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Genre: Simulator, Indie

Stationeers

Hotfix Patch Notes 0.1.1420.6788


An issue was identified with Friday's update that caused some characters to not be properly removed on death, instead spawning a skeleton in their place... at the rate of two per second.

Thanks to OldSchool in Discord for the screenshot.

Apologies to those affected, and to anybody who had to see spooky screenshots posted in Discord over the weekend.

Version 0.1.1420.6788



  • Fixed Dead players not being removed and instead spawning a skeleton every half second.

Consolidated Patch Notes v0.1.1411.6759


Week 4, patch 4! Last week, we warned that with the new weekly patch cycle, some may contain less content than others. This is not one of those weeks! For the builders, we have Elevators. For the engineers, we have expanded manufacturing automation and quality of life improvements for the logic system. For those who prefer to live underground, we have artifical grow lights and much more!

Logic System Expansion



We now have Circuitboards that allow graphing data received from logic systems and devices.


Tired of using screws to change memory values? Or turning wheels on pressure regulators or transformers? You can now use a labeller on the button and enter the value directly from the keyboard.

There are also now logic mirrors, which was suggested by the community to share a device across to another logic network.


We also added a lot of support for automated manufacturing this week, with logic given the ability to read the item code (hash) for the current recipe or objects held in slots. The Hash Display circuitboard will let you display one of these codes as the items thumbnail on a console.

Elevators



A much asked for feature was elevators. Now you can place shafts, and levels, and even link them to the Logic system.

Smart Gas Cylinders



Featuring a visible display of the tank pressure, and a pressure capacity twice that of the existing gas canister. Can be crafted in the Fabricator.

Hydroponics Station



Supports growing plants underground and adds the ability to use logic systems to monitor various aspects of plants health status.

Crate Mounts



Those who have played in space have probably experienced bumping one of the starter crates and having to chase it down, as it drifts off into the distance. Suffer no more! A Crate mount will let you fix dynamic crates to the ground the same way you affix Dynamic Canisters to Tank Connectors - with your wrench.

Construction Kits for Portables



A great suggestion on the steam forums was to make kits for building the portables, such as the Crate. These are now constructable instead of the portable themselves, for the Airconditioner and scrubber - and also the crates themselves. Like other constructables, hold the kit in your hand and use the secondary action (right mouse) to construct. Once assembled, they cannot be deconstructed however.

Version 0.1.1411.6759




  • Added first pass of Elevator support. Build Kit (Elevator) on the Electronics Printer. Two current placable blocks: Elevator shafts and Levels. When a level is placed, an elevator carrage will be created. You can only merge elevator networks where only one of them contains a carrage. The levels require power to operate their doors. Note: this is only the first pass and they may substantially change! Be very careful with this while they are on the beta branch in your saves. KNOWN ISSUE: They will not work as expected on motherships. Next update will ensure they work correctly on motherships.
  • Added logic hooks for Elevators. Any elevator (both shafts and levels) will return the ElevatorLevel being the current level of the carrage on the local elevator network. You can also set the ElevatorLevel, which will make the carrage try to go to that level. And you can read the ElevatorSpeed, which is how fast the elevator is going. Where the carrage is missing, error values will be returned (like -1 for the ElevatorLevel).

  • Added Logic Motherboard support of Quantity, Export/Import slot details, and Recipe Hash.
  • Added Chute Bin logic support for slot. Now will report slot occupied (0 or 1), slot occupant type (hash), and slot quantity (stackable or consumable quantity).
  • Added logic reading of contents of Import and Export slots. Now can read the contents using ImportSlotHash and ExportSlotHash. Each type of item has a unique hash. A gold ingot in a slot would give a hash of 226410516. This means you can check if the contents of an export or import slot is of a certain type, and then implement logic accordingly.
  • Added Logic reading and writing of current product code to basic fabricators (printers). You can now read the "product code" which will give you an integer that is a reference to that product. You can store this value easily in memory using a Logic Reader. When you subsequently "write" that value back, as a Product code again, it will set that printer to that recipe. This allow you to automatically control what a printer is producing, and potentially make automated factories.
  • Added Circuitboard (Hash Display). This circuitboard can be connected with anything that has a readable hash. The prime example is linking it with any fabricator, and the display will show a thumbnail of what is selected as the current recipe. It could be set to read a Logic unit such as a Reader, which is in turn set to read from the Arc Furnace Export Slot Hash, which would render a picture of the current Ingot type being produced.
  • Added Logic Mirror. Has a screw that allows the selection of any device on it's input network. All variables of that device are then mirrored on this device, allowing you to mirror the logic state of devices between different networks. You are able to both read and write to the mirrored device. If the logic mirror is not powered, it will return no data and will not allow setting data. The logic mirror itself will be completely hidden to the logic system, as it's purpose is only to mirror. It is buildable off the Logic I/O Kit.
  • Added Diode Slide. This is a diode that slides between 0 and 1 based on what its setting is, and shows a balance of red or green based on the value of this. Useful for reporting how full something is using the logic system.
  • Added Logic Memory values can be directly set via keyboard entry. Use a labeller on a screw to bring up the value input screen and enter a value. This will then be set to the memory unit.
  • Changed Logic system to use "double" precision as a base, rather than "float", due to precision issues. Devices still tend to use floats for implementation. Some devices will be moved to double (such as energy) due to precision issues. These issues remain and will be fixed when this is changed.
  • Refactored player input window. Performance improved and code simplified. Also stores previously entered values. You can select the previous ones using the mouse wheel while in the input screen. A maximum of ten previous entries are stored. The input window will also display the input mode (such as alphanumeric, or decimal number, or integer only).
  • Added Circuitboard (Graph Display). Can be built on the Electronics Printer. Takes the average setting from any assignable device and records the value. Records a value every tick (half second) and then renders them as a graph. Color of the line is take from the Console color.

