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Redefining Plants: Moddable Plants, Berries, & Watermelons

[h3]This Issue has now been resolved. [/h3]

Thank you all for the excellent response, feedback, and helping us work the issue.

We really appreciate the Stationeers community!

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[h3]Due to a critical issue we've had to roll this patch back.[/h3]

Not everyone was experiencing this issue but enough that it justifies rolling back until we can resolve the problem.

This update is still available on the Beta branch.

If you have been playing on Default and have any of the new items(any of the 3 new plants or the Icarus suit) then you will need to switch to beta.

The update will be available on Default branch as soon as we have a solution.



Data Defined Prefabs

Until now our pipeline for creating new prefabs, things in the game, was very Unity dependant. This process has largely stayed the same since the beginning of the project, and while it does allow us to add new things to the game quickly it does not follow the data driven mindset that we now follow.

We've taken a small subset of prefabs, plants and moved them to be defined entirely in XML. This means that to add a new plant we simply create a new custom plant in our game data XML. This data points to the relevant meshes and textures that are loaded at run time, instead of build time.

A few extra tools have been included with the game to help generate the blueprints and thumbnails required.

thing blueprint     // Generates blueprint

thing thumb   // Generates thumbnail from thing by reference id




We would like to roll this out to all kinds of things the game but have started with something smaller to prove the concept. Being able to define completely new devices purely from XML would be the ultimate goal but we will see how this goes before making any decisions.

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New Plants

We've also added 3 new fruit plants to help test the new system. When consumed these new plants will have a positive effect on your mood, but they are not currently used in any recipes, they will be later when we do a food update.

The new plants are Strawberry, Blueberry, and Watermelon.



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Your support makes these updates possible


