Stationeers
by RocketWerkz · 12 Dec, 2017
103 downloads
About the Game
Stationeers is designed for hardcore players who want a game that is systems oriented. Full utilization and optimization of these complex systems will only come from great knowledge and practice. The game presents a variety of science-based survival problems that you must address. Resource and time pressures will drive your initial designs, but the demands of a thriving station will guide you later.
Features
- Construction system rewards well-designed architectural, atmospheric, and electrical plans.
- Atmospherics system for temperature, pressure, combustion, gas mixtures, water, and fire.
- Physics on dynamic items in the world such as wall fatigue and explosive decompression.
- Dangerous environments to explore & develop including exotic planets, and asteroid belts.
- Deformable voxel terrain on worlds and asteroids that enhances mining and exploration.
- Construct complex factories using machines, conveyors, and computers.
- Ubiquitous logic system to automate every aspect of your base.
- Write programs using Integrated circuits & assembly code to automate your systems.
- Farm livestock and grow plants as a integral part of the station’s ecosystem.
- Many aspects of the game offer full modding support via the Steam Workshop.
- Designed from the ground up for multithreading to improve performance + scalability.
Space is empty and the planets are unforgiving to human life. You and your friends initially must decide how to meet your basic needs. Longer term, you will need to engineer solutions to power, heat, resource, and atmospheric problems. Build the most efficient systems you can by utilizing machines and programmable computers to develop automated systems.
Whether on a distant lonely planet, or deep inside an asteroid field, you control every aspect of building & running your station. Harvest nearby resources and use a wide range of tools to construct the ultimate station. Everything your station requires will be built and managed by you and your friends.
What do you do with all that ore you mine? Process it through machines and turn it into goods for more construction of course! There are lots of specialist machines to build and configure such as smelters, sorters, centrifuges, stackers, conveyors, fabricators and more.

Our robust, thriving community has been sharing their creations with us through the Stationeers Steam Workshop since 2017. Join us and build the future of tomorrow... today!
Screenshots
22 images
Version Information
Steam Patch Notes
Official update history
If you are happy with our development, please consider supporting us by purchasing a DLC.
Your support makes our updates possible
{STEAM_CLAN_IMAGE}28304711/53738ea27a17426021e4f278ab01b055530a2ebf.png
https://store.steampowered.com/app/3196220/Stationeers_Supporters_Marine_Bobblehead/
New Gases & Liquids
This update adds eight new gases and liquids to the game, each with unique properties, phase behaviour, and uses. Volatiles has also been renamed to Methane to better reflect what it actually is. Stationpedia has also received an update to help convey the new gasses, and all their properties as much as possible.
{STEAM_CLAN_IMAGE}/28304711/74e30355caeee1349a28cecf1d6bf4eabeddcb13.png
Fuels & Oxidisers
Hydrazine is a monopropellant fuel that requires no oxidiser to combust, only a heat source or a spark. It is a stable liquid at room temperature and human livable pressures, but leaving free standing pools of it laying around likely isnt safe. Due to it reacting with itself, you can always ensure complete combustion once initiated.
Hydrogen is the most efficient fuel by weight, and combustion temperature, for rocketry. When combusted with Oxygen it burns cleanly into Water(Steam), making it a natural fit for bases running hydroponics or electrolysers. Liquid Hydrogen is also available.
Liquid Alcohol is a versatile room-temperature liquid only fuel that can be produced using the new Fermenter. It will irreversibly evaporate into Methane, so be sure to maintain its temperature and pressure properly to keep its form.
Ozone is a highly energetic oxidiser. Like Nitrous Oxide it will create faster combustion, compared to oxygen, when burned with a fuel. It is liquefiable and has a broader liquid range and lower latent heat making it easier to work with compared to NoS.
Coolant & Heat Storage
Silanol is the premium refrigerant for phase-change heat pumping. It has an extremely high heat capacity and a wide liquid range, making it more capable than Pollutant as a working fluid. Liquid Silanol is also available.
Liquid Sodium Chloride remains in liquid form at extremely high temperatures, making it an excellent medium for storing heat energy. At room temperature it exists as a solid. Sodium has no gas form and will decompose into Pollutant if heated too high, or if exposed to too low of pressures. It is best processed in a hot furnace, and tapped off via the liquid connection, to prevent 'low' temperature salts from freezing in pipes.
Inert
Helium is a fully inert gas. It will neither freeze nor condense into liquid, making it a useful working gas in atmospherics systems where phase-change needs to be avoided.
Hazardous
Hydrochloric Acid is a highly toxic gas that is liquid at room temperature and pressure. It has been added to the global atmosphere of Venus.
Ice prefabs and gas filters have been added for all new substances. A small amount of Hydrogen has also been added to Vulcan's global atmosphere, and to volatile ice ore.
Combustion Overhaul
Combustion has been fully refactored to be data driven. This allows each fuel and oxidiser to have its own unique reactions, rather than all combustion following a single shared model. The H2 Combustor has been updated to use the standard combustion code, with output products depending on the input gas mix. This means producing your own water is now different, and you'll want to look at all the combustion methods to find the best source of water for your world and setup.
{STEAM_CLAN_IMAGE}/28304711/1155e7ba5318340d1656936a6f85a606f2e879d1.png
To help make sense of the new chemistry, the Stationpedia gas pages now include a Combustion Info Panel. This shows the input ratios, auto-ignition temperature, and output products for any gas that will combust with the one you are currently viewing.
Fermenter
The new Fermenter converts plants into Alcohol. Different plants give different yields, so it is worth considering what you grow if Alcohol production is a priority. Sugar Cane, Corn, and Switch Grass are among the higher-yielding options. Seeds can also be fermented directly, and even decayed food will produce a small amount rather than going to waste.
The fermentation process produces a small amount of Polluted Water as a byproduct, which feeds naturally back into a hydroponics loop.
{STEAM_CLAN_IMAGE}/28304711/06408e4f7e37194d163c4cbd01f8d42aa2333661.png
Ore Detector
The Ore Detector is a new handheld tool that replaces the basic Cartridge Ore Scanner, which has been deprecated. It has been added directly to the Mining Supplies box.
{STEAM_CLAN_IMAGE}/28304711/e6095d58f5ea357da7f5a47fe49630d97f72f4e8.png
Liquid Filtration
The Liquid Filtration Machine is now available. It works similarly to the standard filtration machine but can handle liquids as well as gases.
{STEAM_CLAN_IMAGE}/28304711/e7644106395f5adea506a82154ff0b31918a9352.png
Getting the New Gases
All of the new gases and liquids are available through traders and space mining, so you have options for how you source them depending on where you are in a run. These new gasses will open lots of gameplay possibilities, and we're eager to get feedback on if your happy with how you can use them, if you can get them easily enough, and in high enough quantities.
Traders
The Gas Trader has been expanded significantly to accommodate the new gases. World-specific bulk gas purchases now accept gas at or near the temperature of the world atmosphere. On Vulcan, for example, the Gas Trader will now buy Methane and Hydrogen at up to 140 degrees C. Buy prices have been adjusted to reflect this.
Helium, Hydrogen, Silanol, and Ozone have been added to Medium and Large Gas Trader sells. Hydrochloric Acid has been added to the Bulk Dirty Volatiles sell. Liquid Hydrogen, Liquid Hydrazine, Liquid Ozone, and Liquid Hydrochloric Acid are now available from the Liquid Trader. Salt has been added to the Ore Trader's selling items, and a Bulk Carbon Dioxide buy has been added for Mars.
Large Traders now carry more bulk goods, with the bulk multiplier raised from 1.5x to 2x.
Space Mining
The new gases have also been added to the space map as mineable gas cloud nodes, giving you a way to source them directly once you have a rocket up and running. Some minor tweaks have happened across all the planets' maps, as we tried to integrate the gasses, while still maintaining the purpose and lore of existing sites. The space map widgets have been update slightly to allow for better readability of sites with multiple ices/gasses.
Change Log 0.2.6217.27046
- Fixed Fermenter was accumulating its processing power every server tick rather than assigning it. (it should have only been using 200W per tick).
- Added Support in code for filters that only filter liquids.
- Fixed new filter prefabs had multiple gases set in there FilterType field. This was not supported by the filtration code.
- Reverted Change that caused Alcohol and Liquid sodiumchloride to create extra moles when decomposing into Methane/Pollutants. The engergy differential between the input and product's heat capacity is now handled such that temperature remains the same (minus any energy loss due to latent heat)
- Hooked up new combustion code to Atmosphere variables that drive flame particles.
- Fixed an issue in GasMixture.Combust where some variables were not getting cached, which caused mixes with multiple fuels/oxidisers to burn slower.
- Renamed some combustion functions to improve clarity of function intent.
- Reduced the brightness and intensity of particles from small atmospheric fires.
- Added new sites to space map nodes for new gases
- Added authored fermentation values to plant data
- Fixed an Audio bug where sounds with delay would not fade in and would not play at all.
- Added Sounds to Fermenter.
- Changed Fermenter atmos tick behaviour to use an internal atmosphere as a temporary working atmosphere for depositing created alcohol, Calling an atmosphericEvent instance on the pipe network would cause connected devices to error for one atmos tick when alcohol was deposited which was desired.
- Fixed Fermenter was not serializing logic pin values.
- Fixed Fermenter was not synchronising logic pin values to clients.
- Fixed several issues with the Fermenter script and prefab.
- Fixed Scene issue.
- Reduced Alcohol SpecificHeat from 63 to 33.
- Reduced Alcohol Latent Heat from 18,000 to 2,000.
- Increased Alcohol Enthalpy from 468,000 to 566,000.
- Increased Sodiumchloride Latent heat from 1,000 to 16,000.
- Changed 1 Alcohol mole now decomposes into 1.6 Methane moles.
- Changed 1 Sodiumchloride mole now decomposes into 5.2 Pollutant moles.
- Added filters for all the new gases and updated the materials.
