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Consolidated Patch Notes v0.2.1791.8240



It's been a quiet week or so and with some of the team taking extended breaks we were fairly light on the ground - but we made some good progress on the trading mechanic and have a few other surprises.

Interstellar Communications

One thing we've been working towards through early access is a way to give the end-game further meaning. You've mined everything valuable around your starting area. You've built an impressive base with all the requirements for survival comfortably taken care of. You've built redundancy and automation using all the tools at your disposal - what is there to do next? We've got several ideas for expanding on late game life, and Interstellar Communication touches on several of them.

As described several updates ago, we're working towards what we've dubbed the 'Trader Mechanic', but the final implementation will actually support far more than that.

In creative mode you can now spawn in construction kits for Satellite Dishes and a Communications Motherboard. A Communications Computer will display all of the contacts that could be reached by all Satellite Dishes on its network, and the signal strength to each. You can adjust the angle of your Satellite Dish in order to improve the signal to available contacts or find new ones. In time, you'll be able to use logic to streamline this process like on all the other devices in the game.

The next steps we'll be implementing will allow you to, given a sufficiently strong signal, initiate contact. This may just be for information (ie. reports from weather satellites) or to accept trade offers or visitors assuming you have a powered, connected and accessible landing pad (also currently available in Creative Mode).

As with all our new features, portions of the complete feature may be accessible while it is still a work in progress. We encourage you to try it out, report bugs and let us know what you think on Discord!

Alien Mushrooms




To demonstrate some of the flexibility of how some of the systems in Stationeers interact, we'd like to introduce the newest member of the botanist/atmospherics engineer toolkit - the Alien Mushroom. This functions in much the same way as existing plants, however instead of breathing in Carbon Dioxide and exhaling Oxygen, these will inhale Nitrous Oxide and exhale Nitrogen and Oxygen. This serves as a proof of concept for allowing us to easily change the gas mixtures inhaled and exhaled by plants, for which the next step will be to expose these values to mods.

Stationpedia Expansion


As promised, Rocket has continued to expand the Stationpedia to now include information on Alloys, and applied a few usability improvements as well. The color scheme has been changed again to improve the readibility of some elements, but may still be subject to change based on peoples feedback. It will also now automatically appear when beginning the tutorial or your first game. For those who have been asking about how to translate this, once more of the guide is complete we'll be making it available through the localization system so you'll be able to help translate it into your preferred language.


Version 0.2.1791.8240
  • Added Alien Mushrooms. Alien Mushrooms breathes in Nitrous Oxide and breathes out Nitrogen and Oxygen. This is a first pass for plants breathing custom gas mixes.
  • Added Alloy information and list to Stationpedia.
  • Added Tutorial and new game Stationpedia will now popup with opacity set to none by default, to make it easiest to read it.
  • Added second pass on Satellite Dish. Vertical and Horizontal can be set, in a similar way to the Solar Panel.
  • Added first components of the systems supporting Interstellar Communication to creative mode.
  • Added RatioNitrousOxide LogicType to logic-enabled atmospheric devices.
  • Added Door Setting variable can now be set by Logic.

  • Changed approximate checks on programmable chip from using |a - b| < e*max(|a|,|b|) to |a - b| < max(e*max(|a|,|b|), float.epsilon
  • 8) to avoid it wigging out when a or b are near 0.
  • Changed GraphDisplay so that graph runs from left to right, and reduced wasted space on the plot by removing above/below the x-axis if no line is plotted there
  • Tweaked and adjusted the layouts of the Settings screens so they're easier to read.
  • Updated text input fields to now animate while hovering over them.
  • Improved server messages. Server messages (shutdown notifications, server notices etc) now show up in the chat window as well.

