1. Stationeers
  2. News

Stationeers News

Hotfix v0.2.4945.22690

This hotfix adds the recipe for Astroloy sheets to the Autolathe, fixes some issues with plant interactions, and fixes the oxygen tank sometimes not spawning on Venus.

[h3]Changelog v0.2.4945.22690[/h3]
  • Fixed Some plant interactions didn't complete on clients (harvest action would fail when a plant of the same type was already in hand)
  • Fixed Couldn't harvest switchgrass when a hay item was in hand.
  • Fixed one way pipe valves placement cursor was one grid too high
  • Fixed digital flip flop splitter from having quantity increment indefinitely when output is blocked
  • Added missing recipe for astroloy sheets to autolathe
  • Fixed new one way pipe valves having incorrect smart rotate setup.
  • Fixed OxygenTank would some-times not spawn on brutal start in Venus. This was due to spawnDatas positionRule defaulting to None when none was specified. Changed to default to Random.
  • Fixed water purifier not showing up in the "Used in" section of the Stationpedia entry for Charcoal

Walls, Doors, and Valves

We have multiple smaller additions to the game this week, while we polish the larger upcoming work we've done on tutorials and additional LArRE mechanics.

Reinforced Walls


Joining the reinforced window, there is now a reinforced wall, and both now exist on the reinforced wall kit. To make them more practical in dangerous areas, such as rocket silos and furnace rooms, the pressure they can withstand has been increased significantly. The new reinforced wall can withstand a pressure of 10 MPa, and the reinforced window has been increased from 1 MPa to 8 MPa. The wall damage rate is not just a linear interpolation of the over pressure amount, but instead it is related to the percentage of over pressure. This means these walls should give you a fair amount of (literal) extra breathing room while your based explodes around it.



[hr][/hr]

Window Shutter Wall


The new window shutters were designed in a way to act like a network, without using cables, so players could have clean looking windows. However, this came at the cost of not being able to effectively transmit the open/close data over long distances. We've added a new window shutter variant that now looks more like a wall, to allow shutter controllers to be located further away from the window shutters they control.



[hr][/hr]

One Way Valve


The previous one way valve, while very useful, could not be turned off. This made the emptying or the maintenance of systems unnecessarily complex, with players often having to use regular valves before or after the one way valve. The old valve in existing saves will remain in place, until replaced by rebuilding.



[hr][/hr]

LArRE Door


While new LArRE arms, and track pieces are still in development, we have created a sealable door that can be released now. He comfortably passes through it when open, allowing for the traversal of multiple environments via airlocks.



[hr][/hr]

A New Name


Due to overwhelming feedback, coming in day and night, the device formerly known as "LARrE" will hence be written as "LArRE", short for (L)inear (Ar)ticulated (R)ail (E)ntity. This is still pronounced as "Larry".

