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Stationeers News

Bug Fixing

This patch is largely focused on improvements and bug fixing. Specifically, we wanted to address community feedback with the tutorials, but we also used the opportunity to investigate some longer standing issues. Additionally, new art was ready, so we added a new visual variant of the computer.

Tutorial Updates

We've made a load of tweaks to the tutorials based on observing first time players. These changes mainly involved wording changes, making use of more paint colours to specifically reference objects, and adjusting the layouts of the tutorials to help lead the player to the right location. We'll continue to tweak the existing tutorials as well as adding new tutorials where needed.


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Quick Stow

We've moved the functionality of double click, now called smart stow, to its own binding. The double click functionality was interfering with other input making it feel slow and laggy. Instead of double clicking with the mouse you can now right click to achieve the exact same behaviour, and instead of double tapping 'F' you can now press 'G'. The grab action has now been remapped to 'H'. Of course, these are the defaults and can be rebound.
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Less Restrictive Construction


[h2]Cables[/h2]
A long standing, and frustrating bug, has been the inconsistent placement of cables in half constructed walls. This issue meant that while you could place cables down, you'd have to remove the wall to pull the cable back up again. We performed a pass on all the wall build states so cables are entirely accessible through half constructed walls.


[h2]Wall Mounted Devices[/h2]
Wall mounted devices require support, however at some point a restriction was put on the placement of these devices that meant that every grid, up to four if you were placing on a corner, needed to be present. While this was an intentional change at the time it has long been a pain point, and we've decided that any support will do. This means that you can now freely place these devices on the edge of walls or frames.


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Mystery Gasses

A pretty big bug with atmospherics has now been resolved. Deconstructing frames would sometimes lead to a global atmosphere gas mixture being created in its place. The related issue also caused rooms sealed with terrain to have similar issues. This dangerous gas from outside entering into your base was often catastrophic and frustrating for players. Base construction on Europa, Vulcan, and Venus should now be much more straight forward and intuitive.
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Retro Computer Variant

This is exactly the same as the existing computer, except with a more 70s cabinet style.



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[h3]Upcoming LARrE Changes[/h3]
You may have noticed a large number of changes in the patch notes that refer to LARrE. These changes will not take affect in this update but are a work in progress for the next patch.

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Patch Artwork

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Your support makes these updates possible


