Difference between revisions of "Update v0.2.4870.22138"
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Revision as of 06:27, 10 August 2025
Summary and full changelog for version v0.2.4870.22138.
Contents
Overview
This update pushes players towards **building enclosed rooms** and **living in them** – ensuring they encounter real engineering challenges and interact with all game systems. It introduces two simple but clear metrics: Hygiene and Mood. Alongside these, there are new items (Shower, Water Purifier, Drinking Fountain), a reworked Fire Extinguisher, a new Hand Torch, and many fixes to the day cycle and orbital body simulation.
Highlights
- Getting you out of your suit
The goal is to gently encourage players to **open their helmet** and **remove their suit** in a pressurised base.
- Hygiene
- Wearing a suit (especially a hard suit) will cause hygiene to **drop**. - Opening the helmet slows this drop, and being out of a suit naturally **restores** hygiene. - The Shower instantly restores hygiene above the default level.
- Mood
- Decreases when hygiene is low or the player takes damage. - Low mood → **increased hunger rate**; critical mood → **minor** debuffs to movement and tool speed. - Restored by spending time in a base and increasing hygiene.
- Food Quality
- Food quality now affects **maximum hydration**: raw food lowers it, canned/complex meals boost it.
- Shower
- Fastest way to replenish hygiene. - Consumes **clean water** and outputs **Polluted Water**, which must be purified.
- Polluted Water
- New liquid. Cannot be used by devices that require fresh water. - Freezes into Polluted Water Ice, boils into regular H₂O steam. Prepares the game for future gases/liquids.
- Water Purifier
- Cleans Polluted Water back into H₂O. Consumes **coal/charcoal**.
- Drinking Fountain
- Makes staying hydrated easier by placing them around your base.
- Fire Extinguisher
- New extinguisher replaces the old one. Works with a canister filled with an **inert liquid**.
- Hand Torch
- New handheld flashlight with narrow and wide beam modes.
- Day Counter Fix
- Day counter fixed → storms now occur again. More refinements will come, but worlds should now behave correctly.
Changelog
== Changelog == * Re-added time offsets to world starts where needed. Notably Vulcan starts at dusk, Venus starts at its reversed morning, and Moons start at non-eclipsed mornings. * Fixed LodFlares not working on wall lights. * Fixed Global Atmosphere Temperature on Vulcan changing very suddenly at dawn and dusk. * Fixed Atmospheric Ambience audio not correctly matching time of day on Vulcan and Europa. * Made new timescale calculation take into account day-to-sidereal day ratio for correctly sizing timescale to target 20 minutes. * Added back all the moons to be defined as tidally locked and added the tidally locked field to RotatingCelestialBody. * Refactored CalculateTimeScale; removed unnecessary calculations and started using existing properties for the remainder. * Fixed Europa starting on uint.MaxValue days past due to a negative value not being handled. * Changed SetAllBodies function to take total simulation time instead of Real time. This means time-scale changes mid playthrough no longer change the number of simulation days past. Simulation time now drives the simulation and is synced to clients. TotlRealTime is still stored for debugging. * LongitudeAtEpoch is now used as the definition of the start of the year, instead of an offset. Worlds now start on day 1 regardless of orbital position configuration. * Changed time offsets of all planets to 0 to ensure correct time initialization. * Fixed recent regressions preventing tidally locked moons from correctly counting days. * Removed unused Network write and read methods from celestial.cs. * Refactored Removed Celestial Update() function. OrbitalSimulation.UpdateAllBodies now runs through the same code path as OrbitalSimulation.SetAllBodies. * Added Double Lerp to RocketMath. * Fixed time of day variable being wrong. * Fixed day counter (third pass) – cleaned up and refactored code, removed and consolidated duplicate calculations for current angle. * Changed orbital simulation accumulated realTime to be calculated back from