[hr][/hr]
Your support makes these updates possible

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

[h2]Change Log v0.2.5085.23101[/h2]
Included in these changelogs are a large amount of changes related to a new helper hint system, Tutorials, and Larre improvements that are not yet finished or exposed in this build.
  • Added missing closing bracket on good food quality description
  • Removed unused material Depth.mat
  • Fixed publish save button not working.
  • Fixed a number of inconsistent render and shadow draw distances on structures and items.
  • Added Extreme Shadows setting with increases the overall draw distance of shadows.
  • Updated Shadows Quality setting to also effect shadow render distances. (previously shadows would pop in and out at low to medium distance). Now shadows will draw much further away for small items on the High and Extreme settings.
  • Added RenderDistance Setting. This allows for much further render distances if player's Hardware allows. The current render distance value is equal to the new "Low" Setting with Medium, High and Extreme settings allowing for increasingly further rendering of structures.
  • Added basic furnace (art asset)
  • Added kit for basic furnace (art asset)
  • Fixed bug where certain LARrE placements would cause it to not detect the object below it correctly
  • Fixed incorrect tooltip text when hovering over an occupied planter with a tool or non-plant stackable in hand.
  • Fixed Error when changing shadow settings and then exiting to main menu.
  • Fixed RefreshRate and and Anti-aliasing settings were not being applied on application launch.
  • Fixed LanderCapsule Door in main menu scene was being registered to the world in error causing the 4 grids at 0,0,0 to be blocked.
  • Fixed a bug where tooltips for status icons would remain visible after the icon was no longer displayed
  • Fixed CompositeWindowShutter glass blocks sun lense-flare effect.
  • Added reinforced wall (art asset)
  • Fixed Resolution dropdown was not updated when reverting to default settings on video settings page.
  • Fixed clients not being able to pick up loose ore by using a mining drill
  • Fixed mining belts not merging loose ore into matching stacks
  • Fixed a bug where pressing ESC with an open code editor that was paused would unintentionally close the window.
  • Fixed Chute Export bin throws errors when powered with no chute connected.
  • Refactored how LArRE's movement works to handle vertical cornering.
  • Added vertical corners to linear rail.
  • Added thumbnails for linear rail vertical corner pieces.
  • Renamed SlotId to SlotIndex
  • Added Constructors for generating a ThingSpawnData from an existing Thing in the world.
  • Added BuildStateAction and extended other actions to support structures.
  • Added ExportWorld Command args: Id(string),isTutorial(boolean).
  • Refactored behaviour from DynamicSpawnData into new abstract parent class ThingSpawnData and added StructureSpawnData to support spawning of structures on a new world creation.
  • Added Interim Commit of ExportWorld Tool. Currently exports the world to a NEW world setting in the local streamingAssets/Data folder. It will save Structures and dynamic things as spawnDatas that will be spawned on starting the world. This uses the startconditions data framework to serialize the world and is much more lossy than the existing save-game system. It only saves Data that is captured by the existing ActionData types in ThingSpawnData (i.e setting values on logic chips are not saved but open/closed, on/off states will be). Pending: Serialization world atmospheres and network atmospheres.
  • Fixed NRE's when loading old saves due to rev.23041
  • Refactored ActionData Evaluate function to take in a Generic Type of IEvaluable.
  • Added ExportWorld Tool now saves WorldAtmospheres, Network Atmospheres and InputSetting, OutputSetting and Setting values of devices.
  • Added LogicValueAction for setting a logic value via SpawnData.
  • Fixed a bug with Access Cards where certain access values weren't properly being sent over the network.
  • Fixed a bug on the phase change diagram where "Infinity" was displayed in the system language; It now uses the language chosen from the game settings.
  • Added new pieces for robot arm. (horizontal rail pieces and door) (art asset)
  • Fixed the OGRE activate button highlight box display size
  • Fixed missing slot hash on portables connector
  • Added (WIP) first two tutorial levels and their start conditions and helper hints.
  • Updated cable network condition to consider all connected devices rather than just devices connected by data.
  • Added NoticeCondition for helper hints to display info text as a separate bullet.
  • Added removed world objectives back to worldsettings.xml.
  • Re-enabled helper hints window in base scene.
  • Updated tutorial names in the tutorial menu.
  • Made a few tweaks to tutorial 1's structures and atmospheres
  • removed ItemKitSensor recipe from PipeBender.xml
  • Changed ItemKitSensor recipe in electronics.xml to take 10 seconds and cost 500 energy
  • Added reinforced wall to Kit (Reinforced Walls). This will have a max pressure delta of 10MPa.
  • Renamed reinforced Kit (Reinforced Windows) to Kit (Reinforced Walls).
  • Fixed Horizontal mining drill bouncing issue when at dock
  • Fixed Volumetric light setting not showing properly in the settings panel
  • Added window shutter connector. The shutter connector will allow the connecting of window shutters via a piece that functions more like a wall.
  • Updated some incorrect thumbnails for regular valves.
  • Replaced one way valves with new variant which has a lever.
  • Added broken reinforced wall. (art asset)
  • Added liquid one way valve (art asset)
  • Deleted water one way valve (art asset)
  • Added liquid one way valve (art asset)
  • Changed reinforced windows max pressure delta from 1MPa to 8MPa.
  • Updated one way liquid valve mesh and thumbnails.
  • Updated basic valve names in stationpedia to be more consistent with other devices.
  • Added broken build state for reinforced wall.
  • Fixed smart rotate not working on window shutter controller.
  • Added first pass on Linear Rail Door
  • Made a few tweaks to linear rail door. Added animations and ability to open with crowbar.
  • Updated reinforced wall kit to required astroloy instead of steel
  • Changed reinforced wall to require astroloy sheets for its final build state
  • Added broken state for Larre door (art asset)
  • Tweaked blocking grids for linear rail straight and corner pieces. Will now block only its own grid square.
  • Fixed Fridge button being the wrong colour when off
  • Added ability for helper hints to ignore pre-spawned things.
  • Added 'thing in room' condition check for helper hints.
  • Fixed scanner lenses effects saying active when you die. Moved entity OnStateChange into Human as it was only applicable to humans.

LARrE: The Linear Articulated Rail Entity

A New System


The Stationeers team often plans updates around polishing and iterating on features and systems that either need the most amount of work to be fun, or conversely, the most fun systems that can be expanded to have even more gameplay. Well, today is an example of us adding a cool new feature, that wasn't explicitly required, but fits the game well by allowing cool new structure system that can interact with other aspects of the game.