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

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[h2]Change Log v0.2.5314.23994[/h2]
  • First pass on moving plant life requirements to xml.
  • Added Scripts and models for future content.
  • Fixed Multigrid structures not registering to every cell they block.
  • Fixed Global Atmosphere mix calculation issue in previous commit (rev.23875)
  • Added Prototype Global Liquid Renderer. Very large quantities of Liquids in the global atmosphere will now be rendered via a liquid plane.
  • Added strawberry xml plant example.
  • Added first pass on importing plants from xml. Meshes, textures and plant stages can be defined in xml and will be imported at runtime. Blueprints can also be created but for now, the wireframe edges will have to be manually entered into the xml. Later on we plan to make this automatic or add a tool to export edges for custom meshes.
  • Fixed nullref on dedicated server when instantiating prefabs from source list.
  • Added Missing scene update from last commit
  • Fixed normals on strawberry meshes.
  • Added thumbnails for strawberry plant and seedbag.
  • Made custom plants fail to register if their name is already taken to stop potential name conflicts with existing things.
  • Changed Global Liquid visualiser now uses the same system as in-world liquid. Global liquid will now not be drawn inside rooms.
  • Removed 1st global liquid prototype from scene.
  • Missing class name changes from last commit.
  • Removed some unused files and directories
  • Removed associated meta files for removed directories
  • Added scripts and prefabs for future content.
  • Made organics printer recipes resolve their prefab references after all data files are loaded.
  • Moved blueprints out to their own file and made them DataCollections.
  • Renamed CustomPlants.xml to plants.xml.
  • Moved tomato plant and seedbag to xml.
  • Renamed PrefabResolver to DataResolver.
  • Removed Director.cs
  • Refactored WeatherManager to remove un-necessary abstraction & complexity in Storm scheduling code.
  • Added Additional storm properties to the weather event data. ParticleId, Allowed Directions, Damage Multiplier.
  • Changed Storms can now come from any of the 4 cardinal directions.
  • Changed Worlds can now have multiple storm types.
  • Changed Moved weather data into a library in weather.xml. WorldSettings can now reference weatherID form the library or they can declare them inline.
  • Fixed items in input slots being invisible in tier one manufacturing machines
  • Fixed some manufacturing machines / printers only allowing ingots in their input slots. It is intended for them to be able to get blocked up if you poorly manage your manufacturing
  • Added plant meshes and textures to streaming assets.
  • Removed a few empty directories.
  • Updated SeedBag template material with new normal and spec textures.
  • Changed plant template to Plant script rather than Potato.
  • Stopped nullref when plant blueprint is not setup. Instead a default blueprint will be used and an error will be logged.
  • Added blueberry and watermelon plants.
  • Added Rain Storm particle effects and sounds.
  • Changed Exposed Weather Event Fog start and end distance and weather audio to XML.
  • Added Rain weather event to weather library.
  • Updated plant blueprint default mesh.
  • Added ServerProviderPanel for managing ServerProvider buttons
  • Added empty ServerProviders xml file for populating button data
  • Added ServerProviderButton prefab
  • Added system for setting up and managing links to server providers
  • Slightly changed how damage from toxic gases is calculated. Partial pressure thresholds are per gas rather than combined. This may change as we test further.
  • Moved water usage, breathed gases and toxic gases for plants into the liferequiements xml.
  • Fixed normals for plant meshes.
  • Changed Updated stationpedia to show in-world volume of each Liquid type.
  • Changed In-World Volume Multiplier for gasses is now calculated at run-time based on gas Properties. In as a general rule the more cryogenic the liquid the lower in the inworld volume multiplier. This will solve pressure anomalies and run-away phase change effects that were happening to players condensing cryogenic liquids in world grids. Under the old fixed multiplier of 50x some condensed Gasses would take up more volume once in liquid form which would spike the pressure causing a feedback loop of Condensation phaseChange.
  • Added Rain and snow weather effects will now trigger when Condensation/Freezing happens in the global atmosphere.
  • Added Snow Weather Effect.
  • Moved switchgrass, potato and corn to xml.
  • Added ability for custom plants to be set as microwave ingredients, chemistry ingredients and animal food.
  • Fixed potato meshes having bad normals.
  • Added IAnimalFood to some plants and refactored how animal food is registered.
  • Updated ItemSwitchgrass mesh.
  • Added blueprint edges for a few more plants in xml.
  • Added command for generating blueprint wireframe edges with the format: "thing generateblueprint ". This will output edges to a text file which will have to be added the blueprints.xml manually for now.
  • Fixed life requirements not being set on xml based plants correctly.
  • Moved fern and darga fern to xml.
  • Removed unused seedbag meshes.
  • Committed auto prefab changes from editor due to new IsCustomThing field.
  • Tweaked generate blueprint command to output a file with a more descriptive name.
  • Added blueprints for darga fern and fern.
  • Updated normals for darga fern mesh.
  • Fixed an issue with LerpToGlobalAtmosphere() function that was causing Rockets to generate large numbers of instanced atmosphere grids. Issue introduced in rev. 23827. This was causing frame-time degradation and occasional frame-time spikes due to garbage collection. Users who were experiencing this issue may find it takes a few minutes for the performance issue to resolve upon loading the game as the erroneously created atmosphere-grids will have been serialized and will take several minutes to clean-up.
  • Fixed deconstructing cladding not using any power. They now use a small amount
  • Added blueprint info for migrated plants.
  • Moved soybean, cocoa, sugarcane, wheat, mushroom, rice and pumpkin to xml.
  • Added max stack quantity and reagent mix to xml based plants.
  • Converted hades flower and winterspawn to xml.
  • Added scale variable to MeshReference so imported models can be scaled appropriately.
  • Added Models/scripts for future content.
  • Fixed a tooltip error.
  • Fixed all obj normals.
  • Moved celestial textures into their own folder
  • Fixed plants from xml not showing up in the debug spawn menu.
  • Moved celestial textures back to root texture folder for now so as not to break mods.
  • Fixed switchgrass not producing the hay item when harvesting.
  • Updated ItemStrawberry mesh and blueprint.
  • Added a new command 'plant grown all' which makes all plants progress to the next growth state
  • Fixed some plants not showing the correct growth state. For example the strawberry was showing the wrong mesh when it was fruiting and not showing the correct mesh until it was seeding. All the new plants have been fixed as well as a few existing plants such as the tomato
  • Stopped plant grow all command moving plants to dead stage. Specifying a plant tray with plant grow will still move plants to dead stage.
  • Updated ItemSwitchgrass mesh.
  • Added thumbnails for new plants and seedbags.
  • Updated ItemSwitchgrass thumbnail and blueprint.
  • Changed "thing generateblueprint" command to just "thing blueprint".
  • Added wip thumbnail generator command that can be used to generate a thumbnail for a thing: "thing thumb ".
  • Fixed blueprint wireframe generator not including some edges.
  • Added switchgrass blueprint wireframe edges back in.
  • Updated blueprint wireframes for ItemFern and ItemDargaFern.
  • Increased size of ItemFern slightly.
  • Added editor tool to generate wireframes.
  • Fixed an issue where rockets saved while in space would get deleted on load due to an incorrect grid registration.
  • Fixed seedbag blueprint wirefame being slightly offset.
  • removed missing script reference from Asteroid.prefab
  • Fixed game loading issue when current weather event is null.
  • Fixed server provider button logos not being centered on the viewport
  • Removed Debug.Log calls
  • Removed chat popup window when running in editor.
  • Moved a few reagent classes into their own files.
  • Removed missing script on some voxel prefabs to stop errors while starting dedicated server.
  • Added Icarus suit to the tool manufacturing. You must own Icarus to be able to print it
  • Added new help text for the thing command

