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Difference between revisions of "Update v0.2.4870.22138"

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== Changelog ==
 
== Changelog ==
 
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== 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.
 
* 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 LodFlares not working on wall lights.

Revision as of 06:40, 10 August 2025

Summary and full changelog for version v0.2.4870.22138.

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

* 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.

References

  1. Update on Steam
  2. Update on SteamDB