- Fixed welding torch considered itself empty if there was no methane in its gas mixture.
- Added HydrochloricAcid, Silanol and Hydrazine gas are now toxic for humans, zrillians and plants.
- Tweaked behaviour that prevents salt from smelting in ice-crusher to prevent un-intended behaviour for other spaceIce.
- Fixed Rocket UI will now list hypergolics in its fuel/oxidizer count. A hyper golic fuel will present as both a fuel and an oxidizer i.e 100 mols of hydrazine will appear as 50fuel/50oxidizer.
- Added Breathing helium will increase pitch of vocal efforts.
- Added Fermenter Device for turning plants into alcohol.
- Fixed Items with the HideInStationpedia flag would appear in the Used-In stationpedia widget.
- Added gas description for helium.
- Fixed some errors in gas descriptions.
- Changed Atmosphere Volume backing value for network write from uint16 to uint32. Now Large tanks can form pipe networks its very easy to exceed the old 65535Litre range.
- Fixed Chat panel would pop up when entering in logic values in the rocket panel.
- Fixed CombustionResult could throw an exception when an invalid mole was parsed in. This is now handled.
- Balance Pass on new fuels in rockets.
- Increased Hydrazine and Alcohol enthalpy values.
- Increased Molar Mass of Water and Polluted water.
- Changed Salt will no longer melt in a cold furnace, arc furnace or ice crusher. It requires a furnace heated above its melt Temperature or a suitably hot atmosphere tile. Stationpedia description has been updated to reflect this.
- Changed World specific bulk gas purchases from the gas trader now accept the gas at or near the temperature of the world atmosphere. Buy prices have been reduced to reflect this change.
- Added Bulk CarbonDioxide buy for Mars for Gas Trader.
- Changed Large traders will now buy and sell more bulk items: Increased the bulk multiplier of the large traders from 1.5x to 2x.
- Increased the amount of Methane and Oxygen sold by gas trader.
- Added Salt to OreTrader selling items.
- Added Helium, Hydrogen, Silanol and Ozone gas to Medium and Large Gas trader sells.
- Added HydrochloricAcid to GasTrader "Bulk Dirty Volatiles" Gas sell.
- Added Liquid Hydrogen, Liquid Hydrazine, Liquid Ozone and Liquid HydrochloricAcid to Liquid Trader sells.
- Fixed Combustor was throwing errors during operation. This is because the Combustor script was incorrectly inheriting from the ElectrolysisMachine Script and some fixes to electrolyser broke behaviour on combustor.
- Fixed issue with colliders for the OreDetector and prevented the Ore icon showing up as it gets spawned.
- Re-enabled Liquid Filtration machine.
- Balance on throughput values for liquid filtration machine.
- Added ItemOreDetector to MiningSupplies box.
- Fixed Electrolyser was outputing hydrogen and oxygen at the wrong ratio (beta only).
- Changed removed internal atmosphere from electrolyser, the created gas now goes directly into the output pipe.
- Fixed Alcohol, SodiumChloride, Silanol and HydrochloricAcid had incorrect values set for their ice prefab hashes. This would cause an exception on the atmospherics thread when these gases froze.
- Added a small amount of Hydrogen to the global Atmosphere of Vulcan.
- Added Hydrochloric Acid to the global atmosphere of Venus.
- Fixed an issue where adding helium to the GlobalGasMix would cause exceptions in the planetary Simulation phase change code.
- Fixed Localization error for Combustor name.
- Tweaked Burn rate of Combustor.
- Fixed Solid Fuel recipe not working (it now requires Methane Gas).
- Deprecated CartridgeOreScanner in favour of the new OreDetector device.
- Added new OreDetector tool.
- Fixed a localisation parsing issue where the new gasses would break non-english languages.
- Added New Gasses and Liquids: Hydrazine/LiquidHydrazine (monopropellant fuel, does not require an oxidiser), Helium (gas only, does not liquify or freeze, does not react with any other gases), Liquid Sodium Chloride (liquid salt only exists at high temperatures 300C+), Liquid Alcohol (room temperature liquid fuel, decomposes into methane), Hydrogen/Liquid Hydrogen (combusts into pure water when reacting with oxygen, high performance rocket fuel), Silanol/Liquid Silanol (synthetic compound for phase-change cooling/heating), Ozone/Liquid Ozone (highly energetic oxidiser), HydrochloricAcid/LiquidHydrochloricAcid (highly toxic pollutant).
- Changed Volatiles has been renamed to Methane.
- Refactored combustion to be fully data driven. This is to allow for unique reactions between the new fuels and oxidisers.
- Added Combustion info panel to stationpedia gas page. This shows the input ratios, autoignition temperature and output result of any gases that will combust with the currently viewed gas.
- Added Ice prefabs for new gasses.
- Changed H2 combustor to run standard combustion code. The resultant products will depend on the input gas mix.
- Added a small amount of hydrogen to volatile ice ore.
- Updated all Gas icons.
- Fixed Smart Rotate variables were set incorrectly on new tanks. The automated system did not apply the correct value, so they have been entered manually.
- Fixed New Tanks were not renamable with labeller.
- Fixed Logic device IC pin colliders were incorrectly ordered on Combustion Deep miner (such that pin0 was setting d1).
- Fixed IC10 chip when placed in combustion deep miner is incorrectly sized.
- Fixed rocket crew umbilical creating multiple door prefabs on load. Now it will skip creation if it's grabbed an existing one on load.
- Fixed getting out of crew module would spawn player inside crew module and destroy suit.
- Changed CombustionCentrifuge over to using anim components for basic animations.
- Fixed IC10 slot in CombustionCentrifuge was not interactable.
Change Log
- Changed CombustionCentrifuge over to using anim components for basic animations.
- Fixed IC10 slot in CombustionCentrifuge was not interactable.
- Fixed IC10 chip when placed in combustion deep miner is incorrectly sized.
- Fixed Logic device IC pin colliders were incorrectly ordered on Combustion Deep miner (such that pin0 was setting d1).
- Fixed New Tanks were not renamable with labeller.
- Fixed missing material on Combustion Centrifuge.
- Fixed Smart Rotate variables were set incorrectly on new tanks. The automated system did not apply the correct value, so they have been entered manually.
If you are happy with our development, please consider supporting us by purchasing a DLC.
Your support makes our updates possible
{STEAM_CLAN_IMAGE}/28304711/ace13995c0acbb15dff80e26470be85a3046e3fe.png
https://store.steampowered.com/app/3196210/Stationeers_Supporters_Hard_Suit_Bobblehead/
Combustion Deep Miner
Combustion Deep Miners are a faster, higher-tier version of the deep miner that runs on a fuel mix instead of electrical power. They ramp up and down like the combustion centrifuge, rewarding steady operation with significantly higher mining throughput.
{STEAM_CLAN_IMAGE}/28304711/df32f14c04f67d309d7bf7c4ad51f1b3961e7c6a.png
The map motherboard now shows information about the composition of each deep mining region. Once you've scanned an area you can click directly on the map and see the exact makeup of the region allowing you to make a detailed plan for your deep mining outposts.
{STEAM_CLAN_IMAGE}/28304711/cabf345acb5904ea52f26e87e61b90adba66bc3b.png
Tanks
New versions of the liquid and gas tanks have been added, and the old ones have been deprecated. These new tanks look and build the same, but they behave like pipes and merge into the connected pipe network. This prevents some gases and liquids from moving slowly or getting stuck, and makes it easier to build clean, direct atmospherics setups.
In existing saves, you’ll need to deconstruct and rebuild your tanks if you want the new versions
{STEAM_CLAN_IMAGE}/28304711/fcd4b602c1f902f7328444c85e5775e3b8ff9b94.png
Performance & Optimization
Room Generation
Room generation has been rewritten because the old system would become extremely slow when even just a few players were mining at the same time triggering hundreds of room generation tasks to all queue up. In those situations, the server tick could get blocked, slowing the game down for everyone connected; this has now been fixed, and the new system is magnitudes faster (often around 100x in testing).
Memory Leaks
Several memory leaks have been fixed, including a major issue in terrain where meshes were not being freed correctly over time. This was resolved by changing mesh usage to correctly use shared meshes, and by moving mesh ownership so it is managed in the correct place.
Thank you JacksonTheMaster for the detailed investigation that led to this fix!
Multiplayer
Multiplayer stability has been improved by fixing a set of connection edge cases that could crash clients or prevent joining, including a wrong-password crash and an IP join failure caused by string formatting. These fixes also address a RakNet cleanup issue that could leak memory when connections failed, making repeated join attempts and unstable connections far more reliable.
Thank you again JacksonTheMaster
Upcoming Changes
Work continues on upcoming features on rockets and atmospherics. The next major update will include a set of new gasses and will be available on Beta in the coming days.
We are careful with our planning, to not get overconfident - so we are reluctant to nail down specific roadmap features unless we are sure we can deliver them to an acceptable quality given our resources. With this caveat said, we can confirm a few things we are looking into for future updates:
- New Gasses (aiming for next major update)
- Nuclear Reactors
- Space Station + World base in same level (in progress)
- Travel to new world (migration to new world, using rocket)
- Terraforming DLC (post 1.0, not before)
- Vehicle improvements (some experimentation already exists in creative)
{STEAM_CLAN_IMAGE}/28304711/cfbd42adb78b4f429de11d96b3fc4df7a93ac8d1.png
WIP gas/liquid symbols
Change Log 0.2.6175.26943
- Added Logarithmic scalar to atmosphere wind vectors with a magnitude of over 4m/s. This helps reduce the amount of erratic movement imparted on the player controller when mining on Venus or other higher pressure worlds.
- Improved performance of WorldToLargeGridCenter funtion.
- Removed unused fields on SmallCell including reference to the world grid instance which is accessible globally already.
- Removed some unused methods on gridsystem which become redundant either from storm changes, or room generation changes.
