New beginnings: Gear improvments, Vulcan and Mimas Changes
New crate equipment
The team has spent the last two weeks playing the first few hours of the game over and over. To new players who had their hands held in the tutorials, the reality of Stationeer's scope really sets in when you finally spawn alone on a world with no instructions, and a full lander waiting in front of you.
The crates serve as a means of encouraging the player to focus on one task. Throughout the years of development, as we added new content, or found an issue players needed more help on, we used up all the free slots in the crates, and sometimes put items in the 'wrong' crate just because it could fit.
We've made sure to split out the crates into more tidy packages to inspire you to use all of them to build different solutions to the problems in your base. To aid in still keeping the options and content straightforward, we've added some single use cardboard boxes which contain multiple items for a task. For example, the portable gas fueled generator is now in a box in the electrical crate, along with a small fuel canister, and a power connector.
We also want to note that there are lots of different types of people that play Stationeers, and lots of different ways to play it. We see starting gear as a separate choice from difficulty and we dont want to force everyone to have exactly the same experience. These starting changes are just the beginning of how we see the the system evolving, and we look forward to allowing players to soon choose between brutal bare bones starts, and comfy 10 player station building starts. And of course, this new system has been authored and exposed so modders, and players, can jump in and make the changes they want.
Vulcan and Mimas Changes
Vulcan is a fun world that offers unique problems, and presents equally unique solutions. However, we felt the first 30 minutes getting established were more daunting and stressful than just living on the planet. To encourage more people to try it, we've added some extra supplies that allow for basic problem solving without having to print as much in the first hour. The changes are especially noticeable in multiplayer, where players often had to wait around and not risk consuming resources for the first two days.
Additionally, to make longer term gameplay feel more unique on vulcan we've made coal much more rare and removed the starting solid fuel generator. Players will have to rely on the plentiful sunlight, or the atmosphere as a source of power.
Mimas, being a small moon of Saturn, ended up playing almost exactly like the moon, with the exception of reduced solar power, and an often comically low gravity. We have now removed water ice, and reduced the coal amount. This means a lot of the starting gameplay can revolve around players collecting volatiles, and oxygen to create, not just water, but also fuel mixes for gas generators, or sterling engines. Some other crate changes here also provide the players with unusual challenges, such as having to live off of dark craving mushrooms, or nitrogen absorbing soybeans.
Mining changes
Explosives have been in Stationeers for a long time, but never really fit well, with the exception of funny creative mode videos. We've made mining charges easier to use. They deploy and activate with a right click, just like using flares. The charge will throw and activate automatically, and the arming lever is only needed to be used if you want to deactivate the charge. They also now stack to 3, and the printing cost is cheaper, so its easier to throw a few in your pack when you go mining. Remote explosives have been renamed to demolition charges, and the remote detonator has also been brought up to a higher standard of polish.
Balance Pass on food
While playing the start of the game over and over, we noticed that some of the canned food was just too good compared to the work that went into them. We did a general pass on all the nutrition values of the game, and tried to make them all have values that reflect the nuances of the difficulty of growing all the plants in the game. We figured you would appreciate us trying to make food better balanced now, rather then waiting for a complete cooking overhaul. Comments, and opinions on these changes are very welcome in our discord, and on steam.
Fixed stationpedia search not working as you type when the game is paused
Added Insulated Canister Package Asset for storage of gases at a stable temperature
Changed Temperature range of switchgrass to 0-60degreesC from 0-50degreesC.
Changed Vulcan to have a much lower spawn rate of coal. (similar to Nickel)
Added 1st pass on new Vulcan start conditions. We have added a number of additional crates. Some of these crates will spawn on a 2nd lander. Each crate has a clear construction purpose, i.e the power crate exclusively contains the necessary elements for setting up a basic power system.
Survival Supplies: 2x boxes of 6 Cereal bars, 3 bottles of water, 1 beacon with battery cell included.
Portables Supplies: Portable AC, Power generator and filtration. 2x Battery Cell, Fuel Canister, Liquid Nitrogen Canister, 2x Portables Connector, Power Connector, Pollutants filter.
Airlock Supplies: contains the items for building your first airlock (including a passive vent).
Electrical Supplies: Solid Fuel Generator, 100x cable coil, 2x APC, 1x basic solar panel, 2x Large Battery cell, 1x small battery charger.
Construction Supplies: contains extra frames, walls and iron sheets.
Balance pass on Food Nutrition.
Changed Increased max harvest yield of wheat to 5 from 3. Increased Max harvest of rice to 5 from 3.
Changed Recipes: CookedRice Recipe to 1 from 3 rice. CookedSoybean to 1 from 5 soybean. Mushroom Soup recipe to 5 from 8 cookedMushroom. Pumpkin Soup to 2 from 5 cooked pumpkin.
Tomato Soup reduced to 125 from 290. Corn Soup reduced to 150 from 190. Pumpkin Soup reduced to 160 from 190. Mushroom soup reduced to 120 from 200.
CookedCorn Increased to 30 from 20. Cooked Pumpkin Increased to 80 from 30. CookedMushroom Increased to 40 from 0. CerealBar Increased to 45 from 30.
Changed Swapped tomato soup with cereal bar in uniform pocket.
Increased the Time that ActiveVents and APCs take to be destroyed by fire.
Refactored asynchronous explosions terrain mining code to be re-entrant and to correctly support multiple simultaneous explosions happening
Added ability for explosive items to have sympathetic detonations on destruction
Added Cereal Bar Box. Behaves the same as the Cardboard Box
Changed starting survival supplies crate to use the cereal bar box rather than the standard cardboard box for the cereal bars
Added Lock Interaction to Remote Detonator. Upon linking to a new charge the detonator will automatically lock, detonation can only be triggered once you unlock the tool using the Inventory unlock button.
Changed Demolition Charges are now stackable to 3x. Holding RMB will drop 1 charge, If you have a switched on and powered Remote Detonator in your other hand the Charge will also be linked.
Changed Reduced MiningCharge damage, such that a player can survive 1 direct hit (It will still knock them out for a few seconds due to stun damage).
Added Recipe for Demolition Charge to T2 Tool Manufactory 1 Solder, 1 Electrum, 3 Silicon.
Added Recipe for Mining Charge to Tool Manufactory. 1 Gold, 1 Iron, 3 Silicon.
Increased Remote explosive print time from 5 seconds to 90 seconds, power usage while printing to 100w, and increased silicon from 5 to 7, and solder from 1 to 2.
Increased Mining charge print time from 5 seconds to 60 seconds, power usage while printing to 100w, and increased silicon usage from 3 to 5.
Added Power supplies Mimas crate for Mimas start. Contains basic power supplies and supplies to set up a stirling engine.
Changed All Canisters that spawn with gas/liquid in the starting crates now spawn inside an Insulated Canister Package. The Insulated Canister Package will prevent the gas/liquid from heating up or cooling down when the crate is open.
Added new Packaging items: ResidentialSuppliesPackage, WaterBottlePackage, PortablesPackage, MiningSuppliesPackage. These have been added the starting crates on the lander. Items may be unpacked using LMB to do the unpack action while package is on the ground or using RMB when Item is in hand or using the unpack button when item is in hand. Unpacked items will go into the active hand or if it is occupied into the world.
Removed the hard coding of mars' LOD terrain colour.
Changed the LOD terrain colour to better match the terrain colour of the planet.
Fixed craters having LOD terrain clipping through them and looking shallower than they were.
Fixed some trader selling/buying icons not showing as the name check was case sensitive. Have made it ignore case.
Fixed regenerated cocoa powder blueprint as it was incorrectly set to the flour bag blueprint
Tweaked laptop slot offset position so that it looks more centered when slotted. This offset is separate from hand position offsets so should not affect position when carried.
Fixed search task not being cleaned up when clearing the search field
Fixed wrong orientation for all sensor chips (art asset)
Added UI font files (art asset)
Added UI icons for turbine jetpack (art asset)
Replaced sensor processing chip models with new versions to fix inconsistent rotation in slots. Also regenerated blueprints and tweaked collider size.
Updated UI status icons to display jetpack battery state when a battery-powered jetpack is in use
Fixed trade item cocoa seed pack having the wrong name
Changed CardboardBox to be renamable.
Fixed null constructible entry in Kit (WaterBottleFiller).
Added Volatiles filter and Pollutants filter to Misc Supplies Vulcan starting crate.
Changed Number of upright wind turbines from 2 to 3 in Electrical Supplies Vulcan starting crate.
Added Water Bottle Filler kit to Hydroponics Supplies Vulcan crate.
Added Tracking Beacon to Survival Supplies Vulcan starting Crate.
Added Revised default starting conditions. Some unnecessary items have been removed from crates. Each crate is now labelled and stocked for a specific purpose.
Changed Portable Generator power output to 900W. Increased Fuel use and reduced fuel efficiency. This change will only apply to new Portable Generators.
Changed Split Default starting crates across 2 landers and added Mining Supplies Crate.
Added model and texture for cereal bar box. (art asset)
Added insulated package for canister. (art asset)
Added emergency supplies box (art asset)
Added Residential supplies crate to default lander and Vulcan lander.
