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Difference between revisions of "Update v0.2.4966.22543"

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(Change Log)
 
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The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.
 
The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.
  
== Change Log ==
+
== Changelog ==
<pre>
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> first pass of Read/Write Stack addressable memory for all Fabrication Devices.
* Fixed a bug where clicking on the scrollbar in the sorter motherboard's filter dropdown would close the dropdown, rendering it unusable.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> instructions to manufacturing devices, including FabricatorInstruction.DeviceSetLock, JumpToAddress, WaitUntilNextValid, JumpIfNextInvalid, ExecuteRecipe, EjectReagents.
Update scroll speed of the sorter motherboard's filter dropdowns to be 10x faster
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> CLRD instruction variant for clearing stack memory via device ID.
* Fixed AreaPowerControl, PoweredVent, ActiveVent and WallLight were not checking base.CanConstruct method. This meant they could be placed adjacent to other devices such that their power connections where connected.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> ChocolateCake, Cake, ChocolateBar, Chocolate CerealBar.
* Extended width of IC editor from 64 to 90 characters
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> battery slot trigger (art asset).
* Added first pass of Read/Write Stack addressable memory for all Fabrication Devices such as the autolathe. These enhancements allow device memory stack to have reserved memory locations in the stack. In the fabricators the Stack Pointer index is the last value in the stack. The remainder of the stack is split as used for the player to store requested transactions (such as make this prefabhash a number of times, or export everything in the device), and the other part the device will write missing reagents. This transaction is the reagent hash (not the prefab hash - the reagent hash i.e. Iron would be HASH("Iron")), and the total quantity needed as a ceil integer (so 0.5 would become 1). These details are shown in the stationpedia, and if the instructions are only expected in certain stack addresses you will be told. Currently there is no safety checking with specific memory addresses currently.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> advanced turbine jetpack for hardsuit (art asset).
* Added instructions to manufactuing devices, such as the Autolathe and other printers. The Printers now have their own internal stack that is used for different functions. The end of the stack is used as the "stack pointer", which is the "memory" for the device of where it is up to, when processing. The first bunch of addresses are used for "transactions". you can load payloads into this memory to have the printer do things for you. The second chunk of memory it will record things it is missing. If instructions are only to be used in certain addresses, the stationpedia will tell you so. Added FabricatorInstruction.DeviceSetLock, FabricatorInstruction.JumpToAddress, FabricatorInstruction.WaitUntilNextValid, FabricatorInstruction.JumpIfNextInvalid, FabricatorInstruction.ExecuteRecipe, FabricatorInstruction.EjectReagents/
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> enforcement of 4096 B limit for IC files.
* Added CLRD. This is a variant of the CLR IC instruction, which will clear the stack memory of any device with writable memory. This variant allows directly referencing a device via ID rather than pin.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> back slots, back interactables, and colliders to other new suits.
* Fixed Clients can't interact with slot screw of SlotReader on Dedicated Server.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> crosshair, matter state labels, and freezing temperature to phase change diagram.
* Fixed Resetting values on circuitBoards & Motherboards with screwdriver did not work reliably for all clients on dedicated server.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> PrinterInstruction.EjectReagent.
* Fully Disabled Deprecated Research system as it was causing some saves (that had research disabled) to fail to load.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> ability for suits without a waste tank slot to vent gas directly into atmosphere.
* Fixed Credit cards spawning with zero credits in a new game. IQuantity was not implemented on the CreditCard so the QuantityAction was not applying.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Turbine Jetpack.
* Fixed hygiene and mood tooltips showing for robots.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Prototype scripts and prefabs for networked window shutters.
* Fixed stacker not splitting items correctly which could result in space ice having zero gas or de-gassed ore having its gasses duplicated. Stacker will now use the same logic as splitting from your hands which should handle all these cases rather than its own custom logic.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> new seed bag models for watermelon, blueberry, strawberry (art asset).
* Fixed when starting a new game when your species was set to robot or zrillian in on a previous stable branch (i.e. you had old saved character data in your local PlayerCosmetics.xml) upon loading that game a second time your character would pass out. This was due to the old player cosmetics data not initialising correctly and causing the creation of a bugged character spawn.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> new models/textures for blueberry tree, strawberry tree, and watermelon plant (art asset).
* Changed PumpkinPie provides 50% Mood Recovery.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> new food models and textures (art asset).
* Added ChocolateCake (50 Sugar, 50 flour, 5 milk, 1 Egg, 2 Cocoa Powder). High Nutrition, 100% Mood Recovery.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Sugar and Cocoa reagents, items, seeds, plants, recipes, and related trader entries.
* Added Cake (50 Sugar, 50 flour, 5 milk, 1 Egg). High Nutrition, 50% Mood Recovery.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> CocoaPowder item.
* Added ChocolateBar (10 Sugar, 2 Cocoa powder). Modest Nutrition, 100% Mood Recovery.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> MoodBonus to INutrition.
* Added Chocolate CerealBar (50 flour, 1 Cocoa powder). Same nutrition value as CerealBar but also provides 50% Mood Recovery.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> chocolate and cake models (art asset).
Balance pass on Growth times and life requirements for Cocoa Tree and Sugarcane. Cocoa is perennial grows at a similar rate to the pumpkin. Cocoa ideal growth temperature is 30-40degreesC. Sugarcane is annual and grows at a similar rate to wheat.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> chocolate cereal bar model (art asset).
* Added battery slot trigger (art asset)
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Mood Bonus values to stationpedia for food.
* Added advanced turbine jetpack for hardsuit. (art asset)
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> buy/sell orders for new foods to traders.
Reinstated throwing fixes from r22413 and r22419 that were removed for hotfix preparation.
+
 
