Stationeers

Stationeers Dev Tracker




24 Nov

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 week is all about gene manipulation. We’ve added the Genetics Stabilizer, Genetics Splicer, a new plant PDA cartridge, increased the impact of lighting conditions, as well as fixing a number of both new and historic bugs.

Genetics Stabilizer
There is now a stability value associated with each gene. Genes with a high stability value will mutate less when passed to the next generation. The Genetics Stabilizer has two modes which allow for the manipulation of these values. The first mode, stabilize, allows you to increase the stability of all the genes at the same time. The second mode, destabilize, decreases the stability of all genes, however it allows you to target a specific gene to be destabilized to a greater degree.

With proper usage of this appliance you should be able to target one or more genes to mutate at a high ra... Read more

10 Nov

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Continuing to expand on last week's update, we've added some new features to how plants process light and made some quality of life changes to the plant tooltips. We've also focused on general big fixing.


Plant Light Changes
Sunlight and grow lights now both scale the amount of time the plant has received light for, based on their solar intensity. Sunny planets like Vulcan receive a 150% multiplier to time spent in light, while distant, cold planets like Mimas only receive 18% of the time spent in light. Plants grown solely from the sun on distant planets may become extremely stressed, and struggle to mature. Grow lights have been reduced to 80% intensity.



Fortunately, grow lights now cumulatively add light to plants in combination with the sun. Hydroponic setups with both exterior windows, and artificial lighti... 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.

03 Nov

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In The Farming Update we've made some big changes to how plants grow, adding new challenges and rewards. These changes include slowing down the growth time, a new genetics game loop, more nuanced environmental impacts on the plants, and the introduction of perennial plants. We wanted to achieve a feeling of involvement with farming and a sense of reward for being attentive and providing the right conditions for your plants.

This update has taken longer than normal but has laid the foundations for the next few updates that will build upon these game loops and you can expect to see more content around hydroponics and food.

Increased Growth Time
Base growth times have been increased for all plants, some significantly. While potatoes remain an easy single day staple food, others, such as the Tomato and Pumpkin plants have a bas... 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.

07 Oct

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This week we’re bringing you a range of performance improvements and bug fixes.

Performance There are two main performance improvements we have made, one is a rendering improvement that means the main thread is spending less time waiting for rendering tasks to complete. The second is to do with the prioritization of our many threaded tasks. Threads that are running non time sensitive tasks have now been moved to a lower priority allowing other tasks to be processed faster and improving the overall performance.

With these two changes combined, most players should see a modest performance improvement while players running larger bases should see a significant improvement.

Notes:

These changes were not more performant on dedicated servers so are not activated there.

Additionally we’ve added Legacy-CPU option to settings (not exposed in the main settings panel). This disables some multi-threading prio...
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.

21 Sep

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  • Fixed Combustion Centrifuge still processing when not in final build state.
  • Fixed Exiting a ladder can sometimes damage suit or Helmet.
  • Fixed Centrifuge still operating when not in final buildState.
  • Improved error message for when start ConditionData is invalid.
  • Fixed Modifying a pipe network connected to a Medium Radiator could cause gas in the network to get deleted.
  • Fixed DeepMiner does not return item kit when deconstructed.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

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

11 Sep

Comment
    Rocket on Steam Forums - Thread - Direct
It is something we want to do (but haven't confirmed), @aaron if you have controller change suggestions or things that would help let me know. You can email me at [email protected]
Comment
    Rocket on Steam Forums - Thread - Direct
Note: I deleted one reply in this thread that stated the game was "abandoned" and only focusing on singleplayer, as this is untrue and very unhelpful - especially to users having trouble.

I will post the warning issued here for transparency:
Please do note post false information that misleads players. Posting in a thread that a user is looking for help with bugs and issues is very disruptive to that user. I have deleted your post. Please read the steam community guidelines. Opinion is fine, but derailing others threads is very disruptive and creates a toxic environment.
Comment
    Rocket on Steam Forums - Thread - Direct
Current state is the game is sensitive to network adapter settings. Making sure the external network adapter is set as default (and potentially others disabled) maximizes chances of success, along with port forwarding.

We have several team members are devoted to redeveloping how network connections are made, and afterwards will be looking at reimplementing steam peer-to-peer.

I posted this reply in another comment, which describes what we are working on as a solution for those having connection issues:
Originally posted by Rocket: We redeveloped the entire multiplayer messaging system (how you receive a synchronized state in multiplayer), and it's been enormously successful in that regard with reduced memory usage (memory cleanup causes the dreaded stuttering), bandwidth usage, and increased performance (singleplayer used to always run as a host, and send itself messages).

However, we are still ...
Read more

07 Sep

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

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