Added Liquid Tank to Default lander. Added Flags to survival supplies.
Updated the dynamic aircon model. Added canister slot on the left side, and added handle in the front and back. (art asset)
Changed explosive mining to be able to drop smaller stacks
Changed explosion mining code to be able to mine more per frame
Changed Slightly increased the price canned goods from food trader.
Fixed logic sorter mode All and None filtering items by default if all instructions on the stack get skipped. DoFilter() will now evaluate to false by default if all instructions are skipped.
Added 'rmap' ic instruction. This will take a reagent hash and a device and store the prefab hash that the device expects to receive. For example, on manufacturing devices, reagent hash for Iron will store the prefab hash for ItemIronIngot. This can be used in conjunction with the new device stacks to more easily automate manufacturing.
Fixed screen not fading from black if you pause the game as soon as a world loads. Changed fade in and out behaviour to use unscaledDeltaTime.
Removed duplicate plant analyser cartridge from the survival supplies starting crate
Moved the slot offset position slightly for pneumatic mining drill and power connector so they look more centered when they are in slots
Added glass cover on the remote detonator. (art asset)
Added default fbx import settings to the project. This is the same as the previous settings but will no longer import materials. This should only apply to newly added fbx files.
Changed some of the newly added food models to use the new fbx import settings to strip out materials
Removed parent transform on laptop that was being used to offset its rotation as this is no longer needed due to the drop fixes
Tweaked laptop hand position and rotation.
Fixed things drop upside down or rotated incorrectly.
Updated Localization for Cereal Bar Box
Renamed CerealBarBox to ItemCerealBarBox
Moved cereal bar box model to its correct folder
Updated laptop slot offset position so that it appears centered when it is in a slot
Added Item Emergency Supplies Box with same functionality as Cardboard Box
Fixed scale problem for insulated canister package. (art asset)
Updated passive vent kit name in stationpedia
Fixed incorrect tooltip text when pipes are damaged by liquid
Fixed composite door blueprint mesh was incorrectly generated
Updated fabricator build states UVs to match to color swatches.
Updated wrong materials on fabricators.
Fixed nre which stops players respawning if their spawn point structure is destroyed
Made arrows on the crate mount bigger to see more better
Removed incorrectly instantiated array of empty thumbnails on crate mount
Fixed missing tooltip info for unfastening crates when the crate is attached to the lander
Fixed Null Reference Exception from AnimComponent when object was destroyed mid animation.
Cleaned up Sympathetic Detonation Code and moved some magic numbers in Explosion.cs into constants.
Removed Animators on MiningCharge, DemolitionCharge and Remote Detonator and replaced with anim-Components.
Changed Detonate action on Remote Detonator is now triggered with LMB.
Renamed Remote explosive to Demolition Charge.
Fixed Already spawned ores will not be destroyed by mining charges (this could happen during explosion chains)
Fixed MiningCharges could not be disarmed.
Changed Mining Charge Interaction Behaviour. Charges now stack to 3x. Hold RMB to drop and arm a charge. Armed Charges can be disarmed by picking up or flicking the arm switch. When Two or more charges are merged into a stack all will be disarmed.
Updated Medium Rocket Battery to require 2 kits
Fixed tablet not working when its on the ground or in a tablet dock. For performance reasons, only the closest three tablets will be updated and after a certain distance tablets wont update. The tablet in your hand will always update.
Made atmos tablet always show world atmosphere when its not in your own hand
Replaced Solar panel kit with upright wind turbine in Europa Power crate.
Halved Ore Vein Density and increased Ore Vein size by 50% on Mimas.
Greatly reduced spawn rates of coal on Mimas.
Removed Water Ice from spawning on Mimas.
Fixed ToolTip not being given when trying to eat cooked StackableFood through a helmet
Fixed the network analyser and plant analyser tablets showing info for what the player was pointing at when the tablet was on the ground.
Fixed Europa WorldCondition spawning DefaultLander1 instead of EuropaLander1.
Changed the number of sheets required to construct a station battery to 2 instead of 4
Changed station battery construction requirements to use steel sheets instead of iron sheets
Refactored the Filtration Machines gas input logic into a static method on Atmosphere Helper.
Added Processed Moles value to the tooltips of all machines on the atmospherics kit.
Changed H2Combustor throughput to be like the Filtration machine. It has a slow base through-put rate which can be increased by maximising the pressure delta between input and output pipes.
Fixed invisible lever on the Pipe bender.
Added Hydroponics Supplies Mimas Crate. Swapped Potato seeds for Mushroom seeds, Added Kit Atmospherics and 3x Liquid Pipe radiator.
Added Battery kit to Mimas Electrical supplies crate.
Added Stirling Engine Supplies crate to Mimas Start. Includes the minimum pieces to set up a simple stirling engine setup.
Balance change on default start conditions: reduced iron frames to 45 from 60, reduced ablecoil to 50 from 100.
Changed Mimas World setting to use MimasLander2.
Changed Gas Canisters in Reusable Fire extinguisher and Pneumatic mining drill are now insulated from interacting with world atmosphere and solar heating.
Fixed Stirling Engine OnOff button was not following standard behaviour.
Added Power generation to Stirling Engine Tooltip.
missing asset change from rev.22626.
Updated Rocket Scanner to require Steel Sheets to build instead of Iron Sheets
Added paintable stripes on the insulated canister package. (art asset)
Fixed a bug where the incomplete build state tooltip wasn't displaying for rocket datalinks
Fixed double tap 'F' functionality stops working in some instances when inventory windows are not loaded in correctly
Added check to tooltip panel which will ensure the tooltip will be hidden when its respective ui element is hidden
Fixed tooltips on manufacturing device search list sometimes not showing up or showing the incorrect text.
Removed SetUpToolTipWithInfo method as it was the same as SetUpToolTip which was confusing. Have changed all usages of SetUpToolTipWithInfo to SetUpToolTip.
Fixed tooltip panel flickering when changing between different sized tooltips. Have added call to force layout rebuild after tooltip is initialized.
Updated ItemInsulatedCanisterPackage to have coloured stripes along the top and bottom of the model
Updated thumbnails for insulated canister package
Added missing meta file for materials folder
Added new CapsuleSmall Lander model with colliders
Fixed the Drinking Fountain Tooltip not displaying
Fixed capsule's mesh overlapping problem between net and interior wall. (art asset)
Fixed capsule's mesh overlapping problem between net and interior wall.
Added "Interaction" action for tradables and spawns. Allows an interaction to be performanced as part of the start conditions or trading spawn. Can include a child "delay" which includes a timespan.
Replaced player seat to a crate slot on the lander(art asset)
Fixed Short shadow distance on portables.
Changed Default start conditions back to one lander. some items have been aggregated into cardboard boxes to allow for this.
Removed Seat from Lander and replaced with spare crate slot.
Fixed the GasGenerator crashing client to desktop when spawned in multiplayer
Removed deprecated data from startconditions.xml
Changed power output of Portable Generator to 600W.
Fixed a bug where portable atmospherics devices were not releasing their internal atmospheres to the surrounding world when deconstructed.
Fixed a bug where a loaded flare gun occupying a world slot was firing when it was picked up.
Added toggle switches below the Rocket UI auto-land and auto-shutoff buttons, to make their usage as buttons more obvious
Changed paintable boxes to non paintable boxes. (art asset)
Updated the rocket motherboard's Open UI button to be more prominent
Fixed FlareGun sounds and effects play when picked up or inserted into a slot.
Added water bottle box (art asset)
Changed rigidbody interpolation on players to 'none' when they take control of the player inside an IExitable
Repurposed the old NewPlayer event in start conditions to now spawn items in world rather than in the players inventory.
Changed spawn events in start conditions from NewPlayer and RespawnPlayer to NewPlayerKit and RespawnPlayerKit respectively. These can be used to spawn items in the current players inventory.
Added MovePlayer action - to be used with the new start conditions - which can be used to move the current player to the provided slot on a thing
Added new lander capsule and associated textures and other assets.
Changed moved packaging boxes data into their own spawnDatas in startconditions.xml so they can be referenced by multiple crates.
Fixed taking control of player in a seat and then exiting would not reset interpolation. Have made taking control in only the lander capsule affect interpolation (rather than any IExitable). Each IExitable will need to be handled individually before we can update this.
Changed spawn action execute method to take a player parameter. MovePlayerAction will now use this instead of the player from the inventory manager.
Set lander capsule and lander capsule door to not spawnable
Updated Capsule Small with separate window and handle.
Fixed Robots respawn without a battery.
Fixed Ship Repair package could not be sold to trader due to badly authored gas trade condition on welding torch item.
Printer Instructions: Sugar, Cocoa, and Cake
More Stuff, Faster
In the near future we'll revisit kitchens and cooking, but currently we are working on several other aspects of the larger survival updates including new suits, jetpacks, and starting equipment. Instead of hoarding all of the new content for one massive cooking update, we’ve decided to add some of it into the current system, so players can grow some new plants, and craft some new foods in the meantime.
