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Difference between revisions of "Update v0.2.5284.23867"

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(Change Log)
 
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== Change Log ==
+
== Changelog ==
<pre>
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> BatteryChargerSmall not connecting to logic.
* Fixed BatteryChargerSmall not being able to be connected to logic
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> SpaceOreStackSize from const to static for modding purposes.
* Changed SpaceOreStackSize from const to static for modding purposes
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Mars temperatures dropping too low at night during solar apoapsis.
* Fixed Mars was getting too cold at night during its Solar apo-apse.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Global Atmosphere now has fixed volume and is serialized in save data.
* Changed Global Atmosphere now has a fixed volume and its state is serialised in the save data.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Reworked global atmosphere creation and simulation; phase-change now occurs, forming icecaps or oceans (not yet exposed to player).
* Changed Reworked how the global atmosphere is created and simulated. Phase-change can now occur in the global gas mixture. Gasses will now freeze into "icecaps" or condense into "ocean". Currently this simulation is not exposed to the player. We will be investigating ways of surfacing phase changes in the global atmosphere to the player in future updates via storms and or other visualisers.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Launch mount kit visibility issue.
* Fixed launch mount kit being invisible
+
*<span style="color:#E57125;font-weight:bold">[Updated]</span> Future asset blockouts.
* Updated Some future asset blockouts.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Moved methods from PoweredVentMultiGrid into static library for broader use.
* Moved Methods form PoweredVentMultiGrid into a static library so they can more easily be used by other classes.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Build issues due to ImGui.
* Fixed some build issues due to imgui
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Canister pressure display in Stationpedia.
* Fixed Pressure of canisters not displaying properly in their Stationpedia entries
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Typo in Stationpedia entry for Large Extendable Radiator.
* Fixed small Typo in Stationpedia entry for Large Extendable Radiator
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Renamed IsUnderLiquidLevel helper to IsSubmerged.
* Renamed IsUnderLiquidLevel helper to IsSubmerged.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Increased liquid draining speed for Passive Liquid Inlet.
* Increased Liquid draining speed of Passive Liquid Inlet.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Passive Liquid Inlet not draining from neighbouring grids when its own grid was empty.
* Fixed Passive Liquid Inlet not draining liquid from neighbouring grids when its grid was empty of liquid.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Increased speed of Liquid Vacuum.
* Increased Speed of Liquid Vacuum.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> ISubmergedHandler for special submerged device behaviour (e.g. machines error, transformers/APCs burn cables).
* Added ISubmergedHandler to allow devices to have special behaviour when submerged. Currently, manufacturing machines will error when underwater and transformers and apc's will blow their cables.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Prototype Extendable structure for testing.
* Added Prototype Extendable structure for testing.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Placement issue with Extension prototype.
* Fixed placement issue with structure Extension prototype.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Boolean value for buoyancy so non-buoyant dynamics sink slower than falling.
* Added boolean value for buoyancy so that non-buoyant dynamicThings sink but not as fast as falling
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Flickering liquid blocks when falling.
* Fixed Flickering liquid blocks when liquid was falling.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Underwater effect not playing after loading into a game for the second time.
* Fixed Underwater effect would not play upon loading into a game for the 2nd time.
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Minimum liquid height clamping (previous workaround for hidden liquid).
* Removed Min liquid height clamping. (previous band-aid fix for liquid hidden inside floors).
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid hidden beneath floors now correctly offsets to floor height.
* Fixed Liquid would sometimes be "hidden" underneath floors, it is now offset to the correct height so it sits on the floor.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid visualiser Z-fighting/clipping with internal walls.
* Fixed Liquid Visualiser Z-fighting and clipping through walls that were placed on an internal face of a grid.
+
*<span style="color:#E57125;font-weight:bold">[Optimised]</span> Liquid rendering update loop using double-buffering to offload calculations from main thread.
* Optimised Liquid Rendering Update loop. Render batches are now calculated and prepared on the gameTick thread using a double-buffer approach. This avoids blocking the main game thread with a costly iteration of all atmospheres and a needless recalculation of the water meshes every frame.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid Vacuum and Inlet not considering in-world liquid volume in movement logic.
* Fixed Liquid Vacuum and Liquid inlet not considering in-world liquid volume when performing their liquid movement logic.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid visualiser prep running in batch mode.
* Fixed Liquid Visualiser Prep running in batch mode.
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Manufacturing machines building while in error state.
* Fixed Manufacturing machines would still build when in error state.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Submerged handling now done per-device in power tick; transformers/APCs/batteries burn cables when ports submerged.
* Changed SubmergedHandler system to instead be handled case by case on device in the power tick. Made input and output cables on transformers, batteries and apcs burnout when the input/output port itself is under water rather than the entire device.
+
*<span style="color:#E57125;font-weight:bold">[Changed]</span> IsSubmerged now uses render threshold for min atmosphere volume checks.
* Updated IsSubmerged to use the render threshold rather than zero for minimum atmosphere volume checks.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> 100ms and 1000ms opt-in slow ticks to Thing for main thread logic.
* Added 100ms update and 1000ms update to Thing. These are opt in slow ticks for main thread game logic. (i.e audio, fx)
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Spark effects/sounds for submerged APCs and transformers.
* Added Spark effect and sounds to Apcs and transformers that are submerged in liquid.
+
*<span style="color:#E57125;font-weight:bold">[Refactored]</span> Duplicate logic in battery/APC/transformer into ElectricalInputOutput.
* Refactored some duplicate code from battery, apc and transformer into ElectricalInputOutput.
+
*<span style="color:#267F00;font-weight:bold">[Added]</span> Submerged effects to station battery.
* Added submerged effects to station battery.
+
*<span style="color:#E57125;font-weight:bold">[Refactored]</span> ISubmergeable functionality to align with project standards.
* Refactored ISubmergeable functionality to bring it more in line with project standards.
 
