized Landing Hangars will be a major goal for players. Simple traders will still be callable with a minimal setup. Gas tankers will need a larger pad and expanded gas storage. Flight based ships will need a runway. Ships with living crew may also expect a pressurized environment before conducting business. With the need for pressurized hangars, we'll also be adding multi-block hangar doors that work vertically and horizontally. The new modular landing pad structures will let players build the landing pad to their desired size, and upgrade it with the features they need. Ultimately the hangar will be a new room addition to most stations, with enough mechanics and variants.

[h3]New Communications Game Loop[/h3]
We will also be revisiting how traders are tracked down and contacted. The sky will become significantly more lonely, as traders pass by less frequently. New tiers of satellite dishes with variable power ranges will separate out the searching and contacting of signals, with some contacts requiring prolonged power expenditure to communicate with. The hardest contacts may even be in motion, and require tracking, or immense power expenditure to contact quickly. The harder contacts will bring a wealth of new experiences, bulk mining ships, gas tankers, freighters, medical shuttles, explorers and even visitor transports.

[h3]Redefined, Bespoke Traders[/h3]
Finally, we'll also be reviewing what trading is in Stationeers. Rethinking what traders are, what they provide the players, and what the player can provide to them. We'll move away from such a procedural system, and instead have more stable content that players can develop better expectations of. Traders will also change based on what world the player is on, making them more likely to positively enhance the experience of living on an extreme world. Lastly, we're looking at adding new extra rare items that aren't normally obtainable, to act as a longer term goal for players to obtain.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can see the tremendous impact that it has had. Your support through bug reporting, suggestions, and direct involvement with our team on discord make a big difference.