New Plants: Sugarcane and Cocoa
Cocoa plants like a warm environment, and while a dedicated room isn't necessary, the ideal growth temperatures of some normal plants may conflict, leading to some plants growing slower depending on your grow room temperature. Cocoa plants harvest into cocoa pods, which can be used in the reagent processor to create cocoa powder.
Sugarcane plants grows much like wheat and harvests into sugarcane, which can be used in the reagent processor to create sugar.
But what could you make with sugar and cocoa…?
Chocolate!
We’ve added a selection of sweet treats for your chubby little stationeer fingers to grab. Chocolate bars, regular cake, chocolate cake, and chocolate cereal bars count as high quality food, which additionally raise your mood if you are feeling down. We’ve also increased the trader’s egg and milk supply, so that you can bake some joy into your life at the cost of some credits, without raising chickens, or making soy milk. Some traders might also pay a high price for some of your delicious treats.
Printer Stack Instructions
Following on from our introduction of stack instructions for the Logic Sorter last week, IC can now ‘easily’ write their own print stack onto the printers. This includes internal count tracking of each print request, so keeping track of how many of something has printed is much easier. There are also several modifier instructions that will tell the printer to modify the next instruction, to do things such as to wait until this print is complete before continuing. We are trying to keep each instruction as simple and straightforward as possible, so that players can intuitively know what their code will do.
Another notable feature of the printer instructions is an exposed stack pointer. The Logic Sorter reads through and evaluates all of its memory to check for valid conditions each tick but Printers may hit an instruction that blocks them from continuing their internal processing, such as WaitUntilNextValid. This is notable in the instruction JumpIfNextInvalid, where instead of continuing on, or waiting upon finding a print job that cant complete, a stack address can be provided to jump to another section of prints that might be desired instead. So the stack pointer is exposed to the player here so they can write flow control into their print requests, with reduced overhead on the IC10 code.
The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.
Fixed a bug where clicking on the scrollbar in the sorter motherboard's filter dropdown would close the dropdown, rendering it unusable.
Update scroll speed of the sorter motherboard's filter dropdowns to be 10x faster
Fixed AreaPowerControl, PoweredVent, ActiveVent and WallLight were not checking base.CanConstruct method. This meant they could be placed adjacent to other devices such that their power connections where connected.
Extended width of IC editor from 64 to 90 characters
Added first pass of Read/Write Stack addressable memory for all Fabrication Devices such as the autolathe. These enhancements allow device memory stack to have reserved memory locations in the stack. In the fabricators the Stack Pointer index is the last value in the stack. The remainder of the stack is split as used for the player to store requested transactions (such as make this prefabhash a number of times, or export everything in the device), and the other part the device will write missing reagents. This transaction is the reagent hash (not the prefab hash - the reagent hash i.e. Iron would be HASH("Iron")), and the total quantity needed as a ceil integer (so 0.5 would become 1). These details are shown in the stationpedia, and if the instructions are only expected in certain stack addresses you will be told. Currently there is no safety checking with specific memory addresses currently.
Added instructions to manufactuing devices, such as the Autolathe and other printers. The Printers now have their own internal stack that is used for different functions. The end of the stack is used as the "stack pointer", which is the "memory" for the device of where it is up to, when processing. The first bunch of addresses are used for "transactions". you can load payloads into this memory to have the printer do things for you. The second chunk of memory it will record things it is missing. If instructions are only to be used in certain addresses, the stationpedia will tell you so. Added FabricatorInstruction.DeviceSetLock, FabricatorInstruction.JumpToAddress, FabricatorInstruction.WaitUntilNextValid, FabricatorInstruction.JumpIfNextInvalid, FabricatorInstruction.ExecuteRecipe, FabricatorInstruction.EjectReagents/
Added CLRD. This is a variant of the CLR IC instruction, which will clear the stack memory of any device with writable memory. This variant allows directly referencing a device via ID rather than pin.
Fixed Clients can't interact with slot screw of SlotReader on Dedicated Server.
Fixed Resetting values on circuitBoards & Motherboards with screwdriver did not work reliably for all clients on dedicated server.
Fully Disabled Deprecated Research system as it was causing some saves (that had research disabled) to fail to load.
Fixed Credit cards spawning with zero credits in a new game. IQuantity was not implemented on the CreditCard so the QuantityAction was not applying.
Fixed hygiene and mood tooltips showing for robots.
Fixed stacker not splitting items correctly which could result in space ice having zero gas or de-gassed ore having its gasses duplicated. Stacker will now use the same logic as splitting from your hands which should handle all these cases rather than its own custom logic.
Fixed when starting a new game when your species was set to robot or zrillian in on a previous stable branch (i.e. you had old saved character data in your local PlayerCosmetics.xml) upon loading that game a second time your character would pass out. This was due to the old player cosmetics data not initialising correctly and causing the creation of a bugged character spawn.
Added Chocolate CerealBar (50 flour, 1 Cocoa powder). Same nutrition value as CerealBar but also provides 50% Mood Recovery.
Balance pass on Growth times and life requirements for Cocoa Tree and Sugarcane. Cocoa is perennial grows at a similar rate to the pumpkin. Cocoa ideal growth temperature is 30-40degreesC. Sugarcane is annual and grows at a similar rate to wheat.
Added battery slot trigger (art asset)
Added advanced turbine jetpack for hardsuit. (art asset)
Reinstated throwing fixes from r22413 and r22419 that were removed for hotfix preparation.
Changed Flagged ResearchCapsules and ResearchMachine as not spawn-able.
Removed Calls to Research initialisation methods.
Removed PanelResearch and ResearchManger from scene.
Removed Saving of Research state.
Fixed robots mood being reduced on taking damage
Removed Research fields from PanelToolTip.
Removed References to PanelResearch in InventoryManager & GameManager.
Removed Research events.
Changed PanelTooTip is now initialised by GameManager instead of ResearchManager.
Fixed new emergency suit being green by removing the unused materials
Updated h2 combustor models and thumbnails to have output port on the correct side (the front rather than the left).
Changed Furnace to using animComponents instead of unity animator. This should resolve occasional issues where the imported ore would not be processed due to an animator event not firing.
Added enforcement of 4096 B limit for IC files
Added back slots, back interactables and their collider to other new suits
Fixed emergency suit collider size
Changed Advanced Furnace to use AnimComponents.
Fixed 'cant enter slot' tooltips getting stuck based on the last thing you hovered your mouse on. Also fixed a few cases where tooltips would be incorrect when dragging from a world slot as the 'last hovered' thing could become the parent item rather than the dragged item dependent on mouse placement.
Added crosshair, matter state labels, and freezing temperature to phase change diagram
Added PrinterInstruction.EjectReagent. This allows you to specify the reagent you want to eject. All reagents of that type will be ejected. The stack will not advance until this is complete.
Fixed PrinterInstruction was not correctly applied by ProgrammableChip
Moved slots away from having hard coded indexes. The indexes are now serialized when the suit slots are created.
Added ability to have a suit that does not have a waste tank slot at all. When this is the case the suit will dump filtered gas directly into the world atmosphere.
Refactored TradeDataHelper.HandleBuyItem to more cleanly handle edge-cases around transaction of quantities of stackables and ingots. This allowed for removal of edge-case code for trading in QuantityAction which was interfering with new spawn-condition logic.
Changed tightened grid bounds of wind turbine.
Fixed a bug where the last segment on the phase change diagram wasn't drawing directly up as it should have
Fixed Clients can't interact with Mode screw on Speaker on Dedicated Server.
Fixed Atmospherics devices with IC slots could not read the gas ratio values of the new gasses/liquids.
Fixed On/Off animation position of valve on shower.
Fixed On/Off animation position of valve on powered shower.
Fixed batch logic instructions that use the name would not consider default names, only custom names. Now the default name generates a hash and is used in the comparison.
Added LogicType.NameHash. This returns the 32bit hash of the objects name.
Changed IC source code was being stored as char rather than bytes, despite being parsed at ASCII. This change has no functional impact for player scripts, as the text was already being parsed. This means that 1 character will only take 1 byte. Network synchronization has been moved to sync the bytes, rather than the characters. This substantially reduces the network impact of synchronizing IC script changes in multiplayer.
Added Turbine Jetpack
Updated Animation Component to take in a time value rather than a speed value. This was required so that a single component could move several objects synchronously.
Fixed dynamic crate open/close animation speed was too fast and was not matching up with its audio.
Fixed days passed text not initializing correctly when starting a new game.
Added Prototype scripts and prefabs for networked window shutters.
Moved where the 'you have survived for x days' message is published. Will now appear after the InventoryManager is initialized to guarantee the player and their days lived have been loaded.
Fixed days lived not being correctly synced for clients. This could result in clients' days lived value resetting to 0 every time they join a game.
Updated seed bag texture for watermelon, blueberry and strawberry. (Art asset)
Added new seed bag models for watermelon, blueberry and strawberry (art asset)
Added new models and textures for blueberry tree, strawberry tree, and watermelon plant (art asset)
Changed scale for cooked corn and tomato
Updated advanced tablet tooltip to show both cartridge slots rather than just the first one.
Changed scale for cooked corn and tomato (Art asset)
Committed automatic prefab changes for rocket manufactory (animSpeed was renamed to time).
