Not Simon

Not Simon



24 Apr

Post
Stack Instructions and Logic Sorter
There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.

What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though. SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a t... Read more

04 Apr

Post
This hotfix contains a number of changes and fixes including a fix for errors thrown for systems set to Turkish language as well as some other languages, as well as a multiplayer issue causing client positions to get out of sync.

Changlog v0.2.4902.22241
  • Fixed Airlocks that go into an error state when the cable connecting any device is removed (including the console data cable) will now return to a functional state if the cable connection is restored.
  • Fixed Removing the cable directly connecting an airlock console puts the console into an unrecoverable broken error state on clients.
  • Fixed formatexception in German localization
  • Fixed long prefab names not being copied to clipboard when clicking on them in stationpedia
  • Removed CanEnter override in backpack which was incorrectly surrounded by UNITY_EDITOR tags
  • Fixed an audio pool exception when destroying a burst pip...
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03 Apr

Post
This hotfix includes a range of fixes and changes. The most important being a fix for lungs spawning when a chick is born.

Changlog v0.2.4899.22229
  • Fixed Clients on Dedicated Server were not receiving other clients AimIk position due to an early return for batchMode in Human.LateUpdate.
  • Fixed normal map problem for chicken
  • Fixed pipe igniter not being able to be activated via logic
  • Fixed t-ray scanner sometimes showing burst pipe meshes everywhere once a single pipe had burst.
  • Fixed advanced furnace kit blueprint showing as the basic furnace kit
  • Fixed an issue where a client would delete a dual registered structure when joining a server. Multiple structures registered to the same position is very rare but can happen due to server lag or packet loss. This could cause a potential byte array reading error. Dual registered structures will now only get cleaned up when server loads...
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28 Mar

Post
This hotfix addresses several issues with multiplayer caused by bad data being sent. This issue could cause a wide range of issues including stopping things in the game from updating their position or state.

Changlog v0.2.4891.22206
  • Fixed MK2 Crowbar and emergency crowbar sounds could get stuck on.
  • Fixed Duplicate entries in PipeAnalyser tooltip for Capacity and Liquid Volume.
  • Fixed Proximity Sensor tooltip shows incorrect unit.
  • Changed Save button on leave game pop-up to Save-and-Exit.
  • Fixed Leave Game Pop-up would soft lock the game if you clicked the save button.
  • Fixed OGRE horizontal miner disasappears due to overly aggressive culling distance.
  • Fixed a bug where the control binding panel was not usable while trying to rebind controls during gameplay. The panel now correctly display over the settings menu instead of under.
  • Added a simple yol...
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27 Mar

Post
Much of our focus has been on heavy and deep architectural changes to the game. While we prepare our next big additions, this update serves some much needed quality of life and fixes.

Last Update Reception
https://store.steampowered.com/news/app/544550/view/4128183566031836599

We have been blown away with the reception to the last update, which gives us confidence that we should continue to focus on rounding out the "why" and "what" of Stationeers play sessions. A key foundation for our future updates is to build heavily on this. We plan to take existing work we hav... Read more

21 Mar

Post
Becoming Immersed This may not come as a surprise, but Stationeers is a game about building stations. For a long time there has been a big divide amongst new players. Some jump in, want to take care of their needs, build an airlock, expand their little station to get hydroponics growing all their seeds to feed themselves, and start routing wires, pipes, and chutes around the station as they build all the machines they can. Others launch the game for the first time, and see enough food and water in their lander to keep them alive for a while. They build all their machines outside, progress through the production tree rather quickly, eat and drink in a vacuumed out cube, and run out of things to do. They fail to encounter problems that require the engineering challenges that are at the heart of what makes Stationeers so much fun.

Getting players to build rooms and then really live in them ensures that players interact with all the systems of the game, and makes them experience ... Read more

02 Feb

Post
This hotfix addresses the issue with an error being thrown by dedicated servers that is preventing them from running.

Post
Sensor Lens Chips Meson Scanner This scanner allows you to view an AR projection of pipe and cable networks. The colors of cables and pipes will be correctly represented. This can be extremely useful when expanding bases with complex or hidden networks.



Celestial Scanner The celestial scanner allows you to view the location of all of the orbital bodies in the solar system, You can see the name and distance of each celestial body. Again, this is just for fun, however, it could help you while working with the newly added telescope.





Flare Gun


You can use this tool to fire flares high in... Read more

16 Jan

Post
Mining Drills Pneumatic Mining Drill This new drill uses gas power for mining, instead of batteries like others. The drill's mining speed is a function of the pressure differential meaning it will slow down as you deplete it's gas canister.

This also means that you can effectively give it an upgrade by using the smart canister to gain a much higher pressure differential.



Mining Drill Power Usage All the electric mining drills' passive power usage was significantly dropped and the power used per ore mined has been removed and replaced by active power usage. The active power usage will consume power the entire time you hold down your mouse button to mine. This has resulted in some small miner balance changes but nothing that you should really notice, just don't run around holding down your miner!



