Stationeers

Stationeers

Fixing The Controls
121 Comments
MonoToast 2 hours ago 
Can someone share there key binds. Want to see what other people are using so I can get a idea of what i should set mine as.
WIKUS 12 Jul @ 5:27pm 
New mod loader here: https://github.com/StationeersLaunchPad/StationeersLaunchPad
The old StationeersMods loader is discontinued (broken link).
froggx 9 Jun @ 9:58pm 
thanks for this, it makes the game fun. :erune:
Anex 25 May @ 3:31am 
I dont know what i did but I think moving "Fixing The Controls" to first below core and "Stationeers Library [StationeersLaunchPad]" to the last fixed the issue, now the keys work. thanks
Anex 25 May @ 2:57am 
could you share yor load order, please
also where should I place this mod, in the plugin directory or just normal subscribe ?
Your weakness is your own  [author] 25 May @ 1:08am 
Damn, that loading screen menu is fancy. That's a good sign I guess. Having easy access to mod-specific configuration would be handy. If only that was around when I was making my mods.

I installed launch pad and everything worked fine, so I don't know what to say if there's key configs but they aren't working.
Anex 24 May @ 10:45am 
@Your weakness is your own,
I'm using the new one "StationeersLaunchPad"
https://github.com/StationeersLaunchPad/StationeersLaunchPad

the repo for the old one "StationeersMods" is gone, so cant download that
https://github.com/jixxed/StationeersMods <-- error 404
HellWatcher 22 May @ 7:57pm 
Wild to see the repo is just gone.
Your weakness is your own  [author] 22 May @ 6:49pm 
If the keys are in the menu, it should be working. You can also check the bepinex log, the mod produces a lot of spam from the keys, as another way to know it's triggering. Now, it's normal that nothing happens if you build/unbuild/configure when not near & looking at something and/or not having what you need... the most widely available feature will be clearing with: 1. something in hands, 2. free space for it to move to.

Are you using StationeersMods, or the new one? I haven't touched the replacement yet, only learned about it yesterday.
Anex 22 May @ 12:15pm 
does this mod work on v0.2.5499

I have tried placing this in \BepInEx\plugins\ and tried normal steam subscribe, i can see the in game setings controls menu, i can set hotkeys there, but nothing happens ingame when i press the hotkeys.
Am I doing something wrong?
Anex 22 May @ 3:42am 
just going down a few 20-30 comments, the mod author uses:
Z build, X unbuild, C configure (nice), V clear.
Your weakness is your own  [author] 18 May @ 5:20pm 
Added color matching when clearing/merging items (to inventory). Thanks for the request, sorry for the inconvenient behavior before.

This has not changed anything to do with summoning items to the hands, that's still colorblind for now.
Your weakness is your own  [author] 21 Apr @ 7:59pm 
Ooh, interesting. I can take a look. Don't know when, though. There's no color awareness, so I can see that causing problems.
HyratelWyvern 20 Apr @ 10:54pm 
Can it be added that painted items don't merge different colors? it's handy to have several colors of cable in your belt and this merges them when deployed or stowed. additionally, can it try to match the color under cursor?
HellWatcher 27 Mar @ 1:05pm 
I know the inspiration is supposed to be a 3D SS13, but taking the controls, too, is quite insane, lol.
Your weakness is your own  [author] 15 Mar @ 6:06pm 
That's true, but anyone considering playing the game with vanilla controls should... just go do something fun instead. They made them bad on purpose, it's shameful.
Jethro Sigwilder 14 Mar @ 6:34pm 
I'm sitting here reading this and I REALLY want to use it but I'm afraid if I do that I'll never be able to play Vanilla again... I really wish something like this was made official.
Papa Radiant 19 Dec, 2024 @ 8:07am 
StationeersMods v1.0.25.0 seems to work fine for me
Your weakness is your own  [author] 15 Dec, 2024 @ 5:45pm 
Maybe I'm misunderstanding, but if the reason you rolled back is because modding broke, we discovered SM 1.0.22 still works, so you can just install that and everything else should continue working straight from the workshop.
valentyn.ankk 15 Dec, 2024 @ 2:16pm 
You have nothing to apologize for, I'm the one bothering you :D
I'll wait for the StationeersMods update, I don't want to play without your mod :)
Your weakness is your own  [author] 14 Dec, 2024 @ 1:17pm 
You're right, there's no buttons at all for non-owners. The buttons each say "author only" except the download button; that tricked me into not thinking to check with a different mod to make sure it was accessible, which would have revealed the error.

