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Logic Sorter: Insulation, Ore Tablet, and Future Content

Stack Instructions and Logic Sorter


There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.

What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though. SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a the next instruction, and will actually modify its own count payload, as it passes items through, allowing a player to read that instruction from the stack, and figure out what the sorter is doing even if it has a ton of custom instructions.

This approach to advanced device operation lets us as developers keep the operations of machines as very simplistic, and straight forward. As an example, instead of circuit boards containing tons of custom code that only we developers can see and modify, players could see an airlock circuit board having clear instructions on its stack, turning on and off vents, and conducting evaluation operations on sensors.



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Insulation

We've added new insulated inline tanks for both gasses and liquids, and changed the pipe insulation upgrade process slightly. Last update we added the ability to upgrade pipes to insulated pipes using a wrench and some insulated pipes. Based on feedback from the community, combined with us adding these new inline insulated tanks, we've changed the upgrade process to use a new adhesive insulation item that you print separately.


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Ore Tablet

Previously the ore tablet required the use of the Ground Penetrating Radar, and was very annoying to use. The GPR has been removed and the tablet now functions by itself. Just throw it in a tablet and you're good to go.



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Future Content

If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs.

Here's a quick outline of the upcoming changes.

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[h2]Starting Conditions[/h2]
This update includes some changes to the starting conditions data and paves the way for making much more dynamic starting conditions. When starting a new game you'll be provided with the familiar starting gear, however when another player joins, they will bring with them a smaller set of gear to reduce the stresses that each new player adds to a game. When respawning it will remain largely unchanged. All of these are defined in XML for easy modding.

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[h2]Suits[/h2]
A range of new suits are still in heavy development so we can't give too many details, but you should expect a range of suits that are suited for different situations rather than there being the "bad suit" and the "good suit". In the same vein we'll be reworking jetpacks with a set of jetpacks that are useful in different situations.



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[h2]More Stack Instructions[/h2]
The sorter was a obvious example of a complex machine that needed a better programmatic way of configuring. Manufacturing, and Trading both have multiple complex machines that we are looking at as examples of both simplifying the machines operations, and creating the opportunities for players to control core systems in their base without being overly complex(to stationeers standards). We also will be adding specific large memory servers, so players can store large and complex data structures of their own.

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Patch Artwork

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Your support makes these updates possible


