1. Stationeers
  2. News

Stationeers News

The StationEARS Update

Hey Stationeers,

After a "thank you" and double update at the end of 2020 for three years of incredible support, our CEO took a deep dive into the Discord zone, looking for ideas and suggestions to implement into the game... and wasn’t disappointed!



Our community had a wealth of tweaks and adjustments to suggest, as well as deep knowledge and design ideas around implementation. We had a lot of fun discussing and have now implemented them into the game!

So yes, we are always listening to you. That's why we're calling this The StationEARS update. ^_^

Highlights include:
  • Reduced loading times
  • A serious refactor of the reagent system’s performance
  • Major balance changes to smelting both alloys and especially super alloys
  • Hydroponics improvements (better feed those plants clean atmos, or else)
  • IC commands for batch writing and saving
  • New readable variables on atmospheric devices
  • Fixes to atmospheric network updates
  • Adjustments to repair
  • Cost and recipe balances
  • Power consumption standardization
  • Cleaning out some legacy items, as well as Rcon fixes
  • New content like advanced solar panels (storms can’t hurt ‘em)
  • A bigger mining belt
  • Improvements to the weather system
  • and lots, lots more!
Important! There have been some major changes to smelting recipes. Check stationpedia in game (using F1) to find more about the new pressure and temperature requirements. Yields have also been lowered for Super Alloys, so you will need to smelt more to make the previous amounts.

This is yet another update to say THANK YOU, EVERYONE - as we push on towards v1.0

[previewyoutube][/previewyoutube]