- Fixed small grid objects having their meshes disabled when selecting them in the scene when in play mode.
- Fixed AdvancedTablet was not changing cartridges as a client when clicking next/prev button.
- Added ability to show players or items on the map motherboard screen. Tweaked the scanner list a little to use reuseable UIElementCollection. Player tracking functionality is commented out for now while we experiment more with how we want to make it available.
- Fixed issue where attempting to join multiplayer with the wrong password would crash clients.
- Added another pass on the map motherboard. Can now see region information by clicking on an unveiled point on the map. Added wip player toggle for testing not fully implemented yet.
- Fixed issues where inputting the correct IP address in multiplayer could still sometimes fail due to not having a null terminated address as well as a memory leak with the RakNet instance where it would not be cleaned up properly when a connection could not be established. Credit to JacksonTheMaster for the detailed information.
- Fixed memory leak from terrain where meshes were not being freed up. Changed useage of .mesh to .sharedMesh and removed reference to mesh on LodObject so that it can live on the LodMeshRenderer. Credit to JacksonTheMaster for the detailed investigation that led to this fix!
- Fixed issue where Achievement "Take A Load Off" would only unlock if the player placed a standard suit storage, not a variant.
- Fixed crew module connector grid offsets were incorrect, causing it to be missaligned with the small grid.
- Updated crew module build states.
- Added colliders for crew module screen.
- Updated crew umbilical and crew module meshes and tweaked umbilical connection distance a little.
- Updated blueprint for crew module cable connector model A.
- Fixed devices having their mesh renderers disabled when clicking on them in the scene view while in play mode.
- Added missing server tags around some imgui calls in the imgui profiler.
- Added ability to add multiple begin/end blocks to imgui profiler. These will appear as tabs in the main window.
- Removed some commented out code on wall.cs and removed some unused fields that were exposed in unity editor unnecessarily.
- Made rocket crew module cable connector pieces snap to the large grid on the horizontal axis to make placement easier.
- Added missing server tags around imgui in using.
- Rewrote room generation from scratch. Mining outside was particularly slow and could block the main game tick especially when multiple players are mining at the same time. Should be 100x faster when mining outside in most cases and also much faster when building structures.
- Fixed Remote Code Execution security issue accessible due to the formatting of ImGui.Text commands.
- Fixed issue where Chat input would not always be focused when enabled.
- Added imgui based profiler tool for gametick. Can be toggled with the same command 'debugthreads gametick'. On dedi this will just print the current tick's values once.
- Fixed Small insulated tanks destroyed states were incorrectly rotated.
- Added hidden umbilical door prefab. This will be constructed automatically alongside the crew umbilical to block air/create rooms on the large grid.
- Updated crew module screen prefab with new model.
- Updated crew module umbilical to correctly extend to the crew module.
- Added ability to get into rocket crew module from door.
- Added new crew module structures to english.xml.
- Fixed rocket crew module not saving correctly - changed crew module save data to inherit from fuselage.
- Fixed null ref when trying to enter crew module from umbilical with no seat present.
- Added dispose calls for a few native collections which where causing errors in unity editor.
- Fixed launch mount calling explode on rockets when quitting game. (This should only effect errors in unity editor).
- Added another pass on rocket crew module and crew umbilical.
- RocketNetwork will now cache its crew module when the rocket network changes.
- Fixed bug in editor where selecting a structure in play mode would disable all its mesh renderers.
- Updated rocket crew module prefab with slightly taller mesh.
- Added first pass on cable connector grids to be built in crew module.
- Changed IsLongStraightVariant flag on cable to BlockMergeWithOtherCables. Cable connector grids will utilise this flag.
- Added RocketInternalCellType for cable connectors.
- Updated fuselage blocked grids debug view as it was not working as intended.
- Fixed issue where the tooltip when hovering over FireExtinguisherStorage or GasMaskStorage while they were full would fail to include the object types in the description.
- Fixed issue where attempting to interact with a shower as a robot would throw null reference exceptions due to reading a null value for the robot's uniform.
- Committed missing change meant to go with rev.26873
- Removed references to GridController.World on every room and instead just use the static instance itself.
- Removed unused OnRoomStateChanged action in room controller.
- Fixed the help text for growing plants to more accurately describe the process as plants grow. The previous description was incorrectly describing the fruiting stage as the stage after seeding.
- Updated the debug colour coding of vein types so that silicon and silver did not share a colour and can now be differentiated when using the mineables command.
- Changed the plant sampler so that it passively consumes a small amount of power when turned on.
- Fixed Combustion Deep Miner Sliding panel animation values incorrect caused clipping with device screw.
- Fixed Vulcan Specific trade data was not being actioned due to incorrect world name in tradeables.xml.
- Changed Increased the price of world specific bulk gas buys for gas trader.
- Removed some errant text in tradeables.xml
- Fixed Networking error with CombustionDeepMiner.
- Fixed When turning on combustion deep miner while in error state once error was resolved the drill would not move down.
- Changed Drill animation from a UniTask to run in updates instead.
- Reduced the volume of the CombustionDeepMiner audio a little.
- Fixed issue where the SwitchOnOff collider for the Large Fridge would be disabled when it was closed, leading to the fridge being unable to be turned on or off.
- Added Logic values to Combustion deep miner.
- Added New version of Gas and Liquid tanks that merge with the connected pipe network. These will replace the existing tanks and are build from the existing tank kits. This allows for several benefits, it means gas/liquids will no longer get "stuck" in tanks. It also means that pumps, valves and other atmospheric devices can be connected directly to tanks.
- Changed Deprecated all varieties of Small and Large Tanks, they are no longer available to be constructed. Existing tanks will remain in saves and behave in the same way they did before the change.
- Fixed issue where deconstructing body bags with the angle grinder could cause organs to be moved to the world.
- Updated Deep miner model for new info panel placement.
- Added Kit (Combustion Deep Miner) to Autolathe tier2.
- Changed DeepMiner to have spin up and spin down behaviour.
- Added Additional info to Deep Miner info-panel tooltip.
- Added Thumbnails and Blueprint for CombustionDeepMiner.
- Updated CombustionDeepMiner model.
- Added 1st pass on Combustion Deep Miner. Similar in style to the combustion centrifuge the combustion deep miner runs on a fuel mix rather than power and can mine much faster once it has spun up to full speed.
- Added info panel to deep miner showing local ore composition, rpm and progress til next ore.
- Changed updated Stationpedia descriptions for deep-miner and dirty ore.
- Changed Jetpack functionality so that the thrust is dependent on the height the player is above both structures and terrain, instead of exclusively based on height above terrain.
- Fixed respawn points not working.
- Removed Respawn point kit from Autolathe. Going forward these will be considered for creative use only. Existing respawn points in saves will remain functional.
- Removed naughtyattributes scoped registry from manifest and committed updated projectmanagersettings asset.
- Fixed Stationpedia leaving the game on pause when closed via the Stationpedia key while the pause button was active.
- Fixed bug where ic upload to workshop could get stuck if the game was paused.
- Added trycatch around upload to stop fatal error if steam is not initialized.
- Fixed issue where sending messages via the text input dialog would not be sanitized.
- Removed AnimateUI script from chat windows, and deleted script as it's no longer needed.
- Removed some unused ui animation scripts on several ui panels with the goal of replacing AnimateUI (which makes heavy use of leantween) with much simpler lerping.
- Removed several travel and old world selection ui prefabs that were unused or had missing scripts.
- Removed old tutorial and scenario ui panels which had missing scripts.
- Removed unused ping system.
- Fixed issue where ItemKitLargeDirectHeatExchanger was unable to be split into separate stacks by the user.
- Fixed issue where station batteries would sometimes not lose power in cold atmospheres. This was because the atmosphere it was trying to get could return as null so it exited before it could remove the power.
- Fixed A long standing issue where atmosphere direction was not being applied to existing atmospheres on clients. This would result in clients not seeing air particle effects when inside rooms, wind sounds not playing in some grids (or wind sounds getting stuck on) and the character not being moved correctly by wind forces when in rooms. Big thanks to @FlorpyDorp from our modding community for finding the fix to this issue!
- Removed unnecessary calls to InputMouse.SetMouseControl. This is now handled in the same place as SetCursor. Stationpedia should now correctly lock movement when the search field is focused rather than being unlocked when you delete or flip back and forth when typing. Removed delayed SetMouseControl on application focus, instead MouseModeController will be flagged to re-set cursor state on the next tick.
- Removed unused research panel and a few related prefabs with missing scripts. Removed research manager as it had already been removed from gamemanager's manager list.
- Fixed issue where StructureMediumTransfomer(Reversed) would not show up in Stationpedia.
- Fixed long standing issue where mouse could become incorrectly unlocked when interacting with traders and other ui panels. Now things that affect cursor locked state will all be tracked in one place and all open uis will be tracked to fix the issue of closing one popup locking the mouse. Have removed all previous calls to CursorManager.SetCursor and simplified a bunch of logic in InventoryManager.
- Fixed Chute import/export bins using incorrect hazard material.
- Fixed Overflow_NegateTwosCompNum Exception that could prevent saves from loading if it had an object that was so far out of bounds as to overflow an integer value.
- Added C# classes for CombustionDeepMiner.
- Changed Moved shared behaviour of CombustionCentrifuge and CombustionDeepMiner into helper class InternalCombustion.cs
- Refactored DeepMiner to inherit from DeviceInputOutputImportExportCircuit. This is to allow CombustionDeepMiner to inherit DeepMiner behaviour.
- Added deltaTime argument to OnServerExportTick() function.
- Fixed Rocket Mass contribution from mined ores/ices would only get updated on load or when rocket was modified. It now gets updated correctly when ores are added or removed from the cargo bay.
- Added new readable LogicTypes to the Beacon. Players can now read the PositionX, PositionY and PositionZ logic types from a beacon.
- Fixed Issue with MineablesInQueue logic type. It now correctly returns the number of mineables that an Aimee robot will attempt to gather. Aimee robots will also not target the same mineables as another Aimee.
