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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 ==
 
== Consolidated Patch Notes v0.1.1323.6416 ==

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