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Stationeers News

Nitrogen Ice, Optimizations & Tutorial Improvements

The pace of our development has been able to substantially ramp up. The refactor work to redo much of the games foundations is now paying huge rewards in terms of our ability to iterate and produce content and fixes. Additionally, the new team members we added over time are now operating at full capacity with a much more robust codebase.



Through the week and the weekend we worked with the community on discord to continue to hit off some of the more problematic bugfixes, introduce a few community requests (such as exposing more logic variables), and fix bugs. A huge thank you, as always, to our amazing community for this hard work.

Support our development with this New Cosmetic DLC pack


Many on our Discord have been asking for ways to support the project. Last year, we put together a cosmetic pack for the Human Species, but got distracted with our significant refactor. But here we go - a purely cosmetic pack for the Human species, adding hair and new faces.
[h2]This DLC offers players a way to support for our development. If you like the work we have been doing, please do consider purchasing[/h2]

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/?beta=0
We have added a note to all our DLC indicating their purpose. We continue to add new content (such as new worlds) without locking them behind DLC, instead opting to put packs out like this to offer ways for players to support the project.

Stationeers is quite a niche game with a limited market. Thanks to the support of the community so far, many of whom are purchasing the DLC simply to support the project, we have been able to expand our great team and delivered on a major refactor to the project. We look forward to a bright future from the base we have now established.

Localization: German Voices In Game




The German community continues to be incredibly strong for the game. We still have a long way to go with our localization, and we will continue to work hard at this. But in the meantime, we have a thank you to the German community by including our first voice pack in the game. Currently, German voice will only be used if your language is set to German as a temporary measure, in future we will allow you to set the voice pack language separate from the text language.

Additionally, we have redone the voice pack audio effects in line with community feedback to make them less "clean" sounding. As always, please let us know your thoughts about these changes and we will continue to adjust them.

Optimizations


As we work towards establishing what the "stationeers" survival experience will be, we want to make sure maximum scale is supported. We believe one of the defining characteristics of Stationeers is the sheer scale the game is able to simulate. This is possible due to extensive work to use the maximum cores on your computer, and for multiplayer provide a very efficient system to send data out to clients.

This week we include a lot more optimizations, many quite small in their own right, but together (especially with large bases) many users might notice some further improvement in their frame rates. We will continue to optimize the game more and more with every update.

[h2]Airlock Speed and Performance[/h2]

One specific area players will notice is that Airlock Circuitboards now operate significantly faster. They're also more performant as well. If you have many airlocks running, you will notice improvement performance now.

Atmospheres Changes




As we head towards broader enhancements to our atmospherics system, we need to better provide resources for players to be ready.

[h2]Nitrogen Ice now spawns[/h2]

This week we have nitrogen ice spawning in worlds (non hot ones). This can be used as an inert gas, which will become important as we introduce concepts such as O2/CO2 Toxicity. Additionally, it is useful to reduce the flammability of your atmosphere.

[h2]Coming Soon: O2/CO2 Toxicity[/h2]

As noted above, balancing your air requirements is going to become much more important. Managing the atmosphere to balance all you need from it will gain increasing importance. You will need to start balancing the amount of O2, ensuring not too much CO2, and using inert gases (such as Nitrogen) to balance the difference.

[h2]Coming Soon: Fire Improvements[/h2]

We have extensive changes coming in the next few weeks that will make fire much more of a hazard. Already in this update, a few changes introduce more sources of ignition (such as fabrication machines, microwave, etc...). A complete refactor to fire will be released in the next few weeks which will really up the danger of fire in general as well as visually enhance it a great deal. Use these next few weeks to start preparing your bases with a view of safety.