Drill Heads We've added a... Read more

09 Jan

Post
This hotfix addresses numerous atmospherics issues. There has been a wide range of atmosphere issues reported that all stemmed from the same issue. The most common, or at least the most noticeable, one was outside atmosphere contaminating rooms.

This will no longer happen but some saves may have devices with bugged atmospheres in them, this can be fixed by deconstructing the device completely and then rebuilding it.


18 Dec

Post
This hotfix addresses further issues with a specific trader causing errors in multiplayer, as well as a number of other small fixes and improvements.

  • Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
  • Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
  • Changed Plant growthState materials to be GPU instanced.
  • Fixed Plant planted at high altitudes would be offset inside the planter.
  • Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
  • Fixed recipe search window layout breaking when changi...
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14 Dec

Post
This hotfix addresses two main issues: the new world artifacts sometimes being present in the skybox, and a checksum error related to traders, but also includes a number of other small fixes.

  • Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
  • Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
  • Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
  • Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
  • Changed the names of the space maps root nodes to be the 'planet orbit'
  • Added Back button on NewWorldMenu now clears all preview scenes
  • Fixed (dev) null reference wh...
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12 Dec

Post
This updated contains changes to data and prefabs that will break some saves. Old rockets have also been removed and will no longer be present in your saves. We have created a branch that will be frozen pre this rocket update: prerocket
Rockets
Rockets are often considered a final goal in Stationeers. However, instead of designing them as an end game necessity, we’ve instead treated them as another system that weaves itself into all the other systems of the game. Rockets support building stations, and stations support building rockets.

Previously, the rockets were simple yet unforgiving. It was hard to tell what was happening, unless you already knew everything about rockets. You functionally had to build the best rocket system from the start, else your rocket was likely to be lost. Lastly, the old rockets fl... Read more

08 Oct

Comment
    Not Simon on Steam Forums - Thread - Direct
We're currently working on redefining the play area, including the size, how it is generated, and what it looks like. These things are essential to do before considering vehicles of any kind as it has a big impact. Once that's done we can revisit vehicles and what they might be used for. For now there are no solid plans or work underway though.

04 Oct

Comment
    Not Simon on Steam Forums - Thread - Direct
Hitting escape should pause the game. However, there are a couple of reasons it may not have paused: a bug, if someone joined your game, at which point it will unpause, or if you're running a dedicated server. I'll test tomorrow but I doubt it will be a straight forward reproduction if it's a bug.
Comment
    Not Simon on Steam Forums - Thread - Direct
We definitely live by a "its ready when its ready" rule. That being said, my best guess is that Bigfoot is in the right kind of ballpark.
Comment
    Not Simon on Steam Forums - Thread - Direct
They caused huge performance problems, however we're looking at adding cameras for rockets so that you can monitor your rocket and feel connected to them while they're off in space. If that goes well then we'll definitely look at utilizing that work for a return of security cameras. :-)

22 Aug

Post
This hotfix addresses some issues with the new atmospheric mixing that was causing potential for infinite ices spawning in world atmospheres as well as atmospheres not equalizing correctly in some 2x1 rooms.

  • Fixed bug where clients could accidentally exit sleepers when leaving a game
  • Fixed a few visual issues with new bench cords
  • Fixed unable to attach appliances to some bench variants
  • Fixed Infinite Ice spawning in vacuums that could sometimes happen due to incorrect handling of NaN values when calculating mix ratios in MixInWorld.
  • Fixed PureIce SpawnContents and melt Temperature not being serialized.
  • Added IsValid check to spawngas.
  • Fixed issue where two isolated atmospheres could remain unbalanced.

21 Aug

Post
Atmospheric Simulation Today we’re going to go into detail about the atmospheric simulation in Stationeers. We’ll give a short walkthrough about how we identify issues, think of solutions, test and iterate until we’ve solved problems or added new features. Specifically World Atmospheres, and how they move gas throughout the game, and especially how fast vacuums form.

Of the many complex systems Stationeers models, the atmospherics simulation is the most defining. Two times per second; pumps move gas, filters split compositions, pipes check for bursting, and much much more. A lot of the gas the player interacts with comes from the world, or ends being vented there. Unfortunately, the speed to pull a vacuum in world has always been one of the largest bottlenecks for Stationeers.



Table of times of original vacuum times
...
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31 Jul

Post
We had a couple of things that didn't make it in to the last update that we wanted to get finished off before moving. These mainly centered around pain points to do with slow process cycling larger airlocks, and a few oddities of the heat exchanger.

Powered Vents We’re introducing Powered Vents as a way to get around some of the limitations of speed in our atmospheric system. These powered vents can move a lot of gas by drawing from atmospheres beyond the grid that the device is actually in, and they can output a very large amount of gas as well. This can help with pulling a vacuum or filling a room fast.

These vents have a flow rate indicator to let you easily tell if the vent is being provided with enough gas to be working at full capacity. This feature has also been added to the active vent.

... Read more