[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game has substantially improved from when we started. 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 the DLC we made to allow those who like the game to support us, and in return get something a little fun to continue to use in the 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 v0.2.3719.18087
  • Fixed stationepdia inputfield trying to auto select when stationpedia is not visible
  • Fixed LandingPad network reference not being set on clients for pad pieces.
  • Fixed several places where Motherboards were not using the ITraderDestination interface.
  • Renamed LandingPad.cs to LandingPadDeprecated.cs
  • Fixed part of syncing landing pad on comms motherboard not working correctly
  • Fixed Client message to call trader didn't work for new landing pad.
  • Fixed Station contacts not handling there own network serialization for trading pad references.
  • Fixed LandingPad Center-Piece not syncing parent motherboard and current trading contact to clients.
  • Fixed Trader Landing Animation doesn't play on clients.
  • Fixed landing pad straight and center piece destroyed states spawn in incorrect position.
  • Fixed Error when trying to complete trade on old landing pad.
  • Fixed new landing pad pieces being able to be built inside of frames
  • Fixed Trader shuttle offset on Deprecated LandingPad.
  • Fixed Can't call trader to deprecated LandingPad.
  • Fixed LandingPad buildStates and destroyed states using incorrect material.
  • Fixed LandingPad will now be disabled if the center-Piece or power-piece are not in their final build states.
  • Fixed Flashing anim on landing pad not re-starting after on error state is resolved.
  • Fixed Error In LandingPad Lights Anim.
  • Added BuildStates and destroyed states to landing pad pieces.
  • Fixed some mesh issues with landing pad pieces.
  • Added Landing pad flashing Animation.
  • Added Landing pad lights can now be painted.
  • Added Landing pad centre piece and power piece will flash error if Landing pad is misconfigured.
  • Added Trader can only land on a landing pad where all tiles are completely built.
  • Added Descriptions of landing pad pieces to English.xml.
  • Updated (Kit) landing pad recipe cost.
  • Decreased Potato growth time by 2x, to be two days, and gave it a small darkness desire, to increase the skill floor of the easiest to grow crop.
  • Improved Stationpedia UX. Search field selects automatically when on home screen.
  • Fixed stationpedia animation while game is paused
  • Fixed game still being paused when IC/Stationpedia panels are closed
  • Fixed Smart rotate on landing pad pieces.
  • Fixed Errors in Trader shuttle landing and take off animations.
  • Disabled main panel on IC panel in editor
  • Fixed Shuttle thrusters stay on after landing.
  • Improved Shuttle landing pad clear sky detection.
  • Fixed If Pad is obstructed trader console returns correct message.
  • Added pause button to Stationpedia
  • Added pause button to IC input panel
  • Added play button and icon.
  • Added pause button
  • removed unused animation files
  • Fixed headlamp not showing in suit storage slot
  • Cleaned up landing pad animations
  • Fixed StructureNetwork.DeserializeOnJoin reading count as Int16 instead of UInt16.
  • Fixed Type error in StructureNetwork.DeserializeOnJoin breaking join message processing.
  • Seperated shuttle craft animation files for more flexibility
  • Changes positional animation data to DoTween for more a programmatic and dynamic approach paths
  • Fixed missing plant analyser cartridge thumbnail
  • Fixed missing plant analyser cartridge electronics printer recipe
  • Removed an early exit optimisation for room generation that could erroneously stop a specific configuration of walls from registering as a room
  • Added more accurate error messages for trading terminal for when a trader cannot land because of an incorrectly configured landing pad.
  • Stopped inventory windows opening and closing when entering numbers in the console window
  • updated Nitrous Oxide's stationpedia entry to have a more accurate description.
  • Made the difficulty selection default to normal instead of easy
  • Fixed shuttle landing orientation.
  • Fixed shuttle kept getting spawned when closing trading panel UI
  • Added offset to trader on center piece
  • Fixed nitrous oxide stationpedia description pointing to the nitrogen description
  • Fixed NREs for trader/shuttle on landing pad center piece
  • Moved trade shuttle/pilot pool into base scene using singletons and prefab references
  • Fixed Error when contacting trader with no (or an invalid) Landing pad connected to the computer. It will now return the correct error message in the pop-up window.
  • Added prototype pieces for new modular trading pad system. Landing pads will now be constructed of large-grid sized blocks to enable creation of landing pads of various sizes and designs. This will support future work for new types and sizes of trader shuttle and integration of goods storage (including gases) into the landingPad.
  • Added LandingPad Center piece. LandingPads must contain ONE center piece, this is the target location for the trader to land. landing pads with multiple center pieces will be considered invalid.
  • Added LandingPad DataConnection Piece. This is how the modular landing pad receives power and connects to data networks.
  • Added abstract Structure Network class. This contains all the basic functionality required for creating a new structure network. Additionally will support bringing pipe-cable-chute networks under a common parent.
  • Deprecated Old trader landing pad.
  • Changed Increased stack-size of (kit) LandingPad from 1 to 10.
  • Fixed bad material on pipe label
  • Tweaked pipe label scaling so the text looks less stretched in some cases
  • Fixed bug where pipe labels were hidden on insulated liquid pipes
  • Fixed bug where inventory selection indicator would scroll with mousewheel while you are placing some objects. Now mousewheel scroll will not move selection while placing. The next/previous keys (square brackets by default) will still move selection while placing.
  • Moved TraderPilot and TraderShuttle into their own prefabs
  • Added new prefab for Trader Pilot and Shuttle pooling to better support different trader/pilot types
  • Fixed bug where decreasing emergency eva suit temperature via hotkey would toggle suit AC
  • Reverting rocketnet to use IPv4 address instead of public/external
  • Changed the Base scene's reflection intensity to 0 to fix shiny terrain
  • Fixed bug where decreasing eva suit temperature via hotkey would toggle suit AC
  • Added some clarification to a confusing tutorial step

Hotfix v0.2.3709.18040

This hot-fix fixes the missing plant analyzer cartridge recipe for the electronics printer and the missing plant analyzer cartridge thumbnail.

The Farming Update III: Genetic Manipulation

This week is all about gene manipulation. We’ve added the Genetics Stabilizer, Genetics Splicer, a new plant PDA cartridge, increased the impact of lighting conditions, as well as fixing a number of both new and historic bugs.