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

[h2]Change Log v0.2.5137.23331[/h2]
  • Fixed some small errors with the tutorial text
  • Added being able to place wall mounted devices on the edges of support.
  • Fixed Unable to deconstruct some cable types when they were on a half constructed wall.
  • Fixed trader selling silver in place of nickel on Vulcan and Venus
  • Removed the dust storm from tutorial 2 world setting.
  • Changed the colour of the generator and apc in tutorial2 to green, changed the colour of the hydroponics trays to blue.
  • Changed position of hydroponics trays in tutorial2 to discourage accidently trying to connect the gas input of the portables connector to the trays.
  • Changed The entry point to the 2nd stage of tutorial 2 to highlight the generator and APC.
  • Changed moved all tutorial2 data into the Tutorial2 xml file.
  • Fixed Tutorial2 go outside step could fail to complete if you hadn't closed you helmet.
  • Removed the dust storm from tutorial 2 world setting.
  • Changed the colour of the generator and apc in tutorial2 to green, changed the colour of the hydroponics trays to blue.
  • Changed position of hydroponics trays in tutorial2 to discourage accidently trying to connect the gas input of the portables connector to the trays.
  • Changed The entry point to the 2nd stage of tutorial 2 to highlight the generator and APC.
  • Removed Double mouse-click action. We concluded that the input latency issues caused by waiting to evaluate whether a click was a single or double press was not worth the utility. It was contributing to an overall feeling of sluggish-ness when interacting with the UI which added an additional un-necessary pain-point to an already challenging Interface for players to engage with.
  • Converted arc furnace to use animation components rather than unity animator. Functionality should be unchanged.
  • Moved some models into their appropriate folders.
  • Added first pass on new larry dock kits and models with added build states.
  • Added build states to larry docks and added docks to their respective kits.
  • Made larry arms collide with each other if they are on the same rail.
  • Added debug DrawWireCube function for editor use only.
  • Fixed Deconstructing a fully build frame would sometimes spawn a Global-Atmosphere gas mix at the frame's location.
  • Updated larry dock blueprints.
  • Removed unnecessary function setting first person helmet layers. This is now handled elsewhere.
  • Fixed linear rail station nodes blocking the default tooltip info from showing up.
  • Changed larry arm method of animating into a bypass node.
  • Removed linear rail placement restrictions for inner corner pieces. Will address placement issues if and when they come up.
  • Removed DoubleClickDelay from settings window.
  • Fixed RMB turns on/off Tool when in MouseControl mode.
  • Added Smart Stow will select the stowed slot in the inventory window if that window is open.
  • Changed Right-Mouse-Button replaces double click slot action. Moves item into active hand, or runs smart stow when right-clicking on a hand slot.
  • Added Smart Stow Key-bind (Default to G). This replaces Double Press F (Previously not able to be rebound). It will move the object in your active hand into the best available slot in your inventory.
  • Fixed issue where deconstructing a StructureGasTank or a Furnace would not spawn the internal atmosphere in the world
  • Updated some colliders on linear rail and dock kits.
  • Added linear rail bypass dock kit.
  • Updated linear rail bypass dock blueprint and thumbnails.
  • Added ThingCountCondition.
  • Added Build a Platform with frames step as the 1st Helper-hint.
  • Removed DoubleClick Delay slider from settings.
  • Added first pass on hydroponics larry functionality
  • Updated the behaviour of the Cancel keymap to also restore UI visibility if it had been hidden
  • Fixed Deleting frames with authoring tool could spawn GlobalAtmosphere in some cases.
  • Updated prefab names, blueprints and thumbnails for new larry docks and kits.
  • Removed old blueprints and thumbnails for larry docks and kits.
  • Moved get cell below larry arm functionality to a function on base class.
  • Changed RMB will no longer run a drag from slot command. This is no only done with LMB.
  • Tweaked blueprint material to make visibility better
  • Updated hydroponics larry behaviour. Hydroponics larry will be able to harvest, plant and clear as well as take and insert into chute bins. It will not be able to drop things onto the ground. It has two slots which will behave like a stack so you can harvest seeds and plants in the same pass. It can also harvest while holding seeds/plants and will merge into an existing held stack.
  • Fixed Arc Furnace so that losing power or having the player press the activate button will deactivate it without a delay
  • Added new retro computer variant in the computer kit
  • Made a few tweaks to hydroponics larry logic to improve clarity.
  • Added first pass on larry cargo arm. Cargo larry can take from and insert into slots on a device using the slot index set on the dial or set through logic.
  • Changed the atmos analyser to use the players position instead of the tablet position when finding the world atmosphere as sometimes it was misleading when the tablet was in a different grid, or potentially a different room than the player.
  • Fixed SmartStow did not close Blueprint cursor.
  • Fixed Reinforced Wall does not block light on completed build-state.
  • Fixed exception being thrown by the arc furnace after it has finished smelting. Ensured that cancelation token was used when the smelting thing became null.
  • Fixed Extreme ShadowCasting mode was causing dynamic Items to not cast shadows.
  • Fixed a bug where the helper hints panel was preventing tooltips from displaying on other UI overlay panels
  • Updated thumbnails for pressure regulator
  • Fixed typo in the description of the LogicSlotTypeOccupantHash
  • Added Null check to ThingRenderer.SetLayer. Possible cause of Helmet desync issue on client.
  • Fixed Cursor iPhysicals were getting registered.
  • Added First pass on CollectorArm behaviour. Collector Arm will vacuum up items when activated or shoot out the collected items depending on its mode.
  • Replaced small info screens on hydro, cargo and bypass larry docks to use device part prefab.
  • Added small info screen device part prefab.
  • Fixed null entry in computer kit
  • Changed Collector arm auto deactivates when full or given a move command.
  • Added Sounds to Collector Arm.
  • Added Sounds to Atmos arm.
  • Changed Atmos Arm and Collector arm can have their target index set while Operating. The move action will not execute until operating is false.