- Removed a few more old/unused prefabs from Resources which had missing scripts on them.
- Committed missing scene change and applied change to GameControllers prefab.
- Removed a bunch more assets from Resources that were unused. Moved a few still used assets from Resources to their appropriate folders. Removed a few other unused old c# classes.
- Removed a few unused assets from Resources folder.
- Removed terrain testing scene as it is no longer needed and had references to removed scripts.
- Removed some unused, empty and missing scripts on the playercontrollers prefab.
If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible
{STEAM_CLAN_IMAGE}/28304711/fde609b695652507ef82f1e0d9ba0a61312728d8.png
https://store.steampowered.com/app/3166330/Stationeers_Supporters_EVA_Suit_Bobblehead/
Multiplayer Serialization
We've optimised network messages to be 30% faster for both read and write operations.
Profiling the dedicated server running our large Vulcan playtest base revealed a couple of big performance wins around memory allocation.
We've rewritten the server side code that assembles the last tick of world changes to remove some un-necessary object creation and array double handling. We were able to apply the same approach to the client-side code that unpacks the network messages as well.
Overall, this has resulted in connections to servers with large base to feel more responsive, players hosting locally will experience more stable frame times as well.
RakNet
This change fixes a longstanding severe desync issue that many users experienced. This is where, particulary for users with a high ping to a server, they could get stuck in a massively desync'd state.
Our existing networking runs on a RakNet package exposed only exactly what was required for it to work. It handled a lot of the connection side of things behind the scenes in C++ and simply provided just a simple API for us to use. This meant that we did not have access to the full API, including many debug tools. Our Enterprise team, responsible for the Brutal framework, has built a new RakNet package for us to use that exposes the entire RakNet API to us directly via C#.
What's implemented in this update is a 1 for 1 swap out with no functionality change. However, this may already come with some benefits as it's a newer RakNet version, and it will allow us to implement a whole new suit of debug tools that ship with the game to gain more insight into what is happening when people experience multiplayer issues. This work will be done in a future patch.
Unity Engine Upgrade
The RakNet change required us to update Unity by a few minor versions. Initial results seem to be that there is no negative effect on the game, and roughly a 10% framerate improvement. That being said, any engine upgrade comes at a high risk and the potential of critical issues that hide until a later date. Updating Unity versions on a live product is a decision we do not take lightly but we felt that it was necessary to get the most of out of Stationeers as a multiplayer game.
Landing Pad Portable Connectors
We've had an ongoing issue with the Landing Pad Portable Connectors. This issue was where you would have trouble interacting with them to unwrench them, after reloading or joining. It's taken us a few attempts to isolate and fix the issue, but it is finally solved!
Upcoming Changes
In the patch notes you'll see mention of some upcoming content for rockets and a new atmospheric device for liquids. It needs some more testing on beta for now though, so expect it to come to stable in the near future.
We are careful with our planning, to not get overconfident - so we are reluctant to nail down specific roadmap features unless we are sure we can deliver them to an acceptable quality given our resources. With this caveat said, we can confirm a few things we are looking into for future updates:
- Nuclear Reactors
- Terraforming DLC (post 1.0, not before)
- Space Station + World base in same level (in progress)
- Travel to new world (migration to new world, using rocket)
- Vehicle improvements (some experimentation already exists in creative)
- Deep Miner changes, improvements, and content
Quickfire Fixes
- Fixed ins IC10 instruction was parsing its arguments incorrectly. It will now correctly parse the arguments as described by the Stationpedia a=Value b=Position c=length.
- Fixed Arc Furnce was releasing gas at 0 degrees C. It will now release hot gas when smelting.
- Fixed StrongestContactMetaData stack operation.
- Fixed Swapping item would cause decay damage to be healed.
- Fixed An IndexOutOfRange exception thrown by the AdvancedTablet that could cause a save to fail to load.
- Fixed On vacuum worlds medium and large trader slots could sometimes be populated with small traders.
- Fixed Door control, Power Control and Mode Control Circuit-boards were not working with devices that had been updated to the new animation system.
Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/
Change Log 0.2.6136.26812
- Fixed Deconstructing PressureFed Liquid engine would return wrong kit.
- Changed viewport mask on plant analyser to rect mask in a attempt to fix content going out of bounds of the screen for some players.
- Moved network analyser panel to its own prefab and changed scroll rect mask type to rect2d in an attempt to fix text appearing outside of the scroll rect for some players.
- Added fall-back behaviour for server hosting that was present in the old version of rocketnet.
- Added very rough first pass on a orbital launch mount payload object to go into the rocket payload bay. This can be used to deploy a launch mount in low orbit. Currently set to not spawnable.
- missing file from prior commit
- Changed Get IPv4Adress to use the raknet functions for getting host ip address.
- Changed Filtered out loopback addresses when trying to automatically get IPv4 address.
- Added further logging when getting ip address.
- Added If server fails to host it will re-attempt up to 3 times.
- Added some additional logs when hosting a server fails or is aborted.
- Fixed If raknet fails to start hosting server will be correctly aborted.
- Added new model for rocket crew module. Removed player slot and screen from crew module and added two separate objects for these - to be build inside the module. Building restricions are not in place yet and models are placeholder.
- Refactored RocketPayload.cs to abstract class and added DeliveryPayload class for functionality unique to the PayloadDeliveryContainer.
- Fixed IC10 code was not running on Harm Suit.
- Fixed clipping issue with Small Fridge where Fries would clip through the door when it was closed. The rendering of items in Fridge slots is now also disabled when either Fridge variant is closed.
- Fixed issue with text on Airlock control being spelled incorrectly. Used to be: "Presurize". Has been changed to spell: "Pressurize"
- Changed Updated Sorter and Logic Sorter to new model.
- Fixed issue with emotes where the None emote would cause other players in multiplayer to see your expression as Dead and removed dropdown for changing expressions in character customization.
- Fixed Orientation and position of liquid canister when placing it inside a PortableComposter
- Fixed Zrillians were respawning without Emergency Suit in Stationeer Difficulty.
- Fixed Localization issue with FireExtinguisher liquid canister slot name.
- Removed incorrect hardcoded error string from rocket motherboard inworld ui canvas.
- Fixed incorrectly rotated fan mesh on Landing pad Liquid Tank Connector.
- Fixed Flickering lander tooltip on worlds with more than one storm type.
- Fixed Swapping Items would cause all damage on item to be healed (including decay).
- Fixed Some prefabs accidently removed from WorldManager All Prefabs list in Commit26773
- Fixed issue where setting expressions in multiplayer would not revert back to a default expression when the duration was exceeded.
- Fixed RocketPayloads that fall through terrain will immediately be teleported back to surface.+ Added Quantity Condition can now be used to evaluate the number of items that make up a StructureNetwork when authoring helper hints.
- Added Case for PlantAnalyserCartridge in ThingPrefabCondition and NetworkCondition.
- Added new Defibrillator tool to game. Currently has similar behaviour to HealPill.
- Changed English.xml fixes
- Fixed SimpleFabricatorBase could throw error when submerged and no power cable connected.
- Updated Tutorial4 Airlock walkthrough with respect to console no longer requiring data disk.
- Fixed Upgrading a single pipe or pipe utility to insulated variant deletes the contents of the pipe/tank.
- Fixed World Liquid Renderer could throw an index out of range exception if liquid was being rendered from the global atmosphere.
- Updated Wall and pipeHeater stationpedia description with operation range values for pressure and temperature.
- Fixed ins Ic10 instruction was parsing its arguments incorrectly. It will now correctly parse the arguments as described by the tooltip a=Value b=Position c=length.
- Fixed Arc Furnace was releasing gas at 0DegreesC due to the AddEnergy method not running the regression occurred following a refactor of AtmosphericEventInstance from class to readOnly struct in Sept2024.
- Changed StrongestContactMetaData Stack Operation back to returning Opcode plus 3 bytes. It is now authored (byte)Opcode:(byte)ShuttleType:(byte)ContactSlotIndex:(byte)Contacted. Returning the slotIdHash did not work as the total number of bytes exceeded the amount available in a double
- Updated libRakNetDLL.so
- Fixed Door control, Power control and Mode Control Circuit-boards were not working with devices that had been updated to the new animation system.
- Fixed Wall Light Long Wide could not be deconstructed when looking at the bulb with hand drill due to an incorrectly authored collider.
- Changed Increased the size of All_Light_Activated Dense pool.
- Fixed inaccuracies in Stationpedia descriptions for Portable Liquid canisters.
- Fixed On Vacuum worlds Medium and large trader slots could sometimes be populated with small traders. Saves experiencing this issue will find the issue resolved when current traders expire and new traders are rolled.
- Fixed an IndexOutOfRange Exception thrown by the AdvancedTablet that could cause a save to fail to load. Saves that experienced this error will now be able to load correctly
- Changed re-enabled Liquid Filtration this device is now available for testing on beta.
- Reenabled rocket payload bay and payload delivery container these items are now available for testing on beta.
- Changed StrongestContactMetaData stack instruction to work with new trader slot definitions. It now returns the following packed value OpCode(byte):slotIdHash(Int32):ShuttleType(byte):Contacted(byte)
- Added ContactSlotIdHash Logic value to MediumSatelliteDish so this value can be read via standard logic commands as well.
- Fixed Items moving through chute networks could sometimes have the Fallen through the world behaviour incorrectly applied, resulting in the item being teleported to the nearest safe drop position (usually on the roof).
- Removed Liquid Filtration from recipe list and made it not spawnable
- Changed Made Payload bay objects not spawn-able for now as they require further testing on beta. They will move to stable in a patch early next year.
- Fixed Liquid Filtration Machine was not using power.
- Missing png meta files from engine upgrade.
