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Update v0.2.4657.21547

From Unofficial Stationeers Wiki

The Rocket Update
v0.2.4657.21547
Type Big Update
Release 2023.12.12 - 08:51 UTC
Hyperlink Steam SteamDB
Adjacent Updates
Subsequent Hotfix (v0.2.4672.21576)
Previous Hotfix (v0.2.4297.19997)
Back to overview of all updates

Content[edit]

Update v0.2.4657.21547 gif 1.gif

Rockets are often considered a final goal in Stationeers. However, instead of designing them as an end game necessity, we’ve instead treated them as another system that weaves itself into all the other systems of the game. Rockets support building stations, and stations support building rockets.

Previously, the rockets were simple yet unforgiving. It was hard to tell what was happening, unless you already knew everything about rockets. You functionally had to build the best rocket system from the start, else your rocket was likely to be lost. Lastly, the old rockets flying were simplified down to a single number increasing and decreasing on the wall, which was ‘a bit’ of an oversimplification of space flight.

Rockets have become a new system for you to engineer. They are built from structural fuselages which house many internal parts. Fuel tanks must be manually positioned and plumbed. Similarly, placing batteries, cargo storage, pipes, wires, chute and many more devices is now a challenge for you to make decisions on. Will you choose an engine that slowly pulls its own fuel, or one that chugs more and more fuel as you pressurize your pipes toward bursting?

"This is a massive update for the studio and our team, adding a ground-up rework of Rockets into the game. This not only provides fantastic new content for you to experience - but sets the stage for us to expand the game in a whole host of directions.

Times have been tough for many game studios lately and Stationeers is a very niche project. You - our players - are a very important part of our development, so please consider buying our supporter content DLC, leaving reviews, and helping spread the word about the game to people who might like it.

Despite all the challenges in the gaming industry, our studio hopes to continue to grow closer to our players, serve interesting niches and regularly update our games. While not a profitable project (our typical daily revenue including DLCs is around USD 800 gross, roughly 400 of which makes it to us), Stationeers is important to all of us in the studio. We hope that shows in the hard work we do with our updates, and we feel this one is no exception.

Not only does this update contain an entire new game around Rockets, it also contains a massive array of performance, usability, and general fixes. Our change log is so big that we can’t fit all of it in this post."


- CEO Dean Hall

Rocket Details[edit]

Rocket Control Motherboard[edit]

Devices on the rocket can be remotely accessed through the Rocket Control Motherboard. Specifically, the motherboard gets to traverse through the new datalinks. When an uplink/downlink pair is setup, the motherboard can access devices on the rockets and the rocket devices are made available on the uplink's network. This allows planetside logic devices to see rocketside devices on the networks, so traditional logic systems can still interact with rocket devices.

The Rocket Motherboard provides a visual representation of destinations to which rockets can travel. Each world has a uniquely authored map providing different locations and resources for rockets to obtain. When a destination is set, and the rocket engine is fired, rockets progress towards their destination. Scanners can be used to unlock new static destinations through the Chart action, instance new asteroids to visit by the Discovery action, or gather more information about a mining site via the Survey action. All these UI based actions and commands can also be activated via logic on the rocket avionics device.

"Rockets act as a way for players to obtain resources and gasses. But Rockets now provide a framework for us to modify other aspects of the game. While not making the first cut of features for this release, we intend to add satellite deployments which can increase the number of traders who visit, contact bespoke traders, or even microwave remote power from space. We also want to ensure that traveling to other planets get enough attention, and isn't a side note. Traveling back and forth between worlds will be possible, but will require some significant changes to our save system."

Engines[edit]

Update v0.2.4657.21547 picture 1.png

Engine selection is important, as it dictates how efficiently you use fuel and how much thrust you can produce. The Pumped Gas Engine and Pumped Liquid Engine are the two simplest engines, pulling fuel directly from pipes and tanks. The Pressure Fed Gas Engine operates on gaseous fuel, and can produce the most thrust, but the fuel must be delivered to the engine at high pressures to be better than pumped engines. The Pressure Fed Liquid Engine can be the most fuel efficient, but managing liquid fuel flow via pressure can be incredibly challenging in such a dynamic environment.

Payloads[edit]

Update v0.2.4657.21547 picture 2.png Miners and Scanners do the bulk of the work in space gameplay. Miners gather ore, and output it into chute networks for transport to Cargo Storage. Scanners are used in three ways to explore space, unlock new destinations, and gather information. Miners and Scanners have a head slot that must be occupied by a mining/scanning head, else the device will not function.

Infrastructure[edit]

Update v0.2.4657.21547 picture 3.png Interfacing with the rocket on the launch mount is predominantly done through umbilicals. These consist of a main umbilical device placed inside of a launch tower. The umbilical can then connect onto an umbilical socket placed in the rocket. Variants exist for power, gas, liquids, and items. To allow better accessibility to the rocket during construction we’ve added several new stairwell variants, along with extendable access bridges.

Fuselages[edit]

Update v0.2.4657.21547 picture 4.png We’ve added several cosmetic variants for the rocket fuselages, so that not all rockets have to look and feel the same. We took inspiration from the Mercury Redstone and Saturn V.

Rocket Control UI[edit]

Update v0.2.4657.21547 picture 5.png We wanted to improve the accessibility of rockets, so that players who can't manually assemble a little-endian address in logic can still use rockets. The Rocket Motherboard has 3 main pages. The “Rocket” tab allows you to see and control devices, in a much more graphical way, which is important since when in space, you can't use your tablet to debug issues. The “Map” tab lets you see all of the locations you’ve explored, and see rockets moving around in space. The "Location" tab lets you see specific information about a location, if it has links to other locations, if it can spawn minable asteroids, or if it has resources to mine. It's also where you will start rocket actions, such as mining and scanning, which interact with the location. Update v0.2.4657.21547 picture 6.png Update v0.2.4657.21547 picture 7.png Update v0.2.4657.21547 picture 8.png Update v0.2.4657.21547 picture 9.png

Traders[edit]

Update v0.2.4657.21547 picture 10.png As well as rockets we've also given traders a little love, including adding lights and other visual improvements and cleaning up the assets to make them more performant. There has been a specific focus on improving tooltips on the traders, and they should now provide much better information about what you are buying and selling. There are also a lot of bug fixes focused on traders.

New Traders[edit]

The new traders consist of three types: a Consumable Trader, similar to a convenience store, selling items like duct tape, cereal bars, and other useful goods, a Liquid Trader, specializing in bulk quantities of liquids such as liquid nitrogen, liquid volatiles, and water, and an Appliance Trader, who sells appliances and purchases materials required for creating them.

New Data Structure[edit]

To support new functionality, we have revised the data structure for traders. There is now much more functionality for us to make unique traders. It’s also easier than ever to make new trader mods. This does means existing trader mods will need to be rewritten.

Care Packages[edit]

Update v0.2.4657.21547 picture 11.png Traders will sometimes want to buy care packages that contain a specific set of items. These care packages can be created by filling a cardboard box with the required items. Sometimes traders will pay handsomely for these key supplies and allow for a good profit to be made.

Tool-tips[edit]

Update v0.2.4657.21547 picture 12.png We've placed a significant emphasis on enhancing tooltips across all aspects of the game. Our goal is to display more comprehensive and accurate information, ensuring players have a better understanding of game-play and mechanics

Orbital Simulation[edit]

Update v0.2.4657.21547 picture 13.png Our old skybox was based on what was effectively a "geocentric" world. The sun of the world would follow a predictable path in the sky, with only the angle of its rotation being configurable. Additionally objects in our skyboxes, such as the Earth in our Moon world, or Jupiter in our Europa world, were static objects in the sky.

As part of other prototypes and ongoing work at the studio, we developed an excellent way to model orbital mechanics using Kepler's laws of planetary motion. All skybox objects are now configured to be based on a real simulation, with planetary movement in the sky. Currently, this is mostly cosmetic but offers massive potential in the future for us to expand on our Rocketry update. For now though, the main impact will be on the apparent movement of the world sun. Your world now has its own orbit, so your suns' apparent motion will change throughout the orbit - giving you seasons which will affect solar irradiance.

Visually the results are stunning. Europa now shows a revised Jupiter with animated clouds and all the major Jovian moons. Saturn has also had a face lift.

World Data Changes[edit]

Update v0.2.4657.21547 picture 14.png In line with the orbital simulation changes we have refactored how world data is stored. Previously, it could be defined as a 'template' and then used to initialize a world save. This was handy in that it allowed you to tweak a lot of settings in a save. but it also baked any bugs into your save and made synchronization and serialization in multiplayer very problematic. This was a source of a number of nasty desync bugs. So we have rationalized this together and firmed up how this works. To make a custom world you will need to make a mod. And this world data is loaded each time, not from your save but from the game data. These changes will break saves on old custom worlds.

World Difficulty Information[edit]

Update v0.2.4657.21547 picture 15.png As part of the first steps of our future work to cleanup survival and game information in general, some substantial changes have been made to how we store and display difficulty settings. As before, these are fully moddable but we have also extended what can be included and changed in a difficulty setting. When starting a new world, the screen will show you information about that world, such as the atmospherics, storms, and any other important information.

When you select a difficulty, the new world screen will clearly show you the impact of that change. You can change the difficulty after loading with the 'difficulty' console command, followed by the name of the difficulty you want to select (case sensitive).

Performance Improvements[edit]

Occlusion[edit]

We've simplified our approach to occlusion to make it more constant and provide a significant performance improvement. Previously, the render distance was set individually for each object, leading to inconsistencies in how objects were displayed and shadowed across the game. To address this, we've shifted to a type-based system for determining render distances for both meshes and shadows. This means that objects of similar types now follow a uniform standard for visibility and shadow casting.

This refinement has substantially improved game performance, particularly in areas with complex structures. During our tests, we noticed a marked improvement in frame rates. For instance, a test map that previously achieved 30-35 fps on medium settings now smoothly runs at a full 60 fps on high settings without any noticeable frame drops, regardless of the viewing direction. This update is a game-changer for players with extensive stations, offering a smoother and more visually consistent experience.

Atmospherics[edit]

There were some instances where a very large number of atmospheres could be present in the world. We've made some changes around how world atmospheres equalize back to the global atmosphere meaning that if you ever see many thousands of world atmospheres they should quickly be reduced to a reasonable amount.

Changelog[edit]

- Removed some unclear error messaging from rocket motherboard.

  • [Added] Added recipes for country overalls to tool manufactory
  • Changed weighting of atmospheric fires more towards amount of combustion rather than temperature. Tweaked emitter threshold values.
  • Improved rendering of larger fires. The number of emmissions per grid will reduce relative to the total active particles.
  • fixed inner erebus location being named rich instead of dense.
  • fixed malformed site definition in venus spacemap.
  • Fixed estimated ore at location for rocket mining was not taking into account ice multipliers

+ Changed name of "Rocket Tower" to "Launch Tower"

  • Fixed incorrect return in fire atmospheric fire particle emission code was causing many fire particles to not be shown.
  • Updated Rocket Cargo Storage Small and Medium models.
  • Fixed When placing a new umbilical socket in the rocket the tower umbilical device would error until its on switch was toggled. (regression rev.21506)
  • [Added] Added Mass Tooltip to Mass and DryMass fields on Rocket info panel.

+ Updated rocket plume colour gradient

  • Fixed Loading games on asteroids map could cause the game to hang waiting for items to move into the parent slots of deleted out of bounds objects.

- Removed Prototype Low Earth Orbit map from New World Menu.

  • Updated Rocket transformer model (separate data port).
  • Fixed Rocket Transformer connections not working (incorrectly rotated colliders)
  • Fixed Rocket transformers and umbilical sockets not updating the grid position of their power connections on launch/land.
  • Fixed Reset RocketFlightControl Rule on Landed.
  • Fixed AutoShutOff code would run on load for rockets already on the launchMount.
  • [Added] Added Descriptions to the RocketEngines in Stationpedia.
  • Fixed rocket device list on rocket ui was not remembering the last selected device when closing and re-opening the ui
  • Fixed Clients could not set destination of rockets on spaceMap UI when connected to dedicated server (introduced rev.21488)
  • Changed connected rocket tooltip text to use gamestrings
  • Fixed downlink connections to uplinks could be cleared when using the uplink screw. Downlinks now have a list of connected uplinks. Uplinks still only connect to a single downlink. If multiple uplinks point to the same downlink, the uplinks will appear in the rocket toggle tooltip in the rocket ui. Destruction or deconstruction of the uplink will disconnect it from the downlink.
  • [Added] Added Tooltips for Density, Size and Richness on the spaceMap location panel to give players more insight as to how these values drive mining yields.
  • [Added] Added broken build state to liquid and gas medium fuel tanks
  • Fixed Multiple uplinks pointed to the same downlink or to multiple downlinks on the same network would add duplicate references to their dataNetworks.
  • Fixed tooltip on Uplink tool not showing required to deconstruct. This was also affecting everything that extended LogicUnitBase due to a bad override.
  • Ensured nearby fuel locations on spacemaps has both oxygen and volatiles, instead of water, if the fuel component is not obtainable on the planet.
  • Generally increased max density/Richness and increased the minimum density/size that can roll for far away spacemap locations.
  • Decreased the molar amounts of water available from ice at close spacemap locations.
  • Made the dangerous ice location have higher rolls than other gas sites.
  • Fixed Rocket Engines dump one tick of engine Exhaust at (0,0,0) on load.
  • [Added] Added DrillCondition Logic Variable to RocketMiner.
  • Changed RocketMiner drill heads degrade twice as fast.
  • Increased space map max discovered node count from 6 to 9.
  • Increased rocket launch mount max structure count from 6 to 32.
  • Fixed RocketMotherboard does not refresh its device list when inserted into computer.
  • Fixed Umbilicals to not re-align correctly when rocket lands from space.
  • Fixed Liquid and Gas Umbilicals do not go into error state when there is no partner umbilical.
  • The location tab on rocket ui will now take you to the currently selected rocket's location by default. The 'location info' button on the map screen will be the way to view other locations the current rocket is not at, rather than selecting a location on the map and clicking the location tab.
  • Changed Rockets on Vacuum planets (or in a vacuum) will now produce a little amount of sound due to vibrating connected structures etc.
  • Changed Rocket Landing&launching simulation now clamps gravity value between -1 and -5.5. While not strictly accurate for the asteroids map, this prevents the rocket from flying off if it ever goes into a positive velocity during landing. This also means that rockets on Venus will experience less gravity, this is so the basic engines will be feasible to use for Venus players.
  • Fixed Mineable Deposit was setting ReagentMixture and not CreatedReagentMixture on mined Ore which mean they did not produce any output in centrifuge.
  • Fixed DirtyOres mined from space would have their reagent contents deleted when merging. This is because the merge code assumed the contents of the reagent mix would always add up to 1.
  • Fixed stopping rocket mining action now causes residual mined quantity in miner to be exported once the export slot is free.
  • Improved feeling of tooltips on the rocket ui. Made them less jittery and they will now follow the mouse position as per exising ui tooltips.
  • [Added] Added focus on selected rocket button next to rocket name on map screen
  • Fixed NRE when calculating storm wind vector when exiting world (OrganBrain could be null in this case)
  • Moved clear destination button to bottom left of map screen and made it always visible if your current rocket has a target destination
  • Changed total ore at location on rocket ui to be 'estimated ore' and changed rounding of value to make it more obvious it's an estimate.
  • Fixed smart rotate not working on rocket tower
  • [Added] Added some safety checks around setting the rocket icons position on the space map as destroying a launch mount could cause errors. If a launch mount is destroyed while a rocket is leaving/travelling to it you will not be able to set the destination until the rocket reaches its next destination.
  • Fixed offline players being blown kilometres away during storms
  • Tentative fix for helmets being offset for clients when joining game or respawning
  • Fixed Network References not being refreshed on rocket motherboard when downlink data network changed.
  • Fixed FiltrationMachine show incorrect value for pressure differential tooltip
  • Changed when LaunchMount is destroyed by damage rockets that have it set as a target or current destination will behave according to the following depending on their state.

Landed: Rocket explodes, Landing: Rocket attempts to abort and return to orbit, Launching: Rocket continues to orbit as planned. In space: rocket updates its target to the home planets orbit. - Reverted RocketMiner contributes a small number of survey points. - Reverted character Take Control changes until it can be tested more and edge cases be fixed.

  • Fixed Downlinks not being deregistered from the list of allDownlinks when it was not connected to an uplink.
  • Fixed paintable material not set on regulator kit.
  • [Added] Added Each mining operation at a site generates a small amount of survey data.
  • Changed swapped composition and size survey targets for site info reveal. Composition from 30% to 10%, Size from 10% to 30%.
  • Fixed NRE when clicking the 'clear destination' button as a client
  • Changed LaunchMount cannot be deconstructed if a rocket is interacting with it (i.e if its current or target location is the LaunchMount)
  • Fixed Launch-mount destroyed state deconstruct tool and repair tool not set.
  • Fixed Rocket Chute devices drop items at the launch mount rather than in their output chutes.
  • Changed Rocket miner now stacks mined ore before exporting.
  • [Added] Added RocketMiner Ui tool tip to show amount of internal mined ore. Internal ore of miner can now be read via the Quantity logic value.
  • [Added] Added missing localization value for engine mount type c3 into english.xml

+ Reduced the internal capacitance of the power umbilicals from 10k to 4.9k + Renamed 'Battery (Small)' to 'Auxiliary Rocket Battery' and shifted it to be the second one in the kit.

  • [Added] Added "Clear Destination" button to map screen
  • Fixed Pipe Burst event in rocket log incorrectly reporting the source of damage.
  • Fixed rockets could get stuck on their launch pad when adding and removing fuselage pieces
  • Changed Rocket-Batteries no longer loose energy due to cold loss in space. May be revisited if power generation devices get added to the rocket in the future.
  • Additional fix for falling through terrain when spawning
  • Fixed Trader would sell ingots only as single items (i.e buying 50 steel would result in 50 1g steel ingots)
  • Fixed Child items sold by trader would not have their QuantityAction applied.
  • [Added] Added "Trader Call" command. Calls a trader of the specified Id to the 1st found landingPad.

- Disabled Variance Element in traderData as it was not hooked up correctly for multiplayer/serialization.

  • Fixed regenerate spacemap command not clearing current location selection
  • Renamed electric umbilical kit from 'electric' to 'power' to match structures
  • Fixed client players connecting to a server sometimes falling through the terrain. Players will now wait to take control until all terrain has loaded
  • Tweaked rocket info panels width on rocket ui as some text was overlapping the edge
  • [Added] Added tooltip to downlinks to warn when it is not connected to an uplink
  • Fixed a number of errors with RocketCircuitHousing prefab.

