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Meson Scanner

Sensor Lens Chips

[h2]Meson Scanner[/h2]
This scanner allows you to view an AR projection of pipe and cable networks. The colors of cables and pipes will be correctly represented. This can be extremely useful when expanding bases with complex or hidden networks.



[h2]Celestial Scanner[/h2]
The celestial scanner allows you to view the location of all of the orbital bodies in the solar system, You can see the name and distance of each celestial body. Again, this is just for fun, however, it could help you while working with the newly added telescope.



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Flare Gun




You can use this tool to fire flares high into the sky where they will burn bright and linger. They can be used to guide home a lost Stationeer, or used to light up a large area at night while out on a mining mission.



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Insulated Passive Vent

This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall but don't want energy transfer from the other side.



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New Celestial Devices

The Ground Based Telescope and Celestial Tracker can provide information about celestial bodies. While the utility from these devices is limited it can be a fun way to explore the new orbital system and lays the groundwork for future content. An example might be tracking certain objects and extracting certain information may unlock new or better traders.

When aimed at a body in space, the Ground Based Telescope it will provide celestial information about the target. The Celestial Tracker is constructed in a rocket and will report the orientation information for a celestial object which can be used by telescopes and other devices.



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Manufacturing Tooltips

As a continued effort to increase the information we provide via tooltips items in the manufacturing machine now have their recipe included in their tooltips. This provides what is need and what is currently available in the manufacturing machine.



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Day Length Fix

A fix for timescale offsets has been made that was causing time issues. This, along with some incorrectly authored data, was especially affecting Venus. Days were not being correctly normalized to 20 minutes. This precision issue has been moved from about 100 days to 1 billion years.

It's not quite ready yet but after a little more testing and fixing the day-length setting will return to the world creation screen.

[hr][/hr]
We need you!
[h3]Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support[/h3]