Short Circuit: Liquid Device Interactions

Liquid Device Interaction

A system to allow liquids to interact with devices has now been added that will mean that some devices will now have an adverse reaction to being submerged in water. Devices currently behave in one of two ways when in contact with liquids, they will either fry the attached cable or enter into an error state.

Manufacturing machines will enter an error state when in contact with liquids, and Area Power Controllers, Transformers and Station Batteries will blow the cables directly connected to them.

Before a device's cable blows you will be given some time visual and audio cues.



Currently the list of devices affected in this way is pretty short, but more interactions may be added later now that we have the system in place.

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Better Water Visualizer

The liquid visualizer had a lot of literal edge cases where it would not look that good, for example the liquid could clip through some configurations of walls and windows, as well as being hidden under flooring.



This is no longer the case as we are doing a simple check to see what configuration of walls is around the liquid visualizer and shift it as necessary.

Additionally, the screen space affect that you see when you're underwater would stop working if you left a game and started a new one, but this has now been resolved.

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Buoyancy Changes

A quick addition to the buoyancy system has allowed us to select some objects to not be buoyant. Again, we've just picked a select few items to enable this on and will add others as we see fit.
The current list of things that will sink are ores, ingots, and crates.



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Pools of water

To prevent a small film of liquid spreading through your entire base we made the decision to have small "pools" of water not spread at all. The result of this was that it was easy to end up with lots of small pools around your base that were hard to collect. We've done two things to help with this:

[h2]Floor Drain Collection Radius[/h2]
Floor Drains will now collect liquid from a 6-grid radius allowing you to have fewer floor drains to handle spilled liquids.



[h2]Liquid Vac[/h2]
The Liquid Vac is much more powerful now cleaning up liquids 50 times faster. This, combined with being able to see the small pools on top of flooring, should allow you to quickly clean up any pools of liquid.


   
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Your support makes these updates possible


