Update v0.2.5116.23239
From Unofficial Stationeers Wiki
| v0.2.5116.23239 | |
|---|---|
| Type | Big Update |
| Release | 05.08.2024 (Mon) 12:11 UTC |
| Hyperlink | SteamDB |
| Adjacent Updates | |
| Subsequent | Bug Fixing (v0.2.5137.23331) |
| Previous | Hotfix (v0.2.4945.22690) |
| Back to overview of all updates | |
Contents
Tutorials Pre-Info
Tutorials were disabled after the phase change update due to many base breaking changes. Like with any work we do on the game, we have to judge the amount of work required vs the fun the players will have. Stationeers is notoriously a hard game to learn, and new players over the last few months haven't had anything to help them get started. We decided to try a new approach to tutorials, with a low technical overhead, to see if using a new style of guidance could help players in the first few hours of Stationeers.
The old tutorials would take weeks of work from multiple people to create each one, and then a large amount of work to update them as the game changed. This process was enormously costly, even before taking into account maintaining them.
The new system, along with the new design approach, will allow us to create a new tutorial in a very short time. We've started with three tutorials and will be rolling out new ones as they are created.
Helper Hints
Our new system to help guide players is called "Helper Hints". These exist to offer subtle guidance for what can become medium to long term projects for players. Like Stationpedia's F1 quick access, helper hints can easily be expanded and hidden by pressing F2. They can be disabled completely from the settings menu for players who don't want the guidance at all. Also, individual hints are expandable and collapsible, to reduce their visual footprint on the screen. You can also dismiss incomplete hints, in addition to un-dismissing already completed ones if you want to read the information again.
We've authored a few chains of hints that lead to player to making the basics of survival. The first hour has slightly more hints to help point players towards the key kits and devices of the game. Once the player has been introduced to a device, we believe that they'll experience the pros and cons that come along with building it, and the game will naturally progress from there. These hints should be seen as way to point you towards the game content, and not an objective quest you must do.
Tutorials
These new tutorials are meant to teach high level concepts, while avoiding focusing on the details of individual machines. Stationeers has too many devices that are necessary to play, and its impractical to cover them all. More importantly, until a player has experienced a problem first hand, it's difficult to teach them about all the possible solutions.
The new tutorials focus on a few abstract concepts such as room construction, inventory/slots, connecting devices, and moving air. The helper hint system is utilized to give instructions to players, in a very non hand-holdy way. The tutorials are short, yet slightly free form to ensure players really understand what they must do. We've kept the number of steps in each tutorial fairly low, meaning that if you need to start over, you'll quickly get back to where you were. An experienced player can complete these in 30-60 seconds.
With these simple concepts introduced to the player we hope that during a normal play session the loadout of the lander, combined with the default helper hints, should prevent players from being stuck with no idea where to go.
Tutorial History
Stationeers went through several types of tutorials, with the first being hard coded. These were often buggy and hard to maintain because the writer had to consider everything the player might do to change the state of the world they were tracking. In stationeers, there are many different ways to accomplish the same objective. Multiple iterations of a single tutorial level with this approach took weeks of time.
The next approach to tutorials involved generic events spread across the whole game. These were also somewhat hard to maintain, and their distributed nature cluttered up the project. Large reworks, such as the multiplayer refactor, phase change, or the rocket update, all broke large sections of this approach.
Somewhat separately, the tutorials created during this time, were very polished, and pretty looking; they even came with embedded video clips. This level of polish took months of time to accomplish. Unfortunately, they failed to teach players what to expect while actually in the game. They also suffered from utilizing unrealistic bases, and designs that didn't represent normal gameplay. Your grandmother could follow the very detailed steps, and not get 'stuck', but then have no idea how to start the game once left alone on the moon with a lander.
With our newest approach, we've taken a step back, and let go of the players hand. The things we're trying to teach are far simpler than before. Bases are made from walls and frames, things need to be connected, air exists and can be moved, etc. As much as we would love to try and teach every little nuance of the UI, tips and tricks of some devices, or time saving shortcuts, new player that are initially overwhelmed just aren't ready to hear them. You have to be able to build a small base before you'll appreciate lessons about pressure regulators, or want to know the pros and cons of multidimensional solar tracking.
We'll be looking for feedback to ensure this approach of teaching works for Stationeers. Our current goal with the tutorials is to give new players a better expectation of how they might play. If the reception to this style is positive, this system also allows us to easily create more specific tutorials that cover intermediate and advanced concepts in the game, in a much straightforward and maintainable way than in the past.