+ Updated name of Rocket Motherboard to Rocket Control Motherboard + Updated thumbnails for all motherboards

  • Fixed Rocket Manufactory animations were broken dedicated server.
  • Fixed "Output" tooltip displaying when you look anywhere at the electrical male umbilical
  • Fixed rocket circuit housing deconstructing to the incorrect kit
  • Fixed smart rotate for rocket downlink not being set up correctly
  • Changed umbilicals to use the drill for deconstruction instead of the wrench to make them consistent with other devices

Minor: Umbilical tooltip was not actually returning fail.

  • Fixed smart rotate for side variant female umbilicals not being set up correctly
  • Fixed can place pipes, cables, and chutes facing into umbilicals. This is confusing. Now a it will be prevented, and a tooltip will appear to help guide the player better to understand how umbilicals work.
  • Fixed Blueprints for Rocket Capsule Tanks.
  • Changed Capsule tanks and Gas/Liquid Fuel tanks can only be built in rockets.
* Reduced umbilical recipes to not have harder alloys
  • Fixed a number of structures that should require frame anchoring did not.

+ Tweaked a number of tooltips that did not indicate well that rocket parts need to be placed inside fuselages.

  • Removed a bunch of obsolete kits.
  • Fixed null ref when trying to clear rocket ui map panel when leaving world
  • Fixed the process of taking control of a character. When a player joined it would sit and poll until it saw a brain with the correct id. This was causing a lot of weird edge cases and potential issues, now it will wait to run the take control code until it receives the correct brain from the server.
  • Fixed not being able to rejoin a game after leaving. Some inventory manager fields were not being cleared.
  • [Added] Added CargoStorageFullEvent to rocket log.
  • Fixed When cargo storage is full, Import bin continuously opens and closes.
  • Fixed Ice was melting in Miner export slot.
  • Fixed TraderNames not being included in Checksum but Name was initialised using Seeded random.
  • [Added] Added Trader Command to print traderData Checksum "trader checksum"

- Removed UnityEditor trader checksum function.

  • Fixed some ui tooltips not updating their text until you un-hover and re-hover
  • Fixed selected location on rocket ui staying selected after loading a new world. Will now clear correctly when you exit your world.
  • Fixed things inside slots being ignited when on a rocket
  • [Added] Added total ore and total ore mined stats to progress panel when mining at dynamic locations. Locations will need to be regenerated for 'total ore at a location' to appear correctly.
  • [Added] Added next yield stat to mining progress bars
  • Fixed empty linked game objects in broken buildstate causing errors when setting the broken builds tate
  • Fixed (possible) trader related null reference exceptions in multiplayer that would prevent trading until reconnect.
  • Fixed Plant sampler incorrectly had interaction buttons for Activate and Mode.
  • Fixed Incorrect material on Large hanger door destroyed states.
  • Fixed Clients could throw an error when told be server to register an atmosphere to a grid that already had an atmosphere assigned. Clients will now overwrite the stale data and continue.
  • [Added] Added additional sparked call to rocket engine.
  • Fixed Fire effects not showing with the same density and frequency on clients as on server.

- Removed low thread priority tag for clients atmosphere read method as there was concern it could cause issues.

  • Fixed could not sell items to traders that contained batteries with conditions when a client. This was because non-sync'd values were used.
  • Fixed non-fatal null reference exception for InputSourceCode.
  • Fixed some instances of clothing not being rendered.
  • Fixed manufacturing devices diisplaying ??? or the current recipe in tooltip even if it was printing something else.
  • Fixed programmable chips would not save label assignments so could be confusing on game load.
  • Fixed Source-code tooltips could stay on screen when closing the input screen, such as when using the laptop.
  • Fixed (maybe) occlusion related issues with players.
  • [Added] Added DecayRateMultiplier difficulty setting. This will change the decay rate of food.
  • Fixed null reference on SatelliteDish when being updated. _fullWrite was never being set to false, so when it was true that dish would then always send its data. Now it will set fullwrite back to false once it is done. Additionally, null checks on update transforms.
  • Potential fix for Atmosphere read error spam for 2nd client joining a server. SerialiseOnJoin and SerialiseDeltaState were using the same cached bitflag to read/write, which could cause an issue if a delta state update was received before the Join message had been fully read.
  • Increased RocketBattery Medium Power stored from 1,800,000 to 3,600,000.
  • Increased RocketBattery Small Power stored from 900,000 to 1,800,000.

- Reduced Power Consumption of RocketCargo storage from 50 to 5. - Reduced Power Consumption of Rocket Miner from 250 to 100. - Reduced Power Consumption of Rocket SCanner from 250 to 200.

  • [Added] Added Volume of Tanks and pipes to stationpedia.
  • Changed RocketEngines to be ~30% more performant. i.e they use 30% less fuel for the equivalent thrust.
  • [Added] Added 4x multiplier to quantity mined of SpaceIce
  • Fixed decay was using MaxDamage, which is the maximum of *all* damage types allowed. Instead Decay maximum should be 100. This was causing all tooltips to be substantially incorrect. 200 is the normal total of all types of damage, but each damage state type is supposed to max out at 100.
  • Fixed unhandled exceptions when processing a trader message from client if the trader has already left.
  • Fixed vending machine renderers are disabled and invisible.
  • Fixed refrigerated vending machine vending items in the wrong location.
  • Fixed Small Satellite dish not place-able.
  • Changed the 'remove node' button to be 'delete location' as this is more consistent with other player facing language
  • [Added] Added RocketEngine performance values to Stationpedia.
  • Fixed two insulated liquid pipe prefabs were listed in Stationpedia.
  • [Added] Added rocket crashed event which will be logged on the rocket ui when the rocket crashes into something.

+ Increased number of action progress panels that are allowed to be visible on the UI at one time

  • Fixed incorrect models for small rocket fuel tanks
  • Fixed rocket medium gas tank spamming errors when rotating while building
  • realigned thumbnails for vending machines and their build states
  • [Added] Added build states for vending machine and refrigerated vending machine
  • Wrapped Empty object pool Error in UNITY_EDITOR defines.
  • Fixed An object pool error where null items weren't being handled.
  • Fixed Incorrect Tooltip for AreaPowerControl.
  • Fixed Engine Thrust calculation on GameData load not accounting for an incomplete combustion step in the first manual combust.
  • [Added] Added collisions for rockets. Rockets will now be destroyed if they collide with anything and destroy the thing they have collided with.
  • Fixed _flamePosition not being cached for rocket engines on dedicatedServer

+ Refactored debug commands to show more information to assist with hunting data desync on dedicated servers.

  • [Added] Added new debug command and refactored existing ones for trader to assist with solving desync trading issues.
  • Fixed Exception on load when generating RocketEvents.
  • Fixed Supressed Log events on Load.
  • [Added] Add null checking for any Rocket Event constructors that have referenced fields.

Missing prefabs from tank volume commit.

  • Fixed can remove pipes or cables with something attached to them. Now will prompt the player to remove the attachment before removing the pipe or cable. This helps avoid some state issues. Note that the pipe or cable can still be destroyed, this just makes the player remove the pipe or cable first.
  • Fixed when deconstructing items will always inherit their parents color. So pipes used in construction would come out parent colored. However it was intended to be used for paintable kits, so now only construction kits themselves will inherit their parents color when deconstructing.
  • Fixed able to place walls, frames, and other large structures on top of landing pad pieces. Now will correctly register them as large structures as well as small to manage placement issues. (Credit: BigfootMSR)
  • Fixed water tanks when ordered from traders would explode because a regression put their volume back to 12 L, from 12.1 L. This meant there was infinite pressure from the small amount of gas that it tried to create. Note they will still explode if the environment they are purchased into becomes unsustainable due to pressure. (Credit: OwnerOfThePlace)
  • [Added] Added System for blocking duplicate Events in the rocket log.
  • Fixed some instances where hydroponics tray occlusion would not be reset properly in multiplayer.
  • Decreased the minimum number of moles of combustion required to render combustion. With world atmospheres now spreading their enflamed state, there is less of a concern about infinite tiny fires existing in world.
  • Rocket engines are no longer perfect combustors, and some fuel is ejected with the exhaust.
  • Fixed rocket umbilicals still being extendable while their paired rocket is in space
  • Fixed ItemCookedMushroom could not be made as it had no recipe. It was also misconfigured so it could not be added to microwaves or other things.

Preload: added ItemSugarCane and required assets, not included in build as will be used after Rocket update is released.

  • [Added] Added mass contribution for rocket parts to Stationpedia. It will show only if a component actually contributes any weight.
  • Fixed Rocket Plume was not sparking the atmosphere.
  • [Added] Added Transformer that does not require face mounting for exclusive use in rockets.
  • Fixed Rocket miners will stop mining once deposit is depleted.
  • [Added] Added build states for the vending machine
  • Fixed umbilicals using CanLogicRead when they should have been using CanLogicWrite
  • Updated Flight control rule logic description to describe behaviour of each rule.
  • [Added] Added better error handling for when multiple structures were registered to the same position. previously the save would load in both structures. Now any structure that tries to register to an already occupied position will not be created on load.
  • [Added] Added last calculated acceleration and fuel time values to the rocket info panel. Also changed last calculated values color to grey.
  • Fixed Survey Difficulty for sites not inheriting from discover Difficulty of parent when no survey Difficulty is set.
  • Changed world name showing next to some values on the rocket ui will now say 'Space' when in space rather than the world name
  • [Added] Added the last calculated thrust and thrust to weight values on the rocket info panel which will refresh when at least one engine is on
  • Fixed PoweredVents were showing their external pressure tooltip as Pa when the value was in kPa.
  • Fixed DeepMiner drill is always animated even when occluded.
  • Fixed ActiveVent displaying values x1000 below what they should have.

+ Balanced some trader values.

  • Fixed OxygenatedIceCluster Site on Mars space map generated with Water instead of nitrogen.
  • Fixed RocketEngineBase shows tooltip for construction tools. Now uses get extended text for tooltip generation. performance values are only shown once engine fully constructed.
  • Fixed Asteroid Survey points not being applied on loading game resulting in loss of survey progress.
  • Fixed Deep miner missing build state images on stationpedia.

+ Balanced Deep miner construction resource and placement. Minor: Reordered trades.

  • Fixed Chemlights were not stackables. Unified the Roadflare and Chemlight handling via a base class, and ensured Chemlights have a serialized lifetime.
  • [Added] Added additional trader packages that can spawn.
  • Fixed AdvancedPackagingMachine and BasicPackagingMachine gave absolute nonsense information in their Stationpedia page, and their recipe handling was a bunch of woo and bad code magic. Now the recipes are correctly handled like all other recipes.
  • [Added] Added additional information to stationpedia for manufacturing devices. This tells the player not only what resource reagents that are used, but their source. For example an Autolathe recipe that requires 5 iron would say '5 x Iron from Ingot (Iron)', or a recipe on the Automated Oven '2 x Tomato from Cooked Tomato'. This should help new player experience.

Minor: fixed shutdown exception with trader shuttles.

  • [Added] Added draft Horticulture belt. A belt that contains slots for Plant items and seed bags.
  • Fixed advanced furnace could be placed without a frame below it for support.
  • Fixed trader conditions for purchasing were evaluating always against parent item, not child items, so some trades could not be completed.
  • Fixed unable to put liquid canisters in some portable liquid tanks.
  • Fixed silent exception on wheat due to no gene.
  • [Added] Added more debug information to console commands to assist with debugging on dedicated servers.
  • Fixed Milk and SoyOil could not be added to canning machine.
  • Fixed clients could sometimes have plants as invisible when joining, especially on dedicated servers.
  • [Added] Added more debug command info for dedicate server debugging
  • [Added] Added additional debug messages to assist with diagnosing issues with solar panels on dedicated server.

+ Unified Buying and Selling tooltips to ensure users are getting consistent data about what they are buying and selling, and that no data is hidden where it can be avoided or is not intended.

  • Refactored Atmosphere Registration and Deregistration process. Removed a number of duplicate collections and un-necessary double handling from when atmos tick ordering was less determinative. Atmospheres are now registered/deregistered immediately when created/destroyed by the atmos thread. Atmospheres created on other threads will be now be registered by the atmos thread at a safe time.
  • Greatly Optimised Deregistration Process for atmospheres, previous implementation was an O(n) solution meaning the performance would get very bad once there were 5,000+ atmospheres. It now uses a HashSet for lookup and position in list is cached for easy retrieval.

- Replaced a number of Atmospherics controller references with static AtmosphereController.World.

  • Replaced grid3s with world grids in a number of places where world atmospheres were being registered/looked up.
  • Changed Lerp to GlobalAtmosphere behaviour. It used to run the lerp only on grids that had terrain in them. It now runs on all grids that have any global neighbours. This change means that large underground areas will no longer immediately turn back into GlobalAtmosphere if the room is breached, It will also allow air to move along terrain tunnels rather than disappearing into the walls.
  • Changed Made atmospherics Cleanup more aggressive the greater the number of atmospheres in the world. This behaviour will kick in once total world atmosphere grids is over 2000 and the effect will scale linearly to 20000 atmospheres. In practice this means that very large gas explosions will no longer generate 50,000+ atmospheres which could slow atmospherics performance to a crawl and possible stall the simulation for 20-30minutes in worst case scenarios.
  • [Added] Added MixInWorld function will now stop creating new instanced atmospheres once the number of world atmospheres exceeds 20,000.
  • Fixed Plants Atmos tick could through error on load due to un-initialised Animation curve.
  • Fixed Orbital simulation could set solar intensity to infinity for one tick on load, causing atmospherics errors.

- Removed some old unity gizmo debugs for atmospherics.

  • Modified thumbnails for logic kits
  • Modified thumbnails for seed packets
  • Modified thumbnails for canned food
  • [Added] Added Tablet Docker appliance. This allows you to have a tablet on the bench and recharges tablets while they are attached.
  • Fixed Logic Kits not paintable.
  • [Added] Added new Ores and Ices sorting classes, and made sure respective prefabs for them were set to it.
  • Fixed broken blueprint references for newly created blueprints for engines and capsule tanks
  • [Added] Added strict placement for rocket internals. Now specific rocket internal parts will only be placeable within rocket fuselages
  • Fixed mismatched icons on the rocket location screen

+ Updated meshes, thumbnails and blueprints for all the rocket engines and the capsule tanks - Removed new, out of place, poorly formatted and errored buildstate tooltip from structures. Minor: missing material files

  • [Added] Added new Janus (Vulcan's blackhole).
  • Fixed a number of items did not have correct sorting classes.
  • [Added] Added new sorting class, storage, and assigned items to it.
  • [Added] Added a new option for creating a trade for a trader to add price variance and implemented on some trades.
  • Fixed manual hatch can't be repaired if it is damaged as the welder welds or unwelds it. now you must repair the door first.

+ Replaced Damage slider with a text indication in tooltips. Now instead of a slider, a text message will describe the current damage state. This makes it clearer for new players and is also visually cleaner. Slots still have sliders, although it won't show if the damage is less than 1%. + Refactored a lot of the tooltips to use GetExtendedText and StringBuilders to reduce allocation and standardize tooltips.

  • [Added] Added IIngredientLabelled that will show their ingredients in tooltips, such as Flour and Milk.
  • [Added] Added nutrition information in tooltips when in inventory.
  • [Added] Added a lot more information to tooltips for traders.

+ Changed Soy Oil and Flour to not decay.

  • Fixed can feed players despite difficulty settings.
  • [Added] Added when an entity is unconscious their metabolism will be slowed. This means if another player goes unconscious for some reason, you will have much more time before they die due to metabolic issues, such as hunger, thirst, or breathing.
  • [Added] Added very small oil requirement to canned goods.
  • [Added] Added support for nested items and fully nested conditions for trader purchases and improved tooltips.
  • [Added] Added Canned Mushrooms recipe.
  • [Added] Added an Appliance trader who will sell appliances and purchase stuff needed to make appliances.
  • [Added] Added Rocket Circuit Housing and it's associated Kit

+ Enabled the Cardboard box, to help with trading.

  • [Added] Added Decay Condition for trading. Now some trades can require organic items to be in specific decay states.
  • [Added] Added care package requests to traders. Sometimes traders will pay handsomely for key supplies. Pack these in a cardboard box for good profit.
  • [Added] Added a Tools Trader who will sell basic tools and other hardware supplies.
  • [Added] Added a Grocery Trader who will purchase produce, and sell packaged prepared food and other ingredient supplies, such as milk and cartons of eggs.

+ Refactored the Trade Data system to use the new data standards. These are easier to read and more standardized. This will break all mods that implement new traders, but they should be easy enough to rework and they will have a great deal more options, such as nested item trades for purchase from players.

  • [Added] Added a lot more tooltip information to different kinds of traded items so you have a better idea what you will be purchasing.
  • Fixed rocket miner not being able to export its contents
  • Changed thumbnails for the canned food so that they are more consistent with each other

+ Renamed all "Governed" gas and liquid engines and kits to "Pumped x Engine"

  • Fixed stairwell recipe energy usage on the autolathe
  • Fixed rocket uplinks IsOperable incorrectly returning false when not broken
  • Fixed Dynamic gas canister air sound gets stuck on clients when tank is emptied.
  • Fixed DynamicGasCanister Valve does not animate on clients.
  • Fixed Valve turning sound only plays locally.
  • Fixed Water Canister spawning in at very high pressures.
  • Changed Smart Liquid Canister volume from 64L to 18L
  • Fixed Data Uplink was still operable when broken.
  • Fixed a bunch of the appliances did not have their sorting class set properly.
  • Fixed rotatables (solar panel, radiators) could enter exorcist mode if a NaN was written to them, such as disconnecting a daylight sensor. https://stationeers.atlassian.net/browse/STAT-3536
  • Fixed non-fatal null reference on dedicated server when it tries to run prefab human script but no camera exists.
  • Fixed a lot of items did not have a sorting class, particulary kits and some food. https://stationeers.atlassian.net/browse/STAT-3626
  • Fixed Station batteries will still work even when destroyed. https://stationeers.atlassian.net/browse/STAT-3639
  • Fixed can consume pills while helmet is closed https://stationeers.atlassian.net/browse/STAT-3629
  • Tentative fix for NREs popping up when editing prefabs due to GridManager not being initialized
  • Fixed smart rotate not working for rocket batteries
  • Fixed manual door can be welded when torch is turned off but not when fuel is out https://stationeers.atlassian.net/browse/STAT-3644
  • Fixed RocketEngine Performance values not being reset when rocket engine turned off.
  • Fixed Rockets icons showing up at 0,0,0 on map.
  • Another possible fix for Steam P2P Connections failing to reconnect after leaving/disconnecting. Also added more logs
  • Fixed rocket ui tooltips can stay visible when closing the ui with the escape key
  • Regenerated Rocket Battery blueprints.
  • Further pass on rocket printer recipes.
  • Updated Blueprint on ItemKitRocketBattery.
  • Fixed Collider on ItemKitLaunchTower.

