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Complete [[Version history|Version History]]
 
Complete [[Version history|Version History]]
 
== Consolidated Patch Notes v0.1.1373.6615 ==
 
June 22
 
 
Now that onto our third weekly update, we hope you're enjoying the more regular patch cycle! We can't guarantee it'll happen every week, or that the amount of content will always be the same - but thanks to the amazing job those on the beta branch are doing reporting bugs we're able to give everyone the new toys to play with as soon as possible.
 
 
==== Ladders ====
 
You can now construct Ladder Kits at the Autolathe or Fabricator. They are built on the small grid, and can be deconstructed using the angle grinder.
 
 
==== Destruction! ====
 
Continuing on from the weapon additions last week, we've begun expanding the destruction system to make it easier to add various broken variants of buildings and switch to them when they take enough damage. The damage system supports various damage types, so ultimately this could support the ability to show a different destroyed version of a structure if it was destroyed by fire, vs being destroyed by impact.
 
 
Some structures will now also undo build states if they take sufficient damage, ie. filled frames will become unfilled frames. If they run out of health while on their base build state they will become wreckage that can be removed with an angle grinder or welder.
 
 
Improvements were also made to the weapons, with some now featuring recoil and the ability to aim-down-sights.
 
 
==== Electrolyzer ====
 
Storing water got you down? At the expense of power, you can turn that excess water into a bunch of heat and a somewhat risky mix of Oxygen and Volatiles using the new Electrolysis Machine. Available on the existing Atmospherics kit with Air Conditioners and Filtration machines.
 
 
==== Coming Soon... ====
 
We haven't done any teaser post in a while, so with the summer sale upon us here's some shots of some of the features we have partially completed but aren't yet ready for beta testing.
 
 
==== Version 0.1.1373.6615 ====
 
* Added Ladders. Ladder kit craftable in Fabricator or Autolathe.
 
* Added first pass of damaged build states for structures.
 
* Added particle effect when a structure is deconstructed (when the build state is reduced or when it is destroyed via damage).
 
* Added recoil and aim-down-sights to SMG (using SecondaryAction).
 
* Added decay timers to all Entities, including chicks and grounders.
 
* Added Electrolyzer. Available on the Atmospherics kit, it consumes a lot of power (and therefore generates quite a bit of heat) to convert moles of water into hydrogen and oxygen.
 
* Added deconstructing of broken structures. They deconstruct to their wreckage parts using either the welding tool or the grinder.
 
 
* Fixed with SMG does not exit aim mode when hand is changed.
 
* Fixed Fuel Generator gauge display orange on one side.
 
* Fixed bug with fertilized eggs causing an error when hatching because the shell fragment assets could not be loaded.
 
* Fixed Wall Coolers now properly stackable to a max of 5 (Sorry for false alarm last week).
 
* Fixed broken split interaction labels on Wall Cooler and Wall Heater.
 
 
== Consolidated Patch Notes v0.1.1362.6552 ==
 
June 15
 
Another week and another bunch of bug fixes, quality of life improvements and a couple of brand new security-based features!
 
 
==== Handgun and SMG ====
 
 
To help players get prepared for the more aggressively hostile aspects of space exploration, we've introduced a couple of new weapons to the game. While currently only neccessary to destroy your friends and their stuff, this will not be the case forever - so you can work on your handling and accuracy in the meantime.
 
 
Unlike the existing energy weapons, these will require magazines which can be refilled from an Ammo Box. All craftable in the Fabricator.
 
 
==== Access Control ====
 
This week brings the first-pass of our Access Control system. This means the system is available to use, but will almost certainly change in the future based on your feedback about how you're using it and would like to use it. Let us know in Discord what you think!
 
 
The first thing you'll need to get started securing your base, is the new Security Printer manufacturing machine. The kit can be manufactured in your Fabricator or in the Electronics Printer.
 
 
Using the new printer, you'll want to print an Access Controller cartridge for your tablet. Using this, you can assign access to various colours of access cards that you can also print in the security printer.
 
 
In order to be able to interact with the object, a player must have in their possession an access card of the matching colour. Access cards must be in either hand, or in the new Access Card slot in your uniform. The commander uniform can hold two.
 
 
Currently access control is not available on all items, but expect the range of things you can lock-down to expand.
 