Genetics Stabilizer

There is now a stability value associated with each gene. Genes with a high stability value will mutate less when passed to the next generation. The Genetics Stabilizer has two modes which allow for the manipulation of these values. The first mode, stabilize, allows you to increase the stability of all the genes at the same time. The second mode, destabilize, decreases the stability of all genes, however it allows you to target a specific gene to be destabilized to a greater degree.

With proper usage of this appliance you should be able to target one or more genes to mutate at a high rate while freezing the state of all other genes.

Genetics Splicer

Another way to modify a plant's genes is to use the Genetics Splicer. The splicer is a simple Appliance that allows you to take a single gene from one source plant and overwrite a gene on another target plant. This is a destructive process and will result in the source plant being destroyed in the process.

Plant Analyzer PDA

The Plant Analyzer gives you more information beyond the tooltips about the current status of plants and removes some of the mystery of what goes into the growth speed of plants.

Lighting Conditions

Previously lighting was overly simplified and the light received by a plant would be limited to a single light source. Now plants can receive light from multiple sources at the same time, such as a grow light and the sun. A plant receiving more light than needed will help it achieve it’s required amount of light faster.

To bring the effect of lighting in line with the other environmental variables plants will now perish if they spend excessive amounts of time in either light or dark. Previously this would make them stop growing but would not have any permanent effect on the plant.

Multiplayer Changes in Special Test Branch

When we refactored the old multiplayer system and removed the requirement for Steam API for the game, so that the game could outlive steam (and our studio) if need be, as well as make everyone able to play the games with their friends (even if pirated) - it made our connection system very "brittle". We have come up with an entirely new connection system forked from RakNet, we call "RocketNet". This should be much more robust for establishing connections and substantially reduces memory overhead and increased server/host performance.
You can test this out in a special hidden branch of the game, unlocked with the following. Please note that there is no enabled version of the dedicated server, and this may not be as stable as stationeers main branch.
User: rocketnettest
Password: theremaybebugs
Steam Peer-to-Peer being implemented

As noted above, we had to remove some steam functionality as we redeveloped the core of the multiplayer. We realize how important this is to many people with more complex routing situations. We are working on Steam P2P again, and will have a working test version for you as soon as well.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can see the tremendous impact that it has had. Your support through bug reporting, suggestions, and direct involvement with our team on discord make a big difference.

