Stationeers cover
Stationeers screenshot
Genre: Simulator, Indie

Stationeers

LArRE Reloaded

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

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





New LArRE Arms and Docks





Cargo


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

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

Collector


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

Hydroponics


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

Atmospheric


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

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

Bypass


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



Rail Network Changes





New Rail Pieces


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

Multi Arm Rails


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

Dock Restriction


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



Proxy Slot Reading



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


Your support makes these updates possible



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

Change Log v0.2.5195.23625



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

Hotfix v0.2.5175.23517

This hotfix fixes a network error caused by Larre Harvest action. This would cause error spam on client and result in client desync.

A large amount of work has gone into the LARrE system since the last update that is not yet been activated and there are some other known, less critical issues, that will be fixed with the next update.

Defining Success: Steam Achievements

Stationeers is a challenging game due to the depth of many of its mechanics. Much of this depth can be overlooked, as players just intuit what the complex simulation is doing as a natural expectation of real life. As you play more and more, and reach into the hundreds of hours, you start to understand the systems as they exist in game. You eventually master how to interact with the simulation and how the game systems interact with each other.

Achievements





So we've added achievements to Stationeers to highlight player accomplishments. The achievements generally represent large milestones players pass as they start or finish projects in their bases. However there are many which are more abstract milestones, or rights of passages, players encounter while playing the game; such as bursting a pipe, or cancelling an airlock cycle. We've avoided silly/goofy ones, so you wont need to be struck by lightning while riding a chicken on a Tuesday.


Notable Updates


Performance Improvements


Following on from the last bugfix update is a big project 'cleanup'. This involves removing unused or duplicated assets, ensuring that textures are imported and compressed correctly, and tweaking a few assets here and there. The result is that we've shaved off about 1.5 GB from the install size. We've also dramatically reduced the memory footprint of game. While we've taken care of most of the low hanging fruit there's still some obvious, though significantly more involved, areas where we can reduce resource usage.

Server List


The server list has been having issues for some time now, frequently being down for short periods of time, and eventually crashing completely. After a complete rewrite of the server it is now far more responsive, and less prone to failure.

It is possible to change where Stationeers looks for it's master server, allowing communities to run their own server lists if they wish. This is done via the NetConfig.xml in the games StreamingAssets folder.
In the near future we plan on making the server list software available via a git repository so that communities that want their own personal server lists can do so. without writing their own one from scratch.

Save Game Error


Last patch had an issue that could cause some saving loading issues. This issue has been resolved but if you continue to have issues with this then please let us know.



Your support makes these updates possible


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

Change Log v0.2.5165.23502


Upcoming LARrE Changes


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.