- Added Payload Bay Large. The payload bay is placed in a rocket and allows for the attachment and deploy of a payload item. Use the new deploy action in the location panel, available at the low orbit space map node. The payload bay must be turned on and open for the deploy action to proceed.
- Added Payload Delivery Container. This allows for strategic delivery of up to 10 items via rocket. Weld up the container and attach to the rockets Payload Bay Large with a wrench. The target X and Z coordinates should be set on the Payload Bay and once deployed the container will be dropped to that exact location. A deployed Container will be trackable with the tracker cartridge.
- Fixed physics collision bugs or terrain collider lods not getting generated on time could cause items to fall through terrain and get destroyed.
- Changed out of bounds check for items to also check if object is completely inside terrain as part of check for returning to surface.
- Fixed running editor validate did not clear InteractableParentIndex before re-assigning, this could result in bugged Interactables when authoring new assets.
- Fixed Dynamic Objects in slots would block construction.
- Changed the name of ItemKitLiquidFiltration to be more consistent with naming conventions of other Kits. Was "Kit Liquid Filtration", changed to Kit (Liquid Filtration).
- Added new LiquidFiltrationMachine. It is similar in function to the original filtration machine except it is able to handle liquids as well as gasses.
- Fixed an issue where an integrated circuit placed in an atmospherics device would not be set to invisible when the cover panel was closed.
- Added TakeNormalisedLiquidVolumeScaled function to AtmosphereHelper.
- Updated Unity version from 2022.3.7 to 2022.3.62 - updating Unity versions always comes with a high risk and there's a lot of unknowns.
- Added new raknet and replaced all base level net code this required a minor version update of Unity to achieve. From a code point functionally there should be no change the changes in raknet may have some positive impact on multiplayer. This change will allow for us to monitor and debug network issues much easier and opens a lot of doors for us to make improvements. This commit is just a one for one swap from the old version to the new though.
- Removed RocketNet plugin
- Fixed DynamicCanister could sometimes be unable to be removed from connector upon joining a game as a client.
- Changed some data types in DynamicThing.SerializeOnJoin as they were unnecessarily large.
- Fixed Clients not getting the correct cached WorldCenterOfMass and Position values on join.
- Added second pass at multiplayer serialization refactor. Double handling was broken on last beta video, causing a large number of issues. The buffer process has been streamlined, and will be cached. The buffer will now be reused to reduce memory churn. This should reduce strain on the server, and fix some bugs players are experiencing with desync. Future change will be replace backend RakNet implementation with newer version.
It seems a percentage of users are experiencing a serious issue with multiplayer, while some fixes come up for users - these fixes are often counter to each others so highlight a wider issue that we need to sort out. The update post will be deleted, to avoid confusion. If you have no issue, and want to keep playing - please switch to the beta branch. Otherwise we will have to deploy at a future time. One of our own team replicated the same issue at our end, as well.
Apologies for the massive inconvenience, we really dropped the ball on this one I'm afraid.
Change Log 0.2.6126.26786
A potential fix for the dynamic canisters not being able to be removed from some portables connectors is in but there are still some remaining issues. We will release another hot fix when we've solved the problem completely.
Change Log v0.2.6091.26702
- Reduced status icons size about 77%
- Updated glowing effect for circle mood icons
- Fixed dynamic Canisters not interactable when joining a save that has a large number of items.
- Fixed OccupancySensor could throw Stack overthrow exception when multiple characters were in the same room.
- Increased the OccupancySensor Stack size to 18.
Project Clinic
A month ago we started our Vulcan playthrough and we've been busy playing ever since. We've talked about our processes before but it's worth talking about again as it is core to how we make games at Rocketwerkz. This kind of play session is not a traditional development play test but rather us truly playing. Sure, we note our issues and ideas down but our goal is to actually just play the game like a normal player.
We played on the same server the whole time, but lived separately in our own independent bases. At points when we started to hit performance problems we identified the issues and increased performance significantly. We'll go over them in detail later in the post, but these changes were profound and allowed us to have a server with multiple, large, complex bases while still getting excellent performance.
As time went on in these play sessions, we start to divide our time more between development and playing. We started to tidy up a lot of what we had been adding and working on the more complex systems that we wanted to tackle. Generally in these final few weeks we end up with: 1/3 of our day spent playing, 1/3 to do small task and fix small issues, and 1/3 used to fix large issues or work on big changes.
A New Way of Playing
Before we started our play session we decided that we wanted to try all making our own, separate, bases. To do this we added what we call "Round Robin" start. This works by spreading the players across all the spawn points on the map. If there's a free spot it will put a new player there before it starts to double up.
{STEAM_CLAN_IMAGE}/28304711/d943e018c1383ae03781da5018c1b4fb456e0aec.png
Along with this new way of spawning we added "Community" Start conditions which provide each new player with their own set of full supplies in a lander, which allows a game to be made up of a collection of bases, instead of a single one.
{STEAM_CLAN_IMAGE}/28304711/3d7373dd184c4f5cf9ed96ffca087597d039e315.png
Respawn Overhaul
With this spread out base play style, when a player died, it could take other players a long time to prepare and make a trip across the rough dangerous Vulcan terrain. This helped us identify some issues around the process of dying, being dead and the few ways of respawning.
Known Issue: Desync for some players
We have managed to identify long-running issues with a "desync spiral" that is experienced by some players, even when not using SteamP2P. Players get stuck in a state where they are severely behind in updates. This tends to occur where a user has a high-ping to the server, and the bases (or network updates) become large. We are producing a new version of RakNet (which we have revamped into "RocketNet") which addresses these issues. It was not ready in time for this update, but we expect to have progress in the new year.
Body Bags
Dead player bodies can have a big effect on performance and are prone to bugs, both while lying on the ground and while being dragged. Player bodies will now more quickly decay, and when they do they will enter a body bag, and their belongings will be placed in a large cardboard box.
Since body bags now exist as a transitory representation of the players state, reconnecting to an active server, and finding yourself dead is now possible. Previously, corpses would explode into dropped items, and players would reconnect with the server no longer having a reference to their old self, and they would just respawn in a fresh drop pod. The new bodybag method should give you a better insight into how a server progressed, potentially how and where you died, and add the ability for someone to try and resurrect you.
{STEAM_CLAN_IMAGE}/28304711/6ae983645c49465bd3aed945a66ac14c38b86667.png
Cryotubes can be used to re-life rag-dolled players or players in body bags. The cryotube's tool tip has been expanded significantly to represent the many aspects of a characters life state, and explain how to resurrect them. If you have extra body bags laying around, and the players have respawned, or left the server, you can deconstruct them with an angle grinder.
Respawn UX
We've redone the UI and UX for respawning to better convey what your state is, and what it means to respawn. Life resource usage, and what is given on re spawn changes depending on your difficulty and starting conditions, so keep that in mind when playing with different settings.
{STEAM_CLAN_IMAGE}/28304711/e0a521e957044313a6d2ee1fccc40403577009fd.gif
New Respawn Kits
When respawning you will now come down in a Lander Capsule, and you'll always at least start with an emergency suit, as the previous naked landings on stationeers difficulty didnt lead to any possible recovery on many planets.
Respawn Stress
Respawning will give you a difficulty settings dependent debuff. Respawning will temporarily affect your food and water consumption speed, tool usage speed, as well as give a price penalty when buying and selling to traders.
{STEAM_CLAN_IMAGE}/28304711/c3b155ca3d29a8fad1bffb8d2367925ca4f17951.png
Performance Improvements
This update includes a major round of performance optimizations across both clients and dedicated servers. We have reduced unnecessary terrain generation, significantly cut client-side physics and animation overhead, and moved many high-frequency devices to pooled audio and lightweight animation components. Terrain meshing on dedicated servers has been heavily optimised, and dynamic items outside render range no longer run full physics on clients. Save times have also been dramatically reduced by optimising compression. Together, these changes deliver much smoother gameplay, especially in busy bases and multiplayer sessions.
New Stuff
Super-Heavy Cables
The new super heavy cable has a maximum wattage of 500kW and has long variants of three, five and ten to allow for easy building of long powerful trunk lines.
{STEAM_CLAN_IMAGE}/28304711/604ac940c31e774dd51dd6ca587ecc65127e4427.png
500kW Fuse
A new 500kW fuse has been added to accompany this cable.
{STEAM_CLAN_IMAGE}/28304711/8b699414a8c425c4982e7fbecf0df8277660d456.png
Landing Pad Tank Connector
Liquid and Gas Landing Pad Tank Connectors let you directly pump to and from portable tanks, making early gas trading easier.
{STEAM_CLAN_IMAGE}/28304711/b8f2c6d875a6c8871686224c513eb533c18ecc07.png
Construction Safety Equipment
These items allow you to dress your under-construction areas and leave warning signs for other players to tread carefully.
{STEAM_CLAN_IMAGE}/28304711/843e5ad6110f282312223e05065e6a0feb99e1b4.png
Heal Pill
The heal pill will only heal you partially and to heal fully you need to use a cryotube. Depending on what damage you have taken you may still end up dying unless you can make it to a Cryotube.
{STEAM_CLAN_IMAGE}/28304711/dce3626472a4bd2eea492d3566685fa1b00066c9.png
No More Data Disk
Console displays no longer have a data disk slot to set configuration. This has long been confusing, and results in more complex objects, synchronization, and geometry. Now the consoles have a screw, like logic devices that, when used with a screwdriver, will toggle between configuration and operating mode.
{STEAM_CLAN_IMAGE}/28304711/0e5eb4f8a00cd6a5b302535a2bf2bb773effc4be.png
New Food
Cheese Wedge
A new type of food only available via trading is Cheese Wedges. This can be used to create the other new food the Burger!
Burger
A new high-tier food made from cheese, tomato, flour, egg, and soy oil. Burgers can be eaten faster than other premium foods, can be stored in Burger Boxes to slow decay, and eaten directly from the box. Some traders will buy properly packaged burgers.
