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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.

      Consolidated Patch Notes v0.2.2001.9148


      Another little patch this week, which would typically be a hotfix post if not for the sneaky little addition of the Arc Welder. It'll take a lot of power, but is significantly less prone to exploding. You'll still have plenty of time to explode though, as the materials to craft this won't be available to you until you've been able to smelt some of the more advanced alloys.

      Hotfix Info

      The most impactful bug we're patching is one where eating something will result in you hearing yourself eating that thing forever, even after loading a new world - and nobody likes a loud eater. Sorry for this one, and doubly sorry it took so long to get the fix across to the main branch!

      Work in Progress

      Work continues on the Rover and Trading features planned to be live on beta in the very near future, with the Rover just getting an audio pass and some tweaks on some extra features besides just personnel transport. You're able to take the Rover for a spin already if you wish, it can be spawned in creative mode. Keep in mind this is still very much in testing though, so let us know in Discord if you encounter any bugs.

      Version 0.2.2001.9148


        Added Arc Welding tool. This is a welding tool that uses power, rather than fuel, to weld. Useful for late game. Requires advanced resources, constructed from Tool Manufactory.
        Updated Localization Files (Current 14th May).
        Added event so that scenario authors can trigger events based on suit temperature changes.
        Added event so that scenario authors can set entity nutrition levels.

        Fixed null reference exception when displaying tooltip over a structure while holding non-item thing in your hands.
        Fixed Error caused when the game couldn't find a player to attach a 'harvested' sound to (in the case of Automated Hydroponics etc). [thanks Eearslya]
        Fixed Error on Dedicated Server when it tries to process its own notice message due to not having the same type of chat window as clients. [thanks Eearslya]
        Fixed stuck in loading screen when there is a duplicated recipe in ChemistryStation, Microwave, PaintMixer, ReagentProcessor.
        Fixed incorrect interaction cursor. It displayed wrong interaction cursor when picking up an item into an empty hand.
        Fixed hidden slots items [Thanks Risu]
        Fixed null reference exception when reloading world mod on workshop. It didn't clear cached data.
        Fixed client unable to destroy with Authoring tool fix.

        Consolidated Patch Notes v0.2.1984.9058


        Just a mini-update this week, we're back working on some big features. We'll save a big write-up of these for when they're fully released but a large portion of the implementation is already done, so don't expect they'll be too far away.

        Customized Characters

        Your customized character can now be set on the options screen and will now be your default for any new worlds you create or join. The menu character will now also reflect these options.

        Dynamic Item Deconstruction

        You can now destroy draggable items, for those of you sick of excess crates and dynamic canisters cluttering up your little corner of Mars. This is as simple as just targeting them with an Angle Grinder equipped. Any objects contained within the destroyed item will appear in-world, and any gas remaining inside will be released when you cut into it - so be careful as a destroying a pressurized tank will be very dangerous.

        Authoring Tool Improvements

        A much-requested feature of the authoring tool was the ability to remove objects quickly and completely, without extra cleanup of loose dynamic items being required. You can now do this with the tool wielded by holding down your QuantityModifier key which is C by default.

        Coming Soon

        These features are still being fully implemented and tested, but to give you a bit of an idea what to expect in our next big update - here:


        Version 0.2.1984.9058


          Added the ability to see your customized character in the main menu screen.
          Added the ability to deconstruct various portable atmospheric devices using the angle grinder.
          Added the ability to delete items and structures using the authoring tool. Delete Structures with Authoring tool by holding down the QuantityModifier key (C by default).
          Updated Localization Files (Current 17th April)
          Improved Destruction of large dynamic items with the Angle Grinder. Now applies to all draggable things, not just atmospheric devices. Also now properly ejects the contents of all slots and atmospheres when deconstructed.

          Fixed issue where chute junctions placed directly next to device inputs/outputs would not always 'connect' correctly through save/load. [thanks Risu & Zaneo]
          Fixed slot numbering on Battery Charger. [thanks Austin]
          Fixed interactable order caused by yesterdays slot number fix on Dynamic Crates. [thanks Rob The Dude]
          Fixed issue with DynamicCrate slot ordering. [thanks Sharidan]
          Fixed double brown hair issue & not being able to change hair colour without hair.
          Fixed authoring tool deletion; you must now hold the modifier key to delete anything, also increased the time it takes to delete from 0.1 seconds to 0.5 seconds.
          Fixed facial hair is now displayed on the main menu character.
          Fixed bug preventing automatic rotation button from automatically setting values for objects with a single rotation plane that aren't face mounted.
          Fixed automatic rotation on FlagSmall.
          Fixed atmosphere being released when destroying gas canisters with authoring tool.
          Fixed typo in description of bdseal and bdnsal [thanks Andir]
          Fixed bug that set IC stack pointer value to 0 on load regardless of what it was when saved.
          Fixed Inability to unwrench gas canisters from connectors.
          Fixed 'InvalidCastException' when targeting certain objects.
          Fixed Object fall-through-world protection. Made more reliable and now removes any forces applied on the falling object in an attempt to prevent any more 'accidents'.
          Fixed sleep command on IC only working first time it was called.