Minor: tradeables wasnt saved in last commit. Minor: tradeables wasnt saved in last commit.

  • [Added] Added more trades to the Hydroponics traders.
  • [Added] Added ui tooltips for devices in the rocket UI (tooltips for more devices coming soon)
  • [Added] Added MiningDrill head recipe to rocket manufactory.
  • [Added] Added more tooltip information from what you are buying materials from the trader.
  • Fixed All pipeMounted devices were place-able in rocket. Now only IRocketInternals will be place-able.
  • [Added] Added PipeMeters and PipeHeaters can now be placed in rockets.

- Removed Slag contents tooltip as it was only available to the Host.

  • Fixed References to destroyed/deregistered rockets were not getting cleaned up on SpaceMapNode, RocketPark and RocketIcon.
  • Renamed SpaceOre to DirtyOre. Dirty Ore mined by rocket will now need to be processed in a Centrifuge in the same way as dirtyOre mined by a deep-miner.
  • [Added] Added Description field to DirtyOre and updated Centrifuge tool tip.
  • Fixed male chute umbilical not having the same render and shadow distance as the other male umbilical types
  • [Added] Added new kits for logic components. These are new meshes that make it easier to distinguish what they are, and the colliders are larger than they were before so they are easier to see and pick up.
  • Updated rocket scanner thumbnail and blueprint
  • [Added] Added missing space between time and rocket name for log entries on the rocket log ui panel
  • Updated thumbnail for rocket downlink
  • Possible fix for Steam P2P Connections failing to reconnect after leaving/disconnecting
  • Changed DynamicHydroponics no longer has an internal atmosphere. It now waters it plants from the inserted tank. This is to prevent gas or liquids getting "stuck" inside the the planter.
  • [Added] Added First pass scan values for mimas, moon, and venus.
  • Fixed devices using power when not fully built. (Added checks for structure being completed in GetUsedPower).
  • Refactored RocketEvent and RocketActionResult to support Correct network serialization model for rocket log. (was previously writing the entire localised string).
  • Clean-up of RocketMotherboard to remove ambiguity around selected rocket and selected device on clients.
  • Fixed a number of synchronisation issues on join for clients on rocket info panel.
  • Fixed Errors on client when rocket is abandoned.
  • Fixed Building a new rocket on pad after abandoning rocket will cause the rocket UI to break on clients.
  • Fixed multiple uplinks connected to the same rocket will now show in the rocket info panel tab select.
  • [Added] Added RocketLandAborted Event.
  • Fixed CableNetworkRebuilds sync-list was getting added to even when the server had no clients connected causing a byte array error on join.
  • Replaced a number of hard coded strings with game-strings.
  • Fixed SwitchOnOff animation could throw an error when parentThing was destroyed if the switch was in an error state.

Minor: Remove hardcoded temperature setting for gas canisters, allowing them to use serialized value.

  • Cleanup of trader tooltips and added more information.
  • Cleanup of some of the trading buy condition tooltips to make it more readable and standardized.
  • Fixed a lot of issues that cropped up with the trading system after the phase change update. State is not stabilized while inside the landing pad. Energy was not being applied to gases or liquids, now this is correctly applied. So if you buy gas at -200 degrees C then it will come in at that temperature correctly.
  • [Added] Added Trading for liquids can now be configured to be in litres. I've changed all the liquid trading to be this, although it is still possible to define this using moles. It is much easier to work with and easier to calculate from a setting up the trader perspective. Additionally, most of the liquids storage is defining itself in litres so this lines up with that.

- Changed Liquid Canisters to be much lower in volume (12 L) this will not affect existing liquid canisters, but will affect new ones. This new value is in line with SCUBA tanks. The problem was when purchasing more modest quantities of liquid it was boiling off to fast.

  • Fixed floats for volume and pressure were casting and losing partial float values when displaying.
  • [Added] Added Consumable Traders who will sell convenience items, like space based convenience stores. Such as duct tape, cereal bars, etc.
  • [Added] Added some more standardized tooltips for buying with similar coloring to the other tooltips and more correctly formatted information.
  • Fixed bug where negative SI values were incorrectly rendered with units.
  • [Added] Added Trader data info for SetPercent and SetCharge, useful for modding traders.
  • [Added] Added Liquid Trader. These traders specialize in liquids, such as selling Liquid Nitrogen, Liquid Volatiles, and Water in bulk quantities.
  • [Added] Added build states to Electrolizer and H2 combustor.
  • [Added] Added all whiteware atmospherics with new build states will automatically be fully constructed for older saves.
  • [Added] Added build states to Air Conditioner.
  • Fixed Air Conditioner would run a coroutine to run update UI code. Now running a non-allocating UniTask.
  • [Added] Added build states to Filtration machines.
  • Removed rocket spot camera from sensor kit
  • Fixed rockets connected to partially build uplinks would still appear connected on the rocket ui
  • Fixed a few NREs which could occur when re-constructing/deconstructing uplinks which had already been linked to a downlink inside a rocket
  • Changed Liquid Volume Regulator will now only Equalize gas to the output if it regulated in that tick. i.e if a BackVolume regulator set to 90% has a pipe with less than 90% liquid volume on its input no gas will be moved.
  • Fixed some very nasty desync issues faced by clients across a variety of position issues. Removed a whole bunch of old mothership gridcontroller code, and bounds generation code, that not only would affect performance but also would error on load.
  • Fixed clients would load in with the state set but animations not correctly configured (credit: XkyDiver).
  • Rockets with non-operable avionics will now show on the spacemap the same way as rockets that are not connected to the current motherboard via the datalink.
  • [Added] Added clear log button to rocket ui

Minor: fixed non-parsed tooltip.

  • [Added] Added LandingPad Blank piece. Simply a landingpad piece without coloring, allowing creation of more aesthetic landing pads so you don't have to have landing light pieces on each landingpad piece.
  • Optimized Floor Gratings and Window pieces. They are now much more performant. Previous, especially floor gratings, were expensive in the scene especially for shadows. They still render the same distance, but their shadows are culled more aggressively than with standard wall pieces.
  • Fixed landingpad pieces were not checking for frame placed below them. Now they will require a frame below them like other large pieces.
  • Fixed SatelliteDish and SolarPanel target values were not rounding consistently as they were flooring.
  • [Added] Added EntityState logic variable for AdvancedSuit, Sleeper, and Cryotube. This will report the entity state of what is inside it (EntityState.Dead, EntityState.Decayed, EntityState.Unconscious, EntityState.Alive), or -1 if not occupied.
  • Fixed non-fatal null reference with trader audio on dedicated server.

- Removed old non-used ItemKitLandingPad, as this is now Basic and Runway versions.

  • Fixed Audio Error on trader gas shuttle landed.
  • Fixed clients would not see celestial prefabs at correct scales.
  • Fixed non-fatal nulref on dedicated server when it tries to play mining particle effects.
  • [Added] Added debugging information around slot parent to assist with debugging drop desynchronization issues.
  • Improved how rocket icons scale on the map view. Rocket icons will now be the default size when there is only one rocket at a location. They will also be the default size when travelling between locations.

- Removed calculations of space map bounds on the rocket ui. They were intended to be used to center the map screen but we are now centering on the entry node instead.

  • Cached space map node sprite so it doesn't have to be generated every time the map is opened which was very slow. Map should open much faster now when filled.
  • [Added] Added When auto-land is enabled on Rocket, if auto-land pre-calculation results in failure Landing will be aborted and confidence meter will flash red.
  • [Added] Added Rocket log event for autoland abort. TODO: network serialization.
  • Tidied up Rocket.cs and moved some methods into regions.
  • Changed Draggable RENDER_DISTANCE from 40m to 60m
  • Fixed Rocket engines radiate heat to the atmosphere above the launch-mount.
  • Fixed Rockets now only abort launch and revert to landing state if the decent apex is below 0m or the acceleration and velocity are negative.
  • Changed Rocket destination can be set to orbit during landing if velocity is positive.
  • Improved AutoLand behaviour when rocket is in a low velocity high altitude state.
  • Tidied up Autoland rule state machine code.
  • Fixed Landing pad gas and liquid input/outputs sounds would spam due to error state flipflopping each logic tick.
  • Fixed Landing pad power piece occupies the grids above it.

Missing IPortablesConnector

  • Fixed Hydroponics Tray Device was not mixing gases, only liquids (credit: BushmanLA)
  • [Added] Added status tooltips when looking at players. Will say if they are hungry, thirst, and so forth to help with keeping people alive in multiplayer.
  • Fixed incidents were still attempting to be loaded.
  • [Added] Added Credit Cards can now be merged.
  • Fixed UI was not correctly showing as yellow merging when looking at an interactable slot that would result in stacks being merged.
  • Fixed a variety of obscure exceptions based on invalid slot states.

+ Refactored Stackable implementations to be driven by IMergeable to support additional mergeable classes.

  • [Added] Added hovering over items in inventory now shows the items Extended Text tooltips, such as quantity, pressure, and other information that would be seen in extended text on tooltips.
  • Fixed localization but causing formatting spam. This was because if a string was not correctly configured, the exception it generated would not be displayed so the error was not fixed. Identified five strings that were incorrectly formatted. Fixed these, and made the game log issues with localized strings.

- Removed unused GenerateTradeValue methods. Left the two in that still did something, in case needed. - Removed obsolete and broken incidents. + Changed Portable Air Conditioner to have an internal Liquid Nitrogen tank that cannot be accessed. When it is connected to a Portables Connector, it will not transfer its atmosphere but instead do a heat exchange. If it is colder than the environment, and you have it set to heat, then it will use the internal heating element instead - but this will use substantially more power. Important: you will have to deconstruct to a kit and then replace the unit to generate the internal atmosphere if loading from an old save.

  • Fixed Portable Airconditioner had an unlimited internal operating temperature.
  • Fixed Portable Scrubber would not take from its own grid, only surrounding grids (credit: Freeze)
  • Fixed animations on Gas and Liquid Trading structures.
  • Fixed Hard Mining Pack recipe was not configured correctly.

- Removed old trading landing pad as it was obsolete. + Refactored First Person Helmet rendering. Now renders to a separate camera which is overlaid on top of the rendering. This makes the first person helmet much less traumatic to have on in the game. Previously it would not move around consistently, so looking up or down would be very obscured. Other helmets also were not correctly populated with values so their interior was not rendering properly. Now the helmets take a fixed position regardless of looking.

  • [Added] Added additional moon to Vulcan and improved the skybox orbits.
  • Fixed clients sometimes could not drop things. Now the client will send its expected slot details, so if needed the server can recreate the conditions the client needs as a fallback.
  • Fixed Wall Light Battery would not charge if turned off.
  • Fixed Callisto Orbit dynamic nodes offset being too small causing them to overlap with the planet sprite.
  • Modified RocketUI Location Panel to remove unconnected rockets from the dropdown
  • Modified Rocket Log events to include timestamp and associated rocket
  • Fixed bug where moving off a node while doing an action could make the rocket mode flip flop repeatedly between the previous mode and idle.
  • Made some improvements to the rocket ui log panel. Log order is now newest at the bottom, line spacing decreased.
  • Tentative fix for rocket ui log panel not updating while on the rocket info screen.
  • Moved the rocket action progress bars up slightly to fill the unused space above.
  • Fixed rocket uplink first build state mesh being hidden
  • [Added] Added Celestial command to allow debug changing of celestial orbital parameters in to help with making custom worlds, as then you dont need to reload to play with orbital values.
  • Fixed remove dynamic node button could still be clicked when a rocket is targeting the node. Now the button will be disabled if any rocket has it set as a target.
  • Fixed Incorrect count written for room SerializeOnJoin.
  • Fixed Atmosphere.Direction was being written twice.

Missing file commit. Missing file commit. Minor: missing last commit. Dean. Reviewed by Matty.

  • Fixed missing localization for rocket mining head and scanning head
  • [Added] Added Target Heating Temperature of IceCrusher can be set via the "Setting" logic variable. Added tooltip to ice-crusher to show what Temperature it is heating internal atmosphere to.
  • Changed Target Temperature to 15degreesC.

- Removed Debug.log print in ThingRecipeComparable.cs

  • Fixed a variety of kit settings for rockets such as stack sizes.
  • [Added] Added glow to Avionics and Uplink when turned on.

Minor: added uplink and downlink to stationpedia.

  • [Added] Added Stationpedia categories for the different rocket parts as well as a range of existing things such as pipes and chutes.
  • [Added] Added a Stationpedia category for rockets
  • Fixed an error caused by a missing blueprint
  • [Added] Added build states to Rocket Uplink device.
  • [Added] Added build states to Rocket Avionics
  • [Added] Added build states to Rocket Avionics.

- Removed CENTI unit from SI tooltip generation to ease readability.

  • Fixed three sites which had bad gas/ice descriptors

- Reverted zfighting shader fix as it was causing other rendering issues that were worse than the zfighting it fixed.

  • Fixed atmospheries would have very delayed updates in multiplayer unless their atmosphere hhad substantially saved. Now thing and network atmospheres will attempt to update each tick they need to.
  • [Added] Added more visual detail to a few of the trading shuttles

+ Optimized network messages for all grids. They are now sent using short, halving their byte cost.

  • Fixed Clients missing a data point to correctly calculate auto-land success-rate.

Minor updates to trader visual effects

  • [Added] Added remove node button on spacemap for dismissing dynamic nodes. This can be used when you have discovered the maximum sites at a node but haven't rolled one you want.
  • [Added] Added lights and materials to trader shuttles.
  • Fixed trader shuttles has massively excessive amounts of colliders and non-standard materials.
  • Fixed rocket auto Landing confidence bar retains its color & size when auto-land is disabled.
  • Fixed Errors on Fuselage kits
  • [Added] Added Rocket Engine thrust simulation on prefab load. This will provide up-to-date values of engine performance to be used in stationpedia and auto-land calculations.
  • [Added] Added New auto-land widget and tooltip to rocket panel. Displays the confidence of success at the current selected reEntry Altitude and how much thrust will be required to achieve success.

+ Engine Balance changes: the aim is to have each engine have a unique character and use-case. Governed Gas - the most reliable and easy to use. PumpedLiquid - a modest thrust and efficiency boost rewarding players who can successfully produce and safely handle liquids. PressureFedGas - potentially very high thrust but low efficiency. PressureFedLiquid - Hardest to master and manage good thrust and very high efficiency.

  • Changed PressureFedGasEngine. Reduced MaxThrust from 44kN to 41kN and reduced efficiency by 15%.
  • Changed PressureFedLiquidEngine. Reduced MaxThrust from 54kN to 32kN.
  • Fixed PressureFedLiquidEngine thrust increased with input pipe volume.
  • Reverted changes from rev.21111 as they were causing newly built launch mounts to not register on the spacemap. Will try a different approach.
  • Regenerated Gas Umbilical socket blueprint.

+ Updated rocket fuselage kits meshes, blueprints, and thumbnails

  • Increased charting cost between europa transfer nodes
  • Completed first pass on scanning difficulties on Europa
  • [Added] Added Sites to Mimas Spacemap
  • Made some improvements to how the rocket ui map screen instantiates game objects to decrease time to open map tab

Minor: accidental include causing build error. Missing file

  • Changed old debug kit to not spawnable.
  • Fixed RotatableBehaviour used a coroutine not a unitask, for things like Solar Panels.

- Removed more of the old Modular Rocket items.

  • Fixed Rocket Engines and Upload could be operated even if not completed.
  • [Added] Added LogicSlotType.ReferenceId, returnable on both DynamicThings and Devices for things within slots. This returns the instance ID for the slot item.

- Removed all the old Modular Rocket Content.

  • Fixed the Wall Battery Light. This light was intended so it could be used as a light that could keep going, powered off a battery, if it lost mains power. It now does this. If it can, it will use mains power. It will top up the power it needs with its battery if it needs to. If it has enough mains, it will also try and charge the battery.
  • [Added] Added international uniforms in preparation for rocket update launch, these will be constructable for those who own the International Uniforms DLC.
  • [Added] Added tooltip to Wall, Passive, Active, and Powered vents that indicate if the output face(s) are blocked. This will help in knowing that the vent is unable to output, perhaps because it is partially or completely obscured by a frame.
  • Fixed collider and build tool issues with powered vents.
  • [Added] Added new materials, textures, and mesh for super alloys so they look better and are easier to tell apart from other alloys.
  • Modified launch mount to require supporting frames on each axial pillar

Minor fix: Rocket Tooltip.

  • Fixed minor fix to ensure things are correctly shown using thing formatting in tooltips.
  • Adjusted the map location prefab to move the image component out of the child game object and into the parent. The child object is not needed and has been removed.
  • [Added] Added new icons to rocket ui scan info panel
  • [Added] Added additional rendering distance for more large objects, consistent with frames. Now much more things will be consistently rendered at a distance but without the performance hit. Many more objects more unified such as large tanks, etc.
  • Fixed setting logic values for male umbilicals throwing errors (Removed call to FindAndSetOtherUmbilical in SetLogicValue)
  • Moved buildstate01 of rocket fuselage C and Ds up to 0. They were off -0.0102063cm by Y axis.
  • Fixed out of sync logic values on Rocket motherboard device browser and several values not showing at all.
  • Changed SelectedDeviceLogicValues collection on rocket Motherboard to a Dictionary.
  • Fixed Umbilicals had their mode values be logic writable.
  • Fixed rocket icon offset on space map for not-connected rockets (missed from rev.21073)
  • Fixed rocket icons appearing multiple times for the same rocket if multiple uplinks were pointing to the same downlink
  • Fixed rocket icons on space map could be offset incorrectly when sitting at a location.
  • Fixed Clients space-maps do not show correct size and tint of locations.

- Removed some writing of space-map-data to clients as they have the data locally.