LARrE, the Linear Articulated Rail Entity is a track mounted robotic arm. The arm moves from its dock along placed tracks towards station track pieces, which are addressable by their index. When activated, it behaves just like a Harvie, picking up, or putting down an item, or for plants, harvesting fruit, or seeds, and clearing the crop if it's not harvest able. Other than planter trays, LARrE is currently only allowed to place items into import chute bins, and he can take items from the new export chute bins.

In the future we may add other robotic arms to this system. Things we've discussed include allowing arms to place canisters into refill stations, or use water bottle fillers, or arm variants that can activate buttons, or read logic from nearby devices. Also allowing an arm to read genetic plant data, use appliances like microwaves and giving LARrE a Harvie-like emotive face have also been discussed



[hr][/hr]
Export Chute Bin


We've added a new chute bin, the Export Chute Bin, to allow items leaving chute networks to be slightly more controllable to players (and LARrE). In the process we've also renamed the existing Chute Bin to Chute Import Bin.



[hr][/hr]
Workshop LARrE example


We've also uploaded a level to the workshop with a LARrE setup. It has an IC which demonstrates using the stack to pair plant tray device references with their station index.

https://steamcommunity.com/sharedfiles/filedetails/?id=3284424035

[hr][/hr]
Your support makes these updates possible


https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/


Included in these changelogs are a large amount of changes related to a new helper hint system that is not yet live in this build.