https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack/

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

[h2]Change Log v0.2.4765.21864[/h2]
  • Added ground telescope recipe to electronics printer
  • Added Insulated Passive Vent. Kit is made from the Pipe bender. This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall, but don't want energy transfer from the other side.
  • Fixed ground based telescope auto rotate during placement not working correctly
  • Fixed being able to open/close the telescope when it is unpowered
  • Temporarily disabled mood, hygiene and food quality vitals in the ui
  • Fixed an issue where autosave could get stuck.
  • Cleaned up autosave logic.
  • Changed Europe world to be a slightl different lat/lon so that the dawn doesnt occur and then eclipse shortly after. Instead, because juputer will show at the horizon it means that dawn occurs during the eclipse, so the sun will appear after passing behind jupiter but be unobstructed for the rest of the day.
  • Added systeminfo command that prints debug information to the console.
  • Fixed celestial and other textures would not be loaded from mod or workshop folders.
  • Fixed time offsets for new worlds. Now timescale command has been deprecated, in favor of orbit timescale
  • Fixed Celestial textures for mods would not be loaded, as only the core data folder is searched.
  • Added TimeOffset xml element for CelestialConstants for defining the offset time to start a world.
  • Deprecated the TimeScale command, as it is now more properly part of the orbital commands.
  • Added orbit timescale n, where n is the desired timescale. This more correctly allows timescale setting to be included with the orbital simulation.
  • Added TimeScale for Orbital Simulation is now synchronized with clients to allow different saves to have different day lengths and still be synchronized properly in future.
  • Fixed out of date comment
  • Adjusted how food quality works. Will no longer decrement over time and instead will move towards the quality of the last thing you ate.
  • Rework of SensorLenses sounds.
  • Added Open/Close sounds to ground based Telescope.
  • Fixed lever/switch sounds playing in incorrect position when the parent transform of the interaction object was offset from the root parent transform.
  • Made entity mood decrease relative to damage rather than using a fixed value
  • Updated table dock mesh, so it can be correctly connected to workbenches.
  • Added mood, hygiene and food quality values to the vitals section of the hud
  • Update lights with the colour black to produce white light instead of no light at all.
  • Hygiene will now increase when not wearing a suit and helmet
  • Changed mesh size of corn growth stages. (art asset)
  • Fixed TimeScale has to be manually calculated for planets to normalize to 20 minute days, making it difficult to renable players for setting day length. Now the rough estimate needed timescale is generated and then modified for the orbital average day length to get the correctly adjusted timescale to achieve a sidereal day length of the required time. Currently hardcoded to 20 minutes, but the setting will be added to new world screen soon.
  • Fixed WorldParticleEffect was creating a series of coroutines and was not checking for existing ones, causing memory leak when enabled. Now does not do this and has been ported to using a UniTask.
  • Added ability to force things to not use the texture array colour texture as this was stopping things rendering in the portrait view. This fixes glasses and sensor lenses not being visible in player portrait view.
  • Added sidereal day calculations to Celestial bodies.
  • Rebalanced Venus rotational speed to have real days/year a ratio, while still having 20 minute long real days.
  • Gave Asteroid Belt orbital values similar to earth.
  • Rebalanced GroundBasedTelescope sounds to be less clunky when tracking a slow moving object.
  • Added Rocket Celestial Tracker now only allows tracking of sun when not in orbit, for calibration purposes. When attempting to track other objects when landed will get NaN values. Tooltip will also indicate this for the player.
  • Added Rotation sounds to GroundBasedTelescope
  • Fixed more circumstances where stars would appear to "swim" and lag behind while moving the camera.
  • Fixed going into third person the camera position isnt taken into account when rendering the skybox so you can poke your head through jupiter etc which is quite disturbing and can generate an existential crisis.
  • Fixed SearchBar not working on Logic Hash Gen Input Panel.
  • Added new width for lines of code. Was 52, now 64. Additionally started displaying total file size and maximum file size, although this is not currently enforced.
  • Fixed Robot Battery consumption rate was not altered by difficulty settings. Added a new difficulty setting that is part of metabolism category. https://stationeers.atlassian.net/browse/STAT-3651
  • Fixed Grow light does not have Lock state https://stationeers.atlassian.net/jira/software/c/projects/STAT/issues/STAT-3785
  • Fixed reagent processor was using a coroutine. Moved to using a unitask to reduce memory garbage collection.
  • Fixed a bug where centrifuges wouldn't output a stack of more than 50 even if the ore's max was higher
  • Fixed material on new corn model.
