Stationeers

Stationeers Dev Tracker




31 Jul

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We had a couple of things that didn't make it in to the last update that we wanted to get finished off before moving. These mainly centered around pain points to do with slow process cycling larger airlocks, and a few oddities of the heat exchanger.

Powered Vents We’re introducing Powered Vents as a way to get around some of the limitations of speed in our atmospheric system. These powered vents can move a lot of gas by drawing from atmospheres beyond the grid that the device is actually in, and they can output a very large amount of gas as well. This can help with pulling a vacuum or filling a room fast.

These vents have a flow rate indicator to let you easily tell if the vent is being provided with enough gas to be working at full capacity. This feature has also been added to the active vent.

... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Jul

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  • Fixed Water filters don't filter steam.
  • Fixed Tooltips on EvaporationChamber and CondensationChamber pipe connections.
  • Fixed Pipe damaged/destroyed by freezing tooltip.
  • Fixed Atmos-Analyser sometimes doesn't show the correct StateChange symbols.
  • Changed CondensationChamber and EvaporationChamber will continue to exchange heat with the heat exchange connection when turned off.
  • Fixed HeatExchangers not correctly applying save migration functionality.
  • Changed Limited evaporation when Temperature of liquids has dropped below its freezing Temperature.
  • Changed Increased the amount of damage freezing gasses and liquids cause to pipes.
  • Fixed broken states of station batteries not rendering.
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Jul

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Stationeers has the bold aim of modelling many very complex systems, and trying to do so in a way that will run acceptably on most computers. For a long time we have wanted to better model phase change (movement of state between gases, liquids, and solids). This will allow us to make more interesting mechanics such as rocket fuels in future updates. The task has come with significant challenges, trying to maintain support for existing worlds and not make the game even more complex for new players than it already is. This is the first step in making our overhaul of Rockets, as it was necessary to do this work before continuing with the work on Rockets.

Description
Gasses now can phase change, when under different pressures/temperatures. Normal Atmospheric pipes break from the stress/weight of condensing liquids, so use a condenser valve to ensure liquids can drop safely into liquid pipes. You can reference a phase diagram in the Stationpedia to figure out what a gas or li... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

08 Jun

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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We have been working hard at our reworking of Rockets, but we have removed those changes from this build as they aren't ready, but we wanted to get out changes to the character controller and particularly fixes to the Linux Dedicated server. There is really a lot of different things in this updates so even some really good changes are glossed over outside of a brief mention in the changelog.

Camera and Character Movement For a long time players have requested fixes for the dreaded "getting stuck on corners". This update features a complete rework of the colliders and rigidbodies for controlling the character. In the test scene the character easily got stuck on things before the changes, and after the update there was zero getting stuck on things. We anticipate those frustrated with this in the past will find this much better.

We've enhanced the player's camera movement once again in an effort to further minimize stuttering. Additionally, we've made a series of refine... Read more

09 May

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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    Rocket on Steam - Thread - Direct
While we do regularly do playtests, it can be easy in the hustle and bustle of chasing down bugs or working on big features for the team to miss the full experience of playing the game. So we initiated a "project clinic". Think of this like taking the project to the Doctors, and then treating as much as possible right then and there, and scheduling followups with specialists for anything you can't. So the project has had all it's shots, and a whole heap of a lot of little things fixed and tidied up.

The rise of our "Interop" Layer Our "interoperability" layer is used for the first time to deploy a new version of "RocketNet", our internal multiplayer technology For our playtest we played extensively with both SteamP2P and dedicated servers, with up to eight of us playing at any one time. As part of this we identified a number of issues that we needed to fix. Some time ago we made the decision to cut our own path and do as much as possible ourselves, particularly on the networ... Read more

27 Apr

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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Our IC system somewhat loosely models MIPS "instructions". So its like a small virtual processor and you define instructions that you want to run. This update includes some new instructions, a breaking change to one set of instructions, and some feature improvements to the IC editing system. In addition or as part of these updates number bugfixes and optimizations have been added to the IC system itself as well as the editor.

Predictive Instruction Help in IC Editor If what you have typed matches an instruction, the editor will include helpful information in the background to assist you in formatting the instruction correctly.


Variable and Constant changes New IC Constants A variety of new constants can now be added to your code. These will resolve as numbers, but can remain in your script for ease of use. Think of these as "special" numbers the pro... Read more

06 Apr

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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Performance
In this update, we've focused on performance, specifically for players with large automated bases experiencing lower frame rates. Key improvements include optimizing physics and chutes, reducing physics update tick time by 50% through better caching for dynamic objects in slots, and improving server tick for bases with many chutes and chute devices.

Additional enhancements encompass streamlining the decay tick, Trading Motherboard Computer screen interface, Satellite Dish scanning logic, and the Computer screen render optimization. These performance updates aim to provide a smoother, more responsive gaming experience, particularly for players with complex bases.




Hem Droid Quality of Life Improvements
... Read more

24 Mar

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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This hotfix is for the programmable chip motherboard matching the incorrect devices to the displayed items

22 Mar

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We will be getting back to the larger themed updates soon but for now, we’ve been focusing on two main things: Improving multiplayer through the addition of Steam P2P, and bug fixing and improvements.

Steam P2P


Why was it removed in the first place? When we prioritized the low-level changes during the multiplayer refactor, we had to temporarily remove the existing implementation of Steam P2P. Now that we've completed that work, Steam P2P has been re-enabled.

What does this mean for you? Previously, hosting a game required enabling upnp on your router or manually port forwarding, which could be difficult or impossible on some networks. However, with Steam P2P, all the tunneling is handled automatically, so you can connect to the host using your Steam ID.

If Steam P2P is not available for some reason, the game will fall back to dire... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

05 Mar

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New Traders
Shuttles Shuttles come in 6 types, including small, medium, and large variants, each with normal and gas options. Shuttles can use a runway or make a vertical descent and require a landing pad of different sizes: 3x3 for small, 5x5 for medium, and 6x6 for large. Supporting the requirements of different shuttle types means you’ll get to trade with more of the visiting Traders.



Space Planes There are two types of space planes, medium and large. Unlike shuttles, space planes cannot land vertically, require a runway, and only appear on planets with an atmosphere. Due to being designed to operate in diverse atmospheres, they are able to still land during storms, unlike shuttles. Space planes also need a larger landing pad size: 7x7 for medium and 9x9 for large. A minimum runway length of 15 and 20 is required for medium and large space planes,... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.