[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game has substantially improved from when we started. 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 the DLC we made to allow those who like the game to support us, and in return get something a little fun to continue to use in the 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
  • Updated stationpedia description for plant splicer
  • Updated plant splicer description on stationpedia
  • Added stationpedia description for plant splicer
  • Added paintable material to Plant Analyzer and Stabilizer
  • Fixed missing percentage on stabilizer tooltip
  • Tweaked plant stabilizer arrow position
  • Updated plant stabilizer model
  • Tweaked plant stabilizer and splicer tooltips
  • Fixed activate button on stabilizer staying enabled when processing
  • Fixed power button flashing error state incorrectly on plant analyser and stabilizer
  • Fixed progress percent not syncing on client for plant stabilizer
  • Fixed Some Graphics settings not being applied until the user opened the settings panel.
  • Fixed Some shadow settings to be defaulted on starting the game or when selecting a new GraphicsQuality Setting.
  • Plant Analyser Cartridge first pass
  • Added the ability to sample loose (non slotted) plants with the plant sampler
  • Removed allocating call from clear fertilizer tooltip
  • Fixed emissive materials on Stabilizer
  • Added Stabilizer recipe
  • Fixed bug where appliances attached to benches would not have their powered state set correctly when adding and removing power cables to the network
  • Cleaned up some unused code in device
  • Fixed syncing problems with plant stabiliser
  • Fixed powering issues with Stabiliser
  • Changed processing times. Stabilise: 1 minute, Destabilise: 2 minutes
  • Fixed slot scaling in Stailiser slot
  • Fixed tooltips to be more consistent with previous appliances and devices
  • Made plants in splicer scale to the slot size
  • Fixed issue with bench on/off switch not having an effect on connected appliances' power state. This will only take effect on newly added appliances for now
  • Tweaked power usage for some appliances. Lamps 1W, Packaging machine 5W, Paint mixer 5W, Plant analyser 10W, Plant splicer 100W, Plant stabiliser 100W
  • Fixed some emissive materials on plant analyser
  • Removed error log spamming from Astroid.cs
  • Fixed NRE from unset human in cursormanager
  • Changed stability to float, but sbyte for networking.
  • Slowed down splicer animation
  • Changed plant mutations to roll genetic variations at the extremes of possibilities when plant stability nears -1.
  • Increased the genetic mutation amount that passes onto children after plants are subjected to negative parameters by 60%.
  • Added plant genetic splicer. Can be used to copy a chosen gene from one plant to another. After copying the source plant will be destroyed.
  • Fixed Entities positioned incorrectly in seats (regression from rev. 17908).
  • Fixed Player not positioned correctly in rover and camera not locked correctly to rover position (regression from rev. 17908).
  • Changed Disabled inworld interaction when sitting in rover as it was causing the collider targeting to flicker in and out. Rover buttons can still be used while seated by using mouse control (Alt Key).
  • Fixed Compass not reporting correct heading when seated in rover (regression from rev. 17908).
  • Fixed cancel token for processing stabilizer
  • Added first pass implementation of Plant Genetic Stabilizer
  • Fixed Tracker cartridge arrow not pointing in correct direction. (regression rev. 17908)
  • Changed Reduced power consumption of portable beacon. It will now last 5 in-game days on a small battery.
  • Fixed Other players in multiplayer looking towards local players IK target instead of their own IK target.
  • Added LightTolerance and DarknessTolerance genes to stationpedia and genetics panel.
  • Improved Plant Light and Darkness needs to be calculated in a real-time way rather than on a 1-day tick.
  • Added Light Tolerance and Darkness Tolerance genes. Plants left in permanent light or darkness will eventually die.
  • Fixed Compass not showing correct heading.
  • Fixed Thrown items would sometimes collide with suit.
  • Reverted mushroom recipes until the issues around them can be resolved
  • Fixed Targeting ray-cast for 1st person interactions is incorrectly offset.
  • Removed An instance where character physics interpolation could be disabled.
  • Fixed Creative spawn not putting item in-front of player. (regression rev17908)
  • Fixed Physics interpolation on players sometimes getting disabled on load.
  • Fixed harvey throwing errors when planting
  • Fixed harvey being able to harvest non mature plants
  • Fixed plant seeds sometimes not coming back for perennials
  • Fixed harvest quantity for fruit being very low after the first harvest for perennials
  • Fixed Items held in hands stuttering/ghosting when rotating view.
  • Improved responsiveness of mouse input. Removed smoothing functions from camera input and IK targeting.
  • Fixed Stuttering movement on first person helmet.
  • Removed Hands and helmet lagging player movement in first person. 1st person helmet and items in hands are now locked to player camera.
  • Fixed Items in hands stuttering movement when circle-strafing.
  • Changed Character Prefab, y-rotation Transform is now on a separate layer so as not to interfere with rigid-body interpolation.
  • Moved Some character and camera movement code into the correct parts of the update loop (in most cases this was moving animation logic from fixed-update to late update).
  • Fixed missing quantity modifier key from certain tooltips
  • Revert MixInWorld changes
  • Added 'direction' option to the atmos debug command
  • Adjusted atmosphere mixing so that new empty atmospheres mix more slowly for the first few ticks. This should alleviate issues with mining on high pressure worlds throwing players around
  • Fixed not being able to save if Save Path in settings is set to a bad path. It will now fall back to the default path and default the Settings Path.



The Farming Update Part II: Balancing & Bugs

Continuing to expand on last week's update, we've added some new features to how plants process light and made some quality of life changes to the plant tooltips. We've also focused on general big fixing.