Getting Started: Tutorials & Helper Hints

Tutorials were disabled after the phase change update due to many base breaking changes. Like with any work we do on the game, we have to judge the amount of work required vs the fun the players will have. Stationeers is notoriously a hard game to learn, and new players over the last few months haven't had anything to help them get started. We decided to try a new approach to tutorials, with a low technical overhead, to see if using a new style of guidance could help players in the first few hours of Stationeers.

The old tutorials would take weeks of work from multiple people to create each one, and then a large amount of work to update them as the game changed. This process was enormously costly, even before taking into account maintaining them.

The new system, along with the new design approach, will allow us to create a new tutorial in a very short time. We've started with three tutorials and will be rolling out new ones as they are created.

Helper Hints




Our new system to help guide players is called "Helper Hints". These exist to offer subtle guidance for what can become medium to long term projects for players. Like Stationpedia's F1 quick access, helper hints can easily be expanded and hidden by pressing F2. They can be disabled completely from the settings menu for players who don't want the guidance at all. Also, individual hints are expandable and collapsible, to reduce their visual footprint on the screen. You can also dismiss incomplete hints, in addition to un-dismissing already completed ones if you want to read the information again.

We've authored a few chains of hints that lead to player to making the basics of survival. The first hour has slightly more hints to help point players towards the key kits and devices of the game. Once the player has been introduced to a device, we believe that they'll experience the pros and cons that come along with building it, and the game will naturally progress from there. These hints should be seen as way to point you towards the game content, and not an objective quest you must do.
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Tutorials




These new tutorials are meant to teach high level concepts, while avoiding focusing on the details of individual machines. Stationeers has too many devices that are necessary to play, and its impractical to cover them all. More importantly, until a player has experienced a problem first hand, it's difficult to teach them about all the possible solutions.

The new tutorials focus on a few abstract concepts such as room construction, inventory/slots, connecting devices, and moving air. The helper hint system is utilized to give instructions to players, in a very non hand-holdy way. The tutorials are short, yet slightly free form to ensure players really understand what they must do. We've kept the number of steps in each tutorial fairly low, meaning that if you need to start over, you'll quickly get back to where you were. An experienced player can complete these in 30-60 seconds.

With these simple concepts introduced to the player we hope that during a normal play session the loadout of the lander, combined with the default helper hints, should prevent players from being stuck with no idea where to go.

Tutorial History


Stationeers went through several types of tutorials, with the first being hard coded. These were often buggy and hard to maintain because the writer had to consider everything the player might do to change the state of the world they were tracking. In stationeers, there are many different ways to accomplish the same objective. Multiple iterations of a single tutorial level with this approach took weeks of time.

The next approach to tutorials involved generic events spread across the whole game. These were also somewhat hard to maintain, and their distributed nature cluttered up the project. Large reworks, such as the multiplayer refactor, phase change, or the rocket update, all broke large sections of this approach.

Somewhat separately, the tutorials created during this time, were very polished, and pretty looking; they even came with embedded video clips. This level of polish took months of time to accomplish. Unfortunately, they failed to teach players what to expect while actually in the game. They also suffered from utilizing unrealistic bases, and designs that didn't represent normal gameplay. Your grandmother could follow the very detailed steps, and not get 'stuck', but then have no idea how to start the game once left alone on the moon with a lander.

With our newest approach, we've taken a step back, and let go of the players hand. The things we're trying to teach are far simpler than before. Bases are made from walls and frames, things need to be connected, air exists and can be moved, etc. As much as we would love to try and teach every little nuance of the UI, tips and tricks of some devices, or time saving shortcuts, new player that are initially overwhelmed just aren't ready to hear them. You have to be able to build a small base before you'll appreciate lessons about pressure regulators, or want to know the pros and cons of multidimensional solar tracking.

