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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 the world grid instance which is accessible globally already.
- Removed some unused methods on gridsystem which become redundant either from storm changes, or room generation changes.
- Fixed small grid objects having their meshes disabled when selecting them in the scene when in play mode.
- Fixed AdvancedTablet was not changing cartridges as a client when clicking next/prev button.
- Added ability to show players or items on the map motherboard screen. Tweaked the scanner list a little to use reuseable UIElementCollection. Player tracking functionality is commented out for now while we experiment more with how we want to make it available.
- Fixed issue where attempting to join multiplayer with the wrong password would crash clients.
- Added another pass on the map motherboard. Can now see region information by clicking on an unveiled point on the map. Added wip player toggle for testing not fully implemented yet.
- Fixed issues where inputting the correct IP address in multiplayer could still sometimes fail due to not having a null terminated address as well as a memory leak with the RakNet instance where it would not be cleaned up properly when a connection could not be established. Credit to JacksonTheMaster for the detailed information.
- Fixed memory leak from terrain where meshes were not being freed up. Changed useage of .mesh to .sharedMesh and removed reference to mesh on LodObject so that it can live on the LodMeshRenderer. Credit to JacksonTheMaster for the detailed investigation that led to this fix!
- Fixed issue where Achievement "Take A Load Off" would only unlock if the player placed a standard suit storage, not a variant.
- Fixed crew module connector grid offsets were incorrect, causing it to be missaligned with the small grid.
- Updated crew module build states.
- Added colliders for crew module screen.
- Updated crew umbilical and crew module meshes and tweaked umbilical connection distance a little.
- Updated blueprint for crew module cable connector model A.
- Fixed devices having their mesh renderers disabled when clicking on them in the scene view while in play mode.
- Added missing server tags around some imgui calls in the imgui profiler.
- Added ability to add multiple begin/end blocks to imgui profiler. These will appear as tabs in the main window.
- Removed some commented out code on wall.cs and removed some unused fields that were exposed in unity editor unnecessarily.
- Made rocket crew module cable connector pieces snap to the large grid on the horizontal axis to make placement easier.
- Added missing server tags around imgui in using.
- Rewrote room generation from scratch. Mining outside was particularly slow and could block the main game tick especially when multiple players are mining at the same time. Should be 100x faster when mining outside in most cases and also much faster when building structures.
- Fixed Remote Code Execution security issue accessible due to the formatting of ImGui.Text commands.
- Fixed issue where Chat input would not always be focused when enabled.
- Added imgui based profiler tool for gametick. Can be toggled with the same command 'debugthreads gametick'. On dedi this will just print the current tick's values once.
- Fixed Small insulated tanks destroyed states were incorrectly rotated.
- Added hidden umbilical door prefab. This will be constructed automatically alongside the crew umbilical to block air/create rooms on the large grid.
- Updated crew module screen prefab with new model.
- Updated crew module umbilical to correctly extend to the crew module.
- Added ability to get into rocket crew module from door.
- Added new crew module structures to english.xml.
- Fixed rocket crew module not saving correctly - changed crew module save data to inherit from fuselage.
- Fixed null ref when trying to enter crew module from umbilical with no seat present.
- Added dispose calls for a few native collections which where causing errors in unity editor.
- Fixed launch mount calling explode on rockets when quitting game. (This should only effect errors in unity editor).
- Added another pass on rocket crew module and crew umbilical.
- RocketNetwork will now cache its crew module when the rocket network changes.
- Fixed bug in editor where selecting a structure in play mode would disable all its mesh renderers.
- Updated rocket crew module prefab with slightly taller mesh.
- Added first pass on cable connector grids to be built in crew module.
- Changed IsLongStraightVariant flag on cable to BlockMergeWithOtherCables. Cable connector grids will utilise this flag.
- Added RocketInternalCellType for cable connectors.
- Updated fuselage blocked grids debug view as it was not working as intended.
- Fixed issue where the tooltip when hovering over FireExtinguisherStorage or GasMaskStorage while they were full would fail to include the object types in the description.
- Fixed issue where attempting to interact with a shower as a robot would throw null reference exceptions due to reading a null value for the robot's uniform.
- Committed missing change meant to go with rev.26873
- Removed references to GridController.World on every room and instead just use the static instance itself.
- Removed unused OnRoomStateChanged action in room controller.
- Fixed the help text for growing plants to more accurately describe the process as plants grow. The previous description was incorrectly describing the fruiting stage as the stage after seeding.
- Updated the debug colour coding of vein types so that silicon and silver did not share a colour and can now be differentiated when using the mineables command.
- Changed the plant sampler so that it passively consumes a small amount of power when turned on.
- Fixed Combustion Deep Miner Sliding panel animation values incorrect caused clipping with device screw.
- Fixed Vulcan Specific trade data was not being actioned due to incorrect world name in tradeables.xml.
- Changed Increased the price of world specific bulk gas buys for gas trader.
- Removed some errant text in tradeables.xml
- Fixed Networking error with CombustionDeepMiner.
- Fixed When turning on combustion deep miner while in error state once error was resolved the drill would not move down.
- Changed Drill animation from a UniTask to run in updates instead.
- Reduced the volume of the CombustionDeepMiner audio a little.
- Fixed issue where the SwitchOnOff collider for the Large Fridge would be disabled when it was closed, leading to the fridge being unable to be turned on or off.
