Stationeers

Stationeers Dev Tracker




22 Nov

Comment

Any plans to get the lights involved? :D


04 Jan

Comment

You seem to know what you’re doing


11 Jul


19 May


15 Apr


17 Mar


10 Feb


12 Jan

Comment

Might just be a multiplayer sync problem. The research system is still experimental that's why its turned off by default, but I'll note this one down for someone to have a look at once the higher priority patch stuff is out of the way.


13 Sep


25 Jun


12 Jun

Comment

The only one I can think of off the top of my head is a small refactor that would permit more lines of code in an IC.


09 Jun

Comment

Without getting too much into the bulk of the article, the Stationeers team has actually grown! In addition, some of the studio's shared resource in disciplines like audio and UI have been freed up to spend more time on Stationeers, as you'll see in the last couple of patches.


08 Jun

Comment

Without getting too much into the bulk of the article, the Stationeers team has actually grown! In addition, some of the studio's shared resource in disciplines like audio and UI have been freed up to spend more time on Stationeers, as you'll see in the last couple of patches.


10 May


03 Apr

Comment

If you make us a list like this, a lot of it is super-easy to expose to XML modding. I think machine energy consumption might already be there. For stuff like generator output, it's just a case of us adding a new 'moddable' parameter called PowerOutput or something and adding a couple of lines to overwrite the hardcoded value with any present mod one at runtime.


18 Mar

Comment

A lot of great feedback in here and in the comments, thanks for posting it!

Ultimately, I think the market you describe is a fairly niche one. Not base building in general, but people who want to engage with systems like automation (through either logic chips or IC code) that relies entirely on the player to _want_ to do it. There is not (currently) a need to.

As far as the immediate future of Stationeers goes, we're looking at adding a mechanism to gate progression. The game has grown now to well over 300 structures and items and can be very overwhelming to players both new and old. We need to be able to drip-feed these to players so we're not giving them too many tools at once so they can learn the incremental improvements of each one in some more linear fashion. This will hopefully let us introduce the game to a broader range of players and slowly draw them enough to demonstrate that they may actually enjoy simply engaging with a system like logic automation...

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11 Nov


19 Oct

Comment

Originally posted by Starrider543

Yeah, I wish that heat functioned properly given that heat management is a large part of this game.

And with conduction: I was complaining about it in that the heat didn't conduct through the tank into the frame of the base while it was sitting in vacuum. (Yes, heat conducts into the air layer nearest the surface before being convected, but we usually neglect that)

I like your write up above, I'm sorry it took me so long to see it! Youre right, we've had to 'gameify' temperature mechanics quite a bit, but not just to save work on the simulation. Having objects store and rediate heat means you have to create a balanced world with sources of both heat and cold in some kind of balance or every game can just result in slow but inevitable heat death. I found this was definitely the case in my first few games of Oxygen Not Included (a great game i recommend you check out if you haven't already). In that game you can enable overlays that clearly demonstrate what is happening to the player and they can work to mitigate it. I would worry that not only would this feedback be difficult to provide to the player, but may not actually be that fun a mechanic, despite its realism. I hope that makes sense!