  • Changed cargo larry current slot index logic type to 'TargetSlotIndex'.
  • Added prefabs for arrow buttons and small info panels which will use the material changer anim component.
  • Added material changer anim component to replace the existing material changer.
  • Added material changer anim component to larry arms upper emissive strip.
  • Swapped material changer anim component with a more lightweight script. Changed larry arms and docks to use this script instead.
  • Updated larry hydroponics arm model.
  • Updated Steam Achievement commands and implemented first steam achievement
  • Deleted extra seed bag textures and material, and updated models and prefabs.
  • Fixed wrong smoothing group on can mesh.
  • Added steam clear all command for testing (editor only)
  • Added Support to show devices that implement iProxySlot in Stationpedia.
  • Fixed Some string allocation on LogicSlotReader and LogicBatchSlotReader tooltip methods.
  • Changed Reallowed spawning of new LArRE Variants. LArRe variants now show up in Stationpedia.
  • Added TargetPrefabHash LogicType to Cargo LArRE, this is shows the prefab hash of the device that LArRE will try to interact with.
  • Added Cargo LArRe now has a Proxy Slot (index 255) that can be read from using the Slot Reader or LS command. This proxy slot points to the slot that LArRE will interact with on the Device that it is above (i.e if Cargo LArRE is above a locker the player can select which slot to proxy into by turning the setting wheel to change the TargetSlotIndex)
  • Fixed arrow buttons on larry docks will now increment/decrement the target index more intuitively i.e. the arm will always move in the direction of the arrow.
  • Fixed linear rail indices being incorrectly offset when you have two docks facing opposite ways.
  • Changed a few variable names in RoboticArmNetwork.cs for clarity.
  • Fixed SmartStow key-bind would trigger when typing G into an input window.
  • Changed arm is stationary checks to use approximate comparison between current position and target index.
  • Renamed larry's CurrentIndex to CurrentPosition to avoid confusion as it is a float.
  • Fixed clients could see incorrect larry arm position after setting the starting dock
  • Fixed issue where larry network generation was non deterministic which could cause arms to load in at the wrong index.
  • Changed atmos larry filter slot name from 'Slot1' to 'Filter'.
  • Fixed Error Spam from fertilised eggs when exiting game.
  • Fixed Hydroponics Tray (non data variant doesn't block rail pieces).
  • Added Proxy Slot to Hydroponics LArRE. Reading slot 255 will give you information about the slot that arm will interact with. TargetSlotIndex is exposed as a read only value on Hydroponics LArRE. This means that LArRE will be able to read the growth data from plants in standard and data Hydroponics Trays.
  • Fixed Some textures in streaming assets were being loaded multiple times.
  • Fixed Textures loaded from streaming assets were not being compressed.
  • Added first pass on info panel tooltips for larry docks.
  • 2nd pass on Texture Compression of Streaming assets. Reduced application base Memory footprint from 5GB to 4.4GB
  • Fixed incorrect materials on powered vents, refrigerated Vending machine & LandingPad Liquid connector
  • Updated some models import settings to removed unused materials.
  • Fixed incorrect materials on ExportGate, Import Bin, Purge Valve and Advanced furnace.
  • Reduced size of some 8k Main-menu scene textures.
  • Deleted some unused skybox textures.
  • Updated larry dock thumbnails.
  • Deleted some unused models in resources folder.
  • Moved some Models and materials out of resources folder.
  • Fixed larry arms getting stuck when running into one another. Now, if an arm runs into another and errors, you can set its target index in the opposite direction and it should be able to move away successfully.
  • Changed tooltip on larry dock arrows from 'Position' to 'Target Index'.
  • Updated a number of models import settings to remove unused materials and animations.
  • Fixed incorrect materials on PlantGeneticAnalyzer and PlantGeneticStabilizer.
  • Fixed smart rotate not working correctly for linear rail pieces.
  • removed unused materials rigs and animations from a number of models.
  • Deleted some old unused models.
  • Fixed Incorrect material on ChuteValve
  • Removed old gas filter and gas tank storage models.
  • Removed unused materials from itemkit models.
  • Removed un-used materials from items.
  • Fixed incorrect material on plant sampler.
  • Added Sounds to LArRE Cargo and Hydroponics Arms.
  • Removed unused materials form item models
  • Fixed larry atmos and collector arms staying extended when resetting the network.
  • Fixed larry collector arm being movable when extended.
  • Removed un-used Materials, Animations and Avatars on structure Models.
  • Fixed Incorrect materials on AirConditioner, Autolathe, Autominer, Centrifuge, PackagingMachine and AirlockGate.
  • Fixed move audio playing when changing target index when larry arms are extended.
  • Removed unused materials from structure models.
  • Fixed Incorrect materials on CornerLocker, ElectronicsPrinter, Furnace, CombustionCentrifuge & Harvie.
  • Fixed some inconsistency around setting target index when larry arms are extended.
  • Fixed incorrect materials on SolarPanels, weather station, Printers, shutters and lockers.
  • Removed Unused materials from more structures.
  • Deleted some unused models.