Version 0.2.2724.13197
  • Players can no longer duplicate Reagent Mixtures when merging stacks, whether this is done by devices (Recycler/Centrifuge) or by hand.
  • Fixed JumpSuit Uniform not hiding the Credit Card when one is inside the slot.
  • Fixed an issue with some languages not being updated.
  • Fixed Advanced Furnace panel display showing on the incorrect built stage.
  • Added Maximum Voltage information for cables, and max pressure limit for pipes to the Stationpedia.
  • Fixed Gas canisters that are pre-filled now recycle into the same materials as empty gas canisters. Some of these canisters previously recycled into for significantly more materials.
  • Fixed error when recycling gas canisters. Recycling gas canisters should now correctly output their contents into the world atmosphere, as well as no longer provide more resources than intended.
  • Fixed StructureKlaxon new sounds not available when interacting with device directly.
  • Fixed duct tape. Now able to repair renamable items again.
  • Duct tape can now partially repair renamable items.
  • Added New sounds to Klaxon Speaker. 5 New Looping Alarm sounds and 29 single-shot Voice lines.
  • Rebalanced volume on existing alarm sounds on Klaxon Speaker.
  • Updated world settings for all new tutorials. They now are set to survival and use the correct starting conditions.
  • Added Ground Penetrating Radar (GPR) which includes a small battery to the Default Starting Conditions. This will be included in the Lander on new Worlds excluding Loulan and Vulcan.
  • Added Ore Scanner to the Default Starting Conditions. This will be included in the Lander on new Worlds excluding Loulan and Vulcan.
  • Changed the maximum speed on the Spacepack from 8 Meters per second to 5.
  • Fixed text appearing in the Stationpedia Descriptions when they were not supposed to.
  • Changed the maximum speed on the Hardsuit Jetpack from 15 Meters per second to 8.
  • Added Sounds to CrateMKII.
  • Reduced and unified power consumption of logic devices. Most now only use 10W of power.
  • Reduced explosive force applied to gas canisters. Still might be too high, but it is now 1/3 of what it was. The small gas canisters had a very high explosive force applied to them when they exploded.
  • Added HaltAndCatchFire behaviour to IC Housing. Now ignites the atmosphere it is in, as well as applying a small explosive force.
  • Fixed Electronics Parts had a smaller stack size than what is required to construct rocket parts.
  • Fixed issue on beta branch where welder use was exponential. Each time you used the welder it used the entire amount it ever had the next time.
  • Added built states to the advanced furnace.
  • Balanced super alloys. Switched Primary resource in super alloys, away from Nickle and Cobalt to reduce resource stress on these already rare resources. Reduced yield from smelting super alloys so it now returns one unit for each complete smelting result (for example, 2 Steel, 1 Cobalt, and 1 Copper will now return only 1 Astroloy). Changed Iron to be Steel in the super alloy recipes. These changes are in line with our aim for these to be late game resources that are dangerous, require resources, and are difficult.
  • Fixed welder was not using fuel beyond being turned on. Now it will use additional welding fuel above its idle use, whenever used on construction (and in future, repair).
  • Improved occlusion in storms. Now culls structures that are beyond the fog's max distance when in a storm. Increases render performance when a storm is active.
  • Fixed Rcon console responding with a permission denied message. the Rcon console will now accept commands after you login using the Rcon password.
  • Fixed shutdown command. The server will now shutdown and close the application when shutdown is called.
  • Fixed force-feeding of other players.
  • Fixed completion rate of consumable items. You now have to fill up the interaction bar in order to consume items (pills, plants etc).
  • Changed Taking damage or nutrition getting to 0% will cause player breathing to become distressed.
  • Changed Increased the damage lungs can take before breathing becomes permanently strained (note: heal pill will fix damaged lungs).
  • Changed Reduced amount of wind noise when moving quickly through the air.
  • Fixed broken PressureRegulator event not ticking off and causing an error when completed.
  • Fixed Tutorial 11 - GasMixing and more tutorials reference ID's.
  • Fixed broken reference IDs on old atmospherics tutorial that prevented stages from being completed.
  • Added Advanced Mining Belt. Has five extra ore slots. Requires a Tier Two Tool manufactory and some alloys.
  • Fixed Leg movement foley sounds not playing when jetpack equipped.
  • Added prototype breathing sounds. Currently only active on Male Humans. Suit Breathing sound (AKA filter sound) has been temporarily disabled pending redesign.
  • Fixed Wheat and Alien Mushroom were not set to type plant and therefore not recognized by Harvester devices.
  • Decreased Solder's pressure requirements to be in line with other non high pressure alloys, based on feedback from the community. It now however must be made between 350 degrees and 550 degrees. Constantan has had its upper temperature limit removed, and now requires medium pressures(20,000kpa) to smelt. This is to give players a chance to learn about single variable smelting parameters, before moving onto the more complex smelting recipes of Invar, and even more dangerous Super alloys.