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

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[h2]Change Log v0.2.5284.23867[/h2]
  • Fixed BatteryChargerSmall not being able to be connected to logic
  • Changed SpaceOreStackSize from const to static for modding purposes
  • Fixed Mars was getting too cold at night during its Solar apo-apse.
  • Changed Global Atmosphere now has a fixed volume and its state is serialised in the save data.
  • Changed Reworked how the global atmosphere is created and simulated. Phase-change can now occur in the global gas mixture. Gasses will now freeze into "icecaps" or condense into "ocean". Currently this simulation is not exposed to the player. We will be investigating ways of surfacing phase changes in the global atmosphere to the player in future updates via storms and or other visualisers.
  • Fixed launch mount kit being invisible
  • Updated Some future asset blockouts.
  • Moved Methods form PoweredVentMultiGrid into a static library so they can more easily be used by other classes.
  • Fixed some build issues due to imgui
  • Fixed Pressure of canisters not displaying properly in their Stationpedia entries
  • Fixed small Typo in Stationpedia entry for Large Extendable Radiator
  • Renamed IsUnderLiquidLevel helper to IsSubmerged.
  • Increased Liquid draining speed of Passive Liquid Inlet.
  • Fixed Passive Liquid Inlet not draining liquid from neighbouring grids when its grid was empty of liquid.
  • Increased Speed of Liquid Vacuum.
  • Added ISubmergedHandler to allow devices to have special behaviour when submerged. Currently, manufacturing machines will error when underwater and transformers and apc's will blow their cables.
  • Added Prototype Extendable structure for testing.
  • Fixed placement issue with structure Extension prototype.
  • Added boolean value for buoyancy so that non-buoyant dynamicThings sink but not as fast as falling
  • Fixed Flickering liquid blocks when liquid was falling.
  • Fixed Underwater effect would not play upon loading into a game for the 2nd time.
  • Removed Min liquid height clamping. (previous band-aid fix for liquid hidden inside floors).
  • Fixed Liquid would sometimes be "hidden" underneath floors, it is now offset to the correct height so it sits on the floor.
  • Fixed Liquid Visualiser Z-fighting and clipping through walls that were placed on an internal face of a grid.
  • Optimised Liquid Rendering Update loop. Render batches are now calculated and prepared on the gameTick thread using a double-buffer approach. This avoids blocking the main game thread with a costly iteration of all atmospheres and a needless recalculation of the water meshes every frame.
  • Fixed Liquid Vacuum and Liquid inlet not considering in-world liquid volume when performing their liquid movement logic.
  • Fixed Liquid Visualiser Prep running in batch mode.
  • Fixed Manufacturing machines would still build when in error state.
  • Changed SubmergedHandler system to instead be handled case by case on device in the power tick. Made input and output cables on transformers, batteries and apcs burnout when the input/output port itself is under water rather than the entire device.
  • Updated IsSubmerged to use the render threshold rather than zero for minimum atmosphere volume checks.
  • Added 100ms update and 1000ms update to Thing. These are opt in slow ticks for main thread game logic. (i.e audio, fx)
  • Added Spark effect and sounds to Apcs and transformers that are submerged in liquid.
  • Refactored some duplicate code from battery, apc and transformer into ElectricalInputOutput.
  • Added submerged effects to station battery.
  • Refactored ISubmergeable functionality to bring it more in line with project standards.

In World Water

Stationeers now has in world liquid simulations. Because of the phase change update, liquids became a major part of the game. They were allowed to exist in the world, but they were represented by a foggy steam effect, and they moved around in all dimensions just like a gas. The motivation behind adding realistic fluid movement is an expectation that the game created for itself. Stationeers has the best atmospheric simulation in gaming, and the game deserves to have fluid simulations accompanying it.



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Flowing Water


Liquids now flow horizontally and preferentially pool downwards. Lower areas of your base will be prone to flooding when liquid pipes unexpectedly break, or conditions for phase change causes gas to condense around you. Fluids in world have an exaggerated volume, to allow for meaningful interactions with in world liquids to happen. It turns out, it is difficult to collect enough ices to create thousands of litres of water while on a barren lifeless world.



Stationeer's atmospherics operate as 2m*2m*2m cubes that update every half second. This presents limitations in terms of first person fidelity, and propagation speed. For liquids, we wanted to make sure they felt fluid enough to not feel too gamey. We got around many of the issues with grid based spread and flow by utilizing a new physics based solver.



We use a series of CPU driven particles to represent and test paths that fluids want to take. These Physics solver balls allow liquids to drop down ledges, or get sprayed out diagonally, to allow fluids to move multiple squares at a time, all without the same limitations as our .5s tick grid atmospheres. We'll also soon be utilizing this system to better implement smaller liquid interactions such as pipe bursts, sprinklers and ice melting.