  • Fixed Doors not reset Setting to new Open state, so it assumed actions must be taken (Credit: Risu)
  • Fixed Player State Window (top right) now displays temperature as "not a number"(NaN) when in a vacuum.
  • Fixed Player State Window color values not being initialized, and only updating correctly on first change.
  • Fixed Aliases being cleared on reset for IC Chips (Credit: Risu)
  • Fixed Beta bug where NaN was displayed when below 0 celcius, not invalid temperature. Now displays Nil (localizable) correctly for invalid temperature, instead of 0 which it displayed previously.
  • Fixed syntax highlighting bug in programmable chip editor that would cause things like `# O=k` to display tags, and `# 0=kelvin` to not be coloured correctly.
  • Fixed a bug where players could use RTF markup to highlight their own code.
  • Fixed the incorrect display on the computer monitor of IC source code.
  • Fixed Rotated filter slots on the large gas filter so their label is visible.
  • Fixed NullReference on generating terrain while flying faster than it could generate.
  • Fixed a couple of null reference exceptions caused by the interim commit of the trading mechanics.
  • Fixed Stationpedia window was not correctly initializing centered.
  • Fixed an animation delay when hovering certain buttons in menus.
  • Fixed occasional error for some players when populating Stationpedia data resulting in none of the text being loaded for any language. Will now display an error and continue loading normally.
  • Fixed reagent coloring in help system was a dark purple that was nearly always hard to read. Has been replaced with magenta to help with reading.
  • Fixed two matching filters show up as a warning (Credit: Risu).
  • Fixed visual blueprint missing for Portable Solar.
  • Fixed NitrousOxide filters were removing Nitrous Oxide from the input pipe correctly, but would add Water to the output instead of Nitrous Oxide.
  • Fixed tutorial required player to keep Stationpedia window open at all times during microwave task. Now player only needs to open it, and if they want to have it closed during the rest of the task they can.
  • Fixed WallCooler being an amazing heater in Europa. WallCooler efficiency drops as the temperature difference becomes too large. If the waste network becomes 100 degrees warmer than input, efficiency begins to drop until zero at 200 degrees.

Consolidated Patch Notes v0.2.1772.8154



Update on Trading & Surgery

Immediately following last weeks patch a few nasty issues surfaced as a result of the engine migration, but they've been tackled and we're able to refocus on the trading mechanic. The new UI capabilities we have thanks to the addition of the Stationpedia will be a big part of that, so keep an eye on the beta branch for the latest on our works in progress!

It's only been a few days since our last hotfix, so not a massively dramatic update this week - however there is one very important things to note.


CAUTION: Back in September a change had the unintended result of canisters no longer taking damage when over-pressurized. This update includes a fix for that.


Besides that, we got a lot of fixes in for non-critical-but-annoying bugs, some that have been around for a while. The save process has been made much more robust, with more checking done when saving to ensure things are working and better error reporting when it doesn't. It also won't overwrite files if there are any problems with the save process.

Dedicated server is still a work in progress, but some of the outstanding issues with Integrated Circuits and Atmospherics (specifically, welder gas tanks) on dedicated server have been resolved. The remaining major bug relating to vanishing items on dedicated is proving more of a challenge, so if you happen to have a reliable set of steps and a world save to reproduce this issue we'd love to hear from you on Discord!

(Another) Tutorial Refresh

And surely not the last! We've expanded the tutorial to include build states for machines. Expect it to be expanded further in the future to integrate the new help system.

Stationpedia

We've implemented an entirely new in-game help system - Introducing the Stationpedia! It can be accessed using the F1 key and is a nice simple way to view game information without having to alt-tab. You can click on most objects to link through to other ones for all raw materials, gases, crafting kits, structures, their recipes and the values they have that are exposed to logic. This is definitely not an exhaustive list and we'll constantly expand on this as we (and you) think of more data to add. The window can be resized, and there's an icon in the top right corner that will let you toggle transparency.

Version 0.2.1772.8154
    Added game version now stored with IC Source Code to help track down issues and in case we need to do special version handling later.
    Added Stationpedia, an in-game help system. Default key to access is F1 (in game only). Framework has been added along with some data, note this is subject to significant change and does not contain all the information that is planned.
    Added opacity toggle and help buttons to tutorial window.
    Added deconstruction information, similar to construction tooltip. When a tool is in your hand, and Extended Tooltips is enabled, you will receive information on what tool is required (if any) to deconstruct the structure you are looking at. To disable this, turn off Extended Tooltips in the settings menu. This will help when deconstructing items as it tells you what tool to use.
    Added Operate and Logic modes to all doors. When set in Operate mode (0; the default) the door works normally. When set to Logic mode (1), using the doors buttons will ignore open/close requests and change the "setting" variable, depending on the open state. If the player presses the button and the door is open, the setting will be set to 0. If the door is close, the setting will be set to 1. This allows you to manually control doors using it's buttons, instead of using the doors internal operation.
    Added 'Mature' logic slot type. Will return 1 if the plant growing in the tracked slot is in a growth state flagged as 'Mature', 0 if not.
    Added MaxQuantity as a LogicSlotType. You can now read both the Quantity and MaxQuantity of a slot for easy Diode displays!
    Added Nitrous Oxide to Silver and Lead ore output.
    Added Reagent, Gas, and much more information to Stationpedia. Now detailed information is available for this. For example, the Reagent and Gas pages will tell you what objects the reagent/gas is found in.
    Added Autosave support for new worlds. If you don't have a current save slot set (by saving the world manually) and your autosave timer is reached, a new save slot will be created.