Plant Light Changes


Sunlight and grow lights now both scale the amount of time the plant has received light for, based on their solar intensity. Sunny planets like Vulcan receive a 150% multiplier to time spent in light, while distant, cold planets like Mimas only receive 18% of the time spent in light. Plants grown solely from the sun on distant planets may become extremely stressed, and struggle to mature. Grow lights have been reduced to 80% intensity.



Fortunately, grow lights now cumulatively add light to plants in combination with the sun. Hydroponic setups with both exterior windows, and artificial lighting will often have an edge in meeting a plant's light requirements. Additionally, we've added the ability for plants to get an extra growth bonus for extra time spent in the light. Some of the longer growing plants, corn and pumpkins, have had their required darkness lowered, so you can give them extra time in the sunshine.

Keep in mind that plants still need a rest period out of light, and wont get growth bonuses when stressed from lack of rest. You may want to automate the process with solar sensors, timers, or just an old fashioned light switch.

The several plant entries have had descriptions updated in the Stationpedia, to point out the nuances of several plants, and give players an idea of what growing the crop may entail.


Plant Names


Plants can now be given custom names using the labeler. Additionally, when you use the labeler to give your planter a custom name that name will be passed on to the plants as well. This will help with organizing your farm and save getting your plants mixed up.


Localization


We've done a lot of work on getting more localization coverage. Work is continuing here but the changes have not yet been exposed. In the coming months we will be putting more effort in to this area, so watch this space.


Saving Bug Fixes


There was a number of nasty bugs around saving that was causing corrupted saves and resulted in some weird behaviour after loading them again. The Discord integration was sometimes causing games to fail to load, this is now being handled correctly so you can continue to load without Discord integration.

Some people were experiencing empty tanks, or rather missing thing atmospheres, after loading a game. We've implemented a temporary fix for this and are hunting down a permanent solution. If you are still experiencing this then please do report it.