 
==== Version 0.1.1362.6552 ====
 
* Added first pass of access control. Access Cards can be made in the (new) Security printer, which are preset with access according to their color. You can also make a new Cartridge for Access Control assignment (on the Security printer also). Currently access control can only be assigned to Doors, crates, and lockers but there is nothing stopping it being extended to pretty much everything we want in the game. This will be expanded on later, and exposed to the logic system. Access is controlled/stored as bitflags so bit operators may be needed in future for the logic system.
 
* Added Access cards (see access control above). To use, have them in your hands or in a access card slot. They all are considered together, so holding Red and Blue Access cards in your hands will give you access to both systems.
 
* Added Security Printer for printing Access Control equipment and weapons.
 
* Added Access control support to a range of items, including all logic switches/dials/buttons, all basic manufacturing machines, AreaPowerControl units, and dynamic scrubbers and air conditioners. Items like consoles and computers you'll need to keep behind access controlled doors for now.
 
* Added Access Card slots to Jumpsuit (One card) and Commander (Two cards).
 
* Added first pass of projectile firearms. Now spawnable/craftable are the Pistol, SMG, Pistol Magazine, SMG Magazine, and Ammo box for reloading Magazines.
 
 
* Added New, paintable model for RTG.
 
* Added Search filter on the load world panel.
 
* Changed Battery cells spawned by the debug menu now spawn at full charge.
 
* Changed key bindings 'NextItem' and 'PreviousItem' to replicate the functionality of the scroll wheel for cycling through inventory slots, instead of cycling through debug spawnable items.
 
* Changed Filtration Units and Air Conditioners are now paintable.
 
* Changed Wall Heaters and Coolers now have a maximum stack size of 5 (up from 1).
 
* Changed Egg Shell chunks are now stackable for easier clean-up.
 
 
* Fixed incorrect blueprint for StructureWallLight.
 
* Fixed Issue with part of the gauge markings on pipe meters being painted when painting the meter itself.
 
* Fixed collider placement on StructureRocketEngineDestroyed to better align with the mesh.
 
* Fixed Flares now load in with their correct stack size instead of always being 1.
 
* Fixed Pipe Radiators are now paintable.
 
* Fixed Recycling items that contain other items now awards their total recycled value, not just the value of the container.
 
* Fixed incorrect respawn position when player died in Sleeper.
 
* Fixed blueprint missing for precision place for Battery Charger kit, Authoring tool, and Nuclear Battery.
 
* Fixed bug with Roller cover not colliding with self or other doors. Now correctly collides with other doors and other roller doors.
 
* Fixed bug with roller cover collision for the handle not animating and not being in the correct positions. Now the handle is always the location of the collider for opening and closing it. Also fixed the small delay when opening and closing, now animation starts immediately.
 
* Fixed some situations with inventory swapping between internal slots being allowed when it should not be, and interactions sometimes being allowed via the menu when they should not be. Now a* faux interaction is generated when making the UI and solves the problem.
 
* Fixed missing blueprint meshes for Composite Cladding.
 
* Updated Korean, Spanish, German and Japanese translation files.
 
 
== Hotfix Patch Notes v0.1.1348.6486 ==
 
June 08
 
 
An issue was identified with the patch that got pushed a couple of hours ago that made the new authoring tool a little too powerful, with its effects persisting even when it wasn't wielded. This has now been rectified.
 
 
Apologies to those who updated in the last hour and have to download another one, and those affected by the issue.
 
 
==== Version 0.1.1348.6486 ====
 
* Fixed Item kits not being consumed when used to place a structure.
 
 
== Consolidated Patch Notes v0.1.1346.6482 ==
 
June 08
 
 
It's just over a week since our last update (including a long weekend), so it's not a huge one - but included some fixes we thought were important to get onto the stable branch ASAP, with a couple of cool new features along for the ride.
 
 
 
As always, huge thanks to everyone in Discord who submitted suggestions and bug reports this week. More and more people are joining and participating in the discord and it's great to see.
 
 
 
==== Authoring Tool ====
 
 
While designed mostly as an internal tool to help us lay out scenario maps, the Authoring Tool allows for the immediate placement of structures without having to manually weld and wrench your way through build states.
 