    Improved garbage collection during terrain generation by pooling and reusing terrain chunks through the implementation of a 'Terrain Pool Manager'.
    Improved tutorial significantly. Integrated it with the Stationpedia, so that players can click on highlights to get taken to more information.
    Removed Tablet from tutorial. Instead tutorial covers recipes within the Stationpedia.
    Changed WaterFilter in starting equipment to a ItemKitSensor to replace the one removed a couple of days ago. Water filter no longer required due to a water canister being included with the portable hydroponics added to the starting gear several weeks back.
    Changed dedicated server. ClearAllInterval now treats zero or negative values as 'don't run ClearAll automatically'.

    Fixed inability to create new entries in the code library due to the code input window obscuring the text input window.
    Fixed NRE on dedicated server regarding elevator shafts.
    Fixed IC Operations BDNSAL, BDSEAL, BEQAL, BGEZAL, BGTZAL, BLEZAL, BLTZAL and BNEAL branching to the incorrect line. [Credit: Risu]
    Fixed the 'Setting' value on CircuitHousing not persisting through save/load due to CircuitHousingSaveData being a child of StructureSaveData instead of LogicBaseSaveData. [Credit: Risu]
    Fixed IC housing losing device references on load on dedicated servers.
    Fixed Logic Dials visual position not being updated on load. [Credit: Risu]
    Fixed Automated Hydroponics not being paintable. It can now be painted like the other hydroponics structures.
    Fixed welders not working on dedicated.
    Fixed changing Autosave settings while the game is running not applying any changes. Autosave can now be disabled or have the interval changed after you start your game.
    Fixed bug with chunk pool could not be reused.
    Fixed problem where if the save process failed for any reason, you would not be able to try save your world again until you relaunched the game. You will be notified in the console if a save fails.
    Fixed problem where incomplete saves may still overwrite existing ones. Now, as it saves each file of a world save they'll be given a temp_ prefix. If all the parts save completely, they'll replace the existing save files. This does not affect the contents of the backups folder.
    Fixed issue causing terrain to become corrupted if you left one world and created another without relaunching the game due to terrain chunk pooling (added to reduce garbage collection) not being cleared properly when you leave a world.
    Fixed world saves would sometimes get to a point where you could no longer place doors. This was caused by Cursor objects never correctly calculating their center position (only occurred once registered). This meant that when we fixed another bug regarding placement, this old one was exposed. This meant a final check was always occurring against one grid square in the world.
    Fixed problem with dragged objects not displaying their icon properly.
    Fixed unable to deconstruct damaged pieces. This was because the new extended tooltip was failing for destroyed structures that were not correctly registering themselves as destroyed. Credit: Su-pa-Kitsune.
    Fixed Canisters exploding from being overpressurised had been accidentally disabled. It has been re-enabled.
    Fixed CircuitHousing's IsValidIndex function bounds check was incorrect. [Credit: Risu]
    Fixed Index lookup in IC's always returning 0 for aliases. [Credit: Risu]
    Fixed null reference caused by player brain not being created in time for terrain generation to use it for positioning.
    Fixed null reference caused by failure to create global atmosphere on client in time to begin atmospheric processing. Credit: TakoMT via Steam Forums.
    Fixed Password server could become stuck in the top right of the screen when trying to drag it.
    Fixed ladder blueprint shows incorrect bounds.
    Fixed cannot connect to password protected servers. Now password window correctly passes in values, and allows connection to server. Issue was caused by a failed input box conversion between old unity version and new, which also didn't generate any errors.
    Fixed Control Chairs unable to fire engines. A Control Chair connected to engines should now be able to fire up engines again when driven. Clients will not be able to see the engine particles for the moment.
    Fixed Tutorial not able to complete due to Autolathe not having materials.
    Fixed Jetpack in tutorial did not start with stabilization turned on.
    Fixed could access buttons on simple manufacturing machines while still building them.

    Consolidated Patch Notes v0.2.1746.8073



    We've passed a big milestone! v0.1 to v0.2 this week, given our major engine upgrade. Performance and fixes are the key of this week.