  • Fixed Error on server when client joins when a rocket was landing.
  • Fixed inconsistent adherence to lexicographic conventions for SI. Now a non-breaking space is included after the quantity always, except for the percent symbol, which follows the English language convention of no space.
  • [Added] Added Tera (T) and Micro (μ) International System of Units (SI) prefixes for use with standardized tooltip formatting to help with displaying very large or very small numbers.
  • Fixed occlusion changes were happening far to often. Added a slight timeout to reduce the checking and changes.
  • [Added] Added major refactor to the occlusion and rendering system. Now the render distance is set on a type basis, for both shadows and mesh. This means that there is a consistent behavior by type for when something will be occluded, and when it will cast a shadow or not. For example frames, walls, and very large objects will be rendered and have shadows at significant distances. However, small items will be occluded fast and also only draw shadows when quite close. In my test map I was getting around 30-35 fps on medium settings looking in some directions. Now I am getting full 60fps (locked at 60fps) on High with no frame drop in any direction. I suspect this should have a major positive impact for big stations.
  • Fixed z-fighting. While ideally we will avoid this with models, now a default implementation ensures no one object is able to exactly share pixels with another. This will brute-force solve z-fighting issues in general.
  • [Added] Added 'unstuck' command. Use this if you get stuff (such as getting off ladders).
  • [Added] Added Readable Apex Logic Value to Avionics. Shows the Altitude at which a landing rocket will reverse its Velocity and start travelling upwards.
  • [Added] Added Allowed writing of AutoLand setting to Avionics.
  • [Added] Added Readable ReEntryAltitude Logic variable to Avionics.
  • [Added] Added Readable LogicType for FlightControlRule on Avionics.
  • Synced FlightControlRule of Rocket to clients.
  • [Added] Added all paintable assets will now use the StandardTextureArray shader. This will only be applied at runtime. This should allow us to improve dynamic batching.
  • Fixed Sites were not being generated with the correct referenceId on load. This caused rockets that were there to be kicked back to the entry node on load.
  • Fixed Sites MinableDeposit did not have its Parent set on load.
  • Modified rocket launch pad with new mesh and grid sizes
  • Fixed When Deserializing SpaceMap Entry node was not being registered with the Serialized Id causing rockets that where launching or landing to load in a bad state.
  • [Added] Added New Auto-land Algorithm. Rocket will attempt to smoothly decelerate and level out at 50m above pad. There-after will descend in a controlled fashion and land. This new algorithm better handles a wide variety of gravity ranges and ThrustToWeight ratios.
  • [Added] Added Fall-back Rules for auto-land flight controller to handle when the rocket is outside of the envelope of a standard landing profile.
  • Changed ordering of rocket thrust calculation to immediately after combustion step. This means force reported more accurately correlates to current throttle setting.
  • Fixed terrain was not always consistently on the right layer.
  • [Added] Added additional cached parameters to Mineables to support batching in future.
  • Converted several hardcoded strings in the rocket ui into gamestrings.
  • Fixed rocket action jumping back to idle when changing between two different non-idle actions.
  • Improved error visibility on rocket location screen when you are trying to perform an action but you don't have the appropriate devices in your rocket.
  • Fixed various issues with Mineable pooled objects. They were doing a lot of extra complexity and allocation in how their objects were pooled, that potentially was a cause for limits on the amount of mineables you could see. Now uses the generic pooling system we use for other things, and removed use of dictionary lookups in favor of direct array index lookups.
  • Optimized textures for mineables. Some of the textures were 2k, which was far more than needed. Minor optimization in most circumstances but will likely help low end PCs.
  • Fixed issues with lungs as zirilian and volatile gas mixures under some circumstances. Now consistent application of gas system between all species.
  • Fixed exception when setting species and then immediately closing the window and starting a new game.

+ Migrated Organ simulation from being handled on its own simulation tick, to being run only when inside of a body. Minor optimization.

  • Fixed jagged edges on space map selection icons and tweaked shader to make lines more aesthetically pleasing, bringing it in line with the original icon design.
  • Modified rocket tower to add destroyed build state
  • [Added] Added various rocket engine recipes to the rocket manufactory

- Removed randomized name generation based on datafile

  • [Added] Added additional tooltip context information to ILifeSuspender prefabs such as the Sleeper. Will now correctly tell you the current state of the entity, such as if they are dead or if they are unconscious.
  • Fixed possible NRE on rocket ui when disconnecting uplinks from a network and reconnecting them

+ Updated all umbilical destroyed state mesh + Updated location of on/off switch from the front to the back of the rocket scanner

  • Fixed not connected rockets on spacemap having the wrong scale and offset for their icons
  • Fixed behaviour of activate button on umbilicals

- Removed unused cached bounds from rocket networks

  • [Added] Added calculation of bounds to rocket networks. It will update the bounds when adding new structures to it. When a structure is removed it will recalculate the bounds
  • Fixed minable objects were causing massive performance hit with shadows. Now optimized. This should result in significant performance benefits for nearly all uses who are experiencing performance hits with large bases due to shadows.

+ Updated explosion code to be less instantly destructive but also take into account the fuel payload

  • Fixed chute umbilicals not ejecting their contents into the world when no chute is connected to their output end
  • Fixed rocket space map being non-interactable when the currently selected rocket has its avionics turned off. Will still show the 'no avionics' error but now you will be able to select a rocket on the map as normal.
  • Committed missing prefab change from last commit (rev.21024 Rocket icon offset improvements on spacemap)
  • Fixed rocket icons on map screen can overlap and be difficult to select (more improvements to come)
  • Merged the three rocket icon prefabs into one prefab.
  • Fixed character would not properly go to sleep and be set unconscious when entering a sleeper
  • Fixed Clients don't see rocket total mass.
  • [Added] Added IsActionAvailable() method to spaceMap Nodes.
  • Fixed Survey Action is still available once survey is maxed out.
  • Fixed Rockets not using The Clamped Gravity value for some calculations.
  • [Added] Added camera shake when close to either explosions or rocket engines.
  • [Added] Added Steam Rich Presence that will show current world and day survived.
  • [Added] Added minimum mol count before condensation becomes visible to assist with framerate when lots of condensation is visible as it was showing at very small molar quantities.
  • Fixed atmospheric particles of all kinds were rendering at unlimited distances. In practice, this did not mean distance particles would be rendered because there was a maximum number of particles. This meant that you would sometimes not see particles of fire, gas, or condensation when lots was happening anywhere on the map. Now a maximum distance can be set in code beyond which a particle of that kind will not be created. In testing this gave dramatic framerate improvement in bases with a lot of condensation as well.
  • [Added] Added Portables Connector that allows portable atmospherics like portable tanks, the scrubber, and airconditioner to connect. This replaces the existing "Tank Connectors" for connecting portable atmospherics. This new structure solves a lot of bugs with the old connectors. It also contains both a gas and liquid pipe, and no internal atmosphere. This replaces the Liquid and Gas portable connector previously used. The old ones will continue to work and will spawn into your game, but when deconstructed will give a Portables Connector kit.
  • Fixed Portable Scrubber could not scrub liquids from the atmosphere.
  • [Added] Added Connection type to tooltip when looking at connections.
  • [Added] Added new generic based system to lookup SmallCell contents.
  • Fixed all portable center of mass offsets were not being set, meaning that a lot of portables like the hydroponics tray were very easy to tip over. Now all portables should be more stable. Especially including portable scrubbers when trying to mount them to a connector.
  • Fixed Tank Connector pipe was always showing regardless if a tank was connected or not. Now the state of the pipe is correctly set.
  • Fixed Portable Tanks had no center of mass offset, meaning their center of mass was quite high and they would tip over far to easy. Now they should stay more stable and not fall over quite as easily.
  • [Added] Added Jetpack Consumption Rate difficulty scale. This allows difficulty settings to adjust the rate at which jetpacks use resource.

+ Migrated some network sync arrays to use the new ReadIndex to make code more robust.

  • [Added] Added a context sensitive tooltip to code editor, to show details for the instruction you have listed.
  • Fixed and refactored a lot of different tooltips, especially those related to atmospheric devices. They now are generally all consistent and offer smart unit changes based on the actual size of the value. Tooltips for these devices are now more consistent and concise in how they display values. Somewhat more performant in terms of memory as they use existing stringbuilder, although optimization is realistically marginal.
  • Fixed When a SpaceMapNode was deregistered its ParentConnection was not getting cleaned up.
  • Fixed Deleted LaunchMount nodes remained on spaceMap due to a connection reference on Parent not being nulled.
  • Fixed rocket engine effects were not being lerped, so their effect was noticable due to sudden jumps when an Atmospheric tick happened.
  • Fixed furnace tooltip was not localizable.
  • Fixed centrifuges, furnace, and rocket engines had non localizable tooltip elements, and their tooltips didn't follow the standard which automatically adjusted the unit scale depending on the size of the number
  • Fixed furnace contained a coroutine for stressed sound playing when initialzied from a thread (which was how it usually happened, called from atmos thread. Replaced with unitask.
  • [Added] Added distant flare effect to rockets. Now they will show a flare when they are at a distance so the player can still see them.
  • Fixed SpaceMap Builds twice when SpaceMapSaveData is null on load.
  • Fixed Loading rockets when the saved location reference cannot be found will be placed in orbit if their state was Launching/landing or in space and on the pad when state is landed.
  • Fixed Setting rocket target destination to launchpad when launching breaks the rocket simulation and it gets stuck hovering.
  • Fixed rocket space map buttons having inconsistent alignment
  • Applied space map grid material changes to prefab rather than having them set as an override
  • [Added] Added lights and more visual effects to rocket plumes. Adjusted temperature efficiency curve, which now affects both the color and other aspects of the plume. Lower temperature plumes will flicker more than very efficient ones.
  • [Added] Added missing space map location names for static locations
  • Modified location info panel to display error text when rocket miner or scanner are inoperable due to being headless
  • Fixed mirrored UV for interior visor
  • Fixed rocket ui can be too wide for certain screen sizes. If the screen width is particularly small the ui will now scale down to fit. Decreasing the overall width is also possible however this is likely to be revisited when further elements are added to the rocket ui.
  • Fixed mirrored UV for visor.
  • Fixed Rockets can get offset on client when joining during a rocket landing.
  • Fixed Clients un-pause game before joining is completely done.
  • Liquid Nitrous Oxide molar count is now added with Nitrous Oxide molar count before checking if the quantity is above one, to allow auto ignition to take place.
  • Atmospheric combustion can now utilize Liquid Nitrous Oxide directly, without needing to first evaporate.
  • Disabled location description text on rocket ui map panel for now as it is currently unused
  • Changed buttons on rocket map panel to be the custom BasicButton class rather than unity's default ui button. Also tweaked the button colors so they are more clearly visible given the dark map background.
  • Fixed ui buttons could remain in a 'hovered' state if they were disabled while you were hovering on them. Will now clear the hovered state when the button is disabled.
  • Fixed incorrectly positioned colliders on the first build state of the rocket fairing types. They will now only have colliders around the ring at the base and on the top of the cone.
  • Multiple Atmospheres under burning rocket engines now preferentially mix gas downwards if possible
  • Fixed can't close rocket ui with escape key
  • Fixed Umbilicals extension stops one grid to soon on clients.
  • Fixed Null Reference Exception spam on clients when a rocket soft-lands.
  • [Added] Added ExhaustTemperature variable caching to rocket engines and included in tooltip.
  • Modified rocket miner and scanner to flash an error on the power button when their respective heads are not connected
  • Fixed rocket explosion size not being clamped. It ended up getting reverted during resolution of a merge conflict.
  • Fixed fire particles were limited to 200, meaning a lot of invisible fires. Increased to 800 for now, but possibly can increase further if needed.
  • [Added] Added RocketEngineEffect for new rocket engines. Uses shock diamond generation system to generate a rocket engine effect, taking into account both the throttle and efficiency the engine is burning at. Replaced the old plume in all the engines currently in game.
  • Fixed Rocket Gets stuck when loading rocket that was saved in process of launching.
  • [Added] Added rocket scanner kit and manufactory recipe
  • [Added] Added item for rocket scanning head and manufactory recipe
  • Updated rocket scanner with new models, and new requirement for a scanning head in order to function
  • Fixed mirrored UV problem on the visor.
  • Fixed rockets that are saved in the process of landing having the wrong position when loading the game
  • Fixed rockets will continue doing actions when you leave a node. Now when leaving a node actions will be stopped.
  • Fixed action toggles will still be available to click when a rocket is stopped between two locations. Now for actions to be available your rocket progress must be zero.
  • Fixed Clients not receiving gas deposit data of discovered space map nodes.
  • Fixed Loading game with no SpaceMapSaveData would fail.
  • Fixed Rocket 2d Ambient sound plays while rocket is in space.
  • Fixed when loading game all saved spaceMap sites where being generated connected the entry node. This caused an exception and prevented loading progression.
  • Fixed Factory methods for Generating Sites and LaunchMount nodes from saveData not behaving correctly.
  • Moved SITE_DISTANCE to gameConstants.cs
  • Fixed when loading a game Static Nodes were not being given their saved referenceIds. This caused generated Nodes to fail in finding their parent Node.
  • Changed Moved SpaceMap generation out of SetWorldEnvironments() so it doesn't get called twice when loading game.
  • Set Vulcan and FallBack SpaceMap DistanceToOrbit value back to 400 (they were doubled in error).
  • Implemented SerialiseNew/DeserializeNew on SpaceMapNode.
  • Fixed SpaceMapNodeCodes were being registered before the value was assigned.
  • Changed FillMap Command to only fill the map and not refresh.
  • Fixed rocket change target method sometimes incorrectly targeting the last selected node which could cause error spam if that was a launch pad.
  • Reduced popup delay for new ui tooltip system (currently only used on the rocket canvas)
  • Changed Tier 2 printing machines to have a 10% increase in power cost of a recipe, instead of 500%.
  • Fixed ReadNetworkNullable not reading null state of object before reading.
  • Fixed Launch mount creating a new node on load when it already had a valid one.
  • Fixed NodeConnection read method was creating a duplicate connection for the ParentConnection rather than using the same connection object.
  • Changed DynamicNode code to being a function that iterates over all child nodes and returns the number of dynamic nodes. the previous caching method was prone to error.
  • Fixed SpaceMapCode string not displaying correctly.
  • [Added] Added IsValid Method to spacemap node.
  • [Added] Added Clean-up pass after loading spaceMap to remove any invalid nodes.
  • Changed SpaceMapData to Inherit from SerializedId.
  • [Added] Added Reference to Data on SpaceMap and pointed Id strings to Data.Id
  • Implemented write methods for spaceMap and added spaceMap factory methods.
  • Fixed Missing Discover Action on Vulcan SpaceMap.

- Removed duplicate recipe data from rocket manufactory

  • Fixed the name of Rocket Launch Mount to Kit (Launch Mount)
  • Fixed incorrectly sized colliders on many rocket related kits
  • [Added] Added spacemapnode command to provide information about specific space map nodes for debugging purposes.
  • [Added] ReAdded Umbilical fix from rev.20934
  • [Added] ReAdded Distance balance change from rev.20930
  • Resolved prefab error from rev.20935 merge.
  • Fixed Pathfinding regression from NodeConnection refactor.
  • Fixed Exception on load from Launch mounts not having saved SpaceMapNodeId. This log has been lowered to a console Action as the issue can be remedied by creating a new node.
  • Fixed Umbilical animation could be offset by one grid on clients. (i.e it wouldn't extend far enough)
  • Fixed some edge cases where umbilicals would detect incorrect partner.
  • Fixed Umbilicals load in incorrect animation state when joining as a client.
  • Fixed Text error in Vulkan icon Id.
  • Fixed rocket mode was not being set back to 'none' when finishing an action. Will now set mode to none when the action 'close' method is called.

+ Changed the ice crusher so that it now want to heat its contents to 20 degrees before releasing to the pipe network.

  • [Added] Added GetDistance() method that returns distance multiplied by DISTANCE_MULTIPLIER.
  • Fixed Orbit Node Distance doubling on load.
  • [Added] Added new sounds for rocket engines.
  • Fixed space ice only being stackable to 50. It is now stackable to 100.

- Added tooltips to rocket ui location screen for scan difficulty, scan progress and location scan info panels

  • Fixed error ground and transfer velocity strings
  • [Added] Added RocketMath.MapToScaleClamp and removed the optional parameter from RocketMath.MapToScale to make it clearer and explicit.
  • Fixed rockets on spacemap could incorrectly show at zero if the first rocket in the current rocket list had its avionics turned off.
  • Fixed rockets on spacemap with unpowered avionics would still show on the map at zero. Rockets will now be hidden if avionics is off or unpowered.
  • readded deleted Vulcan spacemap
  • [Added] Added Sites to Vulcan spacemap
  • Changed Avionics defaults to on when placed.
  • [Added] Added a toggle to allow for play time editing of materials in the editor: "Stationeers -> Allow Play Mode Material Editing"
  • [Added] Added a script to stop material assets from being modified while running the game in the editor.

+ Fixed rockets crashing potentially causing massive explosions. Added a clamp option to the remap math function and enabled it when calculating the radius for the explosion. - Removed WIP monitors tab from the rocket UI

  • Changed order of columns on location resources panel to density, richness, size to make it consistent with other panels in the ui
  • [Added] Added new space map background with included parallax effect
  • [Added] Added activity specific text area to the progress panel on the rocket ui. This can be used to show helpful information about the rockets current action. (Current text is wip)
  • [Added] Added new rocket explosion when crashing a rocket. Reworked the explosion that happens when the rocket, it also now dumps and ignites it's fuel.
  • [Added] Added additional scanning/mining information under action progress bars on the rocket location screen
  • Updated not-selected rocket icon color to yellow on spacemap as it was too similar to the not-connected rockets
  • Pass on RocketManufactory recipes. Recipes Generally have Longer build times, and power consumptions while printing compared to normal machines.
  • Small pass on recipes from standard printing machines, focusing on power usage. Many long time pints (30-240s) had power values only drawing ~10w. These longer prints have generally been brought up to 100w while printing, with some higher end kits being towards 400w. In comparison, printing glass sheets uses 500w.
  • Increased print times for several recipes where very few were likely to be printed, and the printing time was relatively low.
  • Increased Large Battery printing wattage to be 1kw, and Nuclear Batteries to be 2kw, to create 'minor' wattage spikes when printing new batteries.
  • Moved Security printer recipe from the electronics printer to the autolathe.

- Decreased Engine Thrust and Fuel usage by 40% across the board for all rocket engines.