We'll be looking for feedback to ensure this approach of teaching works for Stationeers. Our current goal with the tutorials is to give new players a better expectation of how they might play. If the reception to this style is positive, this system also allows us to easily create more specific tutorials that cover intermediate and advanced concepts in the game, in a much straightforward and maintainable way than in the past.


- Mason 'Timberfox' Henrickson, Design Director




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Your support makes these updates possible


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

[h2]Change Log v0.2.5116.23239[/h2]
  • Changed 'in room' objective condition to 'in cell'. Will check when a dynamic thing is in a grid cell.
  • Fixed water purifier not showing up in the "Used in" section of the stationpedia entry for Charcoal
  • Removed head torch from tutorial start conditions
  • Fixed OxygenTank would some-times not spawn on brutal start in Venus. This was due to spawnDatas positionRule defaulting to None when none was specified. Changed to default to Random.
  • Fixed new one way pipe valves having incorrect smart rotate setup.
  • Added missing recipe for astroloy sheets to autolathe
  • Fixed digital flip flop splitter from having quantity increment indefinitely when output is blocked
  • Fixed one way pipe valves placement cursor was one grid too high
  • Fixed Couldn't harvest switchgrass when a hay item was in hand.
  • Fixed Some plant interactions didn't complete on clients (harvest action would fail when a plant of the same type was already in hand)
  • Changed Spawn menu will always be available when playing in editor.
  • Added Expand Attribute to WorldObjectiveData, when true objective will autoExpand when triggered.
  • Added WorldObjectives will now collapse on completion.
  • Added spawn points to tutorial data.
  • Added tutorial spawn point object. Set to not spawnable for now as should only be used in tutorials.
  • Re-enabled helper hints and tutorial menu button.
  • Changed ExportWorld command will now put the spawndatas in a separate file. The spawnDatas will be correctly formatted.
  • Added Serialization Code for SpawnData, ThingSpanDatas and children and ActionDatas and Children.
  • Changed Tutorial2Starts with 50% nutrition and 75% hydration
  • Fixed Eat and Drink HelperHint doesn't complete in Tutorial2.
  • Added SurvivalPropertyAction and SurvivalPropertyCondition.
  • Changed the linear rail inner corner piece to occupy a single small grid rather than 2x2x1
  • Added a button on the LArRE dock to set it as the 'starting dock' which will set its station index to zero. Stations to the left will have negative indices and stations to the right, positive.
  • Allowed multiple LArRE docks on the same rail.
  • Allowed LArRE to travel backwards from the dock.
  • Fixed some NREs when removing docks from a linear rail network
  • Fixed infinite loop when connecting linear rails in a loop. Rails can be built in loops but larry will treat them as having a set start and end index and won't be able to move directly from the end to the start and vice-versa. This may change in future but for now is more important to avoid any possible infinite loop behaviour.
  • Fixed Incorrect autoignition Temperature on one-way valves.
  • Fixed Pipes placed adjacent to frames will not always radiate and convect with the world Atmosphere.
  • Fixed Incorrectly Authored colliders on lockers.
  • Added tablet step of tutorial2 can now be completed by looking at a pipe with the tablet.
  • Added Expand tags to Tutorial2 objectives.
  • Fixed All steps show at start of tutorial 2.
  • Changed notice condition to use a LocalizedStringReference. Updated tutorial objectives for new notice condition format.
  • Fixed ore scanner cartridge (colour) so that the colours displayed on the tablet match up with the colour of the ores when viewed with SensorLenses with the OreScanner chip
  • Removed unused NoticeCondition.
  • Replaced notice conditions with list of LocalizedStringReferences on objective.
  • Updated Visual dressing of Tutorial 1.
  • Removed old tutorial files.
  • Changed Tutorials default to Normal difficulty.
  • Removed Storm from tutorial1.
  • Made a few tweaks to tutorial 1 wording
  • Changed Structures no longer report worldchange checks on when game state is Joining.
  • Updated Tutorial1 with WorldAtmosphere RoomIds.
  • Added WorldAtmosphereSpawnData now Serializes RoomId and assigns it on game start (this avoids costly room regeneration step that could block the game-thread for several seconds on scenario start)