 
Usage:
 
# Spawn the authoring tool from the spawn menu.
 
# Select the structure/kit you want to build from the spawn menu.
 
# Right click to move to build mode and build as normal.
 
# Right click again to move out of build mode and you can now left on a structure cycle through build states.
 
 
 
 
==== Branching on Logic Computers ====
 
 
Logic motherboards in their original state allowed you to set conditions, that once met, would trigger some defined actions and progress to whatever state the player had set. With the introduction of false states, you can now specify a state you want the logic computer to transition to if conditions are NOT met. While a fairly minor change, this makes logic motherboards vastly more powerful and we can't wait to see what sort of systems the community are able to create with it.
 
 
A special thanks to Risu in Discord, who not only championed this change for months - but went on to demonstrate exactly how it could fit into the existing system with minimal disruption.
 
 
 
 
==== Version 0.1.1346.6482 ====
 
* Added False State to Logic Motherboard States. This allows you to configure a state in which the logic motherboard will transition to if conditions of the current state are not met, without triggering associated actions. To keep the existing behaviour on a given state, its false state should be set to itself. This will be the default for any states in saves created before this change was introduced. [Thanks to Risu on Discord]
 
* Added Authoring Tool and Wreckage Constructor to help with authoring event maps.
 
* Added DestroyedStructure base class and destroyed variant of Rocket Engine. These can be harvested using either a welding torch or grinder into wreckage chunks, that can be stacked and fed into a Recycler.
 
 
* Fixed helmets carried by the player anywhere but their head no longer treated the same as a worn one, leaking atmosphere if open/damaged etc. [Thanks to Meow~ster on the Community Hub]
 
* Fixed issue with SolarPanels vertical angle jittering while intializing immediately after loading world.
 
* Fixed doors being placeable on the wrong faces after using another face placement structure to change the rotation to an up or down face.
 
* Fixed part of the construction cursor being left in world if it was enabled when disconnecting.
 
* Fixed Inability to use logic motherboards to work with the 'Setting' logic value on stackers.
 
* Fixed motherships disappearing when moving away from starting point.
 
* Fixed incorrect orientation of Corner Conveyor switches.
 
* Fixed issue with how players were handled when on conveyors. This had previously forced us to disable conveyors influencing the player, so this has now been re-enabled.
 
* Fixed mothership atmospheres now dump back to the main atmosphere controller if they are not in a room.
 
* Fixed occlusion manager now only sets items grid controller to a mothership if they are inside a room.
 
* Fixed Issue with the sun not working on Dedicated Servers due to missing value.
 
* Fixed Flares now load in with their correct quantity instead of always being 1.
 
* Fixed issue with many item configuration settings not being applied when loading a game on dedicated servers (such as logic chips/computers, solar control circuit boards etc).
 
* Fixed Egg Shell chunks are now stackable for easier clean-up.
 
* Updated Localization files for Spanish and Korean.
 
 
== Consolidated Patch Notes v0.1.1323.6416 ==
 
MAY 28
 
 
We're still hard at work our first 'Scenario' and the underlying events system (coming soon), but here are the more minor small fixes and additions to the game since the last stable branch update.
 
Once again, a massive thanks to everyone in Discord and on Reddit playing the Beta branch. Your bug reports and suggestions are really helping us focus on the most disruptive bugs alongside working on the content that isn't ready for testing yet.
 
 
====Fabricator Visuals====
 
The fabricator had been largely untouched since it's original implementation early in development, but Simon made this cool 3d-printing shader. We hope to see more of this visual polish in coming patches.
 
 
==== Electronic Reader ====
 
The electronic reader cartridge for the tablet has been in the game for a long time, but with the list of crafting recipes up to 300+ it became quite hard to use. You can now point it at a crafting machine or a computer with a manufacturing motherboard and it'll give you a filtered list of just the recipes relevant to that machine.
 
 
==== New Wall/Door Variants ====
 
We have a range of new wall variants, including one with a rollcover door to hide your logic circuits and other wall-mounted devices.
 
You can find the rollcover on the Door construction kit, and the new walls on one of four new Wall kits available for manufacturer in the Fabricator.
 
 
==== Adjustable Orbit Period ====
 
Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.
 
 
==== Stacker Improvements ====
 
Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores, outputting the contents onto a chute system one-by-one, then ultimately releasing the now empty belt.
 
 
==== Version 0.1.1323.6416 ====
 
* Added Electronic Reader Cartridge filtering. Target any manufacturing machine, furnace or computer with manufacturing motherboard and it will only display the recipes relevant to that machine.
 
* Added RollCover "Door". You can build it using ItemKitDoor and place wires, pipes, and logic things inside it (they're actually placed on the frame behind it).
 
