Greetings Stationeers! Much of the work this week has been done in the back-end, with whispers of expanded scenario mod support, random world events and even a public bug tracker. As always the latest updates on what's happening on the beta branch are available on Stationeers Discord!
Advanced Ore Scanner
To help ease the mining burden a little we've reduced the cost of the Ground Penetrating Radar and basic Ore Scanner Cartridge for your tablet. This will help ensure you mine entire veins and don't accidentally miss any large deposits right below the surface. Once you get further into the game and have a good supply of late-game alloys, you can now upgrade to the new Ore Scanner(Color), which differentiates between different ore types so you can just hunt for whatever you need the most.
Tomatoes
Another new addition to your hydroponics possibilities - Tomatoes are now available. You'll need to get them from the Organics Printer initially, but they can be made into Tomato Soup in the Microwave.
Logic Writer Switch
While only the beginning of plans to condense logic circuits, this small addition will make simple logic circuits a little less complex. This will effectively allow you to place a switch and specify a logic circuit target for it to write the switch value to, all in one unit.
Scenario System Expansion
Hopefully some of you have had a chance to try out the Escape From Mars scenario we added to the base game last week, and people are having a go at making their own scenarios! We've expanded the system this week, and while this doesn't directly translate to a lot of new content available to scenario authors it does set the stage for a lot of things to come. The Incident system is very similar to the Missions system, but lets us leverage the existing events that have been created for missions, without UI overhead. This, combined with new EventActions opens new possibilities of passive background events, starting with simple items with small impacts like temporarily changing the global atmosphere (cold snap, heat wave) to more complex interactions like spawning items or enemies, damaging structures or equipment and much more. These will likely appear as an option to enable on your world once we figure out a nice method of letting you know they occur, without relying on you just realising that it suddenly got very hot or very cold!
NOTE: Saves of Scenarios in progress likely will not load correctly and you'll need to start again - apologies.
Version 0.1.1621.7613
- Added Logic Writer with integrated switch. This is a logic writer with a mounted switch. When you change the switch, it will write a setting of 0 or 1 to it's selected output depending on the switch state itself. Constructable from the I/O Logic kit.
- Added Tomatoes, Tomato plants and Tomato Soup. Currently awards slightly more nutrition than a potato when consumed raw, but slightly less than a baked potato when made into soup - but is consumed faster. Balance values subject to change.
- Added first pass of 'event actions' or scripted events that occur at the beginning or end of an Incident stage. May be added to mission stages later.
- Added color ore scanner cartridge. Cartridge (Ore Scanner(Color)) acts like the default Cartridge(Ore Scanner), but distinguishes between different ore types by color.
- Dropped cost of Ground Penetrating Radar to make it easier to use default ore scanner.
- Refactored Mission system. Deprecated old-style loading for non-xml based missions. Can now support multiple concurrent missions. Mission components previously in WorldManager moved to the new MissionManager. Scene references previously stored in standalone instance of specific mission types (MarsMission, CustomMission) moved to MissionManager on WorldManager scene object.
- Refactored Incidents, which are essentially missions with no UI. Used to script random events, like heat waves, cold snaps etc.
- Replaced Crate Mount model and blueprint with arrows to indicate what what direction an attached crate will open from.
- Improvement Autorotate works on all outstanding wall-mount items.
- Fixed the back wall of a CompositeRollCover now blocks air and light.
- Fixed bug preventing master volume setting from loading on launch.
- Fixed LogicWriterSwitch now correctly returns a kit when deconstructed.
- Fixed error messages caused by thread
- Fixed error caused by writing quantity setting values to Stackers using the batch writer.
- Fixed NRE when your system does not support speech recognizer
- Fixed issue with saved volume settings not being correctly applied when launching the game.
- Fixed HydroponicsTray would Autorotate around the wrong axis.
- Fixed Autorotate bug where trying to rotate some objects that didn't implement the interface would give an error.
- Fixed a bug preventing placement of ActiveVent on Motherships.
- Fixed Passive Vent orientation issues on Mothership.
- Fixed a bug that would cause wonky orientation when placement was started in the mothership grid for certain objects
- Fixed a placement bug that would cause incorrect orientation or position when placing Face objects.
- Fixed Terrain streaming bug when client has a lower ChunkRenderDistance setting than the server.
- Fixed Missing reference in scene causing Speech Recognition to cause errors in settings page.
- Fixed incorrect ladder rotation axis.
- Fixed Hydraulic Pipe Bender recipes were getting added to the electronics reader a second time instead of Tool Manufactory recipes.
- Fixed issue where convective heat transfer was not being calculated correctly.
- Fixed a bug where Face object movements weren't restricted properly.
- Fixed issue with garbage and frame drop when character's status has been updated.
- Added partial Slovak translation thanks to 'samuelcseto' from Discord. Drop by the #localization channel if you think you could contribute to the community translation effort.
- Added partial Czech translations - thanks to TFlippy in Discord for getting it started!
- Updated Community-provided translations for Italian, Russian and Spanish.