Tweaked cooked corn and cooked tomato meshes and updated blueprints and thumbnails for both.
Fixed Reseting Programming Motherboard with screwdriver causes it to retain reference to an old circuit holder
Fixed LandingPad pieces do not consume grinder battery when deconstructed.
Fixed Traders could buy items from vendingMachine import and export slots. 1st Item bought from the trader would spawn in VendingMachine export slot.
Fixed Vending machine would export incorrect item after buying from the trader.
Added new food models and a texture. (Art asset)
Changed color and mesh of growth stages for sugarcane tree. (Art asset)
Added new sugar and cocoa models and textures
Updated the locking behaviour on the electric jetpack's battery slot. It now also prevents swapping from the player's inventory, and is colored red when locked.
Added roatry animation to the electric jetpack's turbines
Removed deprecated auto-generation code for reagents.cs from WorldManager.
Added Sugar and Cocoa Reagents.
Added cocoa and sugar seed bag and plant prefabs plus their related blueprints, thumbnails and materials
Removed some unused models
Moved some consumables prefabs to their appropriate folder
Updated english xml for sugar and cocoa assets.
Fixed incorrectly set up toxic gas types for cocoa and sugar cane
Added CocoaPowder Item.
Added cocoa and sugar cane plants and seeds to the world manager
Committed auto prefab changes (IsLocked field was added)
Moved cocoa powder material out of resources folder
Added MoodBonus to INutrition to allow certain foods like chocolate to boost your mood when eaten
Fixed cocoa and sugar plant prefabs having the incorrect grip type
Fixed cocoa and sugar reagent contents were incorrectly set to corn
Added Sugar, Eggs, Flour and Cocoa Selling items to consumables trader.
Added Sugar and Cocoa selling items to Food Trader and cocoa pod and sugarcane buys to food trader.
Added Sugar and Cocoa recipes to reagentgrinder.xml
Added Sugar Item.
Added models and texture for chocolate bar and cake (art asset)
Added chocolate cereal bar (art asset)
Fixed incorrect quantity tooltip in trader UI on microwave ingredient reagent quantities.
Fixed autolathe's ExecuteRecipe could override the stack pointer at address 63 if enough reagents were missing from a recipe.
Fixed autolathe's ExecuteRecipe was reusing the first valid address (index 54) to put its missing reagents, overriding the previous value if more than one reagent was missing. It will now correctly fill up addresses 54 to 62.
Fixed stationpedia descriptions for autolathe instructions DeviceSetLock and JumpToAddress were reporting the incorrect 'valid address space'
Updated size of cake, uncooked cake and chocolate cake. (art asset)
Fixed missing reagent instructions for the autolathe were not being converted correctly in some cases to a double. Have changed it to use LongToDouble rather than auto casting.
Increased size of cakes
Added Exposed Mood Bonus of food to stationpedia. Some High quality foods will restore mood when eaten. Eating raw foods will lower mood.
Added Buy and sell orders for new foods to traders.
Fixed PackByteInt32 was shifting the incorrect number of bytes making it impossible to read hashes from the autolathe's missing reagent instruction.
Fixed SourceCode Fragment byte count being sent as a byte when it had a max size of 512. (this meant the code longer than 128bytes would not send correctly)
Fixed Code input window not counting line break characters when counting the code size. (this meant that some characters could get stripped if the total length INCLUDING line break characters exceeded the size limit.
Fixed possible nre when opening the menu before the initial world save has completed
Hotfix v0.2.4945.22425
This hotfix includes fixes for a few issues related to data changes in the starting conditions.
Changlog v0.2.4945.22425
Fixed a bug where null reference exceptions would sometimes be thrown when a dynamic gas canister was destroyed
Fixed a bug where splitting seed bags obtained from traders for the first time would throw an exception
Fixed a bug where pipes mounted on walls were not damaged by freezing or phase change
Changed CanEnter to return a result struct rather than just a bool. This allows us to show tooltips explaining why certain things can't enter slots e.g. a light suit may not accept a heavy jetpack.
Fixed double tap F being able to move backpacks to the backpack slot while one of the new suits was being worn. This should not be possible as the new suits have their own dedicated back slot and block the use of the default backpack slot.
Removed unused variable in tooltip.cs
Fixed Newly spawned Robots would start with a SmallBatteryCell instead of a LargeBatteryCell.
Fixed issue where old saves would load their saved satellite dishes with best contact filter initialized to 0 instead of -1.
Fixed Robots and Zrillians Loading in with partial human characteristics. (Zrillians would load in with human lungs Robots would not initialise their slots correctly and would immediately die)
Fixed a bug where deconstructing insulated inline gas tanks would return their non-insulated kits
Fixed mkII dynamic gas canister incorrectly configured colliders
Fixed a few tooltip issues. When dragging, the 'left click to pick up' tooltips will now be hidden. When the mouse is over the ui, in world tooltips should now be hidden.
Fixed a few ingots having the incorrect blueprint
Fixed concurrency was not working on equip sounds.
Fixed incorrect insert behaviour for ResolutionRule "StopLowPriorityThenNew" & "StopLowPriorityThenNew".
Optimised Concurrency code by removing some un-necessary sorting calls.
Changed Audio concurrency system to run on the main thread, it was using uni-task worker threads for some work which was causing race conditions.
Fixed Errors being thrown by audioManager caused by audio concurrency system.
Removed deprecated discord lobby creation
Fixed Research Manager breaking loading of some games.
Fixed Vulcan nights in peak summer did not drop to night temperature.
Logic Sorter: Insulation, Ore Tablet, and Future Content
Stack Instructions and Logic Sorter
There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.
What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though. SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a the next instruction, and will actually modify its own count payload, as it passes items through, allowing a player to read that instruction from the stack, and figure out what the sorter is doing even if it has a ton of custom instructions.
This approach to advanced device operation lets us as developers keep the operations of machines as very simplistic, and straight forward. As an example, instead of circuit boards containing tons of custom code that only we developers can see and modify, players could see an airlock circuit board having clear instructions on its stack, turning on and off vents, and conducting evaluation operations on sensors.
Insulation
We've added new insulated inline tanks for both gasses and liquids, and changed the pipe insulation upgrade process slightly. Last update we added the ability to upgrade pipes to insulated pipes using a wrench and some insulated pipes. Based on feedback from the community, combined with us adding these new inline insulated tanks, we've changed the upgrade process to use a new adhesive insulation item that you print separately.
Ore Tablet
Previously the ore tablet required the use of the Ground Penetrating Radar, and was very annoying to use. The GPR has been removed and the tablet now functions by itself. Just throw it in a tablet and you're good to go.
Future Content
If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs.
Here's a quick outline of the upcoming changes.
Starting Conditions
This update includes some changes to the starting conditions data and paves the way for making much more dynamic starting conditions. When starting a new game you'll be provided with the familiar starting gear, however when another player joins, they will bring with them a smaller set of gear to reduce the stresses that each new player adds to a game. When respawning it will remain largely unchanged. All of these are defined in XML for easy modding.
Suits
A range of new suits are still in heavy development so we can't give too many details, but you should expect a range of suits that are suited for different situations rather than there being the "bad suit" and the "good suit". In the same vein we'll be reworking jetpacks with a set of jetpacks that are useful in different situations.
More Stack Instructions
The sorter was a obvious example of a complex machine that needed a better programmatic way of configuring. Manufacturing, and Trading both have multiple complex machines that we are looking at as examples of both simplifying the machines operations, and creating the opportunities for players to control core systems in their base without being overly complex(to stationeers standards). We also will be adding specific large memory servers, so players can store large and complex data structures of their own.
Refactored the Starting and Respawn Condition definitions. This is a non-critical breaking change, which will affect mods. The old data structure was limited and had a lot problems. The new one uses the same classes and approach as the tradables system. The chosen spawn structures are defined primarily in the worldsetting, and if it is blank the game will use default ones. See the discord beta announcements for documentation about how to format xml for this.
Fixed medium shelf not being deconstructable when built against a frame
Fixed large tank throwing errors when using autorotate
Removed inaccurate stationpedia descriptions for canisters
Fixed cancel keybind closing the window even if the filter field was populated. A keypress will now clear the filter field before closing the window.
Fixed close all button not showing correctly when getting out of a sleeper
Fixed undocked inventory windows staying visible when you fall asleep in a sleeper
Fixed Eggs laid by chickens could not be used in microwave or automated oven.
Changed space maps to clamp traders towards the upper sky, until devices are possibly changed to be placed in any rotation on space maps.
Fixed a bug where Stationpedia could be opened while rebinding keys
Fixed a bug where using 'save as' would not give the new save a unique id. This would cause inventory window positions to mimic the parent save which can be confusing.
Fixed a bug where inventory window positions would not be saved in the playercookie in some instances.
Fixed a bug where closing Stationpedia while the ingame pause menu is open would unpause the game
Exposed Math outputs of Convection and radiation calculations.
Added SuitBase class.
Changed Pipe Analyser Operating sound to be quieter and less high pitched.
Added first pass on new suit prefabs.
Added new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets)
Fixed helmet overlay settings not being respected on load
Added first pass of runtime game profiler tool
Fixed a number of issues with the audio concurrency system that were preventing it from working as designed and in some cases not working at all.