  • Added Smart Gas Canisters. Twice the capacity of the default gas canisters, and featuring a display roughly depicting its pressure level.
  • Added give up option when going unconscious. You can now kill yourself on becoming unconscious and respawn immediately, instead of waiting for death.
  • Added ability to set values with keyboard input using a labeller on a button on the Transformers, Pipe Regulators, Volume Pump, and Mixer. This is similar to setting a value using the labeller on memory. This is a much faster (and more specific) way of setting a value on the device than clicking the wheel to move it.
  • Added Hydroponics Station. This is an advanced hydroponics grower. It has four slots and provides UV light for the plants to grow, even when in darkness. This UV light is toggleable on and off as it draws a lot of power. It also provides data on it's four slots, providing Growth state, efficiency, health, and the Hash of what kind of plant is inserted. Water should be provided via the pipe, everything else is gathered from the atmosphere around the station. Internal atmosphere (water) is exposed via the logic system also. Kit is available on the Electronics Printer.
  • Added new custom model for Security Printer. Also features dedicated button for Select Recipe functionality.
  • Added Flashpoint, Autoignition, and Hash, to the EReader (Credit: Masoneer).
  • Added Container Mount. This functions like a Tank Connector, you can drag a container onto the mount and then use your wrench to secure or unsecure it.
  • Added more broken build states to frames. Structures will now break to a corresponding build state if there is one, otherwise they will break to the next available build state down.
  • Added Access control to Battery, Centrifuge, Generator, Pump, Recycler, Suit Storage, Transformer, and Flashing Light.
  • Added key bind for turning headlamp on and off. Default: 'L'
  • Added MotherShip Core Kit for constructing a frame to begin building a mothership on (without the debug menu).
  • Added Kit (Crate) Item. When used with secondary action (Right Mouse) creates a Dynamic Crate. These can be built on the Autolathe using Iron Ingots. This allows early game creation of Dynamic Crates for use storing things. Credit: Nysch on Steam Suggestion forum.
  • Added Kits for constructing Portable Air Conditioner and Portable Scrubber. These are produced from the Pipe Bender. Use right click action to build these in front of you.

