[h1]Sensor Lens Chips[/h1]
[h2]Meson Scanner[/h2]
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.
[img]{STEAM_CLAN_IMAGE}/28304711/eb704d5988133f5684f443634b3b8b45dc1f0108.png[/img]
[h2]Celestial Scanner[/h2]
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.
[img]{STEAM_CLAN_IMAGE}/28304711/eda14b2b9dd5f818212c490b0538e3b59005421e.png[/img]
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[h1]Flare Gun[/h1]
[img]{STEAM_CLAN_IMAGE}/28304711/23da0c85a37698382e05ecb8e478bf1ac827f000.gif[/img]
You can use this tool to fire flares high into the sky where they will burn bright and linger. They can be used to guide home a lost Stationeer, or used to light up a large area at night while out on a mining mission.
[img]{STEAM_CLAN_IMAGE}/28304711/76cbb6f8406798c895977a11a1823c1343727a6c.png[/img]
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[h1]Insulated Passive Vent[/h1]
This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall but don't want energy transfer from the other side.
[img]{STEAM_CLAN_IMAGE}/28304711/75b0ec8b4bed378f474f0fe409880eee07a59b97.png[/img]
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[h1]New Celestial Devices[/h1]
The Ground Based Telescope and Celestial Tracker can provide information about celestial bodies. While the utility from these devices is limited it can be a fun way to explore the new orbital system and lays the groundwork for future content. An example might be tracking certain objects and extracting certain information may unlock new or better traders.
When aimed at a body in space, the Ground Based Telescope it will provide celestial information about the target. The Celestial Tracker is constructed in a rocket and will report the orientation information for a celestial object which can be used by telescopes and other devices.
[img]{STEAM_CLAN_IMAGE}/28304711/2df4d4cc805562be40590f27c4471ecdc219a66b.png[/img]
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[h1]Manufacturing Tooltips[/h1]
As a continued effort to increase the information we provide via tooltips items in the manufacturing machine now have their recipe included in their tooltips. This provides what is need and what is currently available in the manufacturing machine.
[img]{STEAM_CLAN_IMAGE}/28304711/988bf4dc9222a92907933b16ddaa7265f23e0480.png[/img]
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[h1]Day Length Fix[/h1]
A fix for timescale offsets has been made that was causing time issues. This, along with some incorrectly authored data, was especially affecting Venus. Days were not being correctly normalized to 20 minutes. This precision issue has been moved from about 100 days to 1 billion years.
It's not quite ready yet but after a little more testing and fixing the day-length setting will return to the world creation screen.
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[h1]We need you![/h1]
[quote][h3]Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support[/h3][/quote]
https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack/
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/
[h2]Change Log v0.2.4765.21864[/h2]
[list]
[*] Added ground telescope recipe to electronics printer
[*] Added Insulated Passive Vent. Kit is made from the Pipe bender. This is the same as a normal passive vent, but the vent will not transfer heat. This can be useful for situations where you want to use a passive vent on a wall, but don't want energy transfer from the other side.
[*] Fixed ground based telescope auto rotate during placement not working correctly
[*] Fixed being able to open/close the telescope when it is unpowered
[*] Temporarily disabled mood, hygiene and food quality vitals in the ui
[*] Fixed an issue where autosave could get stuck.
[*] Cleaned up autosave logic.
[*] Changed Europe world to be a slightl different lat/lon so that the dawn doesnt occur and then eclipse shortly after. Instead, because juputer will show at the horizon it means that dawn occurs during the eclipse, so the sun will appear after passing behind jupiter but be unobstructed for the rest of the day.
[*] Added systeminfo command that prints debug information to the console.
[*] Fixed celestial and other textures would not be loaded from mod or workshop folders.
[*] Fixed time offsets for new worlds. Now timescale command has been deprecated, in favor of orbit timescale
[*] Fixed Celestial textures for mods would not be loaded, as only the core data folder is searched.
[*] Added TimeOffset xml element for CelestialConstants for defining the offset time to start a world.
[*] Deprecated the TimeScale command, as it is now more properly part of the orbital commands.
[*] Added orbit timescale n, where n is the desired timescale. This more correctly allows timescale setting to be included with the orbital simulation.