* Changed Flagged ResearchCapsules and ResearchMachine as not spawn-able.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> scroll speed of sorter motherboard's filter dropdown increased 10x.
* Removed Calls to Research initialisation methods.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> extended width of IC editor from 64 to 90 characters.
* Removed PanelResearch and ResearchManger from scene.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> PumpkinPie now provides 50% Mood Recovery.
* Removed Saving of Research state.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Flagged ResearchCapsules and ResearchMachine as not spawnable.
* Fixed robots mood being reduced on taking damage
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> PanelToolTip initialized by GameManager instead of ResearchManager.
* Removed Research fields from PanelToolTip.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> h2 combustor models/thumbnails output port moved to front.
* Removed References to PanelResearch in InventoryManager & GameManager.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Furnace now uses animComponents instead of unity animator.
* Removed Research events.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Advanced Furnace now uses AnimComponents.
* Changed PanelTooTip is now initialised by GameManager instead of ResearchManager.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> tightened grid bounds of wind turbine.
* Fixed new emergency suit being green by removing the unused materials
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> IC source code storage from char to bytes for reduced network impact.
* Updated h2 combustor models and thumbnails to have output port on the correct side (the front rather than the left).
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Animation Component updated to use time value instead of speed.
* Changed Furnace to using animComponents instead of unity animator. This should resolve occasional issues where the imported ore would not be processed due to an animator event not firing.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> scale for cooked corn and tomato.
* Added enforcement of 4096 B limit for IC files
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> advanced tablet tooltip now shows both cartridge slots.
* Added back slots, back interactables and their collider to other new suits
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> color/mesh of sugarcane growth stages (art asset).
* Fixed emergency suit collider size
+
 