{STEAM_CLAN_IMAGE}/28304711/476b114c2b9d120e76ae0ae4ba58337bd565e923.png
Super Large Direct Heat Exchangers
These Super Large Direct Heat Exchangers are the same as their smaller counterparts but with much larger surface area meaning they can transfer more heat.
{STEAM_CLAN_IMAGE}/28304711/eb5234aedd9b62f6d329e0afd691446cd2e92c9c.png
Loader
The Loader will take objects from its left slot and put them in the available slots of the object inserted in the right slot. The slots will be filled in order from first to last. If no available slot is found, the left slot object will be ejected. The right slot object will auto eject once full or if the level is pulled.
{STEAM_CLAN_IMAGE}/28304711/005a91c9d8abf59db0e5adb558df7470212c961f.png
Large Cardboard Box
A new larger cardboard box has 10 slots, four more than it's smaller version. Both cardboard boxes can now be painted and are useful for base inventory management.
{STEAM_CLAN_IMAGE}/28304711/0a00f66346c00d50a61a5176fe6d9c5c33b50ef5.png
1x3 In-line Tanks
New 1x3 Liquid and Gas in line tanks with a volume of 360L of have been added making it easier to build up the overall volume of a pipe network.
{STEAM_CLAN_IMAGE}/28304711/f7853356dcdb24bac56edc357d677cd0b6b0a2c6.png
Engines
These new engines can be got from one of the Exotics Traders. The have a significantly higher fuel throughput and thrust output while having a small mass increase.
{STEAM_CLAN_IMAGE}/28304711/9596f35c667039758187cb18a384896e56ffdba7.png
Steel Frames
Steel frames aren't new but their new build state is. You can now continue to construct of a steel frame into a new build state using plastic sheets and a screwdriver. The end result is a smooth finish. Where you may have previously used multiple walls over the top of your frames for aesthetic reasons you might now choose to simply finish the construction of the frame instead.
{STEAM_CLAN_IMAGE}/28304711/507768f12fa6e6ee81368263b716a6dd7a7764db.png
Inventory
A new 'sort' button has been added to inventory windows. This button will sort all items, primarily alphabetically and secondarily by quantity. This will also consolidate any stackable items, such as ores. Dedicated slots will be ignored (such as canister, battery, etc.). The only exception to this is ore slots.
{STEAM_CLAN_IMAGE}/28304711/d6dd1bd94c3dc053e62474be12923fa05025c392.gif
Tooltips
Tooltips are one of the primary ways that information is conveyed in the game and we're always striving to improve and add tooltips wherever we can. This patch contains a load of tooltip improvements. As well as adding new or more useful tooltips to a bunch of devices we've also added better tooltips for Status Icons, and Inventory window buttons.
{STEAM_CLAN_IMAGE}/28304711/f8bc870fbddba1f2a4912a4d84ffa2ddd2d1cec7.png
Status Icon Tooltips
Status icons can now have dynamic tooltips that give you specific information about why you are seeing it, and what effects it might be having. For instance, with the new respawn stress debuff you can see exactly what stats are effected. We will continue to expand the tooltip on more of these icons in future updates.
Trader Changes
We have made extensive backend balance improvements to traders to deliver a smoother and more reliable trading experience when interacting with them and completing trades. Certain traders now spawn only in specific slots, Tier 3 Hydroponics traders will always stock Dargaferns, Tier 3 traders carry more bulk goods, and Tier 1 traders carry less. Landing pads are now fully insulated instead of partially insulated.
{STEAM_CLAN_IMAGE}/28304711/09412a345383ce9db494b35e799c6ea5fdeae643.png
New Trader Slots
We have added two dedicated trader slots for special traders so they no longer replace regular traders, giving you more options available at any given time.
Exotics Trader Slot
This slot is dedicated to the Genetics Trader and the Rare Items Trader.
The Genetics Trader sells Darga Ferns, genetically modified plants, thermogenic plants, and fertilised eggs.
The Rare Items Trader sells non-craftable items including heavy rocket engines, cosmetic fuselage pieces, and catalytic filters.
Utility Trader Slot
This slot is used for special utility traders and flavour traders such as the Food, Hardware, Consumable, and Appliance traders.
We have also fixed several multiplayer trader UI issues that previously made trading in multiplayer frustrating.
Contact Fuzziness
We've removed the fuzziness that was being applied to the contacts. While originally an intentional feature to make finding contacts via logic more difficult, its removal makes programing trader contacting more straight forward.
Rocket Changes
{STEAM_CLAN_IMAGE}/28304711/93a2292498d0577eb8053da9f820f29211873107.png
Rocket fuselage pieces can now be swapped between variants without deconstructing the entire rocket. The rocket UI is now faster and more reliable on clients, matching server behaviour and fixing multiple control issues. Space ore yields have been increased, while deep mining yields have been rebalanced to match.
Showers
Showers can now boost your Hygiene level to 150% letting you stay cleaner for longer with the added benefit of having a movement speed bonus of 5% while your hygiene is over 100%.
{STEAM_CLAN_IMAGE}/28304711/5909240836c1070132b95e0fd5b84ff5ad4f76c2.png
Vulcan
Our play session has been on Vulcan, so it got a little love. Vulcan now has two types of storms, the regular ash storm as well as the new solar storm. Some work was done on it's space map, including the addition of Janus which contains various gas cloud nodes.
Logic
We are continuing to put a heavy focus onto expanding out logic systems in the game. Several new logic values and outputs have been added to expand automation and control options. Expect more of this to continue with future updates. We will be expanding the "internal stack" available on other devices to allow even more extensive automation.
The TotalMoles logic variable on the gas sensor now returns the total molar quantity for the grid square it is in. The occupancy sensor now exposes a stack containing occupant entities and their first-level slot data, allowing logic systems to inspect what occupants are wearing, such as checking for EVA suits.
A new NextWeatherHash logic type has been added to the weather station, allowing detection of upcoming storm types. New FreeSlots and TotalSlots LogicSlotTypes have also been added, enabling better control of objects when using the Loader or Unloader.
The Vending Machine now has TargetSlotIndex which will tell you the currently selected index, and TargetPrefabHash will tell you the selected prefab hash.
QOL
Repair
We're slowly adding more ways to repair your base so you can avoid having to completely reconstruct parts as they become destroyed.
Large Tanks, Cutes, and Large Batteries can now all be repaired in place using various tools and materials. This information is available in the tooltip when looking at them.
LED Consoles
LED consoles displays will now correctly orient their displays to always be up to be in line with the other displays.
Quick Fire Quality of Life
HARM Suit Changes
The harm suit had a bunch of balance changes to make it perform better in the super hot environments of Vulcan and Venus. The coolant will now heat up by ~1 degree per day instead of ~10 degrees per day. It also has a nice new helmet interior!
Notable Fixes
Dedicated servers now correctly save when the last player leaves, using a more reliable event-based trigger.
We also fixed a client respawn desync that could cause dropped items to appear at the respawn point due to missed position updates.
Localization
A new comprehensive Japanese translation has been provided by community member @JouNin.
We have also pulled in updated French, Russian, and Simplified Chinese translations from the community GitHub.
Thanks to @JouNin, @CedricDx, @AlexusYT, and @MRythm for their continued support.
{STEAM_CLAN_IMAGE}/28304711/f64217364e69513e6674da72aa89d8de5d0ae1ef.png
Recent Community Standouts
Check out SemlerPDX's newest amazing base tour video:
https://www.youtube.com/watch?v=UXKzuIKBV3Q
Check out Cows are evil's beautiful modded base in his latest Europa playthough:
https://www.youtube.com/watch?v=0n3GnRwagtM
Update Wallpaper
{STEAM_CLAN_IMAGE}/28304711/e4f320d9ebe0e7e822acbce594656e585840b7b3.png
Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/
Change Log 0.2.6085.26682
Due to Steams character limit, we cannot include the patch logs for this update.
Please find them in this pastebin.
Storm System Changes
For a few years storms have been an important part of Stationeers, creating challenges for players to plan and build around. In this update we’ve overhauled their visuals and resolved a number of long-standing issues. A lot of the aspects of Stationeer's storms were hardcoded to be a certain way, and we needed to do some refactoring work to increase their performance, and create a system we could start using for multiple storms. This is only the start of storm related content we can now do, so in the future expect to see more storms roll in.
New Storm Visualizations
{STEAM_CLAN_IMAGE}/28304711/9c5658a07fa47ee5c833f53be78fb3361191c426.gif
The old storm effects relied on thousands of particles, which was expensive, visually inconsistent, and often leaked through walls. We’ve replaced this with a new volumetric system that’s cheaper to render and produces a better result. Storms now integrate more naturally with the terrain, and we’ve fixed problems where storm effects would incorrectly appear in areas like the interior of your base. Overall, storms are now more consistent, better looking, and less costly to simulate.
Solar Storm
We’ve added a new type of weather event to the Moon: the Solar Storm. During a solar storm, the sun becomes significantly brighter and the world heats up rapidly. Solar heating inside bases and EVA suits increases substantially, and Stationeers outside will burn through oxygen faster as their suit’s emergency cooling system works overtime.
{STEAM_CLAN_IMAGE}/28304711/e39024baa5f5cd559ee4eac4a9824ced990a5a20.jpg
Hiding in shadow or wearing the new HARM suit are your best options if you need to leave the base during a solar storm. Plants and solar panels benefit from the increased solar output, but keep an eye out for blown cables.
HARM Suit
The HARM suit is a heavy, water-cooled protective suit designed for harsh environments. Normal movement speed is reduced to 60%, but while wearing it you’ll experience no movement penalties during storms. It’s also tougher than other suits, taking less damage from impacts and significantly less damage from lava.
{STEAM_CLAN_IMAGE}/28304711/c89521dccc8a572d6cf1d4de7fedd1df810db4fd.png
The HARM suit introduces new suit mechanics: it uses water cooling for superior thermal performance and provides strong protection during both storms and solar storms. However, it comes with trade-offs. You can’t wear a jetpack, and the reduced movement speed makes it restrictive. Even so, the protection it provides makes it a valuable option in challenging conditions.