* Added New wall types to 4 new kits. These kits can be built on the fabricator in the same way as the regular wall kit.
 
* Added 3D printing shader for the Fabricator.
 
* Added missing 4-way corner pipe variant and ruptured version.
 
* Added settings screen option for SunOrbitPeriod, allowing you to adjust the duration of a full sun orbit between 0.1 and 2x the base value of 1200.
 
* Added functionality to the Stacker. Can now read the contents with logic, and read/write the quantity setting with logic. It can also be used to automatically remove items from slots in a chute network, for example it can process a mining belt full of ores.
 
* Added continuous collision detection for one second for items when they move to the world from a slot. This should reduce instances of things falling through the terrain.
 
* Added ability to loop backwards through device and value selection on Logic Reader by holding the QuantityModifier key (Left-Alt by default).
 
 
* Fixed pressure gauge needle on Portable Air Scrubber rotating in the wrong direction.
 
* Fixed Game running in windowed mode now stays visible even if it loses focus.
 
* Fixed Instances of the tablet falling through voxel terrain by enabling the 'Small Item' flag on the object to enable additional collision detection.
 
* Fixed Atmospherics thread crash when deconstructing multiple pipes.
 
* Fixed Increased idle power cost of Fabricator and Hydraulic Pipe Bender to bring them more in line with other manufacturing devices.
 
* Fixed the inability to rotate walls and floors in some orientations.
 
* Fixed Tidied up several item kit names for consistency.
 
* Fixed Consoles not working in third-person camera mode.
 
* Fixed Issue with the select recipe screen in network games, where clicking the recipe selection button on a machine will trigger the popup on only the hosts machine.
 
* Fixed Issue where the front of ItemDrill was missing.
 
* Fixed Floor Grates can now be rotated on any axis.
 
* Fixed Missing localized name value for most recent frame variant (complete frame with corner removed).
 
* Fixed issue where the the sprite references on ItemKitPipe were incorrectly configured, meaning it always displayed the yellow thumbnail no matter what colour they were painted.
 
* Fixed error when ejecting silicon from fabricator. Added needed null check.
 
* Fixed issue where loading settings from an old version could cause unrecoverable errors that required users to delete their settings file.
 
* Fixed error when trying to recycle a reagent mix. Can now recycle reagent mixes, ores and ingots but the resulting slag will need to be fed through a centrifuge until it's back in the form of usable ores.
 
* Fixed Stacker will now automatically eject whatever it is processing if an incompatible item is is in the input slot, allowing players to implement their own chute jam handling and resolution system.
 
 
 
== Consolidated Patch Notes v0.1.1285.6308 ==
 
MAY 2
 
 
==== Third Person Camera ====
 
One feature many people have been asking for since release is a third-person camera. For a game designed for first-person, this can create a lot of issues - especially in a game where running around in small spaces like caves and bases is common, so this took a lot of testing and refinement but is now working well! You can shift between third and first person modes by using the mouse-wheel to zoom in and out. You can disable the zoom functionality by unticking the 'Mouse Wheel Zoom' box on the Misc settings page.
 
 
==== Updating Original Assets ====
 
Quite a few of the models for some of the original devices were still their original prototypes. These have been updated to better fit the aesthetic of the new items being created.
 
 
==== Organics Printer ====
 
One of the harsh realities of space so far in Stationeers, is if you lose any of your starting plants or eggs, you're unable to get more. Now through the use of the Bio-Maker 690C you can recover from even the worst disaster and get your garden or chicken-coop back on track! Keep in mind the machine itself is expensive, and crafting organics is very very costly in energy terms - so expect to be using this as a last resort.
 
 
==== Recipe Selection Menu ====
 
For those tired of using the left/right arrows to find a particular recipe on some of the crafting machines with quite lengthy lists, you can now click on the right side of the contents panel to bring up a drop-down menu with all the recipes available on that particular machine.
 
 
==== Other New Stuff ====
 
ItemKitCompositeCladding can be manufactured at the Fabricator or Autolathe to provide some cosmetic relief to the outside of your base or ship. It comes in various styles and is paintable. It'll block the sun and other objects, but don't rely on it for creating sealed environments as it is not airtight.
 
ItemKitFlag can be produced in the Tool Manufactory and also appears in your starter crate. They're paintable and can be used for marking paths or significant locations outside your base. They stay visible at much longer distances than other objects, even frames, and can be removed again using a crowbar.
 