* Changed Advanced Furnace to use AnimComponents.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> sorter motherboard's filter dropdown closing when clicking scrollbar.
* Fixed 'cant enter slot' tooltips getting stuck based on the last thing you hovered your mouse on. Also fixed a few cases where tooltips would be incorrect when dragging from a world slot as the 'last hovered' thing could become the parent item rather than the dragged item dependent on mouse placement.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> AreaPowerControl, PoweredVent, ActiveVent, and WallLight ignoring base.CanConstruct.
* Added crosshair, matter state labels, and freezing temperature to phase change diagram
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Clients unable to interact with SlotReader screw on Dedicated Server.
* Added PrinterInstruction.EjectReagent. This allows you to specify the reagent you want to eject. All reagents of that type will be ejected. The stack will not advance until this is complete.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> resetting circuitBoards & Motherboards with screwdriver not working reliably.
* Fixed PrinterInstruction was not correctly applied by ProgrammableChip
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Credit cards spawning with zero credits.
* Moved slots away from having hard coded indexes. The indexes are now serialized when the suit slots are created.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> hygiene/mood tooltips showing for robots.
* Added ability to have a suit that does not have a waste tank slot at all. When this is the case the suit will dump filtered gas directly into the world atmosphere.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> stacker splitting items incorrectly.
* Refactored TradeDataHelper.HandleBuyItem to more cleanly handle edge-cases around transaction of quantities of stackables and ingots. This allowed for removal of edge-case code for trading in QuantityAction which was interfering with new spawn-condition logic.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> robot/zrillian species load causing player pass out.
* Changed tightened grid bounds of wind turbine.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> double-tap F backpack move exploit with new suits.
* Fixed a bug where the last segment on the phase change diagram wasn't drawing directly up as it should have
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> robots' mood reduced by damage.
* Fixed Clients can't interact with Mode screw on Speaker on Dedicated Server.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> new emergency suit using unused green materials.
* Fixed Atmospherics devices with IC slots could not read the gas ratio values of the new gasses/liquids.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> 'cant enter slot' tooltips getting stuck or showing incorrect info when dragging.
* Fixed On/Off animation position of valve on shower.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> PrinterInstruction not applied correctly by ProgrammableChip.
* Fixed On/Off animation position of valve on powered shower.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> last segment of phase change diagram not drawing correctly.
* Fixed batch logic instructions that use the name would not consider default names, only custom names. Now the default name generates a hash and is used in the comparison.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Clients unable to interact with Speaker Mode screw on Dedicated Server.
* Added LogicType.NameHash. This returns the 32bit hash of the objects name.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> atmospherics devices with IC slots not reading ratios of new gases/liquids.
Changed IC source code was being stored as char rather than bytes, despite being parsed at ASCII. This change has no functional impact for player scripts, as the text was already being parsed. This means that 1 character will only take 1 byte. Network synchronization has been moved to sync the bytes, rather than the characters. This substantially reduces the network impact of synchronizing IC script changes in multiplayer.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> valve animation position incorrect on shower and powered shower.
* Added Turbine Jetpack
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> batch logic instructions ignoring default names.
* Updated Animation Component to take in a time value rather than a speed value. This was required so that a single component could move several objects synchronously.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> dynamic crate animation speed mismatched with audio.
Fixed dynamic crate open/close animation speed was too fast and was not matching up with its audio.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> days passed text not initializing on new game.
* Fixed days passed text not initializing correctly when starting a new game.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> days lived not syncing for clients.
* Added Prototype scripts and prefabs for networked window shutters.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Programming Motherboard reset retaining old circuit holder reference.
* Moved where the 'you have survived for x days' message is published. Will now appear after the InventoryManager is initialized to guarantee the player and their days lived have been loaded.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> LandingPad pieces not consuming grinder battery when deconstructed.
* Fixed days lived not being correctly synced for clients. This could result in clients' days lived value resetting to 0 every time they join a game.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> vendingMachine trader buy/export slot exploits.
* Updated seed bag texture for watermelon, blueberry and strawberry. (Art asset)
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> toxic gas types for cocoa/sugar cane incorrect.
* Added new seed bag models for watermelon, blueberry and strawberry (art asset)
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> cocoa/sugar plant prefabs incorrect grip type.
* Added new models and textures for blueberry tree, strawberry tree, and watermelon plant (art asset)
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> cocoa/sugar reagent contents incorrectly set to corn.
* Changed scale for cooked corn and tomato
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> incorrect tooltip quantities for trader UI reagents.
* Updated advanced tablet tooltip to show both cartridge slots rather than just the first one.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> autolathe ExecuteRecipe overriding/misusing stack addresses.
* Changed scale for cooked corn and tomato (Art asset)
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> autolathe missing reagent instructions converting incorrectly.
Committed automatic prefab changes for rocket manufactory (animSpeed was renamed to time).
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> PackByteInt32 shifting wrong number of bytes in autolathe hash reads.
* Tweaked cooked corn and cooked tomato meshes and updated blueprints and thumbnails for both.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> SourceCode Fragment byte count mismatch preventing >128 byte code.
* Fixed Reseting Programming Motherboard with screwdriver causes it to retain reference to an old circuit holder
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Code input window not counting line breaks correctly.
* Fixed LandingPad pieces do not consume grinder battery when deconstructed.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> possible NRE when opening menu before initial save.
* Fixed Traders could buy items from vendingMachine import and export slots. 1st Item bought from the trader would spawn in VendingMachine export slot.
+
 
