Actions

Editing Patch Notes

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 712: Line 712:
 
So my old room generation fix bought back the old problem of too many rooms, so I spent a fair bit of time and went through to refactor to deal with a weird edge case. What was happening was when you mined a voxel, it would ask "can I flood fill this as a room?" Basically, "is this an enclosed space?". And often for voxels the answer might be "yes! All my sides are an enclosed space!". But we didn't want that, they are junk rooms.
 
So my old room generation fix bought back the old problem of too many rooms, so I spent a fair bit of time and went through to refactor to deal with a weird edge case. What was happening was when you mined a voxel, it would ask "can I flood fill this as a room?" Basically, "is this an enclosed space?". And often for voxels the answer might be "yes! All my sides are an enclosed space!". But we didn't want that, they are junk rooms.
  
βˆ’
''Room generation method has been changed again, but will only apply to new rooms. You don't need to do anything unless you are having issues with gravity or abnormally leaking atmospheres. If you do, if the square has voxels, briefly use the mining tool on the voxel to force a room generation reset. If it is a structure, remove the wall and replace, only one required per room.''
+
Room generation method has been changed again, but will only apply to new rooms. You don't need to do anything unless you are having issues with gravity or abnormally leaking atmospheres. If you do, if the square has voxels, briefly use the mining tool on the voxel to force a room generation reset. If it is a structure, remove the wall and replace, only one required per room.
  
 
==== Air Conditioneer Fixes ====
 
==== Air Conditioneer Fixes ====
Line 722: Line 722:
 
Sometimes when depressurizing a room, the air or thing in the area could catch fire. This is because every electrical item in the game outputs a little heat, as energy. This energy being added to low pressure environments cause the temperature to get very high. So, for now, we are using the Armstrong Limit[en.wikipedia.org] (6kPa) as a cutoff for nearly all world energy transfers that are device related.
 
Sometimes when depressurizing a room, the air or thing in the area could catch fire. This is because every electrical item in the game outputs a little heat, as energy. This energy being added to low pressure environments cause the temperature to get very high. So, for now, we are using the Armstrong Limit[en.wikipedia.org] (6kPa) as a cutoff for nearly all world energy transfers that are device related.
  
βˆ’
''For now, most devices (such as the wall heater/cooler, the portable air conditioner, etc... will no longer work below the Armstrong limit (6kPa). In future they will work, but less effectively''
+
For now, most devices (such as the wall heater/cooler, the portable air conditioner, etc... will no longer work below the Armstrong limit (6kPa). In future they will work, but less effectively
  
 
==== Version 0.1.1095.5529 ====
 
==== Version 0.1.1095.5529 ====

Please note that all contributions to Unofficial Stationeers Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Unofficial Stationeers Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)