</pre>
 
  
 
== References ==
 
== References ==
 
# [https://steamdb.info/patchnotes/16209132/ Update on SteamDB]
 
# [https://steamdb.info/patchnotes/16209132/ Update on SteamDB]

Latest revision as of 14:39, 10 August 2025

Short Circuit: Liquid Device Interactions
v0.2.5284.23867
Type Big Update
Release 28.10.2024 (Mon) UTC
Hyperlink SteamDB
Adjacent Updates
Subsequent Redefining Plants: Moddable Plants, Berries, & Watermelons (v0.2.5314.23994)
Previous In World Water (v0.2.5259.23818)
Back to overview of all updates

Liquid Device Interaction[edit]

A system to allow liquids to interact with devices has now been added that will mean that some devices will now have an adverse reaction to being submerged in water. Devices currently behave in one of two ways when in contact with liquids, they will either fry the attached cable or enter into an error state.

Manufacturing machines will enter an error state when in contact with liquids, and Area Power Controllers, Transformers and Station Batteries will blow the cables directly connected to them.

Before a device's cable blows you will be given some time visual and audio cues. Currently the list of devices affected in this way is pretty short, but more interactions may be added later now that we have the system in place.

Better Water Visualizer[edit]

The liquid visualizer had a lot of literal edge cases where it would not look that good, for example the liquid could clip through some configurations of walls and windows, as well as being hidden under flooring.

This is no longer the case as we are doing a simple check to see what configuration of walls is around the liquid visualizer and shift it as necessary. Additionally, the screen space affect that you see when you're underwater would stop working if you left a game and started a new one, but this has now been resolved.

Buoyancy Changes[edit]

A quick addition to the buoyancy system has allowed us to select some objects to not be buoyant. Again, we've just picked a select few items to enable this on and will add others as we see fit. The current list of things that will sink are ores, ingots, and crates.

Pools of water[edit]

To prevent a small film of liquid spreading through your entire base we made the decision to have small "pools" of water not spread at all. The result of this was that it was easy to end up with lots of small pools around your base that were hard to collect. We've done two things to help with this:

Floor Drain Collection Radius[edit]

Floor Drains will now collect liquid from a 6-grid radius allowing you to have fewer floor drains to handle spilled liquids.

Liquid Vac[edit]

The Liquid Vac is much more powerful now cleaning up liquids 50 times faster. This, combined with being able to see the small pools on top of flooring, should allow you to quickly clean up any pools of liquid.


Changelog[edit]

  • [Fixed] BatteryChargerSmall not connecting to logic.
  • [Changed] SpaceOreStackSize from const to static for modding purposes.
  • [Fixed] Mars temperatures dropping too low at night during solar apoapsis.
  • [Changed] Global Atmosphere now has fixed volume and is serialized in save data.
  • [Changed] Reworked global atmosphere creation and simulation; phase-change now occurs, forming icecaps or oceans (not yet exposed to player).
  • [Fixed] Launch mount kit visibility issue.
  • [Updated] Future asset blockouts.
  • [Changed] Moved methods from PoweredVentMultiGrid into static library for broader use.
  • [Fixed] Build issues due to ImGui.
  • [Fixed] Canister pressure display in Stationpedia.
  • [Fixed] Typo in Stationpedia entry for Large Extendable Radiator.
  • [Changed] Renamed IsUnderLiquidLevel helper to IsSubmerged.
  • [Changed] Increased liquid draining speed for Passive Liquid Inlet.
  • [Fixed] Passive Liquid Inlet not draining from neighbouring grids when its own grid was empty.
  • [Changed] Increased speed of Liquid Vacuum.
  • [Added] ISubmergedHandler for special submerged device behaviour (e.g. machines error, transformers/APCs burn cables).
  • [Added] Prototype Extendable structure for testing.
  • [Fixed] Placement issue with Extension prototype.
  • [Added] Boolean value for buoyancy so non-buoyant dynamics sink slower than falling.
  • [Fixed] Flickering liquid blocks when falling.
  • [Fixed] Underwater effect not playing after loading into a game for the second time.
  • [Removed] Minimum liquid height clamping (previous workaround for hidden liquid).
  • [Fixed] Liquid hidden beneath floors now correctly offsets to floor height.
  • [Fixed] Liquid visualiser Z-fighting/clipping with internal walls.
  • [Optimised] Liquid rendering update loop using double-buffering to offload calculations from main thread.
  • [Fixed] Liquid Vacuum and Inlet not considering in-world liquid volume in movement logic.
  • [Fixed] Liquid visualiser prep running in batch mode.
  • [Fixed] Manufacturing machines building while in error state.
  • [Changed] Submerged handling now done per-device in power tick; transformers/APCs/batteries burn cables when ports submerged.
  • [Changed] IsSubmerged now uses render threshold for min atmosphere volume checks.
  • [Added] 100ms and 1000ms opt-in slow ticks to Thing for main thread logic.
  • [Added] Spark effects/sounds for submerged APCs and transformers.
  • [Refactored] Duplicate logic in battery/APC/transformer into ElectricalInputOutput.
  • [Added] Submerged effects to station battery.
  • [Refactored] ISubmergeable functionality to align with project standards.

References[edit]

  1. Update on SteamDB