* Fixed Vending machine would export incorrect item after buying from the trader.
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> deprecated Research system and related panels, references, events, and save data.
* Added new food models and a texture. (Art asset)
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> calls to Research initialization.
* Changed color and mesh of growth stages for sugarcane tree. (Art asset)
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> deprecated auto-generation code for reagents.cs from WorldManager.
* Added new sugar and cocoa models and textures
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> unused models.
* Updated the locking behaviour on the electric jetpack's battery slot. It now also prevents swapping from the player's inventory, and is colored red when locked.
 
* Added roatry animation to the electric jetpack's turbines
 
* Removed deprecated auto-generation code for reagents.cs from WorldManager.
 
* Added Sugar and Cocoa Reagents.
 
* Added cocoa and sugar seed bag and plant prefabs plus their related blueprints, thumbnails and materials
 
* Removed some unused models
 
* Moved some consumables prefabs to their appropriate folder
 
* Updated english xml for sugar and cocoa assets.
 
* Fixed incorrectly set up toxic gas types for cocoa and sugar cane
 
* Added CocoaPowder Item.
 
* Added cocoa and sugar cane plants and seeds to the world manager
 
* Committed auto prefab changes (IsLocked field was added)
 
* Moved cocoa powder material out of resources folder
 
* Added MoodBonus to INutrition to allow certain foods like chocolate to boost your mood when eaten
 
* Fixed cocoa and sugar plant prefabs having the incorrect grip type
 
* Fixed cocoa and sugar reagent contents were incorrectly set to corn
 
* Added Sugar, Eggs, Flour and Cocoa Selling items to consumables trader.
 
* Added Sugar and Cocoa selling items to Food Trader and cocoa pod and sugarcane buys to food trader.
 
* Added Sugar and Cocoa recipes to reagentgrinder.xml
 
* Added Sugar Item.
 
* Added models and texture for chocolate bar and cake (art asset)
 
* Added chocolate cereal bar (art asset)
 
* Fixed incorrect quantity tooltip in trader UI on microwave ingredient reagent quantities.
 
* Fixed autolathe's ExecuteRecipe could override the stack pointer at address 63 if enough reagents were missing from a recipe.
 
* Fixed autolathe's ExecuteRecipe was reusing the first valid address (index 54) to put its missing reagents, overriding the previous value if more than one reagent was missing. It will now correctly fill up addresses 54 to 62.
 
* Fixed stationpedia descriptions for autolathe instructions DeviceSetLock and JumpToAddress were reporting the incorrect 'valid address space'
 
* Updated size of cake, uncooked cake and chocolate cake. (art asset)
 
* Fixed missing reagent instructions for the autolathe were not being converted correctly in some cases to a double. Have changed it to use LongToDouble rather than auto casting.
 
Increased size of cakes
 
* Added Exposed Mood Bonus of food to stationpedia. Some High quality foods will restore mood when eaten. Eating raw foods will lower mood.
 
* Added Buy and sell orders for new foods to traders.
 
* Fixed PackByteInt32 was shifting the incorrect number of bytes making it impossible to read hashes from the autolathe's missing reagent instruction.
 
* Fixed SourceCode Fragment byte count being sent as a byte when it had a max size of 512. (this meant the code longer than 128bytes would not send correctly)
 
* Fixed Code input window not counting line break characters when counting the code size. (this meant that some characters could get stripped if the total length INCLUDING line break characters exceeded the size limit.
 
