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COMING SOON: New Planet, Stutter Improvements and more...



It's coming up on a month since our last update, so we thought we'd give you a sneak peek at what is coming up in the next update. It should make its way to stable in the next week or two.

Introducing Vulcan - a tough new challenge for experienced Stationeers. You'll rely on trading to obtain gases as you won't find any ice on this fractured planet. The dense atmosphere of Volatiles and its close proximity to the Sun also mean any Oxygen that gets a chance to mix with the air outside will have potentially explosive consequences.

Internal testing is underway for an upgraded engine version, this will address the infamous stuttering issues that have crept into the game throughout development. As this is still experimental at an engine level it is subject to change, but if it improves the situation then we'll look at rolling it out to the beta branch as soon as possible for public testing.

Additionally, a lot of work has also been done on stability in large bases - particularly in multiplayer. So if you're one of the groups who have had to retire a base around the 15'000 object mark due to players not being able to connect - now might be the time to revisit those bases on the beta branch.

This is just a short summary of the main points, so keep an eye out for the full patch notes when the patch goes live. As always, thanks to everyone playing on the beta branch and keeping us posted with your bug reports and suggestions and don't forget you can check out the Stationeers Discord for the latest patch notes for the beta branch.

Hotfix++ Patch Notes v0.2.2080.9490

We had a couple of technical issues in the previous stable build that didn't present themselves until we'd already added quite a few drastic changes to the beta branch - so consider this a bit of a hotfix with extras!

This bug resulted in games not saving correctly, and requiring a bit of fiddling to get them working again, so apologies to those affected.

Expect the detailed write-up of the new additions once some of the other work surrounding these features is complete.

As always, we'd love to hear your feedback, suggestions and bug reports in the Stationeers Discord!

Hotfix Version 0.2.2080.9490
  • Disabled floating origin until all side effects can be resolved.
  • Added ability for Ores to stack when mined via an explosion on the same grid.
  • Fixed connection problem joining huge worlds in multiplayer. Instruction to spawn objects on network clients was not being throttled, and in the case of large worlds (18000 objects+) attempts to join would likely fail.
  • Fixed various null exceptions when receiving network messages of non-existant things.
  • Fixed issue where Grenades failed to explode when taking damage.
  • Optimized network configurations.


Version 0.2.2077.9476

Consolidated Patch Notes v0.2.2066.9437


We've got a few new things coming to the beta branch in the near future that could be disruptive, so this is just a small update to get the stable the latest batch of fixes and improvements.

What's Coming to Beta?

The main thing is the implementation of the zero-point shifting we started investigating ages ago. This will allow us to start to push the game futher away from your start point without the risk of bugs caused by dealing with large numbers in object positions.

In addition, we're going to start experimenting with content for the Incident system - which initially will be small challenge events you can invoke via the communications computer. Depending on how these go, we could look at introducing them as part of a random event system to make the standard survival game a bit more interesting, such as short periods of drastic outdoor temperature changes, meteor strikes etc.

As always, keep an eye on the #beta-changelog channel in Discord!

Version 0.2.2066.9437


    Added World type (mars, moon etc) to the load game info pane.
    Added save world delay of 5 seconds to prevent saving world multiple times when repeatedly pushing the button.
    Added Multiplayer and dedicated server support to Trading, however a limit has been put in so only one landing pad used or trader be contacted by one player at a time.
    Added Stylized loading screens, with a few options for each base world type chosen at random.

    Changed minimum Clearallinterval to 60 sec on dedicated server. Can still be disabled with 0 or -1.
    Fixed an issue where a trader would be locked if the person interacting with them were to die.
    Fixed an issue where a trader ship would depart when another player tried interacting with a locked trader.
    Fixed an issue related to when a player left game while contacting a trader, it would be locked indefinitely - the contact will now be reset.
    Fixed "Cartridge wasn't destroyed properly" message on client when server shut down.
    Fixed issue where load world screen would not correctly select the first world in the list automatically.
    Fixed wrong overwrite popup and workshop file name on save world panel.
    Fixed player name in chatting panel. It couldn't get player's name before spawning player.
    Fixed save world having a small chance of not properly saving the world settings.
    Fixed issue where loading a world that was missing the world settings file would result in an exception error.
    Fixed issue where the SatelliteDish was providing incorrect logic values.
    Fixed a null sent to clients when the server interacts with landing pad.
    Fixed traders de-spawning when still being interacted with (Thanks Clever)
    Fixed filters and foods quantities are now the correct value displayed in the trading interface.
    Fixed stackable item merging issue on client. It was trying to merge stackable item without authority.
    Fixed missing spawn prompt when human is already dead or unconscious. Toggled spawn prompt by ESC key.
    Fixed possible null spam and permanent lockout when interacting with a trader. (Thank you Clever!)
    Fixed Trading currency not being synced correctly, also the cost of an item is now correctly removed from a credit card.
    Fixed Index out of range error caused by the incorrect contact index being passed through. (Trading) Thank you Atom Heart!
    Fixed an issue on vending machine where index started from the wrong point. (Thanks Risu)
    Fixed Mars scenario gravity, reset it back to -3.7.
    Fixed lag spiking when placing landing pad.
    Fixed Colliders for each seat in the rover are now sized and positioned around the door handles rather than the door themselves, so they no longer obscure vision when looking out the side windows.
    Fixed Issue spawning multiple Rovers in multiplayer upon completion of the structure version, due to a missing server check. This meant that each client in the game at the time also sent a message to the server, telling it to spawn a Rover.
    Fixed world setting sync issue and missing planet prefab in saved world. Local world setting wasn't loaded property once joined another server.
    Fixed NetworkAnalyser issues when too many cables are connected. It couldn't output data and broke game logic when disconnected a network cable while holding NetworkAnalyser on the other hand.

    Consolidated Patch Notes v0.2.2035.9345*


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

    Trading

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

    Cargo Rover

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

    Species Packs

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

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

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

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

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

    Modding Fixes and Improvements

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

    What else we're working on...

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

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

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


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


    Version 0.2.2028.9326

    Consolidated Patch Notes v0.2.2005.9159


    Our second patch for the week closely follows the pattern of the first. This might otherwise be a hotfix if it weren't for the impromptu addition of another new piece of kit, the new Heavy Mining Drill! We've also replaced the model on the old one.



    We've also put in a couple of overlooked aspects of the Arc Welder added in the last update, namely the recipe required to craft one.

    This will (hopefully) be the last couple of urgent fixes required for the main branch until we officially release the next major features to the game, so keep an eye on the beta branch and the news page for an announcement in the next few weeks!

    Version 0.2.2005.9159
      Added particle effect to new Arc Welder.
      Added Mining Drill (Heavy). Much more effective than basic mining drill but requires advanced materials to make and uses more energy.
      Replaced Mining Drill with new model that looks more consistent. Also is now paintable. Animation improved.

      Fixed issue with helmet being visible in first-person view after exiting any entity slot, such as a Chair, Sleeper pod or Rover.
      Fixed repeating error when attempting to smelt an item (eg. in the furnace) that has no reagent mixture defined.
      Fixed Arc Welder not using power correctly. Now consumes 2kW per weld, which equates to roughly 72 full frames per large battery.
      Fixed missing Mode interaction button on both old and new mining drills preventing players from selecting 'Flatten' mode.