  • Fixed Corn used pistol grip anim and plays default equip sound. now uses side grip like other plants.
  • Updated corn texture.
  • Updating corn mesh.
  • Changed Sensor lenses sound fades down to a lower volume over 15sec.
  • Changed Sensor lenses visual effect cleans up a bit and the scrolling bar fades out over 15 seconds.
  • Fixed Collisions on rear of cable-less elevator shaft
  • Added tooltip to manufactory selection screen that will show the recipe requirements as well as what is in the machine, to help you know whether you can make the item you are selecting or not.
  • Fixed Mined ores would go into first free slot of mining-belt/mining-backpack even if there was an incomplete stack of the same type in the belt. Now ores will preferentially stack with any incomplete stacks and any remainder will go into the first available slot.
  • Fixed moodlets throwing errors when their ui elements were not being cleaned up correctly on leaving a game
  • Fixed Error when assigning pooled audio source to thing that is being destroyed.
  • Fixed Crowbar sound could get stuck sometimes when opening Apc.
  • Added Elevator shafts no longer need to have power connection to each shaft piece. Now if any piece is connected, all pieces are considered connected.
  • Added two new elevator shaft/level prefabs that have no power or data cable connection. These can be used to place elevators inside enclosed spaces.
  • Added minor refactors to some powered devices to reduce memory garbage collection.
  • Fixed AutoSave now uses threadPool rather than creating a new thread.
  • Fixed several cases where AutoSave thread was not being closed out when AutoSave was cancelled or copy world data failed.
  • Adjusted wind turbines build states as the required tools for construction/deconstruction were overlapping in a few of the states making it frustrating to build
  • Fixed a bug where dropping an item while in construction mode did not cause the player to exit construction mode despite no longer holding the proper item in their hand
  • Fixed Switches do not have a lock state, so can't be properly locked.
  • Added more tooltip information to the Rocket Avionics and Downlink.
  • Refactored UI tooltip generation for rocket UI.
  • Added build states to Downlink.
  • Fixed Logic Switch and Buttons would not respect lock state. Now they will not be user interactable if their Lock state is set. Credit: MrDropin via Discord.
  • Fixed airconditioner build state would sometimes leave UI elements shown when they should not be. Credit: Falcon via discord.
  • Fixed Rocket batteries were hidden in Stationpedia
  • Added Build states to Rocket Batteries. Old saves will automatically load in at completed build state.
  • Fixed Flickering during near or current eclipses when camera is moving. The physics update was not entirely sync'd with the transform and orbital simulation updates so it was impossible to verify exactly the state for the purposes of eclipse generation. Now to begin (or end) an eclipse, the state is measured over several frames.
  • Fixed DiodeSlides would not initialize their color correctly when loading. Credit: OwnerOfThePlace via Discord.
  • Fixed traders would rip you off when buying items that contained more than one kind of mole type. So if you bought a fuel mix, they would give you a canister that only contained the last mole (oxygen). This was because Set was used, and not Add. Now Add has been implemented, so the traders will fully populate the mole settings for anything they are using. Credit: Drone via Discord.
  • Added more information to the Rocket Uplink tooltip. Now shows whether it is connected to a downlink or not, and what rocket avionics is on the network (if any).
  • Added True Anomaly value to Ground Telescope output.
  • Fixed possible issue with batteries causing a lot of heat. Batteries in a cold environment will lose heat into the environment but the code was also setting "Sparked" to true for the atmosphere, which would cause ignition for anything.
  • Fixed Vulcan new world page from showing the wrong parent body name
  • Added sixth pass to Ground based telescope. All variables are not linked with logic system. Partial alignment will give some details, full alignment required for orbital details.
  • Fixed the "rotation drift" bug. This is where, over time, the position of celestial objects drifts from the position they should be. An example would be playing on Europa and noticing that Jupiter, over long times, moves away and then comes back. This was caused by rotation values for planets around their axis being stored as "floats", when a much higher precision is needed. To avoid this in future there will be a data change, which will affect any mods. However mod makers can deal with this in advance by putting new values in and leaving the old ones. Previously it would have taken just 108 days in the simulation before 1 degree of drift occurred. Under the new approach, it will take approximately 121.6 billion years.
  • Fixed structure batteries would not show their powered state in their on/off button correctly.
  • Added fifth pass to the Ground Telescope. Now correctly orients itself and shows its data correctly in tool. Locks controls when it is locked.
  • Fixed moodlets throwing errors when respawning
