Stationeers

Stationeers Dev Tracker




29 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by DeathBirdsFly: but I don't see how you share that data across a network boundary
The IC can access *any* network connection off of a device, even ones not in the same network.

So if you have d0 bound to a logic memory, and another entire network on the *other* connection of the logic memory - you can access *both* cable networks for read/write. This allows IC's to access cable networks for data sharing that they are one removed from.

27 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Note in the latest update, we added constants for rad2deg and deg2rad to help with conversiuon instruction creation.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
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

21 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Hi there, what are you trying to do that is causing this to happen? Is this happening when you try and host a game? or is it when the game itself is booting?

Many of those errors are not fatal, just old code bloat that is throwing warnings, however this one is concerning:
ArgumentException: Partial byte sequence encountered in the input.
Parameter name: string
at (wrapper managed-to-native)
...
Assets.Scripts.Networking.NetworkManager:FetchPublicIp()
Assets.Scripts.Networking.NetworkManager:Init(TransportType)
Assets.Scripts.GameManager:Awake()

This error indicates your computer is trying to host a multiplayer game, but failing because the response from your computers network device is truncated. That means, the game asked your network device what your IP is, and halfway through it's reply, it stopped talking.

18 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Are you on beta branch? I had introduced a bug on beta branch that was causing an issue with connectivity of components

14 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
One of the major changes in this area was the addition of deep miners. Cows are Evil has a great video outlining them:
https://www.youtube.com/watch?v=WgXzCSkLtS4

07 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Have you tried this guide?

https://github.com/rocket2guns/StationeersDedicatedServerGuide

Many of the guides out there are for the old dedicated servers. We did a major refactor, the new dedicated servers (and multiplayer in general) is much better than before. Sadly configuration is completely different now though

Let us know if you have any problems

06 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
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

27 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
Note high CPU utilisation occurs because the game is optimised to use more “cores” on your CPU than games typically do. This is because Stationeers does a lot of simulation, so it is created to use a lot of “threads” on these cores. This is called “multi threading”.

I’ve seen a few threads pop up suggesting the games high CPU usage is because it is not optimised. The reality is that games can be very unoptimised and have low CPU usage. Multi threading is not very common as it creates a lot of complexity.

24 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
This hotfix is for the programmable chip motherboard matching the incorrect devices to the displayed items

22 Mar

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

11 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
Round based play is something we have wanted to do, given the games inspiration from SS13. We realized though we needed to overcome a number of hurdles before we could look at round based play, particularly performance in terms of size of bases as well as multiplayer.

The old multiplayer system was heavily coupled with Unity (the game engine) making it difficult for player avatars to be separated from the players connection. Additionally, the game suffered performance issues in medium or large bases especially with more than three players.

With the new multiplayer system and our further performance improvements there are many less obstacles in the way of what is needed to run public servers and the like.

That unfortunately doesn’t mean we will be rushing straight to these features. We have been methodically going through core features and redoing them with a consistent vision of how we see the game, given what is possible.

Certainly I can see u... Read more

05 Mar

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

01 Feb

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
Trader Overhaul
The previous trader updates changed the way you contact and summon traders, and this update finally changes who the traders are, and what they trade. We've done a complete overhaul on how the traders and their wares are defined. Previously, traders and their goods and prices were programmatically generated, but this is now all hand authored. These changes were all designed with mod support in mind, and modders can create new unique traders easily.

Traders now, in general, only trade more basic items rather than fully manufactured goods. They also don't buy and sell the same things, but rather they will buy items that make thematic sense. For example, the alloy trader sells alloys but wants to buy ores. Traders will also occasionally want to sell or buy special items.


New Trader Types There are currently 5 unique traders, each buying and selling their own unique set of goods. Higher Tier versions of the traders will trade a wider variety of... Read more