  • Changed input window to lock to input type (i.e. numbers).
  • Fixed door and airlock action strings not localized.
  • Fixed Pointing a Tablet with an Atmospherics Analyzer cartridge at a Tank Storage will now display the internal atmosphere of the contained gas canister (if present).
  • Fixed Can now place place a pipe and a cable in the same grid (but not more than one of the same type) as long as the ends don't overlap.
  • Fixed Players can no longer place crafting machines without a frame underneath.
  • Fixed Atmos thread crashing when a wall takes damage from overpressure. Overpressured bases should no longer give a huge wall of errors.
  • Fixed newly placed and unset LED displays not turning their display off when power toggled (credit: Eearslya). Now LED displays will correctly turn their display off when lost power or switched off.
  • Fixed commander slot access card slots were not correctly merging access permissions (credit: Masoneer / Risu). Now each slot access permissions correctly merged.
  • Fixed null reference exception on new shaft creation. Carrage was incorrectly trying to initialize before being correctly assigned to the shaft network. Now gracefully handles this.
  • Fixed Import and Export Slot Quantity was not reporting quantity for consumables (such as ingots). It was only supporting quantity checking for stackables. Now correctly reports quantity for stackable and consumable.
  • Fixed insidious bug with Approximately implementation that resulted in large numbers in logic system not being correctly managed.
  • Fixed broken structures being able to be deconstructed instantly by any object.
  • Fixed missing gun hit particle.
  • Fixed ItemPipeRadiator now paintable.
  • Fixed Missing sounds on some structures after the addition of the access control interactions.
  • Fixed errors with effects manager trying to render effects on the dedicated server.
  • Fixed plants being deleted when being harvested. This was an erroneous fix to previous bug with plants when destroying their growing tray. Now plants will be destroyed when destroying their tray, but only if the seed has grown. If the seed is mature, it will be harvested normally instead of being destroyed. If the seed is still a seed, it will be ejected like all other inventory would.
  • Fixed Steel Frame (Side), (Corner), and (Corner Cut), can be placed repeatedly over top of one another, or overlapping other objects. Masoneer #0053.
  • Fixed the furnace contents window will never show more than 500, but will still correctly output what youve put into it. Ie. 2000g of steel would be four 500g bars, but the windows will just say "500". Masoneer living bug list 0096. Now reports how many stacks will be produced, and the remainer, of the current contents.
  • Fixed unable to interact with slots on securing crate to crate mount if the lid was open when crate was mounted. Now can correctly interact.
  • Fixed various pipe kits not correctly paintable and displaying the correct colors.
  • Fixed Pipe Valve not paintable and does not show correct color thumbnails. Now correctly paintable and shows correct thumbnails for color in inventory.
  • Changed strings with "Construction Kit" to "Kit" for names.
  • Fixed Helmet light being operable when not on head slot.
  • Fixed screen effects not showing in third person. Now volumetric lighting now correctly shows on local character when in third person.


Consolidated Patch Notes v0.1.1373.6615


Now that onto our third weekly update, we hope you're enjoying the more regular patch cycle! We can't guarantee it'll happen every week, or that the amount of content will always be the same - but thanks to the amazing job those on the beta branch are doing reporting bugs we're able to give everyone the new toys to play with as soon as possible.

Ladders


You can now construct Ladder Kits at the Autolathe or Fabricator. They are built on the small grid, and can be deconstructed using the angle grinder.

Destruction!



Continuing on from the weapon additions last week, we've begun expanding the destruction system to make it easier to add various broken variants of buildings and switch to them when they take enough damage. The damage system supports various damage types, so ultimately this could support the ability to show a different destroyed version of a structure if it was destroyed by fire, vs being destroyed by impact.

Some structures will now also undo build states if they take sufficient damage, ie. filled frames will become unfilled frames. If they run out of health while on their base build state they will become wreckage that can be removed with an angle grinder or welder.


Improvements were also made to the weapons, with some now featuring recoil and the ability to aim-down-sights.

Electrolyzer



Storing water got you down? At the expense of power, you can turn that excess water into a bunch of heat and a somewhat risky mix of Oxygen and Volatiles using the new Electrolysis Machine. Available on the existing Atmospherics kit with Air Conditioners and Filtration machines.


Coming Soon...


We haven't done any teaser post in a while, so with the summer sale upon us here's some shots of some of the features we have partially completed but aren't yet ready for beta testing.






Version 0.1.1373.6615




  • Added Ladders. Ladder kit craftable in Fabricator or Autolathe.
  • Added first pass of damaged build states for structures.
  • Added particle effect when a structure is deconstructed (when the build state is reduced or when it is destroyed via damage).
  • Added recoil and aim-down-sights to SMG (using SecondaryAction).
  • Added decay timers to all Entities, including chicks and grounders.
  • Added Electrolyzer. Available on the Atmospherics kit, it consumes a lot of power (and therefore generates quite a bit of heat) to convert moles of water into hydrogen and oxygen.
  • Added deconstructing of broken structures. They deconstruct to their wreckage parts using either the welding tool or the grinder.

  • Fixed with SMG does not exit aim mode when hand is changed.
  • Fixed Fuel Generator gauge display orange on one side.
  • Fixed bug with fertilized eggs causing an error when hatching because the shell fragment assets could not be loaded.
  • Fixed Wall Coolers now properly stackable to a max of 5 (Sorry for false alarm last week).
  • Fixed broken split interaction labels on Wall Cooler and Wall Heater.



Consolidated Patch Notes v0.1.1362.6552

Another week and another bunch of bug fixes, quality of life improvements and a couple of brand new security-based features!

Handgun and SMG



To help players get prepared for the more aggressively hostile aspects of space exploration, we've introduced a couple of new weapons to the game. While currently only neccessary to destroy your friends and their stuff, this will not be the case forever - so you can work on your handling and accuracy in the meantime.


Unlike the existing energy weapons, these will require magazines which can be refilled from an Ammo Box. All craftable in the Fabricator.