  • Fixed Missing materials in character customisation scene.
  • Moved A large number of models and materials out of Resources folder.
  • Fixed some inconsistencies with larry 'moving' variable. Arms should now be correctly blocked from activating while moving.
  • Cleaned up larry dock base class. Removed concept of 'busy' and replaced it with IsMoving and a check for Activate.
  • Fixed missing textures on t1 printers, Interior door triangle and grow light.
  • Fixed Entity Decay timer runs when paused.
  • Fixed missing materials on Shutters, Hoppers, LArRE, Direct HeatExchangers, Smart canisters, Printer Mods, Pickaxe, Signs, Airlock Anim.
  • Fixed some Heavy cable colliders not large enough.
  • Fixed Some Saves not loading, this could also present as an error joining the world on a dedicated server.
  • Fixed TraderSave data with Invalid Id was not getting handled correctly on load.
  • Fixed FireExtinguisher throw NullReference Exception when quitting game.
  • Changed larry arm animation method to be two separate up and down animations. This will make checks about arm state and playing audio much simpler.
  • Fixed material missing material on grenade
  • Fixed added random seed to explosions so that they don't all look identical
  • Fixed collector larry sounds not stopping when turning off the dock.
  • Removed 'IsOperating' and 'Animating' properties from larry docks as they are covered by the new ArmState variable.
  • Fixed newly build docks not having their arm state set correctly.
  • Removed 'Operating' and 'Engaged' properties from atmos larry as these will be handled by ArmState.
  • Changed larre dock ArmState be saved as an XmlEnum rather than a byte.
  • Changed Atmospherics LArRe Internal Volume to 500L and made its Vent speed the same as Active Vent.
  • Added Atmospherics LArRE can now dock with passive Vents
  • Removed Incorrect Deprecated tag on Atmosphere.PressureGassesAndLiquids.
  • Added colliders to larry arms to stop player clipping through them.
  • Tweaked hydoponics larry arm collider size.
    * Fixed incorrect model for welding torch
  • Fixed cables not burning when attacked with a welding torch
  • Fixed Collector arm working at infinite distance when outside.
  • Changed LArRE Atmospherics and Collector arms Mode switch to only light up when arm is in active position.
  • Added Achievement for failing walls
  • Fixed walls not taking damage properly based on the pressure delta. Note: previously the amount of damage taken once over pressure was essentially a static range. Being very over pressure will result in wall failure much quicker.
  • Added Hurry Up Achievement
  • Fixed missing material on 45 degree reinforced solar panels
  • Added Oops Achievement
  • Added Aimee Does Not Understand Achievement
  • Added 1.21 Gigawatts Achievement
  • Added Tidy Achievement
  • Added Zzzt Achievement
  • Added Take a Load off Achievement
  • Added Jetpack Critical Achievement
  • Added Muffin Man Achievement
  • Added Mark Watney Achievements
  • Added It's Gonna Blow Achievement
  • Added Power Overwhelming Achievement
  • Added My Next Form Achievement
  • Added Furnace Apprentice, Journeyman, Master Achievements
  • Made sure linear rail network creation on load was consistent with other network types.
  • Added BlastOff Achievement
  • Added Cleared To Land Achievement.
  • Fixed Trader Time remaining would sometimes not count down.
  • Fixed Trader Time remaining could go into negatives.
  • Added CheckAchievementYouStillOpen.
  • Added 'Good Morning' achievement.
  • Fixed clear all achievements command not clearing the cache.
  • Added That'll be 3.50 achievement.
  • Added Achievement Gotta Grow Fast.
  • Fixed hurry up achievement not working correctly for all airlocks
  • Fixed HydroponicsTrader Plant Sampler Buy.
  • Added 'Welcome Aboard' achievement.
  • Tweaked 'Welcome Aboard' achievement slightly.
  • Added Achievement Medic!
  • Moved IsBatchMode check into AchievementsEnabled property.
  • Changed jetpack critical achievement to only fire when jetpack is on.
  • Changed GottaGrowFast Achievement to trigger upon opening plant genetics panel.
  • Added new brutal and hydration Achievements
  • Added Handling for Achievements that need to be calculated on Server
  • Added 'Brutal Legend' achievement.
  • Tweaked 'Brutal Legend' achievement slightly
  • Added LArRE dock recipes to electronics printer.
  • Updated achievements with a standard "precheck"
  • Added IsBrutal flag to StartConditionData. Changed 'Brutal Legend' achievement to use this rather than string comparison.
  • Added High Quality H2O achievement.
  • Fixed Trader achievements can trigger on load or on join.
  • Fixed PowerOverWhelming Achievement Completes on unfinished battery.
  • Fixed Structure achievements completing on game join or load.
  • Fixed TakeALoadOff, PowerOverWhelming & Tidy Achievements not working on clients.
  • Fixed ThatllBe350 Achievement does not run on client.
  • Fixed Achievement ItsGonnaBLow would fire on pipes being destroyed by liquids or ice.
  • Fixed Achievement ItsGonnaBlow could fire on game load or join.
  • Fixed Incorrect bool check on BrutalLegend achievement (would exit early if if IsBrutal was true)
  • Fixed 1.12Gigiwatts Achievement not firing on Clients.
  • Fixed A Bit Windy Achievement not firing on Clients.
  • Fixed JetpackCritical Achievement not firing on Clients.
  • Fixed ZZZt Achievement not firing on clients.
  • Moved GameState.Running check into the precheck method for achievements.