- Mason 'Timberfox' Henrickson, Design Director
Change Log
- [Added] missing recipe for astroloy sheets to autolathe
- [Added] Expand Attribute to WorldObjectiveData for autoExpand on trigger
- [Added] WorldObjectives collapse on completion
- [Added] spawn points to tutorial data
- [Added] tutorial spawn point object (non-spawnable)
- [Added] Serialization Code for SpawnData, ThingSpawnDatas, ActionDatas and children
- [Added] SurvivalPropertyAction and SurvivalPropertyCondition
- [Added] 'set starting dock' button to LArRE dock
- [Added] tablet step completion by looking at pipe in Tutorial 2
- [Added] Expand tags to Tutorial 2 objectives
- [Added] WorldAtmosphereSpawnData serialization of RoomId
- [Added] completion pop-up at end of tutorial
- [Added] popup Action for WorldObjective completion
- [Added] summaries to Tutorial 1 and 2
- [Added] delay to tutorial complete popup
- [Added] is powered condition check to door in Tutorial 2
- [Added] inner corner piece handling for linear rails
- [Added] setting to toggle Helper Hints panel
- [Added] another hydroponics tray to Tutorial 2
- [Added] Extended Gas Condition to support pipe networks
- [Added] Tutorial 3 for basic atmospherics
- [Added] missing image for Tutorial 3
- [Added] Time Attribute to WorldObjective
- [Added] CursorThingCondition
- [Added] sounds to HelperHints
- [Added] dismiss-to-acknowledge notices for hints without completion
- [Added] dock/bypass rails arm shift feature
- [Added] first pass on new LArRE docks
- [Added] linear rail bypass node
- [Added] acknowledge and dismiss to AdvancedMining hint
- [Added] extra info to Tutorial 1 complete frame condition
- [Added] any iron wall type completion for Tutorial 1 wall condition
- [Added] Kit (Power Controller) to Kit (Area Power Controller)
- [Added] auto-complete for hints without completion conditions when dismissed
- [Added] auto-expand to HelperHints with option to disable
- [Changed] 'in room' objective condition to 'in cell' (checks grid cell)
- [Changed] Spawn menu always available in editor
- [Changed] ExportWorld command to save spawnDatas in separate file with formatting
- [Changed] Tutorial 2 starts with 50% nutrition and 75% hydration
- [Changed] linear rail inner corner piece to occupy single small grid
- [Changed] notice condition to use LocalizedStringReference
- [Changed] Replaced notice conditions with LocalizedStringReferences list
- [Changed] tutorials default to Normal difficulty
- [Changed] structures no longer report worldchange checks on Joining state
- [Changed] ExportWorld command only saves Room Atmospheres
- [Changed] Tutorial 1 button image
- [Changed] wreckage names to "Wreckage" and cleaned placeholder text
- [Changed] Set inner and outer corner linear rails to spawnable
- [Changed] updated linear rail inner corner placement rules
- [Changed] Made Tutorial 1 room step more forgiving
- [Changed] Tutorial 3 starts with full toolbelt
- [Changed] steps and wording in Tutorial 3
- [Changed] battery sell minimum charge to 99%
- [Changed] portable connector position in Tutorial 3
- [Changed] Kit (Power Controller) renamed to Kit (Area Power Controller)
- [Changed] tutorial hints auto-dismiss on completion
- [Changed] HelperHints triggered by completion wait 1.5s before activating
- [Removed] head torch from tutorial start conditions
- [Removed] unused NoticeCondition
- [Removed] old tutorial files
- [Removed] storm from Tutorial 1
- [Removed] hard coded grid bounds for LArRE dock
- [Removed] "Find another tank" step in Tutorial 3
- [Removed] pressure regulator step from Tutorial 3
- [Fixed] water purifier not showing up in "Used in" section of Charcoal in stationpedia
- [Fixed] OxygenTank sometimes not spawning on brutal start in Venus; default spawnDatas positionRule to Random
- [Fixed] new one-way pipe valves having incorrect smart rotate setup
- [Fixed] digital flip flop splitter quantity increment bug when output is blocked
- [Fixed] one way pipe valves placement cursor one grid too high
- [Fixed] couldn't harvest switchgrass when hay item in hand
- [Fixed] plant interactions failing on clients when same plant type already in hand
- [Fixed] Eat and Drink HelperHint not completing in Tutorial 2
- [Fixed] NREs when removing docks from linear rail network
- [Fixed] infinite loop when connecting linear rails in a loop
- [Fixed] incorrect autoignition temperature on one-way valves
- [Fixed] pipes adjacent to frames not always radiating/convecting with world atmosphere
- [Fixed] incorrectly authored colliders on lockers
- [Fixed] all steps showing at start of Tutorial 2
- [Fixed] default StartIndex on iron wall kit
- [Fixed] one-way liquid pipe valves deconstructing into gas valve kit
- [Fixed] tooltip formatting when trading items with child items
- [Fixed] clients unable to set starting dock with multiple docks
- [Fixed] child conditions not applying correctly in some cases
- [Fixed] WorldAtmosphereSpawnData not applying vacuum rooms
- [Fixed] spelling error in Tutorial 3
- [Fixed] grammatical errors
- [Fixed] Tutorial 3 showing "{Thing: ItemSuitHardBackpack}" in hints
- [Fixed] short shadow distance of wall lights
- [Fixed] respawn prompt showing for clients in sleeper
- [Fixed] incorrect thumbnail colour for painted items
- [Fixed] HelperHints not triggering due to prefabHashes not registered
- [Fixed] banding on medium shadow quality
- [Fixed] confusing text in plant darkness hint
- [Fixed] duplicate text in refill water bottle hint
- [Fixed] cooked baked potato hint triggering early
- [Fixed] exterior vent and door buttons greying out in airlock consoles
- [Fixed] alternate completion condition not hidden
- [Fixed] unit error in PressureCondition tooltip
- [Fixed] parsing error in WorldObjectiveCanistersInfo hint
- [Fixed] TierTwoMachinesPart2 hint completion bug
- [Fixed] stacker reversed condition check hidden
- [Fixed] nested ConditionCollections display
- [Fixed] missing pipe-meter in Tutorial 3
- [Fixed] hint sounds playing when hints disabled
- [Fixed] Tutorial 1 final room size limit
- [Fixed] door placement condition in Tutorial 1
- [Fixed] ObjectiveConditionCollection missing support for some conditions
- [Fixed] hint sounds sometimes not playing
- [Fixed] trader food item quantity bug
- [Fixed] ore not merging in mining pack
- [Fixed] helmet view when exiting seat
