Stationeers

Stationeers Dev Tracker




20 Sep

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The main focus this week is adding new mining mechanics which allows you to automate parts of late game mining. Along with the new miner we've reworked the centrifuge mechanic and added chute devices to give player chute networks far more utility.

This is the biggest update we've done in a while both in terms of new content as well as bug fixes and we're excited to be back in a place where we are able to push out updates like these!

Deep Miner


The Deep Miner is a device that you construct on the terrain surface and will drill to bedrock and start producing Dirty Ore. The Deep Miner will take some time to reach bedrock, depending on how deep it is, and will then produce approximately a stack of 10 Dirty Ore every 90 seconds.


Dirty Ore
Dirty Ores simply represent unprocessed pieces of unsorted ore... 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.

07 Sep

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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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In this week's update, we've added two new sensors, iterated on the cryotube, made some adjustments to the sleepers, further simplification of settings, and updated Stationpedia Articles.

Sensors
There are two new sensors to track the presence of players. you can use this information in your logic setups to trigger different events. You can filter which players trigger the sensors by configuring their access variables using the access controller cartridge. The sensors will then only be triggered by a player who holds the correct Access Card.

The Occupancy Sensor is triggered when 1 or more players are in the same room as the sensor.

The Proximity Sensor is triggered when 1 or more players are within the range of the sensor. The range is configurable using the knob or via the ‘Setting’ logic variable.



... Read more

02 Sep

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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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  • Changed Reduced the amount of heat tank structures radiate by 50x. A tank now radiates heat in the same order of magnitude as a pipe network of the same volume.
  • Changed Reduced the amount of heat tanks convect by 2x.
  • Fixed Atmospherics Threads race condition that caused Thermal Radiation calculation to return incorrect results in certain scenarios. This caused a bug where Pipe atmospheres would sometimes rapidly radiate down to absolute zero (-273.1C) on the moon OR thermal radiation would stop working altogether. Thanks @Windsinger & @zkxs for helping us reproduce and solve this quickly.
  • Changed Atmospheres in vacuums can no longer radiate to 0DegreesK.
  • Fixed Hunger and Hydration not decreasing in single-player when not hosting.
  • Fixed CleanUpPlayers Command deleting yourself if not hosting.
  • Fixed LocalPlayer not showing up in scoreboard when in single-player.
... Read more

31 Aug

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Thermodynamics The general speed of thermal transfer of atmospherics has been decreased, to allow players more time to experience the effects of heat moving throughout their stations. The internal atmospheres of devices and items now radiate energy down toward the planet's global atmosphere temperature. This effect is most pronounced in vacuum and is dampened when in a pressurized environment. Structures built into frames are also no longer fully insulated and will radiate heat down to the global atmosphere temperature.

We’ve listened to feedback and increased the Air Conditioner's operational temperature efficiency by roughly 20%(nearly doubling) around 600K-800K to allow it to work significantly better during the first stages of cooling the hot planets' atmospheres.



We’ve branched the radiator tech tree into Flat Pane... 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.

23 Aug

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Fixed On bases with more than 1024 atmospheres servers could stop sending atmospherics updates to clients.
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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.

22 Aug

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As we adapt to our new weekly content cadence, you'll see that some new features get spread over multiple updates. This change in pace has some big benefits. It allows us to make smaller iterations, get feedback faster, spread out balancing, and end up with a more refined final outcome. At the same time we're still chipping away at a lot of bugs, but you'll see updates containing more content again soon.

You may have noticed that we didn't release a patch last week. It was getting too close to the weekend and we wouldn't have been available to publish any hotfixes. Therefore, this patch includes all those changes and has given us extra time to spend on some rather large work for the next patch.

While our target is weekly updates, we're keeping it flexible for moments like this.

Upgraded Atmospheric Machines Continuing with the theme of recent updates, this week we’ve focused on more atmospherics changes.
Firstly we’ve upgraded the Air Conditioner, Electr... 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.

10 Aug

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    Rocket on Steam - Thread - Direct
It's been a hectic few months for us since our major refactor as we feel like we have finally been able to hit our old stride in the project. If you look back through our weekly updates you can see how spending that period to time to redo the project has paid huge dividends. We are now able to more robustly focus on the future of the game as well as add new content.

We've been a little slow at getting new content in over the last weeks, as we have been laser focused on fixing bugs - especially some very serious ones introduced (or highlighted) by our refactoring work. What really spurs us on is seeing all those amazing youtube videos of your content, the twitch streams, and the thoughts you share here and on discord.

Important fix for multiplayer Fixed not being able to join servers unless they were being advertised. We don't normally highlight bug fixes but this was affecting a significant number of people over the last few days. Th...
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 Aug

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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 had to make a change to the data structure for the server list so your servers will no longer be visible in the server browser until you update to the latest stable version.

This hot fix resolves the duplicate entries in the server list as well as the error spam happening for some players.

* Fixed Error Spam from furnace audio caused by incorrectly clamped values when furnace got very hot during a NoS burn.
* Fixed "time parameter is not a valid number" Error caused by a NaN value in the CleanBurnRate of inflamed atmospheres.
* H2Combustor can now empty, if turned on, without an input atmosphere.
* Fixed master server ping not always respecting ServerVisible
* Added 'suntime' command to change time of day
* Fixed sessionID not updating with provided sessionID from the master server
* Fixed bug where plants would never decay unless they are planted and in their final growth stage
* removed unused INetTransport interface
* Changed netw... Read more

04 Aug

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    Rocket on Steam - Thread - Direct
As we head towards the atmospheric changes that we discussed previously there is new content we want that lays the groundwork. This week is an example of that. The Nitrolizer extends the ability to get nitrogen oxide, which you can be used to make even hotter fires.



We've also continued to work very closely with the community, both here in steam and on discord, to identify and fix serious issues both with the base game and particularly with dedicated servers. As always you will see these efforts continue front and center with each of our updates. Please do reach out to us via these channels. While we are not always able to get issues fixed immediately, we can always use your experiences to frame out how to fix them in future.

New Content: The Nitrolizer
... 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.

27 Jul

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    Rocket on Steam - Thread - Direct
Changelog v0.2.3508.17103
  • Added network manager will now attempt to make any available connection to a network adapter, and use all working ones, instead of using the first one it receives successfully, because that may not be the desired one.
  • Fixed blue color boxes indicating where to construct something not showing in tutorials and causing an exception.
  • Fixed tutorial can begin a hosted game, but causes exceptions. Now multiplayer is not activated for tutorials.
  • Fixed for tool tip hot key container width
  • Fixed clients would always send to one network adapter even if their connectionId to the server was on a different adapter.
  • Refactored network message sending to be more optimized and support multiple network adapter addresses for different clients.
  • Added Nitrous Oxide Canister to Trader.
  • Changed Nitrous Oxide Canister to be pure N2O, players can mix their ...
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26 Jul

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    Rocket on Steam - Thread - Direct
This week we have begun revisiting not just core systems but gameplay ones. Fire is the first of the gameplay systems we have revisited, as we see it as one of the central systems that Stationeers have to master. Additionally, we've been working very hard to provide some key fixes. We also have also been working on with some new art for future updates, working towards exciting things like nuclear reactors, satellites, and more.



Dragging Items no longer destroys suits
Throughout most of the development dragging items has been dangerous, often resulting in a buggy experience that resulted in destruction of suits, development of leaks, even damaging the player severely. With the refactor this had become even worse, to the point where dragging crates or containers was almost impossible without risking catastrophic damage.

... Read more