Dec 5, 2019
Oxygen Not Included - Klei_Jan
  • Improved the build menu descriptions of the Mechanical Surfboard, Beach Chair, Hot Tub, and Vertical Wind Tunnel, and Juicer
  • Fixed a crash when viewing the Colony Summary screen from the main menu
  • Fix a crash that could happen when a building was replaced
  • The initial camera and portal animations when starting a new game once again play reliably
  • Fixed the missing body parts in the Wind Tunnel Duplicant animations
  • Juicer no longer gets "stuck" after a use.
Oxygen Not Included - Klei-JoeW
With Meep's Mandatory Recreation Pack - we expect that you all have plenty of time to chill out and relax, right? Nothing to stress about. Everything is going to be O.K..

Oh, hey. While you have all that time to spare, maybe take a moment to nominate Oxygen Not Included for a Steam Award?

Oxygen Not Included - Klei-JoeW
  • Added NEW! Insulation tutorial video which triggers when you build a specifically heat-influencing building.
  • Fix crash when trying to load the Short image and patch notes
  • Added the Mechanical Surfboard's sounds to the main menu
  • Added some suntan lotion rubbing sounds to one of the cycles of the Beach Chair
  • Worlds that were generated with Mod Traits will no longer crash if reloaded without those mods.
  • Fixed crash that happened when multiple sparkle streakers were sparkle streaking at the same time.
  • Added some more variation to the wind tunnel sounds
  • Balloon anims snap around less often
  • Audio doesn't cut out immediately upon stopping a video clip.
  • Fixed the Duplicant positions in the wind tunnel
  • Fixed blurry Wind Tunnel textures
  • Wind tunnel get in/get out animations now play
  • Fix Total Skills string so it gets localized
  • Small changes to Chinese strings
  • Missing Hot Tub interact sounds re-added
  • Added "sparkle" states to all graffiti stickers
  • Made the dupe less concerned looking in the unlit state of the beach chair dupe interact
  • Updating hot tub dupe interacts to final animation
  • Sparkle effects should layer better with buildings

HOTFIX - 381897
  • Fix crash downloading patch notes when language was not set to english.
  • Fix Duplicant animations not playing when they worked at buildings.
Oxygen Not Included - Klei-JoeW

Originally posted by ipsquiggle on the official forums.
Hello friends!

Duplicants everywhere are chilling out with Meep's Manadatory Recreation Content Pack! This free content pack contains a set of new recreation buildings to help our Duplicants relax and enjoy the leisure time all that Automation has brought to them.

As well, we've added a new mechanic called “Overjoyed Responses” which gives a chance of bonus improvements to decor or productivity along with new Overjoyed reaction animations when Duplicant morale is much higher than expectations!

The team has been hard at work these last few months improving performance issues, building Meep’s Recreation Pack, as well as working on bigger things for the future.