    Known Issue with IC's

    While not a regular section in our patch notes, we've got a major issue with IC's that is still awaiting a fix. There is an issue with some IC programs that can cause the registers and aliases to get mixed up, which can have unreliable results depending on how your program is structured.
    If you are having problems with an IC program, and are unable to wait for a fix - you can resolve these issues by not using aliases and addressing registers directly. We will try get this fixed ASAP in a hotfix.


    Engine Upgrade to Unity 2018


    This week marks the completion of the first stage of the engine upgrade. Any major bugs caused by the switch should now be resolved, so a big thanks to everyone who was playing on the experimental branch while it was up and reported any bugs. Things should now be more-or-less back to normal, so now is probably a good time to re-iterate our patch process for all the new players who have joined us recently.

    Performance and Stuttering Improvements


    This weeks update will have a pretty significant postive impact on the game. Many users will now notice substantial framerate improvements as well as reduced stuttering. Unity 2018 will now allow us more options in the coming weeks for additional optimization and stuttering improvements as well.

    Game Branches Explained


    Stable/Main Branch
    This is the branch everyone is on by default. This is only ever updated manually, and any update on this branch will be accompanied by either a Consolidated Patch Notes post like this one. If an urgent bug shows up in the ~24 hours following a patch, we'll just update the patch note post with the details. If the fix takes longer than that we'll make a separate Hotfix Patch Notes announcement.

    Beta Branch
    This is where the magic happens! The build on the beta branch comes directly from our working source at the studio. If something has been committed, it'll be in the next beta branch build. An automated build happens every weekday at roughly 8AM NZST, but if we're fixing something live as we discuss it with people in Discord or in response to a Steam Community post we'll likely push an update right away. Sometimes there could be multiple updates on this branch in one day, luckily the way Steam batches changes they're pretty small.


    When the beta branch does get updated, you'll see the public patch notes in the #beta-changelog channel on Discord. Some patches may not contain any public change notes though, so don't be surprised if you see a blank one! It probably just had some boring change or the addition of some new art/sounds that haven't been implemented yet.


    Build States for more structures


    We've slowly been increasing the "build states" for various structures in the game, to add more depth and complexity. In a sense, this helps with physical security as well in the future - removing some devices completely would require tools which you could restrict access too.

    Additionally a new resource, plastic sheets, has replaced Steel and Iron sheets in some cases. These are produced from Silicon Ingots. This should ease dependency on Steel in some cases, particulary for walls. But it's going to make finding Silicon quite important.

    Other balancing is occuring as well, changing the reagent quantities to create things and also how many sheets are consumed in the build state process.

    Hotfix 0.2.1763.8120
    • Fixed issue causing terrain to become corrupted if you left one world and created another without relaunching the game due to terrain chunk pooling (added to reduce garbage collection) not being cleared properly when you leave a world.
    • Fixed world saves would sometimes get to a point where you could no longer place doors. This was caused by Cursor objects never correctly calculating their center position (only occurred once registered). This meant that when we fixed another bug regarding placement, this old one was exposed. This meant a final check was always occurring against one grid square in the world.
    • Improvement chunk pooling manager for garbage collection.
    • Fixed problem with dragging objects not displaying their icon properly.
    • Fixed unable to deconstruct damaged pieces. This was because the new extended tooltip was failing for destroyed structures that were not correctly registering themselves as destroyed. Credit: Su-pa-Kitsune.
    • Fixed Canisters exploding from being overpressurised had been accidentally disabled. It has been re-enabled.
    • Fixed CircuitHousing's IsValidIndex function bounds check was incorrect. [Credit: Risu]
    • Fixed Index lookup in IC's always returning 0 for aliases. [Credit: Risu]
    • Added Stationpedia, an in-game help system. Default key to access is F1 (in game only). Framework has been added along with some data, note this is subject to significant change and does not contain all the information that is planned.
    • Fixed null reference caused by player brain not being created in time for terrain generation to use it for positioning.
    • Fixed null reference caused by failure to create global atmosphere on client in time to begin atmospheric processing. Credit: TakoMT via Steam Forums.


    Hotfix 0.2.1758.8095
    • Fixed NRE when stop server on dedicated server
    • Fixed NRE on dedicated server
    • Fixed Password server could become stuck in the top right of the screen when trying to drag it.
    • Fixed ladder blueprint shows incorrect bounds.
    • Fixed cannot connect to password protected servers. Now password window correctly passes in values, and allows connection to server. Issue was caused by a failed input box conversion between old unity version and new, which also didn't generate any errors.