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

[h2]Change Log v0.2.4936.22393[/h2]
  • Refactored the Starting and Respawn Condition definitions. This is a non-critical breaking change, which will affect mods. The old data structure was limited and had a lot problems. The new one uses the same classes and approach as the tradables system. The chosen spawn structures are defined primarily in the worldsetting, and if it is blank the game will use default ones. See the discord beta announcements for documentation about how to format xml for this.
  • Fixed medium shelf not being deconstructable when built against a frame
  • Fixed large tank throwing errors when using autorotate
  • Removed inaccurate stationpedia descriptions for canisters
  • Fixed cancel keybind closing the window even if the filter field was populated. A keypress will now clear the filter field before closing the window.
  • Fixed close all button not showing correctly when getting out of a sleeper
  • Fixed undocked inventory windows staying visible when you fall asleep in a sleeper
  • Fixed Eggs laid by chickens could not be used in microwave or automated oven.
  • Changed space maps to clamp traders towards the upper sky, until devices are possibly changed to be placed in any rotation on space maps.
  • Fixed a bug where Stationpedia could be opened while rebinding keys
  • Fixed a bug where using 'save as' would not give the new save a unique id. This would cause inventory window positions to mimic the parent save which can be confusing.
  • Fixed a bug where inventory window positions would not be saved in the playercookie in some instances.
  • Fixed a bug where closing Stationpedia while the ingame pause menu is open would unpause the game
  • Exposed Math outputs of Convection and radiation calculations.
  • Added SuitBase class.
  • Changed Pipe Analyser Operating sound to be quieter and less high pitched.
  • Added first pass on new suit prefabs.
  • Added new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets)
  • Fixed helmet overlay settings not being respected on load
  • Added first pass of runtime game profiler tool
  • Fixed a number of issues with the audio concurrency system that were preventing it from working as designed and in some cases not working at all.
  • Fixed the runtime game profiler tool so it now displays the memory usage
  • Added concurrency setting for pipeAnalysers.
  • Fixed looping sounds that were disabled due to concurrency would not play at later point when they should.
  • Refactored how tradable data is stored. This does impact slightly how references are handled with trading, so requires careful testing to ensure there are no problems.
  • Added the ability to upgrade an inline tank to it's insulated variant
  • Added new meshes for Insulated InLine tanks and their associated kits
  • Added recipe for Insulated Pipe Utility to PipeBender
  • Fixed bug where inventory windows were not being cleared correctly when exiting game or respawning.
  • Fixed white indicator box around open inventory items not showing up
  • Added further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios.
  • Fixed the ordering of the display mode materials for the station batteries
  • Adjusted Vulcan sun position to atmospheric temperature map to prevent winter on vulcan from diverging from desired gameplay temperatures. Instead of 650C summer days and 250C Winter days, summers days now max out around 750C, and Winter days bottom out around 500C. Temperatures rise faster in the mornings and fall in evenings, but there still is changing thermal flux throughout the entire day. Night time temperatures remain the same.
  • Added error in console when attempting to load a spawn with an invalid ID
  • Removed bad id test case from last commit
  • Updated pipes and inline tanks to require Adhesive Insulation to upgrade to their insulated variants
  • Added Adhesive Insulation item
  • Fixed issue where liquid canister and water bottle would spawn without any contents in the lander
  • Removed duplicate constructable from table kit
  • Fixed a bug where Battery-powered Wall Lights would remain powered after their power cable was cut.
  • Fixed tables not being able to be rotated by the player
  • Fixed config cartridge value text overlapping when logic values are long
  • Fixed text overflowing off the edge of the config cartridge
  • Fixed possible nre when chickens food target is null when loading a game
  • Fixed pickaxe playing sounds and particles when you are mining with another mining tool while holding it in your unselected hand.
  • Fixed plants getting stuck as not visible when built outside of occlusion range.
  • Fixed clothing slot hotkey hint area having the incorrect width when empty.
  • Added Thing tooltip now updates each frame.
  • Fixed a bug where pipes placed in walls or on the side of frames were invulnerable
  • Fixed some tooltips showing up as empty.
  • Added first pass of Logic Sorter that will be powered by a "Stack" that can be set using GET and PUT from IC. This "stack" contains a struct of doubles, with the first byte being the "instruction". So logic sorters will be given a series of instructions. They will go through the stack and process it's stack. This means that, going forward, devices like the sorter will act like CPUs and have their own instructions that IC can be used to manipulate. Currently just debugging. This will allow you to fill the "stack" for the sorter will increasingly complex and powerful instructions, such as "filter 8 ItemSteelSheets", where the stacker would filter off 8 steel sheets and then stop.
  • Fixed the Reagent Processor recipes not properly linking their requirements in Stationpedia
  • Fixed a bug where destroyed landing pad pieces would lose their material, becoming bright pink.
  • Fixed a bug where evaluating atmospherics pressure damage would occasionally throw collection modified exceptions
  • Moved some materials into their correct folder
  • Removed the GPR
  • Changed ore scanner tablet cartridges to work without the GPR and did a small refactor to get rid of coroutines and unused code.
  • Added second pass to Logic Sorter. Now it contains five basic instructions that process the stack on the logic sorter. Currently the logic sorter stack is volatile between saves (not serialized) but it will be in future update. Each value of the stack, the first 8bits are the OPCODE and the next 32bits are the integer used. This is show by machine generated section on the stationpedia that shows the format required for each instruction. This is a very powerful system that can form the future of very advanced systems within all devices in the game.
  • Fixed issue where players that split a stackable item into the world while looking downwards would take damage
  • Added more information about internal stack to the Stationpedia. Now the access mode (READ | WRITE) and memory size (Bytes) will be shown as well as the any device instructions that will be assessed on the stack.
  • Added third pass on LogicSorter. Now the mode affects how the LogicSorter processes the stack. By default, it is set to ALL so all instructions on the stack will need to evaluate to true before something is moved to the Export 2 slot. This means you could load an instruction for FilterPrefabHashEquals to filter for ItemCoalOre and FilterQuantityEquals 10, this would then only move a Coal Ore that had a stack size of 10 to the Export2 Slot.
  • Fixed AdvancedSuit class (hardsuit) was not bound to IMemory interfaces despite implementing the required signature. This meant that the advanced suits were not considered for some of the more complex IC instructions such as GET/GETD and PUT/PUTD.
  • Added FilterQuantityCompare to LogicSorter which the struct has the OpCode, ComparisonOperator, and Quantity. The ComparisonOperator uses the compare constant (equals is 0, greater is 1, etc...).
  • Cleanup of LogicStack helper statics to make it much easier for other devices to implement and process their internal stack.
  • Fixed cant use constants in DEFINE instruction on IC. Now you can do 'DEFINE operator Equals' and it will use the inbuilt 'Equals' constant. Previously it would throw an error, as DEFINE was very strict about requiring a literal double. Now it will parse a double for an actual number or a constant.
  • Changed stationpedia formatting of Logic Stack Instructions to make the struct clearer.
  • Added Serialization to LogicStack. This is generically checked at the Thing level, meaning it will automatically be serialized/deserialzed for any item or device or anything that implements a logic stack. When your game saves, the state will be saved, and then loaded next time.
  • Fixed issue of players getting damaged by splitting stacks while looking downwards
  • Added FilterSlotTypeCompare instruction to LogicSorter. This allows you to assess contents and filter based on the SlotType of the thing.
  • Added LimitNextExecutionByCount instruction to LogicSorter. This includes a USHORT (16) in its payload, and it will ensure the next executable instruction will only return true the number of specified times. Each time it returns true, it will update its count decremented by one.
  • Added CLR instruction. This instruction will clear the Stack memory for the provided device. This will work for any device that has a writable internal memory, such as the Logic Sorter, Circuit Housing. It will not work for devices that have read only memory.
  • Added IO indicator to CircuitHousing. It will flash green when stack is read and yellow when stack is written to.
  • Added Internal Memory to the RocketCelestialTracker that will have an internal memory of Horizontal and Vertical coordinates for celestial objects, providing faster access to all data if needed.
  • SatelliteDish now uses logic type idle to return 0 if its still rotating, and 1 if its not.
  • BestContactFilter is serialized on save.
  • Changed the SignalID logic on the dish to return -1 instead of 0 when not finding a contact.
  • BestContactFilter must be cleared back to -1 for the dish to auto select signals again.
  • Added new logic type, BestContactFilter, to SatelliteDish that allows logically located trader IDs to be selected as the best signal, instead of forcing the closest contact to automatically be selected. This will allow player scripts to more easily search for a single target that has been previously identified.
  • Fixed ItemBiomass Blueprint being the wrong size when using precision placement
  • Changed the PortableComposter buttons to the prefab buttons
  • Fixed the PortableComposter button colliders being the wrong size
  • Tweaked small hangar door close animation as it was starting at the incorrect position.