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.




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.


Less Restrictive Construction



Cables


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.


Wall Mounted Devices


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.





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.


Retro Computer Variant


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





Upcoming LARrE Changes


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.





Patch Artwork


[expand type=details]



Your support makes these updates possible



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

Change Log v0.2.5137.23331



  • 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.


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







Your support makes these updates possible



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

Change Log v0.2.5116.23239



  • 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.

Changelog v0.2.4945.22690



  • 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.






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.






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.






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.






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".



Your support makes these updates possible


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

Change Log v0.2.5085.23101


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





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.





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



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.


Change Log v0.2.5064.23017



  • 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

Brutal Starts: New Challenges, and Better Window Shutters

Starting Gear Selection



Continuing off the work of the last few patches that have updated the basic survival and starting aspects of Stationeers, we've created a new flow to world creation, where you get to select and see what starting conditions your new world will have. We see this as a distinctly different choice over the general difficulty, that largely influences the first dozen hours of your gameplay.



This new screen not only lets you choose, but also shows the gear in a straight forward and not overwhelming manner. Hovering over the lander crates will show you all nested information as a tool tip, but for more complex containers, you can expand them to better investigate their contents.

Mod-ability and steam workshop support was a focus from the start. Any workshop starting conditions subscribed to will automatically appear in the selection window. This applies to any difficulty mods too. The intent of this is for these 'simple' mods to be more safe and straightforward for people to enable, disable, and use, when compared against more complex mods which can often require much more fiddling.

We've also finally got the player starting gear and respawns moved into this system, which has allowed us to have the player enter their world in a more physical way. The standard starts now place the player inside a falling landing capsule, which comes with its own emergency supplies per player. This allows multiplayer servers to scale better with more players, as they by default, bring some of their own water and food.



You can read more about some of our previous game start changes here:
https://store.steampowered.com/news/app/544550/view/4159715736504607728




Brutal Starts



While we want to leave a lot of the different playstyle choices up to players and modders, we felt that a really minimalist "brutal start" play style made sense for us to offer to all players. Brutal Starting conditions embrace all the problem solving that Stationeers's gameplay creates. They represent you crash landing on a planet, with next to no gear. These starts give virtually no guidance, nor extra building components, and players pick the priority of every little aspect of getting their first base up and running.






Composite Window Shutters



The previous window shutter acted more like a door than a window, was impractical to easily add to a base, and had perpendicular data connections that made any form of automation a very ugly.

The new window shutter places like a wall, so it can be built on top of existing windows. Instead of having to wire each window shutter, a new window shutter controller panel can be placed and wired, to act as a single point of control for an array of shutters. The controller logic will jump between adjacent shutter, and set them to the same state of the controller whenever open/closed is changed.