[h2]Change Log v0.2.5064.23017[/h2]
  • Fixed possible null ref when saving SpawnActionData if the passed in player variable is null
  • Fixed bug where you could exit the lander before the door opens. Will not unlock just after the door pops off.
  • Updated burnt heavy cable model. Now, it looks more obviously burnt
  • Fixed plants being offset from their trays when far from origin. Also fixed plant sway speed being super fast when far from origin.
  • Fixed capsule's mesh overlapping problem between net and interior wall again.
  • Fixed lander capsule header in start conditions screen was showing up even if no lander is present such as in the asteroid map.
  • Fixed a bug on new world creation where some items would spawn with an incorrect custom name
  • Fixed spray gun lever animation speed was too slow
  • Fixed spawning items into slots with spawndata could cause errors if the slot location was unset.
  • Added Mods published via workshop menu will receive a default thumbnail if none is supplied (previously publish action would fail without providing any feedback as to cause of failure)
  • Added ProgressBar to Workshop publish action.
  • Fixed Jetpack keeps using gas when moving into a room when playing on a no-gravity world (Asteroids).
  • Refactored SpaceMapData and SpaceMapNodeData to inherit from DataCollection base class and Initialise in the same way.
  • Changed SpaceMaps are no longer required to be authored inside worldSettingData. They are now inside the base gamedata and worlds can subcribe to a spaceMap in a similar style to start conditions.
  • Added Prefab command (for running spawnPrefabs validation scripts).
  • Updated exceptions thrown by custom spawndata to identify when a prefab has an unsupported colour applied
  • Added WorldObjectives.xml containing draft WorldObjectivesData for building helper hints.
  • Fixed bug where you would respawn in a lander after dying and waiting for your body to decay
  • Refactored TradeCondition to Evaluate a Generic Type, renamed to ConditionData. ConditionData can now be extended to support WorldObjective Conditions.
  • Fixed Water Replenishment Trader buy would never evaluate as true.
  • Made clients not call WaitForDecay when a character dies.
  • Fixed decay timers being reset on load. Entities will now save their current decay time.
  • Made a few tweaks around bodies decaying. Now the first five human bodies will decay much slower. Subsequent bodies will decay at normal speed for performance reasons. If you take all the inventory items off a body, this will cause it to decay at normal speed.
  • Fixed DynamicSkeleton not calling base physics update which meant its positions for clients could be incorrect.
  • Fixed loaded control settings values not being reflected in the settings menu when restarting
  • Fixed flare gun not having the correct thumbnail when painted
  • Fixed LogicDial behaviour to fit with the behaviour of other dials in the game
  • Added InteractableCondition and ThingPrefabCondition classes.
  • Added Classes for WorldObjective and WorldObjectiveCollection with hooks for evaluation and added to gameData
  • Added Interactable Lookup to Thing (Keyed by InteractableType).
  • Added WorldObjectiveCollections to WorldSettingData.
  • Moved Data Condition child classes into their own files.
  • Fixed world objectives not initializing their conditions and triggers
  • Added BuildStateCondition.cs
  • Added ReagentCondition.cs
  • Added first pass on evaluating objective conditions. Actual evaluation call is commented out for now.
  • Added LogicCondition for WorldObjectives.
  • Added Profiler tags for HerlperHints evaluate Loop and added Lazy evaluate function for AB testing.
  • Added Tooltip method to WorldObjective.cs
  • Added saving and loading functionality for world objectives
  • Added PartialPressure option to GasCondition.
  • Fixed WorldObjectiveState Not having correct data pointer when created.
  • Added Data for Stations, Concepts and Trading Trees to WorldObjectives.xml
  • Added Room Atmosphere caching job. Each room now caches a read-only copy of its aggregate atmosphere data.
  • Updated GasCondition to handle PartialPressure and evaluate Rooms.
  • Added Room Condition
  • Added PressureCondition
  • Moved SEPERATOR constant to base class ConditionData.cs.
  • Added prototype improved harvie system. Is not currently included in the world manager and is subject to change.
  • Added ObjectiveCompleteCondition.
  • Cleaned up serialization logic for WorldObjectiveStates inline with project standards and implemented syncing to clients.
  • Refactored WorldObjectiveState to be Ireferencable.
  • Added PlantRecordCondition and PlantStatusCondition
  • Added PlayerCondition, GrowthStateCondition and TemperatureComparableCondition.
  • Added generic EnumReference class.
  • Hooked up triggered and completed variables on objective state - objectives should now appear and complete correctly
  • Fixed thing list being passed to world objective evaluation was sometimes incorrect
  • Cleaned up WorldObjectiveState collections initialisation.
  • Moved a number of classes out of ConditionData.cs into their own files.
  • Fixed ViewModel game for Helperhints not populated when loading
  • Fixed GasConditions not working for Rooms
  • Added AsString() overloads to GameString that take in a Stringbuilder.
  • Added background to helper hints panel. Made panel resize as you clear off items so as not to block other in-world raycasts.
  • Tweaked prototype harvie mesh
  • Enabled HelperHints on clients.
  • Fixed HelperHints will Initialize correctly on legacy saves.
  • Updated objectives panel background sprite
  • Fixed room objective sub-conditions not being appended to the hint text
  • Tweaked objectives layout slightly
  • Added more natural sounding text for the most common interactable conditions on the objectives panel.
  • Changed completed objectives have only their title crossed out rather than the entire text block.
  • Added ThingPrefabCondition can now be declared as a child of NetworkCondition (i.e check if these things exist together on a network of type)
  • Added MachineTier Attribute to BuildStateCondition.
  • Added NetworkCondition, SizeCondition and TraderContactCondition.
  • Adding Trading WorldObjective Tree to Mars WorldSetting.
  • Added hidden attribute to areaPowercontoller reversed Condition in BuildAndPowerAutolathe Objective.
  • Wording changed to OnOff interactable condition hints.
  • Added ConditionData and conditionDataCollections with the Hidden Attribute will not show in the helperHints.
  • Fixed room conditions evaluating false when the condition room type is unset but the room has a set type. Previously unset room type conditions would default to 'none'. Now they will default to 'undefined'. Undefined means the condition will accept any room type. Default means the room must be a default room.