Sorry about that.
valentyn.ankk 13 Dec, 2024 @ 8:47pm 
I have only the changelog and a link to the discussion in "updates". In the browser. Maybe it's different for you because you are its author. Or I'm just stupid :D
Your weakness is your own  [author] 13 Dec, 2024 @ 11:00am 
If you go to the change logs tab, there's a download link for old versions. I don't know what this is supposed to do in steam (nothing for me, apparently), but I checked and it does work if you use a browser (you'll have to log in).
valentyn.ankk 13 Dec, 2024 @ 10:25am 
is it possible to download the previous version of the mod somewhere?
After updating the game, I rolled back to the previous version and the mod worked until it was updated.
SM1.0.24.0 and copying to plugins does not help :(
Your weakness is your own  [author] 12 Dec, 2024 @ 2:07pm 
22 does indeed work, didn't think of trying that in the panic. That's great news for everybody.
Balbrock 12 Dec, 2024 @ 7:55am 
Many thanks for your reply and for the extremely fast update. Happy Holidays and Merry Christmas!
Kastuk 12 Dec, 2024 @ 5:12am 
StationeersMods v 1.0.22.0 sems to be working, as I tested yesterday, when fixing my mod.
Bobothemonk 11 Dec, 2024 @ 7:47pm 
Awesome! thanks for quickly dealing with it. Moving mod to plugin folder worked great. Really appreciate this mod, I dont think I can even play the game without it now!
Your weakness is your own  [author] 11 Dec, 2024 @ 7:08pm 
Thanks for the notice, guys. Good news and bad news.

Good news: They changed the creative mode item spawning menu, it seems to be better now (it was atrocious to use with my key setup before.
Good news: That broke my mod, but it's fixed now. Easy.

Bad news: StationeersMods appears to be broken with the patch too. We rely on it to get code mods from the steam workshop to load, so until that situation changes code mods won't run from the workshop folders .

Good news: You can move the mod folders from
steamapps/workshop/content/544550/
to
steamapps/common/Stationeers/BepInEx/plugins/
and it should work. Otherwise, you'll have to wait for StationeersMods to release an update.

As for Linux, you're just running into the issues from the patch. Since it sounds like you succeeded at installing manually, you should be good with my new release.
Kastuk 11 Dec, 2024 @ 10:20am 
Just DynamicInv class is no more present in game code.
Bobothemonk 11 Dec, 2024 @ 9:58am 
Hi just let you know that recent game update has broken the mod
Balbrock 11 Dec, 2024 @ 8:36am 
Does anyone know how to make this mod work on Linux? I tried everything, following the procedure or installing manually but nothing works, I have the buttons that appear in the controls menu but nothing happens.
Your weakness is your own  [author] 24 Nov, 2024 @ 11:58am 
Cheers. They actually added/changed the game keys a few patches ago, there should be a vanilla control that does just that. You used to have to double tap a key just to clear one slot (madness), it's better now.

I think it does what you want, if there's something wrong with it, feel free to clue me in.
Magne 22 Nov, 2024 @ 10:15am 
This mod is great! Really helps with the key fiddling in this game, without messing without the core mechanic of having many specific tools to do stuff. If I could make one request, could you consider making a key to just clear the active hand? I find myself wanting to do this quite often, and it would be preferable over clearing both hands
Your weakness is your own  [author] 1 Nov, 2024 @ 3:49am 
You're welcome, glad you like. It accepts ratings (I can see them) but there's some threshold for visibility; doesn't seem very useful. This game's workshop is a mess anyway, due to it being filled with code publications, while at the same time not actually supporting real mods. Real weird situation.

If you're not lucky enough to be on the front page, word of mouth (and indirects like collections and checking an author's publications) is basically all you've got.
SongAngel 31 Oct, 2024 @ 2:10pm 
Thank you! This is the best mod I have found for this game. I don't know why steam won't let me rate it, but I did give you an award for what it's worth.
Your weakness is your own  [author] 15 Oct, 2024 @ 5:17pm 
I use ESDF in every game, and usually A to interact or whatever high usage feature gets used while moving often. Lots of the common features across games end up on Q,W,R,T,G, so the whole bottom row was unused in this game already.

For the mod I just go straight down the bottom row in order, Z build, X unbuild, C configure (nice), V clear. No real reason, having the opposites next to each other is nice conceptually, C is by far the least accessible out of the Z-B row for me, so clear gets the easier key because it's used often.
Rotn_ 15 Oct, 2024 @ 2:38pm 
It works now thank you for all the help.
SongAngel 15 Oct, 2024 @ 12:08pm 
This mod is awesome! What is your recommendation for key bindings?
Rotn_ 15 Oct, 2024 @ 11:54am 
Alright, I had a few times that I got this all over the screen over and over again

"NullReferenceException: Object reference not set to an instance of an object"

Just to be clear it's just the mods from the WS not the scripts I'm subscribed to?