[h2]Future Content[/h2]
  • Added ic code from advanced suit to the new SuitBase
  • Added ability for new suits to pass brute damage through to entity as stun damage
  • Created ISuit interface in preparation for adding new suit functionality and make Suit and SuitBase implement it.
  • First pass on extracting internal air conditioner into an interface for new suit logic
  • Temporarily disabled thermal interaction of helmets until new suits are balanced.
  • Added placeholder convection values for new suits.
  • Added Suit Heat/Cold Convection behaviour for new suit prefabs.
  • Removed internal conditioner monobehaviour on new suits and replaced with static suit helper functions.
  • Second pass on pulling out suit atmospherics functionality into statics.
  • Added MovementSpeed Modifier to new suits. (spaceSuit = 125%, HardSuit and InsulatedSuit 80%, others are unchanged)
  • Added Movement speed modifier to stationpedia suit info panel.
  • Added new suit thermal values to stationpedia.
  • Added new Suit info panel to stationpedia for showing values relevant to the new WIP suits.
  • Moved default evaluate suit atmospherics code from normal suit into the SuitBase class.
  • Added first pass of liquid cooling for new suits. All suits can take non-cryogenic liquids, some advanced suits can take cryogenic, and some can be upgraded using an AC upgrade to take cryogenics. A status warning is provided if the current liquid tank is not suitable, or if it's missing. (these changes are not currently accessible and are for internal testing.)
  • Added Placeholder durability and Hygiene values to new suits.
  • Changed Increased volume of new suits to 100L from 10L
  • Reduced power of base suit AC from 2000J to 350J
  • Added Enlarged coolant range for AdvancedACSuit.
  • Changed suits now have an operating range for coolants.These values have been added to stationpedia. if the suit coolant is out of range the suit AC will be much less efficient and do less cooling for more power consumption.
  • Fixed null ref when new suits have no coolant tank.
  • First pass on adding new HARM suit.
  • Added a 'back' slot to one of the new suits for testing purposes.
  • First pass on adding 'back' slot to new suits. The back slot will be mirrored by a new slot display which will show up in the main inventory panel when a new suit is equipped.
  • Update new suit's back slot to have the correct name.
  • Made jetpacks and backpacks on new suits be visible on player.
  • Fixed jetpacks in new suits not being picked up by the movement controller.
  • When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player.
  • Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits.