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Visual effects


All this time, we've been saying liquids instead of water, and thats on purpose. All gasses in Stationeers can condense into liquids. Other fluids such as Liquid oxygen and liquid volatiles all look different in world. Unlike other games, we even allow separate fluids to mix and we accurately blend their colors together to really inform you of the disaster that may be mixing underneath you.



We've also worked significantly on creating effects that make liquids look cool while still matching Stationeer's scale and style. Water spreading has droplets that represent the physics solver fluid simulations. When water is spreading throughout already connected tiles, we analyse the volume, displacement and directional mixing ratios to create flow effects on the surface of the water to represent its movement direction and rate.

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Buoyancy


All dynamic things except for entities, such as players and chickens, are buoyant. In the future we might expand this system to have things have different buoyancy or make some objects not be buoyant at all but during this first pass everything behaves the same.



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Making fluids meaningful


[h2]Interaction[/h2]
Representing fluids is important in of itself, but there are more game play systems we want to tie into. Vents are currently examples of devices that are aware of the surface level of the water, and will only start mixing with liquids when submerged, as opposed to interacting with the whole grid as normal. In the future we'll be making more devices interact with the fluids specially; such as APCs, transformers, and Batteries shorting out.



Fluids do currently interact with terrain. However, there are lots of edge cases that might cause water loss, or unexpected behavior. Once the new terrain system is done, we'll revisit how liquids interact with voxels, and potential performance improvements. This could eventually lead to us supporting larger liquid structures such as lakes, or weather effects that reflect global condensation like rain.


[h2]Liquid Vac[/h2]
Because liquids dont behave like gasses, small puddles often are left behind when draining areas. We've added the liquid vac as a way to allow players to manually interact with in world water. It has two modes, inwards, and outwards, so you can manually relocate water to another place in the world. We originally had it operate with liquid canisters that could be interchanged, the balance of canister sizes for other gameplay reasons prevented it from being super useful. In the future we plan at looking at a more solutions, such as a being able to attach to a dynamic canister, and having a gas vac variant as well.



[h2]Manual Floor Hatch[/h2]
While testing fluids flooding many of our bases, we kept wanting something that felt like a horizontal version of the manual hatch door. So we've added one so you can unwittingly spin the hatch wheel and dump a flood of water on yourself.



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


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

[hr][/hr]

