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	<id>https://stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haxihoovis</id>
	<title>Stationeers Community Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haxihoovis"/>
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	<updated>2026-04-04T09:12:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Bug_List&amp;diff=22814</id>
		<title>Bug List</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Bug_List&amp;diff=22814"/>
		<updated>2025-05-24T20:41:48Z</updated>

		<summary type="html">&lt;p&gt;Haxihoovis: Added the Hangar Door bug report at the bottom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Printer lists have weird gaps, overlapping texts sometimes when searching for items. &lt;br /&gt;
* Network Messages&lt;br /&gt;
** Host waves, but clients do not see wave. clients can wave to host. throws error &amp;quot;cannot send message, only clients can send message.&amp;quot;&lt;br /&gt;
** Clients updating advanced air lock chip pressures, the pressures on the dipslay update for the host immediately.&lt;br /&gt;
*** Client sees update once assigned devices are changed.&lt;br /&gt;
** Computer + Sorter motherboard to set whitelist, get this error : &amp;quot;Messages should only be processed on the server. Message : (Assets.Scripts.Networking.SorterFilterMessage) Assets.Scripts.Networking.SorterFilterMEssage&lt;br /&gt;
** Host and client both see ingots in a stacker as x1. But, items such as solar panels in stackers show as correct.&lt;br /&gt;
* text on tablet is no longer lined up, overlapping like the size or font changed. &lt;br /&gt;
* Thrown when a client splits stack on something in a bottom row of a back pack:&lt;br /&gt;
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.&lt;br /&gt;
Parameter name: index&lt;br /&gt;
  at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in &amp;lt;7b935204f5ff4bcab44b3b0ebca330bf&amp;gt;:0 &lt;br /&gt;
  at Assets.Scripts.Networking.InteractionMessage.Process () [0x00037] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
  at NetworkBase.DeserializeReceivedData (Assets.Scripts.Networking.RocketBinaryReader reader) [0x000d8] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
  at Assets.Scripts.Networking.NetworkManager.HandleGeneralTraffic (System.Int32 incReceivedSize) [0x0004c] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
  at Assets.Scripts.Networking.NetworkManager.HandleDataEvent (System.Int32 incChannelId, System.Int32 incReceivedSize) [0x0004a] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
  at Assets.Scripts.Networking.NetworkManager.ReceiveEvents () [0x0005d] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
  at Assets.Scripts.Networking.NetworkManager.Update () [0x00010] in &amp;lt;39374a2742c348ada627094b2c3f3664&amp;gt;:0 &lt;br /&gt;
* low duct tape percentage incorrectly applies full heal amount until game restarted, or panels are further damaged in another storm.&lt;br /&gt;
* Clicking on scenarios on main menu throws errors. &lt;br /&gt;
* Chickens are not moving around. &lt;br /&gt;
** Chickens dont die when health is at 0. &lt;br /&gt;
* Splitting cables, cables wants to go to left hand. If a tool such as wire cutters is present. split stack is lost instead of dropped. Bug is intermittent.&lt;br /&gt;
* Cyrotubes and sorter have Very Deep bases that stick through floors below them.&lt;br /&gt;
* Pipe lables have no texture, they come out pink from the printer&lt;br /&gt;
** Diode slides have no color&lt;br /&gt;
* IC editor screen when using a computer with more than 3 IC housings, bottom ones become hard to select. &lt;br /&gt;
** Sorter Motherboard drop down menus are hard to use when clicking on down arrow, or dragging scroll bar, menu will close and have to do it again. &lt;br /&gt;
* Logic Button Activate (only writeable setting) cannot be activated via logic, only the important button can be. &lt;br /&gt;
* Ores appear and disappear as you mine. (long time bug)&lt;br /&gt;
* Regional input of &amp;quot;,&amp;quot; instead of &amp;quot;.&amp;quot; does not work depending on region. (though, I cannot test). (long time bug). (Risu posted a potential fix). &lt;br /&gt;
* Cable junctions (regular cable)have no damage model and when destroyed, are not removed which could cause difficulty troubleshooting a cable network&lt;br /&gt;
* Heavy Cable junctions are always placed upsidedown and damage is only show on a single side&lt;br /&gt;
* Fixing plant decay made produce also invincible because it&#039;s the same item class&lt;br /&gt;
** Decay on produce as a result of changes to centralized decay system seem to be stuck at 1hr. &lt;br /&gt;
* Autominer doesn&#039;t work networkmessage issues&lt;br /&gt;
* First worldchunks generated ignore the mineableoverrides&lt;br /&gt;
* IC LR function uses localnames for reagent so breaks when playing on non-english for example&lt;br /&gt;
* Forcefeeding a stun-pill to another player will crash that players game&lt;br /&gt;