Access Control


This week brings the first-pass of our Access Control system. This means the system is available to use, but will almost certainly change in the future based on your feedback about how you're using it and would like to use it. Let us know in Discord what you think!

The first thing you'll need to get started securing your base, is the new Security Printer manufacturing machine. The kit can be manufactured in your Fabricator or in the Electronics Printer.

Using the new printer, you'll want to print an Access Controller cartridge for your tablet. Using this, you can assign access to various colours of access cards that you can also print in the security printer.


In order to be able to interact with the object, a player must have in their possession an access card of the matching colour. Access cards must be in either hand, or in the new Access Card slot in your uniform. The commander uniform can hold two.


Currently access control is not available on all items, but expect the range of things you can lock-down to expand.


Version 0.1.1362.6552




  • Added first pass of access control. Access Cards can be made in the (new) Security printer, which are preset with access according to their color. You can also make a new Cartridge for Access Control assignment (on the Security printer also). Currently access control can only be assigned to Doors, crates, and lockers but there is nothing stopping it being extended to pretty much everything we want in the game. This will be expanded on later, and exposed to the logic system. Access is controlled/stored as bitflags so bit operators may be needed in future for the logic system.
  • Added Access cards (see access control above). To use, have them in your hands or in a access card slot. They all are considered together, so holding Red and Blue Access cards in your hands will give you access to both systems.
  • Added Security Printer for printing Access Control equipment and weapons.
  • Added Access control support to a range of items, including all logic switches/dials/buttons, all basic manufacturing machines, AreaPowerControl units, and dynamic scrubbers and air conditioners. Items like consoles and computers you'll need to keep behind access controlled doors for now.
  • Added Access Card slots to Jumpsuit (One card) and Commander (Two cards).
  • Added first pass of projectile firearms. Now spawnable/craftable are the Pistol, SMG, Pistol Magazine, SMG Magazine, and Ammo box for reloading Magazines.

  • Added New, paintable model for RTG.
  • Added Search filter on the load world panel.
  • Changed Battery cells spawned by the debug menu now spawn at full charge.
  • Changed key bindings 'NextItem' and 'PreviousItem' to replicate the functionality of the scroll wheel for cycling through inventory slots, instead of cycling through debug spawnable items.
  • Changed Filtration Units and Air Conditioners are now paintable.
  • Changed Wall Heaters and Coolers now have a maximum stack size of 5 (up from 1).
  • Changed Egg Shell chunks are now stackable for easier clean-up.

  • Fixed incorrect blueprint for StructureWallLight.
  • Fixed Issue with part of the gauge markings on pipe meters being painted when painting the meter itself.
  • Fixed collider placement on StructureRocketEngineDestroyed to better align with the mesh.
  • Fixed Flares now load in with their correct stack size instead of always being 1.
  • Fixed Pipe Radiators are now paintable.
  • Fixed Recycling items that contain other items now awards their total recycled value, not just the value of the container.
  • Fixed incorrect respawn position when player died in Sleeper.
  • Fixed blueprint missing for precision place for Battery Charger kit, Authoring tool, and Nuclear Battery.
  • Fixed bug with Roller cover not colliding with self or other doors. Now correctly collides with other doors and other roller doors.
  • Fixed bug with roller cover collision for the handle not animating and not being in the correct positions. Now the handle is always the location of the collider for opening and closing it. Also fixed the small delay when opening and closing, now animation starts immediately.
  • Fixed some situations with inventory swapping between internal slots being allowed when it should not be, and interactions sometimes being allowed via the menu when they should not be. Now a faux interaction is generated when making the UI and solves the problem.
  • Fixed missing blueprint meshes for Composite Cladding.
  • Updated Korean, Spanish, German and Japanese translation files.

Hotfix Patch Notes v0.1.1348.6486

An issue was identified with the patch that got pushed a couple of hours ago that made the new authoring tool a little too powerful, with its effects persisting even when it wasn't wielded. This has now been rectified.

Apologies to those who updated in the last hour and have to download another one, and those affected by the issue.

Version 0.1.1348.6486



  • Fixed Item kits not being consumed when used to place a structure.

Consolidated Patch Notes v0.1.1346.6482

It's just over a week since our last update (including a long weekend), so it's not a huge one - but included some fixes we thought were important to get onto the stable branch ASAP, with a couple of cool new features along for the ride.

As always, huge thanks to everyone in Discord who submitted suggestions and bug reports this week. More and more people are joining and participating in the discord and it's great to see.


Authoring Tool



While designed mostly as an internal tool to help us lay out scenario maps, the Authoring Tool allows for the immediate placement of structures without having to manually weld and wrench your way through build states.

