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Stationeers Version 0.2.5259.23818 Patch Notes – October 11, 2024

Stationeers update 0.2.5259.23818 is now rolling out on PC (Steam). According to the official Stationeers patch notes, the latest update 0.2.5259.23818 added quality of life improvements and gameplay optimizations.

Since the last patch, players are facing a number of problems with the game. Today’s Stationeers patch 0.2.5259.23818 will fix a few of these issues.

Check out more details below.

Stationeers Patch 0.2.5259.23818 Notes – October 11, 2024

  • Fixed incorrect thumbnail for composite wall
  • Made vertical sleeper shorter to avoid interference with ceiling
  • Made vertical sleeper for Droid shorter to avoid interference with ceiling
  • Updated blueprints and colliders for vertical sleeper and vertical droid sleeper.
  • Added first pass on in world liquids and ‘particle’ based liquid solver. Currently, liquids can be lost when pooling on terrain. The exact interaction between liquids and terrain voxels is yet to be decided.
  • Fixed Modded worlds with invalid GlobalAtmosphereData will fail to load.
  • Added Modded Worlds with an invalid weatherEvent will now fail to load on game data Initialize.
  • Deleted a number of now un-used rocket meshes and classes from the old rocket system.
  • Changed Condensation Fog effect will now only render when gasses are condensing into liquids in an atmosphere cell.
  • Fixed Network Message Dictionary was not regenerated in rev 23691.
  • Added missing server checks around some imgui code.
  • Added some more server tags around imgui code.
  • Fixed Critical game initialisation error for German players. The game data loading was throwing an exception due to an outdated stationpedia page in the german_help.xml
  • Added Liquid Solver commands to support Liquids profiling.
  • Changed Solar Processing tick to be a unitask (It was still using a unity co-routine).
  • Fixed Solar Panel CollisionMask for RayCast had a number of layer enabled that should have been dis-abled.
  • Fixed Solar Panels would sometimes not generate any power on dedicated server despite being correctly pointed at the sun. This was due to some objects from the main menu scene not getting disabled on the dedicated server and thus blocking the solar panel ray cast to the sun.
  • Refactored AtmosphericEventInstance to be a struct to reduce allocations.
  • Some minor optimisations to liquid solver.
  • Fixed smelting an ingot would give oops Achievement.
  • Simplified Rendering of Liquids in world, its now allocation free and much faster but is limited to drawing 1023 atmospheres.
  • removed slot filter type from autolathe
  • Fixed hydroponics larry not stacking hay when harvesting from switchgrass.
  • Moved some liquid debug logic and changed numbers to use the StringManager.
  • Fixed Would get not thirsty prompt when hydration was not full when using drinking fountain.
  • Changed Increased speed to use drinking fountain.
  • Fixed Missing model for ItemKitRocketLaunchPad. kit model was still using an old rocket model. It has been updated to the correct model.
  • Removed bobblehead from thumbnail scene
  • Added manual floor hatch to door kit
  • Fixed Incorrect shadow distance on window shutters.
  • Fixed Missing Material on broken build state of composite window shutter causing loading error on save games.
  • Fixed Open and Close animation for the ManualFloorHatch. The door now moves underneath the frame instead of on top of it
  • Fixed Solar distance Temperature offset was being applied twice. This was causing Vulcan to get extra very hot during its close approach to Janus.
  • Fixed Tanks not showing their MAXPressure in Stationpedia
  • Fixed dynamic Canisters in Stationpedia not showing the correct units of the MAXPressure value
  • Fixed issue with players being unable to interact with the switches of tools such as the Tablet and the MiningDrill when they didn’t have power.
  • Fixed owning the EVA Supporters DLC granting access to the marine and hard suit bobbleheads in the printer
  • Made liquid visualizer particles work on clients.
  • Added first pass on liquid visualizer particles.
  • Changed LiquidFlow network update type from volume to grid
  • Fixed Reading IsSeeding from a Seedbag using proxy slot would through a null reference exception.
  • Fixed Prefab issue on ManualHatch that was breaking loading of Tutorial3.
  • Made water pools not spread out if they are under a certain threshold.
  • Changed networkupdatetype for liquid flow from grid to statechange.
  • Decreased liquid in world render threshold to approx 10 moles.
  • Updated underwater camera shader
  • Made floor drains and passive vents not take in liquids if they are above the liquid level in their atmosphere.
  • moved in world liquid flow rate into a static parameter for now.
  • Added ability for liquids in world to have an exaggerated liters per mole ratio to allow reasonable amounts of in game gas to be meaningfully represented in world, currently at x50.