[h2]Change Log v0.2.5259.23818[/h2]
  • Fixed incorrect thumbnail for composite wall
  • Made vertical sleeper shorter to avoid interference with ceiling
  • Made vertical sleeper for Droid shorter to avoid interference with ceiling
  • Updated blueprints and colliders for vertical sleeper and vertical droid sleeper.
  • Added first pass on in world liquids and 'particle' based liquid solver. Currently, liquids can be lost when pooling on terrain. The exact interaction between liquids and terrain voxels is yet to be decided.
  • Fixed Modded worlds with invalid GlobalAtmosphereData will fail to load.
  • Added Modded Worlds with an invalid weatherEvent will now fail to load on game data Initialize.
  • Deleted a number of now un-used rocket meshes and classes from the old rocket system.
  • Changed Condensation Fog effect will now only render when gasses are condensing into liquids in an atmosphere cell.
  • Fixed Network Message Dictionary was not regenerated in rev 23691.
  • Added missing server checks around some imgui code.
  • Added some more server tags around imgui code.
  • Fixed Critical game initialisation error for German players. The game data loading was throwing an exception due to an outdated stationpedia page in the german_help.xml
  • Added Liquid Solver commands to support Liquids profiling.
  • Changed Solar Processing tick to be a unitask (It was still using a unity co-routine).
  • Fixed Solar Panel CollisionMask for RayCast had a number of layer enabled that should have been dis-abled.
  • Fixed Solar Panels would sometimes not generate any power on dedicated server despite being correctly pointed at the sun. This was due to some objects from the main menu scene not getting disabled on the dedicated server and thus blocking the solar panel ray cast to the sun.
  • Refactored AtmosphericEventInstance to be a struct to reduce allocations.
  • Some minor optimisations to liquid solver.
  • Fixed smelting an ingot would give oops Achievement.
  • Simplified Rendering of Liquids in world, its now allocation free and much faster but is limited to drawing 1023 atmospheres.
  • removed slot filter type from autolathe
  • Fixed hydroponics larry not stacking hay when harvesting from switchgrass.
  • Moved some liquid debug logic and changed numbers to use the StringManager.
  • Fixed Would get not thirsty prompt when hydration was not full when using drinking fountain.
  • Changed Increased speed to use drinking fountain.
  • Fixed Missing model for ItemKitRocketLaunchPad. kit model was still using an old rocket model. It has been updated to the correct model.
  • Removed bobblehead from thumbnail scene
  • Added manual floor hatch to door kit
  • Fixed Incorrect shadow distance on window shutters.
  • Fixed Missing Material on broken build state of composite window shutter causing loading error on save games.
  • Fixed Open and Close animation for the ManualFloorHatch. The door now moves underneath the frame instead of on top of it
  • Fixed Solar distance Temperature offset was being applied twice. This was causing Vulcan to get extra very hot during its close approach to Janus.
  • Fixed Tanks not showing their MAXPressure in Stationpedia
  • Fixed dynamic Canisters in Stationpedia not showing the correct units of the MAXPressure value
  • Fixed issue with players being unable to interact with the switches of tools such as the Tablet and the MiningDrill when they didn't have power.
  • Fixed owning the EVA Supporters DLC granting access to the marine and hard suit bobbleheads in the printer
  • Made liquid visualizer particles work on clients.
  • Added first pass on liquid visualizer particles.
  • Changed LiquidFlow network update type from volume to grid
  • Fixed Reading IsSeeding from a Seedbag using proxy slot would through a null reference exception.
  • Fixed Prefab issue on ManualHatch that was breaking loading of Tutorial3.
  • Made water pools not spread out if they are under a certain threshold.
  • Changed networkupdatetype for liquid flow from grid to statechange.
  • Decreased liquid in world render threshold to approx 10 moles.
  • Updated underwater camera shader
  • Made floor drains and passive vents not take in liquids if they are above the liquid level in their atmosphere.
  • moved in world liquid flow rate into a static parameter for now.
  • Added ability for liquids in world to have an exaggerated liters per mole ratio to allow reasonable amounts of in game gas to be meaningfully represented in world, currently at x50.
  • Fixed animation speed of door to match up with the manual hatch
  • Added Liquid Vacuum recipe to tier2 tool printer.
  • Added Liquid Vacuum. A tool for cleaning up liquid in your base. It has an inwards and outwards mode setting.