  • Added prototype moodlet system and hygiene, mood and food quality moodlets. Can be toggled with 'entity togglemoodlets' command.
  • Added prototype system where players mood will now decrease when they take damage
  • Fixed a bug where dragging a thing onto the flare gun would cause it to become stuck in the hidden chamber slot
  • Fixed the positioning of the flare gun so it no longer clips into the player's hand
  • Added wip hygiene and food quality stats to entity. These are debug only for now and do not affect any other systems.
  • Added Fourth pass on Ground Telescope. Now will display details in tooltip for the celestial it is pointing at. Contains a bug where the vector is influenced badly by the player moving around.
  • Added new meshes and thumbnails for celestial scanner chip and meson scanner chip
  • Fixed thumbnail for Reinforced Window (Thin) to show the correct mesh
  • Added second pass of Ground Telescope.
  • Fixed serious loading issue that would not apply Angle at Epoch for orbital bodies when setting the accumulated delta time in the orbital simulation. This resulted in the sun (and other bodies) being offset different from when loading.
  • Added first pass of ground telescope, that will provide celestial information of what they are targeting.
  • Added Icon Images for Genes and Variables to stationpedia to make it clearer what various pages were.
  • Added ability for sensor lenses chips to have different power consumption
  • Added celestial scanner sensor lenses chip which will show you the celestial bodies (wip current visualization will be the same as the orbit debug)
  • Added missing meta file for rocket battery prefab
  • Reverted changes to arc furnace. Material and activate button should now be showing correctly.
  • Fixed logic math not showing correct operation in the tooltip
  • Fixed rocket battery kit not showing correct blueprint when attempting to use precision placement
  • Fixed incorrect materials on arc furnace
  • Added Important Page highlighting to Stationpedia and sorting order prioritization. Now important pages such as categories and guides will be displayed first in search results and distinguished with an icon and back highlighting. This will make it easier for players looking for guides or information to find it.
  • Added recipe for Rocket Celestial Tracker to Rocket Manufactory.
  • Fixed Sidereal Year values was incorrectly shown in user interface.
  • Added missing change to meson scanner material
  • Fixed meson scanner performance issues and fixed some flickering colours
  • Added Rocket Celestial Tracker kit and cleaned up the tracker itself in code.
  • Removed some unused namespaces from celestial tracker which were causing build issues
  • First pass of fixing some of the tutorials.
  • Added ordered loading of things in save files. This will migrate new saves to be stored in order they are required to be initialized, saving time during load.
  • Removed deprecated SunTime command.
  • Added SetBatteries ? command. This will recharge all batteries for debug purposes. Optional parameter is the BatteryState enum to set the batteries to, such as Full. Default is Full.
  • Second pass of RocketCelestialTracker. Now reports the Horizontal and Vertical alignment in degrees to the logic system as well as the celestial hash of what it is tracking.
  • Added first pass of Rocket Celestial Tracker. Placeholder art currently used. This device sits on the rocket and will report orientation information for celestial objects that can then be used by telescopes and other devices.
  • Removed some unused code from the previous meson scanner implementation
  • Tweaked the meson scanner to look better. Will now render pipe and cable meshes as an overlay.
  • Added Sounds to Flare gun.
  • Fixed Flare gun not working on clients.
  • Changed Increased render distance of roadFlare and increased range of roadFlare light when launched from flare gun.
  • Reduced time flares stay alive from 5 to 3 minutes.
  • Fixed Flare-gun shoot direction is now set by the players AimIK.
  • Fixed Autosave threads not being closed out once autosave was complete.
  • Added first pass on meson scanner chip which can be used with the sensor lenses to see pipes and cables behind structures (wip visualization)
  • Added missing meta files for a few textures
  • Fixed terrain generation was using a coroutine. Switched to a unitask.
  • Fixed accidental renamed variable in dlcmanager
  • Added suit for future content
  • Added wearing a hard-suit lowers mood twice as fast.
  • Added Flare Gun tool
  • Modified Road Flares to have a fuse timer and a slow descent when fired from a flare gun
  • Removed unused room lookup in the room manager (currently used room lookup is already present in the room controller).
  • Added Prototype Mood Stat to Character. Mood decreases while in a suit over a 2 hour period and can be fully regained over a 10minute period when in a room and not wearing a suit and helmet. Currently Mood has no gameplay effect by can be observed with eth debug command "entity state "
  • Added Mood reduction multiplier to DifficultySetting.
  • Added prototype room classification system. Room rules can be created in roomtyperules.xml and can currently only be viewed when using the atmos room debug visualizer.
  • Moved some room related classes out into their own files rather than having them all in one big file