    Hotfix 0.2.1748.8080
    • Fixed Control Chairs unable to fire engines. A Control Chair connected to engines should now be able to fire up engines again when driven. Clients will not be able to see the engine particles for the moment.
    • Fixed Tutorial not able to complete due to Autolathe not having materials.
    • Fixed Jetpack in tutorial did not start with stabilization turned on.
    • Improvement garbage collection with terrain generation.
    • Fixed could access buttons on simple manufacturing machines while still building them.


    Version 0.2.1746.8073

    Progress: Engine Upgrade, Trading, Surgery



    For the first time in many months, we're not doing a weekly update! Before anyone posts about the project being abandoned, let's talk though the good news about why that is!

    Upgrading our Engine to latest version


    Most importantly, and most significantly, we are making a major upgrade in the engine. We have made the game using Unity. We locked the unity version a month or so out from our initial launch which means we haven't continued to upgrade the engine since then. Why is this? Well, engine version changes can cause a lot of headaches. While they do contain lots of bugfixes (good!) they often necessitate changes in how things work (bad!).

    There was also a significant change in pricing for Unity which was going to have some pretty huge ramification for the cost of our project. This is a very niche title, that's likely to run very close to only break even. We have to buy licenses for not only the people developing the game, but even our build servers! So it adds up pretty quick.

    In the end, the benefits of this project being like others in our studio (which had moved to Unity 2018), and the fixes and new features of 2018, meant that we needed to upgrade. And so we have. Heightmare did the initial test, porting over and changing what was needed. Then we started migrating all the team, and our build servers. We've got all the hard parts of that working to the point some in the community are actually testing versions of the game running in the updated engine. Now we're just finishing the upgrades to our automated build and deployment system so it works with the new Unity version.

    What are the results? Well, quite staggering really. Load times for a community provided large map were reduced from 5-10 minutes to seconds. There are other areas we'll have significant improvements in that will be more appreciable over time.

    Trading and AI missions


    If you've played RimWorld, you know how well trading can factor into to these kinds of game. So we wanted to start looking at what trading could look like in Stationeers. A form of trading is also key in our inspiration, SS13, so we felt it was a necessary component before we could replicate round-based play of Stationeers as well.



    The initial groundwork has been done, the models have been made, which means we can begin the implementation in the coming weeks. It will involve placing down a landing pad. Placing landing "beacons" which would guide AI aircraft in, and then placing a communications relay which allows you to talk to these traders. You need to make sure the path you set is clear, or the AI craft will crash and not want to trade.



    Initially it will just be trading, once that works out, we'll look at how the mission system (already implemented) can be extended to include people coming in via these ships. Perhaps you need to escort a scientist out to a remote area, or find someone lost and then recover them to a rescue ship, and so on.



    Surgery and Medical




    The medical system seems very basic. You get hurt, you take a pill. The reality is the system behind it is actually well fleshed out - it's just the "healing" that is simplified. You have organs, they take damage. So we want to expand this and surgery is seen as a key component.



    It's a good chance for to examine: how do we get key mechanics into the game? Well, simply put - we play games! For me, SS13 in particular Paradise Station has been a surgery system I really enjoy. I play on that server as a Surgeon often; so I'm very familiar with how fun it can be. We discuss those ideas in an open forum, and often break out to a whiteboard to discuss the implementation. Then it gets captured on an internal intranet, tasks get assigned, and the work begins in earnest.



    When will we see this in? Good question! The answer is really "it depends". Really what affects it most is how stable the build is, how well the engine upgrade has gone, and how bad stuttering is in the game.


    Some weeks, people complain about us having new content coming when there are still bugs - assuming this new content takes people away from fixing bugs. That's seldom the case, we prioritize bugfixing over new features. New features and content get implemented because: the programmer doing it needs a break (something fun), implementing it takes a very short amount of time (variations of existing things can take only 10-30mins to implement), others are working on core aspects of the game so the programmer isn't able to do bugfixes till they're finished.


    So how are we doing?


    We're pretty upbeat actually! The project is in a good place, it's fun for us to add new things because we've ended up refactoring most of the really troublesome things. We are left with a few hard ones: such as stuttering and whether we completely replace Unity's networking API with our own solution. We also have big design decisions to make, some community suggested such as how much more "science" we model with things like pressure and temperature.