Fixed the runtime game profiler tool so it now displays the memory usage
Added concurrency setting for pipeAnalysers.
Fixed looping sounds that were disabled due to concurrency would not play at later point when they should.
Refactored how tradable data is stored. This does impact slightly how references are handled with trading, so requires careful testing to ensure there are no problems.
Added the ability to upgrade an inline tank to it's insulated variant
Added new meshes for Insulated InLine tanks and their associated kits
Added recipe for Insulated Pipe Utility to PipeBender
Fixed bug where inventory windows were not being cleared correctly when exiting game or respawning.
Fixed white indicator box around open inventory items not showing up
Added further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios.
Fixed the ordering of the display mode materials for the station batteries
Adjusted Vulcan sun position to atmospheric temperature map to prevent winter on vulcan from diverging from desired gameplay temperatures. Instead of 650C summer days and 250C Winter days, summers days now max out around 750C, and Winter days bottom out around 500C. Temperatures rise faster in the mornings and fall in evenings, but there still is changing thermal flux throughout the entire day. Night time temperatures remain the same.
Added error in console when attempting to load a spawn with an invalid ID
Removed bad id test case from last commit
Updated pipes and inline tanks to require Adhesive Insulation to upgrade to their insulated variants
Added Adhesive Insulation item
Fixed issue where liquid canister and water bottle would spawn without any contents in the lander
Removed duplicate constructable from table kit
Fixed a bug where Battery-powered Wall Lights would remain powered after their power cable was cut.
Fixed tables not being able to be rotated by the player
Fixed config cartridge value text overlapping when logic values are long
Fixed text overflowing off the edge of the config cartridge
Fixed possible nre when chickens food target is null when loading a game
Fixed pickaxe playing sounds and particles when you are mining with another mining tool while holding it in your unselected hand.
Fixed plants getting stuck as not visible when built outside of occlusion range.
Fixed clothing slot hotkey hint area having the incorrect width when empty.
Added Thing tooltip now updates each frame.
Fixed a bug where pipes placed in walls or on the side of frames were invulnerable
Fixed some tooltips showing up as empty.
Added first pass of Logic Sorter that will be powered by a "Stack" that can be set using GET and PUT from IC. This "stack" contains a struct of doubles, with the first byte being the "instruction". So logic sorters will be given a series of instructions. They will go through the stack and process it's stack. This means that, going forward, devices like the sorter will act like CPUs and have their own instructions that IC can be used to manipulate. Currently just debugging. This will allow you to fill the "stack" for the sorter will increasingly complex and powerful instructions, such as "filter 8 ItemSteelSheets", where the stacker would filter off 8 steel sheets and then stop.
Fixed the Reagent Processor recipes not properly linking their requirements in Stationpedia
Fixed a bug where destroyed landing pad pieces would lose their material, becoming bright pink.
Fixed a bug where evaluating atmospherics pressure damage would occasionally throw collection modified exceptions
Moved some materials into their correct folder
Removed the GPR
Changed ore scanner tablet cartridges to work without the GPR and did a small refactor to get rid of coroutines and unused code.
Added second pass to Logic Sorter. Now it contains five basic instructions that process the stack on the logic sorter. Currently the logic sorter stack is volatile between saves (not serialized) but it will be in future update. Each value of the stack, the first 8bits are the OPCODE and the next 32bits are the integer used. This is show by machine generated section on the stationpedia that shows the format required for each instruction. This is a very powerful system that can form the future of very advanced systems within all devices in the game.
Fixed issue where players that split a stackable item into the world while looking downwards would take damage
Added more information about internal stack to the Stationpedia. Now the access mode (READ | WRITE) and memory size (Bytes) will be shown as well as the any device instructions that will be assessed on the stack.
Added third pass on LogicSorter. Now the mode affects how the LogicSorter processes the stack. By default, it is set to ALL so all instructions on the stack will need to evaluate to true before something is moved to the Export 2 slot. This means you could load an instruction for FilterPrefabHashEquals to filter for ItemCoalOre and FilterQuantityEquals 10, this would then only move a Coal Ore that had a stack size of 10 to the Export2 Slot.
Fixed AdvancedSuit class (hardsuit) was not bound to IMemory interfaces despite implementing the required signature. This meant that the advanced suits were not considered for some of the more complex IC instructions such as GET/GETD and PUT/PUTD.
Added FilterQuantityCompare to LogicSorter which the struct has the OpCode, ComparisonOperator, and Quantity. The ComparisonOperator uses the compare constant (equals is 0, greater is 1, etc...).
Cleanup of LogicStack helper statics to make it much easier for other devices to implement and process their internal stack.
Fixed cant use constants in DEFINE instruction on IC. Now you can do 'DEFINE operator Equals' and it will use the inbuilt 'Equals' constant. Previously it would throw an error, as DEFINE was very strict about requiring a literal double. Now it will parse a double for an actual number or a constant.
Changed stationpedia formatting of Logic Stack Instructions to make the struct clearer.
Added Serialization to LogicStack. This is generically checked at the Thing level, meaning it will automatically be serialized/deserialzed for any item or device or anything that implements a logic stack. When your game saves, the state will be saved, and then loaded next time.
Fixed issue of players getting damaged by splitting stacks while looking downwards
Added FilterSlotTypeCompare instruction to LogicSorter. This allows you to assess contents and filter based on the SlotType of the thing.
Added LimitNextExecutionByCount instruction to LogicSorter. This includes a USHORT (16) in its payload, and it will ensure the next executable instruction will only return true the number of specified times. Each time it returns true, it will update its count decremented by one.
Added CLR instruction. This instruction will clear the Stack memory for the provided device. This will work for any device that has a writable internal memory, such as the Logic Sorter, Circuit Housing. It will not work for devices that have read only memory.
Added IO indicator to CircuitHousing. It will flash green when stack is read and yellow when stack is written to.
Added Internal Memory to the RocketCelestialTracker that will have an internal memory of Horizontal and Vertical coordinates for celestial objects, providing faster access to all data if needed.
SatelliteDish now uses logic type idle to return 0 if its still rotating, and 1 if its not.
BestContactFilter is serialized on save.
Changed the SignalID logic on the dish to return -1 instead of 0 when not finding a contact.
BestContactFilter must be cleared back to -1 for the dish to auto select signals again.
Added new logic type, BestContactFilter, to SatelliteDish that allows logically located trader IDs to be selected as the best signal, instead of forcing the closest contact to automatically be selected. This will allow player scripts to more easily search for a single target that has been previously identified.
Fixed ItemBiomass Blueprint being the wrong size when using precision placement
Changed the PortableComposter buttons to the prefab buttons
Fixed the PortableComposter button colliders being the wrong size
Tweaked small hangar door close animation as it was starting at the incorrect position.
Future Content
Added ic code from advanced suit to the new SuitBase
Added ability for new suits to pass brute damage through to entity as stun damage
Created ISuit interface in preparation for adding new suit functionality and make Suit and SuitBase implement it.
First pass on extracting internal air conditioner into an interface for new suit logic
Temporarily disabled thermal interaction of helmets until new suits are balanced.
Added placeholder convection values for new suits.
Added Suit Heat/Cold Convection behaviour for new suit prefabs.
Removed internal conditioner monobehaviour on new suits and replaced with static suit helper functions.
Second pass on pulling out suit atmospherics functionality into statics.
Added MovementSpeed Modifier to new suits. (spaceSuit = 125%, HardSuit and InsulatedSuit 80%, others are unchanged)
Added Movement speed modifier to stationpedia suit info panel.
Added new suit thermal values to stationpedia.
Added new Suit info panel to stationpedia for showing values relevant to the new WIP suits.
Moved default evaluate suit atmospherics code from normal suit into the SuitBase class.
Added first pass of liquid cooling for new suits. All suits can take non-cryogenic liquids, some advanced suits can take cryogenic, and some can be upgraded using an AC upgrade to take cryogenics. A status warning is provided if the current liquid tank is not suitable, or if it's missing. (these changes are not currently accessible and are for internal testing.)
Added Placeholder durability and Hygiene values to new suits.
Changed Increased volume of new suits to 100L from 10L
Reduced power of base suit AC from 2000J to 350J
Added Enlarged coolant range for AdvancedACSuit.
Changed suits now have an operating range for coolants.These values have been added to stationpedia. if the suit coolant is out of range the suit AC will be much less efficient and do less cooling for more power consumption.
Fixed null ref when new suits have no coolant tank.
First pass on adding new HARM suit.
Added a 'back' slot to one of the new suits for testing purposes.
First pass on adding 'back' slot to new suits. The back slot will be mirrored by a new slot display which will show up in the main inventory panel when a new suit is equipped.
Update new suit's back slot to have the correct name.
Made jetpacks and backpacks on new suits be visible on player.
Fixed jetpacks in new suits not being picked up by the movement controller.
When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player.
Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits.
Hotfix v0.2.4902.22241
This hotfix contains a number of changes and fixes including a fix for errors thrown for systems set to Turkish language as well as some other languages, as well as a multiplayer issue causing client positions to get out of sync.