Usage:
1. Spawn the authoring tool from the spawn menu.
2. Select the structure/kit you want to build from the spawn menu.
3. Right click to move to build mode and build as normal.
4. Right click again to move out of build mode and you can now left on a structure cycle through build states.



Branching on Logic Computers



Logic motherboards in their original state allowed you to set conditions, that once met, would trigger some defined actions and progress to whatever state the player had set. With the introduction of false states, you can now specify a state you want the logic computer to transition to if conditions are NOT met. While a fairly minor change, this makes logic motherboards vastly more powerful and we can't wait to see what sort of systems the community are able to create with it.

A special thanks to Risu in Discord, who not only championed this change for months - but went on to demonstrate exactly how it could fit into the existing system with minimal disruption.



Version 0.1.1346.6482




  • Added False State to Logic Motherboard States. This allows you to configure a state in which the logic motherboard will transition to if conditions of the current state are not met, without triggering associated actions. To keep the existing behaviour on a given state, its false state should be set to itself. This will be the default for any states in saves created before this change was introduced. [Thanks to Risu on Discord]
  • Added Authoring Tool and Wreckage Constructor to help with authoring event maps.
  • Added DestroyedStructure base class and destroyed variant of Rocket Engine. These can be harvested using either a welding torch or grinder into wreckage chunks, that can be stacked and fed into a Recycler.

  • Fixed helmets carried by the player anywhere but their head no longer treated the same as a worn one, leaking atmosphere if open/damaged etc. [Thanks to Meow~ster on the Community Hub]
  • Fixed issue with SolarPanels vertical angle jittering while intializing immediately after loading world.
  • Fixed doors being placeable on the wrong faces after using another face placement structure to change the rotation to an up or down face.
  • Fixed part of the construction cursor being left in world if it was enabled when disconnecting.
  • Fixed Inability to use logic motherboards to work with the 'Setting' logic value on stackers.
  • Fixed motherships disappearing when moving away from starting point.
  • Fixed incorrect orientation of Corner Conveyor switches.
  • Fixed issue with how players were handled when on conveyors. This had previously forced us to disable conveyors influencing the player, so this has now been re-enabled.
  • Fixed mothership atmospheres now dump back to the main atmosphere controller if they are not in a room.
  • Fixed occlusion manager now only sets items grid controller to a mothership if they are inside a room.
  • Fixed Issue with the sun not working on Dedicated Servers due to missing value.
  • Fixed Flares now load in with their correct quantity instead of always being 1.
  • Fixed issue with many item configuration settings not being applied when loading a game on dedicated servers (such as logic chips/computers, solar control circuit boards etc).
  • Fixed Egg Shell chunks are now stackable for easier clean-up.
  • Updated Localization files for Spanish and Korean.

Consolidated Patch Notes v0.1.1323.6416

We're still hard at work our first 'Scenario' and the underlying events system (coming soon), but here are the more minor small fixes and additions to the game since the last stable branch update.

Once again, a massive thanks to everyone in Discord and on Reddit playing the Beta branch. Your bug reports and suggestions are really helping us focus on the most disruptive bugs alongside working on the content that isn't ready for testing yet.

Fabricator Visuals



The fabricator had been largely untouched since it's original implementation early in development, but Simon made this cool 3d-printing shader. We hope to see more of this visual polish in coming patches.

Electronic Reader


The electronic reader cartridge for the tablet has been in the game for a long time, but with the list of crafting recipes up to 300+ it became quite hard to use. You can now point it at a crafting machine or a computer with a manufacturing motherboard and it'll give you a filtered list of just the recipes relevant to that machine.

New Wall/Door Variants



We have a range of new wall variants, including one with a rollcover door to hide your logic circuits and other wall-mounted devices.

You can find the rollcover on the Door construction kit, and the new walls on one of four new Wall kits available for manufacturer in the Fabricator.


Adjustable Orbit Period


Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.

Stacker Improvements


Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores, outputting the contents onto a chute system one-by-one, then ultimately releasing the now empty belt.

Version 0.1.1323.6416



  • Added Electronic Reader Cartridge filtering. Target any manufacturing machine, furnace or computer with manufacturing motherboard and it will only display the recipes relevant to that machine.
  • Added RollCover "Door". You can build it using ItemKitDoor and place wires, pipes, and logic things inside it (they're actually placed on the frame behind it).
  • Added New wall types to 4 new kits. These kits can be built on the fabricator in the same way as the regular wall kit.
  • Added 3D printing shader for the Fabricator.
  • Added missing 4-way corner pipe variant and ruptured version.
  • Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.
  • Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores.
  • Added continuous collision detection for one second for items when they move to the world from a slot. This should reduce instances of things falling through the terrain.
  • Added ability to loop backwards through device and value selection on Logic Reader by holding the QuantityModifier key (Left-Alt by default).

