1. Stationeers
  2. News

Stationeers News

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.

[hr][/hr]
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.

[hr][/hr]
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.



[hr][/hr]
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.


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


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

[hr][/hr]

[h2]Change Log v0.2.5284.23867[/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.



[hr][/hr]
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.



[hr][/hr]
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.

[hr][/hr]
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.



[hr][/hr]
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

[hr][/hr]
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.



[hr][/hr]
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/

[hr][/hr]
[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)

LArRE Reloaded

After initially making LArRE we received lots of requests and ideas from the community for extra functionality. Originally, we kept LArRE's scope and capabilities limited, so we could prototype properly in a quick and maintainable manner. Now, with all the positive feedback, instead of making one complicated device that does everything we decided to split these functions up into specialized versions. There are four new arms that replace the existing one.

Each arm is constructed by placing the corresponding dock. The new docks differ from the old LArRE arm in that arms can move off the rail into the dock, allowing other arms constructed on the same rail and move freely past.



[hr][/hr]
New LArRE Arms and Docks




[h2]Cargo[/h2]
The cargo arm is made to interact with slots of devices and structures and is useful for things like changing filters, pulling items from lockers, and other slot-based tasks.

A key thing to note with the cargo arm is the concept of the target slot. This is a special slot targets a slot on the target structure and will be what the item that is picked up when the arm is activated. The target slot can be set by a dial on the dock, or by logic.

[h2]Collector[/h2]
The collector arm acts as a vacuum cleaner when set to inwards, sucking up loose nearby items, and when set to outward will eject the items.

[h2]Hydroponics[/h2]
The hydroponics arm can plant and harvest plants as well as place fertiliser into plant trays. It has an additional hopper slot which will feed items into the 'hand' slot when the hand slot is empty. Harvesting a different plant while the hand slot is full will be possible if the hopper slot is empty. The full behaviour of these two slots is described in the Stationpedia.

[h2]Atmospheric[/h2]
The atmospherics arm has a storage canister and can pump gas in or out. It has a filter slot so you can selectively extract gasses from a space.

When activated over a passive vent it will 'dock' with the passive vent and pump in or out of it, depending on the mode of the arm is in.

[h2]Bypass[/h2]
The bypass dock does not have an arm associated with it but allows for any arm to move off the main rail to allow other arms to move past.

[hr][/hr]
Rail Network Changes




[h2]New Rail Pieces[/h2]
LArRE rails can now operate in all axis. This means arms can travel on walls facing sideways, and on floors facing upwards, etc. Several new pieces such as inner and outer corners, and quarter corkscrew pieces allow a full range of mobility.

[h2]Multi Arm Rails[/h2]
Rail network logic also has some new rules. Multiple docks can be built on a single linear rail, to allow multipurpose tracks. Though arms will collide with one another, so it's up the player to use the above-mentioned dock changes, and bypass docks to avoid traffic jams. Rails also now support being connected in a loop. Any LArRE Attempting to navigate to a location on a loop will take the path with the least stations.

[h2]Dock Restriction[/h2]
One new restriction is the inability for LArRE to interact with anything directly under its dock, as activate will attempt to trigger a dock/undock. This was required to keep LArRE's operation simple, without forcing every model to have an additional control.

[hr][/hr]
Proxy Slot Reading


Since LArRE arms perform contextual actions on the devices they are over, they have the ability to potentially operate on multiple slots. We've added the concept of proxy slots to allow players to know the details of the slot they are about to interact with. These are listed in the Stationpedia as slots with the type "proxy", and they allow logic systems to point towards a static slot irrespective of the arm's internal variables changing what slot is focused. An example of this is the Cargo LArRE slot #255, which will show the slot of what his slot index dial is pointing towards.