Solar Panel Re-balance
Solar panel outputs are now uncapped. Panels will over-produce on worlds with higher solar irradiance. This provides a small power increase on the Moon and a much larger one on Venus. Vulcan’s highly elliptical orbit means solar panels will now generate significantly more power as the planet approaches its orbital perigee.
{STEAM_CLAN_IMAGE}/28304711/0fa0f12e5ef614ff36c437e0edc65a6d0ef4bb61.png
Suit Storage
We’ve added two new suit storage options. They’re functionally identical to the existing storage but provide more visual variety for your bases and airlocks. A great way to store and organize your new HARM suit.
{STEAM_CLAN_IMAGE}/28304711/4968feb62968e2ece42d5dece8694fac8cdc1892.png
Portuguese Localization
A massive thanks to Marcelo for submitting updated Brazilian Portuguese localization files!
{STEAM_CLAN_IMAGE}/28304711/421dbde3598ef0e39bb803ae9c1d209528b6e829.png
Recent Community Standouts
We wanted to highlight some of the excellent videos being created for Stationeers. Internally we’ve been enjoying a lot of it, and here are a couple of creators we regularly follow:
God, creator of the universe
https://www.youtube.com/watch?v=qa8mdiuOsqg
Cows are evil
https://www.youtube.com/watch?v=GvS-QGaFd0Q
Go check them out and support your favourite Stationeers content creators. Thanks to everyone who streams and makes videos about the game.
Update Wallpaper
{STEAM_CLAN_IMAGE}/28304711/eab8827b647cdb84726260a24015a4b4cbd7703f.png
Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/
Change Log 0.2.5954.26176
- Fixed Error spam from Solar Storm due to weather fade in effect not accounting for solar storm data.
- Fixed Solar Storm visual effect not always being applied correctly.
- Updated Portuguese Brazilian localization (Thank you Marcelo!)
- Added Localised Font components to DeepMiner and GPS Cartridge text fields.
- Fixed Storm effect fadeIn/fadeout throws errors on Clients
- Fixed Interior storm sound not playing.
- Fixed Solar Storm light was being applied twice.
- Fixed Storm sounds were playing during Solar Storm.
- Fixed compile error from reference to removed weather settings method.
- Updated HARM suit interior mesh and prefab for new visor opening animation.
- Added two new Suit Storage variants: Suit Storage Frame and Suit Storage Locker
- Missing meta file change for storm audio.
- Tweaked mars dust storm colors to be a little lighter.
- Removed some duplicated lighting code for the storm effect.
- Made storm effect fade in and out rather than suddenly appearing.
- Updated Storm sheltered audio clip.
- Moved shared storm effect material setting code into helper class.
- Updated Stationpedia page for HarmSuit.
- Added a number of un-localized GameStrings to english.xml
- Fixed HARMSuit had worse thermal Radiation performance than HardSuit.
- Reverted the changes to tooltip opacity as they were causing issues with empty tooltips
- Fixed storm distance thickening effect not starting from actual start point of the march.
- Updated storm effect parameters for mars.
- Updated how storm effects are colored. Added a distance falloff so we can thicken the storm up over distance as desired. Added the ability to use the noise as a mask for a secondary color such as ember particles on vulcan. Moved a lot of common functionality into the helper cginc file. Updated colors for vulcan and europa.
- Re-enabled storm audio it is now hooked into the new storm rendering system.
- Added Storm direction can come from any direction and is not limited to cardinal directions.
- Moved shared marching code into helper for storm shaders. Removed old storm shaders that were using generated noise.
- Fixed Minable ores were not being generated around aimee. This meant that when the aimee was not able to explore for ores and aimees near un-modified ore viens after loading a save would not see them.
- Removed unused normal calulation from storm card mesh shader.
- Fixed. When storm stopped when player was outside the wind audio would continue playing (beta).
- Removed half res storm rendering on screen space effect as the new approach is performant enough to render at native resolution.
- Clean-up of storm shader code, which appears to have solved several visual issues.
- Moved ReconstuctWorldRay function into the storm helper cginc.
- Fixed default value for storm card normal offset being too high making storm cards clip into the room.
- Removed some unused code from the old storm effect shader.
- Fixed outline effects showing up on the storm camera. Added camera check to OnRenderObject to skip if the current camera is the storm card camera.
- Improved blending between noise sample slices in weather effect shader;
- Added Higher res noise 3dtexture
- Moved storm card normal offset into the vert shader so we can have differnt offests for the depth only cards and the actual storm cards shown on the main camera. This removes some gaps around the edges of cards when the storm is being clipped to a room.
- Added emissive sparks effect to Vulcan Ash storm.
- Fixed outdoor storms going appearing inside rooms. Added back in the secondary camera for storm cards and are now clipping the storm marching to the back faces of the storm cards.
- Reauthored Storm effect 3d texture to leave the blue channel free to do a third type of noise.
- Fixed Storm Effect mesh in incorrect place in render queue (move to transparent-1)
- Optimised Storm effect. It now uses a 3D noise texture instead of calculating the noise procedurally on the GPU. Different levels are baked into the red green and blue channels, which allows for a single texture lookup to handle several different layers. This reduces the time taken to render the effect from 8ms to 0.5ms.
- Changed Storm screen-space shader to run at half resolution.
- Tweaked Mars storm values to look Ok with 12 raymarch steps.
- Thickened up mars storm effect.
- Fixed the StructureComputerUpright prefab so that inserted datadisks no longer have the wrong orientation.
- Fixed a small typo in the ScriptHelpWindow where the word "charactwers" has been changed to "characters".
- Fixed storm cards not being created for some doors and shutters.
- Removed item basic suit shoulder pad
- Fixed Tooltip so that it now respects the Tooltip opacity setting. previously it would only respect it if the setting was changed while the player was hovering over something, then would revert back to an opacity of 1 when the player looked away and then looked back at the object.
- Slightly reduced the storm card offset distance to minimize gaps as much as possible.
- Fixed partially built frames showing storms inside them. Now partially built frames will exclude storms.
- Added Storm lighting now uses 8 closest lights.
- Added Shader settings for Venus, Mars and Vulcan storms.
- Reduced Number of sample steps in storm shader to improve performance.
- Removed All references to old storm effect system and removed StormLocal script from Brain prefab.
- Added XML data classes for new storm effect.
- Added New storm effect material settings are now authorable inside weather.xml.
- Added Switching between screen-space and world space variants of storm effect when inside room and outside room.
- Fixed Items would sometimes get blown in the wrong direction during a storm.
- Removed storm audio. It will need to be replaced with a new system.
- Fixed storm cards showing over windows on outer grids. Pushed the storm cards out slightly. This can leave a small gap on some corners which will be addressed in a future fix.
- Tweaked spotlight lighting anisotropy on storm effect mesh to match headlamp lighting cone size.
- Fixed brutal spawn data so that the minimum supplies crate would be closer to the lander and easier to find when you spawn on Mars, Lunar, Europa, MimasHerschel and Venus on Brutal difficulty.
- Added variant of storm shader to be applied directly to storm card mesh. This removes the need for another camera. Have removed the storm card camera for now but left the screen space shader in incase we want to use it later.
- Polish Pass on Storm Screen space lighting.
- Added Support for spotlights in storm shader
- Fixed nullref when setting material property on storm effect (beta only).
- Updated indoor storm effect to use a different noise function with significantly less artifacting. Set some default material values for a good staring point for a europa storm.
- Added Rudimentary lighting effect to screen-space weather shader. The 8 lights closest to the camera are sampled to light the storm effect.
- Fixed a bug with indoor storm effect where artefacts could appear on nearby geometry. Removed a few unnecessary parameters. Marching radius is smaller now but effect looks much better and thicker.
- Updated indoor storm effect to take ambient light into consideration. Also allowed for more dense clouds.
- Fixed a rounding issue that could happen when wearing the HARM suit and standing on a frame. The Harm suit would try to sample the atmosphere below the player causing a divide/0 error in the suit convection code and creating run-away heating.
- Further balance work on HARM suit atmospheric values for liquid cooling function.
- Added a few tweaks to the indoor storm effect for better control of light absorbtion.
- Turned off the indoor storm effect by default.
- Fixed DevicePipeMounted from having unusual rotations under certain circumstances when mounting on vertical pipes. This was caused by the forward axis vector in the transform being treated differently to the up and right axis vectors, and the resulting rotation being incorrect.
- Refactored lava damage to move the damage behaviour into virtual functions in individual classes. this allows more more clearly defined edge case behaviour.
- Changed HARMSuit and helmet to be much more resistant to Lava damage.
- Fixed when player is in a suit & helmet. Internal items and glasses etc will take no damage from lava until suit is destroyed.
- Fixed Solar Storm Localisation error in new world screen.
- Fixed storm card mesh gameobject position was offset incorectly.
- Added first pass on indoor storm effects. Storm card meshes will be generated around exterior walls/windows from which a screenspace storm effect will start.
- Updated the cost for the ItemKitVendingMachine: All costs are halved. Large vending machine requires two kits while the small vending machine requires one. Kits now stack to five.
- Fixed harmSuit helmet not spawnable.
- Removed duplicate harm-suit helmet prefab
- Fixed Blocking area of medium radiators. All variants now only occupy the space defined by the object itself. (previously they would occupy all adjacent small grids as well.
- Removed Hard-Cap on SolarPanel panel output. Solar Panels will now over-produce power on worlds with higher solar irradiance. This change effects the maximum solar output of panels on the following worlds: Moon 750W, Venus 1.15KW, Vulcan 500W-to-1.2KW (Vulcan's highly elliptical orbit means solar irradiance fluctuates greatly throughout the year). Output of solar panels on other worlds are un-changed.
- Changed Solar Storm now increases output of solar panels by roughly 4x.