* Some items such as Signs and medium shelves cannot placed anywhere at all, in any orientation&lt;br /&gt;
* passive vent smart rotate&lt;br /&gt;
* Tooltips elements overlap themselves&lt;br /&gt;
** IC labels not pushed to tooltip (actually hiding behind bigger tooltip, overlap).&lt;br /&gt;
* custom savepath also effects mods folder&lt;br /&gt;
** steam_autocloud.vdf still gets saved in the default location when savepath is set&lt;br /&gt;
** PlayerCosmetics_0.xml still gets saved in the default location when savepath is set&lt;br /&gt;
* Mousedragging a seedbag in growing slot will glitch and throw errors&lt;br /&gt;
* (Just a general) Resource rockets can&#039;t be disassembled completely, usually the couplers can&#039;t be targeted successfully.&lt;br /&gt;
* Doors will still remember being tied to airlock circuitboards that are not in a console anymore&lt;br /&gt;
** (seem to randomly switch back and forth between which one it operates on loading of save)&lt;br /&gt;
* There is no version check on joining multiplayer.&lt;br /&gt;
* &amp;lt;s&amp;gt;When joining with wrong version you tend to get cablenetwork, pipenetwork and wirelessnetwork errors where ID is already in use.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Wireless transmitters cause issues deserializing networkings, avoid them for now&lt;br /&gt;
* save data is not cleared between loading up completely other saves&lt;br /&gt;
** overlapping bases&lt;br /&gt;
** wrong world textures&lt;br /&gt;
** etc etc&lt;br /&gt;
* wall corners not placeable.&lt;br /&gt;
** wall corners not covering point of cube.&lt;br /&gt;
* Rovers do not return plastic sheets properly, you only get the rover kit back unlike every other machine in the game.&lt;br /&gt;
* clicking on scenarios button main menu causes errors. (put a screen or pop up saying scenarious are temporarily disabled).&lt;br /&gt;
* Fires appear for clients at 0,0,0 but not for host. And fire is only visual not effecting anything. Also plants randomly appear.&lt;br /&gt;
* Canned french fries are rotated wrong in lockers.&lt;br /&gt;
* Canned french fries recipe is wrong. stationpedia states it takes 1x frenchfries and 1x frenchfries, but the recipe only needs 1xfrenchfries. (the canning machine when you put in &lt;br /&gt;
1 french fries shows it repeated. It should make clear that you only need 1 french fries to make it work.&lt;br /&gt;
* Refrigerated vending machine stacker wheel translation is broken, wheel is pointed the wrong way.&lt;br /&gt;
* All rovers currently do not function. They don&#039;t move.&lt;br /&gt;
*Hangar doors sometimes cannot be placed properly. If this occurs, try:&lt;br /&gt;
**Changing the order you place the doors in.&lt;br /&gt;
**Using a hangar door from a different item package.&lt;br /&gt;
**Going far enough away to un/reload. Notes:&lt;br /&gt;
***It is unclear if just one of these fixes are needed, or multiple, due to a lack of data.&lt;br /&gt;
**Additionally, this could&#039;ve occurred because:&lt;br /&gt;
***It was intersecting some damaged rubble.&lt;br /&gt;
***There was another door in the way. Notes:&lt;br /&gt;
****Due to lack of data, it is unclear if those are the exact reasons.&lt;br /&gt;
****While testing, a door got destroyed by a trader ship. The door could&#039;ve remained there (invisible), or could&#039;ve spawned some rubble.&lt;/div&gt;</summary>
		<author><name>Haxihoovis</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Chicken&amp;diff=22813</id>
		<title>Chicken</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Chicken&amp;diff=22813"/>
		<updated>2025-05-24T20:17:15Z</updated>

		<summary type="html">&lt;p&gt;Haxihoovis: Added tips on managing chickens, along with extra info (chickens neither float nor drown)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Animal]]&lt;br /&gt;
{{Infobox | decat = yes&lt;br /&gt;
 | title = Chicken&lt;br /&gt;
 | image = [[File:NpcChicken.png]]&lt;br /&gt;
 | header2 = Temperature&lt;br /&gt;
   {{Infobox | decat = yes | child = yes&lt;br /&gt;
    | label1 = Flashpoint&lt;br /&gt;
    |  data1 = 373K (100°C)&lt;br /&gt;
    | label2 = Autoignition&lt;br /&gt;
    |  data2 = 573K (300°C)&lt;br /&gt;
    | label3 = Thermal Convection&lt;br /&gt;
    |  data3 = 0,149&lt;br /&gt;
    | label4 = Thermal Radiation&lt;br /&gt;
    |  data4 = 0,149&lt;br /&gt;
   }}&lt;br /&gt;
 | header3 = Other properties&lt;br /&gt;
   {{Infobox | decat = yes | child = yes&lt;br /&gt;
    | label1 = Paintable&lt;br /&gt;
    |  data1 = No&lt;br /&gt;
   }}&lt;br /&gt;
 | header4 = Prefabs&lt;br /&gt;
   {{Infobox | decat = yes | child = yes&lt;br /&gt;
    | label1 = Prefab Hash&lt;br /&gt;
    |  data1 = 399074198&lt;br /&gt;
    | label2 = Prefab Name&lt;br /&gt;
    |  data2 = NpcChicken&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox | decat = yes&lt;br /&gt;
 | title = Slots&lt;br /&gt;
 | header1 = Brain&lt;br /&gt;
