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| data1 = Big Update | | data1 = Big Update | ||
| label2 = Release | | label2 = Release | ||
− | | data2 = 2023. | + | | data2 = 2023.08.22 - 08:53 UTC |
| label3 = Hyperlink | | label3 = Hyperlink | ||
| data3 = [https://store.steampowered.com/news/app/544550/view/3671049809743247858 Steam] [https://steamdb.info/patchnotes/12001137/ SteamDB] | | data3 = [https://store.steampowered.com/news/app/544550/view/3671049809743247858 Steam] [https://steamdb.info/patchnotes/12001137/ SteamDB] | ||
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== Content == | == Content == | ||
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Rockets are often considered a final goal in Stationeers. However, instead of designing them as an end game necessity, we’ve instead treated them as another system that weaves itself into all the other systems of the game. Rockets support building stations, and stations support building rockets. | Rockets are often considered a final goal in Stationeers. However, instead of designing them as an end game necessity, we’ve instead treated them as another system that weaves itself into all the other systems of the game. Rockets support building stations, and stations support building rockets. | ||
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=== Engines === | === Engines === | ||
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Engine selection is important, as it dictates how efficiently you use fuel and how much thrust you can produce. The Pumped Gas Engine and Pumped Liquid Engine are the two simplest engines, pulling fuel directly from pipes and tanks. The Pressure Fed Gas Engine operates on gaseous fuel, and can produce the most thrust, but the fuel must be delivered to the engine at high pressures to be better than pumped engines. The Pressure Fed Liquid Engine can be the most fuel efficient, but managing liquid fuel flow via pressure can be incredibly challenging in such a dynamic environment. | Engine selection is important, as it dictates how efficiently you use fuel and how much thrust you can produce. The Pumped Gas Engine and Pumped Liquid Engine are the two simplest engines, pulling fuel directly from pipes and tanks. The Pressure Fed Gas Engine operates on gaseous fuel, and can produce the most thrust, but the fuel must be delivered to the engine at high pressures to be better than pumped engines. The Pressure Fed Liquid Engine can be the most fuel efficient, but managing liquid fuel flow via pressure can be incredibly challenging in such a dynamic environment. | ||
=== Payloads === | === Payloads === | ||
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Miners and Scanners do the bulk of the work in space gameplay. Miners gather ore, and output it into chute networks for transport to Cargo Storage. Scanners are used in three ways to explore space, unlock new destinations, and gather information. Miners and Scanners have a head slot that must be occupied by a mining/scanning head, else the device will not function. | Miners and Scanners do the bulk of the work in space gameplay. Miners gather ore, and output it into chute networks for transport to Cargo Storage. Scanners are used in three ways to explore space, unlock new destinations, and gather information. Miners and Scanners have a head slot that must be occupied by a mining/scanning head, else the device will not function. | ||
=== Infrastructure === | === Infrastructure === | ||
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Interfacing with the rocket on the launch mount is predominantly done through umbilicals. These consist of a main umbilical device placed inside of a launch tower. The umbilical can then connect onto an umbilical socket placed in the rocket. Variants exist for power, gas, liquids, and items. To allow better accessibility to the rocket during construction we’ve added several new stairwell variants, along with extendable access bridges. | Interfacing with the rocket on the launch mount is predominantly done through umbilicals. These consist of a main umbilical device placed inside of a launch tower. The umbilical can then connect onto an umbilical socket placed in the rocket. Variants exist for power, gas, liquids, and items. To allow better accessibility to the rocket during construction we’ve added several new stairwell variants, along with extendable access bridges. | ||
=== Fuselages === | === Fuselages === | ||
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We’ve added several cosmetic variants for the rocket fuselages, so that not all rockets have to look and feel the same. We took inspiration from the Mercury Redstone and Saturn V. | We’ve added several cosmetic variants for the rocket fuselages, so that not all rockets have to look and feel the same. We took inspiration from the Mercury Redstone and Saturn V. | ||
=== Rocket Control UI === | === Rocket Control UI === | ||
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We wanted to improve the accessibility of rockets, so that players who can't manually assemble a little-endian address in logic can still use rockets. The Rocket Motherboard has 3 main pages. The “Rocket” tab allows you to see and control devices, in a much more graphical way, which is important since when in space, you can't use your tablet to debug issues. The “Map” tab lets you see all of the locations you’ve explored, and see rockets moving around in space. The "Location" tab lets you see specific information about a location, if it has links to other locations, if it can spawn minable asteroids, or if it has resources to mine. It's also where you will start rocket actions, such as mining and scanning, which interact with the location. | We wanted to improve the accessibility of rockets, so that players who can't manually assemble a little-endian address in logic can still use rockets. The Rocket Motherboard has 3 main pages. The “Rocket” tab allows you to see and control devices, in a much more graphical way, which is important since when in space, you can't use your tablet to debug issues. The “Map” tab lets you see all of the locations you’ve explored, and see rockets moving around in space. The "Location" tab lets you see specific information about a location, if it has links to other locations, if it can spawn minable asteroids, or if it has resources to mine. It's also where you will start rocket actions, such as mining and scanning, which interact with the location. | ||