As of now I usually just use a few

Better NightVison
Jigawatt Battery + it's dependency Procosessed Uranium
Infinite Paint

But I will remove them all and re-download only those I use. I will get back to you once I've done this, but now I'm expected at my neighbors so I'll do this when I return
Your weakness is your own  [author] 15 Oct, 2024 @ 1:14am 
Cheers, that clears things up a bit. We've seen this before, you're getting an error when stationeersmods is loading mods. Strange things can happen if there are errors at that stage. One guy had mods end up loading (and running) twice, including the non-broken mods.

It looks to me like my mod is loading fine, you have quite a few mods there and I suspect one is failing to load. You'll have to figure out which one it is. Again, to be clear, do this with workshop unsubscribing. The files have to be gone so stationeersmods doesn't try to load them.

Curious, is the game crashing when this happens? Or do you get errors and then end up on the main menu with non-functioning mods.
Rotn_ 14 Oct, 2024 @ 11:31pm 
Alright, that was what I was referring to with load order and check boxes.

Game folder
I was talking about extracting the content's of Bepinex to the game's root folder and doing the same for StationeersMods but to the plugin folder for Bepinex.

Think I found the culprit with the logging now, there was a setting for the logging that was disabled
Under [Logging:disk] WriteUnityLog = true (from false)
Pastebin [pastebin.com]

I can make a screen recording and upload it to medal.tv tomorrow so it's clear what I am doing and what is what. I think that would be clearer
Your weakness is your own  [author] 14 Oct, 2024 @ 10:55pm 
The mod screen in game with the checkboxes does nothing for code mods, neither ordering nor enabling. Is that confusing? Yes it is. The game doesn't actually support real mods natively, that's what StationeersMods does for us.

I can't tell what exactly you're referring to when you talk about putting things in the game folder, so here's the things you need to manually install:
Bepinex
StationeersMods

That's it. I think you're doing that, but we'll be explicit and make sure.

Stuff you should be subscribing to with steam and letting it take care of it:
Everything else

It's clear bepinex is loading, and it looks like stationeersmods is loading, but I don't see evidence that stationeersmods is handling the loading of the real mods, or the rest of the startup logs.

There should be more happening, like
[Info : Unity Log] [StationeersMods] Latest StationeersMods version is v1.0.24.0. Installed V1.0.24.0
Rotn_ 14 Oct, 2024 @ 9:06pm 
Alright, this is what I got after reinstalling the game and removing all files in install folder, and documents folder that was associated with this game. I also started up the game and disabled all mods but this one before adding the plugins back into the game folder. I also tried both steps of the variables for the CFG file. I also tried to load the mod above and below core, no dice.

It was only one result as I could see. But I did not get the "Destroy" this time

Pastebin [pastebin.com]
Your weakness is your own  [author] 14 Oct, 2024 @ 7:31pm 
I don't know what's happening there, you made it through my startup code, so something's loading it but then killing it off. Destroy shouldn't be called, it's set to not be destroyed on scene changes so something would have to specifically kill off the game object. Shouldn't be happening. Bepinex and StationeersMods handle the startup.

For reference, here's what I have in that region. StationeersMods should be kicking in and displaying all your mods and their locations.

[Info : BepInEx] Loading [StationeersModsPlugin 1.0]
[Message: BepInEx] Chainloader startup complete
[Info : Unity Log] Patching WorkshopManager using Harmony...
[Info : Unity Log] StationeersMods: Start adding local and workshop mods
[Info : Unity Log] BepInEx mod found in directory: [...]
[Info : Unity Log] Added mod path: [...]
Rotn_ 14 Oct, 2024 @ 3:17pm 
Alright, here is the log output https://pastebin.com/rXWHcVxx
Kastuk 14 Oct, 2024 @ 1:14pm 
Can use pastebin.com
Rotn_ 13 Oct, 2024 @ 2:49pm 
Yes I do. Yes that is also enabled .

I would post the output log if it wasn't exeeding 1000 characters
Your weakness is your own  [author] 13 Oct, 2024 @ 2:23pm 
There aren't enough details for me to know what any of that means.

Do you have a BepInEx folder?
Do you have Stationeers/BepInEx/config/BepInEx.cfg?
[Logging.Disk]
Enabled = true
?
Rotn_ 13 Oct, 2024 @ 12:00pm 
I got it working at one launch but my next launch it stopped working again. The first run I got it working was beacuse I didn't give the game enough time to detect it but when I started up the game the next time it didn't work again with no clues not sure if it's this in particular or if it's the plugin that is the issue