  • Fixed pressure gauge needle on Portable Air Scrubber rotating in the wrong direction.
  • Fixed Game running in windowed mode now stays visible even if it loses focus.
  • Fixed Instances of the tablet falling through voxel terrain by enabling the 'Small Item' flag on the object to enable additional collision detection.
  • Fixed Atmospherics thread crash when deconstructing multiple pipes.
  • Fixed Increased idle power cost of Fabricator and Hydraulic Pipe Bender to bring them more in line with other manufacturing devices.
  • Fixed the inability to rotate walls and floors in some orientations.
  • Fixed Tidied up several item kit names for consistency.
  • Fixed Consoles not working in third-person camera mode.
  • Fixed Issue with the select recipe screen in network games, where clicking the recipe selection button on a machine will trigger the popup on only the hosts machine.
  • Fixed Issue where the front of ItemDrill was missing.
  • Fixed Floor Grates can now be rotated on any axis.
  • Fixed Missing localized name value for most recent frame variant (complete frame with corner removed).
  • Fixed issue where the the sprite references on ItemKitPipe were incorrectly configured, meaning it always displayed the yellow thumbnail no matter what colour they were painted.
  • Fixed error when ejecting silicon from fabricator. Added needed null check.
  • Fixed issue where loading settings from an old version could cause unrecoverable errors that required users to delete their settings file.
  • Fixed error when trying to recycle a reagent mix. Can now recycle reagent mixes, ores and ingots but the resulting slag will need to be fed through a centrifuge until it's back in the form of usable ores.
  • Fixed Stacker will now automatically eject whatever it is processing if an incompatible item is is in the input slot, allowing players to implement their own chute jam handling and resolution system.

Consolidated Patch Notes v0.1.1285.6308

Greetings, Stationeers!

A content and quality-of-life focused update this time around, to clear some of the backlog of assets we had on hand but still not in the game and simple fixes to common problems. We'll be continuing work on getting our first scenario implemented, which should be making its way onto the beta branch in the coming weeks!

A big thanks to everyone playing the beta branch. Sorry it's been a slightly bumpier ride than usual this month, but your bug reports and feedback have been invaluable in getting this patch out to everyone else.

Third Person Camera


One feature many people have been asking for since release is a third-person camera. For a game designed for first-person, this can create a lot of issues - especially in a game where running around in small spaces like caves and bases is common, so this took a lot of testing and refinement but is now working well! You can shift between third and first person modes by using the mouse-wheel to zoom in and out. You can disable the zoom functionality by unticking the 'Mouse Wheel Zoom' box on the Misc settings page.




Updating Original Assets


Quite a few of the models for some of the original devices were still their original prototypes. These have been updated to better fit the aesthetic of the new items being created.




Organics Printer


One of the harsh realities of space so far in Stationeers, is if you lose any of your starting plants or eggs, you're unable to get more. Now through the use of the Bio-Maker 690C you can recover from even the worst disaster and get your garden or chicken-coop back on track! Keep in mind the machine itself is expensive, and crafting organics is very very costly in energy terms - so expect to be using this as a last resort.



Recipe Selection Menu


For those tired of using the left/right arrows to find a particular recipe on some of the crafting machines with quite lengthy lists, you can now click on the right side of the contents panel to bring up a drop-down menu with all the recipes available on that particular machine.



Other New Stuff


ItemKitCompositeCladding can be manufactured at the Fabricator or Autolathe to provide some cosmetic relief to the outside of your base or ship. It comes in various styles and is paintable. It'll block the sun and other objects, but don't rely on it for creating sealed environments as it is not airtight.

ItemKitFlag can be produced in the Tool Manufactory and also appears in your starter crate. They're paintable and can be used for marking paths or significant locations outside your base. They stay visible at much longer distances than other objects, even frames, and can be removed again using a crowbar.

The Skybox has received some much-needed visual love, and the stars now move!

A large update of item kits and paintable items, including all variants of floor, frame, sheet and wall kit items - and belts!

Too much to mention everything here, but as always you can check out the full list of additions, fixes and changes below.