Patch Artwork


[expand type=details]




Your support makes these updates possible



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

Change Log v0.2.5025.22811



  • Tweaked lander capsule triggers for popping off the door.
  • Updated several IExitable prefabs to ensure their camera points were correctly set. Chairs will no longer update every physics tick.
  • Fixed players spawning in slots could sometimes have an incorrectly offset camera. Have moved logic which handles camera position out of every IExitable and instead put it in Entity.
  • Tentative fix for dropped dynamic things flying off in random directions.
  • Fixed laptop blueprint was incorrectly rotated.
  • Fixed Issue with liquid evaporation where a liquid could rise above its maximum liquid temperature but would not evaporate. Now liquids that are heated above their maximum liquid temperature will boil off quickly.
  • Changed PortableAC. Now requires coolant to be supplied via a liquid canister. In cooling mode the AC will move heat from the world to the coolant canister, Efficiency will decrease if the canister is hotter than the operating environment. In heating mode the AC will move heat from the coolant Canister to the world. If the coolant freezes or their is no coolant, the AC will use its built in electric heater instead. If the coolant canister pressure rises above 4Mpa the excess gas will be moved into the AC's internal atmosphere. Opening the AC using the lever will dump the internal waste gas into the world. If the Ac is connected to a portables connector the waste gas will mix into the connected pipe network.
  • Fixed a bug where the IC code editor window would still receive certain keyboard inputs when helper window search fields had focus
  • Updated help key to allow opening stationpedia while editing IC code
  • Fixed MoveToWorld setting local players root transform rotation. For the local player this should be zero and the rotation will be set on another child transform driven by the camera.
  • Fixed ProcessUpdateTransform method was calling move to world for the local player. This should only be affecting other players as the local player will handle this themself.
  • Fixed look direction can be incorrect when your character exits slots.
  • Fixed clients not correctly exiting slots when other players pull them out.
  • Disallowed the use of the words "backup", "saves" and "autosave" in save file names. Using these words in saves can cause various issues when loading the save file list. Previous saves will be unaffected.
  • Fixed furnace import bin being active while the furnace isn't fully built
  • Updated the behaviour of Rocket AutoLand - toggling it off will now shut off all engines and reset the throttle to max
  • Updated Rocket IC housing to use less power - it now uses 5w instead of 50
  • Updated the behaviour of AutoShutoff in the Rocket UI to leave any IC housing powered on
  • Fixed objects having the wrong rotation when being precision placed
  • Made lander capsules always be sent to clients at the top of the NewToSend list as they must exist before players so players can be inserted into them.
  • Added handling of saving and loading of delayed spawn actions such as popping off the lander capsule door.
  • Added first pass on lander capsule which players will spawn in the first time they join a world. After spawning in, the door will auto pop off but can also be manually popped off if needed.
  • Added Start Condition Wrapper Data class for selected start conditions on new game. Valid Start conditions for the world are defined on worldsettings.xml.
  • Added Brutal Start condition. A single crate with the bare minimum needed for survival.
  • Added 1st pass of start condition selection screen.
  • Added WIP Start condition UI for showing contents of start condition.
  • Updated start screen crate contents tooltips to show reduced contents depth
  • Added Passive vent can be upgraded to insulated passive vent with Adhesive Insulation.
  • Fixed KeyBinds being able to change the FOV of the camera in the menu
  • Added internal storage slots for lander capsule
  • Tweaked slots on lander capsule
  • Added WindTurbine to Europa Brutal Start conditions.
  • Disabled raycast target on several components of ui prefabs which were causing spam of ui hover sounds
  • Fixed WorldManager Changes not applied in scene.
  • Removed Window Shutter from Stationpedia.
  • Added Composite WindowShutterController and Composite Window Shutter to Kit (CompositeWindowShutter) and removed the old window shutter.
  • Renamed Kit (Window Shutter) to Kit (Composite Window Shutter).
  • Added Composite Window Shutter Controller. This is a wall like piece that has logic and power connections. It is able to control the open/close function of all connected window shutter pieces.