Changlog v0.2.4902.22241
Fixed Airlocks that go into an error state when the cable connecting any device is removed (including the console data cable) will now return to a functional state if the cable connection is restored.
Fixed Removing the cable directly connecting an airlock console puts the console into an unrecoverable broken error state on clients.
Fixed formatexception in German localization
Fixed long prefab names not being copied to clipboard when clicking on them in stationpedia
Removed CanEnter override in backpack which was incorrectly surrounded by UNITY_EDITOR tags
Fixed an audio pool exception when destroying a burst pipe
Tweaked pipe bender export slot collider position so you should no longer be able to put things into it.
Fixed slots behind sliding panel on atmospheric devices were interactable when the panel was closed.
Fixed an issue where client positions could get out of sync on server. This issue became increasingly apparent when the local host character had died and decayed into skeleton.
Fixed errors with GameStrings when system language is set to Turkish. This should also fix a few other specific cases for other languages.
Hotfix v0.2.4899.22229
This hotfix includes a range of fixes and changes. The most important being a fix for lungs spawning when a chick is born.
Changlog v0.2.4899.22229
Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
Fixed normal map problem for chicken
Fixed pipe igniter not being able to be activated via logic
Fixed t-ray scanner sometimes showing burst pipe meshes everywhere once a single pipe had burst.
Fixed advanced furnace kit blueprint showing as the basic furnace kit
Fixed an issue where a client would delete a dual registered structure when joining a server. Multiple structures registered to the same position is very rare but can happen due to server lag or packet loss. This could cause a potential byte array reading error. Dual registered structures will now only get cleaned up when server loads the game.
Fixed a bug where the cancel keybind wasn't closing the fabricator scroll list popup
Fixed NullReference Exception in DoAtmosphereMixJobs(). Potential fix for reported game crash.
Added new slot type bitflag and added tools for copying the data from the old enum value to the new flag fields. This is a first iteration of changing from an enum to a bit flag for slot types so is not yet used.
Tentative fix for console search button not working. Also potential fix for circuitboards getting into a bad state and appearing blank when inserted into a console.
Fixed Issue where Airlock and Advanced Airlock buttons would be greyed out on clients when a cable was removed from the cableNetwork connected to the Airlock console.
Fixed chick lungs appearing at origin - added missing lung slot to chick.
Hotfix v0.2.4891.22206
This hotfix addresses several issues with multiplayer caused by bad data being sent. This issue could cause a wide range of issues including stopping things in the game from updating their position or state.
Changlog v0.2.4891.22206
Fixed MK2 Crowbar and emergency crowbar sounds could get stuck on.
Fixed Duplicate entries in PipeAnalyser tooltip for Capacity and Liquid Volume.
Fixed Proximity Sensor tooltip shows incorrect unit.
Changed Save button on leave game pop-up to Save-and-Exit.
Fixed Leave Game Pop-up would soft lock the game if you clicked the save button.
Fixed OGRE horizontal miner disasappears due to overly aggressive culling distance.
Fixed a bug where the control binding panel was not usable while trying to rebind controls during gameplay. The panel now correctly display over the settings menu instead of under.
Added a simple yolk splat effect when eggs break
Fixed Byte Array read error which was causing FertilizedEggs to create de-syncs.
Fixed labeler not grabbing existing text from a sign when editing.
Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
Fixed normal map problem for chicken
Hotfix v0.2.4767.21868
This hotfix addresses the issue with an error being thrown by dedicated servers that is preventing them from running.
Meson Scanner
Sensor Lens Chips
Meson Scanner
This scanner allows you to view an AR projection of pipe and cable networks. The colors of cables and pipes will be correctly represented. This can be extremely useful when expanding bases with complex or hidden networks.
Celestial Scanner
The celestial scanner allows you to view the location of all of the orbital bodies in the solar system, You can see the name and distance of each celestial body. Again, this is just for fun, however, it could help you while working with the newly added telescope.
Flare Gun
You can use this tool to fire flares high into the sky where they will burn bright and linger. They can be used to guide home a lost Stationeer, or used to light up a large area at night while out on a mining mission.
Insulated Passive Vent
This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall but don't want energy transfer from the other side.
New Celestial Devices
The Ground Based Telescope and Celestial Tracker can provide information about celestial bodies. While the utility from these devices is limited it can be a fun way to explore the new orbital system and lays the groundwork for future content. An example might be tracking certain objects and extracting certain information may unlock new or better traders.
When aimed at a body in space, the Ground Based Telescope it will provide celestial information about the target. The Celestial Tracker is constructed in a rocket and will report the orientation information for a celestial object which can be used by telescopes and other devices.
Manufacturing Tooltips
As a continued effort to increase the information we provide via tooltips items in the manufacturing machine now have their recipe included in their tooltips. This provides what is need and what is currently available in the manufacturing machine.
Day Length Fix
A fix for timescale offsets has been made that was causing time issues. This, along with some incorrectly authored data, was especially affecting Venus. Days were not being correctly normalized to 20 minutes. This precision issue has been moved from about 100 days to 1 billion years.
It's not quite ready yet but after a little more testing and fixing the day-length setting will return to the world creation screen.
We need you!
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support
Added ground telescope recipe to electronics printer
Added Insulated Passive Vent. Kit is made from the Pipe bender. This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall, but don't want energy transfer from the other side.
Fixed ground based telescope auto rotate during placement not working correctly
Fixed being able to open/close the telescope when it is unpowered
Temporarily disabled mood, hygiene and food quality vitals in the ui
Fixed an issue where autosave could get stuck.
Cleaned up autosave logic.
Changed Europe world to be a slightl different lat/lon so that the dawn doesnt occur and then eclipse shortly after. Instead, because juputer will show at the horizon it means that dawn occurs during the eclipse, so the sun will appear after passing behind jupiter but be unobstructed for the rest of the day.
Added systeminfo command that prints debug information to the console.
Fixed celestial and other textures would not be loaded from mod or workshop folders.
Fixed time offsets for new worlds. Now timescale command has been deprecated, in favor of orbit timescale
Fixed Celestial textures for mods would not be loaded, as only the core data folder is searched.
Added TimeOffset xml element for CelestialConstants for defining the offset time to start a world.
Deprecated the TimeScale command, as it is now more properly part of the orbital commands.
Added orbit timescale n, where n is the desired timescale. This more correctly allows timescale setting to be included with the orbital simulation.
Added TimeScale for Orbital Simulation is now synchronized with clients to allow different saves to have different day lengths and still be synchronized properly in future.
Fixed out of date comment
Adjusted how food quality works. Will no longer decrement over time and instead will move towards the quality of the last thing you ate.
Rework of SensorLenses sounds.
Added Open/Close sounds to ground based Telescope.
Fixed lever/switch sounds playing in incorrect position when the parent transform of the interaction object was offset from the root parent transform.
Made entity mood decrease relative to damage rather than using a fixed value
Updated table dock mesh, so it can be correctly connected to workbenches.
Added mood, hygiene and food quality values to the vitals section of the hud
Update lights with the colour black to produce white light instead of no light at all.
Hygiene will now increase when not wearing a suit and helmet
Changed mesh size of corn growth stages. (art asset)
Fixed TimeScale has to be manually calculated for planets to normalize to 20 minute days, making it difficult to renable players for setting day length. Now the rough estimate needed timescale is generated and then modified for the orbital average day length to get the correctly adjusted timescale to achieve a sidereal day length of the required time. Currently hardcoded to 20 minutes, but the setting will be added to new world screen soon.
Fixed WorldParticleEffect was creating a series of coroutines and was not checking for existing ones, causing memory leak when enabled. Now does not do this and has been ported to using a UniTask.
Added ability to force things to not use the texture array colour texture as this was stopping things rendering in the portrait view. This fixes glasses and sensor lenses not being visible in player portrait view.
Added sidereal day calculations to Celestial bodies.
Rebalanced Venus rotational speed to have real days/year a ratio, while still having 20 minute long real days.
Gave Asteroid Belt orbital values similar to earth.
Rebalanced GroundBasedTelescope sounds to be less clunky when tracking a slow moving object.
Added Rocket Celestial Tracker now only allows tracking of sun when not in orbit, for calibration purposes. When attempting to track other objects when landed will get NaN values. Tooltip will also indicate this for the player.
Added Rotation sounds to GroundBasedTelescope
Fixed more circumstances where stars would appear to "swim" and lag behind while moving the camera.
Fixed going into third person the camera position isnt taken into account when rendering the skybox so you can poke your head through jupiter etc which is quite disturbing and can generate an existential crisis.
Fixed SearchBar not working on Logic Hash Gen Input Panel.
Added new width for lines of code. Was 52, now 64. Additionally started displaying total file size and maximum file size, although this is not currently enforced.
Fixed Robot Battery consumption rate was not altered by difficulty settings. Added a new difficulty setting that is part of metabolism category. https://stationeers.atlassian.net/browse/STAT-3651
Fixed Grow light does not have Lock state https://stationeers.atlassian.net/jira/software/c/projects/STAT/issues/STAT-3785
Fixed reagent processor was using a coroutine. Moved to using a unitask to reduce memory garbage collection.