  • Added Heavy Solar variants. The basic heavy solar kits (makes flat and angled solars) uses Invar. The fully articulated solars are made from kits that require Astroloy. These solars do NOT take damage during storms.
  • Increased max power generated by wind turbine substantially (x10) to 5000W max, from the previous value of 500W.
  • Added sounds to ChemistryStation.
  • Optimized terrain generation behaviour to stop spawning terrain around most small things that are moving. This should alleviate the feeling of terrain not spawning while a storm is active.
  • Tweaked DynamicThing (e.g. flare, duct tape etc) to now be destroyed if it falls off the world, except for DraggableThings (e.g. crates) and Entities.
  • Added new model for Daylight Sensor.
  • Added furnace now smelts it's contents before smelting itself. That means if you put, say, an ore belt in a furnace... all the ores will also get smelted. Previously they would just be deleted.
  • Added Recycler now dumps gas contents of recycled content into the world, such as gas canisters and Ice.
  • Added build state stationpedia images for Airlocks, Blast Doors, Doors, and Weather Station.
  • Fixed ice would melt under far more circumstances than was intended.
  • Add TotalMoles variable as logic readable on furnace and other atmospheric devices through logic system.
  • Replaced Super Alloy models with a new model that looks more different to standard alloys, to help differentiate them more visually.
  • Fixed atmosphere network updates completely broken on beta. Grid position was being sent as an int (large integer) but read as a short (small integer).
  • Removed clamping from solar panel logic horizontal inputs. Both ratio and angle will now not be clamped for the Horizontal values. Vertical will continue to be clamped.
  • Added lb and sb IC commmand support for Hardsuit and Aimee slots.
  • Added Batch loading command to IC. Similar to the batch saving command that was added just before. See the logic functions for more information. Based on the logic batch reader, so you will need to provide the read mode (such as SUM, or AVERAGE).
  • Added IC command for batch writing. Command "sb ". The "Hash" you can see by finding the reference in Stationpedia, it's an integer number the game uses to reference that. It functions the same as the Batch Writer. This should mean batch writers will now be unnecessary when using IC's. Note that the hash can be a register or alias, just the same as any other integer is handled by the system. This allows you to vary the hash via IC code as well.
  • Added toxins (pollutants or volatiles) in hydroponics water will cause damage to plants now.
  • Increased damage caused to plants from toxins, both in the water or in the air. Now significantly more damage will occur per tick, scaling with the quantity of toxins in the atmosphere.
  • Fixed shuttle landing pad autorotate could rotate it into impossible directions.
  • Refactored Reagent network message system. This is a major change. The new system greatly reduces memory allocation and handling of reagent state changes in multiplayer, as the previous one was string based. This will lower the cost for a server to synchronize reagent state changes, as well as the cost for a client to deserialize this. It will be most noticable for improvements with bases that are constantly processing lots of reagent changes. This is a phase one improvement, additional optimizations are planned and this will help that. Additional to improving the cost of handling the message, the size of the messages related to reagents is now greatly reduced - improving network traffic for reagent state changes.
  • Fixed erroneous blueprint change causing all things normally white to become neon green, and physics exceptions from trying to create things and blueprints.
  • Added new Kit (Stairs) model in line with other furniture. The kit is also paintable now.
  • Added new Kit (Locker) model in line with other furniture. The kit is also paintable now.
  • Fixed values not being clamped for SolarPanel and SatelliteDish when received from logic system, causing weird animation issues. Now values are clamped based on maximums/minimums for that device.
  • Fixed cables render distance was set inconsistently. Now all cables have the same render distance.
  • Balanced Solar panel recipe costs. Made basic solar panel cheaper, but made the changeable solar panel require steel.
  • Removed Kit (Benches). All the recipes existed on other kits, it was a legacy item.
  • Reduced weather quality settings.
  • Added able to repair any renamable item with Duct Tape, such as tools and gas canisters.
  • Fixed recoverable exception caused by GameAudioSource null during coroutine. Now check object is still valid while progressing with occlusion.
  • Fixed no steel sheets on vulcan start so can't complete the landing pad to begin trading. Added two steel sheets
  • Balanced starting equipment. Removed the huge amount of canned food from crates and ensured two cans are in each players uniform. This allows starting food to scale well with varying amounts of players. Instead of the food in the crates, more organics of varying types are included to allow you to grow anything. A new crate called residential supplies is provided that contains tables, chairs, beds, and a microwave.