  • Added Composite Window Shutter. These are a networked set of Windows with shutters. The shutter can be open and closed manually and a group of connected windows can have their shutters closed via a Window Shutter Controller.
  • Recreated the world info prefab
  • Made start conditions list items a little smaller
  • Added a water bottle box and cereal bar box to the slots in the lander capsule.
  • Changed Max Temperature of Portable AC to 50degreesC from 30degreesC.
  • Changed Kit (Window Shutter) recipe to 2 Steel 1 Solder.
  • Added optional WorldInject Element to StartConditionData. This Allows Modders to specify which Worlds they want their start condition to be available on. i.e
  • Changed Replaced SolarPower Packsge with Gas Power Package in Mimas Brutal Start.
  • Added Portables and Crate Slot type.
  • Fixed Crates and Canisters could span in the wrong slots on Lander.
  • Changed All SpawnDatas are now located in StartConditionData.
  • Fixed GasTanks on Lander not showing on startCondition Menu panel.S
  • Added Radial spawn rule option for spawnDatas. Allows important start items to spawn in a more controlled manner.
  • Fixed A new batch of atmospherics Workers were being created on each world load. Potential cause of Atmos thread lag after multiple save/loads.
  • Added scroll box to start conditions info box
  • Added movement or jumping to get you out of a seat
  • Added light to inside of lander capsule
  • Changed Prevented un-assignment of External Vent on AirLock when Internal vent is assigned. The order of the airlocks assigned devices determines the assignment on deserializing and the first vent in the list is assigned as the external vent. Reassigning the external vent when an internal vent is assigned puts the list in a non-deterministic order when cause the vents to get swapped on reload.
  • Changed Applied Change from rev22741 to standard Airlocks also.
  • Changed lander capsule door back to draggable thing and made it deconstructable with the angle grinder
  • First pass of entry vfx
  • Added an entry animation to the lander capsule
  • Fixed Terrain Generation Lag when loading into a save. In some cases this could cause the game simulation thread to lag out for a number of seconds. This terrain generation work has now been moved earlier into the terrain loading sequence which will result in slightly longer load times.
  • Fixed Large objects travelling fast in the space level would overwhelm the terrain generation system and cause the simulation thread to lag out permanently.
  • Updated serialization for lander capsules
  • Removed delayed open interaction from the lander capsules spawn conditions as it will now be done in the ControlledDescent method
  • Made sure lander door pops off after its controlled descent and also when the world is loaded mid descent
  • Commented out code for missing EntryEffects class - to be added back in once this goes in.
  • Fixed missing entry effects script
  • Fixed No StartCondition available for Asteroids world. If a world setting has no start conditions listed then the default setting will be added.
  • Added new graphics for starting condition buttons
  • Changed WindowShutterController open variable cannot be written to when device is unpowered.
  • Fixed Player could interact with disabled panel on window shutter controller when device was turned off.
  • Changed WindowShutterController now ignores multiple Open interactable calls of the same value.
  • Added distinct button background images to the starting condition selection screen
  • Made lander capsule descent target height closer to the ground
  • Added wip thruster effects to lander capsule
  • Changed Lander will no longer drift away if bumped when in zero gravity worlds (asteroids world).
  • Fixed fall-back spaceMap was missing names for all its locations.
  • Fixed lander effects not being disabled correctly when loading a game
  • Made lander capsule terminate its descent if it hits something to stop it going through structures
  • Fixed first Simulation Tick after loading into the game having a larger DeltaTime and affecting the LightStress of plants
  • Changed Plant Life tick now runs after the atmospherics calculation on the gameTick. The first life tick of a plant would not see the correct lit state as the lit state had yet to be calculated.
  • Fixed Compilation error from rev22766.
  • Updated the Game Name text field to now be on the final screen
  • Updated new game menu texts
  • Fixed plant serialization not including PlantStatusTypes
  • Fixed canister slot visible in insulated canister storage.
  • Fixed Unpack button for insulated cannister package not available.
  • Added StartCondition for Asteroids World. Includes Ingots Crate, Rocket Crate, Liquid Oxygen tank and Liquid Volatiles Tank.