We've fixed a number of bugs in this update as well, so thank you to everyone who has reported bugs in the forum! We always appreciate your reports and feedback!
New Overjoyed Reactions
  • Balloon Artist
  • Sparkle Streaker
  • Super Productive
  • Sticker Bomber
New Buildings
  • Sauna
  • Mechanical Surfboard
  • Hot Tub
  • Soda Fountain
  • Beach Chair
  • Juicer
  • Vertical Wind Tunnel
Changes
  • New Research categories
  • Carpets now give better decor and a stress reduction effect, but also slow down movespeed somewhat.
  • Moved gas bottler into the "Improved Ventilation" tech tier
  • Rocket fuel tanks and oxidizer tanks now support Copy Settings
  • Several of the Recreation buildings now have a de-stressing effect. Beach chair provides sleep as well.
  • Updated translations for Chinese, Russian, and Korean
  • Duplicants now auto-assign to a Medical Cot if they get to critical health.
  • Add notarization to macOS builds
  • Bump max Rec Room size to 96
  • Update desalinator sounds
Misc
  • The first rockets and Duplicants sent to the temporal tear do not return
  • Fix crash when loading older saves that do not have a world definition
  • Fix Bed and Bath achievement being permanently failed
  • Fix crash when mods trigger a write access dialog
  • Fix lit workspace buff not correctly applying when researching
  • Fix crash when building items with liquid conduit input or output
  • Eating in a well lit area no longer causes Duplicants to waste calories
  • Fix Duplicants overlapping walls when emptying the Algae Terrarium
  • Fix overlay icon crash when building
  • Fix conduit crash when loops are present
  • Steam turbines correctly obtain boost from Engie's Tune-up
  • Do not cancel tune-up errands if a building becomes nonfunctional
  • Fix a crash when opening the pause menu for a save whose world ID is missing
  • Fix Duplicants getting stuck in a loop if they are incapacitated near the bottom of a ladder
  • Reduce texture usage on the Ethanol Distillery
  • Baby Pacu variants now use the correct animations
  • Save files work correctly when moving between OSes
  • Fix several buildings not playing their "finish up" animations
  • Fix bug where pumps will toggle blocked status even when flowing freely
  • Fix "Not 0K, But Pretty Cool" achievement not calculating minimum correctly
  • Update the Mod Uploader tool for macOS Catalina
  • Fix bug preventing the "Temporal Tear" victory sequence from playing
  • Work "post" animations play more reliably
  • Fix bug where Duplicants can't pump liquids on the surface of stacked liquids
  • Loading a world with no starmap target will put telescopes in an active state while researching nothing.
  • Telescope doesn't show status warning for no starmap analysis target if all targets already analyzed
  • Fix for Duplicants getting stalled at the end of a construct or dig for a few seconds.
  • Rockets properly turn off and on manual deliveries when they launch. (No more oxylite delivery while the rocket is in space!)
  • Fix stackable items like lumber not properly splitting when going over 100t
Performance
  • Fix load screen reloading files unnecessarily
  • Add Low Res Textures option to the graphics menu
UI
  • Load screen now stretches to fit the width of the screen
  • Fix lit workspace tooltip
  • Remove extra description for carpeted tile
  • Align decor text in building descriptions
  • Fixed order of cycle entries in My Log database
  • Fix various keyword highlights in tooltips
  • Fix newly researched build categories not appearing when there are insufficient materials
  • Fix video playback on Linux
  • Update power circuit descriptions
  • Load screen now correctly groups saves by colony
  • Improve readability of date text when a save game is selected in the load screen
  • Add spaces to keyboard shortcut commands
  • Remove unused hotkey build menu strings
  • Truncated the displayed mod list in error messages when it gets too large
  • Deselecting a building plan after entering an overlay no longer exits the overlay
  • Added Lux output to light descriptors
  • Fix mipmapping issues on various UI images
  • Graphics Options screen now selects the current resolution by default, even if it's an odd resolution.
  • Add missing keybindings for Plan 13 and Plan 14
  • Fix UI staying disabled but visible if in screenshot mode when timelapser kicks in
Logging/Crash Reporter
  • Print more explicit error messages to the log file when IO errors occur
  • Add ModUploader logging to macOS builds
  • Improve errors when trying to load Yaml files
  • Clean up lots of log spam and log warnings
Oxygen Not Included - Klei-JoeW


Hello friends!

I'm pretty excited about this patch: We've done a big performance pass and removed a lot of spikes, leading to a smoother experience in every colony we tested. We've been working on some new internal performance profiling tools, and they've given us some great insights into new areas of the code that have been causing slowdowns and stutters. The trickiest part of optimization is that there's rarely ‘One Big Fat Slow Thing’ that we get to make faster. Instead, there are usually dozens of small, unrelated algorithms that only cause problems in certain situations, and whose problems aren't visible until other systems access them, and so forth. Because of this, the new tools have allowed us to track down a lot of nonoptimal code that we weren't able to find before.

We've also fixed a number of other bugs and crashes, as well as taking a serious pass on the organization and presentation of the codex.

We will continue working on performance and bugs for the live release even while we're busy crafting the next phase of Oxygen Not Included. Thank you so much--as always--for taking the time to bring issues and concerns to our attention, and for being part of this game.