- Added Logic values to Combustion deep miner.
- Added New version of Gas and Liquid tanks that merge with the connected pipe network. These will replace the existing tanks and are build from the existing tank kits. This allows for several benefits, it means gas/liquids will no longer get "stuck" in tanks. It also means that pumps, valves and other atmospheric devices can be connected directly to tanks.
- Changed Deprecated all varieties of Small and Large Tanks, they are no longer available to be constructed. Existing tanks will remain in saves and behave in the same way they did before the change.
- Fixed issue where deconstructing body bags with the angle grinder could cause organs to be moved to the world.
- Updated Deep miner model for new info panel placement.
- Added Kit (Combustion Deep Miner) to Autolathe tier2.
- Changed DeepMiner to have spin up and spin down behaviour.
- Added Additional info to Deep Miner info-panel tooltip.
- Added Thumbnails and Blueprint for CombustionDeepMiner.
- Updated CombustionDeepMiner model.
- Added 1st pass on Combustion Deep Miner. Similar in style to the combustion centrifuge the combustion deep miner runs on a fuel mix rather than power and can mine much faster once it has spun up to full speed.
- Added info panel to deep miner showing local ore composition, rpm and progress til next ore.
- Changed updated Stationpedia descriptions for deep-miner and dirty ore.
- Changed Jetpack functionality so that the thrust is dependent on the height the player is above both structures and terrain, instead of exclusively based on height above terrain.
- Fixed respawn points not working.
- Removed Respawn point kit from Autolathe. Going forward these will be considered for creative use only. Existing respawn points in saves will remain functional.
- Removed naughtyattributes scoped registry from manifest and committed updated projectmanagersettings asset.
- Fixed Stationpedia leaving the game on pause when closed via the Stationpedia key while the pause button was active.
- Fixed bug where ic upload to workshop could get stuck if the game was paused.
- Added trycatch around upload to stop fatal error if steam is not initialized.
- Fixed issue where sending messages via the text input dialog would not be sanitized.
- Removed AnimateUI script from chat windows, and deleted script as it's no longer needed.
- Removed some unused ui animation scripts on several ui panels with the goal of replacing AnimateUI (which makes heavy use of leantween) with much simpler lerping.
- Removed several travel and old world selection ui prefabs that were unused or had missing scripts.
- Removed old tutorial and scenario ui panels which had missing scripts.
- Removed unused ping system.
- Fixed issue where ItemKitLargeDirectHeatExchanger was unable to be split into separate stacks by the user.
- Fixed issue where station batteries would sometimes not lose power in cold atmospheres. This was because the atmosphere it was trying to get could return as null so it exited before it could remove the power.
- Fixed A long standing issue where atmosphere direction was not being applied to existing atmospheres on clients. This would result in clients not seeing air particle effects when inside rooms, wind sounds not playing in some grids (or wind sounds getting stuck on) and the character not being moved correctly by wind forces when in rooms. Big thanks to @FlorpyDorp from our modding community for finding the fix to this issue!
- Removed unnecessary calls to InputMouse.SetMouseControl. This is now handled in the same place as SetCursor. Stationpedia should now correctly lock movement when the search field is focused rather than being unlocked when you delete or flip back and forth when typing. Removed delayed SetMouseControl on application focus, instead MouseModeController will be flagged to re-set cursor state on the next tick.
- Removed unused research panel and a few related prefabs with missing scripts. Removed research manager as it had already been removed from gamemanager's manager list.
- Fixed issue where StructureMediumTransfomer(Reversed) would not show up in Stationpedia.
- Fixed long standing issue where mouse could become incorrectly unlocked when interacting with traders and other ui panels. Now things that affect cursor locked state will all be tracked in one place and all open uis will be tracked to fix the issue of closing one popup locking the mouse. Have removed all previous calls to CursorManager.SetCursor and simplified a bunch of logic in InventoryManager.
- Fixed Chute import/export bins using incorrect hazard material.
- Fixed Overflow_NegateTwosCompNum Exception that could prevent saves from loading if it had an object that was so far out of bounds as to overflow an integer value.
- Added C# classes for CombustionDeepMiner.
- Changed Moved shared behaviour of CombustionCentrifuge and CombustionDeepMiner into helper class InternalCombustion.cs
- Refactored DeepMiner to inherit from DeviceInputOutputImportExportCircuit. This is to allow CombustionDeepMiner to inherit DeepMiner behaviour.
- Added deltaTime argument to OnServerExportTick() function.
- Fixed Rocket Mass contribution from mined ores/ices would only get updated on load or when rocket was modified. It now gets updated correctly when ores are added or removed from the cargo bay.
- Added new readable LogicTypes to the Beacon. Players can now read the PositionX, PositionY and PositionZ logic types from a beacon.
- Fixed Issue with MineablesInQueue logic type. It now correctly returns the number of mineables that an Aimee robot will attempt to gather. Aimee robots will also not target the same mineables as another Aimee.
- Removed a few more old/unused prefabs from Resources which had missing scripts on them.
- Committed missing scene change and applied change to GameControllers prefab.
- Removed a bunch more assets from Resources that were unused. Moved a few still used assets from Resources to their appropriate folders. Removed a few other unused old c# classes.
- Removed a few unused assets from Resources folder.
- Removed terrain testing scene as it is no longer needed and had references to removed scripts.
- Removed some unused, empty and missing scripts on the playercontrollers prefab.