[*] Added TimeScale for Orbital Simulation is now synchronized with clients to allow different saves to have different day lengths and still be synchronized properly in future.
[*] Fixed out of date comment
[*] Adjusted how food quality works. Will no longer decrement over time and instead will move towards the quality of the last thing you ate.
[*] Rework of SensorLenses sounds.
[*] Added Open/Close sounds to ground based Telescope.
[*] Fixed lever/switch sounds playing in incorrect position when the parent transform of the interaction object was offset from the root parent transform.
[*] Made entity mood decrease relative to damage rather than using a fixed value
[*] Updated table dock mesh, so it can be correctly connected to workbenches.
[*] Added mood, hygiene and food quality values to the vitals section of the hud
[*] Update lights with the colour black to produce white light instead of no light at all.
[*] Hygiene will now increase when not wearing a suit and helmet
[*] Changed mesh size of corn growth stages. (art asset)
[*] Fixed TimeScale has to be manually calculated for planets to normalize to 20 minute days, making it difficult to renable players for setting day length. Now the rough estimate needed timescale is generated and then modified for the orbital average day length to get the correctly adjusted timescale to achieve a sidereal day length of the required time. Currently hardcoded to 20 minutes, but the setting will be added to new world screen soon.
[*] Fixed WorldParticleEffect was creating a series of coroutines and was not checking for existing ones, causing memory leak when enabled. Now does not do this and has been ported to using a UniTask.
[*] Added ability to force things to not use the texture array colour texture as this was stopping things rendering in the portrait view. This fixes glasses and sensor lenses not being visible in player portrait view.
[*] Added sidereal day calculations to Celestial bodies.
[*] Rebalanced Venus rotational speed to have real days/year a ratio, while still having 20 minute long real days.
[*] Gave Asteroid Belt orbital values similar to earth.
[*] Rebalanced GroundBasedTelescope sounds to be less clunky when tracking a slow moving object.
[*] Added Rocket Celestial Tracker now only allows tracking of sun when not in orbit, for calibration purposes. When attempting to track other objects when landed will get NaN values. Tooltip will also indicate this for the player.
[*] Added Rotation sounds to GroundBasedTelescope
[*] Fixed more circumstances where stars would appear to "swim" and lag behind while moving the camera.
[*] Fixed going into third person the camera position isnt taken into account when rendering the skybox so you can poke your head through jupiter etc which is quite disturbing and can generate an existential crisis.
[*] Fixed SearchBar not working on Logic Hash Gen Input Panel.
[*] Added new width for lines of code. Was 52, now 64. Additionally started displaying total file size and maximum file size, although this is not currently enforced.
[*] Fixed Robot Battery consumption rate was not altered by difficulty settings. Added a new difficulty setting that is part of metabolism category. https://stationeers.atlassian.net/browse/STAT-3651
[*] Fixed Grow light does not have Lock state https://stationeers.atlassian.net/jira/software/c/projects/STAT/issues/STAT-3785
[*] Fixed reagent processor was using a coroutine. Moved to using a unitask to reduce memory garbage collection.
[*] Fixed a bug where centrifuges wouldn't output a stack of more than 50 even if the ore's max was higher
[*] Fixed material on new corn model.
[*] Fixed Corn used pistol grip anim and plays default equip sound. now uses side grip like other plants.
[*] Updated corn texture.
[*] Updating corn mesh.
[*] Changed Sensor lenses sound fades down to a lower volume over 15sec.
[*] Changed Sensor lenses visual effect cleans up a bit and the scrolling bar fades out over 15 seconds.
[*] Fixed Collisions on rear of cable-less elevator shaft
[*] Added tooltip to manufactory selection screen that will show the recipe requirements as well as what is in the machine, to help you know whether you can make the item you are selecting or not.
[*] Fixed Mined ores would go into first free slot of mining-belt/mining-backpack even if there was an incomplete stack of the same type in the belt. Now ores will preferentially stack with any incomplete stacks and any remainder will go into the first available slot.
[*] Fixed moodlets throwing errors when their ui elements were not being cleaned up correctly on leaving a game
[*] Fixed Error when assigning pooled audio source to thing that is being destroyed.