https://store.steampowered.com/app/544550/Stationeers/

Bonus Update for 2020

Without the distractions of having to run the studio I've been able to dust off my programmer legs and get a bunch of work done on Stationeers. Additionally, without people in the office I've been able to do some larger refactors that were hard when others are around, as I needed to change every file.



So here we are! A surprise update with quite a few changes, a few additions, and a lot of fixes.

[h2]New Jupiter and Saturn models[/h2]

I changed the models to much better materials, they look beautiful! I also changed their position so if you're using them for navigation or orientation, they will be in a different spot.

[h2]Stationpedia additions[/h2]

A whole bunch more information is now in the Stationpedia. Includes build state information, what things are used in, logic slot variable information, mode strings - and more!

[h2]Solid Generator Changes[/h2]

Improved to be less wasteful and more consistent. Fixed a number of bugs with it. Additionally, there is now Charcoal that you can make using Biomass in a furnace. This burns quicker than Coal.

[h2]Smelting revised[/h2]

A number of changes supplied by one of our team here who plays a lot of Stationeers. These are pretty major, check out the stationpedia in game for more info, but briefly:
  • All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation.
  • Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k.
  • Increased minimum pressure requirements for most standard alloys.
  • Raised steel temperature requirements from 600 to 900.
  • Lowered electrum temperature from 700 to 600.
  • Shrunk Constantan temperature range to between 1000-1300, instead of 1500
  • Solder now has a very high pressure requirement, at 20000KPa
  • Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500

[h2]Food/Plants revised[/h2]

Complete rebalance of the food system. Addition of a whole bunch of new food options, including canned food. Check out the stationpedia for information about these.