  • Added different color visualization of different kinds of liquids
  • Fixed liquid solver out of bounds exception when reaching the max number of liquid solvers
  • Fixed missing liquid colour for hydrogen and added GetGasColor to be used later for gas particle
  • Updated the min render size to be half of what it was. This does mean that it can potentially be hidden bellow floors
  • Fixed the usage of a lot of magic numbers and cleaned up the liquid solver file a bit
  • Polish pass on Liquid Vacuum sounds and animation.
  • Added first pass on showing liquid flow direction
  • Added camera effect for being under liquid
  • Fixed back face culling being turned on for liquid renderer
  • Fixed missing references in the scene
  • Updated the flow texture on the water shader
  • Fixed possible null ref when resetting liquid flow flags.
  • Changed Passive Liquid Inlet mixing behaviour so it works more nicely with the new liquid sim.
  • Changed atmos tablet no longer shows volume value of individual gas types of liquids in world.
  • Changed all uses of Liquid volume to correctly pass through the scalar function.
  • Lowered mole threshold for horizontal liquid solver to 500moles from 1000moles
  • Fixed Minimum liquid render threshold now considers InWorldVolumeMultiplier.
  • Changed Minimum liquid render height to 12cm.
  • Fixed water color alpha was set to zero.
  • Fixed liquid shader flickering when interacting with other transparent objects.
  • Fixed liquid visualizer particles not taking the color of their liquid.
  • Updated flow visualizer texture
  • Removed unused test liquid shader.
  • Updated liquid flow texture on batched liquid material.
  • Removed empty OutlineEffect directory.
  • Moved some textures to their appropriate folders.
  • Changed passive liquid inlet will now draw from neighbouring grids (up to 6 grids away) if its current grid is empty.
  • Changed Liquids in world will now only mix sideways with other liquid neighbours if both grids have rendered liquid.
  • Made grow light thicker, so it looks better with wall piece.
  • Fixed index out of range exception when max rendered liquid grids is reached.
  • Added buoyancy for dynamicThings not including entities. Angular damping has also been added for dynamicThings that are below the water volume threshold for the grid that they reside in.
  • Fixed UnderWater camera effect not disabled when returning to main menu.
  • Fixed Wind sounds play underwater.
  • Changed Active Liquid Outlet atmospheric Logic to Run on OnPreAtmosphere(). This is so any overVolume caused by the process will be resolved in the following liquid mix step.
  • Changed Greatly increased the Minimum gas volume for World Atmospheres.
  • Added Recache Atmosphere Mixing pressure values after Liquid Mix in MixInWorld().
  • Fixed Pressure spikes when liquid solver particles resolved.
  • Fixed Large pressure differentials and air movement when liquids are more than one grid deep and being filled from an already full grid.
  • Changed When Liquid Solver particles are ripe but un-expired they will only merge with existing atmospheres if it has rendered water.
  • Fixed liquid visualizer particles were not being cleared when exiting world.
  • Tweaked uv distortion for liquid flow texture.
  • Added Placeholder water footstep sounds and underwater ambience sounds.
  • Added flow direction force to objects floating in water.
  • Added velocity damping to objects floating in water.
  • Changed liquid flow direction to use absolute volume difference rather than ratio.
  • Added 2nd pass for Water footstep audio and underwater ambience.
  • Fixed Breathing sounds play when underwater with helmet open.
  • Fixed Able to breath underwater with helmet open.
  • Fixed liquid flow looking unnecessarily turbulent. Opposite directional flow will now cancel out.
  • Changed IC10 Sleep command to use GameManager.GameTime instead of DateTime.Now.
  • Fixed IC10 Sleep Command was not respecting pause state.
  • Added Moles per Litre In-World for liquids to Stationpedia.
  • Updated Passive Liquid Inlet description.
  • Added max liquid render distance to liquid blocks and visualizer particles.
  • Fixed an issue with liquid mixing in world where the volume left for gas was different in two different functions causing oscillations.
  • Fixed Fake liquid pressure was being used in pipe-networks in some cases where it shouldn't, causing confusing pressure readings when pipe was almost full. Fake liquid pressure now is only used in things/networks that have the prevent state-change flag.
  • Fixed Passive Liquid Inlet did not draw from the grid it was in.
  • Fixed blueprint for ItemLiquidVacuum
  • Fixed liquid solver particles not spawning on dedicated server.