  • Changed Doubled the distance between all nodes on space-map.
  • Changed for purpose of rocket balance clamped gravity within the rocket simulation to -5.5m/s (Vulcan gravity)
  • Fixed currently selected rocket and devices not being remembered when closing and re-opening the rocket ui
  • Refactored rocket ui to be more server authoritative (first pass). Created a data model to pass into the ui - now ui will call methods on parent motherboard to change its data rather than storing references directly on the ui.
  • [Added] Added DiscoverDatas Site Generations will be given a Survey Difficulty matching the Discover Difficulty if no Survey Action is declared in the data.
  • Changed SelectedLogicValues from Dictionary to Array. This helps avoid iteration exceptions when iterating over collection on multiple threads.
  • Fixed road flares don't show colors based on what color they are, so if the road flare is painted blue they should now show blue light.
  • Fixed Refresh rocket function was not running correctly on load due to StructureNetworks not having their elements assigned yet.
  • Fixed Rockets Saved incorrectly in space when actually on pad will now load correctly
  • [Added] Added Logic values of targeted device on Rocket Motherboard synced to clients.
  • [Added] Added PipeDestroyed Rocket Log event.
  • [Added] Added WriteLogicValue() and ReadLogicValue() Network helpers. Compresses the logic value based on the expected range of values of that logic type. (i.e Mode will be sent as a byte, Setting will be sent as a double)

Minor: missing commits from last for NewWorldSummary

  • [Added] Added Weather information to new world selection screen. Will show the name of the weather events that the world will encounter, if any.
  • [Added] Added StormVector now affected by Lander weather damage setting. It will scale this value based on the setting. So if the lander weather damage is zero, the lander will also not be moved by the storm winds.
  • Cleanup of various slot related methods to fix obscure minor synchronization issues and possible very minor memory optimizations.
  • [Added] Added condensing of difficulty setting metabolism values when the same, to enhance readability of information when selecting a difficulty for a new world.

Minor: missed difficultySettings.xml change from last commit.

  • [Added] Added new DifficultySetting parameter WeatherDamagesLanders. This will allow turning off damage to landers in difficulty settings.
  • [Added] Added tooltip for landers if they will be taking damage during a storm, to let the player know in advance that storms will damage it. Will appear if difficulty setting is enabled and there are storms on the planet.
  • [Added] Added tooltip information telling you when a large dynamic object is fastened and what slot it is fastened in, and that you can unfasten it with a wrench. Examples include containers and gas tanks on the lander. This will help new players with information about how to use the game when they first start.

+ Refactored slot handling for gas canisters on suits, logic items, and other objects to offer a safer handling when items are being swapped and probably some very minor performance improvements, and also cleaner code handling and less allocation. Minor: removed PrefabManager gameobject as it contained only a null reference to a deleted script.

  • Fixed obscure bug when canisters were set on suit before they had been fully assigned causing silent exceptions. Includes minor optimization of several suit handlers, along with new Get(), Get<T>(), Contains(), and Contains<T>() functions for handling slots, to make it clear when a slot is doing activity rather than hiding that in a property like Occupant.
  • Fixed several slot display null references that occurred under some circumstances when objects were destroyed while displayed in the UI.
  • Fixed generated space nodes display name being their Id instead of their actual display name
  • Fixed Incorrect NetworkUpdateFlag on Battery ProcessUpdate()

+ Update StructureAccessBridge mesh so that it does not clip in to rockets when placed in the closest position

  • Fixed the StructureAccessBridge gates animations being in the wrong position and rotation
  • Fixed the StructureAccessBridge invisible collision boxes where the rails used to be.
  • [Added] Added first pass values to mars space map scan difficulties. Survey difficulties are currently at default, but should become equal to the discovery difficulty, if not defined, in a later commit.
  • fixed another inverted map display on venus spacemap
  • [Added] Added Sites to Venus spacemap
  • fixed several Venus spacemap layout overlaps
  • [Added] Added data model class for passing necessary data into the rocket ui (WIP)
  • Fixed deep miner not outputting any Iron. Fixed the total weight not being calculated correctly meaning that it's starting value would mean that Iron would never be generated.
  • Fixed Battery power values not synced to clients.
  • [Added] Added Thumbnail for Medium Cargo Storage.
  • Fixed Colliders On Launch Tower.
  • Updated Access Bridge Model.
  • [Added] Added Kit (Access Bridge).
  • [Added] Added LaunchTower Description.
  • Fixed incorrect material for the panels on all umbilicals

+ Refactored DifficultySettings to be fully moddable. Textures used are loaded directly during data initialization. Note this is a breaking change for any difficulty mods, as they will need to move to the new format. Description values have been moved to the new text system that allows defining a localized key OR value if you just want to set the text directly.

  • [Added] Added MiningYield difficulty scale to allow difficulties to configure how much ore is received from local mining.

Minor: missing scene change.

  • [Added] Added difficulty settings information to new world selection screen. When a user is selecting difficulty, the impact of that difficulty setting is shown as statistic modifiers so they can know the impact of that difficulty setting. This will help users to choose the right difficulty for them.

- reverted rev20843 as it was deleting all items that were exported from the rocket miner.

  • Made rockets not connected to the current motherboard show on the spacemap. These will be greyed out and not interactable.
  • Fixed location selection icon on rocket ui spacemap panel was staying visible in its last position when exiting and loading a new save. This could result in the icon being in an incorrect place if you loaded a world with a different spacemap.
  • [Added] Added recipes for individual rocket related kits in to the rocketmanufactory
  • Fixed rocket panel on rocket ui showing incorrect rocket selection when opening ui from a different motherboard/computer. Also applied the same fix for the map screen.
  • Fixed Rocket Action fail results in log didn't reference name of failing device.
  • [Added] Added Fail result log to Rocket Scanner when off or unpowered.
  • Fixed Items ejected from the rocket in space fall back to the pad.
  • Fixed incorrect name for motherboard in electronics recipe causing an error
  • Fixed Can't revert buildState of Rocket Fuselage when it has internal parts.
  • Fixed rocket motherboard icon. It was not displaying correctly.
  • [Added] Added recipe for rocket motherboard to the electronics printer
  • Fixed rocket icons on spacemap having a clickable area that was too large thus blocking clicks on locations below it. Clickable area will now match the shape of the rocket.

+ Updated names of umbilical structures: Umbilical Male -> Umbilical, Umbilical Female -> Umbilical Socket

  • Fixed rockets potentially being in a slightly wrong position, for client's, when landing. When setting the rockets state the final position is now set before the parent transform is set to null.
  • Replaced rocket space map location selection icons with a shader based solution which can scale based on the location size
  • Fixed Byte Array error when rocket finishes a charting scan on client.
  • Fixed Material on build-states of Large battery.
  • [Added] Added Rocket Id to RocketNetwork debug.
  • Fixed Fuselage kits not-spawnable and hidden in stationpedia.
  • Adjusted scrollbar widths on rocket ui to make them consistent
  • Replaced progress percentage text fields with progress bars for rocket actions on rocket ui
  • [Added] Added new information panel approach for worlds in the new world screen, more in line with Paradox style tooltips and includes localization keys.
  • [Added] Added When loading gameData if an xml file fails to load any exceptions will be logged to console and loading will continue.
  • Fixed Workshop Worlds could prevent game from starting.
  • Fixed Clients throw Null Reference exception when building rocket.

- Changed Europa2 and Vulcan2 world ID's to be Europa and Vulcan. - Changed GameData world definition element name from WorldSettingData to World. Affects modders and world mods.

  • Changed Rocket Scanner Cycle time from 30 to 20 seconds.
  • Changed Rocket Scanner points from 100 to 30.
  • Fixed device selection on rocket ui always defaulting to the topmost unpinned device. Will now remember the last selected device and re-select that device when opening the rocket info panel
  • Updated rocket action buttons on the rocket ui location panel. Changed the disabled color and text color to be darker so the buttons don't look so prominent when disabled. Added a selected outline to show on the currently processing action's button.

+ Updated ItemKitFuselage default colours + Updated construction and deconstruction tools for rocket fuselages, fairings, and engine mounts.

  • [Added] Added Sites to Moon Spacemap
  • [Added] Added broken build state mesh and colliders to all the new fuselage pieces. However WIP they are not fully implemented yet.
  • [Added] Added SapceMapNodes without a specified MineData ChartData or SurveyData will have one added if one should be present.
  • Fixed clients can't set destination on rocket ui
  • Fixed Launch Mount supports not using correct material
  • Refactored RocketActions to be in-line with current behaviour, removed some un-necessary logic and moved shared scanning action behaviour into base class.
  • [Added] Added Rocket Action Progress is now synced to clients.

- Removed empty FairingType4A model.

  • Changed System for detecting whether Rocket engine is aligned with mount to be more reliable.
  • Changed Ordering of Kit (Fuselage) constructables so that engine mounts are listed first.
  • Fixed Engine Placement could be buggy, now uses IRocketInternals cell type to flag allowed Placement position.
  • Changed only engines can be places in EngineMount fuselage pieces.
  • Fixed Can't paint fuselage pieces with spray gun tool.
  • Fixed CanDeconstruct Blocking deconstruction of final buildState of fuselage pieces.
  • Fixed Could construct more than the maximum allowed amount of launch mounts.
  • [Added] Added rim lighting support to edge of atmospheric bodies.
  • Fixed clients cant set rocket mode on location screen
  • Changed rocket mode to byte (missed something)
  • Changed rocket mode enum collection to byte
  • Fixed pinning devices not working in single player
  • Fixed Rocket ParkLocation not being written on server (it was being read on clients however so it would have been causing a byte array desync whenever a rocket reached space or landed on the pad).
  • Changed all ReferenceId writing on Rocket to use WritePackedId() Method.
  • Fixed AutomatedShutOff value of rockets not being written to clients on joining game.
  • Fixed incorrectly set up build states on uplink
  • [Added] Added recipe for Rocket Manufactory
  • [Added] Added recipes to the rocket manufactory for the new fuselage kits
  • [Added] Added new rocket fairings(previously nose cones) and engine mounts
  • [Added] Added new rocket fairings(previously nose cones), fuselages, and engine mounts to the new fuselage kits
  • Fixed clients can't toggle auto shutoff on rocket ui
  • [Added] Added normal maps for Io and Callisto.

+ Optimized RockyBody shader to function similar to AtmosphericBody shader and to be be more performant. Also resulted in a better and more consistent handling of both emission and normal mapping.

  • [Added] Added fuselage kit prefabs and thumbnails
  • Fixed Composters not reducing quantity due to invalid deduction code. Now the quantity is reduced and then clamping is applied. No other fixes applied to Composters, they need more work. (credit:Risu)
  • Fixed rocket uplink blueprint mesh

+ Updated blueprints for all the new rocket fuselages

  • [Added] Added four new rocket fuselage piece styles

+ Updated male umbilical meshes

  • [Added] Adding new spacemap backbone to mars in worldsettings.xml
  • [Added] Added Sites to new mars spacemap
  • Fixed some europa Site naming issues
  • Fixed errors/inconsistencies in the Stationpedia text

- Removed descriptions from some kits that simply listed what can be built with it(there is a data driven list for this)

  • Changed Rocket fuselage blocks small cells immediately above and below.
  • Changed Rocket fuselage pieces can not be deconstructed when they are supporting a piece above.
  • Fixed some errors/inconsistencies in the the Stationpedia text
  • Pinned devices and logic values on rocket ui will now save and sync with clients
  • [Added] Added parallax and cloud shadow effects to the AtmosphericBody in celestial objects. This helps make the clouds look more real on atmospheric bodies in the skybox.
  • Changed Fuselage cannot be built if it intersects with any smallGrid object or if it would encapsulate any smallGrid object that is not of the correct iRocketInternals type.
  • Changed Fuselage cannot be deconstructed if there are any internal components (authoring tool ignores this check and allows deconstruction to proceed).
  • Fixed thumbnails for insulated liquid pipes. They were using the thumbnails of the uninsulated ones.

- Removed old rocket Stationpedia page. - Removed old rocket module recipes.

  • [Added] Added IRocketComponent to define which rocket parts are displayed in the Stationpedia.
  • [Added] Added new rocket stationpedia page with a list of all rocket components. Currently all rocket internals and INetworkedRocketParts will be displayed in this way.
  • Fixed PressureFedGasEngine input increases with volume of input pipes.
  • Changed PressureFedGasEngine thrust increase from higher pressures to flatten out a bit faster.
  • Fixed basic planet shader Fresnel artefact. It was possible for the final emission colour to have a negative value
  • Fixed map view not centering correctly. Have made map center on entry map node.

+ Moved a lot of things out of the Resources folder to ensure they are only packed if used. Will reduce filesize a bit and reduce loading times slightly.

  • Fixed Portable Solar did not work at all. Additionally, it was not working if too close to terrain. When an optimization was done it ensured the optimized task only run once when the solar panel was loaded. Now it uses the available thread for some calculations, and caches the values in the main thread as needed.
  • Fixed Ambient Lighting settings were not being applied consistently if there was not atmospheric scattering.
  • [Added] Added AtmosphericBody materials can be defined with clouds to have projected shadows on surface.
  • [Added] Added EpochOffset setting for OrbitalSimulation, so worlds can start in a specific rough epoch configuration.
  • [Added] Added normal and specular map support to atmosphericbody.
  • [Added] Added emissive support for fresnels on atmospheric bodies.

+ Refactored the LEO scenario to have a very pretty earth.

  • Changed Rocket Engine Atmospheric simulation now happens OnPreAtmosphere() (before all other atmos devices)
  • Changed PressureFedLiquidEngine now moves gas in the same way as a pressureRegulator.
  • Balanced values on PressureFedLiquidEngine: Power 200 to 20. PressurePerTick 100 to 200. Internal Volume 15 to 45. EngineEfficiency 28 to 30. HeatExchanger Area 10 to 5. Max Throughput 2 to 2.25L.
  • Changed PressureFedLiquidEngine HeatExchanger (input2) is now a liquid pipe connection. The effect of the heat Exchanger can be scaled with the setting variable.
  • [Added] Added an addition state-change step on the input2 pipeNetwork prior to the HeatExchange.
  • [Added] Added venus spacemap backbone to world settings.xml
  • Fixed rocket ui device/logic panels scrollbar size not updating when the pin separator appears
  • Removed downlink from pinned device data as it was not needed
  • [Added] Added OneWayValve can be built in rockets.
  • [Added] Added the ability to pin devices and logic values on the rocket ui
  • Changed SmallDirect HeatExchanger can now be placed in rockets.
  • Updated StairWell model to fix missing polygons.
  • Changed HeatExchanger input2 of pressureFed Liquid Engine to be a liquid input and Added Tool-tips to inputs.
  • Changed PressureFedLiquidEngine to use PressureFedGasEngines functions for moving the pressurant gas.
  • Fixed RocketTower Blueprint.
  • Fixed Trader Inventory Instance Save Data not being iterated on when finding highest Reference Id on load.
  • Fixed can't place liquid volume regulators in Rockets
  • Increased max mole input of GovernedGasEngine from 30 to 35moles.

- Reduced GovernedGasEngine Efficiency from 19 to 18.

  • Changed Increased PumpedLiquidEngine Efficiency from 25 to 26. Reduced Max Fuel use per tick from 1.2L to 1.1L.

Changed PressureFedGas Engine Efficiency from 22 to 21 and Internal Volume from 20 to 18.

  • [Added] Added draft of new "Low Earth Orbit" starting world. This is similar to the space map, but takes place in low earth orbit with a large earth and moon in the skybox.

- Replaced the 'orbitsim' command with 'orbitview' to show the orbital placement or bodies, and 'orbitdebug' which shows orbital debug information and keyboard commands. 'orbitdebug' is mostly intended for modders, whereas orbitview can be useful for anyone just wanting to see positions of celestial bodies. - Removed the very old world settings that were hidden and included for old backwards compatibility. Saves that used their worlds would no longer load properly anyway, so they were just wasting space in the XML. - Removed storage of world settings in the game saves. Now world saves always use their initiating template for data, cleaning up a great deal of data related bugs.

  • [Added] Added Difficulty command variant that tells you the current difficulty.
  • [Added] Added world command that tells you the details of the current world setting.
  • Changed tweaked some values with auto-land control loop to better handle High Thrust-To-Weight-Ratio Rockets to prevent instances of Yo-yo-ing and/or crashing.
  • Changed Molar Mass of Nitrogen from 28 to 64 g/mol and Molar Mass of Pollutants from 64 to 28 g/mol. This brings into closer balance the mass of combustion outputs from vol:nos and vol:oxygen fuel mixes.
  • Increased efficiency of all rocket engines by 1.3 (to offset lower Exhaust Mass). Thrust of pumped liquid and governed gas engines should remain sloe to what they were.

- Reduced Combustion chamber volume of PressureFed Gas engine from 45L to 20L. Operation at room Temps can expect a thrust of around 30kN, using cold fuel or substituting oxygen for Nos will deliver a substantially higher thrust.

  • Fixed WallFlat and and reinforced composite window not occluding sound.
  • [Added] Added PassedMoles and ExhaustVelocity values to RocketEngines logic values.
  • [Added] Added support for triggering steam achievements
  • Modified the colliders for the open lever in the tier 2 fabricators
  • Fixed possible NRE when selecting tabs in a tabwell
  • Updated rocket engine models
  • [Added] Added Vulcan spacemap backbone to worldsettings.
  • Made rocket ui reopen at the last selected tab
  • Removed some unnecessary calls when forcing mouse to be unlocked on rocket ui
  • Tentative fix for movement and mouse look unlocking when pressing alt with rocket ui open
  • [Added] Added improvements to Vulcan's home system orbits.

Minor: missing material change for venus UI asset.

  • [Added] Added additional information to the pre world screen, such as Sidereal Period.
  • [Added] Added Timescale command to adjust the timescale live for the orbital simulation, useful for modders.
  • [Added] Added thumbnails for pressure fed liquid engine and kit
  • [Added] Added pressure fed liquid engine and relative kit
  • [Added] Added moon spacemap backbone to worldsettings
  • [Added] Added deep miner/dirty ore to be data driven via xml data. Defaults are set int the mineables.xml and can be overridden in the same way as MineablesOverride for each planet.
  • fixed world settings space map root node code numbering
  • Fixed fallback nodes not having unique names
  • [Added] Added Mimas spacemap backbone
  • Fixed missing reference in world info panel
  • Updated Rocket Tower Mesh.
  • Changed Umbilicals are now required to be placed in a rocket tower.
  • [Added] Added pressure fed gas engine and its relevant kit
  • Fixed Europa not having the correct to orbit distance authored
  • Updated fallback spacemap to be the current Europa spacemap
  • [Added] Added Europa spacemap with new images, scaling, tinting and first pass of tiered resource balances
  • Fixed Europa not being blue.
  • [Added] Added extra information to new world screen including range of solar irradiance across the entire orbit for the celestial body. This means that you will know the minimum and maximum solar irradiance for a world based on its theoretical minimum and maximum distance from the system primary body.
  • Fixed a bug where rocket motherboard would display an error until powercycled when loading a saved game
  • Fixed a bug where rocket motherboards would not discover connected rocket networks until a network change if the computer was built after the connected cables

+ Changed Creative world setting to be managed via difficulty, rather than being world specific. This means that any world can easily be set to creative mode. Old settings remain respected, so either the difficulty setting establishes it as creative or the setting is baked into the save. If either is true, the session will be in creative mode.