Harvie has been changed to be passive, the "face" is now a button to either plant/harvest, and you can control it through variables with the logic system.

[h2]Chemistry revised[/h2]

Recipes have been changed and the step of processing many reagents has been removed. You can directly add the reagents to the chemistry station to make Heal pills.

[h2]Trade value rebalance[/h2]

Together with all the changes above, I also heavily changed the trade values. This is just the start, much more to come here.

- Dean

Version 0.2.2702.13089
  • Fixed many loading exceptions for prefabs that were missing their transforms (rover, wreckage, cartridgeguide, cartridge tracker, and more).
  • Fixed missing picture frame prefab references causing exceptions on game load.
  • Fixed missing wreckage prefab references causing exceptions on game load.
  • Added able to set Logic Dial via logic system, by writing to the Setting variable.
  • Fixed exception when trying to use smartrotate (C key) with Hydroponics Device.
  • Fixed Harvie causing exceptions when used with logic system. Was calling main thread commands on logic thread, now made thread safe.
  • Refactored Chemistry Station. Now no longer have to make "packets" of reagents in the reagent mixer. Directly use relevant resources on the Chemistry station.
  • Balanced Chemistry recipes to work with current plant reagent values. For example, a stun pill is made from 10 ferns and 4 units of carbon.
  • Fixed Stationpedia was displaying Resources that technically could be used on the thing, but didn't have an actual recipe. Now only shows resources used with a device that a recipe exists for.
  • Fixed Stationpedia not correctly displayed "Used In" Catergory for items. This category tells you broadly what something is used for, for example charcoal can be used in the solid fuel generator or the chemistry station.
  • Added build state to Shuttle Landing Pad. Use Welder and two steel to complete the landing pad.
  • Added build state information to stationpedia. Shows a visual of the build state, and what tools/resources are required for construction. Currently does not include deconstruction.
  • Disabled "pinging" object using middle mouse button. Defeated the purpose of trackers, subject to spam, looked bad, and was bad not well optimized.
  • Fixed Shuttle Landing Pad placement. Was using small grid, now fixed to large grid. Also now checks for a frame below. Added smart rotate placement options (finding connections by pressing C).
  • Rebalanced Alloys and Super Alloys. All super alloy recipes have undergone significant rebalance to shift the alloy furnace use towards high pressure operation. Normalized many furnace temp and pressure limits to 99999, vs, i.e random temp ceilings of 5k. Increased minimum pressure requirements for most standard alloys. Raised steel temperature requirements from 600 to 900. Lowered electrum temperature from 700 to 600. Shrunk Constantan temperature range to between 1000-1300, instead of 1500. Solder now has a very high pressure requirement, at 20000KPa. Invar has its pressure range shifted up to between 18000KPa, and a upper temperature limit of 1500.
  • Fixed chute resource exploit. Hydralyic pipe bender produced it at only 1 Iron, and it returned for greater amount that cost to make in the recycler. Now unified the recipe costr.
  • Moved Empty Can manufacture from toolmanufacturer to autolathe.
  • Replaced Organic Material with Biomass. All plants placed into the recycler will produce biomass, which when burned in the furnace at lower temperatures, produce Charcoal which can be used in the solid fuel generator.
  • Added stationpedia descriptions for trading structures, to better explain how to setup contact with a trader.
  • Added Charcoal. Made from organic products put into a furnace at relatively low temperatures. Poor burning in the solid fuel generator, but better than nothing if needed.
  • Removed organic matter as method of mushroom creation as was too convoluted.
  • Changed Horizontal and Vertical variables for Daylight sensor to be local, as SolarAngle is.
  • Added Resource Used lists to Microwave, Chemistry Station, and Paint Mixers in Stationpedia. Back references added for all their ingredients.
  • Fixed canned food had incorrect bounds offset, resulting in weird placement in chutes.
  • Fixed trade values for food were not applying player trade penalty. Now plants are substantially more expensive to buy than to sell, because plants can be grown into other things. Once processed (say into canned food), they hold their value much better.
  • Balanced trade values for many things. Such as ensured that empty filters are worthless when trading. SuperAlloy components are very expensive.
  • Added Used By Stationpedia section. Resources can now give a reference to what they are used in, such as Coal ore pages providing links to the Solid Generator.
  • Refactored Solid Fuel Generator operation to provide constant power and not stop each tick.
  • Added Resources used to the Stationpedia, loaded for Solid Generator and Reagent processor currently.
  • Moved Powered Bench from furniture kit to Table kit, as people were often struggling to find it.
  • Added additional energy cost for filtration machine. Now it uses between 0 and 100W depending on how much gas is being pumped through the filter.
  • Changed default hunger rate from 25% to 50%
  • Balanced starting equipment. Replaced Flowers in starting crates with canned food to ease starting pressure of hunger requirements. Replaced some of the starting cereal bars with canned food.
  • Fixed electronic printer mod was stuck on Tier 2 when it should be tier 1, as the first mod upgrade you need to make.
  • Fixed tutorial button causes null reference when clicking it without selecting a tutorial. Now it will by default select the first tutorial, and if no tutorials are found the button will be non-interactable.
  • Removed obsolete loading routines that caused much of the game data to be loaded from disk several times during application initialization. This should reduce load times fairly significantly on game start.
  • Fixed unable to remove cables or interact with plants.
  • Refactored handling of game prefab loading. Was previously using an expensive and depreciated way to load game data. First pass of changing this to precache all prefabs. This will allow better options for caching and reducing loading times, as well as performance when creating items during a game.
  • Removed shadowcasting from cables, to assist with performance.
  • Refactored light caching to be done during prefab load, and then reused when cloning of prefab. Giving a small performance bonus during load and game creation. Proof of concept to reduce awake initialization in future.
  • Updated Saturn in Mimas map with better material, fixed planet shadow so ring is correctly shadowed, repositioned to not conflict with solar orbit.
  • Updated Jupiter in Europa map with better material, repositioned to not conflict with solar orbit.
  • Added TerrainLod versus distance occlusion for some objects. Large objects, such as wall frames, the Satellite Dish, and some cladding will be rendered to a maximum distance of the terrain lod. Everything else will be occluded either at their render distance settings, or not at all if the chunk has not been loaded yet.
  • Added TerrainLod now does not "cut out" below you unless there is a chunk below you. This means that when you are flying along, you will no longer see blank world.
  • Refactored how things handle updates required per frame. Will provide some performance benefits to those with large bases. This relates to how the game engine handles scripts that need updates every frame. This is now handled collectively.
