Stationeers

Stationeers

Atmospheric Realism Overhaul [Beta]
97 Comments
Krzeszny 9 Jul @ 4:48am 
Pepperidge Farm remembers
Shieldbug! 19 May, 2024 @ 8:28am 
Such a great mod! Would love to see an update for it.
nerek 7 Oct, 2023 @ 11:25am 
Are there any updates on this getting updated?
Church.exe 2 Aug, 2023 @ 12:50pm 
@Aberro if you do end up making a fork of this mod you should post the link in the comments here. This mod adds a lot of features that are super interesting and add complexity to the game but with the changes coming to pipe networks I doubt it'll keep working for long (assuming it even still works now)
Aberro 19 Jul, 2023 @ 10:08pm 
Aha, it seems they're implemented similar mechanic with efficiency reduced depending on pressure differential.
And it seems I now have to make my own mod, since I've changed entropy calculation (inside this mod) for devices to account if they are placed inside closed rooms (i.e. furnace and some other devices do not cool down by radiation in a chambers, because they really shouldn't and definitely not at such speed, otherwise such radiation alone could burn anything in the vicinity to a crisp in a second).
Krzeszny 15 Jul, 2023 @ 12:05pm 
The new version of Stationeers is going to add phase change. It will probably make this mod obsolete, which could be why Elmo has given up on updates.
Aberro 15 Jul, 2023 @ 1:53am 
I've changed both of these what I consider issues, if you interested, I could share sources, but the code is bad, and the only way I could think of to limit compression by power is to use binary search, since I'm not that good at math and couldn't solve moles moved to energy equation to energy to moles moved equation.
Aberro 13 Jul, 2023 @ 10:50pm 
Also, the pumps are not limited by power, but only by compression ratio. Which isn't realistic as well. At high compression ratios, pumps either should stop working or reduce compressed volume.
I've tried implementing both of these features, limiting the power by 200w, but currently in testing. So, basically, when trying to push low pressure or near vacuum into high pressure, pumps becoming even less effective. Probably, would also want to limit air conditioner power draw.
Aberro 13 Jul, 2023 @ 11:15am 
Ok, after few days of testing, I may say that pressure regulators specifically without a pump seems nearly useless. And IRL they can be made purely mechanical without any electricity consumption, which isn't the case in this mod. So, with this mod they seems too nerfed and in most applications have to be replaced with pipe analyzer, schematic and volume pump. Generally, IRL, it should be way easier with a pump that's regulated to stop at specific pressure. And that's generally what vanilla pressure regulator does.
Ideally, what we'd want is either pressure setting in pumps, or active pressure regulator (i.e. with a pump) and passive pressure regulator altogether. Either way, this mod needs an option with pump and pressure regulator. In some cases where back pressure is almost always going to be higher, the currently modded pressure regulator is ok, but that's not very frequent scenario.
Aberro 10 Jul, 2023 @ 9:51am 
@nickbuss72 thanks!
nickbuss72 10 Jul, 2023 @ 5:09am 
@JajajTec Try
www dropbox com /s/xs1x9hitsdnz7nh/AtmosphericRealismOverhaul.dll
JajajTec 9 Jul, 2023 @ 2:18pm 
@nickbuss72 steam seems to not want to let your link threw, can you maybe decrypt the link? like htpsg o ogleDOTcom
(or dm them for now)
Aberro 7 Jul, 2023 @ 3:29pm 
@nickbuss72, could you maybe share your build?
Celery Man 6 Jul, 2023 @ 9:10pm 
This is an absolutely incredible set of design decisions. This basically fixes one of the most broken parts of the game's design (besides UI and wiring, obviously). Can't wait to try this!
nickbuss72 6 Jul, 2023 @ 5:26am 
I've managed to build from source and it seems to be working ok and without errors.
Rough instructions from a guy who is near clueless.
1. Download and install Visual Studio Community edition. Leave out the mobile and web stuff but install Unity game dev components.
2. Download plugin source and extract to %user%/source/repos/
3. Edit AtmosphericRealismOverhaul.cspro and change lines starting with <HintPath> to point to your game dll's. Probably a way to do this in VS but I don't know how.
4. Open AtmosphericRealismOverhaul.sln in VS and do a build.
5. plugin dll file will be dropped in bin folder along with lots of other stuff. Copy plugin dll to your BepinEx plugin folder.
6. Enjoy.
JajajTec 6 Jul, 2023 @ 2:24am 
Yes. The currently newest build doesent include the changes from 3 weeks ago. Sadly i dont know how to build it myself from the github rep (if possible)...
Aberro 6 Jul, 2023 @ 12:55am 
It seems I'm also getting the "argumenetexception:field not large enough to fill array parameter name: field_handle" exception spamming.
nickbuss72 14 Jun, 2023 @ 8:23pm 
This seems to be broken in the latest game version. I see that there was a code update for the mod a couple of days ago, but no new release?
Elmo  [author] 7 Jun, 2023 @ 1:06pm 
@Koksoo stirlign engine in untouched
powerkek 7 Jun, 2023 @ 11:29am 
Is this also meant to change Stirling Engine behavior? I can't get its "Internal Pressure Differential Efficiency" above just 2-3% even under ideal conditions, as long as this mod is active. It's not listed in the changelog, so maybe be a bug?
Krzeszny 27 Apr, 2023 @ 3:24am 
Thanks bro. By the way, does it work with BepInEx 6?
Elmo  [author] 27 Apr, 2023 @ 3:17am 
@Krzeszny pushed an update to fix the filter bug on Github :)
Krzeszny 27 Apr, 2023 @ 2:53am 
Also, one of the game updates seem to have reset oxygen consumption rates.
Krzeszny 27 Apr, 2023 @ 2:52am 
[EXCEPTION] missingfieldexception: field not found: assets.scripts.objects.items.gasfilterlife assets.scripts.objects.items.gasfilterlife.ticksbeforedegrade due to: could not find field
Elmo  [author] 17 Apr, 2023 @ 1:54am 
@Octomus Prime
Volume pump power scale with the work applied to the gas, to be very specific. When you do from 10MPa to 40MPa it's a big pressure difference, but you're also moving a lot more moles than if the imput pressure where lower.