  • Fixed animation speed of door to match up with the manual hatch
  • Added Liquid Vacuum recipe to tier2 tool printer.
  • Added Liquid Vacuum. A tool for cleaning up liquid in your base. It has an inwards and outwards mode setting.
  • Added different color visualization of different kinds of liquids
  • Fixed liquid solver out of bounds exception when reaching the max number of liquid solvers
  • Fixed missing liquid colour for hydrogen and added GetGasColor to be used later for gas particle
  • Updated the min render size to be half of what it was. This does mean that it can potentially be hidden bellow floors
  • Fixed the usage of a lot of magic numbers and cleaned up the liquid solver file a bit
  • Polish pass on Liquid Vacuum sounds and animation.
  • Added first pass on showing liquid flow direction
  • Added camera effect for being under liquid
  • Fixed back face culling being turned on for liquid renderer
  • Fixed missing references in the scene
  • Updated the flow texture on the water shader
  • Fixed possible null ref when resetting liquid flow flags.
  • Changed Passive Liquid Inlet mixing behaviour so it works more nicely with the new liquid sim.
  • Changed atmos tablet no longer shows volume value of individual gas types of liquids in world.
  • Changed all uses of Liquid volume to correctly pass through the scalar function.
  • Lowered mole threshold for horizontal liquid solver to 500moles from 1000moles
  • Fixed Minimum liquid render threshold now considers InWorldVolumeMultiplier.
  • Changed Minimum liquid render height to 12cm.
  • Fixed water color alpha was set to zero.
  • Fixed liquid shader flickering when interacting with other transparent objects.
  • Fixed liquid visualizer particles not taking the color of their liquid.
  • Updated flow visualizer texture
  • Removed unused test liquid shader.
  • Updated liquid flow texture on batched liquid material.
  • Removed empty OutlineEffect directory.
  • Moved some textures to their appropriate folders.
  • Changed passive liquid inlet will now draw from neighbouring grids (up to 6 grids away) if its current grid is empty.
  • Changed Liquids in world will now only mix sideways with other liquid neighbours if both grids have rendered liquid.
  • Made grow light thicker, so it looks better with wall piece.
  • Fixed index out of range exception when max rendered liquid grids is reached.
  • Added buoyancy for dynamicThings not including entities. Angular damping has also been added for dynamicThings that are below the water volume threshold for the grid that they reside in.
  • Fixed UnderWater camera effect not disabled when returning to main menu.
  • Fixed Wind sounds play underwater.
  • Changed Active Liquid Outlet atmospheric Logic to Run on OnPreAtmosphere(). This is so any overVolume caused by the process will be resolved in the following liquid mix step.
  • Changed Greatly increased the Minimum gas volume for World Atmospheres.
  • Added Recache Atmosphere Mixing pressure values after Liquid Mix in MixInWorld().
  • Fixed Pressure spikes when liquid solver particles resolved.
  • Fixed Large pressure differentials and air movement when liquids are more than one grid deep and being filled from an already full grid.
  • Changed When Liquid Solver particles are ripe but un-expired they will only merge with existing atmospheres if it has rendered water.
  • Fixed liquid visualizer particles were not being cleared when exiting world.
  • Tweaked uv distortion for liquid flow texture.
  • Added Placeholder water footstep sounds and underwater ambience sounds.
  • Added flow direction force to objects floating in water.
  • Added velocity damping to objects floating in water.
  • Changed liquid flow direction to use absolute volume difference rather than ratio.
  • Added 2nd pass for Water footstep audio and underwater ambience.
  • Fixed Breathing sounds play when underwater with helmet open.
  • Fixed Able to breath underwater with helmet open.
  • Fixed liquid flow looking unnecessarily turbulent. Opposite directional flow will now cancel out.
  • Changed IC10 Sleep command to use GameManager.GameTime instead of DateTime.Now.
  • Fixed IC10 Sleep Command was not respecting pause state.
  • Added Moles per Litre In-World for liquids to Stationpedia.
  • Updated Passive Liquid Inlet description.
  • Added max liquid render distance to liquid blocks and visualizer particles.
  • Fixed an issue with liquid mixing in world where the volume left for gas was different in two different functions causing oscillations.
  • Fixed Fake liquid pressure was being used in pipe-networks in some cases where it shouldn’t, causing confusing pressure readings when pipe was almost full. Fake liquid pressure now is only used in things/networks that have the prevent state-change flag.
  • Fixed Passive Liquid Inlet did not draw from the grid it was in.
  • Fixed blueprint for ItemLiquidVacuum
  • Fixed liquid solver particles not spawning on dedicated server.

Download Stationeers update 0.2.5259.23818 on PC.

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