  • Added an 'undefined' room type and renamed 'none' to 'default'. (These were not being used in many place and are not saved anywhere so felt it was safe to do so).
  • Split first build autolathe objective into a power objective and an autolathe objective.
  • Added if a ConditionCollection only has one visible child element the condition compare header will not show.
  • Changed Power world objective to require building of solid-fuel generator.
  • Fixed StartConditions using HardCoded GameString references. Modders will be able to localise any Names and Descriptions in start conditions by adding elements to the Element in the language xml.
  • Added WorldObjective strings to localisation
  • Added WorldObjectives now have an optional info element that will show when the item is expanded.
  • Added some additional info fields to some helper hints.
  • Fixed Centrifuge hint not getting triggered.
  • Fixed Helper-hints with no completion objectives would get crossed off immediately.
  • Added Support for stationpedia links in Localised Info text of helper hints.
  • Enabled HelperHints on Moon.
  • Added expand and collapse button to helper hints panel
  • Added helper hints panel into base scene
  • Improved wording of room size condition.
  • Added Concepts HelperHits Tree.
  • Added CustomNameCondition.
  • Changed Helper hints text tweaks for better legibility.
  • Added CablesBurn and smelt Ice helper hints.
  • Fixed Clients dismissing HelperHints would not propagate back to server.
  • Moved EvaluateObjectives into ServerTick
  • Changed BuildState Condition Tooltip text from "Must be completed" to "Must be fully constructed"
  • Tweaked helper hint panel position and toggle button to be similar to the stationpedia button on the top left
  • Added a new keybind for toggling helper hints (F2). The toggle ui default keybind will now be keypad
  • instead of F2. Renamed the toggle ui keybind to 'toggle ui visibility' to avoid conflicts from saved keybinds.
  • Updated helper hints button icon
  • Fixed Keep offline plyers alive objective would not complete if you placed left or right variant of sleeper.
  • Added separate entries in HelperhintsManager._IEvaluablesByType lookup for each network type (previously grouped all structure networks together which meant the Network conditions were slow to evaluate.
  • Optimised HelperHints Evaluation loop, adding separate collections for trigger objects and condition objects, reducing the total number of objects evaluated in each step.
  • Fixed prototype harvey not animating correctly for clients
  • Added HelperHints Command for helper hints debugging
  • Fixed Rockets that had their Target position set via logic during the final frames of the Landing animation step would explode.
  • Added dismiss all and show dismissed buttons to helper hints panel (wip)
  • Hooked up helper hint button logic and renamed the 'dismiss all' button to 'dismiss completed'
  • Added Altitude Logic Value to Rocket Avionics.
  • Changed dial control back to initial version
  • Changed HelperHints now only build string and apply to TMP instance when Dirty.
  • Added Labeller can now set Mode and Setting Values on Logic dial.
  • Changed ISettable to take in any logicType (It will default to Setting).
  • Removed mode from rail harvey. Will now perform actions contextually. Allowed rail harvey to apply fertilizer and clear plants.
  • Fixed incorrect name for capsule door wreckage
  • Updated rail harvey's dock mesh to remove mode switch. Added basic corner rail piece.
  • Added some unique HelperHints for Vulcan.
  • Fixed PressureCondition not working correctly when value was set to zero.
  • Fixed Pressure, Mole and Gas Conditions not always working with rooms.
  • Fixed PressureCondition Unit error in tooltip.
  • Fixed insulated canister storage could not be put inside a CardboardBox.
  • Changed Disposable carboard packages now insulate their items.
  • Changed Portable Generator fuel canister now spawns inside an insulated canister storage.
  • Added PortableAC Package to Survival supplies starting crate.
  • Tweaked rail harvey movement to allow the use of non-junction straight pieces
  • Made rail harvey arm rotate in the direction of its current rail
  • Updated chute export bin to animate when importing an object
  • Added chute export bin to the standard chute kit
  • Added thumbnails for rail harvey components.
  • Committed scene worldmanager changes as the scene was out of sync with the prefab
  • Set rail harvey kit to not spawnable and updated its paintable material
  • Set rail harvey components to spawnable
  • Tweaked rail harvey rotation around corners to avoid clipping when close to walls or frames
  • Fixed Incorrect tooltip in mining charge.
  • Minor changes to Autoland tooltip in Rocket UI to improve legibility. Changed name of "Optimal" Land Altitude to "Low".
  • Updated rail harvey name and description in english.xml
  • Added Sheets and cable coils now show on your screen when in the active hand (like tools).
  • Fixed LARrE dock placement cursor being inaccurate.
  • Added end cap to left side of LARrE dock to make it more clear you can't connect rails to that end.
  • Renamed Chute Bin to Chute Import Bin
  • Added Robot Arm rails now allow pipes and cables to be placed in the same grid if the open ends of both items are in different grids (in the same way that pipes and cables are able to be in the same grid)
  • Fixed some objects not being set as paintable if they spawn disabled.
  • Made LARrE drop held items on the ground if you activate while holding something but find no device built underneath.
  • Split LARrE components into a specific LARrE kit and a more general Linear Rail kit.
  • Added recipes for LARrE to electronics printer.
  • Updated meshes and thumbnails for linear rail kit and LARrE kit.
  • Updated max stack sizes for linear rail and LARrE kits.
  • Fixed Robot arm could add and remove items from closed bins
  • Changed ChuteExportBin will now close unless there is something in its bin slot.
  • Fixed KitLinearRail had 150sec build time, changed to 5sec.
  • Added Placeholder sounds to robot arm animation.
  • Added Plant,Clear and Harvest sounds to robot arm.
  • Fixed Many SmallGrid objects not blocking rails (due to incorrect SmallGridCollisionType).
  • Added RobotArm animation sound.
  • Fixed LARrE sounds not turning off when error-ed or switched off.
  • Fixed Broken gas canisters did not mix with the environment
  • Fixed Destroyed gas canisters didn't have their broken state serialized.
  • Changed reduced volume and radius of robot arm sound
  • Fixed error when trying to set diode slide scale to nan
  • Fixed Harvest sound playing when trying to harvest plant that isn't fully grown.
  • Fixed could not add fertiliser to hydroponics tray.
  • Fixed a number of issues with sounds not playing (or playing in the wrong location) when planting, clearing and harvesting plants.
  • Removed some unused depth cutouts on a few devices
  • Updated main menu scene to include landing capsule and remove rovers

