Update log
Full Stationeers update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Maps
- Server
- Gameplay
- Fixes
- Performance
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Combustion Deep Miner
Combustion Deep Miners are a faster, higher-tier version of the deep miner that runs on a fuel mix instead of electrical power. They ramp up and down like the combustion centrifuge, rewarding steady operation with significantly higher mining throughput.
The map motherboard now shows information about the composition of each deep mining region. Once you've scanned an area you can click directly on the map and see the exact makeup of the region allowing you to make a detailed plan for your deep mining outposts.
Tanks
New versions of the liquid and gas tanks have been added, and the old ones have been deprecated. These new tanks look and build the same, but they behave like pipes and merge into the connected pipe network. This prevents some gases and liquids from moving slowly or getting stuck, and makes it easier to build clean, direct atmospherics setups.
In existing saves, you’ll need to deconstruct and rebuild your tanks if you want the new versions
Performance & Optimization
Room Generation
Room generation has been rewritten because the old system would become extremely slow when even just a few players were mining at the same time triggering hundreds of room generation tasks to all queue up. In those situations, the server tick could get blocked, slowing the game down for everyone connected; this has now been fixed, and the new system is magnitudes faster (often around 100x in testing).
Memory Leaks
Several memory leaks have been fixed, including a major issue in terrain where meshes were not being freed correctly over time. This was resolved by changing mesh usage to correctly use shared meshes, and by moving mesh ownership so it is managed in the correct place.
Thank you JacksonTheMaster for the detailed investigation that led to this fix!
Multiplayer
Multiplayer stability has been improved by fixing a set of connection edge cases that could crash clients or prevent joining, including a wrong-password crash and an IP join failure caused by string formatting. These fixes also address a RakNet cleanup issue that could leak memory when connections failed, making repeated join attempts and unstable connections far more reliable.
Thank you again JacksonTheMaster
Upcoming Changes
Work continues on upcoming features on rockets and atmospherics. The next major update will include a set of new gasses and will be available on Beta in the coming days.
We are careful with our planning, to not get overconfident - so we are reluctant to nail down specific roadmap features unless we are sure we can deliver them to an acceptable quality given our resources. With this caveat said, we can confirm a few things we are looking into for future updates:
New Gasses (aiming for next major update)
Nuclear Reactors
Space Station + World base in same level (in progress)
Travel to new world (migration to new world, using rocket)
Terraforming DLC (post 1.0, not before)
Vehicle improvements (some experimentation already exists in creative)
WIP gas/liquid symbols
Change Log 0.2.6175.26943
Added Logarithmic scalar to atmosphere wind vectors with a magnitude of over 4m/s. This helps reduce the amount of erratic movement imparted on the player controller when mining on Venus or other higher pressure worlds.
Improved performance of WorldToLargeGridCenter funtion.
Removed unused fields on SmallCell including reference to
Source