Hotfix v0.2.4902.22241

This hotfix contains a number of changes and fixes including a fix for errors thrown for systems set to Turkish language as well as some other languages, as well as a multiplayer issue causing client positions to get out of sync.

Changlog v0.2.4902.22241
  • Fixed Airlocks that go into an error state when the cable connecting any device is removed (including the console data cable) will now return to a functional state if the cable connection is restored.
  • Fixed Removing the cable directly connecting an airlock console puts the console into an unrecoverable broken error state on clients.
  • Fixed formatexception in German localization
  • Fixed long prefab names not being copied to clipboard when clicking on them in stationpedia
  • Removed CanEnter override in backpack which was incorrectly surrounded by UNITY_EDITOR tags
  • Fixed an audio pool exception when destroying a burst pipe
  • Tweaked pipe bender export slot collider position so you should no longer be able to put things into it.
  • Fixed slots behind sliding panel on atmospheric devices were interactable when the panel was closed.
  • Fixed an issue where client positions could get out of sync on server. This issue became increasingly apparent when the local host character had died and decayed into skeleton.
  • Fixed errors with GameStrings when system language is set to Turkish. This should also fix a few other specific cases for other languages.

Hotfix v0.2.4899.22229

This hotfix includes a range of fixes and changes. The most important being a fix for lungs spawning when a chick is born.

Changlog v0.2.4899.22229
  • Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
  • Fixed normal map problem for chicken
  • Fixed pipe igniter not being able to be activated via logic
  • Fixed t-ray scanner sometimes showing burst pipe meshes everywhere once a single pipe had burst.
  • Fixed advanced furnace kit blueprint showing as the basic furnace kit
  • Fixed an issue where a client would delete a dual registered structure when joining a server. Multiple structures registered to the same position is very rare but can happen due to server lag or packet loss. This could cause a potential byte array reading error. Dual registered structures will now only get cleaned up when server loads the game.
  • Fixed a bug where the cancel keybind wasn't closing the fabricator scroll list popup
  • Fixed NullReference Exception in DoAtmosphereMixJobs(). Potential fix for reported game crash.
  • Added new slot type bitflag and added tools for copying the data from the old enum value to the new flag fields. This is a first iteration of changing from an enum to a bit flag for slot types so is not yet used.
  • Tentative fix for console search button not working. Also potential fix for circuitboards getting into a bad state and appearing blank when inserted into a console.
  • Fixed Issue where Airlock and Advanced Airlock buttons would be greyed out on clients when a cable was removed from the cableNetwork connected to the Airlock console.
  • Fixed chick lungs appearing at origin - added missing lung slot to chick.

Hotfix v0.2.4891.22206

This hotfix addresses several issues with multiplayer caused by bad data being sent. This issue could cause a wide range of issues including stopping things in the game from updating their position or state.

Changlog v0.2.4891.22206
  • Fixed MK2 Crowbar and emergency crowbar sounds could get stuck on.
  • Fixed Duplicate entries in PipeAnalyser tooltip for Capacity and Liquid Volume.
  • Fixed Proximity Sensor tooltip shows incorrect unit.
  • Changed Save button on leave game pop-up to Save-and-Exit.
  • Fixed Leave Game Pop-up would soft lock the game if you clicked the save button.
  • Fixed OGRE horizontal miner disasappears due to overly aggressive culling distance.
  • Fixed a bug where the control binding panel was not usable while trying to rebind controls during gameplay. The panel now correctly display over the settings menu instead of under.
  • Added a simple yolk splat effect when eggs break
  • Fixed Byte Array read error which was causing FertilizedEggs to create de-syncs.
  • Fixed labeler not grabbing existing text from a sign when editing.
  • Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
  • Fixed normal map problem for chicken

Pipe Upgrader: Chickens & Rocket Data

Much of our focus has been on heavy and deep architectural changes to the game. While we prepare our next big additions, this update serves some much needed quality of life and fixes.