Brutal Starts: New Challenges, and Better Window Shutters

Starting Gear Selection


Continuing off the work of the last few patches that have updated the basic survival and starting aspects of Stationeers, we've created a new flow to world creation, where you get to select and see what starting conditions your new world will have. We see this as a distinctly different choice over the general difficulty, that largely influences the first dozen hours of your gameplay.



This new screen not only lets you choose, but also shows the gear in a straight forward and not overwhelming manner. Hovering over the lander crates will show you all nested information as a tool tip, but for more complex containers, you can expand them to better investigate their contents.

Mod-ability and steam workshop support was a focus from the start. Any workshop starting conditions subscribed to will automatically appear in the selection window. This applies to any difficulty mods too. The intent of this is for these 'simple' mods to be more safe and straightforward for people to enable, disable, and use, when compared against more complex mods which can often require much more fiddling.

We've also finally got the player starting gear and respawns moved into this system, which has allowed us to have the player enter their world in a more physical way. The standard starts now place the player inside a falling landing capsule, which comes with its own emergency supplies per player. This allows multiplayer servers to scale better with more players, as they by default, bring some of their own water and food.



You can read more about some of our previous game start changes here:
https://store.steampowered.com/news/app/544550/view/4159715736504607728

[hr][/hr]

Brutal Starts


While we want to leave a lot of the different playstyle choices up to players and modders, we felt that a really minimalist "brutal start" play style made sense for us to offer to all players. Brutal Starting conditions embrace all the problem solving that Stationeers's gameplay creates. They represent you crash landing on a planet, with next to no gear. These starts give virtually no guidance, nor extra building components, and players pick the priority of every little aspect of getting their first base up and running.



[hr][/hr]

Composite Window Shutters


The previous window shutter acted more like a door than a window, was impractical to easily add to a base, and had perpendicular data connections that made any form of automation a very ugly.

The new window shutter places like a wall, so it can be built on top of existing windows. Instead of having to wire each window shutter, a new window shutter controller panel can be placed and wired, to act as a single point of control for an array of shutters. The controller logic will jump between adjacent shutter, and set them to the same state of the controller whenever open/closed is changed.



[hr][/hr]
Patch Artwork

[expand]
[/expand]