My recomendation for airlocks is to not chase perfect vacuum. give up on the cycle at ~1kPa and accept some loss/contamination.
Octomus Prime 16 Apr, 2023 @ 6:39pm 
Hey Elmo, amazing mod! I have a question on the Volume pump changes, and another on airlocks!

The notes state "Volume Pumps & Advanced Furnace Pump power draw scales with compression work done to the gas".

Today I noticed a very high power draw when pulling from a ~10 MPa network into a ~40 MPa one, with the power draw decreasing as the "from" network pressure dropped. So does it scale with compression work (aka pressure differential) or with amount of gas moved per tick? I would have expected a lower power draw when the networks were similar pressure, with it increasing as the "from" network approached 0, or to have it be based purely on the output side pressure. I didn't make this a bug report because I think I'm just misunderstanding the intention :)

Also what is your reccomendation for making a reasonably fast airlock with the changes to active vents? Just more of them or is there a better method you've come up with?
Elmo  [author] 14 Mar, 2023 @ 12:35pm 
@sabreking nope. addons havn't been updated in a while
sabreking 14 Mar, 2023 @ 11:20am 
does this work with stationeers.addon ? you crossed that part out, i figured it works now,
floorwaxer2 27 Jan, 2023 @ 4:09pm 
Hvac mechanic here and I approve this mod:steammocking:
Sykken 14 Jan, 2023 @ 8:42pm 
Ah, I see, I must have never noticed it because of how slow it was in the base game. Thanks, I'll use the suit air toggle until RW patches it.
Elmo  [author] 14 Jan, 2023 @ 1:44pm 
@Sykken it might be a tad faster with this mod because of other changes, but that is a base game bug. you can turn off suit air too.
Sykken 14 Jan, 2023 @ 12:36pm 
Not to add another bug report to this comments section, but is it expected behavior for the Oxygen and Waste tanks to rapidly empty and fill respectively while my helmet is open? I keep having to pull them out and leave them on the ground which is extremely tedious.
cynofield 14 Dec, 2022 @ 3:11pm 
And because the mod & Stationeers.Addon stopped working after update today, this is the small guide how to downgrade to the previous Stationeers version:
1. Open Steam console (win+R: steam://open/console).
2. Run command to download previous release:
download_depot 544550 544551 5085088832022169075
3. Once the download is over (it will print where files were downloaded), disable the game auto-update and copy downloaded files over the game files.

See detailed guide here: https://www.makeuseof.com/how-to-downgrade-steam-games/
cynofield 14 Dec, 2022 @ 2:52pm 
This is the one of my most loved mods. Thank you and please keep up a good work!