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== Traders == | == Traders == | ||
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As well as rockets we've also given traders a little love, including adding lights and other visual improvements and cleaning up the assets to make them more performant. There has been a specific focus on improving tooltips on the traders, and they should now provide much better information about what you are buying and selling. There are also a lot of bug fixes focused on traders. | As well as rockets we've also given traders a little love, including adding lights and other visual improvements and cleaning up the assets to make them more performant. There has been a specific focus on improving tooltips on the traders, and they should now provide much better information about what you are buying and selling. There are also a lot of bug fixes focused on traders. | ||
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=== Care Packages === | === Care Packages === | ||
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Traders will sometimes want to buy care packages that contain a specific set of items. These care packages can be created by filling a cardboard box with the required items. Sometimes traders will pay handsomely for these key supplies and allow for a good profit to be made. | Traders will sometimes want to buy care packages that contain a specific set of items. These care packages can be created by filling a cardboard box with the required items. Sometimes traders will pay handsomely for these key supplies and allow for a good profit to be made. | ||
== Tool-tips == | == Tool-tips == | ||
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We've placed a significant emphasis on enhancing tooltips across all aspects of the game. Our goal is to display more comprehensive and accurate information, ensuring players have a better understanding of game-play and mechanics | We've placed a significant emphasis on enhancing tooltips across all aspects of the game. Our goal is to display more comprehensive and accurate information, ensuring players have a better understanding of game-play and mechanics | ||
== Orbital Simulation == | == Orbital Simulation == | ||
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Our old skybox was based on what was effectively a "geocentric" world. The sun of the world would follow a predictable path in the sky, with only the angle of its rotation being configurable. Additionally objects in our skyboxes, such as the Earth in our Moon world, or Jupiter in our Europa world, were static objects in the sky. | Our old skybox was based on what was effectively a "geocentric" world. The sun of the world would follow a predictable path in the sky, with only the angle of its rotation being configurable. Additionally objects in our skyboxes, such as the Earth in our Moon world, or Jupiter in our Europa world, were static objects in the sky. | ||
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== World Data Changes == | == World Data Changes == | ||
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In line with the orbital simulation changes we have refactored how world data is stored. Previously, it could be defined as a 'template' and then used to initialize a world save. This was handy in that it allowed you to tweak a lot of settings in a save. but it also baked any bugs into your save and made synchronization and serialization in multiplayer very problematic. This was a source of a number of nasty desync bugs. So we have rationalized this together and firmed up how this works. To make a custom world you will need to make a mod. And this world data is loaded each time, not from your save but from the game data. These changes will break saves on old custom worlds. | In line with the orbital simulation changes we have refactored how world data is stored. Previously, it could be defined as a 'template' and then used to initialize a world save. This was handy in that it allowed you to tweak a lot of settings in a save. but it also baked any bugs into your save and made synchronization and serialization in multiplayer very problematic. This was a source of a number of nasty desync bugs. So we have rationalized this together and firmed up how this works. To make a custom world you will need to make a mod. And this world data is loaded each time, not from your save but from the game data. These changes will break saves on old custom worlds. | ||
== World Difficulty Information == | == World Difficulty Information == | ||
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As part of the first steps of our future work to cleanup survival and game information in general, some substantial changes have been made to how we store and display difficulty settings. As before, these are fully moddable but we have also extended what can be included and changed in a difficulty setting. When starting a new world, the screen will show you information about that world, such as the atmospherics, storms, and any other important information. | As part of the first steps of our future work to cleanup survival and game information in general, some substantial changes have been made to how we store and display difficulty settings. As before, these are fully moddable but we have also extended what can be included and changed in a difficulty setting. When starting a new world, the screen will show you information about that world, such as the atmospherics, storms, and any other important information. | ||