  • Fixed Launch mount nodes could load incorrectly when changing spaceMap.
  • [Added] Added ItemKitAvionics.
  • Fixed NRE when rocket crash lands.
  • [Added] Added Small and Medium capsule tanks for liquid and gas for use in rockets. Tanks built from Kit (Gas Fuel Tank) and Kit (Liquid Fuel Tank).
  • Fixed the box collider for the StructureBatteryMedium being too small
  • [Added] Added new governed gas engine model and updated build and destroyed states on prefab

- Removed incorrect tooltip when constructing nose cone - Removed incorrect tooltip for construction of fuselages

  • [Added] Added SpaceMapNode will automatically populate ChartData if it has forwards connections. Empty Chart Elements can be removed from the data.
  • [Added] Added Console Error when Icon Texture is null or MapDisplayData is null when loading spaceMap xml data.
  • Fixed Errors in rocketlocations.xml
  • [Added] Adding WIP Europa space map as fallback map, along with new image sets

- Reduced mass of nose-cone

  • [Added] Added Thumbnails for Fuselage pieces.
  • Updated Mesh on Engine Fuselage piece.

- Removed ItemKitGovernedLiquidEngine from WorldManager prefabs list.

  • Changed maxQuantity to 5 for: itemKitCargoStorage, gasFuelTank and liquidFuelTank.
  • Changed Medium Cargo storage now requires 2 cargo storage kits.
  • Fixed Quantity of item kit pumped liquid engine was set to 10. Reduced to 1 and changed max quantity to 1
  • Set old engine variants to not spawnable
  • [Added] Added some missing interactables on rocket kits
  • [Added] Added governed gas engine. Note all existing rocket engines should be replaced with the new variants, governed gas and pumped liquid.
  • Fixed issue where deconstructing a launch mount was returning an obsolete kit
  • Changed put null collider debug log behind Unity_Editor definition.
  • Fixed null colliders in liquid tank small insulated broken buildstate.
  • Fixed Can't deconstruct umbilicals when looking at analogue info panel
  • Fixed ItemKitRocketBattery missing from WorldManager source prefabs.
  • Changed ItemKitRocketBattery max stack size to 5.
  • Changed Medium rocket battery needs two ItemKitRocketBattery to build.

- Removed Isis from rocket names list.

  • Cleaned up duplicate code in LocationResourcesPanel.cs
  • Updated RocketCommand help text.
  • Fixed avionics returning the wrong kit
  • [Added] Added the ability to set a tint color and size multiplier for map locations
  • Fixed FallMap SpaceMap not initialising correctly when loading a save with an existing serialized space-map.
  • Changed Relocated Space-Map data into worldSettings.xml. RocketLocations.xml now only contains icons and fall-back Space-Map data.
  • Changed Space-map locations are now a property of the world setting this means that changes to the spaceMap data in worldSettings will propagate immediately into an existing save. Worlds without a space map will use the fall-back SpaceMap. Rockets in space that are at an invalid location on load will be returned to orbit of local body.
  • [Added] Added new save-load and network serialise-deserialize behaviour to support data refactor.
  • Changed distanced between nodes is now inferred based on node map position. DistanceMultiplier attribute added to connectionData for when designer wishes to increase or decrease the value without effecting map position.

- Removed log spam of day passing until the root cause can be resolved

  • [Added] Added info message on location screen for when no tabs are available
  • Fixed rocket log not clearing between saving and loading worlds
  • Fixed null ref when abandoning rockets
  • Made pumped liquid engine logic variable 'setting' default to 50
  • [Added] Added pumped liquid rocket engine
  • Fixed another server build issue caused by incorrectly wrapping use of imgui
  • Fixed another server build issue caused by incorrectly wrapping use of imgui
  • Fixed server build issue caused by unwrapped use of imgui
  • [Added] Added VelocityX, VelocityY, and VelocityZ Logic Variables. These expose the absolute velocity in the world for the entity. Currently implemented for MiningRobot and AdvancedSuit.
  • [Added] Added Orientation logic variable to RobotMining and AdvancedSuit. This value returns between 0 and 360 in degrees according to your angle to true north.
  • Fixed RelativeVelocityX/Y/Z logic variables were returning a completely incorrect value, essentially an unusual product of rotation and velocity. Note this is a breaking change for scripts that were using this erroneous value to calculate rotation (orientation is now provided for this). Now it correctly returns the relative velocity in ms for the direction you are facing. So forward and backward is on the Z axis, up is on the Y, and lateral would be in X. Credit:Risu/Nexus.

+ Added rocket distance to next target on the rocket telemetry section of the rockets motherboard

  • Fixed IC velocity variable would report incorrect variable for kinematic rigidbodies. Credit: Risu/Nexus
  • Stopped rocket launch towers from being able to be infinitely built over the top of each other
  • Fixed Rocket Umbilicals don't connected across two large grids in some directions.
  • Fixed Set Partner umbilical being called on tick when looking at umbilical interactables.
  • Changed Visual update to rocketMiner model.
  • [Added] Added RocketCommand "rocket refreshmap" now takes in 2nd optional argument of requested map name. If the requested in unavailable will fall back to default.
  • Cleaned up colliders on Heavy cables.
  • Changed ItemKitLaunchTower so that only 1 is manufactured at a time
  • Increased Stackable quantity and max quantity value
  • Fixed Fan rotation issue on Rocket Manufactory.
  • Changed required tools and materials for construction and deconstruction of StructureLaunchMount
  • Changed All SpaceMap Location codes are now auto generated (with the exception of Entry Nodes). Each entry node requires a unique code between the values. 1 and 99 inclusive. Static nodes will occupy the address space of 1-19. site generations 20-39. Launchpads 40-59.
  • Changed disabled launch mount being built if there is no available address space to generate a spaceMapCode.
  • [Added] Added Rocket UI space map no shows the code of the selected location.
  • Moved some structure prefabs into their appropriate folders
  • [Added] Added thumbnail for rocket tower
  • [Added] Added new rocket engine models into project
  • Balance Pass on Rocket mining. High Richness provides a large short term boost to yields. High Density sites will last much longer until depleted. Sites with a large size will have a somewhat higher base-line yield over long term mining operations and will retain high Richness and Density values for longer.
  • Adjusted layout on location panel, moved tabwell to header
  • Disallowed scrolling and zooming at the same time on the spacemap as it could cause jerky movement
  • Fixed when selecting a rocket on the map screen, changing to rocket info screen would not have the same rocket selected
  • Committed missing prefab changes for gradient texture
  • [Added] Added the ability to set an extra size value for the dynamic location panel
  • [Added] Added a gradient texture for the launch pads dynamic panel
  • default rocket naming now won't re-use names of destroyed rockets
  • Fixed milliseconds showing instead of a percentage for scanning in the rocket
  • Fixed missing lines from last commit
  • Fixed Survey scans not working
  • [Added] Added default rocket names, with a small initial set of names from Egyptian mythology
  • Fixed Divide by zero error in deposit Size Modifier application on-mined
  • [Added] Added Support for rocket miners to have a speed multiplier on different Deposit types..
  • [Added] Added Gravity and EngineForce components of Acceleration to rocket UI. (slightly smaller and in-set).
  • Changed Expanding rocket log now hides the lower infoPanel. Expanded Log is now larger.
  • Changed chart event log text to white as the blue was hard to read.
  • Fixed discovery scan not working correctly
  • Stopped space map jumping back to the default position every time anything changes or it is reopened
  • Adjusted alignment of difficulty panel with header and made header styling more consistent with the rest of the rocket ui
  • Fixed missing blueprint for item kit rocket cargo storage
  • [Added] Added "fillmap" command to rocket command. Debug command for fully exploring spacemap and generating max instanced nodes. You can pass the map name you want to generate as an option second argument i.e "rocket fillmap mars"
  • [Added] Added extended functionality to scanners. Now the scanner will need to do multiple cycles and directly apply points to the action
  • Fixed rocket outline being offset on space map and reduced selected rocket size difference
  • Tweaked a few of the layout settings for the location scan info panel
  • Few tweaks to location panel layout settings
  • [Added] Added SurveyTarget panel. Shows the survey percent required to reveal data about the Site.
  • [Added] Added Surveying to 200% and 1000% percent increases mining yield by 10% or 25% respectively.
  • Fixed Site Generations and Site Resources panel show data for ices.
  • Fixed some alignment issues with site resources panel
  • Fixed missing ui reference for world info in the base scene
  • Fixed blueprint for ItemKitRocketCargoStorage again

+ Updated unity rider integration version

  • Fixed missing blueprint for cargo storage kit
  • Changed reduced size of location scan difficulty info.
  • made the action buttons on male umbilicals turn green when they're extended
  • Reorganised Locations panel UI for additional clarity around scanning actions.
  • Changed scanning difficulty values, points and associated node values colour coded and maintain static locations. Greyed out when not available at location.
  • made medium rocket cargo storage require welding torch / steel sheets for first build phase
  • [Added] Added missing blueprint for cargo storage kit
  • Regenerated blueprint for StructureBatterySmall.prefab
  • [Added] Added ItemKitRocketBattery.prefab to WorldManager source prefabs
  • Modified english.xml so that the naming of the rocket batteries was consistent
  • fixed erroneous rocketscanner build state multiplier values

+ Refactored New World screen to show information for the world on the Right side of the screen through the new world process.

  • Fixed CombustionCentrifuge didn't implement LogicType.Reagents correctly.
  • [Added] Added TotalContents ReagentMode to Reagent Reader. Reports the sum of all reagents in target device. (The ReagentType selection screw interaction is disabled when the mode is set to TotalContents)
  • [Added] Added TotalContents ReagentMode to the LR IC instruction. the final argument needs to be supplied to allow code compilation but will be ignored during processing. E.g. lr r0 d0 TotalContents 0
  • [Added] Added Failure-reports from rocket actions now print to rocket log.
  • [Added] Added NavPointsPanel now shows data about connected nodes.
  • Fixed Chart action is dis-allowed once all nodes forwards connections are charted.
  • Fixed Reset RocketMode on spaceMap refresh.
  • Fixed Selected Rocket not always shown correctly in rocket action dropdown.
  • Fixed Uncharted nodes would have their names saved as "unknown"
  • Incremented SpaeMapRefresh version to 20536
  • [Added] Added rocket Log event for node being charted.
  • [Added] Added Un available rocket action will be greyed out.
  • Fixed worlds with no player body definition causing exceptions, such as asteroid world.
  • Fixed Current rocket action progress not being displayed.
  • Fixed Survey scan not progressing
  • [Added] Added Rocket Actions that use multiple devices will now show progress for each device running that action.
  • Fixed clicking on the location tab now takes you to the currently selected rockets location (would previously take you to planet orbit node)
  • [Added] Added Scan percent and Chart and discovery points accumulated at a node to top right of location window.
  • [Added] Added Survey and Discovery cost of location to left side of location window above action progress display.
  • Fixed made rocket action buttons un-interactable when that action is not available at current location.
  • Changed Rocket dropdown in location window only show rockets that are at the location.
  • Fixed current rocket action showing when the rocket was not at the currently viewed location in the location window.
  • Updated icons from actual game assets
  • Updated rocket tower to actual tower in game.
  • [Added] Added itemKits for umbilicals
  • [Added] Added itemkits for rocketbattery
  • [Added] Added itemKits for launchtower
  • [Added] Added itemKits for battery
  • [Added] Added itemKits for cargostorage
  • [Added] Added itemKits for datalink
  • [Added] Added itemKits for launchpad
  • [Added] Added structures for battery
  • [Added] Added structures for umbilicals
  • [Added] Added structures for datalinks
  • [Added] Added structures for rocketminer
  • [Added] Added structures for rockettower
  • Fixed on off switch on small battery
  • Fixed CombustionCentrifuge was processing inputs 2x faster due to not calculating tick delta time correctly.

- Reduced time for centrifuge to process reagentMix by 40% (this brings it in line with processing time for dirty ore).

  • Changed Centrifuge and Combustion Centrifuge have a maximum capacity. Once they are full they Go into an error state and start spinning down. Centrifuge capacity: 400, Combustion Centrifuge capacity: 3000.
  • [Added] Added Tooltips to Centrifuges to display information about error state.
  • [Added] Added location difficulty section to location panel
  • Fixed unapplied scene modification of world manager to prefab
  • Fixed rocket storage names and code structure
  • [Added] Added drag and gravity fields to rocket info screen
  • Changed rocket info text to have its own prefab (LabeledTextField)
  • Changed Moved node generation logic of Chart and Discover action from Actions to SpaceMapNode.
  • [Added] Added medium rocket cargo storage
  • adjusted stack and slot sizes of space ores and small rocket storage
  • [Added] Added Difficulty field to ConnectionData.
  • [Added] Added SurveyPoints, ChartPoints, DiscoverPoints synced properties to SpaceMapNode.
  • [Added] Added Difficulty field to RocketActionData.

- Removed some place-holder difficulty modifiers for some rocketActionData types.

  • Changed Centrifuge and Combustion Centrifuge will now roll over any additional progress when processing a stack or dirty ore or slag. i.e if the final processing tick would take the progress value to 110% the remainder 10% would be added the progress of the next item in the stack. Because of the slow tick rate of the progress calculation there was limited benefit in running a combustion Centrifuge above 600rpm. This change allows players that use NoS in the combustion centrifuge to see the benefits of the additional RPMs created by using NoS.
  • Made the rocket ui root panel slightly bigger
  • [Added] Added next location name and next location eta to rocket info panel
  • Fixed location panel trying to refresh when not visible when rockets change location
  • Changed how the currently selected rocket is passed into the map. Was using an index but will now pass a reference.
  • Moved reentry dropdown class to the same place as the other dropdown classes for rocket ui
  • Moved selected location panel into it's own class
  • [Added] Added Autoland toggle button will flash an error state if it can't safely land.
  • Refactored how rocket ui is initialised to remove unnecessary processing on tabs that aren't visible
  • [Added] Added disable/enable functionality to TabWell
  • Made tabs on the location screen disable/enable appropriately based on selected location
  • [Added] Added Re-entry Altitude Profile dropdown to RocketPanel. Interaction is disabled when auto-land is enabled.
  • [Added] Added Tooltip to ReEntry Profile field.
  • [Added] Added Tooltips to Autoland and auto-shut off toggle buttons.
  • [Added] Added Rockets with Auto-land enabled will not progress to landing if no safe re-entry profile is available.

+ Changed the behaviour of the Electric Centrifuge so that it when opened while running it will enter a powered state and spin down to 0 rpm. It will wait to export any items until it is at 0 rpm

  • Changed rocket ui resources panel text layout to be consistent with the site discovery panel
  • Made site discovery panel scrollable
  • [Added] Added basic stacking functionality to Cargo Storage. It will now stack an importing item if the newly imported item matches the type of the last imported item.
  • Fixed missing blueprint reference on spaceOre.
  • Changed rocket icons to have an outline making them easier to see on the map
  • [Added] Added SpaceIce and SpaceOre prefabs.
  • Fixed some un-localised strings on rocket miner.
  • Changed Rocket miner now returns spaceOre prefabs instead of Slag prefabs.
  • Improved PureIce stacking code to allow Ice with multiple spawn-gas types to stack.
  • [Added] Added first pass on rocket log for the rocket ui
  • [Added] Added "chart" argument to rocketCommand. "rocket chart" will chart all nodes on spaceMap.
  • [Added] Added Hidden Attribute to Salvage Deposits.
  • Fixed missing Localization entry for battery medium.
  • Changed Improved Eta calculation for rocket landing telemetry to take into account Acceleration.
  • [Added] Added Impact Velocity Telemetry data to rocket UI.
  • [Added] Added ArrestAltitude telemetry to rocket UI. This shows the altitude above the pad at which the rockets velocity will reach 0. Getting this number close to zero ensures an optimal suicide burn. (Logic values coming soon for the above)
  • [Added] Added Some colours to landing text telemetry to highlight out of range values.
  • Fixed MediumBattery prefab removed from WorldManager.
  • Fixed tooltip text for ItemKitChuteUmbilical
  • Fixed ItemKitLaunchMount thumbnails
  • Fixed ItemKitChuteUmbilical causing errors when spawned
  • Fixed thumbnails for new kits so that they no longer defaulted to purple
  • [Added] added monitors tab to rocket ui
  • Fixed error in PowerMaximum of medium battery.
  • [Added] Added ItemKitRocketBattery asset
  • [Added] Added ItemKits for rocket fuel tanks
  • [Added] Added ItemKitRocketCargoStorage asset
  • [Added] Added ItemKitRocketDatalink asset
  • [Added] Added ItemKitRocketLaunchPad asset
  • [Added] Added ItemKitLaunchTower asset
  • [Added] Added ItemKitRocketMiner asset
  • [Added] Added ItemKits for rocket engines
  • [Added] Added ItemKits for umbilicals
  • Changed Rocket Engines are only place-able inside an engineFuselage piece.
  • Fixed RocketEngines can only be placed with nozzle pointing down.