Your support makes this possible


The major refactor has been a huge milestone for us and we think you can see the tremendous impact that it has had. Your support through bug reporting, suggestions, and direct involvement with our team on discord make a big difference.
[h3]If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a great deal of difference to the project. We have worked hard on this project now for five years, and we feel confident the game has substantially improved from when we started. 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 the DLC we made to allow those who like the game to support us, and in return get something a little fun to continue to use in the 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 v0.2.3678.17897
  • Updated plant tooltips to be more compact and only convey verbose information when something is wrong
  • Improved stationpedia layout for plants that interact with multiple gasses.
  • Fixed trader throwing error when no comms motherboard is inserted into computer
  • Added Plants now can get extra sunlight per day, giving them a growth bonus, only if their required darkness time is met.
  • Added Plants now normalize their lit time to the strength of the light source. Growing plants on planets with low solar intensity will require more light time.
  • Added Plants can now cumulatively have the sun, and a single grow light applying light to them.
  • Changed The basic grow light to only provide light at 80% Intensity.
  • Reduced Corn and Pumpkin's minimum darkness, to allow them to gain larger growth bonuses from extra light.
  • Updated individual plants stationpedia entries to highlight design intent/differences.
  • Fixed stacker tool tip showing quantity twice
  • Added in some missing text in stationpedia and tutorials
  • Fixed Centrifuge sometimes throws error when exporting processed dirty ores.
  • Added more detailed exceptions within Asteroid.SetMineableRenderers() to try track down a bug
  • Fixed 5-way cable junctions reduced to 3 from 4 cables to be the same as 6-way junctions.
  • Fixed GameStrings key issue
  • Fixed Error when reading collectableGoods on modular rocket before it has been launched (will now return false).
  • Removed hard coded failure strings from tooltips into GameStrings
  • Fixed split stacks only going to the left hand. Split stacks will now go to any free hand or merge with a stackable in hand of the same type. If none is found the split stack will be dropped on the ground.
  • Moved success tooltip messages into append message method
  • Moved more tooltip strings into GameStrings for localisation
  • Made sorter filter scroll bar slightly wider
  • Fixed 'stormend' command not working correctly. Replaced 'stormbegin' and 'stormend' commands with 'storm start' and 'storm stop'. Stop command will now correctly stop the current storm.
  • Fixed Spelling error in Plant tooltip.
  • Fixed Instance where a save with a lower than expected number of serialized trader contacts would fail to load.
  • Fixed game string key double up
  • Added missing mushroom recipes
  • Removed obsolete class HelpTextDevice migrated to GameStrings
  • Moved more hard coded strings to GameStrings for tooltips
  • Fixed ArgumentOutOfRangeException thrown by Comms-motherboard when save contains erroneous trader contact data. Data will now be parsed correctly and erroneous data discarded.
  • Fixed NREs when clients plant plants
  • Fixed delete plants being called on client
  • Fixed labelling plants on clients bringing up labeller window on server.
  • Added Plant Genetic Analyser will now show the name of the plant that the sample came from.
  • Added Plants and seeds can now be given custom names with the labeller. When labelling a stack of plants all items in the stack will receive that name.
  • Added All planters can now be named with the labeller. Plants in the planters can be renamed by targeting the plants slot with the labeller.
  • Added Plants will retain custom names when planted and pass on custom names to harvested child plants and seeds.
  • Added Plants in a planter with a custom name will have the planters custom name appended to their custom name i.e PotatoGeneStock02_PlanterA
  • Added Stacked Plants will retain their custom names in the same way as they retain their genetics data.
  • Removed IsCustomName bool. It is more robust and performant to use !string.isNullOrEmpoty() instead.
  • Converted ConsoleWindow GameStrings to Localistaion2.GameString
  • Removed Thing overloads in GameString.AsString() to use the string casting at the high level to avoid excessive overloading or boxing
  • Fixed audio related NRE that sometimes occurs during loading save
  • Added cancel button to the 'this save is old' warning popup
  • Disallowed saving when game state is 'loading' and in a few cases were the directory may not have been established yet
  • Added partial fix for tanks being empty when starting a new game. Now, the game will be saved after several game ticks (instead of immediately) to let atmospherics settle
  • Potential fix for locking issue for cable networks while client is in join process. STAT-2875.
  • Re-ordered chutes in chute kit. New order is: straight, corner, window, junction, flipflop, valve, overflow, inlet, outlet
  • Rounded values on the plant genetics panel to make it easier to read
  • Fixed NRE RocketTankModules when loading game causing load failure. Fixes STAT-2862.
  • Fixed Chute digital Flip Flop Splitter Left is missing from building variants
  • Fixed issue with IC dropdown being covered by text area. Turned off raycast target on text area.
  • Removed deprecated incidents menu
  • Fixed formatting and changed text on the Laptop's Stationpedia page
  • Added further messages to plant tooltip to let players know when the plant is not yet mature or not yet seeding
  • Fixed game strings variable indexing causing issues with localisation in tool tips for plants
  • Removing mothership references in stackable
  • Fixed plants replenishing their fruit on loading save. Will now load with the correct number of fruit.
  • Fixed Colliders disabled on window shutter glass.
  • Changed multiple hardcoded strings for tooltips to GameStrings for localisation. Still many more to go.
  • Fixed Sun is not visible through window shutter when open.
  • Fixed Discord error that could cause save games to fail to load. Error is now handled correctly and game will continue to load without discord integration.
  • Fixed Seed bags get deleted when exported from silo.
  • Fixed Stacked cooked foods don't become decayed when put into silo.
  • Fixed Soups and cereal bars can now be stored in silos (they previously turned into decayed foods)
  • Fixed plant sampler battery slot trigger not allowing you to insert battery with single click
  • Fixed plant sampler display text staying visible when battery is removed
  • Fixed Recursive power networks will now blow fuses instead of a cable if a fuse is present on the cable network.
  • Fixed Potential fix for comms-motherboard throwing error when printed.