Your support makes these updates possible


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

[h2]Change Log v0.2.5195.23625[/h2]
  • Fixed cargo and hydroponics larry calling onserver behaviour incorrectly.
  • Fixed larry bypass docks not resetting their open state when the rail network is rebuilt.
  • Fixed missing material on Nitrolyzer device pins.
  • Fixed Network error caused by Larre Harvest action. This would cause error spam on client and result in client desync.
  • Fixed hydroponics and collector larry not being paintable.
  • Fixed hydroponics larry not being able to pick up something when it's hand is full but the extra slot is empty.
  • Fixed missing material in GrowLight on anim.
  • Fixed material on security printer.
  • Fixed missing material on grow light broken build state
  • Fixed missing textures for prefabs
  • Added window button for iterating through prefabs to find missing prefab materials under Stationeers/prefabs/scan all prefabs/find missing materials
  • Removed un-used renders from drills. Fixed missing material reference on Cryotubes.
  • Fixed RailNodes were not thread-safe as their transform values were not cached.
  • Fixed Open Close Logic on LArRE docks could be set when the arm was not in a valid open/close position. Now the open/close value can only be set when the arm is on a dock or Bypass node.
  • Fixed missing material on hydroponics display.
  • Added material for hydroponics larry display off state.
  • Added Stationpedia description for Shower.
  • Fixed Wind turbines could play audio when partially constructed.
  • Improved descriptions for PressureExternal and PressureInternal Logic Types in Stationpedia
  • Fixed larry arms animation state could get out of sync on clients.
  • Fixed Merge Logic was not properly isolated between servers and clients as Client behaviour was implemented in the OnServer Class.
  • Tweaked hydroponics larry display off material.
  • Fixed Byte Array error that could occur on client due to potential Null reference exception in LandingPadCenter.IsTraderReady() setter.
  • Moved colliders on larry arms to IgnoreRaycast layer to stop the tooltips for the dock showing when hovering over the arm.
  • Added Radiation and solar heating values to Atmosphere debug (only valid on server)
  • Fixed Atmospheres in partially build frames inside bases would inappropriately radiate heat with the global atmosphere. This could cause bases on Vulcan or Venus to heat up unexpectedly quickly.
  • Fixed Vacuum atmospheres trapped in terrain would get left behind after mining. Added additional Check to Atmosphere.IsLive to ensure these are cleaned up.
  • Fixed collector larry could not take in new items until being fully emptied.
  • Added display screen functionality to collector larry.
  • Removed empty directory
  • Fixed Removing a frame that was embedded in terrain could cause the vacated grid to not join an adjacent room.
  • Fixed Sometimes Rooms wouldn't generate correctly when building frames in partially mined terrain grids.
  • Moved 'end position' property from base larry dock to collector larry dock.
  • Fixed cargo larry and hydroponics larry had inconsistent delay times when animating.
  • Fixed issue loading old saves with certain lArRE configurations.
  • Fixed larry 'Idle' logic value not being set correctly when the arm is down. Idle will now mean the arm is up and stationary.
  • Re-enabled larry recipes on the electronics printer.
  • Added Network sync for several Larre values.
  • Reduced Size of some of Larres network read/writes.
  • Added Cargo LArRE now shows the icon of the target slot item on its display.
  • Added stationpedia descriptions for new larry docks.
  • Fixed old larry moving off its rail when setting activate at its dock.
  • Fixed collector larry can't move to bypass when full.
  • Fixed EjectPosition of Collector Arm was not updated on Anim Animation Complete.
  • Added Collector Arm can Output to Chute inlet.
  • Changed Collector Arm will now only import/export from chute bins when in the correct mode.
  • Changed Lowered LArRE Collector arm operation sound volume.
  • Fixed null ref for clients when building the atmos larry dock due to uninitialized internal atmosphere.
  • Fixed linear rail network indices could appear incorrect for clients when splitting rail networks.
  • Added Movement Sound for when LArRE moves into/out of dock.
  • Fixed LArRE rail movement audio not playing on clients.
  • Fixed mode switches sometimes don't initialize to the correct state. Added 'Undefined' to SwitchColorState so that the first time the color state refreshes it will always update the material.
  • Fixed atmos larry arm not moving on dedicated server.