  • Balanced Wall Heater/Cooler. Now use roughly same basic equations for calculating power used. Both have a minimum power cost (10W), and then both also take out how much power they used during the tick (up to 1000W, depending on efficiency for Cooler) and draw from the network. This means both devices use more power depending on what they have done during a tick.
  • Fixed rendering distance for things. Old implementation was broken by a settings change. Temporary fix is to require the chunk to be rendered, as well as the things render distance settings. This means things will not be rendered unless their chunk is.
  • Added Combustion Logic variable to some devices, such as gas sensor, pipe analyser, tanks with data connections, furnaces. Returns 1 if atmosphere is on fire, and 0 if not.
  • Added allowing of mounting of devices to window pieces.
  • Added cables can cross through straight and corner chutes. Window and device chutes still cannot be crossed. Some chute kits now require more kit pieces to construct.
  • Balanced various recipes in autolathe, electronics, pipe bender, and tool printers. Moved all "mods" for upgrading the printers to the electronics printer. Require the use of super alloys for the hardsuit items.
  • Increased eat speed for canned goods dramatically.
  • Fixed plants would often say they did not have sunlight in their status messages when they did. Now correctly reports health state in status message.
  • Removed conveyor kit from autolathe as it is depreciated. Not working well, causing bugs and due to the open nature of the conveyor it causes physics performance issues. Chutes are a far superior alternative for the player currently.
  • Added Hydroponics Device. This is the Hydroponics Tray, but classed as a device and with a wire connection. This will mix atmospheres between both it's pipe inputs (for water), and make its slot data available to the network. Works with the Harvie. Note that you cannot place these sequentially, like with the normal tray. They must have a pipe between them.
  • Refactored how Harvie (auto planting device) works with Hydroponics tray. The import slot now works as either a trigger, interactable slot, or feeding with a chute. You have to manually activate the Harvie for planting/harvesting. If you press "activate" on the device, then it will try to plant if the tray below is empty. If it is not empty, it will try to harvest. Anything received will be placed into the Export slot. You can use the Logic Harvest and Plant commands to activate the machine, if you want to do this automatically.
  • Fixed jetpacks were not using gas when stabilizing.
  • Fixed hard jetpack was using substantially more moles than it should have been. Now very slightly more efficient than the basic jetpack.
  • Added Stationpedia now reports LogicSlotType for things. This is useful for using the logic system with slot readers.
  • Added Logic Mode data to stationpedia. Now ModeStrings and values will be shown, where known. This is very useful for reference when programming devices using mode with logic systems.
  • Increased repair speed substantially for damaged solars when using Duct Tape.
  • Added Mushrooms are damaged when in sunlight, they must be in darkness or they will take damage. More sunlight will mean more damage.
  • Fixed Harvie missing thumbnail images.
  • Increased Fern harvest yield from two to four.
  • Changed Insulated pipes recipe to use Steel and Silica instead of only Silica, as it's intention is not to be used as an early game pipe.
  • Removed solar panel occasionally going back a build state during a storm. While a cool mechanic, the created glass panel was flying across the map. Instead relying directly on damage to the solars.
  • Increased regularity of damage to solars during a storm, however the actual damage is much lower.
  • Increase Jetpack gas usage as you barely ever needed to add more gas.
  • Added headlamp automatically turning off when added to a structures inventory, such as suit storage.
  • Fixed Jetpack Basic accidentally set as Tier Two item.
  • Fixed stationpedia was only displaying one recipe per creator, meaning you would not know of alternate ways of making things.
  • Fixed Air Tank low warning displaying out of range number. Now based on mole count remaining compared to breathing rate.
  • Removed food from organics printer, as this was only intended for debug purposes.
  • Moved Shelf construction to Locker Kit, as it makes more sense it is with a storage kit.
  • Changed Rover to require much more steel to construct.
  • Changed autominer to require more resources to construct.
  • Added ability to deconstruct the Elevator Carriage using a Drill.
  • Fixed Wheat and Soybeans not providing Organic Material when placed in Centrifuge.
  • Fixed planted items show briefly before turning into their first growth stage. Now correctly invisible till they grow, which is usually only a single tick - but only happens if growth requirements met.
  • Changed Mushrooms to consume Oxygen and output Carbon Dioxide, as real fungi does.
  • Increased tomatoes required to make Tomato Soup (from 5 to 10) to better balance with nutrition and yield amounts for Tomatoes.
  • Changed Empty Can to stackable. Now empty cans can be stacked into up lots of ten.
  • Increased weather event minimum (60s to 120s) and maximum (5min to 10min) lengths.
  • Decreased weather damage per tick for dynamic items.
  • Added Damaged Solar Panels can be repaired with DuctTape.
  • Added Horizontal and Vertical outputs to Daylight Sensor. Note: -y is inverted for this, so you will not need to flip for solar settings. Existing functionality is currently not changed for the daylight sensor, and SolarAngle will respond to Mode changes as before. But it is recommended new solar setups be built using Horizontal and Vertical variables directly off the Daylight Sensor.
  • Fixed Corn reagent missing from tradeables, so traders wouldn't assign value to corn.
  • Added Bread Loaf made from flour and Soy Oil.
  • Added Corn Soup, made from corn and an empty can.
  • Added canned food returns an empty can that can be reused.
  • Fixed Soy Oil and Milk causing floating errors, preventing the creation of some recipes such as Fries.
  • Added Bread Loaf, made from Flour and Oil, in the microwave.
  • Fixed Corn Reagent missing, preventing corn based recipes from being made.
  • Changed Tomato Soup to require an Empty Can (Steel) to make
  • Added Empty Can as a craftable item on the autolathe.
  • Added Pumpkin Soup made from Pumpkin and an Empty Can.
  • Reduced energy usage of Headlamp
  • Increased CO2 output of smelting/using Coal Ore
  • Fixed Portable Air Conditioner would vent its gases externally when wrenched to tank connector. Now turns itself off when wrenched down, allowing its gas to be fed into the connector.
  • Fixed Jetpack Basic recipe was missing from Tool Manufacury.
  • Fixed elevator carrage was being destroyed during storms. Now takes no damage during storms.
  • Fixed advanced gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed gas tanks were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed Crate and Crate MkII were using wrench for deconstruct. As this was also used for wrenching down, it meant you could accidentally deconstruct it while trying to wrench down and off. Now uses Drill like other items to deconstruct.
  • Fixed tier item settings missing for many items. Now items will require their correct tier device to build. NOTE: this doesn't currently show in stationpedia, an update shortly will fix this.