    What is most fun, at least for me, is going into the game and adding new stuff and then seeing people play with it. And with a good foundation, we're able to do that much easier. We got some rough feedback early in the project, and updates were a lot slower. But that's just because we took on the biggest tasks first. And that's a tough part of early access, consumers aren't really ever exposed to these realities and as a developer: you can be rewarded for having a short time "more content" focus rather than a long term "better architecture" approach.



    Please consider leaving a review on the project! It's really good to get feedback and review score makes a tremendous difference. Whatever review you leave but especially if it is not recommended, please leave some constructive thoughts. There is, for example, a recent negative review saying that the game doesn't run on Linux for them. We think that's a bit unfair, as the game isn't listed as supporting Linux. We see significant drops in sales based on even a few negative reviews. Some people do change their reviews, if they listed specific things and we go in and address them


    Conclusion


    So that is a pretty good overview of where we are at, and where we are heading for the next few weeks and months. Please let us know your thoughts, and get involved on the forums and discord!


    Consolidated Patch Notes v0.1.1701.7945



    This week is another pretty big one in terms of patch contents! It was meant to be a week we put the brakes on new features and go back to fix some of the long-standing bugs and address some quality of life issues. The outcome was some big wins on the performance and reliability fronts, but because Rocket can't help himself we also got a few new features! We've got some leave coming up in the coming weeks that may slow things down a little, but rest-assured there will still be steady improvements and we'll still be around in Discord to answer your questions and hear what you're doing in game.

    Build States




    Furnaces and Airlocks have been given additional build states. Much like how Frames are constructed, these structures require additional components after the kit is placed before they're functional. If you mouse-over the incomplete structure with the Extended Tooltip option enabled, you'll be shown what is required to progress to the next build state. They also now have to be deconstructed in phases in the same fashion. Likely tools for deconstruction of various stages are the Angle Grinder, the Crowbar, the Drill and the Wrench.


    Integrated Circuit Improvements




    The IC system has been expanded a lot this week with the introduction of several new commands at your disposal and the ability to interface with Reagent mixes. In the example gif above, Discord user Qiler has used IC's to do their own implementation of sorting. The code is available to everyone on the Steam Workshop.

    The hardsuit has now been given an IC slot, allowing you to use IC code to control its internal systems. We will likely expand this system to support things like custom alerts, and look at adding IC slots to even more devices to give you greater control over your systems.


    Glasses Slot & Night Vision Goggles


    We've introduced a new slot to the game: Glasses! This has rudely inserted itself into slot 2 on your inventory bar, so if you want to preserve your muscle memory you'll need to assign it a new key otherwise you may wish to reset the inventory slot keys to the new defaults of 1-6. Currently the only items available for this slot are some regular old Glasses (just cosmetic at this point) and the new Night Vision Goggles (NVG). They use a bit of power but let you get around at night a bit easier. Expect more options for this slot to be introduced later to display a whole raft of data visualization options.


    UI Audio


    You may notice a few strange new noises when navigating the main menu. The current sound implementation is the result of a fairly intense couple of weeks right before we went into early access, so was lacking in a few areas. We're looking to fill in some of those gaps in the near future - starting with the easy stuff like UI sounds. Currently just the main menu and some of the prompts are included, however, this will extend into the rest of the UI (settings screen, inventory slot interactions etc) in the near future. We can then start to look at some of the more complex sound additions to the game, like footsteps, impact sounds etc. Any feedback is appreciated, as always! You can alter the interface sound independently using the newest volume slider on the Audio settings screen.

    Bug Fixes / Improvements


    Normally they wouldn't get their own heading, but there has been several significant fixes and improvements this week we'd like to highlight. Firstly, as mentioned in last week's patch notes we've acknowledged the performance issue with stuttering in the game and are trying to identify the best places to fix or improve it. This week we had several big wins in that department, with some of the worst culprits getting refactored to try make things run a little smoother. The problem definitely isn't solved, but based on the early feedback we've had from those playing on the beta branch the issue in at least the early game has been improved significantly. Work will continue in this area in the coming weeks and months.

    In addition, several significant long-standing Atmospherics bugs were resolved, which you may need to be aware of going forward. A bug was identified by the prolific Risu on Discord, which caused the calculation responsible for transferring heat from pipe contents to the air surrounding said pipe and vice versa, to mix with the atmosphere at the world origin (0,0,0) rather than the atmosphere around the pipe. Now that it is fixed, you'll likely see much faster temperature transfer between pipes and the rooms they reside in - so be sure to keep an eye on that furnace output! We'll revisit the values for this after people have had some time to gauge the impact, then can look at tweaking the values or introducing something like Insulated Pipe if required.