Pneumatic Hand Miner & Rocket Mining Heads

Mining Drills

[h2]Pneumatic Mining Drill[/h2]
This new drill uses gas power for mining, instead of batteries like others. The drill's mining speed is a function of the pressure differential meaning it will slow down as you deplete it's gas canister.

This also means that you can effectively give it an upgrade by using the smart canister to gain a much higher pressure differential.



[h2]Mining Drill Power Usage[/h2]
All the electric mining drills' passive power usage was significantly dropped and the power used per ore mined has been removed and replaced by active power usage. The active power usage will consume power the entire time you hold down your mouse button to mine. This has resulted in some small miner balance changes but nothing that you should really notice, just don't run around holding down your miner!
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Drill Heads

We've added a range of mining drill heads that can be used with the Rocket Miner. Each head has different attributes that allow you to customize your miner for the specific job that you're doing.
The base level of durability has also been doubled.

You can find the details of each mining drill head in the Stationpedia or via the tooltips of each mining drill head.

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Bug Fixes

[h2]Orbital Simulation[/h2]
The orbital simulation system in the game has undergone a major update, extending precision in time calculations to over 3 trillion years. This addresses previous issues with time accuracy in the game. Alongside this, old celestial data has been cleared from save files, and the system now dynamically recalculates celestial positions based on accumulated in-game days, resolving prior inconsistencies in time progression and celestial movements.



[h2]Potatoes[/h2]
Light per Day Adjusted: The light requirement per day for potatoes has been halved from 600 seconds to 300 seconds. This adjustment means that potatoes now need less light to grow, which is particularly significant for environments like Mars, where solar radiation is low.

The grow time for potatoes has been increased from 3200 seconds to 4000 seconds. This change indicates that while potatoes now require less daily light, they take longer to reach maturity.

[h2]Traders[/h2]
While we had already fixed the issue of checksum failing on trading data by removing some specific trades, we've now fixed the underlying issue and reinstated the troublesome trades.
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Fuselages

You will notice that we've heavily reduced the number of fuselage pieces available to play with. There's now a single kit that contains a range of the fuselages that you know. The old kits no longer have recipes but will still be available to spawn via commands or in creative modes for those who wish to continue to use them. The reason for this was that the number of fuselages was overwhelming and it's hard to see the differences between them.
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Tutorials

A range of changes we've made over the last few updates have exposed serious problems with the tutorials. We're actively working on these but some rather extensive work is required to make them more resilient to breaking from these kinds of changes. While we strive to maintain the tutorials it can be hard when the game is still under such heavy development.
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Artwork Wallpaper


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[hr][/hr]
We need you!
[h3]Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support[/h3]


