Stationeers

Stationeers Dev Tracker




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

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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

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    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


14 Oct

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They may be running the previous branch.


30 Sep

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    Heightmare on Steam Forums - Thread - Direct
Still exists. If you have any questions about authoring them feel free to ask in the #modding channel in the Stationeers Discord.[discord.gg]

15 Jul

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    Heightmare on Steam Forums - Thread - Direct
So the 'Martian' scenario was more of a proof of concept for the kind of things that could be made using the fully mod-supported scenario system. It demonstrated not only what sort of things we could make with them, but also how they were authored - as anyone is able to open up the XML file that lists out all the objectives and mission stages it uses. It really could use some love, as it has been a while - but we would love to put in more similar content at some stage.

22 Mar

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    Heightmare on Steam Forums - Thread - Direct
Occasionally we do small discounts, but i wouldn't expect any big ones until after it's out of early access.

11 Mar

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    Heightmare on Steam Forums - Thread - Direct
You can do it with a sleeper attached to a passive vent if you're in a room that has an oxygen supply. Hunger is suppressed while you're inside, but you'll need to manage the atmosphere inside the sleeper yourself through automation.
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    Heightmare on Steam Forums - Thread - Direct
Originally posted by the mood: 1. Is this feature in yet?
2. If it is in, where is it? (cannot find a menu item for it. Cannot find a key binding for it.)
3. If not in yet, WHY? (Anyone else watching the no-pause challenge streams of TaB?)
4. If not in yet, when can we expect something like this in?

1. No.
2. ^
3. At this stage of development everything is a trade-off. We need to determine what will get us the most bang-for-buck in terms of time investment. Pausing in a basic single-player game is easy, you just stop processing anything besides UI (or simpler yet, a single pause key). Stationeers is not that game. In order to properly pause, we need to first get all the various threaded work to pause in lockstep with the main thread. If you're in multiplayer, the clients also need to know that the server is paused so things stay in sync. When you want to resume again, we'll then al... Read more

15 Feb

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    Heightmare on Steam Forums - Thread - Direct
It isn't seriously intuitive, but we tried proper moon gravity. It got annoying trying to stay grounded though, so added something of a 'gamey' feature where when you're close to the ground, normal gravity applies. It doesn't quite feel 'right' but trust me, it makes the experience better overall. Maybe we'll make it a toggleable option eventually, but the current behaviour is a result of the reasoning i just described. Does that sound like it explains what you're experiencing?

21 Jan

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    Heightmare on Steam Forums - Thread - Direct
No news yet, but one of our devs is away at a Linux conference this week so maybe he'll come back inspired ;)

I noticed I hadn't mentioned it in this thread yet, but the #linux-discussions group in the Stationeers Discord [discord.gg] is pretty active and if you search through the logs in there you'll see a bunch of discussion on solving issues in WINE or Proton. It's not a replacement for a native Linux client but they seem to have a high degree of success.

06 Jan

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    Heightmare on Steam Forums - Thread - Direct
The builds get done whether or not there are any new commits, and we've all been off for the holidays and just got back today so expect there to be a lot of blank entries since just before christmas!

31 Dec

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    Heightmare on Steam Forums - Thread - Direct
Apologies for the shameless Google Translate effort but:

Jetez un coup d’œil à nos notes de mise à jour les plus récentes pour trouver un lien vers le serveur Discord non officiel en français et j’espère que vous apprécierez le jeu!

16 Dec

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    Heightmare on Steam Forums - Thread - Direct
I think it was more planned functionality, but probably won't be used going forward. It was done before the logic chip system even existed so likely that any automation plans for it have been taken care of by that.

18 Oct

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    Heightmare on Steam Forums - Thread - Direct
Originally posted by Thalann: Does this mean you've sold .1M licenses?
I Wish! Actually I don't, not yet anyway. The guts of the post was that we'll try run a Linux build and hope that it works without any major issues. If the issues are minor, we'll make it available. If the issues are major and require a bunch of work to fix, then we'll have to limit the resources we put into it until the sales figures justify it.

10 Oct

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    rocket2guns on Steam Forums - Thread - Direct
I posted the following in the FAQ:

Why is it hard for the game to be released on Linux?
We have built the game in Linux and it does run. However, it runs without DirectX and some of our graphics features only run on DirectX (such as volumetric lighting). There is no solution for that so there would be some visual degradation on Linux where there was no equivalent solution that we have on DirectX.

Most importantly though adding another version of the game involves making our already complicated build process even more complicated. One of the reasons we have been able to add so much content to the game is that we rapidly develop, deploy the build, and work with the community to get that implementation...
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