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Update v0.2.5284.23867

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Revision as of 14:39, 10 August 2025 by Claimer (talk | contribs) (Change Log)
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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