    Version 0.1.1701.7945


      Added build states to furnace. Now will require iron sheets and a variety of tools to construct. Note that deconstruction also requires different tools now.
      Added additional build states to Airlock. Two extra build states are required to construct the Airlock, for balance reasons.
      Added tooltip information for incomplete structures. If a structure is not completed, and Extended Tooltips is enabled in the settings, a tooltip will advise the player what tools they need to complete the structure.
      Added Plants and Entities (such as players) will now take toxin damage from pollutants. This scales with the partial pressure of the pollutants in the atmosphere. 1 kPa PP is when they start taking damage, and when a critical toxin alert will show for the player. 0.5 kPa PP is when the caution toxins indicator will show for the player. Note this scales with partial pressure, if you have lots of toxins - you will die quickly. Lungs will, slowly, repair their toxin damage if below 50 damage. Plants will (currently) not.
      Added new slot Glasses. Note: This will have a default key that will conflict with existing installs. You will need to either reset the keys to defaults or rebind.
      Added Glasses. Made on Tool Manufactory. Cosmetic currently.
      Added Night Vision Goggles. Powered item that goes into the new Glasses slot. NVGs allow you to see at night, reasonably well. They use a fair bit of battery.
      Added Cognition voice warnings for critical and low, warns player when they are losing consciousness. Can be set on or off under audio settings.
      Added first pass of menu button audio. Should cover most of the out-of-game interface, as well as some in-game parts. Settings screen & Toggle/Checkbox audio to come next.
      Added a dedicated Interface Volume slider to the Audio settings page.

      LOGIC Added an lR command to the programmable chip that allows reading reagent information (recipe/required/contents).
      Added a ternary command 'select' to the IC. See in-game documentation for useage.
      Added SGT, SLE, SGE, SEQ, SNE, SAP and SNA commands to round out the set containing SLT for programmable chip
      Added PressureExternal and TemperatureExternal readable values on the Hardsuit. These could be read by an IC in the Hardsuit Processor slot.
      Added IC's can now be loaded into the Hardsuit. When in the hardsuit, an IC will be processed in the same was as the IC would in a circuit housing. Device references are hardcoded, currently : db is the Hardsuit itself. d0 is the Helmet, d1 is the Backpack (possibly jetpack if word). PressureSetting and TemperatureSetting are new Logic variables that work on the Hardsuit. This would allow you to write your own IC's to control your hardsuit.
      Added Hardsuit Filtration and AirRelease added as variables. These can be read and set, 0 is off and 1 is on.

      Improved stuttering bug. As memory is turned over, it causes Unity to perform "garbage collection" regularly to clean things up. A number of String generation areas have now been cleaned up, and have reduced stuttering caused by the Inventory Windows, and the Player State info (top right). These two areas caused quite a lot of constant memory turnover from updating their strings. If you notice an improvement with this update, please post your results in the forums. Note that stuttering still exists for my test levels, and we will continue to improve memory turnover to reduce stuttering. One big cause of stuttering that remains is memory turnover from the tooltip, and also network messages.
      Refactored atmospheric messages to raw StreamWriter instead of MessageBase to reduce garbage. Reduces stuttering caused by atmospheric updates over the network.
      Replaced starting airlock kits with regular door kits, as airlocks now require steel to complete them.
      Changed ICs so that if the thing causes an error is fixed it will try to resume execution.
      Changed Basketball Hoop now counts anything going through it, not just basketballs. Ores work well!
      Moved IC labelling of devices to be the responsibility of the device the IC is hooked into instead of the IC.
      Balanced Plant damage. They now take 30% of the damage they previously took, so they will be damaged slower.
      Balance second CO2 Gas Filter to player spacesuit for default starting conditions, to make initial start more balanced.
      Balance altered for Breathing value rate of entities. Now use an order of magnitude more moles, and plants use/produce an order of magnitude more moles. This was because production was so low for plants that, while realistic, the values were lost in either floating precision, or the atmospheric system removed them as they were so incredibly low. This was causing plants to not produce O2.
      Improvement added B[R]AP - 'branch (relative) approximate' - and B[R]NA - 'branch (relative) not approximate' - to coincide with B[R]EQ and B[R]NE but allow the player to specify a tolerance in the comparison
      Added a stack and branch/jump-and-load instructions to the programmable chip. Subroutines for all!
      Changed db, sp, and ra to aliases, so they don't have to be handled specially, and load them at the beginning of an algorithm run
      Improvement: Tidied how the IC stored it's variables so instead of code repeating an ugly implementation several times the ugly implementation only happens once now.