- Added new Stationpedia values for HARMSuit. The harm suit uses a new system for determining heating/cooling. Expressed are the operational range and the safe range. Inside the Operational range of external temperatures the suit is able to hold a steady temperature with minimal cooling. Inside the safe range the suit will be able to maintain temperature via the inbuilt AC. The suit is not guaranteed to operate correctly outside the safe temperature range.
- Fixed Canisters hidden in slots could still receive heating from the world atmosphere in some cases.
- Added Solar Heating Factor to Stationpedia (this expresses how quickly the sun will heat up the internal atmosphere of an object.
- Fixed HARMSuit page not displaying in Stationpedia.
- Tweaked HARMSuit Thermal balance values.
- Added HARM Suit. New super heavy suit with a much greater damage resistance and higher thermal performance. The HARMSuit is cooled via a liquid canister. It is effectively immune from the increased solar heating of solar storms. Due to its weight a jetpack cannot be used while wearing a HARMSuit, however a Hard backpack or mining backpack are still able to be worn.
- Improved Liquid canister tool-tip to show a little more precision in its fullness tool-tip.
- Added recipe for HARMSuit and HARMSuit Helmet to Tier2 tool printer.
- Fixed build error.
- Added back several accidentally removed poi's from europa that were present on the map view but could not be discovered.
- Fixed missing scene commit from rev26073
- Fixed bug where waypoints would get registered twice from their OnRegistered function.
- Fixed bug where building a single waypoint and trying to set the next waypoint could crash the game. Have set max iterations when looping over waypoints.
- Fixed spelling error on save list items days 'past' should be 'passed'.
- Added Prototype Solar Storm weather event. It can be triggered using the command "Storm Start SolarStorm". Atmosphere cells and atmospheric containers exposed to the solar storm will experience greatly increased solar heating, solar panels will experience increased power output.
- Fixed suits were not being effected by solar heating due to them being technically hidden in their slot.
- Fixed console screens turning off when they are on the floor and the player is nearby. Have moved the player-in-range bounds slightly further back behind the console.
- Fixed issue where having non .save files in your autosave or quicksave folder would cause saving to get stuck. Non .save files will now be ignored, however it is recommended to keep these folders for .save files only.
- Fixed loading game with bad save data could get stuck on black screen. Some deserialization failures would return instead of throwing an error to be caught in the outer loadgame task. Have changed these returns to throw. Now, if load fails in this way, user should be returned to the title screen.
- Fixed error in Russian language localization with wrong number of arguments
Thank You!
First of all, thank you all for the support. The terrain update was a massive undertaking for us and the response from the existing community, as well as all the new players, has been absolutely amazing.
We immediately broke our all time concurrent player record and then repeated that for several more days in a row.
Recent reviews rocketed up to overwhelmingly positive which is heartwarming to see.(if you haven't already, consider going and leaving a review, it helps a lot!)
Thank you!
Small Vending Machine
At a fraction of the capacity, with 12 slots, the small vending machine serves as some useful compact storage for anything from food to ingots. It's just one by three small grids in size, so much smaller than the large version. This repeatedly came up as something we wanted during a play session, and now here it is.
{STEAM_CLAN_IMAGE}/28304711/f2093feb071b05427e03d0255fbfb83b6ba8c514.png
Terrain Optimizations and Settings
We’ve heard from many of you that you’re experiencing lower than expected fps with the new update, especially on Vulcan. We’ve done some optimisations under the hood to help improve terrain performance as well as exposed some new settings to give you better control when tweaking your performance.
Terrain Tessellation
Tessellation is a process performed on the GPU. We use it to define small details in the terrain like rocks and cracks. The Terrain Tessellation setting controls how finely the mesh is subdivided, these small subdivisions are then pushed inwards or outwards using a heightmap texture that matches the terrain color texture.
{STEAM_CLAN_IMAGE}/28304711/5db11ebfdca92d47e8e0ac0b668685a1fada85f9.gif
Terrain Detail
In order to render terrain out to 1.5KM, as we get further from the camera we sample voxel data at increasing steps to form terrain LODS (levels of detail). The Terrain Detail setting controls the thresholds at which we switch to lower detail LODS. Lower detail LODS bias downwards and tend to be smoother; distant features appear “flattened” at the lower quality settings.
{STEAM_CLAN_IMAGE}/28304711/cf65d30ab073aa36d757840dd50ecbf0fdd071a8.gif
Minable Render Distance
The Minable Render Distance setting controls the distance at which mineable ores are drawn.
NOTE: if this is set higher than the “Terrain Detail” setting distant ores will appear to “float” over the terrain.
{STEAM_CLAN_IMAGE}/28304711/3a6aaec85597bba6178539c450b3d57c3d815bc3.gif
Shadows
The Shadows setting affects the number of Cascades (Shadow LODS) and the distance that shadows are drawn. At lower quality levels we only allow large objects to cast shadows.
{STEAM_CLAN_IMAGE}/28304711/f2500758b7b367f3c9eb94df69afafd57529b578.gif
Community Localization
A big thank you to the community members who have provided us with comprehensive translations for Chinese(MRhythm), French(CedricDx and Gosti_FR), and Russian(AlexusYT) languages.
They created a git repository that's maintained and allows us to easily pull their updates directly into the game.
A big thank you to everyone involved!
Game Serialization Improvements
On some large bases people were experiencing game lag during saving. This was due to saving locking some processes for the entirety of the save process, including zipping the save. Saves now only lock game threads while necessary and release them before compressing the serialized data.
Steep Terrain Glitch
There was a visual glitch with the terrain data on Vulcan causing extremely weird normals on steep mountains. This means that we have regenerated the terrain data for Vulcan but we have kept the old map in the game but hidden so that those with a current save on Vulcan will not have to update their terrain data, this will mean that they will still see the weird normals on existing saves.
{STEAM_CLAN_IMAGE}/28304711/dfde12c2035aa69a7a55b968aca059653314862c.png
Indirect Addressing Fix
There was an issue with causing indirect addressing that was fixed by community member on Discord provided the fix for. Send your thanks to Elmotrix!
Your support makes these updates possible
https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/
Change Log 0.2.5919.26060
- Fixed Jetpack sometimes not working when very close to ground. This could happen if the sphere cast started inside the terrain collider, added a sphere overlap to check for this case.
- Added Deprecated flag to Vulcan WorldSetting.
- Changed updated Dedicated Server help tip for valid worlds to hide tutorials and flag deprecated worlds.
- Updated icarus suit helmet animation to fix visor poking through mesh when open.
- Updated icarus suit helmet mesh with new mesh, fixing a few minor uv and vert issues.
- Added function to format all commands as a markdown table for the dedicated server guide. Commented out for now but leaving there in case we want to regenerate it.
- Reduced High minable render distance range a small amount.
- Added Small y offset to distant minables to help prevent "floating" effect.
- Changed scale in range of minables shader to be a fraction of the total render distance.
- Fixed Jetpack would loose thrust when flying over lava. It now also evaluates the lava height when determining thrust efficiency.
- Fixed un-localised slot tooltip for lander mkII.
- Fixed a typo for one of Jupiter's moons. name has been corrected from "Hamilia" to "Himalia"
- Added savetype 'manual' to possible types for loadlatest command.
- Fixed Deep Miner destroyed state was invisible, caused destroyed Deep Miners to block constructions.
- Fixed deep mining regions not showing up on the map motherboard for lunar, mars and mimas.
- Added StructureVendingMachineSmall to the vending machine kit
- Fixed Some Issues with the voxel data on Vulcan. This fix will only apply to new games created on Vulcan after this patch.
- Fixed Some cases where regions and start locations were being direct referenced when interacting with a WorldSettingData.
- Changed increased the distance of emissive terrain effects.
- Fixed Grammatical errors in Moon and Mimas descriptions
- Fixed Grammatical errors in Vulcan world description.
- Fixed saving on very large bases was pausing the game thread for a very long time. Have moved unpausing the game tick to immediately after the snapshot of the world data has been acquired. After this the serialization and zipping will continue in the background. This should get the game tick pause time down to sub one second.
- Added more logging to each save step.
- Removed unused replaysaveload class.
- Added a few more restricted characters to save names which where causing saves to fail.
- Fixed an issue with indirect addressing for IC10 scripts. Thanks @Elmotrix for the fix.
- Added missing blueprint for flaregun.
- Removed some related assets, blueprints, animators and audio from already deleted weapon prefabs.
- Fixed advanced composter not connecting to chutes correctly.
- Terrain settings pass. Reworked and added some settings to help performance scale better on low-mid range hardware.
- Reworked Terrain Tessellation Settings to more performant values. Added Extreme Setting and an off Setting.
- Added Minable Render Distance Setting. This effects the render range of minable ores.
- Added Terrain Detail Setting. This effects the Lod radius of the terrain meshes (at lower settings the near-to-mid distance terrain meshes will be less accurately rendered)
- Added missing isKinematic checks to a few places where rigidbody velocity is set.
- Removed references to missing scripts on a few cosmetic items.
- Added Hidden Setting "MaxConcurrentWorkers". By default this is set to processorCount-1. Some users are reporting crashes or errors on load due to the 100% all-core-work-load terrain initialisation. This setting can be used to help mitigate application CPU usage for those users effected.
- Fixed save folder names were being incorrectly trimmed if they contained dots.
- Updated French, Russian, and Simplified Chinese localization files. (Credit: CedricDx(FR), Gosti_FR(FR), AlexusYT(RU), and MRhythm(CN))
Current Release
22406008
Uploaded Mar 25, 2026
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for Stationeers? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
rocketstation.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.2 GB
22406008
0E6FF050
7a7803933199d0e7ff04a4051d4c443cf0dbd4f00edd0465284d58114860bb0a
You May Also Like
View AllDownload Stationeers for PC with a direct link or via torrent. Get the full version of Stationeers for free. Stationeers is a Action released by RocketWerkz.