Version 0.1.1285.6308



    <*>Added Third person camera, can be activated with mouse wheel scrolling.
    <*>Added 12 variants of cladding, a paintable, largely cosmetic outer layer for your base. Blocks sunlight but not atmosphere. Grouped into Angled, Cylindrical, Spherical and Rounded options. Deconstructed using the Angle Grinder. ItemKitCompositeCladding craftable in the Fabricator or Autolathe for 1 Iron per kit.
    <*>Added Flags. Small, paintable objects that remain visible for 2x the distance of frames, to make it easier to mark the way back to base in case your tracker runs out of power. Craftable in the Tool Manufacturer and available in one of your starting crates.
    <*>Added Organics Printer. Starting items that were previously irreplaceable (Plants, Eggs) can now be produced at the cost of large amounts of energy. ItemKitOrganicsPrinter can now be produced in the Fabricator.
    <*>Added Recipe Selection menu "button" to the right-side of the contents screen of most manufacturing machines. This will bring up a drop-down menu that you can select a recipe from, rather than having to scroll through with the left and right arrows.
    <*>Added Corner Cut version of steel frames, the last missing variant for the existing cosmetic frame corner options.
    <*>Added New models for WallCooler, WallHeater and WallLights.
    <*>Added 3 new variants of wall lights (Long, Long Angled and Long Wide) available through the same ItemWallLight constructor as the existing wall lights.
    <*>Added New Skybox elements - Now there's stars and they move with the sun
    <*>Added Missing mirrored variant of long angled corner cladding.
    <*>Added Vertex shader to plants for slight movement.
    <*>Added Server-wide console log entry when players go unconscious, die or respawn.
    <*>Added new paintable, models for ItemKitWall ItemKitWallIron and ItemKitCompositeFloorGrating that are now visually distinguishable from each other.
    <*>Added automatic recycler recipes, so many items that were not previously recyclable should now be returning half their required ingredients. Time to clean up those bases!
    <*>Changed recipe for ItemKitWall. As Windows can now be created with ItemKitWallIron and Iron alone, ItemKitWall is now crafted with Steel instead of Iron and Copper at both the Fabricator and Autolathe.

    <*>Fixed Issue causing looping/stuttering sounds on devices when on Mars.
    <*>Fixed console screen interactions flickering when moving quickly. Console buttons should now be able to be selected correctly on fast moving motherships.
    <*>Fixed when plant grows it appears to be the wrong size on hydroponics tray.
    <*>Fixed issue where motherships would move erratically when a closed room was built on-board.
    <*>Fixed SolidFuelGenerator max sound distance set to correct (much lower) value.
    <*>Fixed Server now synchronizes game mode with clients, so if modified manually in the save this change should now correctly propagate to clients.
    <*>Fixed issue where machine inventories were not displaying portions of their contents correctly.
    <*>Fixed bug where some actions would not be performed correctly if using SecondaryAction mapped to a key rather than a mouse button.
    <*>Fixed error if a player respawned while a construction blueprint/wireframe was visible.
    <*>Fixed some input oddities when dealing with popup prompts like the new recipe selection dropdown and labeller window. Can now use the chat key to submit the prompt, rather than cancel it.
    <*>Fixed bug with some recipes not recognizing the correct list of ingredients due to small floating point precision errors.
    <*>Fixed MaxVoltage value on 5-way Heavy Power Cable Junction. Was 50k instead of 100k.
    <*>Fixed Inconsistent tool application. Windows and Railings final stages are now both deconstructed using the Angle Grinder.
    <*>Fixed Dedicated server ocassionally playing sounds like a client.
    <*>Fixed 5-way heavy cables de-spawning on game reload.
    <*>Fixed wilted plants being deleted immediately.
    <*>Fixed bug where Iron Wall Kits were twice as expensive to manufacture in the Fabricator vs the Autolathe.
    <*>Updated Localization strings for Japanese, Traditional Chinese and Spanish.

    A quick update on things to come

    Delays to main branch push


    Unfortunately we are not pushing any new content to the main branch this Friday. We’ve decided not to for a few reasons. We’ve had a lot of sickness around the office over the last week and a half which has put us a little behind, and a few things just aren’t ready yet.

    If you want to see what we’ve been working on then you can try out the beta branch. Here’s a few things that we’ve added recently:

    • Some new models for the wall cooler, wall heater, and wall light.
    • Some fixes for plants. They also move slightly, later they’ll move dependant on air movement.
    • Fixed some sound bugs.
    • Some minor performance improvements.
    • Fixed in world UI on moving motherships.




    We’ve added a 3rd person camera mode to the game!


    This is something that some people have wanted for a long time.

    To activate the 3rd person camera use scroll your mouse wheel (can’t be activated when using something else that uses the scroll wheel, like UI, build mode, etc).
    You can also rotate your camera around your character in Third Person Camera. Use [ALT] key with mouse.

    3rd person camera is experimental and has bugs! It’s a hard thing to implement smoothly.




    Things still to come


    We’re working on lots of new content and have almost reached a milestone with some of the things that we are working on. Here’s a preview of the things you can expect over the next week or so:

    • New models for guns.
    • New wall types (functionally the same as the old walls).
    • Mothership docking ports (and a whole lot of mothership fixes).
    • Balancing of things to do with the new game scenario.
    • Organics Printer for printing off organic items.
    • Ladders
    • A new game scenario!