      Fixed Null Reference Exception Message if you had a Control Chair in your world due to missing text box on the altitude display.
      Fixed If playing offline, error message when Steam attempts to connect but fails will only repeat several times before the message is supressed.
      Fixed error preventing the peek operation from working correctly on IC (credit Risu)
      Fixed a bug where LED displays could display numbers larger than the screen size.
      Fixed controlling an active vent with an Mode Control Circuitboard shouldn't get stuck changing mode any more. [Credit: Risu / Zaneo]
      Fixed Incorrect labelling of Logic Types using the Configuration Cartridge due to the list of types being sorted alphabetically but not the list of string labels.
      Fixed unclickable call button on Elevators.
      Fixed Incorrect spelling and odd naming conventions on some wall types.
      Fixed Pipe Thermodynamics. For quite some time, heat radiation from pipes has been calculated but applied to the atmosphere located at 0,0,0 instead of the one surrounding the pipe. This fix may cause temperatures in your base to fluctuate quite a lot more than usual depending on how your pipes are situated and what they contain. A big thanks to Risu for finding this one!
      Fixed a bug in which IC's that contained references to db would be in error state when loading a save game.
      Fixed Incorrect StringHash on Glasses slot resulting in them being incorrectly labelled as 'Belt' in several places.
      Fixed bug in IC that prevented values being loaded from devices.
      Fixed Function and Variable help window lists were not sorted alphabetically.
      Fixed Basketball Hoop now updates the score display when OnOff is changed.
      Fixed Configuration Cartridge now properly displays all accessible logic types and their current values on devices. Grey for readable, Green for writeable.
      Fixed null reference when plant is breathing in a complete vacuum.
      Fixed occasional NullReferenceException with Arc Furnace when smelting, due to incorrect atmosphere object being referenced.
      Fixed NullReferenceExceptions on attempting to join a second game without restarting your Stationeers client due to old objects from the previous world still being referenced on load.
      Fixed unable to place airlocks/doors when an object existed at 0,0,0 in the world. This shouldn't normally have been able to occur, but could via bugs. This would prevent you being able to place airlocks till this was removed. Now this redundant check was removed, as it was a leftover from an old system. Airlocks correctly check their face neighbors during placement.
      Fixed Global atmosphere state not syncing to clients, so they didn't get variation in temperatures.
      Fixed Nul ref caused by Atmospheric thread cleaning up atmosphere before event had a chance to occur.
      Fixed exception when ice melting in a global atmosphere or true vacuum.
      Fixed Hardsuit PressureExternal reporting in Pa, when suit set in KPa. Now unified in KPa.
      Fixed Arc Furnace resulting in drop in temperatures when smelting. Now the arc furnace will produce gas, which will tend to be at the temperature of the surrounding air. Previously the gas was produced at zero degrees. Note the Arc Furnace will generate heat energy now, it's not energy neutral. This means if 2000 J is needed to smelt Gold, it will produce 20000 J of heat. You could capture this heat and be net energy positive. This fix may also fix the furnace, as it involved making the methods used Thread-safe, but this was not properly tested so needs to be confirmed.
      Fixed incorrect description of PEEK on the IC commands.
      Fixed a bug when registers with multiple digits weren't showing up as valid in the IDE.
      Fixed Bug with pipe network splitting not properly distributing atmosphere, resulting in the sum of the newly created pipe networks containing more gas than the original. [STAT-1022]
      Fixed Hardsuit processor slot tied to AC power state. Now IC in processor slot will run if there is a battery, and the battery has charge. You have to remove the processor for it to stop working.
      Fixed PressureSetting was not setable on the Hardsuit.
      Fixed issue with recipe containing duplicates if Workshop screen was accessed due to mods reloading.
      Fixed error handling if two scenarios with the same folder name are loaded.
      Fixed elevator shaft bounds box during construction is comically large.
      Fixed Iron Window was trying to cast a shadow and was not set as transparent, therefore hiding sun.
      Fixed bug which prevented aliases above 5 being assigned aliases.
      Fixed memory leak with new StringGenerator.
      Fixed Automated Hydroponics missing correct blueprint was using fallback.
      Fixed IDE for ICCode recognizing commands in comments when it shouldnt.
      Fixed dedicated servers occasionally not loading world or crates.