Last Update Reception


https://store.steampowered.com/news/app/544550/view/4128183566031836599

We have been blown away with the reception to the last update, which gives us confidence that we should continue to focus on rounding out the "why" and "what" of Stationeers play sessions. A key foundation for our future updates is to build heavily on this. We plan to take existing work we have done and bind them together, as well as further work to redo lower quality areas of the game like terrain.

We set our highest concurrent players in Stationeers since the multiplayer refactor well over a year ago, as well as having much higher sales than normal. This is massively encouraging to the team so thank you all for the warm reception!

Pipe Upgrades

You can now upgrade pipes and liquid pipes to their insulated counterparts without having to rip them up and place new pipes. You can do this by using an insulated pipe kit on an existing insulated pipe while holding a wrench in your other hand. Only upgrades can be done in this way, an insulated pipe cannot return to a non-insulated pipe.



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Pipe Igniter

Just like the regular igniter this pipe attachment allows you to create a spark and ignite the atmosphere inside a pipe network either manually or via logic.



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Chickens

Since the network refactor, and even before that, Chickens have suffered from a lot of issues making them hard to keep under control. We've fixed a load of bugs and tweaked a lot of small things that should make them a more manageable resource.



[h2]Feed[/h2]
We've changed how much a chicken needs to eat as a base line and have also added a requirement for more food to lay an egg.

[h2]Eggs[/h2]
Previously, when a chicken laid an egg there was a 25% chance that it would be a fertilized egg, This meant that early on in your chicken farm it could be slow to get the desired amount of chickens, and later it might mean that you ended up with too many chickens.

Now every egg is fertilized but for an egg to hatch it requires a more specific environment. Previously, a fertilized egg would hatch if it was kept above 15C, which has been changed to a range between 35C and 40C. Furthermore, an egg will become unviable if it is exposed to temperatures below 10C.



[h2]Chicken Management[/h2]
Considering the above changes you should now be able to control chicken breading and egg production with a combination of room temperature and available food. We will probably continue to tweak these values so feel free to provide some feedback once you've given it a go.

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Avionics Data

While developing the new Rocket Update, we focused on making sure all of the new mechanics in space were automatable. However, some of the data exposed to the rocket UI on the rocket motherboard didn't get fully exposed to the logic system, making it hard for players to tap into the systems we did expose. Because of the amount of requests from the community, we've made more data available through the avionics to allow for more automation.

You can now access survey progression, discover progression, chart progression, and many values associated with asteroid composition, of your set destination.

This work also included behind-the-scenes work to increase the limit on logic values the game can use. But with that out of the way, we can support thousands of more logic types, so keep the requests for more data.

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Patch Artwork

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Your support makes these updates possible