[hr][/hr]
Your support makes these updates possible


https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

[h2]Change Log v0.2.5025.22811[/h2]
  • Tweaked lander capsule triggers for popping off the door.
  • Updated several IExitable prefabs to ensure their camera points were correctly set. Chairs will no longer update every physics tick.
  • Fixed players spawning in slots could sometimes have an incorrectly offset camera. Have moved logic which handles camera position out of every IExitable and instead put it in Entity.
  • Tentative fix for dropped dynamic things flying off in random directions.
  • Fixed laptop blueprint was incorrectly rotated.
  • Fixed Issue with liquid evaporation where a liquid could rise above its maximum liquid temperature but would not evaporate. Now liquids that are heated above their maximum liquid temperature will boil off quickly.
  • Changed PortableAC. Now requires coolant to be supplied via a liquid canister. In cooling mode the AC will move heat from the world to the coolant canister, Efficiency will decrease if the canister is hotter than the operating environment. In heating mode the AC will move heat from the coolant Canister to the world. If the coolant freezes or their is no coolant, the AC will use its built in electric heater instead. If the coolant canister pressure rises above 4Mpa the excess gas will be moved into the AC's internal atmosphere. Opening the AC using the lever will dump the internal waste gas into the world. If the Ac is connected to a portables connector the waste gas will mix into the connected pipe network.
  • Fixed a bug where the IC code editor window would still receive certain keyboard inputs when helper window search fields had focus
  • Updated help key to allow opening stationpedia while editing IC code
  • Fixed MoveToWorld setting local players root transform rotation. For the local player this should be zero and the rotation will be set on another child transform driven by the camera.
  • Fixed ProcessUpdateTransform method was calling move to world for the local player. This should only be affecting other players as the local player will handle this themself.
  • Fixed look direction can be incorrect when your character exits slots.
  • Fixed clients not correctly exiting slots when other players pull them out.
  • Disallowed the use of the words "backup", "saves" and "autosave" in save file names. Using these words in saves can cause various issues when loading the save file list. Previous saves will be unaffected.
  • Fixed furnace import bin being active while the furnace isn't fully built
  • Updated the behaviour of Rocket AutoLand - toggling it off will now shut off all engines and reset the throttle to max
  • Updated Rocket IC housing to use less power - it now uses 5w instead of 50
  • Updated the behaviour of AutoShutoff in the Rocket UI to leave any IC housing powered on
  • Fixed objects having the wrong rotation when being precision placed
  • Made lander capsules always be sent to clients at the top of the NewToSend list as they must exist before players so players can be inserted into them.
  • Added handling of saving and loading of delayed spawn actions such as popping off the lander capsule door.
  • Added first pass on lander capsule which players will spawn in the first time they join a world. After spawning in, the door will auto pop off but can also be manually popped off if needed.
  • Added Start Condition Wrapper Data class for selected start conditions on new game. Valid Start conditions for the world are defined on worldsettings.xml.
  • Added Brutal Start condition. A single crate with the bare minimum needed for survival.
  • Added 1st pass of start condition selection screen.
  • Added WIP Start condition UI for showing contents of start condition.
  • Updated start screen crate contents tooltips to show reduced contents depth
  • Added Passive vent can be upgraded to insulated passive vent with Adhesive Insulation.
  • Fixed KeyBinds being able to change the FOV of the camera in the menu
  • Added internal storage slots for lander capsule
  • Tweaked slots on lander capsule
  • Added WindTurbine to Europa Brutal Start conditions.
  • Disabled raycast target on several components of ui prefabs which were causing spam of ui hover sounds
  • Fixed WorldManager Changes not applied in scene.
  • Removed Window Shutter from Stationpedia.
  • Added Composite WindowShutterController and Composite Window Shutter to Kit (CompositeWindowShutter) and removed the old window shutter.
  • Renamed Kit (Window Shutter) to Kit (Composite Window Shutter).
  • Added Composite Window Shutter Controller. This is a wall like piece that has logic and power connections. It is able to control the open/close function of all connected window shutter pieces.
  • Added Composite Window Shutter. These are a networked set of Windows with shutters. The shutter can be open and closed manually and a group of connected windows can have their shutters closed via a Window Shutter Controller.
  • Recreated the world info prefab
  • Made start conditions list items a little smaller
  • Added a water bottle box and cereal bar box to the slots in the lander capsule.
  • Changed Max Temperature of Portable AC to 50degreesC from 30degreesC.
  • Changed Kit (Window Shutter) recipe to 2 Steel 1 Solder.
  • Added optional WorldInject Element to StartConditionData. This Allows Modders to specify which Worlds they want their start condition to be available on. i.e
  • Changed Replaced SolarPower Packsge with Gas Power Package in Mimas Brutal Start.
  • Added Portables and Crate Slot type.
  • Fixed Crates and Canisters could span in the wrong slots on Lander.
  • Changed All SpawnDatas are now located in StartConditionData.
  • Fixed GasTanks on Lander not showing on startCondition Menu panel.S
  • Added Radial spawn rule option for spawnDatas. Allows important start items to spawn in a more controlled manner.
  • Fixed A new batch of atmospherics Workers were being created on each world load. Potential cause of Atmos thread lag after multiple save/loads.
  • Added scroll box to start conditions info box
  • Added movement or jumping to get you out of a seat
  • Added light to inside of lander capsule
  • Changed Prevented un-assignment of External Vent on AirLock when Internal vent is assigned. The order of the airlocks assigned devices determines the assignment on deserializing and the first vent in the list is assigned as the external vent. Reassigning the external vent when an internal vent is assigned puts the list in a non-deterministic order when cause the vents to get swapped on reload.
  • Changed Applied Change from rev22741 to standard Airlocks also.
  • Changed lander capsule door back to draggable thing and made it deconstructable with the angle grinder
  • First pass of entry vfx
  • Added an entry animation to the lander capsule
  • Fixed Terrain Generation Lag when loading into a save. In some cases this could cause the game simulation thread to lag out for a number of seconds. This terrain generation work has now been moved earlier into the terrain loading sequence which will result in slightly longer load times.