   {{Infobox | decat = yes | child = yes&lt;br /&gt;
    | label1 = Type&lt;br /&gt;
    |  data1 = Organ&lt;br /&gt;
    | label2 = Index&lt;br /&gt;
    |  data2 = 0&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Chickens are hatched by dropping a [[Fertilized Egg]] in the right conditions (35C-40C). The chick will hatch out of the egg after a few minutes and later grow into a Chicken. The chicken will lay around 1 [[Egg]] per day {{verify}}. (numbers may vary depending on conditions &#039;&#039;&#039;Needs more research&#039;&#039;&#039;). The egg will remain *viable* unless exposed to below 10c temperatures.&lt;br /&gt;
Chickens will *only* eat [[Corn]], [[Wheat]] and [[Soybean]]s.&lt;br /&gt;
A chick or chicken is much like a plant and will display a life bar when in need of something.&lt;br /&gt;
Chickens do not float, nor do they drown in water. However, they are capable of climbing stairs if you need to get them out of a hole.&lt;br /&gt;
The most consistent way to prevent chickens from escaping a room is to have the exit/entrance built in the ceiling, since while the player can fly with a Jetpack, the chickens can not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; Chickens will eat items contained in closed storage boxes, lockers and stored on your character. They will also consume live vegetation so be very careful about where you let them go.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Info !! &lt;br /&gt;
|-&lt;br /&gt;
| Pressure || Normal Human should be good 50kPa-100kPa&lt;br /&gt;
|-&lt;br /&gt;
| Temperature || On Europa (100% o2) it survives at the harsh -150°C&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere || &amp;gt;10% o2 at 50kPa ?&lt;br /&gt;
|-&lt;br /&gt;
| Longest Life Span || ? Days (possibly infinite)&lt;br /&gt;
|-&lt;br /&gt;
| Crops Consumed Per Day || 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s laid || 1 {{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User notes from previous patches ==&lt;br /&gt;
Chicken Stats&lt;br /&gt;
&lt;br /&gt;
My 1st Chicken managed to eat 26 wheat, 8 corn and 5 soy in about a day and a half. I strongly suggest rationing!&lt;br /&gt;
It also produced 6 Unfertilized Eggs and 1 Fertilized Egg. I Suspect they produce 1 Fertilized Egg per day. My chicken managed to produce an egg even though it was starving suggesting a time delay and not health dependencies. My 1st Chick also consumed 7mols of O2 in that time.&lt;br /&gt;
&lt;br /&gt;
My 2nd Chicken lasted 2 full days eating 80 corn and produced 6 Fertilized Eggs and 6 Unfertilized Eggs before dying of starvation.&lt;br /&gt;
&lt;br /&gt;
My 1st Chicken Batch: 6 chickens ( Unfed ) lasted about half a day producing 3 eggs each. 4 Fertilized Eggs and 14 Unfertilized Eggs. &#039;&#039;&#039;Need to replay tests to check results&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chickens require much more food than your player will usually need&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another set of observations done at normal difficulty on Mars got the following results:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
chickens...&amp;lt;br&amp;gt;&lt;br /&gt;
...need an oxygen ratio of 10% or more, lowest allowed pressure is around 1.5kPa at 20°C (but this could also be a &amp;quot;mol per grid&amp;quot; kind of value)&amp;lt;br&amp;gt;&lt;br /&gt;
...consume a tiny amount of oxygen (approximately 0.001 mol per second) but doesn&#039;t produce any CO2&amp;lt;br&amp;gt;&lt;br /&gt;
...will fall unconscious when suffocating which stops them from laying eggs&amp;lt;br&amp;gt;&lt;br /&gt;
...eat only when they are hungry (eating 1 corn added 2.5 to the &amp;lt;Nutrition&amp;gt; parameter in world.xml, when taking starvation damage it could eat 2 corns at once)&amp;lt;br&amp;gt;&lt;br /&gt;
...take damage from suffocation (very slowly), starvation, storms, explosions and catching on fire (when the atmosphere is burning)&amp;lt;br&amp;gt;&lt;br /&gt;
...take no damage from temperature (tested with -200°C and 400°C)&amp;lt;br&amp;gt;&lt;br /&gt;
...lay an egg every 400 seconds on average (the &amp;lt;LayEggTimer&amp;gt; parameter in world.xml appears to be in game-ticks)&amp;lt;br&amp;gt;&lt;br /&gt;
...are paralyzed when inside a 1x1 area (will not walk or jump), but will still lay eggs and eat (railings makes eggs easy to reach)&lt;br /&gt;
&lt;br /&gt;
fertilized eggs...&amp;lt;br&amp;gt;&lt;br /&gt;
...can only hatch when the temperature is 15.15°C or above (at any pressure in any gas) (very useful to prevent overpopulation)&amp;lt;br&amp;gt;&lt;br /&gt;
...will hatch after 2 minutes on the floor, after approximately 2.5 more minutes the chick mature into an adult&amp;lt;br&amp;gt;&lt;br /&gt;
...will not hatch when stored in lockers&amp;lt;br&amp;gt;&lt;br /&gt;
...are laid randomly 10-20% of the time&lt;/div&gt;</summary>
		<author><name>Haxihoovis</name></author>
	</entry>
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