  • Changed ExportWorld command only saves Room Atmospheres.
  • Fixed default StartIndex on Iron wall kit was 4 (defaulted to window instead of IronwallVar1)
  • Small changes to tutorial 1 layout from design review.
  • Tweaked tutorial 2's text slightly and hid a few details from the auto generated text.
  • Re-exported tutorial 2 to have the new formatting
  • Added Completion pop-up at the end of tutorial.
  • Added popup Action. Pop-ups can be triggered from any completed WorldObjective
  • Changed Tutorial 1 button image
  • Fixed a bug where one-way liquid pipe valves would deconstruct into a gas valve kit
  • Added Summaries to Tutorial 1 and 2
  • Updated Structure build state tooltips to display while holding Sheets as well as Tools
  • Re-enabled HelperHints in worldSettings.
  • Updated tutorial 2 text. Removed tablet step.
  • Added Delay to Tutorial complete popup.
  • Fixed the formatting of tooltips when trading where the item had child items as well
  • Updated helper hint dismiss 'x' icon to a simpler graphic
  • Added is powered condition check to door in tutorial 2
  • Added handling for inner corner pieces. Inner corner pieces will override their neighbour rails arm positions as they are overlapping.
  • Removed hard coded grid bounds for larry dock.
  • Replaced thing names with stationpedia links in tutorial text where relevant.
  • Set base power usage of power tools to be 5
  • Fixed clients could not set starting dock for a linear rail network with multiple docks.
  • Changed wreckage names to all just be "Wreckage" as some objects were producing incorrectly named wreckage pieces. Also cleaned up some pointless placeholder text descriptions for a number of Stationpedia entries
  • Added setting to toggle the display of the Helper Hints panel
  • Set inner and outer corner linear rails to spawnable.
  • Updated linear rail inner corner piece placement rules. Will now only be placeable next to straight pieces.
  • Made finishing the room step in tutorial 1 more forgiving on minimum room size.
  • Added another hydroponics tray to tutorial 2 to make the connect the trays step less confusing.
  • Extended Gas Condition to support pipe Networks.
  • Fixed child conditions not being applied correctly in some cases for ThingPrefabCondition and NetworkCondition.
  • Fixed WorldAtmosphereSpawnData was not applying serialized rooms if they were a vacuum.
  • Added Tutorial 3 for teaching basic atmospherics interaction.
  • Removed Find another tank step in tutorial3
  • Fixed Spelling error in Tutorial3
  • Updated button image for tutorial 3
  • Added missing image for tutorial 3
  • Minor changes to tutorial3 text
  • Changed Tutorial3 to start with full toolbelt.
  • Fixed some minor grammatical errors
  • Fixed issue with Tutorial3 where the tutorial HelperHints were showing "{Thing: ItemSuitHardBackpack}"
  • Removed Pressure Regulator step from tutorial3 and replaced with a valve.
  • Changed Some steps in Tutorial 3 and reworked some wording.
  • Fixed Short shadowdistance of wall lights
  • Tweaked tutorial 3 text slightly.
  • Fixed respawn prompt showing up for clients when falling asleep in a sleeper.
  • Changed the minimum charge value for a selling a battery to a trader from 100% to 99%
  • Added Time Attribute to Worldobjective. Objective will need to evaluate as true for the supplied time before it will be completed.
  • Added CursorThingCondition.
  • Further Text revisions to Tutorial3.
  • Fixed Several errors in tutorial3 text.
  • Made a few tweaks to tutorial 3 text
  • Moved tutorial 1 and 2 objective headings to english.xml
  • Changed HelperHints that are triggered by an objective complete condition will wait 1.5seconds before activating.
  • Added Sounds to HelperHints.
  • Fixed issue with traders where some food items could be sold at a quantity less than 100%
  • Changed Moved portables connector into the corner of room in tutorial3 to make connecting easier.
  • Fixed Incorrect Thumbnail colour on cursor for painted items when dragging from the world.
  • Added HelperHints that have no completion conditions will complete when dismissed.
  • Fixed Some HelperHints were not being triggered due to prefabHashes of trigger objects not being registered.
  • Fixed Some banding on Medium shadow quality setting.
  • Added Dismiss to Acknowledge Notices to WorldObjectives that have no completion condition.
  • Fixed Confusing text in Plants need darkness helper hint.
  • Fixed Duplicate text in Refill water bottle helper hint.
