Stationeers

Stationeers Dev Tracker




22 Dec

Post


On December 13th, 2017 - Stationeers launched in Early Access.

Three years (and one week) later - here we are.

... Read more

18 Dec

Comment
    Rocket on Steam Forums - Thread - Direct
New build has been deployed to address this. We have applied it directly to the main branch.

If you force the game to update (verify cache) and check you are running the version below, then let us know how you are going. That would be very helpful!

0.2.2657.12898
- Fixed Weather Event trying to schedule on a world without a Weather Event.
- Fixed Weather Event being scheduled while one is already running. This resolves the infinite storm and helmet shake on load issues.
- Added server command startweather to start a weather event.
- Added server command stopweather to stop a weather event.
Comment
    Rocket on Steam Forums - Thread - Direct
The duration should be 1-5 minutes. Sounds like a bug. Could you see if it persists if you save and restart?
Post


Rewind 12 months: New Year’s day 2020 – down here in NZ, the sky was grey with smoke from Australian bushfires 4000km away. The sun was bright red. You could smell burning. We should have known it was gonna be ‘one of those’ years.

Now it’s December. It’s been a long, hard year, but easier for us than for many others. Over that time games have been our escape, and a way to keep in touch with the rest of the world. We’re massively proud of the work we’ve put into Stationeers, and incredibly grateful for the amazing community that’s grown up around it.

We make this game for you – and with you. It’s been three incredible years. There’s 100,000 Stationeers in the world now. There will never be enough ‘thank you’s’.

This month, we’re crazy-excited to drop ‘Weather’ into the game. It’s a literal gamechanger. We... Read more

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.


28 May

Comment
    Rocket on Steam Forums - Thread - Direct
We have to be very careful changing the core mechanics of our "universe" as we cause havoc in peoples save games. Largely with where the project is at we're accepting how the game runs as how we should continue. Otherwise we spend all our development time changing and iterating on small elements, rather than cutting to the core.

Big focus now is on "why" you are building stations and bases. Unfortunately it's a bit late in development for us to be redoing core mechanics, without great risk and destroying the knowledge, guides, saves, workshop items... etc...

21 May

Comment
    Kiwiboys on Steam Forums - Thread - Direct
Hi Apostolos

This could be related to a known issue on object placement and there is a fix currently in testing.
Also if you haven't already make sure the composite door is the door you are placing as the first door in the kit is a glass door. scroll to select the composite door.

I have added some extra steps to tutorial 7 requests the player to pick up and turn on the labeler on the BETA branch.

19 May

Comment
    Kiwiboys on Steam Forums - Thread - Direct
Hi Remnar

Thanks for the report the issues have been resolved and will be on tomorrows BETA build you can swap to this version using steam, right-click Stationeers --> Properties --> BETAS and select "beta branch" from the drop-down menu. We update this version every weekday and it's the most up to date version.

Let us know if you have come across any more bugs or issues.

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
    Heightmare on Steam Forums - Thread - Direct
so we can just do the opposite of mining and restore 'density' to voxels, but this doesn't solve the problem of making voxels where they've been completely mined away to a 'density' of 0. It can be done, it'll just need someone to sit down and figure out the best way to do it. Unless we hit any major problem we should be able to add it eventually. If you're keeping an eye out for it in updates, we'll likely refer to it as 'Voxel Painting'.
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!


18 Oct