New World Preview Scenes




We've been working to improve the preview scenes for the worlds, so you'll notice some beautiful new views before you head in! Additionally, Vulcan now has a new and improved Black Hole sun to really enhance the experience. A new world is planned to be added sometime soon as well, we're thinking how we could use this new world to enhance the game further so stay tuned.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can already see the tremendous success. Your support through bug reporting, suggestions, and direct involvement with our team on discord makes a tremendous 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 is 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 whole 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/1038400/Stationeers_Zrilian_Species_Pack/

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

Changelog v0.2.3456.16909
  • Fixed in game hair variant not changing correctly when wearing hats or helmets
  • Added Appliances (Microwave/ReagentMixer) and Fabricators (Autolathe etc...) are now ignition sources. They will also put out a small amount of extra heat when they are operating. Be careful using in environments that have volatiles etc...
  • Added ability to ping ui slots for tutorials
  • Fixed misc NREs when loading game on dedicated
  • Fixed CommsMotherboard exception on dedicated when joining
  • Fixed saving spinner being visible when you launch the game until a game is saved
  • Minor optimizations to logic screw audio noises.
  • Minor optimizations to audio, trading, and logicOnOff button.
  • Optimized occlusion manager handling of dynamic things.
  • Optimized batterycell flashing animation and helmet switch state animations.
  • Optimized LogicDisplay render text changes, and roadflare burning.
  • Optimized wheel rotation for stacker, vending machine refrigerator.
  • Optimizing drilling animations for the Mining Drill.
  • Optimized movement controller to reduce memory allocation for jumping and emotes.
  • Fixed mission pings not showing up for things in slots
  • Fixed Star settings were not being correctly applied to world. New Star class (may require a change by modded worlds) applied for the two star mappings. Also optimized the star rotation and material functionality.
  • Removed obsolete methods. Pointing Checkfiles to new StationSaveUtils class
  • Fixed NRE directory when starting new game
  • Added German suit voice.
  • Updated Audio processing on English suit voice.
  • Added placeholders and migration methods for new save directory structure.
  • Fixed broken seams between chunks. This is an exploratory fix, it may now allow seams to be better sealed. This allows chunks to make as many rebuild tasks as it likes.
  • Fixed normal maps too heavy for new human cosmetic pack faces
  • Added Large Passive Radiator. It is optimised for convective cooling/heating and will be most effective in environments with world atmosphere. The Device is fully passive and the liquid/Gas will flow throw the radiator in the direction of pressure.
  • Added ItemKitPassiveLargeRadiator recipe to PipeBender Tier 2 printer.
  • Updated Character Creation scene, using the same suit (hardsuit) for both masculine and feminine human species.
  • Fixed helmet added in character creation scene doesn't match the suit.
  • Added DLC cosmetic hair to all female and male DLC characters.
  • Fixed facial expression not working for one of the new faces
  • Optimized locker handling of making items visible/invisible when closing.
  • Optimized render change assignments when being made off the main thread.
  • Optimized off thread changes for Entities, Sensors, IC Writer Motherboard, and Logic Buttons.
  • Optimized Status update (blinking notifications).
  • Optimized player suit leak system and prepared context strings for localization.
  • Fixed skybox prefabs would remain in scene when returning to main menu from a game.
  • Updated all menu scene previews for world to be more interesting, with additional prefabs and more effects, new textures, and models.
  • Replaced old UI planetary main menu Vulcan scene with an improved one.
  • Replaced in-game Vulcan Black Hole Sun with an animated and visually improved model.
  • Fixed plants were decaying when planted in a tray. Credit: Neouni
  • Optimized item decay. Was being handled individually (!!). Now moved to a centralized tick, on the server and client, that handles decay on items. Currently being handled on the main thread but in future can be moved to a worker system. This could give significant memory and performance improvements for bases that have a lot of decayable items.
  • Optimized Station Batteries so their flashing image was no longer generating coroutines and causing memory churn.
  • Optimized Chunk Generation and item out of bounds despawning to reduce memory churn and CPU usage in cleaning up, especially when lots of chunks are being rendered at once or items are falling out of bounds.