* Fixed possible nre when opening the menu before the initial world save has completed
 
</pre>
 
  
 
== References ==
 
== References ==
 
# [https://steamdb.info/patchnotes/14344210/ Update on SteamDB]
 
# [https://steamdb.info/patchnotes/14344210/ Update on SteamDB]

Latest revision as of 14:23, 10 August 2025

Printer Instructions: Sugar, Cocoa, and Cake
v0.2.4966.22543
Type Big Update
Release 13.05.2024 (Mon) 01:07 UTC
Hyperlink SteamDB
Adjacent Updates
Subsequent New beginnings: Gear improvments, Vulcan and Mimas Changes (v0.2.4966.22676)
Previous Hotfix (v0.2.4945.22425)
Back to overview of all updates


More Stuff, Faster[edit]

In the near future we'll revisit kitchens and cooking, but currently we are working on several other aspects of the larger survival updates including new suits, jetpacks, and starting equipment. Instead of hoarding all of the new content for one massive cooking update, we’ve decided to add some of it into the current system, so players can grow some new plants, and craft some new foods in the meantime.

New Plants: Sugarcane and Cocoa[edit]

Cocoa plants like a warm environment, and while a dedicated room isn't necessary, the ideal growth temperatures of some normal plants may conflict, leading to some plants growing slower depending on your grow room temperature. Cocoa plants harvest into cocoa pods, which can be used in the reagent processor to create cocoa powder.

Sugarcane plants grows much like wheat and harvests into sugarcane, which can be used in the reagent processor to create sugar.

But what could you make with sugar and cocoa…?

Chocolate![edit]

We’ve added a selection of sweet treats for your chubby little stationeer fingers to grab. Chocolate bars, regular cake, chocolate cake, and chocolate cereal bars count as high quality food, which additionally raise your mood if you are feeling down. We’ve also increased the trader’s egg and milk supply, so that you can bake some joy into your life at the cost of some credits, without raising chickens, or making soy milk. Some traders might also pay a high price for some of your delicious treats.

Printer Stack Instructions[edit]

Following on from our introduction of stack instructions for the Logic Sorter last week, IC can now ‘easily’ write their own print stack onto the printers. This includes internal count tracking of each print request, so keeping track of how many of something has printed is much easier. There are also several modifier instructions that will tell the printer to modify the next instruction, to do things such as to wait until this print is complete before continuing. We are trying to keep each instruction as simple and straightforward as possible, so that players can intuitively know what their code will do.

Another notable feature of the printer instructions is an exposed stack pointer. The Logic Sorter reads through and evaluates all of its memory to check for valid conditions each tick but Printers may hit an instruction that blocks them from continuing their internal processing, such as WaitUntilNextValid. This is notable in the instruction JumpIfNextInvalid, where instead of continuing on, or waiting upon finding a print job that cant complete, a stack address can be provided to jump to another section of prints that might be desired instead. So the stack pointer is exposed to the player here so they can write flow control into their print requests, with reduced overhead on the IC10 code.

The last interesting mechanic used in the printer instructions is MissingRecipeReagent. Notably, it is only valid from 54 to 62, and it is actually used as an instruction from the printer to the player, sending data back out. The printer can be stopped at a ExecutePrintRecipe if it was preceded by a WaitUntilNextValid, and it is missing resources to execute the print job. In this case, the printer will use those addresses to output the missing reagents via the payload of the MissingRecipeReagent.

Changelog[edit]