  • Fixed Cooked Baked Potato helper hint would trigger as soon as a potato was planted. Now triggers when potato is harvested.
  • Added ability for docks and bypass rails to shift arm off the main rail track.
  • Added first pass on new LArRE docks.
  • Reverted Changes from rev22741 and rev22742. The issue that this change was attempting to fix has been resolved at the serialization step instead of in the assignment UI.
  • Fixed Exterior Vent and door buttons would become greyed out upon assigning interior door/vent in airlock consoles.
  • Cleaned up larry dock code a bit and moved some linear rail shared behaviour into a base rail class.
  • Added linear rail bypass node. When an arm is on this node, calling activate on its dock will shift it off the main rail.
  • Moved larry dock and bypass rail into a base class for rail devices.
  • Fixed Alternate completion condition for GrowPlantsForOxygenAndFood hint was not hidden.
  • Fixed Unit error in PressureCondition Tooltip.
  • Fixed parsing error in WorldObjectiveCanistersInfo HelperHint.
  • Added AcknowledgeAndDismiss Notice to AdvancedMining HelperHint.
  • Fixed TierTwoMachinesPart2 HelperHint would not complete in certain cases.
  • Fixed Hid Stacker (Reversed) condition check in Stacker HelperHint tooltip.
  • Fixed Nested ConditionCollections would not display in HelperHints.
  • Fixed Missing pipe-meter regression in tutorial 3.
  • Fixed HelperHint sounds play when helper hints are disabled.
  • Improved Tutorial2EatFood text and tutorial2DragTank text for improved clarity.
  • Fixed Tutorial1 would not complete if the final room was larger than 18grids, can now be up to 21 grids.
  • Fixed Tutorial1PlaceDoorCondition could be completed by placing a door in the incorrect spot.
  • Added Addition Information to Tutorial1CompleteFrame Condition.
  • Added Can now place any type of iron wall to complete Tutorial1PlaceWall & TutorialCompleteWall Condition.
  • Fixed ObjectiveConditionCollection did not support NetworkConditions, TraderConditions, CursorThingCondition.
  • Fixed Sometimes new HelperHint sounds doesn't play.
  • Tweaked timings on time conditions for tutorial3
  • Changed name of Kit (Power Controller) to Kit (Area Power Controller)
  • Changed Standardised Tablet cartridge names i.e. AtmosAnalyser -> Cartridge (Atmos Analyser).
  • Changed Tutorial HelperHints will auto-dismiss on completion.
  • Fixed a bug where dropping ore into a mining pack wouldn't merge the ore even though stacks with sufficient space were available
  • Fixed first person helmet showing incorrectly when exiting a seat.
  • Added Auto Expand to the helper hints. By default all helper hints will expand but this can be turned off by unchecking the option on the helper hints panel

Hotfix v0.2.4945.22690

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

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

Walls, Doors, and Valves

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

Reinforced Walls


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



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Window Shutter Wall


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



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One Way Valve


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



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LArRE Door


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



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A New Name


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

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Your support makes these updates possible

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

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

LARrE: The Linear Articulated Rail Entity

A New System


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



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

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



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Export Chute Bin


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



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Workshop LARrE example


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

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

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Your support makes these updates possible


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


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

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