  • Optimized WaitThenInteract for all interactables. Now no longer uses coroutines that was causing memory turnover and wasted CPU cycles.
  • Optimized WallLight shadow changes. Now no longer uses coroutines that was causing memory turnover and wasted CPU cycles. This was occuring as players walked around, so very often especially if you had a lot of lights. With large bases this will reduce some of the GC overhead for memory, helping slightly for CPU.
  • Removed old LogicType.Idle functionality from ArcFurnace, as it was effectively useless.
  • Added LogicType.Idle to ArcFurnace. While return 1 while the ArcFurnace is actively smelting, and 0 once it has finished.
  • Added LogicType.Idle variable to door. Will return 1 while the door is animating, false while it is not 0.
  • Pulled ArcFurnace tooltip strings out into GameString so they can be localized to other languages. This will be a long process where we pull out of a lot of these strings.
  • Optimized ArcFurnace to not use coroutines for smelting. Changed from LocalGrid to GridPosition for source of smelting gas, possibly fixing arc furnace if it is the source of heat spot bug sometimes reported on forums.
  • Fixed ReagentReader next mode was reversed, causing the wrong direction to be used when getting the next mode. Credit: Risu.
  • Fixed possibility of an invalid cast of an enum for Programmable Chips for double and int. Credit: Risu.
  • Added LogicType.EnvironmentEfficiency and LogicType.WorkingGasEfficiency values to be read on the StirlingEngine, at the request of Mordiaky from discord.
  • Added action to motherboards and circuitboards for AttackWith a screwdriver. If you use a screwdriver on a motherboard or circuitboard, you can clear the motherboard. This will attempt to delete all references on the board, helping when they get bricked due to null devices containing a reference when deleted. Options to do this on the card will be dealt with later, but this is a temporary solution.
  • Optimized AdvancedAirlockControl and AirlockControl to no longer use coroutines giving performance gains, especially where they are used often. Also increases the speed of the airlocks significantly. Reduces the GC can CPU usage for airlock controllers.
  • Added IsBusy property to Doors to allow for faster operation of airlocks and associated systems.
  • Fixed exceptions caused by missing cosmetics data on characters during load.
  • Fixed handling of null character kit resulting in halted execution during load. Now will gracefully print an error in the console and continue loading.
  • Added Nitrice (Ice) item and Nitrice voxel deposits. These will only appear in new worlds, as VoxelTypes are created for your save file, to preserve save functionality during balancing and changes. 'Nitrice' is a form of Solid Nitrogen found as deposits. It is an inert gas that can be useful for pressurizing atmospheres. It will become more useful once O2 and CO2 toxicity is introduced.
  • Fixed a variety of strings in the Stationpedia were incorrectly using color tags.
  • Added a lot of links in the stationpedia that were missing, to help people find information better.
  • Fixed missing character kits getting stripped in build
  • Fixed server pausing on hosted server.
  • Fixed head meshes not showing up in character customization
  • Fixed missing materials in character customization scene
  • Added placeholders for improving steam cloud sync for saves
  • Fixed port being parsed as an int32. Changed to uint16 all the way down the chain.
  • removed blocked.txt in favour of new banning system
  • Improved server banning. Now adds ID to blacklist regardless if client exists. File location now respects SaveData setting.
  • Fixed LargeExtendableRadiator required a mkII angle grinder to deconstruct (now any angle grinder will deconstruct it).
  • Added Script for Large Radiator.
  • Fixed issues with player cookie being used on dedicated server
  • Fixed character dlc missing script in player prefab again
  • Moved devconfig to persistent folder and out of repo
  • Fixed character hair choice being offset by one on loading character customisation
  • Fixed missing character kits for DLC
  • Fixed character changes reverting when opening character creation
  • Fixed voice notification changes not saving
  • Added new graphic for quick save button
  • Added new human DLC pack
  • Adjusted game string formatting for localization
  • Added `AutoPauseServer` setting when no clients are connected. True by default.
  • Added meta server game session refresh attempt after a failture happening.
  • Added placeholder for nonsteam clientId system.
  • Changed pinging meta server to every 30s. Now silently tries again if fails
  • Fixed Localisation error for bottle slots on powered WaterBottleFiller.
  • Fixed Powered WaterBottleFiller Throws error when using smart rotate.
  • Removed Animator Component from Powered WaterBottleFiller.
  • Fixed InvalidOperationException in ElectricityManager.SerialiseDeltaState() when player joins
  • Changed RocketBinaryWriter.Position from method to property to add setter as well.