https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack/

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

[h2]Change Log v0.2.4726.21691[/h2]
  • Added more debug commands and information for celestials.
  • Fixed some issues with Venus time progress, however the Venusian solar day length is currently much longer than the Venusian day due to a combination of latitude and longitude for spawn position. This will be changed so a more expected day length is used. This means Venusian solar days are now still several hours long, which is not intended.
  • Added New MiningDrill multiplier values to Stationpedia.
  • Changed Drill head tooltip to show percentage values.
  • Fixed reagent mixes bought from the trader being split into individual stacks of one instead of stacking to the max stack size.
  • Fixed trader data select statements not being correctly executed which was resulting in blank items labeled as '???' appearing in the trader screen.
  • Added more debug information to celestial debugging.
  • Added more debug information and tools for both celestials and orbital simulation, to assist with modding as well as debugging issues.
  • Changed Disabled tutorials until they are fixed.
  • Fixed Generic Atmosphere tooltip showing Volume incorrectly. Now uses same verbage as Atmos Analyser: capacity in Litres and Volume of Liquids in Litres.
  • Fixed pneumatic drill not picking up loose ores when left clicking
  • Fixed some players experience a "swiming" starfield, stars appearing to move with lag, while player is moving their view around.
  • Tweaked colliders on large wind turbine as they were blocking construction of neighbouring turbines when rotated in a particular way.
  • Fixed DaysPast was recorded as a USHORT and INT inconsistently. With the new orbit simulate/set usages this could cause overflow issues.
  • Added missing file causing build error
  • Added six new drill heads that can be used in the rocket miner. These new drill heads have different attributes for speed, ore yield, ice yield, power consumption and mining head durability.
  • Changed Rocket fuselage pieces are now on a single Kit (Fuselage).
  • Reduced the number of cosmetic fuselage pieces. The removed pieces pieces remain available on the old kits and can continue to be spawned-in in creative mode if required.
  • Fixed pneumatic drill canister slot being incorrectly labeled as 'Battery'
  • Changed landing pad pieces to block face rather than block grid. This fixes the issue where hangar doors could not be placed between landing pad pieces, making some pressurised hangar configurations impossible to build.
  • Fixed Orbital Simulation breaks for rotation of player body after a period of time. This was caused by loss of precision. Now the whole system has been moved to use a single accumulated time. This new approach should maintain precision up to over 3 trillion years of accumulated time. The old celestial data has been scrubbed from save files, and now when loading first the game will approximate the value based on the number of accumulated days in the game. This will mean you may notice a small regression in sun position when you first load in with this update, as the game will be loading with the position at the nearest sunrise.
  • Added 'orbit set' console command usage. This is similar to the 'simulate' usage except the value is set not appended to the simulation.
  • Fixed root cause of trader checksum error. Some incorrectly authored data was not being handled correctly by the trader generation logic.
  • Fixed When a stock value was not set on a trader SellData instancing the trader would cause the base data to be modified.
  • Added second pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing. Now there is the orbit simulate ? command that helps with debugging and testing.
  • Fixed missing blueprint for hardsuit
  • Added first pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing.
  • Fixed rocket chute storage fill ratio and quantity never reaching 100%
  • Fixed missing mesh for the mining drill head
  • Fixed missing blueprint for the hardsuit
  • Fixed bug where country overalls would not be printable even if you had the required dlc.
  • Added ability to check if anyone on a server has the dlc so that we can apply it for everyone on said server in certain cases.
  • Fixed typo in combustion centrifuge stationpedia description
  • Fixed Thing.HasOccupiedSlot ignoring the the 0th slot
  • Updated suit storage mesh so they do not overlap with eachother.
  • Updated the position of the backpacks in the suit storage to fit better with the new mesh
  • Updated the mesh for the emergency and hard suits to glove and boot elements to be inline with the basic suit. They now look much better in the suit storage.
  • Fixed issue where after completing a build state, clients could complete multiple subsequent states for free if they kept holding the left mouse button.
  • Removed usage clamp for pneumatic mining drill. Will now use much gas more quickly when drilling with a full smart canister.
  • Fixed ghost atmosphere leaking
  • Added idle usage cost to pneumatic mining drill which will be incurred when the tool is on. Can now be turned on and off with right click similar to the welding torch.
  • Added clamps to pneumatic mining drill gas usage and mine time ranges
  • Added pneumatic mining drill recipe to the tool manufactory
  • Added thumbnails for pneumatic mining drill
  • Added new pneumatic mining drill. Will work with any compressed gas and at high pressure will perform similarly to the heavy drill.
  • Rebalanced mining drills and moved the active power use to PowerTool so that active power usage can be expanded to any power tool. Additionally the active power use and passive power use are now additive.
  • Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
  • Fixed Heavy Mining Drill balance by making it mine faster and use considerably more power so that it is now an efficiency tradeoff and not a straight upgrade.
  • Fixed MkII mining drill not having updated power usages
  • Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
  • Fixed medium transformer reversed was incorrectly tagged and could not correctly calculate its bounds.
  • Fixed mining drill speed
  • Modified mining drill balance. Mining speed has been buffed slightly, the drill now consumes a small amount of power while idle, and a large amount of power while mining.
  • Fixed ore will not auto move to mining belt if you are wearing a mining backpack. This also fixes the same behaviour that was present when clicking on loose ore in world with the mining drill.
  • Changed Replaced tomato seeds in Starting Organic Supplies Crate with 1x ItemKitGrowlight.
  • Reduced Volume of Sensor Lenses operating sound. Removed one-shot sound that plays when you turn on the sensor lenses.
  • Changed Potato Light per Day from 600s to 300s. This will allow a potato to grow on mars without a grow light, now that mars solar radiation has been reduced.
  • Changed Increased Potato grow time from 3200s to 4000s.
  • Changed Plant growthState materials to be GPU instanced.
  • Fixed Plant planted at high altitudes would be offset inside the planter.
  • Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
  • Fixed recipe search window layout breaking when changing search text
  • Fixed logtoclipboard console command
  • Fixed compass value being incorrect
  • Changed numbers on the rocket info panel to be yellow to make them consistent with the rest of the ui and other tooltips in the game
  • Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
  • Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
  • Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
  • Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
  • Changed the names of the space maps root nodes to be the 'planet orbit'
  • Added Back button on NewWorldMenu now clears all preview scenes
  • Fixed (dev) null reference when attempting to load first world selection as world data might not be loaded yet.
  • Fixed default world selection would be the first world preset, even if it was a hidden world. Credit: Freeze.
  • Fixed giant space person in sky when loading into a game. The main menu scene was not being cleared when loading into a game. Now forcing the main menu preview scenes to be cleared before entering a world.
  • Fixed liquid to liquid passthrough heat exchanger has one input incorrectly configured to be a gas input
  • Fixed MoveToWorld for dynamic things was setting the rotation to the local rotation rather than the world rotation causing things to collide with their old parent and fly off at high speed.
  • Fixed Plant state Visualizer throws error when destroyed by fire.
  • Fixed Error on client when furnace flame material was set from thread.
  • Changed trader checksum string to use Invariant culture.
  • Fixed occasional temperature low warnings when playing on Europa, due to status update occasionally assessing temperature in between radiation and suit AC step.
  • Temporarily disabled suntime command as it is causing the game to crash
  • Removed DepositMaterial SaveData classes.
  • Fixed Asteroid Minable deposit composition static data was being needlessly saved preventing fixes to data propagating into save games.
  • Added Additional data validation to MinableDepositDaata in SpaceMapData
  • Fixed spelling error in Deposit Composition of OrbitingAsteroidFragments05 caused game to fail to save when that asteroid had been generated
  • Fixed Opening new world menu, exiting back to main menu and then loading a game shows elements of the new world menu sky-box in the loaded world.

