Stationeers

Stationeers Dev Tracker




Comment
    Rocket on Steam Forums - Thread - Direct
We used to review the currencies for different regions but with how often things change, it costs us more money to adjust the currencies that we will make in revenue. So we accept steams preset currencies.

As an example, in the last month we have made 724 USD (gross) from poland, which is about USD 400 cash to us. That is the total revenue for Poland for the entire month.

13 May

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

08 May

Comment
    Rocket on Steam Forums - Thread - Direct
PrinterInstruction.MissingRecipeReagent

Will only show if the recipe is preceeded by a "wait for recipe" instruction. In other words, the MissingReagentRecipe instructions will only be populated if the machine is waiting to complete a recipe.

By default, the machine will not wait - and will skip a recipe and try the next - if it does not have the reagents.

30 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
There are several ways that Ices can melt in the game:
1. They are in an atmosphere and they are above their freezing temperature
2. They are in direct sunlight

We doing a multi-threaded custom simulation and voxel raycast for sunlight, for performance reasons. This means that there is a chance* that if Ice is on the terrain, the voxel may be filled enough that if the ice is in the right place it might not be considered accessible to the sun.

29 Apr

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
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.c...
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24 Apr

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

18 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
This is excellent detailed information, thank you. I’ll see what I can find from our end

04 Apr

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

03 Apr

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

28 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
We wrote our own networking solution and targeted the absolute gold standard for throughput.

This means we make a “byte array”, so all data that needs to be synchronised is written into this in order. It’s then compressed, and cut into packets, sent.

When it is received, it is then unpacked and read in order.

However the reason this method isn’t popular in modern video games is it is very brittle and complex to work with. This means it is very easy for data to be misread, or if a bug happens during reading/writing then the whole array is junk data.

What this means is that the same tiny bug can cause tremendous issues, completely desync the entire game, or cause very little noticable impact.

The good news is the issues themselves, once found, are extremely easy to fix. It’s usually something like writing as an integer and reading as a byte.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
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 yol...
Read more

27 Mar

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
Much of our focus has been on heavy and deep architectural changes to the game. While we prepare our next big additions, this update serves some much needed quality of life and fixes.

Last Update Reception
https://store.steampowered.com/news/app/544550/view/4128183566031836599

We have been blown away with the reception to the last update, which gives us confidence that we should continue to focus on rounding out the "why" and "what" of Stationeers play sessions. A key foundation for our future updates is to build heavily on this. We plan to take existing work we hav... Read more

24 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
There is no point to adding rovers until we have addressed terrain and world size. We had rovers, and they caused issues with physics and loading issues.

Rather than do several things poorly and call it a day, we are methodically going through and laying the foundation for us to properly address game issues.

Once we have redone the terrain and how world sizes are configured we will be able look at rovers again.