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

[h2]Change Log v0.2.4889.22194[/h2]
  • Fixed FireExtinguisher throws errors when used outside on the moon.
  • Fixed Composters were outputting waste gasses at the incorrect temperature.
  • Added Pipes and Liquid pipes can now be upgraded their insulated variant. Use a kit (insulated pipe) on a pipe to upgrade it. A wrench in the off-hand is required.
  • Fixed Celestial tracker breaks game when place in rocket.
  • Updated manufacturing machines prefabs with new upgrade data.
  • Fixed flashlight not updating the lights state to match the mode for clients until it was put in or removed from a slot
  • Fixed issue where stationpedia phase change graph was using single precision floats when double precision required math was needed, causing some listed pressures to be off by several Kpa from actual.
  • Fixed Chickens not having Lungs
  • Fixed chickens taking reduced damage due to always having the offline and sleeping reductions applied to it.
  • Reduced chicken egg lay rate to be between 1 - 2 times per day averaging to 1.5 eggs per day
  • Added chicken using up nutrition when laying an egg. Chickens will now seek food if they do not have enough nutrition.
  • Added tooltips for chickens that tell you when they are hungry, very hungry, old and very old.(not exact values but just something to indicate their state)
  • Added a lifespan to animals and set it to four months for chickens(will probably need balancing)
  • Fixed bad normals on chicken. Removed normal texture until it can be replaced with a new one
  • Added an upper temperature for hatching a fertilized egg and set the range to 35 - 40 degrees c. Previously anything above 15 c was enough.
  • Updated egg and fertilized egg Stationpedia pages
  • Fixed fertilized eggs ignoring temperature range
  • Fixed an issue where emptied pipes would not run react or combust code, leaving them with stale data from previous fires.
  • Fixed chickens not laying eggs.
  • Changed all eggs to be fertilized eggs. Fertilized eggs will only stay viable if they remain above 10 C. If they drop below this temperature they will become unviable and turn white. The colour of the eggs has been changed from brown to a more real brown egg colour.
  • Added first pass on pipe igniter which can be used to spark its connected pipe atmosphere.
  • Added chicken lungs, and set their volume to 1/6th that of human lungs.
  • Changed chickens to only naturally eat to a certain level of fullness. They will only try and eat more when they are ready to lay an egg so that you can control egg production through feed.
  • Fixed flashlight's light material not being emissive when turned on.
  • Fixed flashlight beams being invisible when loading a game even when the flashlight is turned on
  • Fixed chickens not eating when they need to lay an egg
  • Added pipe igniter recipe to pipe bender
  • Updated Stationpedia descriptions for pipes
  • Fixed mars not correctly starting at the morning of day 0 by adding accelerated time offsets to worldsettings.xml
  • Fixed new eggs not having the correct reagent mix
  • Added new thumbnail for egg
  • Small Optimisation for Thing.Find function for when an invalid Id is parsed in.
  • Cleaned up some string creation for logic-types and replace with EnumCollection function calls.
  • Some general clean-up of logic code. Switching out for useage of static read/write methods for logic-types and referenceIds.
  • Changed Underlying Type of LogicType Enum from Byte to uShort. Corrected Network read/write types and type casts as required.
  • Added the ability for eggshells to be recycled; they will now produce a reagent mix containing 1 biomass
  • Fixed eggs not breaking into shells when colliding with force; they will now break into two eggshells when hitting a structure with sufficient force.
  • Fixed fertilized eggs being unbreakable
  • Fixed chicks having human Lungs
  • Made eggs in slots not become unviable. (temporary fix until we have a container that keeps eggs safe)
  • Changed chicks to take one day to mature (up from 2/3 of a day)
  • Changed tier 3, far trader, to always have fertilized chicken eggs, decreased the price from 1000 to 250, and increased available quantity to 2.
  • Added nutrition gained by chickens linked to actual nutritional value of the consumed food
  • fixed imbalance in chickens nutrition usage
  • Fixed Npcs as being treated as an offline player in terms of breathing, nutrition, etc
  • Fixed missing mode panel in Stationpedia for Avionics
  • Fixed logic dial Stationpedia page unnecicerally displaying it's modes panel
  • Fixed Some items could not have the gas-ratios read via logic for the new gases.
  • Added Avionics can be read with the reagent reader or the "LR" IC command to report on the reagent composition of sites where SpaceOres are mined.
  • Added GasRatio, TotalMoles and Temperature variables to avionics. Available for sites where ices are mined.
  • Added Site Deposit Logic Variables to Avionics: Density, Size, Richness.
  • Added Rocket Mining Logic Variables to Avionics: Quantity - amount mined per operation, TotalQuantity - the total amount of ore spawned at the target site, MinedQuantity - the total amount that has been mined at the target site.
  • Added Rocket Scanning Logic Variables to Avionics: Survey, Chart and Discover. These report the normalised Scan value at the target.
  • Added Rocket Navigation Logic Variables to Avionics: NavPoints - number of available NavPoints for target. ChartedNavPoints - number of ChartedNavPoints for target. Sites - Number of Sites at target. CurrentCode - The spaceMap address of the rocket's current location.
  • Exposed a number of new readable logic Variables to the Rocket avionics to help enable more rocket automation. These variables point to the Rockets Target Destination but will fall back to reading from the current destination if the rockets target has not been set.