Steam P2P
Why was it removed in the first place?
When we prioritized the low-level changes during the multiplayer refactor, we had to temporarily remove the existing implementation of Steam P2P. Now that we've completed that work, Steam P2P has been re-enabled.
What does this mean for you?
Previously, hosting a game required enabling upnp on your router or manually port forwarding, which could be difficult or impossible on some networks. However, with Steam P2P, all the tunneling is handled automatically, so you can connect to the host using your Steam ID.
If Steam P2P is not available for some reason, the game will fall back to direct connect, or you can manually enter the IP and Port.
What's next?
This now puts multiplayer Stationeers in the best state that it's ever been. Earlier today we had a 10-player play test that went very smoothly. If you've been holding off playing due to connection issues preventing you playing with your friends then perhaps now is a good time to try again.
Of course we'll continue to harden and polish multiplayer but we are very happy with the progress over the last 12 months.
Plants and Hydroponics
This patch we’ve been focused on finding and fixing a number of bugs and UX issues associated with growing plants. We’ve improved the UX of the plant analyser cartridge to clearly show when a plant is deficient in either light or darkness. Time spent in a light or dark deficient state will cause the plant to accumulate illumination stress which will slow down growth speed.
Bug Fixes and Improvements
We’ve done a lot of bug fixing to address some issues that have come up from the last updates, as well as a few older bugs. Next update will contain more of this kind of work as we take a step back to harden before we start work on the next big packet of work.
Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.
All the community support, feedback, and involvement have made this possible. So thank you!
Zitat:
If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.
Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.
https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/
https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/
https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/
Change Log 0.2.3888.18748
- Fixed missing 'seeding' logic slot description in stationpedia
- Fixed missing emissive material on centrifuge info panel
- Fixed incorrectly coloured thumbnails for turbo pumps
- Fixed erroneous EndConnection method call in Client.Disconnect
- Added delay after disconnect handshake
- Changed Extracted P2PSession request processing into its own function.
- Changed Ordering of Disconnect handshake message.
- Removing incorrect log saying the steam lobby was instantiated incorrectly, but it wasn't
- Removed some unnecessary steam p2p debugging logs
- Fixed Clients pass in host steamId 0 when calling P2P disconnect.
- Added Separate Client/Server logic for p2p Disconnect.
- Added ClientDisconnected Callback to on Client.cs when client Disconnects from steam p2p.
- Cleaned up logging for DeleteOutOfBoundsObjects.
- Fixed floor grating kit collider size
- Fixed drain switch collider size
- Fixed dynamic gas canister tooltips not appearing when the canister is wrenched to a connector
- Fixed Broken Build State Prefab errors on centrifuge devices.
- Improved Error handling when loading devices with build-state errors.
- Fixed advanced composter not restarting processing when loading save
- Added "DeleteOutOfBounds" Command. Removes everything that is more than 8km from world origin.
- Added When Loading a game everything further than 8km from world origin will be deleted.
- Fixed Index out of range exception on Atmospherics thread caused by atmospheres outside of playable area.
- Adding steam lobby setup - waiting for invite acceptance to be fixed before enabling this
- Fixing steam p2p disconnections
- Fixed race condition breaking steam lobbies occasionally
- Removed unused logs
- Added Setting UseSteamP2P.
- Removed Setting P2PHostEnabled.
- Added Client side connection logic for using SteamP2P to connect via server browser. Client will attempt to connect using SteamId and if fail will fall back to using RocketNet direct connect. Note: currently disabled until Master Server is updated to serve SteamId in session data.
- Added "SteamWorks" scripting defines to ProjectSettings.
- Fixed an issue where wearing and removing a suit could cause your body to not be rendered when far away from the removed suit
- Fixed Access Cartridge doesn't work on large fridge.
- Added green/red colouring on plant analyser text for when required/toxic gases are in/out of range.
- Fixed PlantAnalyser reads growth data from dead plants.
- Fixed If GrowthEfficiency for plants became greater than 255% it would wrap around back to 0.
- Fixed Wall heater incorrect colour when turned off.
- Removed 'create character' popup when joining game
- Fixed issue where after character is destroyed (e.g. via cleanup) you can't respawn and have to exit and rejoin
- Fixed Logic memory and logic Dial tooltip showing setting as 32Bit floating point number.
- Fixed Logic tooltips now show numeric values using correct culture.
- Fixed build error from light blueprints.
- Fixed light blueprints show broken models
- Fixed Newly built lights have a lens flare effect even though they are turned off.
- Fixed Blueprints showing flare on wall lights.
- Fixed several places where values were not syncing on clients correctly
- Fixed Tablet could only show Illumination stress up to 255%. (Illumination stress has no cap but will decrease faster the higher the value once the plant is no longer deficient).
- Fixed Illumination stress value not serialized.
- Fixed CarbonDioxide requirement percent display was show HydrationEfficiency value on plant analyser tablet.
- Added HydrationEfficiency to Plant analyser tablet.
- Changed Plants that are light or darkness deficient will recover x2 faster once put into the correct state.
- Added Light/Darkness Deficient text now shown in red on plant analyser.