Others are:

- [M98BW] Creative Freedom Project

- Network Painter
Neyna 13 Dec, 2022 @ 6:21am 
Ah ok thanks.
I was using wall coolers because i find them less magical than AC in the game.
I wish you happy holidays :)
Elmo  [author] 12 Dec, 2022 @ 10:28am 
@Neyna The AC temperature difference effect is already changed to something like that in this mod. wall cooler is unchanged though.
Neyna 12 Dec, 2022 @ 9:06am 
Hey,
First i want to say i find it's a great mod.
Second, what do you think of introducing the real efficiency of cooling devices for Air Conditioner and wall cooler ?
In thermodynamic the efficiency is giving by T1/(T2-T1) where T1 is the temperature of the cooling source and T2 is the temperature of the heat source.
I am really annoyed by the game dropping the efficiency to 0 for a difference of 200°K for the wall cooler and air conditionner.
In reality for an example of 20°C for the cool source and 220°C for the heat source, effiency = 293/ (293+200) = 0.59. It's about 33 times less efficient than when it's a 1°C difference, so it's clearly not near 0.
Joelle(Linux) 27 Nov, 2022 @ 9:14am 
@Elmo I've tracked down the bug, and it seems to be inherent in the base game. When an error occurs with an atmospheric network, which is apt to occur when constantly add and removing pipes for hours, and the established network is nullified or otherwise corrupted, Stationeers attempts to recover by creating a new network. This new network however, for whatever reason, is not initialized properly, and effects all connected appliances, as well as the math applied to the network. One of the more interesting numeric bugs that results, is that it seems all variables dealing with the network, are reset to 16-bit integers instead of a 32 bit.
Elmo  [author] 25 Nov, 2022 @ 4:41am 
@Krzeszny you're welcome to PM me on discord if you don't want to occupy the comment section ;)
Elmo  [author] 25 Nov, 2022 @ 4:36am 
@Krzeszny you got a tank or another network connected to that pipe. when you remove pipes, pressure goas up, moles go to the tank. when you add pipe, pressure drops, it leaves the tank going into the network.
Krzeszny 25 Nov, 2022 @ 3:31am 
I suggest adding discussions to this mod's page so that the comments section serves the purpose of generic questions without being flooded by bug reports
Krzeszny 25 Nov, 2022 @ 3:28am 
@Elmo I understand. Welp, it is what it is. I think I've also found 2 bugs.
Reducing/extending a pipe network:
1. Removes/adds moles of contained gasses (I don't know if this is a vanilla bug)
2. Doesn't affect the temperature despite changing the pressure
Note: the pressure changes correctly (like in vanilla) despite the aforementioned inversely proportional mole changes.

Example:
I had a pipe network at 794.9 kPa with 266 mols CO2, 47 mols N2, 8 mols O2, 230 mols X, 7 mols NOS and 550.6 temperature.
After I deconstructed one pipe, the pipe network ended up with 802.3 kPa, 262 mols CO2, 46 mols N2, 8 mols O2, 228 mols X, 6 mols NOS and the same temperature. This happens consistently when I remove pipes, while adding pipes does the opposite (affects pressure and moles, doesn't affect temperature).
Elmo  [author] 24 Nov, 2022 @ 1:34pm 
@Krzeszny it's not that straight forward. there is no static place where you get the warning now, it'll depend on your cas composition. you get no warning on 25kPa partial, with 50kPa total, but if you went pure O2, you could probobly go closer to 20kPa partial. And if you had a even higher pressure you might need closer to 30kPa partial.

because the speed at wich your lungs can replace the Co2 for oxygen comes into play now. with pure atmosphere, every breath will replace maximum amount of oxygen.
Krzeszny 24 Nov, 2022 @ 1:29pm 
@Elmo The requires pressure is just above 25 kPa of oxygen, probably 25.5 kPa. I'd suggest adding it to FAQ. Unless you want to reduce the required pressure so it matches the vanilla pressure, while leaving consumption unchanged.
Elmo  [author] 24 Nov, 2022 @ 1:14pm 
@Krzeszny right the minimum level hasn't changed, but it's the minimum level in your lungs, not in the air around you. so instead treat it as a new minimum level of 25kPa(?). you might be able to get away with 20kPa if it was pure oxygen.
Krzeszny 24 Nov, 2022 @ 1:12pm 
@Elmo what minimum level? I thought the minimum level of oxygen was 20 kPa. I have 23.35 kPa of oxygen in my base but I'm still getting the Oxygen Low warning every breath.
Elmo  [author] 24 Nov, 2022 @ 1:08pm 
@Krzeszny ye sry. The breathing thing i'm not really considering a bug. the reason you get the warning is because oxygen consumption is 100x more than real life. if i correct it you would never* need any more oxygen than you start with, so i just left it high. i would rather just treat the warning as a "new" minimum level.

connecting pumps and things directly to tanks is just not doable as a mod, it would require a major redesign of how the game core treats connected atmospheres.
Krzeszny 24 Nov, 2022 @ 12:13pm 
@Elmo have you read my 2 previous comments? Mostly the bug report.
samchaster46 24 Nov, 2022 @ 1:01am 
@Elmo Great! Again thanks for that!
Elmo  [author] 24 Nov, 2022 @ 12:23am 
@samchaster46 fixed