The Skybox has received some much-needed visual love, and the stars now move!
 
A large update of item kits and paintable items, including all variants of floor, frame, sheet and wall kit items - and belts!
 
Too much to mention everything here, but as always you can check out the full list of additions, fixes and changes below.
 
 
==== Version 0.1.1285.6308 ====
 
 
* Added Third person camera, can be activated with mouse wheel scrolling.
 
* Added 12 variants of cladding, a paintable, largely cosmetic outer layer for your base. Blocks sunlight but not atmosphere. Grouped into Angled, Cylindrical, Spherical and Rounded options. Deconstructed using the Angle Grinder. ItemKitCompositeCladding craftable in the Fabricator or Autolathe for 1 Iron per kit.
 
* Added Flags. Small, paintable objects that remain visible for 2x the distance of frames, to make it easier to mark the way back to base in case your tracker runs out of power. Craftable in the Tool Manufacturer and available in one of your starting crates.
 
* Added Organics Printer. Starting items that were previously irreplaceable (Plants, Eggs) can now be produced at the cost of large amounts of energy. ItemKitOrganicsPrinter can now be produced in the Fabricator.
 
* Added Recipe Selection menu "button" to the right-side of the contents screen of most manufacturing machines. This will bring up a drop-down menu that you can select a recipe from, rather than having to scroll through with the left and right arrows.
 
* Added Corner Cut version of steel frames, the last missing variant for the existing cosmetic frame corner options.
 
* Added New models for WallCooler, WallHeater and WallLights.
 
* Added 3 new variants of wall lights (Long, Long Angled and Long Wide) available through the same ItemWallLight constructor as the existing wall lights.
 
* Added New Skybox elements - Now there's stars and they move with the sun
 
* Added Missing mirrored variant of long angled corner cladding.
 
* Added Vertex shader to plants for slight movement.
 
* Added Server-wide console log entry when players go unconscious, die or respawn.
 
* Added new paintable, models for ItemKitWall ItemKitWallIron and ItemKitCompositeFloorGrating that are now visually distinguishable from each other.
 
* Added automatic recycler recipes, so many items that were not previously recyclable should now be returning half their required ingredients. Time to clean up those bases!
 
* Changed recipe for ItemKitWall. As Windows can now be created with ItemKitWallIron and Iron alone, ItemKitWall is now crafted with Steel instead of Iron and Copper at both the Fabricator and Autolathe.
 
 
* Fixed Issue causing looping/stuttering sounds on devices when on Mars.
 
* Fixed console screen interactions flickering when moving quickly. Console buttons should now be able to be selected correctly on fast moving motherships.
 
* Fixed when plant grows it appears to be the wrong size on hydroponics tray.
 
* Fixed issue where motherships would move erratically when a closed room was built on-board.
 
* Fixed SolidFuelGenerator max sound distance set to correct (much lower) value.
 
* Fixed Server now synchronizes game mode with clients, so if modified manually in the save this change should now correctly propagate to clients.
 
* Fixed issue where machine inventories were not displaying portions of their contents correctly.
 
* Fixed bug where some actions would not be performed correctly if using SecondaryAction mapped to a key rather than a mouse button.
 
* Fixed error if a player respawned while a construction blueprint/wireframe was visible.
 
* Fixed some input oddities when dealing with popup prompts like the new recipe selection dropdown and labeller window. Can now use the chat key to submit the prompt, rather than cancel it.
 
* Fixed bug with some recipes not recognizing the correct list of ingredients due to small floating point precision errors.
 
* Fixed MaxVoltage value on 5-way Heavy Power Cable Junction. Was 50k instead of 100k.
 
* Fixed Inconsistent tool application. Windows and Railings final stages are now both deconstructed using the Angle Grinder.
 
* Fixed Dedicated server ocassionally playing sounds like a client.
 
* Fixed 5-way heavy cables de-spawning on game reload.
 
* Fixed wilted plants being deleted immediately.
 
* Fixed bug where Iron Wall Kits were twice as expensive to manufacture in the Fabricator vs the Autolathe.
 
* Updated Localization strings for Japanese, Traditional Chinese and Spanish.
 
 
  
 
== Consolidated Patch Notes v0.1.1234.6112 ==
 
== Consolidated Patch Notes v0.1.1234.6112 ==

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