PlayerBody's TrueAnomaly. * Reverted change from rev22108 that was writing the TrueAnomaly of every orbital body to clients every tick. * Fixed Orbital Simulation on client not in sync with server. * Fix for day-passing spam on clients – days passed were being overwritten with different values constantly. * Fix (second pass) on day counter – now works for moons but still needs work to be completely accurate. * Added FoodQuality Tooltip to player stats tooltip. * Fixed HygieneCritical Status Update not being registered, causing the critical hygiene icon to sometimes not show on clients. * Changed Drinking Fountain to use free-place instead of face-mount. * Hid unused logic variables on Drinking Fountain. * Fixed Drinking Fountain throwing error when there is no water in the pipe. * Changed PlayerStats delta tooltip to "not increasing" from "stable". * Fixed Hygiene could fall below 0. * Tentative fix for bodies disappearing in multiplayer. * Added ability to overlay comparison to another gas in the Phase Change diagram. * Fixed planetary rotation/translation to use unified value instead of separate simulations (first pass). * Fixed default image for Food Quality not set correctly on new game. * Changed Shower and Drinking Fountain to use same behaviour as WaterBottleFiller for water safety assessment. Toxic gases or other liquids will cause error; non-toxic gases allow operation. * Fixed Gas Logic Variables not exposed on Condensation and Evaporation Chamber. * Fixed multiple devices ignoring validity of input/output pipe networks, causing deletion of contents when removing segments. * Fixed placing device on DataCable with rocketMotherboard causing exception and locking player. * Fixed sliding panel states inverted on atmospheric devices. * Added sounds/animations to Drinking Fountain. * Fixed helmet light on/off and open/close sounds interrupting each other. * Fixed server import code running on client for vending machine. * Added On/Off sounds to flashlight. * Added new icons for Food Quality. * Fixed Gas Tank structures missing destroyed build states. * Added ability to copy asset GUID to clipboard. * Removed unused prototype editor tools. * Fixed info panel and sliding panel visible before final build state. * Fixed prefab quantity on DecayedFood, Biomass & PipeLabel. * Fixed incorrect vending machine spawn quantity for decayed food from trader. * Tweaked nitrolyzer model for new info screen prefab. * Tweaked atmospheric device models for new info screen prefab. * Updated Water Purifier to use new info screen prefab. * Removed old Fire Extinguisher. * Updated Start Conditions and Trader Data to use new Fire Extinguisher. * Updated ground telescope to use new info screen component. * Updated several device prefabs to include info screen property. * Added info screen component to device with material switching when powered/unpowered. * Updated info screen prefab and all atmospheric devices to use it. * Added recipes for Kit (Water Purifier) and Kit (Shower) to PipeBender. * Added recipe for Flashlight to Tool Printer. * Added Hand Sanitizer to Consumables Trader. * Updated sliding panels/fans on atmospheric devices; removed Unity animators. * Fixed fan rotation animation on air conditioner; added rotator component. * Fixed polluted water endlessly evaporating/condensing in closed systems. * Changed phase-change coefficients for polluted water. * Added prefabs for pure Ice Hydrogen, Liquid Hydrogen and Polluted Water. * Changed PrefabHashmap to static class; removed autogeneration code. * Moved animation components into their own folder. * Added sliding panel device part prefab. * Swapped air conditioner sliding panel to use device part prefab. * Added audio clip hashes for sliding panel open/close. * Fixed Water Purifier build states hidden. * Fixed shower valve sound from wrong position. * Changed shower to stop when output pipe is full. * Added drinking sounds to Water Fountain. * Changed Drinking Fountain behaviour to match water bottle. * Tidied up Hydration code. * Tweaked shower sounds. * Fixed fire extinguisher hand orientation. * Fixed flashlight missing blueprint. * Updated Mood and Hygiene icons with descriptive text. * Changed shower to use one pipe