Hot Patch v0.2.3431.16810

* Fixed exception when using depart button with trader

Bugfixes & Stability

After a massive increase in players (thank you!) it highlighted that we needed to do some more work, particularly on fixing issues with the tutorials. While we knew we wanted to upgrade them to be better, we didn't realize they struggled quite so much with the changes we made in the refactor. Additionally while fixing some bugs and making optimizations, we inadvertently made more bugs.
[h3]In the future we will be implementing phase changes for gases and liquids, please start updating your bases so that you don't have frozen water in your pipes, as a future update will cause them to break and turn into ice[/h3]
Improving the Survival Loops




As we start to progress towards tightening up the overall game loop there is is some homework to be done improving the survival loops. A common source of frustration has been water. The existing ice crusher did not warm the water up and a bug resulted in the water made from ice coming out at extreme temperatures. The new Ice Crusher will stop to warm up its internal atmosphere if it is too cold. Additionally, the bug is fixed and water will come out slightly above freezing.

Optimizations and Improvements


We've continue to optimize elements of the game to further increase the sizes of base that can be supported. Our small team has been closely monitoring the forums, discord, reddit, and streams looking for problems and issues that we could solve. We released a few hotfixes over the weekend to work out the worst of the issues, but took a break on Sunday to get back into it for this week.



UPCOMING: Next Steps


Continued primary focus will be stability and bug-fixing, but we will be continuing to push towards reshaping the game towards a better defined objective - and laying on a true survival loop. This will include a solid focus on the mid and late game especially around ore generation. Expanding the trading and mission system, a load of new content (Nuclear reactors!), expanding the role of Rockets (including midgame options), new worlds, and much more.

UPCOMING: Multiplayer Improvements


As part of our studio commitment to provide completely DRM software, with no reliance on external SDKs (like steam), we have had to rip out some nice functionality to ensure everyone can play the game together, no matter the source of their copy of the game (whether pirated, on a console, or from steam - we want people to be able to play together).



We will continue to work to better support multiplayer and fix associated bugs, and we do understand some miss the peer-to-peer options Steam provides. However, our studio is committed to the goal of making games that can outlast both the studio and the store you bought it from. To do that, we need to make sure the game is not reliant on steam to play.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can already see the tremendous success. Your support through bug reporting, suggestions, and direct involvement with our team on discord makes a tremendous 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 is 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 whole 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/1038400/Stationeers_Zrilian_Species_Pack/

