Stationeers

Consolidated Patch Notes v0.2.1772.8154



Update on Trading & Surgery


Immediately following last weeks patch a few nasty issues surfaced as a result of the engine migration, but they've been tackled and we're able to refocus on the trading mechanic. The new UI capabilities we have thanks to the addition of the Stationpedia will be a big part of that, so keep an eye on the beta branch for the latest on our works in progress!

It's only been a few days since our last hotfix, so not a massively dramatic update this week - however there is one very important things to note.

CAUTION: Back in September a change had the unintended result of canisters no longer taking damage when over-pressurized. This update includes a fix for that.

Besides that, we got a lot of fixes in for non-critical-but-annoying bugs, some that have been around for a while. The save process has been made much more robust, with more checking done when saving to ensure things are working and better error reporting when it doesn't. It also won't overwrite files if there are any problems with the save process.

Dedicated server is still a work in progress, but some of the outstanding issues with Integrated Circuits and Atmospherics (specifically, welder gas tanks) on dedicated server have been resolved. The remaining major bug relating to vanishing items on dedicated is proving more of a challenge, so if you happen to have a reliable set of steps and a world save to reproduce this issue we'd love to hear from you on Discord!


(Another) Tutorial Refresh


And surely not the last! We've expanded the tutorial to include build states for machines. Expect it to be expanded further in the future to integrate the new help system.

Stationpedia


We've implemented an entirely new in-game help system - Introducing the Stationpedia! It can be accessed using the F1 key and is a nice simple way to view game information without having to alt-tab. You can click on most objects to link through to other ones for all raw materials, gases, crafting kits, structures, their recipes and the values they have that are exposed to logic. This is definitely not an exhaustive list and we'll constantly expand on this as we (and you) think of more data to add. The window can be resized, and there's an icon in the top right corner that will let you toggle transparency.

Version 0.2.1772.8154


  • Added game version now stored with IC Source Code to help track down issues and in case we need to do special version handling later.
  • Added Stationpedia, an in-game help system. Default key to access is F1 (in game only). Framework has been added along with some data, note this is subject to significant change and does not contain all the information that is planned.
  • Added opacity toggle and help buttons to tutorial window.
  • Added deconstruction information, similar to construction tooltip. When a tool is in your hand, and Extended Tooltips is enabled, you will receive information on what tool is required (if any) to deconstruct the structure you are looking at. To disable this, turn off Extended Tooltips in the settings menu. This will help when deconstructing items as it tells you what tool to use.
  • Added Operate and Logic modes to all doors. When set in Operate mode (0; the default) the door works normally. When set to Logic mode (1), using the doors buttons will ignore open/close requests and change the "setting" variable, depending on the open state. If the player presses the button and the door is open, the setting will be set to 0. If the door is close, the setting will be set to 1. This allows you to manually control doors using it's buttons, instead of using the doors internal operation.
  • Added 'Mature' logic slot type. Will return 1 if the plant growing in the tracked slot is in a growth state flagged as 'Mature', 0 if not.
  • Added MaxQuantity as a LogicSlotType. You can now read both the Quantity and MaxQuantity of a slot for easy Diode displays!
  • Added Nitrous Oxide to Silver and Lead ore output.
  • Added Reagent, Gas, and much more information to Stationpedia. Now detailed information is available for this. For example, the Reagent and Gas pages will tell you what objects the reagent/gas is found in.
  • Added Autosave support for new worlds. If you don't have a current save slot set (by saving the world manually) and your autosave timer is reached, a new save slot will be created.
  • Improved garbage collection during terrain generation by pooling and reusing terrain chunks through the implementation of a 'Terrain Pool Manager'.
  • Improved tutorial significantly. Integrated it with the Stationpedia, so that players can click on highlights to get taken to more information.
  • Removed Tablet from tutorial. Instead tutorial covers recipes within the Stationpedia.
  • Changed WaterFilter in starting equipment to a ItemKitSensor to replace the one removed a couple of days ago. Water filter no longer required due to a water canister being included with the portable hydroponics added to the starting gear several weeks back.
  • Changed dedicated server. ClearAllInterval now treats zero or negative values as 'don't run ClearAll automatically'.
  • Fixed inability to create new entries in the code library due to the code input window obscuring the text input window.
  • Fixed NRE on dedicated server regarding elevator shafts.
  • Fixed IC Operations BDNSAL, BDSEAL, BEQAL, BGEZAL, BGTZAL, BLEZAL, BLTZAL and BNEAL branching to the incorrect line. [Credit: Risu]
  • Fixed the 'Setting' value on CircuitHousing not persisting through save/load due to CircuitHousingSaveData being a child of StructureSaveData instead of LogicBaseSaveData. [Credit: Risu]
  • Fixed IC housing losing device references on load on dedicated servers.
  • Fixed Logic Dials visual position not being updated on load. [Credit: Risu]
  • Fixed Automated Hydroponics not being paintable. It can now be painted like the other hydroponics structures.
  • Fixed welders not working on dedicated.
  • Fixed changing Autosave settings while the game is running not applying any changes. Autosave can now be disabled or have the interval changed after you start your game.
  • Fixed bug with chunk pool could not be reused.
  • Fixed problem where if the save process failed for any reason, you would not be able to try save your world again until you relaunched the game. You will be notified in the console if a save fails.
  • Fixed problem where incomplete saves may still overwrite existing ones. Now, as it saves each file of a world save they'll be given a temp_ prefix. If all the parts save completely, they'll replace the existing save files. This does not affect the contents of the backups folder.
  • Fixed issue causing terrain to become corrupted if you left one world and created another without relaunching the game due to terrain chunk pooling (added to reduce garbage collection) not being cleared properly when you leave a world.
  • Fixed world saves would sometimes get to a point where you could no longer place doors. This was caused by Cursor objects never correctly calculating their center position (only occurred once registered). This meant that when we fixed another bug regarding placement, this old one was exposed. This meant a final check was always occurring against one grid square in the world.
  • Fixed problem with dragged objects not displaying their icon properly.
  • Fixed unable to deconstruct damaged pieces. This was because the new extended tooltip was failing for destroyed structures that were not correctly registering themselves as destroyed. Credit: Su-pa-Kitsune.
  • Fixed Canisters exploding from being overpressurised had been accidentally disabled. It has been re-enabled.
  • Fixed CircuitHousing's IsValidIndex function bounds check was incorrect. [Credit: Risu]
  • Fixed Index lookup in IC's always returning 0 for aliases. [Credit: Risu]
  • Fixed null reference caused by player brain not being created in time for terrain generation to use it for positioning.
  • Fixed null reference caused by failure to create global atmosphere on client in time to begin atmospheric processing. Credit: TakoMT via Steam Forums.
  • Fixed Password server could become stuck in the top right of the screen when trying to drag it.
  • Fixed ladder blueprint shows incorrect bounds.
  • Fixed cannot connect to password protected servers. Now password window correctly passes in values, and allows connection to server. Issue was caused by a failed input box conversion between old unity version and new, which also didn't generate any errors.
  • Fixed Control Chairs unable to fire engines. A Control Chair connected to engines should now be able to fire up engines again when driven. Clients will not be able to see the engine particles for the moment.
  • Fixed Tutorial not able to complete due to Autolathe not having materials.
  • Fixed Jetpack in tutorial did not start with stabilization turned on.
  • Fixed could access buttons on simple manufacturing machines while still building them.