- Fixed suit pressure and temperature setting not syncing for clients
- Fixed missing tool names for some tooltips
- Fixed Small colliders on Pipe Heaters.
- Fixed Error when opening pipe heater placement blueprint.
- Fixed Sometimes proximity sensor and occupancy sensor data-port would not connect to cable.
- Fixed Sleeper "get In" collider size such that it doesn't block interaction with items in the sleeper.
- Changed "get in" interaction time to 0.5s.
- Fixed Labeller now accepts correct symbols for the users current Language Culture. (i.e German language users can now use the correct decimal point symbol "," for their region.)
- Fixed ic motherboard arbitrarily ordering connected devices in its dropdown. Will now order alphabetically.
- Fixed LogToClipboard command
- Fixed spelling error in comms terminal.
- Rounded wattage values in comms terminal
- Fixed Hay not processable by recycler. Putting 1 hay in recycler now adds 1 Biomass to the recyclers internal reagent mix
- Fixed some ic error tooltips not being cleared after errors are resolved
- Adding Steam Peer-to-peer - currently disabled until steam's "Join Game" option from friends list is working
- Fixed small collider on small battery charger.
- Fixed Plant analyser works when unpowered.
- Fixed Some genetics value ranges were returning incorrect data for seeds when analysed with plant analyser.
- Added missing tooltips to ic chips in laptop and aimee slots
- Fixed a few IC issues. Previously chips would hold a single error state for both compilation errors and runtime errors. Have split this into two separate errors. Devices holding ic chips will now flash error if the chip has a compile error or run time error.
- IC chips with compilation errors will now no longer execute
- IC chips with errors should now show the correct tooltip when adding/removing them from slots
- improved logging around upnp
- Fixed inconsistent arrow key and return key behaviour in ic script editor when paused
- Removed all functionality from deprecated landing pad.
- Added More robust handling of spawning and de-spawning of trader pilot.
- Fixed Trader Pilot could get left behind when ordering shuttle to depart before landing completed.
- Fixed manufacturing devices showing the incorrect next item on the tooltip
- Fixed misspelled prefab name in recipes
- Moved prefabs from resources to assets/things attempt two
- Reverted asset move
- Moved all things in resources folder to assets/things
- Fixed Client joining while in IC editing window puts input into an invalid state. Now when a client connects, if the player is using a UI window it will be saved (if applicable) closed.
- Fixed Null Reference exceptions when shuttles crash into each other.
- Consolidated some duplicate clean up code in shuttle movement Unitasks into a clean-up function.
- Fixed Unable to connect to a server after a failed connection attempt has occurred.
- Added RemoveMoles AtmosphericEventInstance function.
- Fixed Watering plants with water canister added water at 0degrees kelvin.
- Added Correct plant tooltip for when plant is dead.
- Fixed instance where gas in a pipe network would not get saved during autosave, causing the pipe to be empty upon loading the saved game.
- Added Autosave now schedules the Game Simulation Tick to pause at the end of the current execution and then awaits gameTick pause state before proceeding to copy the world data.
- Added AutoSave will cancel if it detects atmospherics data modified during the save process.
- Added If an AutoSave is cancelled due to invalid data it will reattempt to save again after a 2second cooldown.
- Fixed LFO-Volume waveforms were not timed correctly on clients.
- Fixed LFO-Volume settings not updating in multiplayer.
- Fixed Light Round, Light Round Angled and Light Round Small not casting shadows.
- Changed Several Plant Analyser Cartridge values to better inform the player of the plants light needs: Illumination Stress, Light Deficiency, Darkness Deficiency.
- Light Deficiency and Darkness Deficiency will show "No Deficiency" if the plant has received enough light and darkness. Illumination stress will accumulate if the plant is deficient in light or darkness. When these deficiencies are resolved the stress will begin to reduce slowly over time. Illumination stress will reduce Light efficiency which is a multiplier to growth efficiency.
- Fixed Light and Darkness accumulated values not being serialised for plants.
- Fixed When a planter is lit by multiple grow lights turning off one grow light causes the plant to be unlit.
- Fixed Plants could grow when they had no water.
- Fixed dynamic hydroponics getting lit at 180% light intensity by grow light.
- Fixed Plant analyser cartridge does not clear state when looking away from Plant.
- Optimized Performance for grow-lights.
- Changed Grow light emitter to point source, reduced radius of grow light emitter to match the current effective radius of grow light. Removed shadow casting from grow light.
- Updated incorrect blueprint on refrigerated vending machine kit
- Removed old Unity NetworkTransport networking method
- Removed ROCKETNET and ROCKETNET_LOGGING defines since they are no longer needed
- Fixed comms motherboard not correctly sorting landing pads in the same manner as Satellite Dishes.
- Fixed saved landing-pads that did not have a centre or Gas storage would print an error on load.
- Made custom project view fetch even faster
- Fixed jetpack thrust settings not updating for clients
- Fixed bug with overflow chute not overflowing when output end is blocked
- Fixed landed shuttles not loading in at the correct rotation
- Made custom project view fetch faster