  • Fixed Large objects travelling fast in the space level would overwhelm the terrain generation system and cause the simulation thread to lag out permanently.
  • Updated serialization for lander capsules
  • Removed delayed open interaction from the lander capsules spawn conditions as it will now be done in the ControlledDescent method
  • Made sure lander door pops off after its controlled descent and also when the world is loaded mid descent
  • Commented out code for missing EntryEffects class - to be added back in once this goes in.
  • Fixed missing entry effects script
  • Fixed No StartCondition available for Asteroids world. If a world setting has no start conditions listed then the default setting will be added.
  • Added new graphics for starting condition buttons
  • Changed WindowShutterController open variable cannot be written to when device is unpowered.
  • Fixed Player could interact with disabled panel on window shutter controller when device was turned off.
  • Changed WindowShutterController now ignores multiple Open interactable calls of the same value.
  • Added distinct button background images to the starting condition selection screen
  • Made lander capsule descent target height closer to the ground
  • Added wip thruster effects to lander capsule
  • Changed Lander will no longer drift away if bumped when in zero gravity worlds (asteroids world).
  • Fixed fall-back spaceMap was missing names for all its locations.
  • Fixed lander effects not being disabled correctly when loading a game
  • Made lander capsule terminate its descent if it hits something to stop it going through structures
  • Fixed first Simulation Tick after loading into the game having a larger DeltaTime and affecting the LightStress of plants
  • Changed Plant Life tick now runs after the atmospherics calculation on the gameTick. The first life tick of a plant would not see the correct lit state as the lit state had yet to be calculated.
  • Fixed Compilation error from rev22766.
  • Updated the Game Name text field to now be on the final screen
  • Updated new game menu texts
  • Fixed plant serialization not including PlantStatusTypes
  • Fixed canister slot visible in insulated canister storage.
  • Fixed Unpack button for insulated cannister package not available.
  • Added StartCondition for Asteroids World. Includes Ingots Crate, Rocket Crate, Liquid Oxygen tank and Liquid Volatiles Tank.
  • Fixed lander capsule position being way too high on load if saving while still descending.
  • Changed lander capsule to use Mode to track its state instead of an IsDescending bool.
  • Fixed Asteroid belt start had an over-pressurised LiquidVolatiles Tank.
  • Changed Vulcan and Venus Brutal Start to include a tank of oxygen and a 12L canister of water.
  • Locked lander capsule when it is descending to stop players jumping out or opening the door too early
  • Added Ambience and door release sounds to lander capsule.
  • Fixed decent unitask not being cancelled correctly when terminating the descent.
  • Fixed door open events being fired multiple times when landing.
  • Fixed lander door getting stuck when loading a game.
  • Updated lander thruster material to make the transparency behaviour more consistent
  • Fixed can't deconstruct lander capsule. Moved lander proximity trigger to 'ignore raycast' layer. Will now no longer block deconstruction.
  • Fixed Camera shake on Lander Capsule was incorrectly implemented, it was shaking the capsule, I have changed it to use the existing camera-shake effect on the camera controller.
  • Fixed lander capsule door could be stuck closed on load.
  • Fixed a Clients could get stuck in lander capsule on load.
  • Added LanderCapsule now spawns with a breathable internal atmosphere.
  • Added Vent depress effect to capsule on landing.
  • Polish pass on Lander capsule event timings.
  • Added Audio to Lander Capsule Landing sequence.
  • Changed First Game save now runs after the player exits the LanderCapsule.
  • Changed Increased force of lander capsule door ejection.
  • Changed increased range of lander capsule thruster audio.
  • Changed Decoupled LanderCapsuleFX from Landing simulation loop (that only ran on server).
  • Fixed Camera Shake not working on clients.
  • Fixed Thruster FX not turning off on LanderCapsule on clients.
  • Fixed compile error caused by Accidental commit in rev22789
  • Fixed Slot Rotations for lander capsule storage slots.
  • Added WaterBottleBag and CerealBarBag. These spawn in the starting lander and contain starting food and water for each player.
  • Fixed players not being moved to lander capsules correctly on dedicated server. Removed wait for inventorymanager when executing move player as it is no longer needed and will wait forever on dedicated server.
  • Fixed bug where loading a saved game with plants would cause the plants to accumulate excessive amounts of light stress
  • Fixed WorldManager SourcePrefabs not updated in scene.
  • Changed Impact sound of capsule door.
  • Fixed Door Collider of lander capsule interactable on clients after landing.
  • Updated start screen list to expand container contents when clicked
  • Added data references to default spawn and respawn conditions for starting conditions that were implicitly using the default settings. Going forwards StartConditions will need to explicitly define their player spawn and respawn kits.
  • Fixed start conditions list tooltips flickering and sometimes not showing up correctly
  • Removed MiningSupplies package from Asteroids Survival Crate.
  • Added 2x Oxygen tank and 1x Nitrogen tank to Asteroids StartCondition.
  • Tweaked lander capsule slot positions slightly as bags were clipping with their holders
  • Optimised Concurrency behaviour when registering a new sound that subscribes to a StopFarthest type concurrency.
  • Added Open/Close Sounds to Window shutters.
  • Fixed Incorrect thumbnail for lander capsule.
  • Updated start conditions screen to make landers and player capsules distinct elements

Hotfix v0.2.4945.22690

This hotfix includes Several fixes for starting gear, items exiting boxes correctly, plant and recipe configurations, and more.

[h3]Changlog v0.2.4945.22690[/h3]
  • Fixed The final item removed from a disposable packaging object would not have its interactions enabled due to the script mono-behaviour being disabled.
  • Fixed bug with the plant life requirements for SeedBag_Cocoa and SeedBag_SugarCane not matching the life requirements of ItemSugarCane and ItemCocoaTree
  • Fixed cooking requirements for cooked rice and cooked soybeans so that the recipe requirements match for both the automated oven and the microwave
  • Fixed a bug where portable atmospherics would produce infinite free nitrogen when deconstructed
  • Fixed water bottle pack had the incorrect blueprint
  • Changed hydroponics supplies crates on vulcan and venus were to mkII crates
  • Removed s on water bottle box (art asset)
  • Removed s on water bottle box
  • Fixed wrong material for build states of security printer and tool manufactory
  • Fixed bdse and other related ic commands using the incorrect instruction format from rmap
  • Fixed Explosions do not mine terrain on dedicated server.