    We have almost all the content for the new game scenario finished, we just have a few more things to add and a bunch of testing and fixing to do.




    Consolidated Patch Notes v0.1.1234.6112

    Consuming Food Changes


    With Hunger mechanics in the wild for a few weeks now, we got a lot of feedback on how the hunger system has been to work with. One common complaint was that food was often wasted, as when consumed it used up a preset 'chunk' of food whether the character needed it or not. We changed it to instead consume food items the same way Duct Tape is consumed when repairing your suit. When using the item, it will only consume as much as you need. If you cancel the interaction before the progress bar is complete, it will award a percentage of whatever full-amount was able to be consumed.

    Improving Old Systems


    As we progress through development we're able to revisit old systems that have proven themselves to be a permanent fixture to the game and fill in any glaring omissions from their original implementation. This month, power cables got that treatment. There are now 8 different power cable configurations, available in both normal and heavy, all with damaged versions for when you accidentally wire up batteries in the wrong configuration or are not careful when welding around wiring. Basic manufacturing machines now properly save/load their current job and progress and the Network Analyser reports individual device power usage, even for variable devices like battery chargers or heaters.



    Coming Soon to the Beta Branch


    As always, much of the content we're building gets pushed to the beta branch every weekday. Here's some examples of the features that are in progress and should be available on the beta branch in the coming weeks.

    Custom Worlds: More control over the aspects of your world outside of the Mars/Moon/Space presets.

    Mothership Docking: Ability to construct a ship-dock, allowing you to create a simple airlock between your base and your mothership.


    Graphics Improvements: New Skybox - now with moving stars!


    More Cosmetic Building Options:




    Version 0.1.1234.6112




    • Added New food consumption system based on player feedback.
    • Added Missing normal and heavy cable variants (4-way and 5-way corners). Cable variant construction list order is now shared across both cable types.
    • Added Serialization of manufacturing machines current recipe and job progress (now persist through save/load).
    • Added Random rotation to plants when they are planted to make for more interesting grow-rooms.
    • Added Power used by individual devices to network analyser display in place of the 'Powered' message.

    • Removed Deprecated video assets from old main menu scene.
    • Fixed issue with plants showing all growth states at once in storage or when dropped in world.
    • Fixed Issue using chutes with Furnaces, Simple Fabricators and Stackers occasionally causing them to get jammed due to incorrect execution order. [Credit: Kamuchi]
    • Fixed Issue where machines could occasionally output incorrectly sized stacks due to a rounding error. [Credit: Risu]
    • Fixed missing burnt cable reference for Heavy Cable 5-Way Junction.
    • Fixed several errors in localization text XMLs.
    • Fixed flagging of items as out of bounds, reducing instances where items that have fallen through the world are not properly 'cleaned up'.
    • Fixed Rocket Engines gauge needle rotating around the wrong axis. Needles on the rocket engine gauge should no longer rotate into its face.
    • Fixed some inconsistencies around cable configuration and rotation restrictions.
    • Fixed performance problem with ConsoleDebug - added an additional check before setting _fadingOut to true as it was always being set back to true.
    • Fixed Issue where Solar Panels were re-calculating their grid bounds every tick, resulting in the allocation of a lot of memory greatly contributing to garbage collection frame drop issue.
    • Fixed Network Analyser now reports correct power usage values including draw from heating or battery charging etc. rather than just the base usage of the device itself.
    • Fixed Issue loading some save files that had incorrectly saved items with duplicate reference IDs of objects.
    • Fixed problem where stackers would occasionally back up by changing their order of execution.
    • Fixed Skeletons will no longer decompose if flagged as Indestructible.
    • Fixed Removed superfluous raycast on solar panels to improve performance.
    • Fixed issue calculating correct nutrition values to give from eating items.
    • Fixed issue where consuming a whole piece of food at once would reward no nutrition.
    • Fixed Milk to now work with food consumption changes.
    • Fixed power usage value of reversed stacker so it uses as much as the default version.
    • Fixed issue where the logic computer was unable to write values to most devices.
    • Fixed issue where clients would have issues joining dedicated servers running the Mars map.
    • Fixed over stacking plants when harvesting, now they drop in the world instead.
    • Fixed issue with Disable Particles on Menu checkbox behaviour being inverted and not applying correctly on load.
    • Fixed issue where manually entering a decimal value on a settings slider would result in an error.
    • Fixed bug where the quantity of food consumed would be removed from the item twice, resulting in consuming a full item rewarding no nutrition.