[*] Fixed Crowbar sound could get stuck sometimes when opening Apc.
[*] Added Elevator shafts no longer need to have power connection to each shaft piece. Now if any piece is connected, all pieces are considered connected.
[*] Added two new elevator shaft/level prefabs that have no power or data cable connection. These can be used to place elevators inside enclosed spaces.
[*] Added minor refactors to some powered devices to reduce memory garbage collection.
[*] Fixed AutoSave now uses threadPool rather than creating a new thread.
[*] Fixed several cases where AutoSave thread was not being closed out when AutoSave was cancelled or copy world data failed.
[*] Adjusted wind turbines build states as the required tools for construction/deconstruction were overlapping in a few of the states making it frustrating to build
[*] Fixed a bug where dropping an item while in construction mode did not cause the player to exit construction mode despite no longer holding the proper item in their hand
[*] Fixed Switches do not have a lock state, so can't be properly locked.
[*] Added more tooltip information to the Rocket Avionics and Downlink.
[*] Refactored UI tooltip generation for rocket UI.
[*] Added build states to Downlink.
[*] Fixed Logic Switch and Buttons would not respect lock state. Now they will not be user interactable if their Lock state is set. Credit: MrDropin via Discord.
[*] Fixed airconditioner build state would sometimes leave UI elements shown when they should not be. Credit: Falcon via discord.
[*] Fixed Rocket batteries were hidden in Stationpedia
[*] Added Build states to Rocket Batteries. Old saves will automatically load in at completed build state.
[*] Fixed Flickering during near or current eclipses when camera is moving. The physics update was not entirely sync'd with the transform and orbital simulation updates so it was impossible to verify exactly the state for the purposes of eclipse generation. Now to begin (or end) an eclipse, the state is measured over several frames.
[*] Fixed DiodeSlides would not initialize their color correctly when loading. Credit: OwnerOfThePlace via Discord.
[*] Fixed traders would rip you off when buying items that contained more than one kind of mole type. So if you bought a fuel mix, they would give you a canister that only contained the last mole (oxygen). This was because Set was used, and not Add. Now Add has been implemented, so the traders will fully populate the mole settings for anything they are using. Credit: Drone via Discord.
[*] Added more information to the Rocket Uplink tooltip. Now shows whether it is connected to a downlink or not, and what rocket avionics is on the network (if any).
[*] Added True Anomaly value to Ground Telescope output.
[*] Fixed possible issue with batteries causing a lot of heat. Batteries in a cold environment will lose heat into the environment but the code was also setting "Sparked" to true for the atmosphere, which would cause ignition for anything.
[*] Fixed Vulcan new world page from showing the wrong parent body name
[*] Added sixth pass to Ground based telescope. All variables are not linked with logic system. Partial alignment will give some details, full alignment required for orbital details.
[*] Fixed the "rotation drift" bug. This is where, over time, the position of celestial objects drifts from the position they should be. An example would be playing on Europa and noticing that Jupiter, over long times, moves away and then comes back. This was caused by rotation values for planets around their axis being stored as "floats", when a much higher precision is needed. To avoid this in future there will be a data change, which will affect any mods. However mod makers can deal with this in advance by putting new values in and leaving the old ones. Previously it would have taken just 108 days in the simulation before 1 degree of drift occurred. Under the new approach, it will take approximately 121.6 billion years.
[*] Fixed structure batteries would not show their powered state in their on/off button correctly.
[*] Added fifth pass to the Ground Telescope. Now correctly orients itself and shows its data correctly in tool. Locks controls when it is locked.
[*] Fixed moodlets throwing errors when respawning
[*] Added prototype moodlet system and hygiene, mood and food quality moodlets. Can be toggled with 'entity togglemoodlets' command.
[*] Added prototype system where players mood will now decrease when they take damage
[*] Fixed a bug where dragging a thing onto the flare gun would cause it to become stuck in the hidden chamber slot
[*] Fixed the positioning of the flare gun so it no longer clips into the player's hand
[*] Added wip hygiene and food quality stats to entity. These are debug only for now and do not affect any other systems.
[*] Added Fourth pass on Ground Telescope. Now will display details in tooltip for the celestial it is pointing at. Contains a bug where the vector is influenced badly by the player moving around.