Hotfix v0.2.5225.23702

This hotfix includes fixes for two critical issues.

The first was a fix for some modded worlds having an empty global atmosphere caused by a change in the data that is not yet reflected in mods. If this invalid data is detected in mods, the mod will simply not be loaded.

The second was a localization issue that was preventing the game from launching for some languages.

Support the Devs DLC

Support the Developers



We frequently get asked by the community how they can further support the development of Stationeers. We've decided to add three superficial Support the Developer DLCs. We picked bobble heads as the simple "thank you" item to our players who want to further support our team. These 3 figurines can be mounted to appliance benches. and do nothing... except wobble after bopping their heads when you walk past.

https://store.steampowered.com/app/3166330

https://store.steampowered.com/app/3196210

https://store.steampowered.com/app/3196220

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Passive Vent (Valve)

We've added a new type of passive vent with a built-in valve. Not only does this cut down slightly on complexity of a common use case of valves and passive vents, but it also means that when you close the valve the network is truly isolated at the passive vent instead of the isolation happening within closed pipes. We dont normally combine device functionality, but this singular mash up was requested enough, and provides solid utility to justify its existence.



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New Locked Branch

There is a new Steam Branch is called 'preterrain - pre-terrain rework update'.

We have some big new changes coming to Stationeers' terrain and atmospheric systems. This work does mean that there will be disruption to saves and mods. This branch exists to allow people to go back to play older saves.

Some mods will be broken with this update due to some low-level data changes that, in the long run, will improve authoring of worlds both for us and modders alike. Saves on un-modded worlds should be un-affected for now, however it is likely that some save may break in the future.

Please be patient with us as we work on these new systems. Once we're done there will be a much greater range of cool stuff we can do with worlds.

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


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

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[h2]Change Log v0.2.5218.23679[/h2]
  • Fixed chemistry station sliding drawer being on the wrong layer.
  • Fixed inverse kinematics being applied to offline players. This was the reason for players looking in weird directions when offline
  • Fixed cargo larry could take growing plants out of trays. Restricted cargo larry from interacting with plant slots.
  • Fixed fire extinguisher triggering when picking it up out of a locker. This will also stop tools triggering when holding them in your active hand and clicking on an interactable.
  • Changed Mars World setting to use new GlobalAtmosphereData format for global Temperature and composition.
  • Added new WIP WorldSetting Imgui window for testing changes to global temperature curve and global composition in real time.
  • Changed Authoring format for Global Atmosphere Composition and Temperature in WorldSetting. The previous version will remain compatible for now. This is being done to provide a framework for other gameplay elements to easily impact global temperature. (notably Solar Radiation variance over the year)
  • Added prototype Block out meshes for future content.
  • Changed moved some more Imgui calls inside !RW_SERVER defines.
  • Changed updated WorldSettings to use new GlobalAtmosphere authoring format.
  • Removed references to a number of deprecated systems in the worldSettings classes.
  • Changed Interim Commit of Big CleanUp of WorldSetting.cs to remove a lot of data duplication and confusion around where the worldSettings data is stored.
  • Fixed Storm temperature change is now hooked into the new worldTemperature system.
  • Changed Improved authoring formatting for Storms in WorldSettingData and exposed some additional variables.
  • Updated WeatherEvent in WorldSettings.xml to the new format.
  • Added SolarRadiationTemperatureOffset curve to Mars. Mars will now be a little colder during the day when it is at its furthest point from the sun.
  • Added SolarRadiationTemperatureOffset to worldSetting in the Global Atmosphere Data element. This allows world author to offset the global temperature at day or night based on the distance from the sun.
  • Added 2nd pass on IMGui worldsetting tool.
  • Fixed advanced composter can't be activated by clients.
  • Changed Vulcan day temperatures get a lot hotter (around 1000 degreesC) when its elliptic orbit brings it in close to the Blackhole. This aligns with the local winter at the players latitude. In winter the days will still be very short but it will get extra hot for a few minutes due to the massive increase in solar radiation from being so close to the sun.
  • Added Tools to world setting imgui window to edit ghg curves.
  • Added GHG Index Curves for global atmosphere gasses.
  • Tweaked position and blueprint for a future asset.
  • Updated names of future assets in english.xml.
  • Tweaked collider arrangement for future asset.
  • Added Passive Vent (Valve).
  • Changed Global TemperatureOffsetData now eases between day and night values (sine curve ease, previously used lerp)
  • Changed Reauthored Mars Global Temperature Curves to include GHG Index and Atmospheric Density curves.
  • Added Temperature Offset curves for GHGIndex and Atmospheric density to Global Temperature Calculation.
  • Fixed Passive Vent Valve so that it can be interacted with via the RoboticArmDockAtmos
  • Fixed issue with DLC detection
  • Changed name of pipe cowl to Passive Vent (Pipe Valve)