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

Changelog v0.2.3429.16807
  • Fixed weather station and tweaked vane movement
  • Fixed falling through the ground when closing stationpedia
  • Removed save buttons from menu for clients
  • Add early return so we don't make a game session for master server while in tutorial
  • Fixed erroneously sent network update causing the mining robot to be fixed in place on clients
  • Fixed about 20 instances, across the project, of potential unnecessary network updates beings sent
  • Fixed compile error from last commit
  • Changed Tutorial stripping for dedicated server to build server argument checks
  • Removed placeholder setting `DeleteHumanOnDeath`
  • Added actual setting `DeleteSkeletonOnDecay`
  • Fixed hydroponics tutorial again
  • Fixed powered water bottle filler slots
  • Added placeholder for DeleteHumanOnDeath setting
  • Added `deletelooseitems` command
  • Replaced Kit Sensor item mesh with a custom one that is optimized and looks far better.
  • Removed StreamingAssets/Tutorial directory from dedicated server saving 1.5GB
  • Added initial setup for localization improvements
  • Fixed exit game popup showing incorrect buttons
  • Added localisation game string to quick save and save as buttons in menu
  • Fixed error sending process message from server to client in robot
  • Changed dedicated server default save location from `Environment.CurrentDirectory` to `Application.dataPath` parent dir
  • Fixed issue where tutorial blueprints would not disappear on quit
  • Added new WaterBottle Filler. This is a powered device with an switch to turn it on and off. Its switch will flash an error if it cannot get water (either none, or too hot, or too cold). This provides more feedback to the user, as well as allowing users to toggle it on and off. Uses a very small amount of power.
  • Depreciated the old Waterbottle Filler. It will still spawn in, but deconstructing it will give the kit, which now points to the new Waterbottle filler. So existing saves should work fine, but all new fillers will be the new type.
  • Fixed SavePath setting not being respected in dedicated servers
  • Added quick save function key `F5`
  • Added closing pause menu instantly after save or save as
  • Removed save buttons from pause menu in tutorial
  • Fixed ice machine not outputting correctly
  • Changed Ice Crusher. Optimized by removing use of coroutines. Ice Crusher will now stop and heat up its internal atmosphere if it is too cold. Now also has a small tooltip window that tells you the pressure and temperature inside.
  • Changed Ice to Smelt at 5 degrees C, rather than 0 degrees C.
  • Fixed Smelted Ores/Ice that were inside a vacuum, their gas temperature was lerping towards zero. Now smelted ore/ice gas will come out at its defined temperature when being smelted into a vacuum.
  • Added Quick Save button in menu
  • Added Save Game As button in menu
  • Removed atmos spawn debug from shipped builds
  • Removed more log spam
  • Fixed potential null errors in tutorial steps related to character
  • Fixed Gas Mixing Tutorial getting stuck on open Waste Tank step (introduced Rev.16750)
  • Fixed Things without animators returning the incorrect Open value when reading IsOpen on the main thread.
  • Fixed autosave attempting to run in the tutorial
  • Fixed some unnecessary log span regarding auto save
  • Added info/info-verbose command to provide info about any IReferencable (command is: "thing [info/info-verbose] [ReferenceId])
  • Fixed Bug in 1st tutorial(Basic Concepts) where it could get stuck on "Wait for pressure to reach 60kpa" step due to the welder over-heating the room atmosphere to an out of bounds value in the check. Removed the temperature and molar check for this step.

Return of Tutorials & more Bugfixing

The last few weeks we have worked closely with the community and server providers to improve on the work of our big refactor. A key focus was to get the old tutorials working, which we have. Expect changes to this in future. Additionally we have targeted some of the worst bugs and problems reported by the community and included these as fixes. We've also taken a first pass at improving some of the more confusing aspects of Stationeers, this week it is the save system.

Changes to save files
[h3]We have made important changes to save files. Now autosaves and manual saves will be grouped together, much like other games such as Oxygen Not Included. This work helps both make the game more intuitive and supports changes needed to better run servers[/h3]

Please let us know if you have any issues. For now, there are some unusual restrictions such as you cannot name a save using "autosave" or "backup". This is temporary as we are making slow and careful changes to the save system to avoid the possibility of any data loss. We will be continuing to iterate on this a great deal over the coming months.

Return of the Tutorials




The old tutorial system got quite broken during our major refactor, so they hadn't been working. Most players get the best benefit themselves, from youtube and content creators, but it was important we restore this functionality. We do note that the feedback, which is correct, is that these tutorials are not fit for purpose so expect more work on this to come.

We will continue to evolve our efforts for "first time user experience" over the coming months in consultation with the community.

Dedicated Servers as a foundation for Dedicated Communities


One of the exciting opportunities our major refactor has bought is the ability to scale Stationeers. This is what we believe sets Stationeers apart from all other similar games. Over the past five years we have worked on every element of simulation and performance, both in singleplayer and to support multiplayer, giving us the ability to really scale the game.



However, our tools to support scaling communities has been lacking. We have opened a dialogue with major game service providers to try and improve our dedicated servers across all our products, which you will continue to see from week to week in these updates.

