Update v0.2.4966.22543
From Unofficial Stationeers Wiki
| 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 | |
Contents
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.