Fixed a bug where centrifuges wouldn't output a stack of more than 50 even if the ore's max was higher
Fixed material on new corn model.
Fixed Corn used pistol grip anim and plays default equip sound. now uses side grip like other plants.
Updated corn texture.
Updating corn mesh.
Changed Sensor lenses sound fades down to a lower volume over 15sec.
Changed Sensor lenses visual effect cleans up a bit and the scrolling bar fades out over 15 seconds.
Fixed Collisions on rear of cable-less elevator shaft
Added tooltip to manufactory selection screen that will show the recipe requirements as well as what is in the machine, to help you know whether you can make the item you are selecting or not.
Fixed Mined ores would go into first free slot of mining-belt/mining-backpack even if there was an incomplete stack of the same type in the belt. Now ores will preferentially stack with any incomplete stacks and any remainder will go into the first available slot.
Fixed moodlets throwing errors when their ui elements were not being cleaned up correctly on leaving a game
Fixed Error when assigning pooled audio source to thing that is being destroyed.
Fixed Crowbar sound could get stuck sometimes when opening Apc.
Added Elevator shafts no longer need to have power connection to each shaft piece. Now if any piece is connected, all pieces are considered connected.
Added two new elevator shaft/level prefabs that have no power or data cable connection. These can be used to place elevators inside enclosed spaces.
Added minor refactors to some powered devices to reduce memory garbage collection.
Fixed AutoSave now uses threadPool rather than creating a new thread.
Fixed several cases where AutoSave thread was not being closed out when AutoSave was cancelled or copy world data failed.
Adjusted wind turbines build states as the required tools for construction/deconstruction were overlapping in a few of the states making it frustrating to build
Fixed a bug where dropping an item while in construction mode did not cause the player to exit construction mode despite no longer holding the proper item in their hand
Fixed Switches do not have a lock state, so can't be properly locked.
Added more tooltip information to the Rocket Avionics and Downlink.
Refactored UI tooltip generation for rocket UI.
Added build states to Downlink.
Fixed Logic Switch and Buttons would not respect lock state. Now they will not be user interactable if their Lock state is set. Credit: MrDropin via Discord.
Fixed airconditioner build state would sometimes leave UI elements shown when they should not be. Credit: Falcon via discord.
Fixed Rocket batteries were hidden in Stationpedia
Added Build states to Rocket Batteries. Old saves will automatically load in at completed build state.
Fixed Flickering during near or current eclipses when camera is moving. The physics update was not entirely sync'd with the transform and orbital simulation updates so it was impossible to verify exactly the state for the purposes of eclipse generation. Now to begin (or end) an eclipse, the state is measured over several frames.
Fixed DiodeSlides would not initialize their color correctly when loading. Credit: OwnerOfThePlace via Discord.
Fixed traders would rip you off when buying items that contained more than one kind of mole type. So if you bought a fuel mix, they would give you a canister that only contained the last mole (oxygen). This was because Set was used, and not Add. Now Add has been implemented, so the traders will fully populate the mole settings for anything they are using. Credit: Drone via Discord.
Added more information to the Rocket Uplink tooltip. Now shows whether it is connected to a downlink or not, and what rocket avionics is on the network (if any).
Added True Anomaly value to Ground Telescope output.
Fixed possible issue with batteries causing a lot of heat. Batteries in a cold environment will lose heat into the environment but the code was also setting "Sparked" to true for the atmosphere, which would cause ignition for anything.
Fixed Vulcan new world page from showing the wrong parent body name
Added sixth pass to Ground based telescope. All variables are not linked with logic system. Partial alignment will give some details, full alignment required for orbital details.
Fixed the "rotation drift" bug. This is where, over time, the position of celestial objects drifts from the position they should be. An example would be playing on Europa and noticing that Jupiter, over long times, moves away and then comes back. This was caused by rotation values for planets around their axis being stored as "floats", when a much higher precision is needed. To avoid this in future there will be a data change, which will affect any mods. However mod makers can deal with this in advance by putting new values in and leaving the old ones. Previously it would have taken just 108 days in the simulation before 1 degree of drift occurred. Under the new approach, it will take approximately 121.6 billion years.
Fixed structure batteries would not show their powered state in their on/off button correctly.
Added fifth pass to the Ground Telescope. Now correctly orients itself and shows its data correctly in tool. Locks controls when it is locked.
Fixed moodlets throwing errors when respawning
Added prototype moodlet system and hygiene, mood and food quality moodlets. Can be toggled with 'entity togglemoodlets' command.
Added prototype system where players mood will now decrease when they take damage
Fixed a bug where dragging a thing onto the flare gun would cause it to become stuck in the hidden chamber slot
Fixed the positioning of the flare gun so it no longer clips into the player's hand
Added wip hygiene and food quality stats to entity. These are debug only for now and do not affect any other systems.
Added Fourth pass on Ground Telescope. Now will display details in tooltip for the celestial it is pointing at. Contains a bug where the vector is influenced badly by the player moving around.
Added new meshes and thumbnails for celestial scanner chip and meson scanner chip
Fixed thumbnail for Reinforced Window (Thin) to show the correct mesh
Added second pass of Ground Telescope.
Fixed serious loading issue that would not apply Angle at Epoch for orbital bodies when setting the accumulated delta time in the orbital simulation. This resulted in the sun (and other bodies) being offset different from when loading.
Added first pass of ground telescope, that will provide celestial information of what they are targeting.
Added Icon Images for Genes and Variables to stationpedia to make it clearer what various pages were.
Added ability for sensor lenses chips to have different power consumption
Added celestial scanner sensor lenses chip which will show you the celestial bodies (wip current visualization will be the same as the orbit debug)
Added missing meta file for rocket battery prefab
Reverted changes to arc furnace. Material and activate button should now be showing correctly.
Fixed logic math not showing correct operation in the tooltip
Fixed rocket battery kit not showing correct blueprint when attempting to use precision placement
Fixed incorrect materials on arc furnace
Added Important Page highlighting to Stationpedia and sorting order prioritization. Now important pages such as categories and guides will be displayed first in search results and distinguished with an icon and back highlighting. This will make it easier for players looking for guides or information to find it.
Added recipe for Rocket Celestial Tracker to Rocket Manufactory.
Fixed Sidereal Year values was incorrectly shown in user interface.
Added missing change to meson scanner material
Fixed meson scanner performance issues and fixed some flickering colours
Added Rocket Celestial Tracker kit and cleaned up the tracker itself in code.
Removed some unused namespaces from celestial tracker which were causing build issues
First pass of fixing some of the tutorials.
Added ordered loading of things in save files. This will migrate new saves to be stored in order they are required to be initialized, saving time during load.
Removed deprecated SunTime command.
Added SetBatteries ? command. This will recharge all batteries for debug purposes. Optional parameter is the BatteryState enum to set the batteries to, such as Full. Default is Full.
Second pass of RocketCelestialTracker. Now reports the Horizontal and Vertical alignment in degrees to the logic system as well as the celestial hash of what it is tracking.
Added first pass of Rocket Celestial Tracker. Placeholder art currently used. This device sits on the rocket and will report orientation information for celestial objects that can then be used by telescopes and other devices.
Removed some unused code from the previous meson scanner implementation
Tweaked the meson scanner to look better. Will now render pipe and cable meshes as an overlay.
Added Sounds to Flare gun.
Fixed Flare gun not working on clients.
Changed Increased render distance of roadFlare and increased range of roadFlare light when launched from flare gun.
Reduced time flares stay alive from 5 to 3 minutes.
Fixed Flare-gun shoot direction is now set by the players AimIK.
Fixed Autosave threads not being closed out once autosave was complete.
Added first pass on meson scanner chip which can be used with the sensor lenses to see pipes and cables behind structures (wip visualization)
Added missing meta files for a few textures
Fixed terrain generation was using a coroutine. Switched to a unitask.
Fixed accidental renamed variable in dlcmanager
Added suit for future content
Added wearing a hard-suit lowers mood twice as fast.
Added Flare Gun tool
Modified Road Flares to have a fuse timer and a slow descent when fired from a flare gun
Removed unused room lookup in the room manager (currently used room lookup is already present in the room controller).
Added Prototype Mood Stat to Character. Mood decreases while in a suit over a 2 hour period and can be fully regained over a 10minute period when in a room and not wearing a suit and helmet. Currently Mood has no gameplay effect by can be observed with eth debug command "entity state "
Added Mood reduction multiplier to DifficultySetting.
Added prototype room classification system. Room rules can be created in roomtyperules.xml and can currently only be viewed when using the atmos room debug visualizer.
Moved some room related classes out into their own files rather than having them all in one big file
Pneumatic Hand Miner & Rocket Mining Heads
Mining Drills
Pneumatic Mining Drill
This new drill uses gas power for mining, instead of batteries like others. The drill's mining speed is a function of the pressure differential meaning it will slow down as you deplete it's gas canister.
This also means that you can effectively give it an upgrade by using the smart canister to gain a much higher pressure differential.