A notable change this update is improvements to how save and load is handled - especially for dedicated servers. This should make setting up and managing a dedicated server much better. We also had a great deal of "console spam" that made it exceptionally difficult to navigate running a server. This is fixed, and much more.

Optimizations and Improvements


We have continued to fix bugs and optimize the game. A number of key improvements are in this update which you can read in the changelog below. Some of these might give quite dramatic improvements to players; dependent on the size and scale of your game world. While future updates will start to include more new content and dealing more with the survival aspects of the game a central focus of every update will continue to be performance and bugfixing.



UPCOMING: More Localization


Behind the scenes but not in this update is further localization improvements to gain better coverage for translations in the game, allowing us to provide better support to communities who speak other languages. We appreciate the hard work from our community to help us guide the game to be more playable by everyone, regardless of the language they use.

Your support makes this possible

The major refactor has been a huge milestone for us and we think you can already see the tremendous success. Your support through bug reporting, suggestions, and direct involvement with our team on discord makes a tremendous 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 is 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 whole 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/1038400/Stationeers_Zrilian_Species_Pack/

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

Changelog v0.2.3403.16721
  • Fixed autosave not happening on thread
  • Fixed Can't push exit session button.
  • Fixed Game autosaves while paused.
  • Fixed Starting a new game after exiting a game continues saving in the previous games folder.
  • Fixed additional bugs with the tutorials
  • Added a note when starting the first tutorial
  • Fixed Leave Session button not working sometimes
  • Fixed Next Tutorial button not working.
  • Fixed Spawn atmos creative command throws error in main menu.
  • Fixed AutoSave triggering when in main menu.
  • Fixed Players cannot use strings "saves", "Backup" and "AutoSave" in their save name. (Temporary pending improvements to save file management).
  • Fixed Can't use an existing save name when starting a new game.
  • Added help logfile command for markdown
  • Fixed up -loadlatesttest for dedicated based on new saves changes
  • Fixed being able to save during Tutorial
  • Fixed Deleting a Save that had the name "Backup" would delete the saves folder.
  • Fixed Error during saving when starting a new game.
  • Fixed Error saving in a new game when no backups exist
  • Fixed autosave backups not be appended
  • Fixed If a save has no backups currentWorldInfo is not set
  • Disabled autosave in Tutorial.
  • Fixed Tutorials won't start after save loading change.
  • Added auto save class for single responsibility
  • Removed old autosave logic and replaced with current save logic for consistency
  • Added new method for handling save backup index before a save is generated
  • Fixed Error where some backup saves got incorrect meta file.
  • Fixed Deleting a save game throws an error and only deletes the backups.
  • Fixed Recursive backups Directory being created when saving from a loaded backup game.
  • Changed Pressing Save Button in game now saves to the same save session. The previous save will be backed up in the backups folder.
  • Fixed Backups sorted in order from latest to oldest with latest at the top of this list.
  • Changed Autosaves are now labelled in backups Window.
  • Fixed Old autosaves are deleted from backups. session maintains 3 autosaves, manual saves are not deleted from backups.
  • Fixed Error with load window when session has no backups.
  • Fixed Backups not accounting for existing backup names when iterating backup number.
  • Fixed backups list showing items from previous item.
  • Fixed issue with loading from backups folder
  • Added side panel on load screen showing backups
  • Fixed Search box not working in LoadSave screen.
  • Fixed Structures not switching to broken model when destroyed on Clients.
  • Fixed Byte Array Read Error on clients when explosions destroy cable or pipe networks.
  • Fixed Error thrown by book blueprint.
  • Fixed issue with SessionSortType argument out of range errors from playerprefs
  • Changed DamagedAllowed function to use inheritance to bring in-line with existing code-base practices.