+ Updated rocket uplink model

  • Fixed female umbilicals not being paintable

+ Update connections on small rocket battery

  • [Added] Added medium rocket battery
  • Fixed rocket info labels missing their text.
  • [Added] Added script to init text from gamestrings
  • Fixed SpaceMap error after refreshing map when a rocket was at a generated location.
  • Changed refreshing SpaceMap preserves charted state of static nodes.
  • Fixed Landing progress is now shown on rocket UI Map.
  • Fixed Liquid Turbo Volume pump occupies the cell above its controls.
  • [Added] Added temporary background image to rocket info ui panel
  • Decreased rocket info text font size
  • Fixed Site Generations did not have icon Initialized upon loading game.
  • Fixed Error when opening map view in rocket ui.
  • Fixed IsCharted variable not being set on load.
  • Tweaked rocket info ui
  • [Added] Added log panel to rocket info ui (wip)
  • Fixed Unable to place RocketScanner inside fuselage.
  • made things which are high enough to be in space always have sunlight
  • [Added] Added RocketActionProgressInfo class for handling different display modes for each rocket Action.
  • [Added] Added Special behaviour for showing mining progress.
  • Changed Moved Rocket Miner resource collection behaviour over to RocketMiner. Mining Action now ticks the MiningProgress on each miner, this allows each miner to work independently and implement its own mining logic.
  • [Added] Added the skeleton of a subscreen rendering pipeline with a testing camera prefab
  • Fixed RocketEngines that are underperforming due to incorrect fuel mix will still be able able AutoLand successfully.
  • Fixed Grid Owners not being added and removed when structures were attached and detached from grid. This would mean that landing a rocket on a different pad would cause devices placed inside to not register to the rocket landed there.
  • Fixed When loading a game with a landed rocket the rocket could be not correctly registered to its loaded location.
  • [Added] Added missing meta file
  • [Added] Added selected rocket name to map panel
  • [Added] Added space ore and ice. (Meshes, textures and Materials)
  • Fixed An issue where loading a save game with a rocket will fail due to spaceMap refresh.
  • Fixed When loading a game when rocket is landing, a landed rocket can be invisible on launch mount due to occlusion system incorrectly hiding the meshes.
  • Improved SpaceMap refresh function to better handle a number of rocket-travel edge cases.
  • Updated map and location panel on rocket ui to be non rocket-centric
  • fixed thickness map to remove seam
  • [Added] Added Sites will have the richness and density of their mineable deposits drop with each item mined. Sites with larger sizes will have a slower reduction. richness reduces at an exponential rate and density reduces at a linear rate. Density effects the speed of a mining action and richness effects the yield per mining action.
  • [Added] Added Network synchronisation for space-map-node values that can change.
  • Fixed rocket miners never being removed from the data of a rocket NetworkType
  • [Added] Added the requirement of having a scanner on your rocket to chart, discover, or survey
  • [Added] Added new rocket scanner to rocket parts kit
  • Improved Rocket Entry Altitude calculation.
  • Balance Tweaks on Gas Rocket engine to bring its Max Expected Thrust up to 20kN.
  • Fixed Saves from rev20432 and below will refresh space-map to account for data change.
  • Changed Increased safety margin for ReEntry profile selection process.

- Removed "Add to world manager" button from thing button options

  • [Added] Added WIP StructureRocketScanner(currently does nothing)
  • Fixed some locations on the space map being able to be charted incorrectly
  • Fixed location panel not refreshing in certain instances
  • Fixed Loading error due to Rocket Current location being null at time of load.
  • [Added] Added ReEntryProfile synced property to rocket. Currently this is set automatically on land, in future players will be able to set this manually.
  • [Added] Added uncharted nodes to space map
  • Fixed error with duplicate node name hashes that were incorrectly being generated from display name
  • Fixed server build issue
  • Changed Power usage of Digital Valve from 25 to 5.
  • Changed Power usage of Pipe Analyser from 50 to 5.
  • Restored space-map nodes for default mars space map and updated data to fit with new action system.
  • Changed Most mining actions will now return reagent mixes and space ice.
  • [Added] Added Place-holder Space Ice prefab.
  • did some loadscreen decoupling and bug fixing
  • Fixed RocketActions not checking validity before writing to clients
  • [Added] Added display name to rocket actions
  • [Added] Added temp display text to rocket location ui
  • [Added] Added spaceMapNode action data is saved and synced to clients
  • Changed mining action is now repeating.
  • [Added] Added WIP commit of new rocket action system. SpaceMap is currently limited to 2 example nodes pending data authoring. New system does not yet support multiplayer or Save load correctly.
  • Changed How SpaceMapNodeData is organised to support the Rocket Action system and support authoring flexibility.
  • [Added] Added Rocket Actions Mine, Survey, Discover, Chart.
  • Fixed planets jittering while rotating camera. Changed update to late update to be in sync with camera rotation.
  • fixed another imgui-related server build bug
  • another server build imgui fix
  • Rocket location panel's action buttons will now set the mode on the avionics
  • Renamed a few things on the rocket location panel to make it more consistent
  • fixed server build errors for ImGUIManager changes
  • Started layout of basic panels required for location info screen on rocket ui (wip)
  • Made space map grid a little less opaque to reduce the visual noise
  • [Added] Added Concept of RocketMode to Rockets. RocketMode defines the current action that the rocket is undertaking at its current location.

If a rocket is assigned a mode which cannot be completed at its current location the Mode will be set to Invalid(0). Mode will be reset to None(1) when Rocket travels.

  • Changed rocket locations xml authoring to remove dependence on xsi:type tag for rocket actions.
  • Refactored ImGUIManager in preparation for CGA screens and Word-Camera rendering
  • Changed Cannot change Rocket target Node when rocket is landing.
  • Fixed Rocket Engines no longer instance world atmospheres when in space.
  • [Added] Added New LaunchMount model. LaunchMount supports will automatically move to accept different rocket sizes.
  • Fixed Moved some hardcodes strings to GameStrings
  • Fixed Initialization error where some GameStrings would be parsed incorrectly due to StringManager not being initialised.
  • Fixed tooltips not being hidden when mouse has moved a large amount
  • Fixed rocket icon tooltip rect size
  • [Added] Added tooltips to rocket icons on spacemap (wip)
  • Fixed displayed pressure value for portable scrubber
  • Fixed space between the 'k' and the 'Pa' in KPa unit text by modifying regex that converts enums to strings
  • Fixed abandon button not reverting to default state after clicking confirm
  • Fixed nre after abandoning all rockets
  • [Added] Added tooltips to rocket toggle group buttons on rocket ui
  • [Added] Added ui tooltip functionality and tooltip specific canvas to base scene
  • Fixed Broken Umbilicals continue to move resources.
  • Fixed Sometimes when loading a game with rockets the umbilicals will be in the incorrect state.
  • [Added] Added error text on the rocket motherboard when rockets are not connected properly
  • Fixed FinishMovingToTarget Unitask is now cancelled if rocket state changes in final approach to pad.
  • Fixed Rocket Engine could sometimes remain on after landing.
  • Fixed CableAnalyser does not move with rocket when part of a rocket.
  • Fixed AutoShutOff rocket function was turning off all devices in rocket. Now only turns off devices that are linked via data cable to avionics. Additionally it not does not turn off batteries or avionics.
  • Fixed Rocket power umbilical could retain some residual power on launch.
  • Hide rockets with no active avionics on the map and show an error message
  • Fixed Rocket Manufactory Blueprint has full colour icon displayed in error.
  • Fixed Smart-rotate not working correctly on Female Umbilical Side parts.
  • Fixed Null Reference exception when building rocket because downlink data cable could not be found.
  • [Added] Added wip locations panel to rocket ui
  • Fixed some unintuitive clicking behaviour on the rocket map screen
  • Changed how the rocket ui refreshes - should be more efficient now when changing rocket selection and when adding dynamic space map nodes
  • [Added] Added new debris icons and EccentricOrbitNode icon.
  • Fixed rocketlocations.xml loading exception.
  • [Added] Added First pass on Mars space-map resource data.
  • Fixed rocket space map connection rotation
  • [Added] Added icons for non selected rockets on spacemap (wip)
  • Refactoring of some names in SpaceMapData classes.
  • Updated rocket location icons
  • [Added] dded First pass for mars SpaceMap.
  • [Added] Added RocketManufactory. Dedicated printer for rocket parts to (Kit) RocketManufactory.
  • [Added] Added (Kit) RocketManufactory.
  • [Added] Added Recipes for placeholder rocket-kits to RocketManufactory.
  • [Added] Added Support for manufacturing machines animations to run from animation components.
  • Fixed Items in Export Gate Anim component would be invisible until exiting the slot.
  • Fixed Import bin not re-opening on ImportAnimComponent in some cases.
  • Fixed issue with abandoning rockets not refreshing the ui
  • Made rocket auto shut off function not turn off avionics
  • Fixed Saturn skybox imposter rings are wobbling when moving around in camera
  • Fixed rocket space map changing to default zoom and position when you swap rockets. Will now retain your set zoom and position.
  • Replaced rocket icons with new assets (wip)
  • Tweaked dynamic location size on space map
  • Committed blueprint shader alpha change that keeps popping up in pending changes
  • [Added] Added missing MainTex property to map grid shader
  • Fixed Colliders on new Fuselage pieces
  • [Added] Added Rocket Mining-Drill Head. The rocket miner has a replace-able drill head that is required for it to mine. Head will get worn out over time and will need to be replaced after several trips.
  • Cleaned up some unused code in Structure.cs and moved some classes out into their own files. Namespaces have been preserved.
  • [Added] Added missing ifdef for ParrelSync in player cookie
  • [Added] Added the ability for structures to snap to grid differently dependent on axis.
  • Set rocket male umbilicals and rocket engines to snap vertically to the small grid and horizontally to the large grid. They should be easier to place inside towers/rockets now.
  • [Added] Added Cargo Storage Small. OnBoard chute storage for up to 100 items on rockets.
  • Updated rocket fuselage pieces, now slightly larger so that items on the edges don't clip through.
  • Fixed StructureEngineFuselage missing from english.xml
  • Fixed Autoland, AutoShutOff and AbandonRocket buttons don't work on clients.
  • Fixed power umbilical blueprint not showing connector in the default position
  • Fixed issue where player cookie would save when running from a cloned editor instance. Will no longer save when running from a clone.
  • Fixed AutoShutOff not being synced to clients.
  • Fixed Index out of range exception when rocket landed. AttachSmallGridStructure() was calling onGridPlaced, should only be called on registered.
  • Reordered Burn Time remaining to below eta and changed text to fuel remaining.
  • Fixed Rocket Debug info panel to be up to date with new landing simulation and fixed some cases where it could throw a null.
  • Fixed Mass of Fuel is now cached on Rocket network and updated each atmos tick.
  • Fixed Solar Panels were not using SolarIrradiance, and were just using SolarConstant directly. This gave incorrect power values far above what was expected on outer worlds.
  • [Added] Added Solar panels take into account their area size, but cap at a maximum output. This softens the blow of SolarIrradiance taking into account distance from the solar body. This means that for a 2x2 panel you would be able to get much more on the moon (~1470W/m2) than the maximum of 500W. But it means that on Europa (~54W/m2) you would get about 217W. This may change but the basic approach will remain.
  • Fixed PortableSolar was creating a coroutine and creating memory garbage.
  • Fixed SolarPanel was using a method for raycast hit detection that generated memory garbage and would affect performance on worlds with a large number of solar panels.
  • [Added] Added OrbitalSimulation now loads from it's serialized data. This means the sun and other celestial objects will load their positions from a save file on load.
  • Fixed missing parameter in rocket save data
  • Fixed bug where the new rockets list was not being cleared after being sent to clients
  • Temporarily stopped rocket overshoot being sent to clients
  • Allowed for the saving and loading of rocket mining locations and scanning locations
  • Fixed a few bugs around the rocket map ui not clearing correctly and some layout bugs
  • [Added] Added Rocket Miner. Rocket Miner collects available ore/ice from the rockets current space location.
  • Fixed SmallGrids not having their references removed from the small-cell when rocket reaches orbit. (couldn't build stuff inside a new rocket on the pad once current rocket reaches orbit).
  • [Added] Added OnTargetReached action for rocket.
  • Fixed some crash landing simulation code running on clients.
  • Fixed Rockets set to automated landing mode will have their throttle reset to 100 on landed.
  • Fixed Rockets in final decent phase would not re-ignite their engines if they had been turned off in the previous phase.
  • Fixed SolarIrradiance was not being correctly calculated.
  • [Added] Added SolarConstant is applied in SolarIrradiance based on the distance from the sun. This will have dramatic impact on worlds far from the sun, such as Mimas and Europa, for the usage of solar panels. Additionally, as orbits are not circular, during a local "year" you will have varying SolarIrradiance values. The DaylightSensor has a variable that includes current SolarIrradiance.
  • Fixed Creative saves reverting to survival on load.
  • Fixed spelling error in help text
  • [Added] Added OrbitalSimulation debug command. run "orbitsim" in console to enable OrbitalSimulation debug overlay
  • Changed Launch/ Land behaviour. Now rockets perform a simple physics simulation for launching and landing. Rocket altitude is increased or decreased by velocity which is in turn changed due to acceleration (either due to engine burns, gravity or the sum of both). When rockets begin the landing process they will be inserted into a landing trajectory at a high altitude above the pad at orbital velocity. Velocity will increase with gravity as the rocket falls to the surface and the player must ensure velocity and altitude reach 0 at the same time to ensure a safe landing.
  • [Added] Added Automated Landing control loop to rocket. When enabled the rocket will Throttle and turn on/off engines to ensure a safe landing. AutoLand is enabled by default and can be disabled by toggling the Auto-land button on the rocket UI (or by setting the autoLand logic value to false on the avionics).
  • [Added] Added additional telemetry values to rocket motherboard UI screen.
  • [Added] Added AutoLand logic type.
  • Balance pass on mass values.
  • made umbilicals only connect to their closest matching partner unless blocked by intervening obstructions, and ensured gas/liquid umbilicals would not connect to the opposite pipetype
  • Fixed more dedicated server build issues
  • Fixed more dedicated server build issues
  • Fixed error when building dedicated server
  • Fixed (internal) old saves couldnt be loaded as was causing an exception due to prefab data in WorldSettingData. Note that now WorldSettingData is ignored and deprecated in Save files, except for changes to DifficultySettings.
  • Fixed player cookie not saving window layout changes
  • Fixed error caused by new world menu not being initialized correctly when loading a game
  • Fixed some incorrect thing names in english.xml
  • [Added] Added Logic values for Mass, DryMass, Thrust, Weight, ThrustToWeight, overshootTarget, timeToDestination, burnTimeRemaining to help with rocket automation.
  • [Added] Added exposed rocket values on avionics: Mass, DryMass, Thrust, Weight, ThrustToWeight, overshootTarget, timeToDestination, burnTimeRemaining.
  • Changed Avionics will only report values and allow destination setting when turned on and powered.
  • Changed Rocket engines will only function when powered.
  • Reduced Size of new atmosphere network data to clients.
  • Changed Increased Yields per ore/ice of basic mining action from 1-25 to 10-30 per item.
  • Changed Increased Time between ore collection of basic mining action from 2-10s to 4-10s.
  • Changed reduced fuel consumption and combustion chamber size of basic gas and basic liquid engine by 20%.
  • Changed Increased efficiency multiplier of gas engine from 13 to 15 and liquid engine from 17 to 19.
  • [Added] Added Mass, DryMass, Weight, Thrust and ThrustToWeight fields to rocket UI.
  • Changed Rockets that are launching will move at the correct speed based on their thrustToWeight. Rockets with a thrust to weight ratio below 1 will stay on the pad.
  • [Added] Added Rockets that have their thrust to weight fall below 1 on launch will immediately flip into landing mode.
  • Rockets with a thrust to weight of less than 1 will perform a hard landing on the landing pad. Depending on the speed of the landing the rocket may sustain some damage, above a certain threshold the rocket will explode damaging surrounding structures.
  • [Added] Added OverShoot field to rocket UI. This shows by how much the rocket will overshoot its landing target. this needs to be at 0 by the time the rocket reaches the pad to ensure a soft landing.
  • [Added] Added Eta to Rocket UI.
  • Fixed (internal) Jupiter cloud distortion
  • Fixed (internal) Eclipse values being incorrectly flickering when camera is moving quickly, especially when Editor scene view is open.
  • Fixed bug where player cookie could get full of duplicate inventory window data. Inventory windows may need to be repositioned after this change.
  • [Added] Added syncing of world settings and orbital simulation for clients in multiplayer.
  • [Added] Added animated cloud distortion support for skybox atmospheric bodies, configurable from XML.
  • [Added] Added support for eliptical orbits for orbital simulation bodies.

+ Balanced world times so they are 20 minute days by default.

  • [Added] Added configuration for Saturn (mimas) world.
  • Changed rocket debug command now takes in a reference id.
  • [Added] Added 1st pass on Mass values for rocket fuselage and engines.
  • [Added] Added Fuel mass now contributes to rocket mass.
  • [Added] Added calculations for rocket weight, progress to orbit is now slowed by rocket weight.
  • Fixed run-away atmospheric bubble happening when rocket was in space die to not all global interactions interacting with vacuum atmosphere.
  • Fixed Version number for space Map refresh.
  • Allowed multiple rockets to be selected on the rocket ui
  • Improved rocket ui layout
  • [Added] Added MeshLibrary to store mesh references for use with XML.
  • Fixed Skybox objects close to the camera will shake about why player is moving.
  • Fixed Saves not loading due to spaceMapNodes not have a serialised code value.
  • [Added] Added ImguiHelper.cs for generic imgui helper functions.
  • [Added] Added Imgui debug window for rockets. enable with "rocket debug" command.
  • [Added] Added Helper functions to Rocket.cs for returning Mass, weight, thrust and thrust-to-weight.
  • [Added] Added Rocket Location Codes. Nodes on the spaceMap will now be assigned a unique and human readable code. Generated child nodes will include their parent code.

i.e Mars Orbit Code: 000-000-000-100. LaunchMount1 000-000-001-100. Dashes displayed are for Readability.

  • [Added] Added Rocket Destination can be set via logic by setting the destinationCode Logic Variable on the avionics device.
  • Fixed some un-localised Logic Types.
  • Fixed female gas umbilical blocking pipe placement
  • Fixed map material showing up in pending changes unnecessarily
  • [Added] Added label to auto shut off button in lieu of better tooltip system for ui

Downgrated exception to warning for older saves that try and load a prefab that celestial body cannot be found for.

  • Fixed (internal) saves from earlier than skybox changes can't be loaded.
  • Fixed (internal) saves from earlier than skybox changes can't be loaded.

Wrapped ImGui references. Fixed compile error.

  • Fixed compile error.

+ Refactored Skybox referencing so prefabs are created from XML definitions via pooled objects, allowing full customization. Changed values for Europa and Moon.

  • Fixed a few alignment issues on rocket ui

+ Complete rework of orbital simulation and skybox.

  • Spaced out rocket panel info a little
  • Removed onoff switch from rocket down link
  • [Added] Added auto shut off logic value to avionics and also added respective button to rocket ui
  • [Added] Added destroyed states for male umbilicals
  • [Added] Added Space will be refreshed on load if save revision is from before rev 20227
  • Fixed server build error caused by unwrapped imgui usage
  • Fixed Exception from orbital simulation breaking multiplayer - changed to a error log.
  • Fixed Chute Umbilical Male doesn't position itself to the right to align with right aligned female umbilical.
  • Fixed Rockets in Space do not interact with planet atmosphere. Their atmosphere is now a vacuum.
  • Tweaked rocket tower colliders as they were blocking interaction with umbilicals
  • Fixed rocket ui throwing exception when connected to avionics outside of rocket
  • [Added] Added missing umbilical names into english xml
  • Fixed female power umbilical blueprints
  • Fixed A number of issues around saving and loading rockets in space that would result in the rocket not moving to the correct position when landing.
  • Improved RocketPark functionality. parked positions are now serialized and there are more checks in place to prevent accidental double grid registration.
  • Fixed paintable material on gas umbilical
  • replaced precision colliders with ignoreraycast boxes on stairwells
  • Fixed rocket motherboard constantly flashing error
  • [Added] Added refreshmap command to fix some issues with loading corrupted spacemaps
  • Fixed Parsing in incorrect position value when rocket structures detaching from neighbour cells.
  • Fixed Rocket Internals removing all other references in SmallCell when detaching.
  • [Added] Additional files for Skybox refactor.