Hotfix v0.2.4709.21646

This hotfix addresses numerous atmospherics issues. There has been a wide range of atmosphere issues reported that all stemmed from the same issue. The most common, or at least the most noticeable, one was outside atmosphere contaminating rooms.

This will no longer happen but some saves may have devices with bugged atmospheres in them, this can be fixed by deconstructing the device completely and then rebuilding it.

Hotfix v0.2.4677.21598

This hotfix addresses further issues with a specific trader causing errors in multiplayer, as well as a number of other small fixes and improvements.

  • Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
  • Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
  • Changed Plant growthState materials to be GPU instanced.
  • Fixed Plant planted at high altitudes would be offset inside the planter.
  • Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
  • Fixed recipe search window layout breaking when changing search text
  • Fixed logtoclipboard console command
  • Fixed compass value being incorrect
  • Changed numbers on the rocket info panel to be yellow to make them consistent with the rest of the ui and other tooltips in the game



Hotfix v0.2.4672.21576

This hotfix addresses two main issues: the new world artifacts sometimes being present in the skybox, and a checksum error related to traders, but also includes a number of other small fixes.

  • Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
  • Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
  • Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
  • Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
  • Changed the names of the space maps root nodes to be the 'planet orbit'
  • Added Back button on NewWorldMenu now clears all preview scenes
  • Fixed (dev) null reference when attempting to load first world selection as world data might not be loaded yet.
  • Fixed default world selection would be the first world preset, even if it was a hidden world. Credit: Freeze.
  • Fixed giant space person in sky when loading into a game. The main menu scene was not being cleared when loading into a game. Now forcing the main menu preview scenes to be cleared before entering a world.
  • Fixed liquid to liquid passthrough heat exchanger has one input incorrectly configured to be a gas input
  • Fixed MoveToWorld for dynamic things was setting the rotation to the local rotation rather than the world rotation causing things to collide with their old parent and fly off at high speed.
  • Fixed Plant state Visualizer throws error when destroyed by fire.
  • Fixed Error on client when furnace flame material was set from thread.
  • Changed trader checksum string to use Invariant culture.
  • Fixed occasional temperature low warnings when playing on Europa, due to status update occasionally assessing temperature in between radiation and suit AC step.
  • Temporarily disabled suntime command as it is causing the game to crash
  • Removed DepositMaterial SaveData classes.
  • Fixed Asteroid Minable deposit composition static data was being needlessly saved preventing fixes to data propagating into save games.
  • Added Additional data validation to MinableDepositDaata in SpaceMapData
  • Fixed spelling error in Deposit Composition of OrbitingAsteroidFragments05 caused game to fail to save when that asteroid had been generated