  • Fixed Suit not correctly updating its position for atmospherics calculations due to it being hidden in slot.
  • Added `masterserver` command
  • Fixed Error in Internal Atmosphere thermodynamics calculation that could cause items with internal atmospheres to radiate or be heated by the incorrect world atmosphere.
  • Fixed issue where structures would not leave behind broken equivalent when destroyed
  • Fixed checksum for game session is unnecessarily long
  • Fixed issue happening when empty save name is created at new world
  • Fixed Wreckage not spawning (introduced rev. 16675, Internal build).
  • Fixed issue with indestructible objects taking damage
  • Fixed backup saves window
  • Added better highlighting feedback for load/save items
  • Fixed Print Action not printing to screen.
  • Added save name prompt before starting a new game
  • Fixed Key nor Found exception thrown when using smart rotate on small light.
  • Removed a number of unnecessary error logs.
  • Fixed Index Out of Range Error thrown by broken structures on Load that what prevent save from loading.
  • Fixed Spawned wreckage on load stealing Saved ReferenceIds.
  • Fixed White and Yellow console logs printing to screen. Only red error logs print to screen now.
  • Fixed packaging machine not working for clients
  • Fixed bug where thing max damage was not set correctly
  • Changed auto saving to override current save directory
  • Removed Un-needed error log on tutorial start.
  • Fixed NRE for checking logFile arg
  • Fixed Stacker tooltip shows incorrect stack-size quantity on client.
  • Fixed Error thrown by Atmospheric Debug.
  • Optimized Atmospheric particles for clients. Clients were previously rendering atmospheric particles for distant Grids. 10-20% fps improvement when playing as a client on a larger base.
  • Fixed Atmospherics error spam caused by edge case where a world atmosphere could be created with a volume of 0. Would result in the atmosphere having an Energy of NaN.
  • Fixed Some World atmospheres on hot planets could have a very strong direction vector that would blow player around. This was a result of bad data serialized during the atmos bug that was fixed in the most recent hotfix.
  • Fixed Exception thrown by battery when trying to update render state.
  • Added Debug.Log() at console print level if `-logFile` is used (to actually log them)
  • Added a potential catch for DoTween at our console print level
  • Fixed DoTween logspam now only reports errors only
  • Removed console logging if `-logFile` launch command is used.
  • Fixed incorrect toxin levels applied in previous change
  • Added placeholder for sending client side commands to server
  • Fixed Fully grown plants not healing when in good growing conditions.
  • Fixed issue where plant damage was not saving correctly
  • Fixed plants taking damage on loading world
  • Fixed issue where certain objects would block the sun
  • Fixed issue where lander would sometimes collide with itself
  • Fixed Can't fill water bottle in Hydroponics tutorial.
  • Fixed Tutorial loading screen not working.
  • Fixed Can play as other species in tutorials.
  • Fixed Out of range exception thrown by AtmosphericAudioHandler.
  • Added -noclear launch flag for dedicated server to skip clearing so you can see any errors before "ready"
  • Added LoadLatestCommand extend LoadGameCommand so syntax is similar.
  • Added clamp for console write buffer count. Sometimes is less than 0 and throwing exceptions
  • Removed attempt to skip Clear() on Linux.
  • Added ignoring Clearing console on linux dedicated until a fix is found.
  • Fixed Tutorials. Tutorials button has been re-enabled.
  • Added `status` command for dedicated server
  • Added try/catch around clearing cline in console. Hopefully stopping from console being unusable when exception there is thrown
  • Suppressed user input in console while dedicated server is loading up before ready.
  • Added some annoying logs for the developers when they don't add help text to a command ;)
  • Fixed Atmospheric error on clients when server sent an atmosphere with a bad Id.
  • Fixed DiodeSlide not showing correct value on clients.
  • Fixed Error spam from plants when damaged by bad Atmosphere.
  • Fixed Audio bug where wind sound could get stuck on.
  • Optimized physics tick for objects hidden in slots. bases with large active chute networks or lots of items in vending machines and closed lockers should see a 10% fps improvement.

Hotfix 0.2.3396.16649

* Fixed Error Spam and Atmospheric Anomalies caused by a math error in the World atmosphere radiate heat function (which moves Temperatures of world atmospheres not in a room towards the global atmosphere Temperature)