  • Fixed lander capsule position being way too high on load if saving while still descending.
  • Changed lander capsule to use Mode to track its state instead of an IsDescending bool.
  • Fixed Asteroid belt start had an over-pressurised LiquidVolatiles Tank.
  • Changed Vulcan and Venus Brutal Start to include a tank of oxygen and a 12L canister of water.
  • Locked lander capsule when it is descending to stop players jumping out or opening the door too early
  • Added Ambience and door release sounds to lander capsule.
  • Fixed decent unitask not being cancelled correctly when terminating the descent.
  • Fixed door open events being fired multiple times when landing.
  • Fixed lander door getting stuck when loading a game.
  • Updated lander thruster material to make the transparency behaviour more consistent
  • Fixed can't deconstruct lander capsule. Moved lander proximity trigger to 'ignore raycast' layer. Will now no longer block deconstruction.
  • Fixed Camera shake on Lander Capsule was incorrectly implemented, it was shaking the capsule, I have changed it to use the existing camera-shake effect on the camera controller.
  • Fixed lander capsule door could be stuck closed on load.
  • Fixed a Clients could get stuck in lander capsule on load.
  • Added LanderCapsule now spawns with a breathable internal atmosphere.
  • Added Vent depress effect to capsule on landing.
  • Polish pass on Lander capsule event timings.
  • Added Audio to Lander Capsule Landing sequence.
  • Changed First Game save now runs after the player exits the LanderCapsule.
  • Changed Increased force of lander capsule door ejection.
  • Changed increased range of lander capsule thruster audio.
  • Changed Decoupled LanderCapsuleFX from Landing simulation loop (that only ran on server).
  • Fixed Camera Shake not working on clients.
  • Fixed Thruster FX not turning off on LanderCapsule on clients.
  • Fixed compile error caused by Accidental commit in rev22789
  • Fixed Slot Rotations for lander capsule storage slots.
  • Added WaterBottleBag and CerealBarBag. These spawn in the starting lander and contain starting food and water for each player.
  • Fixed players not being moved to lander capsules correctly on dedicated server. Removed wait for inventorymanager when executing move player as it is no longer needed and will wait forever on dedicated server.
  • Fixed bug where loading a saved game with plants would cause the plants to accumulate excessive amounts of light stress
  • Fixed WorldManager SourcePrefabs not updated in scene.
  • Changed Impact sound of capsule door.
  • Fixed Door Collider of lander capsule interactable on clients after landing.
  • Updated start screen list to expand container contents when clicked
  • Added data references to default spawn and respawn conditions for starting conditions that were implicitly using the default settings. Going forwards StartConditions will need to explicitly define their player spawn and respawn kits.
  • Fixed start conditions list tooltips flickering and sometimes not showing up correctly
  • Removed MiningSupplies package from Asteroids Survival Crate.
  • Added 2x Oxygen tank and 1x Nitrogen tank to Asteroids StartCondition.
  • Tweaked lander capsule slot positions slightly as bags were clipping with their holders
  • Optimised Concurrency behaviour when registering a new sound that subscribes to a StopFarthest type concurrency.
  • Added Open/Close Sounds to Window shutters.
  • Fixed Incorrect thumbnail for lander capsule.
  • Updated start conditions screen to make landers and player capsules distinct elements

Hotfix v0.2.4945.22690

This hotfix includes Several fixes for starting gear, items exiting boxes correctly, plant and recipe configurations, and more.

Changlog v0.2.4945.22690



  • Fixed The final item removed from a disposable packaging object would not have its interactions enabled due to the script mono-behaviour being disabled.
  • Fixed bug with the plant life requirements for SeedBag_Cocoa and SeedBag_SugarCane not matching the life requirements of ItemSugarCane and ItemCocoaTree
  • Fixed cooking requirements for cooked rice and cooked soybeans so that the recipe requirements match for both the automated oven and the microwave
  • Fixed a bug where portable atmospherics would produce infinite free nitrogen when deconstructed
  • Fixed water bottle pack had the incorrect blueprint
  • Changed hydroponics supplies crates on vulcan and venus were to mkII crates
  • Removed s on water bottle box (art asset)
  • Removed s on water bottle box
  • Fixed wrong material for build states of security printer and tool manufactory
  • Fixed bdse and other related ic commands using the incorrect instruction format from rmap
  • Fixed Explosions do not mine terrain on dedicated server.