  • [Added] first pass of Read/Write Stack addressable memory for all Fabrication Devices.
  • [Added] instructions to manufacturing devices, including FabricatorInstruction.DeviceSetLock, JumpToAddress, WaitUntilNextValid, JumpIfNextInvalid, ExecuteRecipe, EjectReagents.
  • [Added] CLRD instruction variant for clearing stack memory via device ID.
  • [Added] ChocolateCake, Cake, ChocolateBar, Chocolate CerealBar.
  • [Added] battery slot trigger (art asset).
  • [Added] advanced turbine jetpack for hardsuit (art asset).
  • [Added] enforcement of 4096 B limit for IC files.
  • [Added] back slots, back interactables, and colliders to other new suits.
  • [Added] crosshair, matter state labels, and freezing temperature to phase change diagram.
  • [Added] PrinterInstruction.EjectReagent.
  • [Added] ability for suits without a waste tank slot to vent gas directly into atmosphere.
  • [Added] Turbine Jetpack.
  • [Added] Prototype scripts and prefabs for networked window shutters.
  • [Added] new seed bag models for watermelon, blueberry, strawberry (art asset).
  • [Added] new models/textures for blueberry tree, strawberry tree, and watermelon plant (art asset).
  • [Added] new food models and textures (art asset).
  • [Added] Sugar and Cocoa reagents, items, seeds, plants, recipes, and related trader entries.
  • [Added] CocoaPowder item.
  • [Added] MoodBonus to INutrition.
  • [Added] chocolate and cake models (art asset).
  • [Added] chocolate cereal bar model (art asset).
  • [Added] Mood Bonus values to stationpedia for food.
  • [Added] buy/sell orders for new foods to traders.
  • [Changed] scroll speed of sorter motherboard's filter dropdown increased 10x.
  • [Changed] extended width of IC editor from 64 to 90 characters.
  • [Changed] PumpkinPie now provides 50% Mood Recovery.
  • [Changed] Flagged ResearchCapsules and ResearchMachine as not spawnable.
  • [Changed] PanelToolTip initialized by GameManager instead of ResearchManager.
  • [Changed] h2 combustor models/thumbnails output port moved to front.
  • [Changed] Furnace now uses animComponents instead of unity animator.
  • [Changed] Advanced Furnace now uses AnimComponents.
  • [Changed] tightened grid bounds of wind turbine.
  • [Changed] IC source code storage from char to bytes for reduced network impact.
  • [Changed] Animation Component updated to use time value instead of speed.
  • [Changed] scale for cooked corn and tomato.
  • [Changed] advanced tablet tooltip now shows both cartridge slots.
  • [Changed] color/mesh of sugarcane growth stages (art asset).
  • [Fixed] sorter motherboard's filter dropdown closing when clicking scrollbar.
  • [Fixed] AreaPowerControl, PoweredVent, ActiveVent, and WallLight ignoring base.CanConstruct.
  • [Fixed] Clients unable to interact with SlotReader screw on Dedicated Server.
  • [Fixed] resetting circuitBoards & Motherboards with screwdriver not working reliably.
  • [Fixed] Credit cards spawning with zero credits.
  • [Fixed] hygiene/mood tooltips showing for robots.
  • [Fixed] stacker splitting items incorrectly.
  • [Fixed] robot/zrillian species load causing player pass out.
  • [Fixed] double-tap F backpack move exploit with new suits.
  • [Fixed] robots' mood reduced by damage.
  • [Fixed] new emergency suit using unused green materials.
  • [Fixed] 'cant enter slot' tooltips getting stuck or showing incorrect info when dragging.
  • [Fixed] PrinterInstruction not applied correctly by ProgrammableChip.
  • [Fixed] last segment of phase change diagram not drawing correctly.
  • [Fixed] Clients unable to interact with Speaker Mode screw on Dedicated Server.
  • [Fixed] atmospherics devices with IC slots not reading ratios of new gases/liquids.
  • [Fixed] valve animation position incorrect on shower and powered shower.
  • [Fixed] batch logic instructions ignoring default names.
  • [Fixed] dynamic crate animation speed mismatched with audio.
  • [Fixed] days passed text not initializing on new game.
  • [Fixed] days lived not syncing for clients.
  • [Fixed] Programming Motherboard reset retaining old circuit holder reference.
  • [Fixed] LandingPad pieces not consuming grinder battery when deconstructed.
  • [Fixed] vendingMachine trader buy/export slot exploits.
  • [Fixed] toxic gas types for cocoa/sugar cane incorrect.
  • [Fixed] cocoa/sugar plant prefabs incorrect grip type.
  • [Fixed] cocoa/sugar reagent contents incorrectly set to corn.
  • [Fixed] incorrect tooltip quantities for trader UI reagents.
  • [Fixed] autolathe ExecuteRecipe overriding/misusing stack addresses.
  • [Fixed] autolathe missing reagent instructions converting incorrectly.
  • [Fixed] PackByteInt32 shifting wrong number of bytes in autolathe hash reads.
  • [Fixed] SourceCode Fragment byte count mismatch preventing >128 byte code.
  • [Fixed] Code input window not counting line breaks correctly.
  • [Fixed] possible NRE when opening menu before initial save.
  • [Removed] deprecated Research system and related panels, references, events, and save data.
  • [Removed] calls to Research initialization.
  • [Removed] deprecated auto-generation code for reagents.cs from WorldManager.
  • [Removed] unused models.

References[edit]

  1. Update on SteamDB