in final build state. * Updated flashlight model. * Fixed plants only consuming water (not any liquid). * Added Atmosphere.Remove() with quantity and gasType. * Added shower sound. * Reduced shower water usage and hygiene recovery rate. * Hid non-relevant logic vars on shower and purifier. * Fixed random velocity on dropped items. * Fixed flare gun prefab to fit tool slots. * Fixed shower handle sound hash and emit position. * Updated H2O and polluted water icons (blue/green, H₂O → PW). * Fixed missing Stationpedia icon for polluted water. * Added Water Purifier device (requires Charcoal). * Added polluted water icon to Stationpedia. * Changed showers to output polluted water when in use. * Added missing meta file for polluted water icon. * Added powered shower variant. * Updated Shower Kit and Drinking Fountain Kit models. * Added valve lever animation component. * Added handheld flashlight tool. * Fixed MiningDrillHeads recycling yield. * Updated shower to use handle instead of wheel. * Changed FoodQuality to enum; updated Stationpedia entry. * Fixed plant water usage (0.4 mol/hr). * Added phase-change coefficients for Polluted Water. * Fixed polluted water localisation error. * Added polluted water icon. * Added recipe for Drinking Fountain. * Changed max stack size for Drinking Fountain. * Added thumbnails/recipe/localisation for new Fire Extinguisher. * Fixed Fire Extinguisher slot collider. * Changed smart canisters fire immunity. * Sound pass on Fire Extinguisher. * Changed lockers burn time. * Changed sanitizer tag to spawnable. * Updated shower particle effects. * Updated hand sanitizer strings and functionality. * Tweaked shower particles; removed debug print. * Fixed gas type case/spelling errors. * Reverted Volatiles rename to Methane. * Fixed Polluted Water evaporation. * Added missing prefab. * Added shower running effect. * Fixed Shower Kit stack size. * Fixed missing PartialPressure cases. * Fixed plant error spam. * Added polluted water boilerplate code. * Added bonus hygiene for full shower. * Removed hygiene/mood bars from UI. * Added shower (WIP). * Renamed Meson Scanner to T-Ray Scanner. * Groundwork for Combustion refactor (Hydrogen/Liquid Hydrogen). * Added phase diagram coefficients for Hydrogen. * Added support for GasMixture with 32 gas types. * Code cleanup in Atmosphere/GasMixture. * Fixed gas sensor reading liquid ratios. * Updated Drinking Fountain kit name. * Moved misc models. * Made Drinking Fountain respect helmet drinking difficulty. * Improved error messages for Drinking Fountain. * Added Drinking Fountain device (first pass). * Set mood/hygiene rate to 2x for Stationeers mode, 1x for easy/normal. * Fixed wrong materials on devices. * Increased mood drain from damage. * Fixed condensation fog on clients. * Tooltip updates for mood/hygiene. * Made ToyLuna renamable. * Fixed atmospheric fog effect. * Changed mood recovery slower if hygiene low. * Changed hard suit hygiene loss rate. * Fixed tooltip offscreen issue. * Revised tradeables.xml structure. * Changed mood reduction from damage. * Fixed mood drop when sleeping. * Added NutritionQuality to Stationpedia. * Status icon prefab changes. * Removed unused StatusIconHandler. * Added mood/hygiene rate info to Difficulty Settings tooltip. * Disabled mood/hygiene reduction in Creative; halved in Easy. * Fixed mushrooms disappearing. * Changed mood drop/recovery timings. * Changed helmet hygiene loss rate. * Food Quality affects only hydration capacity. * Adjusted hydration multipliers for food types. * Changed low mood hunger effect. * Adjusted tooltips. * Added food quality buffs/debuffs. * Fixed suit swap body disappearance. * Added hunger/hydration penalty for zero mood. * Minor tool speed debuff for zero mood. * Added new mood/hygiene icons. * Fixed damage mood reduction. * Simplified food quality code. * Fixed loading old save mood/hygiene values. * Nutrition unaffected by decay. * Added movement penalty for zero mood. * Stopped mood/hygiene update sounds from repeating. * Added status updates for mood/hygiene. * Adjusted degradation/recovery times. * Allowed status updates to skip beeping. * Fixed rocket battery tooltip. * Added flare gun recipe and cosmetic parachute.