  • Tweaked the order of build and process update for larry so the arm state is always sent to clients first.
  • Fixed Material issue with future asset.
  • Changed Hydroponics LArRE Proxy slot now points to plant slot in target planter. (or input/output slot of target chute bin)
  • Fixed Collector Arm sounds would sometimes not play on clients
  • Fixed larry bypass audio not stopping when the dock is turned off.
  • Fixed inconsistent power state on the Landing Pad pumps
  • Added stationpedia descriptions to linear rail pieces.
  • Removed 'CurrentIndex' logic value from larry and added 'Extended' which will indicate if the arm is down or not.
  • Added new tooltips to the base robot arm class, including position, index, and "status"
  • Fixed Writing Setting value to Larre when it was Docked (closed) would cause it to get into an errored state.
  • Reworded LARrE one of the tooltips from Activated to Extended
  • Fixed LArRE Idle state not set correctly when doing bypass move
  • Added internal atmos data to atmos robot arm
  • Fixed Target index can now be set on larre when it is in a bypassed state
  • Fixed Hopper Slot named incorrectly on hydroponics Larre
  • Added more detailed tooltips for the collector arm
  • Added HarvestedHas Logic Slot variable. Returns the Prefab Hash of what will be harvested from the plant. 0 if plant is not mature.
  • Changed the outer corner to make the arm rotate sideways rather than straight on.
  • Tweaked the handling of inner corners for larry's linear rail. Should now be able to traverse a few arrangements where it would previously get stuck.
  • Added Info about Proxy slot to Cargo and Hydroponics LArRE Stationpedia description.
  • Added Quantity and Ratio logic values to LArRE Collector.
  • Fixed Localisation error with LArRE Collector slots in stationpedia.
  • Fixed cargo arm being able to view inaccessible slots
  • Added Target slot name and occupant to LArRE Cargo info screen tooltip.
  • Removed non-threadSafe call from RoboticArmDock.CanAccessSlot.
  • Added left and right 'corkscrew' linear rail pieces.
  • Tweaked ordering of rail pieces in linear rail kit.
  • Fixed added missing worldmanager changes in base scene.
  • Added thumbnails for linear rail corkscrew pieces.
  • Fixed Robotic Arm Dock Hydroponics reading the contents of Chute bins if they contained plants
  • Fixed incorrect tooltip text on collector larry.
  • Fixed slot strings for collector dock in stationpedia
  • Fixed incorrect position for collector arm
  • Added Code to get LArRRE Current Junction Index.
  • Fixed LArRE arms could reach through walls and frames.
  • Allowed larry arms to traverse a looping rail network correctly. The arm will move to the target along the shortest path.
  • Fixed LArRE blocking logic was registering a false positive with floors under planter trays preventing interaction.
  • Changed linear rail deconstruction tool to be wrench.
  • Changed prevented interaction with activate button when arm action is blocked.
  • Added Tooltip to LArRE when arm action is blocked by wall or frame.
  • Removed unused CanConstruct checks in larry code.
  • Added Gas Tooltip to Atmospherics LArRE pipe meter.
  • Added Input atmosphere logic values to LArRE Atmospherics arm. If the Arm is connected to a passive vent this will show the passive vents pipe atmosphere information, other wise will show the world atmosphere that the arm will interact with.
  • Fixed Atmospherics LArRE was interacting with the atmosphere at the arms rail position and not at the vent position.
  • Increased Shadow draw distance for small devices from 5m to 10m
  • Fixed atmos LARrE not taking damage from over pressure
  • Added small offset to vent atmos sampling for atmos robot arm
  • Fixed Atmos LArRE doing Atmospherics calls when destroyed on the main thread.
  • Fixed ErrorSpam when LArRE destroyed.
  • Fixed Filter slot on atmos LArRE was not filtering when outputting.
  • Fixed LArRE would not exit bypass state in certain configurations when TargetIndex was not set to the Home Docks Index
  • Fixed Regression from rev23616 where LArRE would be allowed to exit bypass state when another LArRE was occupying the dock rail.
  • Made larry move towards the closest station index when looping rather than using the shortest distance.
  • Added Clarification to Atmospherics LArRE description around atmospherics logic values.
  • Added 'position' to the larry base tooltip which will be the last index visited. Also added this to the logic values.
  • Fixed NRE when deconstructing collector larry dock.
  • Fixed issue with arms moving in the wrong direction when building a looping rail network with multiple docks.