[*] Added new meshes and thumbnails for celestial scanner chip and meson scanner chip
[*] Fixed thumbnail for Reinforced Window (Thin) to show the correct mesh
[*] Added second pass of Ground Telescope.
[*] Fixed serious loading issue that would not apply Angle at Epoch for orbital bodies when setting the accumulated delta time in the orbital simulation. This resulted in the sun (and other bodies) being offset different from when loading.
[*] Added first pass of ground telescope, that will provide celestial information of what they are targeting.
[*] Added Icon Images for Genes and Variables to stationpedia to make it clearer what various pages were.
[*] Added ability for sensor lenses chips to have different power consumption
[*] Added celestial scanner sensor lenses chip which will show you the celestial bodies (wip current visualization will be the same as the orbit debug)
[*] Added missing meta file for rocket battery prefab
[*] Reverted changes to arc furnace. Material and activate button should now be showing correctly.
[*] Fixed logic math not showing correct operation in the tooltip
[*] Fixed rocket battery kit not showing correct blueprint when attempting to use precision placement
[*] Fixed incorrect materials on arc furnace
[*] Added Important Page highlighting to Stationpedia and sorting order prioritization. Now important pages such as categories and guides will be displayed first in search results and distinguished with an icon and back highlighting. This will make it easier for players looking for guides or information to find it.
[*] Added recipe for Rocket Celestial Tracker to Rocket Manufactory.
[*] Fixed Sidereal Year values was incorrectly shown in user interface.
[*] Added missing change to meson scanner material
[*] Fixed meson scanner performance issues and fixed some flickering colours
[*] Added Rocket Celestial Tracker kit and cleaned up the tracker itself in code.
[*] Removed some unused namespaces from celestial tracker which were causing build issues
[*] First pass of fixing some of the tutorials.
[*] Added ordered loading of things in save files. This will migrate new saves to be stored in order they are required to be initialized, saving time during load.
[*] Removed deprecated SunTime command.
[*] Added SetBatteries ? command. This will recharge all batteries for debug purposes. Optional parameter is the BatteryState enum to set the batteries to, such as Full. Default is Full.
[*] Second pass of RocketCelestialTracker. Now reports the Horizontal and Vertical alignment in degrees to the logic system as well as the celestial hash of what it is tracking.
[*] Added first pass of Rocket Celestial Tracker. Placeholder art currently used. This device sits on the rocket and will report orientation information for celestial objects that can then be used by telescopes and other devices.
[*] Removed some unused code from the previous meson scanner implementation
[*] Tweaked the meson scanner to look better. Will now render pipe and cable meshes as an overlay.
[*] Added Sounds to Flare gun.
[*] Fixed Flare gun not working on clients.
[*] Changed Increased render distance of roadFlare and increased range of roadFlare light when launched from flare gun.
[*] Reduced time flares stay alive from 5 to 3 minutes.
[*] Fixed Flare-gun shoot direction is now set by the players AimIK.
[*] Fixed Autosave threads not being closed out once autosave was complete.
[*] Added first pass on meson scanner chip which can be used with the sensor lenses to see pipes and cables behind structures (wip visualization)
[*] Added missing meta files for a few textures
[*] Fixed terrain generation was using a coroutine. Switched to a unitask.
[*] Fixed accidental renamed variable in dlcmanager
[*] Added suit for future content
[*] Added wearing a hard-suit lowers mood twice as fast.
[*] Added Flare Gun tool
[*] Modified Road Flares to have a fuse timer and a slow descent when fired from a flare gun
[*] Removed unused room lookup in the room manager (currently used room lookup is already present in the room controller).
[*] Added Prototype Mood Stat to Character. Mood decreases while in a suit over a 2 hour period and can be fully regained over a 10minute period when in a room and not wearing a suit and helmet. Currently Mood has no gameplay effect by can be observed with eth debug command "entity state "
[*] Added Mood reduction multiplier to DifficultySetting.
[*] Added prototype room classification system. Room rules can be created in roomtyperules.xml and can currently only be viewed when using the atmos room debug visualizer.
[*] Moved some room related classes out into their own files rather than having them all in one big file
[/list]