Mining Drill Power Usage
All the electric mining drills' passive power usage was significantly dropped and the power used per ore mined has been removed and replaced by active power usage. The active power usage will consume power the entire time you hold down your mouse button to mine. This has resulted in some small miner balance changes but nothing that you should really notice, just don't run around holding down your miner!
Drill Heads
We've added a range of mining drill heads that can be used with the Rocket Miner. Each head has different attributes that allow you to customize your miner for the specific job that you're doing. The base level of durability has also been doubled.
You can find the details of each mining drill head in the Stationpedia or via the tooltips of each mining drill head.
Bug Fixes
Orbital Simulation
The orbital simulation system in the game has undergone a major update, extending precision in time calculations to over 3 trillion years. This addresses previous issues with time accuracy in the game. Alongside this, old celestial data has been cleared from save files, and the system now dynamically recalculates celestial positions based on accumulated in-game days, resolving prior inconsistencies in time progression and celestial movements.
Potatoes
Light per Day Adjusted: The light requirement per day for potatoes has been halved from 600 seconds to 300 seconds. This adjustment means that potatoes now need less light to grow, which is particularly significant for environments like Mars, where solar radiation is low.
The grow time for potatoes has been increased from 3200 seconds to 4000 seconds. This change indicates that while potatoes now require less daily light, they take longer to reach maturity.
Traders
While we had already fixed the issue of checksum failing on trading data by removing some specific trades, we've now fixed the underlying issue and reinstated the troublesome trades.
Fuselages
You will notice that we've heavily reduced the number of fuselage pieces available to play with. There's now a single kit that contains a range of the fuselages that you know. The old kits no longer have recipes but will still be available to spawn via commands or in creative modes for those who wish to continue to use them. The reason for this was that the number of fuselages was overwhelming and it's hard to see the differences between them.
Tutorials
A range of changes we've made over the last few updates have exposed serious problems with the tutorials. We're actively working on these but some rather extensive work is required to make them more resilient to breaking from these kinds of changes. While we strive to maintain the tutorials it can be hard when the game is still under such heavy development.
Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support
Added more debug commands and information for celestials.
Fixed some issues with Venus time progress, however the Venusian solar day length is currently much longer than the Venusian day due to a combination of latitude and longitude for spawn position. This will be changed so a more expected day length is used. This means Venusian solar days are now still several hours long, which is not intended.
Added New MiningDrill multiplier values to Stationpedia.
Changed Drill head tooltip to show percentage values.
Fixed reagent mixes bought from the trader being split into individual stacks of one instead of stacking to the max stack size.
Fixed trader data select statements not being correctly executed which was resulting in blank items labeled as '???' appearing in the trader screen.
Added more debug information to celestial debugging.
Added more debug information and tools for both celestials and orbital simulation, to assist with modding as well as debugging issues.
Changed Disabled tutorials until they are fixed.
Fixed Generic Atmosphere tooltip showing Volume incorrectly. Now uses same verbage as Atmos Analyser: capacity in Litres and Volume of Liquids in Litres.
Fixed pneumatic drill not picking up loose ores when left clicking
Fixed some players experience a "swiming" starfield, stars appearing to move with lag, while player is moving their view around.
Tweaked colliders on large wind turbine as they were blocking construction of neighbouring turbines when rotated in a particular way.
Fixed DaysPast was recorded as a USHORT and INT inconsistently. With the new orbit simulate/set usages this could cause overflow issues.
Added missing file causing build error
Added six new drill heads that can be used in the rocket miner. These new drill heads have different attributes for speed, ore yield, ice yield, power consumption and mining head durability.
Changed Rocket fuselage pieces are now on a single Kit (Fuselage).
Reduced the number of cosmetic fuselage pieces. The removed pieces pieces remain available on the old kits and can continue to be spawned-in in creative mode if required.
Fixed pneumatic drill canister slot being incorrectly labeled as 'Battery'
Changed landing pad pieces to block face rather than block grid. This fixes the issue where hangar doors could not be placed between landing pad pieces, making some pressurised hangar configurations impossible to build.
Fixed Orbital Simulation breaks for rotation of player body after a period of time. This was caused by loss of precision. Now the whole system has been moved to use a single accumulated time. This new approach should maintain precision up to over 3 trillion years of accumulated time. The old celestial data has been scrubbed from save files, and now when loading first the game will approximate the value based on the number of accumulated days in the game. This will mean you may notice a small regression in sun position when you first load in with this update, as the game will be loading with the position at the nearest sunrise.
Added 'orbit set' console command usage. This is similar to the 'simulate' usage except the value is set not appended to the simulation.
Fixed root cause of trader checksum error. Some incorrectly authored data was not being handled correctly by the trader generation logic.
Fixed When a stock value was not set on a trader SellData instancing the trader would cause the base data to be modified.
Added second pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing. Now there is the orbit simulate ? command that helps with debugging and testing.
Fixed missing blueprint for hardsuit
Added first pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing.
Fixed rocket chute storage fill ratio and quantity never reaching 100%
Fixed missing mesh for the mining drill head
Fixed missing blueprint for the hardsuit
Fixed bug where country overalls would not be printable even if you had the required dlc.
Added ability to check if anyone on a server has the dlc so that we can apply it for everyone on said server in certain cases.
Fixed typo in combustion centrifuge stationpedia description
Fixed Thing.HasOccupiedSlot ignoring the the 0th slot
Updated suit storage mesh so they do not overlap with eachother.
Updated the position of the backpacks in the suit storage to fit better with the new mesh
Updated the mesh for the emergency and hard suits to glove and boot elements to be inline with the basic suit. They now look much better in the suit storage.
Fixed issue where after completing a build state, clients could complete multiple subsequent states for free if they kept holding the left mouse button.
Removed usage clamp for pneumatic mining drill. Will now use much gas more quickly when drilling with a full smart canister.
Fixed ghost atmosphere leaking
Added idle usage cost to pneumatic mining drill which will be incurred when the tool is on. Can now be turned on and off with right click similar to the welding torch.
Added clamps to pneumatic mining drill gas usage and mine time ranges
Added pneumatic mining drill recipe to the tool manufactory
Added thumbnails for pneumatic mining drill
Added new pneumatic mining drill. Will work with any compressed gas and at high pressure will perform similarly to the heavy drill.
Rebalanced mining drills and moved the active power use to PowerTool so that active power usage can be expanded to any power tool. Additionally the active power use and passive power use are now additive.
Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
Fixed Heavy Mining Drill balance by making it mine faster and use considerably more power so that it is now an efficiency tradeoff and not a straight upgrade.
Fixed MkII mining drill not having updated power usages
Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
Fixed medium transformer reversed was incorrectly tagged and could not correctly calculate its bounds.
Fixed mining drill speed
Modified mining drill balance. Mining speed has been buffed slightly, the drill now consumes a small amount of power while idle, and a large amount of power while mining.
Fixed ore will not auto move to mining belt if you are wearing a mining backpack. This also fixes the same behaviour that was present when clicking on loose ore in world with the mining drill.
Changed Replaced tomato seeds in Starting Organic Supplies Crate with 1x ItemKitGrowlight.
Reduced Volume of Sensor Lenses operating sound. Removed one-shot sound that plays when you turn on the sensor lenses.
Changed Potato Light per Day from 600s to 300s. This will allow a potato to grow on mars without a grow light, now that mars solar radiation has been reduced.
Changed Increased Potato grow time from 3200s to 4000s.
Changed Plant growthState materials to be GPU instanced.
Fixed Plant planted at high altitudes would be offset inside the planter.
Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
Fixed recipe search window layout breaking when changing search text
Fixed logtoclipboard console command
Fixed compass value being incorrect
Changed numbers on the rocket info panel to be yellow to make them consistent with the rest of the ui and other tooltips in the game
Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
Changed the names of the space maps root nodes to be the 'planet orbit'
Added Back button on NewWorldMenu now clears all preview scenes
Fixed (dev) null reference when attempting to load first world selection as world data might not be loaded yet.
Fixed default world selection would be the first world preset, even if it was a hidden world. Credit: Freeze.
Fixed giant space person in sky when loading into a game. The main menu scene was not being cleared when loading into a game. Now forcing the main menu preview scenes to be cleared before entering a world.
Fixed liquid to liquid passthrough heat exchanger has one input incorrectly configured to be a gas input
Fixed MoveToWorld for dynamic things was setting the rotation to the local rotation rather than the world rotation causing things to collide with their old parent and fly off at high speed.
Fixed Plant state Visualizer throws error when destroyed by fire.
Fixed Error on client when furnace flame material was set from thread.
Changed trader checksum string to use Invariant culture.
Fixed occasional temperature low warnings when playing on Europa, due to status update occasionally assessing temperature in between radiation and suit AC step.
Temporarily disabled suntime command as it is causing the game to crash
Removed DepositMaterial SaveData classes.
Fixed Asteroid Minable deposit composition static data was being needlessly saved preventing fixes to data propagating into save games.
Added Additional data validation to MinableDepositDaata in SpaceMapData
Fixed spelling error in Deposit Composition of OrbitingAsteroidFragments05 caused game to fail to save when that asteroid had been generated
Fixed Opening new world menu, exiting back to main menu and then loading a game shows elements of the new world menu sky-box in the loaded world.