+ Fixed Jupiter prefab was not correctly setup with sphere mesh and new materials.

  • [Added] Added fourth pass on Skybox and Orbital Simulation.

+ Fixed World Configuration screen (difficulty selection) hides planet preview scene and shows main menu.

  • Fixed missing and replaced bad ifdefs causing server build errors
  • [Added] Added CelestialBodyPrefab for pooling celestial body rendering.
  • [Added] Added third pass of Orbital Simulation for skybox and celestial objects. A celestial library is populated via XML, that different world presets can call in and run orbital simulation on. It now correctly modifies for lat/lon of position in world definition. Including all handling for modelling of light to move based on actual sun position. Planets in the skybox now correctly show the approximate orientation and position. Orbits are assumed to be spheres, so it is not completely accurate but still very representative.
  • [Added] Added new saturn model with rings that cast shadows.
  • [Added] Added proper handling of eclipses for lighting conditions.
  • [Added] Added new fresnel shaders for earth, jupiter, and saturn.
  • [Added] Added a host of debug commands to track and visualize celestial bodies.
  • Fixed some saves not loading due to celestial bodies not being loaded
  • Fixed RocketDataUpLink tooltip not showing current connected downlink.
  • [Added] Added map screen wip icons
  • Fixed Error when attaching RocketNetwork parts to grid.
  • prevented rocket internals from catching on fire from, eg, the engine firing
  • Enabled the spawning of rocket structures and related components
  • [Added] Added new larger rocket engine models
  • [Added] Added RocketSide Umbilical Variants with ports on the side.
  • [Added] Added New Models for Gas, Liquid, Chute and Power umbilicals.
  • [Added] Added Animations for new umbilicals.
  • [Added] Added Male Umbilical can now connect to a female umbilical piece that is one grid to the left or right of center.
  • [Added] Added New abstract base animation component class for handling multiple states (previous only supported binary states)
  • [Added] Added battery percentage indicator to rocket ui
  • made umbilicals which are still connected to a rocket when it launches take fatal damage
  • Made rocket map ui center its locations more accurately
  • Fixed missed server build error
  • Fixed server build error
  • [Added] Added Vector3d to store doubles for orbital position values.
  • [Added] Added second pass for celestial bodies.
  • [Added] Added first pass of CelestialBody system for skybox rendering (such as jovian moons) and sun location setting. This system may eventually replace the existing solar calculation system so that the position of the sun and all bodies will follow their approximate real paths (circular orbits only) using two-body simulation based on the current epoch around Y2000. Disabled in game unless in debug mode with no ingame impacts currently.
  • Made visual adjustments to rocket map panel
  • Changed location distances on map to be further apart
  • Allowed map grid to scale correctly with different aspect ratios
  • improved precision of stairwell colliders
  • [Added] Added selected node info to map panel
  • [Added] Added selection markers to map panel

+ Refactored WeatherEvent to not directly load resources and support multiple weather events rather than just one per world. Note that notation for weather events and worlds has changed slightly in XML, but the old naming conventions are retained as legacy support.

  • Fixed missing cable input indicator on placeholder chute storage

+ Updated placeholder miner footprint + Updated chute storage footprint

  • Fixed map screen grid scaling for rocket ui
  • changed action verb for rocket umbilicals and access bridges from Open/Close to Extend/Retract
  • Fixed error on rocket map screen when changing destination with zero progress
  • [Added] Added EngineFuselage piece.
  • [Added] Added Support pieces to launch mount.
  • Changed rocket build rules to require an EngineFuselage to be built before placing Fuselage pieces.
  • Changed Engines can only be built in an EngineFuselage piece
  • Fixed rocket destination not updating on map panel
  • [Added] Added random color variation to stars in skybox for extra detail.

Fixed world xml data error

  • Fixed Venus shows stars at night.
  • Fixed the loading bar causing the backing texture to become transparent
  • Fixed Detach from Grid not using the correct position launched rockets.
  • Fixed Small Grids that were detached and reattached were not updating their open ends cached values so devices would error.
  • Fixed Landing a rocket on a different pad and saving would cause rocket to be loaded on in the place it was when launched.
  • Fixed Rocket Side Umbilical throws error when launched without a counterpart umbilical piece.
  • fixed male power umbilical sometimes incorrectly using max power when not connected, or when the female wasnt in use.
  • Tweak rocket device ui scrollbar width
  • Fixed Europa AtmosphericScattering was overdrawn and the basic sky material was not configured. This makes the AtmosphericScattering correctly work with the Skybox drawn on a separate camera, as well as maintaining the correct fog whether AtmosphericScattering is on or off.
  • [Added] Added rocket current location to ui
  • [Added] Added rocket internals interface to passive liquid drain
  • Fixed rocket downlink rotation and switch collider
  • Fixed Reinforced windows not blocking sound.
  • Fixed Remaining burn time not returning correct value.
  • Fixed Umbilicals not reconnecting on rocket landed
  • [Added] Added Attach/Detatch methods for small grid cells, utilized in the rocket launch sequence
  • Fixed umbilicals not finding their partner on landing
  • [Added] Added Placeholder umbilical animation.
  • Changed rocket icon on map view to not be clickable
  • [Added] Added rocket estimated fuel time to ui
  • [Added] Added new uplink and downlink meshes to devices

+ Updated uplink and downlink placement configuration

  • [Added] Added screw prefab(have not replaced all the existing screws on other devices)
  • Fixed exceptions being thrown on uplink/downlink device deregistration
  • [Added] Added abandon rocket button to ui
  • [Added] Added new blueprint shader.
  • [Added] Added TextureArray support to batching system
  • Hooked up rocket name on avionics with ui
  • [Added] Added TotalMolesVolatiles, TotalMolesOxidizer and EstimatedRemainingBurnTimeSeconds to Rocket.cs for display on Rocket Motherboard.
  • [Added] Added new avionics device asset and removed face mount restriction
  • [Added] Added Rocket custom name retained when removing rocket fuselage pieces.
  • [Added] Added rocket custom name synced to clients.
  • [Added] Added "Rocket Print" command which prints all rockets with reference ids.
  • [Added] Added "Rocket Abandon" command which removes rocket and all rocket structures.
  • Fixed Error when battery is destroyed.
  • Fixed Error logged to screen when trying to open rocket motherboard ui after down link has been destroyed.
  • [Added] Added Rocket can be named by using labeller on rocket fuselage.
  • Fixed stairwell rotations
  • Reordered stairwell kit
  • [Added] Added temp version check to ensure old stairwell prefabs are still visible
  • [Added] Added Can Re-Name launch mounts with labeller.
  • [Added] Added AccessBridge, an extendable bridge piece for providing access to rockets. Temporarily buildable with ItemkitRockets.
  • Fixed Sometimes structures could be in incorrect animation state on load/join.
  • Fixed missing reference to skybox camera on camera controller in scene.
  • [Added] Added missing files
  • Fixed null player cookie caused unrecoverable exception.
  • Fixed exception when loading the player cookie

Second force update of base scene Forcing update of the base scene

  • Fixed some materials not set to enable batching.
  • [Added] Added first pass of batch rendering material option.
  • [Added] Added generic object pooling system.
  • Cleaned up some small game initialization

- Removed some methods that were potentially making unneeded allocations + Changed Skybox to render on a second camera, always behind the main scene camera. This allows more interesting interactions with skybox objects as they will always render behind the main scene components. + Changed saturn to be slightly larger in Mimias skybox.

  • [Added] Added new thumbnails for overalls

+ Updated overalls blueprints

  • [Added] Added missing stairwell kit recipe
  • Fixed stairwells returning the wrong kit on deconstruct
  • Fixed rocket ui device list not updating its layout correctly
  • Optimised Client animation and physics message data types reducing outgoing message to server size from 4Kb to 800bytes per second.
  • Fixed Client messages to server were bloating out the size of the largest message sent regardless of actual message length.
  • Added stairwell variations and moved them into a new stairwell kit. Note: Existing stairwells in any save will need to be rebuilt
  • [Added] Added build state creator tool to facilitate the rapid creation of build states and destroyed states
  • Optimized Interactable byte array network. Minor optimization, but also reduces the chance of errors when sync occurs in MP.
  • Fixed ChunkObjects synchronization would generate a lot of garbage when preparing chunk changes in network update. Now utilizing cached information and SyncList to handle changes.
  • Fixed WeatherManager generating a unitask every frame. The handling of synchronization is still bad and still needs to be reworked more.

+ Refactored serialization of Explosions to use SyncList. Removed unnecessary list to reduce garbage collection. Moved processing of explosions until the next frame. + Updated SyncList to latest version from AotR that includes automatic clearing.

  • Fixed StructureNetwork would never synchronize any values, which is why clients were not seeing EnergyConvected and EnergyRadiated values.

+ Optimized network bandwidth usage for Referencing by using different encoding dependent on ID size. This has been applied to Atmospheres, Thing, and Network updates. This reduces typical size of referencing from 8 to 3 bytes, which significantly reduces bandwidth usage for larger bases. The larger the bases, the more significant this optimization. This only affects multiplayer. + Refactored NetworkEvents, Networks and Thing to use SyncList for client synchronization.

  • Fixed a number of byte array filling lists could potentially overflow. This was an unlikely, but possible, event especially if the server was under very significant load. If the server filled a New list up to much, it would overflow the array for synchronization and this would break. It is a very unlikely bug, but good to clean up.
  • Fixed Avionics and RocketMiner missing reference to Rocket.
  • Fixed Potential race condition when pipes on rockets are radiating to world.
  • [Added] Added ConnectionRole and NetworkType to EnumCollections.
  • [Added] Added some addition accessors to IRocketInternals. They now have a reference to their rocket network.
  • Increased the distance at which fog effect will render.
  • Increased Render distance of rocket fuselage pieces.
  • Fixed Removing a smallGrid from inside a rocket fuselage would DeRegister the RocketNetwork as the owner of that smallcell.
  • Changed Type for collection RocketNetwork.Internals to IRocketInternals.
  • Fixed Some un-necessary allocations in Open-Ends Tooltips.
  • Optimised CurrentGrids setting function on pipe.cs. Required as pipes in a rocket need to update these each tick during rocket flight.
  • Made rocket ui use avionics data rather than dummy data
  • Updated umbilical meshes to wip assets which fit with rocket towers
  • [Added] Added wip rocket tower structure
  • Changed Refactored shared functionality of rocket engines into base class.
  • Changed Increased max fuel flow from 10 to 25mols per tick for gas rocket engine.
  • Changed Increased max fuel flow of liquid rocket engine from 1L to 1.25L per tick.
  • Increased capacity of liquid rocket engine to 50L and capacity of gas engine to 70L.
  • Reduced Efficiency of GasRocketEngine.
  • Changed newly built rocket engines have there thrust set to maximum by default.
  • Fixed Gas Rocket engine could connect to liquid pipes.
  • Made a few tweaks to rocket ui and fixed some layout bugs
  • Fixed bug with scroll panels not updating their height
  • [Added] Added GET and GETD instructions. These allow you to attempt to read the stack value at the provided address, and places it in the register, from a device within the network. GET does this using a device index reference, GETD uses a direct reference.
  • [Added] Added PUT and PUTD instructions. These allow you to attempt to write the provided value to the stack at the provided address, from a device within the network. PUT does this using a device index reference, PUTD uses a direct reference.
  • Fixed script searches would stop if a direct cast could be made, reducing search hits so if you searched for GET only GET would show. Now if you search for GET, GETD will also show.
  • Fixed binary operations were not masked to provide 53 bit integers. Credit: Risu.
  • [Added] Added POKE command to write directly to an address in the local stack.
  • [Added] Added ReferenceId LogicType. This allows you to lookup and store the ReferenceId for a device or item for use with direct referencing instructions.
  • [Fixed] Fixed SRL instruction. It was not correctly implementing a logical shift instruction.
  • [Changed] Changed SLA and SLL to share the same action. Both instructions are maintained for consistency, but they do the same thing.
  • [Added] Added POKE instruction. Pokes the value of b to the stack at a.
  • [Fixed] Fixed Rocket pointer on Avionics not syncing to clients.
  • [Fixed] Fixed Rocket devices not getting their data cable on clients when joining while rocket is launching.
  • [Added] Added way to set character facial expression duration through the console
  • [Added] Added way to be able to set intensity of character facial expressions through the console
  • [Added] Added way for character facial expressions be able to compound on each other
  • [Added] Added Rocket launch and land animation now synced correctly to clients.
  • [Fixed] Fixed SpaceMap nodes not being sent to clients on load.
  • [Removed] Removed Externals list from rocketNetwork as it was redundant.
  • [Fixed] Fixed ItemkitLaunchMount missing mesh.
  • [Fixed] Fixed being able to click through to world from rocket ui
  • [Fixed] Fixed hidden panels refreshing on rocket ui
  • [Removed] Removed unused rocket ui prefab
  • [Fixed] fixed compile error from previous commit
  • [Added] added initial grid3 nondestructive relocation methods
  • [Fixed] Fixed Loading games saved between rev 20044 and 20058 devices do not connect to networks.
  • [Fixed] Fixed Loading bug in in commit 20060.
  • [Fixed] Fixed Rocket will now save and load correctly during launch or landing process.
  • [Added] Added RocketParentTransform syncing to clients.
  • [Added] Added on/off buttons for device list in rocket ui
  • [Fixed] Fixed ConfigCartridge settings are not tabulated. Now they are tabulated for easier reading, and the ReferenceId is added as a hex value.
  • [Fixed] Fixed bug with rocket animation when changing target mid launch/land
  • [Added] Added new dynamic items for new overalls
  • [Changed] Restricted building inside rockets to 3x3 space
  • [Added] Added missing rocket internals interface to umbilicals
  • [Fixed] Fixed umbilicals not finding their partner for odd placement distances
  • [Fixed] Fixed Crash that could occur when saving a structure with a null damageState.
  • [Added] Added rocket launch/land animation. TODO: serialisation/deserialization handling for mid animation.
  • [Added] Added OnLanded call to IRocketInternals.
  • [Changed] Changed Increased sound radius of rocket engine.
  • [Added] added gas rocket engine prefab
  • [Changed] Refactored and tweaked umbilicals. Now only the tower side will have on/off and open/closed functionality
  • [Removed] Removed empty game object from scene
  • [Added] Added unity editor tags around 'not spawnable' checks. Should not need to keep changing the spawnable tag back and forth now when testing/developing
  • [Changed] Set a few rocket prefabs to not spawnable
  • [Added] Added chute umbilical for rockets
  • [Added] Added DistanceToTarget, and estimated time remaining functions to Rocket.cs
  • [Changed] Moved LaunchMount.cs to rockets namespace.
  • [Fixed] Fixed incorrect namespace on rocket power umbilical
  • [Removed] Removed prototype modular launchpad pieces.
  • [Added] Added StructureLaunchMount prototype piece.
  • [Added] Added Launch mount correctly creates and destroys launchpad nodes on the map.
  • [Fixed] Fixed Launchpad nodes with no paired Launch mount will be cleared on load.
  • [Fixed] Fixed Rockets will load in at their correct position on the space map.
  • [Changed] Updated some prefabs which keep popping up in pending changes (added BoundsGridShiftForward and BoundsGridShiftSide fields)
  • [Added] Added liquid umbilicals for rockets
  • [Added] Added gas umbilical for rockets
  • [Changed] modified rocket network to collect and manage internal components
  • [Fixed] Fixed When loading spaceMap Map display data position not set.
  • [Fixed] Fixed Sometimes when loading game character would load in dead.
  • [Added]Added Serialization for Rocket and SpaceMap. TODO. some issues remaining with loading space-map position data.
  • [Changed] Increased logic value display on rocket ui to 10 digits
  • [Changed] Stopped logic value display updating while being edited
  • [Fixed] Fixed perennial plant yield not resetting correctly
  • [Added] Added Serialization of RocketNetworks.
  • [Fixed] Fixed Liquid pipe analyser easily destroyed by fire.
  • [Fixed] Fixed items travel sideways when exiting chute bins
  • [Added] Added IUmbilical interface
  • [Added] Added missing prefabs for launchpad
  • [Fixed] fixed mix in world give will still used pretakeratios when dealing with distribution to the global atmosphere, since the pressure of the global atmosphere will not drop via taking gas.
  • [Changed] Updated wip umbilical pieces
  • [Added] Added rocket tower prototype
  • [Changed] Updated method access modifier for added console command
  • [Added] Added plant debug command to help speed up testing of plants
  • [Changed] Updated rocket motherboard logic value displays to accept decimal values
  • [Changed] Changed mix in world's give step to recalculate pressure ratios after the take step. This stops an undesired relationship between take and give behaviours, that could result in atmospheres never settling.
  • [Changed] Reverted hotfix that slowed down atmospheric mixing in two tile systems.
  • [Added] Added some more null checking to space map pathfinding code
  • [Changed] refactored mix in world to allow more controlled processing of gas during the take step. This should have no noticeable effects.
  • [Removed] removed unneeded caching of atmospheres from previous tick.
  • [Added] Added Network synchronisation to clients for Rocket.
  • [Fixed] Fixed SpaceMapNode not being DeRegistered from referenceable.
  • [Changed] Cleaned up Ice Spawning code.
  • [Changed] Changed mix in world to use proper transactional functions, instead of copying and scaling the gas mix multiple times.
  • [Changed] Changed mix in world to use the same gas mix throughout, instead of copying its half way through.
  • [Changed] Moved rocket pathfinding to its own class
  • [Changed] Allowed rocket to turn around mid way though travel between nodes
  • [Added] Added some addition safeties to liquid evaporation code to ensure liquids wont continue to evaporate down to absolute zero.
  • [Added] Added some error logging to mole.cs for when quantity or energy values are being set to erroneous states that could cause error propagation through the atmospherics simulation.

References[edit]

  1. Update on Steam
  2. Changelog on Pastebin
  3. Update on SteamDB