Heightmare

Heightmare



20 Dec

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    Heightmare on Steam Forums - Thread - Direct
Hey folks, sorry for the late post but we had a ~45 minute database outage. It is back up for now, so just stay in-game and your client should reconnect and save in the next few minutes.

15 Dec

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On Outposts and the Supporters Edition
In the patch notes below you'll see that we fixed a bug where you didn't require the supporters pack in orde... Read more

10 Dec

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    Heightmare on Steam Forums - Thread - Direct
Since our database maintenance last night, we've seen issues with saving talents and people are getting stuck on the save prompt.

This has been resolved by an update at the database-side so no client download is required.
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At the end of our launch weekend we promised you that we’d spend this week improving performance, making connecting with friends and servers more reliable, squashing bugs as well as adding content.

We had a strong start with a peak of over 50,000 concurrent players last weekend and our servers have stayed busy all week since. However, we also heard the feedback about performance and stability from many of you and have been simultaneously focused on rapid fixes and new content.

Today’s Big Updates
We’ve dropped more content and fixes in time for the weekend. Scroll to the bottom of this post to see all of today’s and this week’... Read more
Comment
    Heightmare on Steam Forums - Thread - Direct
Originally posted by AdD♛K♛ng♛C♛sper♛ ۞: Hey guys,

Good to support some Kiwis!
I have a question though.

Can we get some KIWI unique animals placed into the map? I dont see why any lore would prevent this and it would give the game some KIWI elements.

Please do :D

Who knows, maybe you'll see something native to NZ appearing in the near future ;)

08 Dec

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  • Added destroyed mesh variant for bedrolls.
  • Added surface effects for Bone, Mud and Thatch.
  • Added deplo...
Read more

07 Dec

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  • Significantly optimized rendering of distant terrain, allowing the effect of increased performance from higher FOV settings to be applied generally.
  • Updated instances of envirosuit variants having an incorrect physics material set.
  • Improved functionality of electronic wire placement around structures.
  • Improved ability to place electrical wires on the Desert Exploration mission.
  • Improved collision on the Riverlands Expedition path blocker.
  • Updated character level limit to 99.
  • Updated translated game text for multiple languages.
  • Increased detection area for 'Make your way over the Roc...
Read more

28 Apr

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    Heightmare on Steam Forums - Thread - Direct
Think early gold-rush prospectors. In my mind sci-fi explorers are well-funded, heading out with plenty of supplies and some top-of-the-line gear. These people are almost considered expendable, a gamble even. Being sent at as little cost as possible but with the hope of large returns if they are successful.

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'.

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.

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

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.

05 Oct

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    Heightmare on Steam Forums - Thread - Direct
It was before my time on the project but I believe the intent was you place things on frames, and walls were used for covering up cables and pipes etc. The problem with placing stuff on walls backed by another wall us stuff would collide because of how they're designed so you'd get placement issues but not be able to see what they were being blocked by. As for making devices fall down if you deconstruct the frame underneath, well I think there would be riots :P

17 Aug

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    Heightmare on Steam Forums - Thread - Direct
Thats the problem with a lot of base building games I've found - initially there are many threats you need to address but once they've all been mitigated then things get pretty stale. We're working on some stuff that'll hopefully make that established-base life a bit more interesting, with the game ready with an array of spanners to toss into the works.