Three Years of Stationeers



On December 13th, 2017 - Stationeers launched in Early Access.

Three years (and one week) later - here we are.

[h2]67 Stationeers game updates![/h2]
  • 22.3 updates per year
  • 1.86 updates per month
  • 0.43 updates per week
  • 0.06 updates per day
  • 12915 code commits
  • 192.76 commits per update
  • 2655 Client Builds
  • 39.6 builds per update (or BPUs as we like to say)
  • 1 recovery of the entire source-code repository from backup...
[h2]That's a lot of game development![/h2]
But we're not done yet.


As we look towards 2021 and v1.0, we'll be continuing to optimize and harden the game, add to our improved new player experience + tutorials, as well as create a more structured campaign + end game content.

We've only made it this far thanks to all our brave Stationeers, (now 100,000+ of you!)

And to celebrate all of this, we finally created a NEW trailer for the game! Enjoy:

[previewyoutube][/previewyoutube]
The team here at RocketWerkz could not be more proud of the work we've accomplished on the game thus far and to have a community and players like we do.

But nobody is more proud than the man himself, Dean "Rocket" Hall. Who set us all on this journey to create the most hardcore multiplayer space colony simulation game... ever - back in 2017.



You heard the man, thanks again for all your support, all your bug reports and all your feedback.

We'll keep working just as hard as we press on toward v1.0 and beyond!

And see you all in 2021 ːDː

https://store.steampowered.com/app/544550/Stationeers/

The Blown Away Update



Rewind 12 months: New Year’s day 2020 – down here in NZ, the sky was grey with smoke from Australian bushfires 4000km away. The sun was bright red. You could smell burning. We should have known it was gonna be ‘one of those’ years.

Now it’s December. It’s been a long, hard year, but easier for us than for many others. Over that time games have been our escape, and a way to keep in touch with the rest of the world. We’re massively proud of the work we’ve put into Stationeers, and incredibly grateful for the amazing community that’s grown up around it.

We make this game for you – and with you. It’s been three incredible years. There’s 100,000 Stationeers in the world now. There will never be enough ‘thank you’s’.

This month, we’re crazy-excited to drop ‘Weather’ into the game. It’s a literal gamechanger. We’ve also pushed hard on new player experience, with the first set of all-new tutorials, designed to help fresh players into our ‘not a casual’ game. You’ll see new menus, too, a pile of fixes, audio goodness and more.

We’ll be taking a break for a couple of weeks, then diving back in to 2021 with one aim: v1.0.

See you there.

[h3]But as for THIS update? Well that's a big one in and of itself...[/h3]



Weather


This update, we’re introducing a major new system: Weather. It’s the one of several features we’re building geared toward the main game – challenging players, deepening the experience, and evolving your gameplay.

Stationeers is all about building and, more than ever, you’ll need shelter from the storm. We’re eager to hear how you enjoy Martian dust storms, blizzards on Europa, or volcanic ash assaults on Vulcan.
It’s designed to mess your base up, but like all things Stationeers, it’s just one element in a game we’re still making. So we’ve tried not to make it too punishing … yet.

New player experience




This month, we’ve started the push on our 1.0 new player experience. There’s a new tutorial system with four new basic introductions to key Stationeer gameplay – and a whole lot more to come in 2021. (Note that older tutorials have moved into ‘Advanced’, until they are replaced by new tutorials.)

We’ve upgraded menus, integrated a suite of UX tweaks and continued pouring tips, tactics and lore touches into the Stationpedia. Try them out!

Audio


[previewyoutube][/previewyoutube]
This month, our audio department raises the bar yet again: check out the extraordinary dynamic sound design of our weather systems, as well as all-new ambience on alien worlds.

Bringing new levels of life to Stationeers, we’re saluting the incredible contribution of our sound designer in 2020 - capping it off with his finest work yet.

What’s coming in 2021




Stationeers’ biggest year is coming up fast: we’ve got our sights on release – get ready for the final miles to 1.0.

The game will evolve in 2021: expect new systems that give shape to the game like missions and scenarios, big content drops, key refactors, balancing, and lots, lots more. It’s going to be our most exciting year yet, and we can’t wait to share it with you.

So, here’s to the future...

https://store.steampowered.com/app/544550/Stationeers/

[h2]FULL PATCH NOTES[/h2]

The Patchoponics Update



Welcome Back Stationeers!

This month, the team’s dropping content like it’s *hot*

So eat yourself stupid with the new automated hydroponics systems, or...

Go cosmic drifting in the new Tier 1 rover.

Try taking control of your destiny with placeable spawn points,

Boss your friends around via the new ping system,

or just get ravey with glowsticks...

There’s all sorts of magic dust in the UX and audio departments too, fresh world-building sprinkled in the revamped Stationpedia, and some serious under-the-hood adjustments in preparation for v1.0 release – plus a truckload of polish, fixes, and a special preview of What’s To Come.

It’s been a busy few weeks, so jump back into Stationeers and see what’s growing...

New Content




Gearing up for release, we’ve been focused on getting supporting content into the game: including a new, early game rover in preparation for planetary missions, plus a ping system to make ordering people around so. much. simpler.

We’re working on revamping parts of our automation system, too, so that it’s easier to survive and thrive on far away rocks. Check out the new ‘Harvie’ hydroponic auto-harvester. It’s more intuitive and user friendly – and expect more automation improvements to come.

Base building just got more convenient, too: now you can select your own spawn points using the flag system, and we’ve released a bunch of fun content to Survival, like organ pipes, advanced gas tanks, even … glow sticks.

Take a moment to dig around inside the Stationpedia – it’s a big work in progress, but we’d love to hear how you feel about the world we’re starting to sketch in. Jump in Discord and tell us all about it – how well does it line up with what you’d been imagining?

UX, Fixes & Audio


And of course, we’ve been tweaking, bug fixing, polishing and hardening Stationeers all over. Thanks to everyone who’s been contributing to our Jira bug tracker (check Discord #bug-discussions for guidelines on how to report an issue - it’s super easy). You’re incredible, and we couldn’t do this without you.

Also check out the UX tweaks like right click to turn tools on/off, easier interactions using mouse cursor in-world, and adjustments to the travel save system, which we’re getting ready for the full survival game!

There’s new beeps and boops all over the place, too - though our resident audio maestro’s been a little out of the loop this month…

The Forecast




Lastly, take a peak at a completely new system: WEATHER.

We’re introducing antagonists, starting with the elements themselves. It’s very much a work in progress, but head to Mars, open up the Incident menu (in the Pause menu), turn on a dust storm – and watch chaos descend (and your solar panel output drop through the floor).

There’s a lot more to come here, but tell us what you think, how it performs and … watch the skies …

[h2]Version 0.2.2582.12315[/h2]

FULL PATCH NOTES HERE

https://store.steampowered.com/app/544550/Stationeers/