Optimization
  • Improve performance updating the Build menu
  • Improve performance updating which categories and buildings have been unlocked by research
  • Pokeshells don't check every pickupable to find an egg to guard.
  • Don't update animations when the game is paused. This also fixes a bug which greatly improves framerate right after loading a map.
  • Remove unused Animators from various UI elements which were processing every frame.
  • Use simplified animation for UI elements.
  • Improved performance updating world navigation data.
  • Improved performance for updating animation render groups.
  • Avoid needless calculations when an animation is removed from the scene.
  • Pips looking for seeds search among Plantable Seeds, not all pickupables
  • Fix math error causing many animations to believe they needed updating every frame when they did not.
  • Improved performance when many items are marked for sweep and drawing their sweep icon.
  • Improved performance when animations are rendered with offset positions. This has an especially big impact on rocket launches, which are now much smoother.
  • Large optimization to the way textures are loaded and freed, improves many colonies.
  • Cost of calculating whether materials are available for delivery is spread out over multiple frames, to prevent a spike every second.
  • Ore which is not marked for sweep no longer tries updating its status text every frame.
  • Also, ore which _is_ marked for sweep no longer tries updating its status text every frame.
  • Pressure vulnerable plants and critters no longer triggering "safe" messages continually.
  • Pressure vulnerable checks are spread across multiple frames, instead of spiking once every second.
  • Optimized the way achievements track stats on buildings, e.g. temperature, building type, and so on. Removes significant performance spikes across frames.
  • Prevent achievement tracker from performing excess calculations when the framerate starts dropping.
  • Many status items are faster to add and remove.
  • Drowning checks are spread across multiple frames instead of spiking once every second.
  • Temperature vulnerable checks are spread across multiple frames instead of spiking once every second.
  • Changed how "building uptime" data is calculated and stored, this should cut down on the size of data stored drastically.
  • Autosave will wait until the mouse button is released before triggering, so no more crazy pipe constructions.
Visuals
  • UI image for various ores is no longer blurry.
  • Reduced the red/green saturation of the various sensors and switches.
  • Improved linework on hats with logos.
  • Added missing hats to some animations.
  • Made the arrows on Transformers more visible.
  • The logo on the Power Station matches the other electrician logos.
  • Fixed the position of the Grilled Pacu artwork.
Database and UI
  • Tips and Information renamed to Lessons
  • Lessons page moved into a grid of imaged buttons
  • Tutorial Videos are pulled out of the big list of Tips, into their own section of the Lessons page
  • Big list of links to Tips has been compiled into one big article so you don't have to constantly tab back and forth to read the tips.
  • “Plumbing and Ventilation” tutorial video is renamed to “Connecting Pipes”, and is triggered by placing a building that has either a piped input or output.
  • “Morale” tutorial video is now triggered by applying your first Skill Point, or when a Duplicant dips into negative Morale.
  • Hitting "Reset Tutorial Messages" repopulates the list of possible tutorial messages, not just restores messages the player has intentionally hidden.
  • “Digging For Resources” tutorial video is delivered the first time a building is requesting a material that the colony has not yet discovered, OR 7 minutes into the game otherwise if it hasn't happened yet.
  • If a Tutorial Message contains a video, its message gets a Video icon.
  • Rename “Morale” tutorial video to “Duplicant Morale” for consistent spacing.
  • Database search bar can now search for sub-entries like critter morphs, etc.
  • Database entries with only one SubEntry no longer show a table of contents of SubEntries.
  • Reformatting to Critter Database pages to be more readable.
  • Entries (x/y) formatting in the Database is now translatable.
  • Hook up icons for Elements menu in the Database.
  • Building Requirements and Effects in the Database are presented more similarly to how they are displayed elsewhere in the game.
  • Add tooltips to Requirements/Effects for buildings in the Database.
  • Fix build menu recipe details on cooking buildings.
  • Database entries for fabricators display their recipes in a grid
General
  • Remove research requirement on Royal Flush achievement
  • Duplicants weren't properly dead while in containers. This fixes them causing crashes from getting sick but also being dead (and in a container). (Still need to figure out what they are doing in containers...)
  • Fix plants showing "Blocked" after a load.
  • Less flickering when there is a rogue bit of gas floating around plants.
  • Clarify that all mods are being disabled due to a single error, not because they're all broken.
  • Fix bug where transformers stop dissipating after a save/load.
  • Finish construction of replacement tile if underlying object is deconstructed first.
  • Updated Korean translation.
  • Tweaks to Chinese translation.
  • Temperature/Disease Sensors no longer become unresponsive when in a vacuum or no element in conduit.
  • Temperature Sensor initializes network to current value immediately.
  • Conduit Sensors update based on the last value measured when no elements is in the conduit.
  • World name is shown on the load screen.
  • Colony coordinate on the new game screen accepts typed/pasted coordinates.
  • Add the full coordinate and a "copy" button to the worldgen seed on the pause menu
  • Tooltip for Lit Area in Light Overlay no longer erroneously says that working in lit areas improves Duplicant Morale.
Worldgen
  • Won't crash if a worldgen has a difficulty value outside of the range of descriptors.
  • Allow spawning worlds that have no start location (new map settings for modders).
HOTFIX - 371951
  • Improved performance of tracking "Finely Tuned Machine" achievement, reduces periodic lag spike
  • Fixed the case where a large blue crackly texture would cover up the colony
  • Fixed a crash in the crash reporter when trying to report a crash (thanks for the reports).
  • Fixed a crash if a save with modded settings was loaded with mods disabled.
HOTFIX - 372041
  • Fix for the load screen claiming that older saves on default worlds were "corrupted".
  • Fix crash caused by changed codex unlocks
Oxygen Not Included - Klei-JoeW

Originally posted by Ipsquiggle on the official forums.

Today is the day!

The fridges are full and the toilets are empty, the pipes are plumbed and the power’s been generated… plus there's hardly any pee on the floor at all! That can only mean one thing; the time has finally come to open the bunker doors and invite everyone in to see the glorious machine we’ve created!

Oxygen Not Included has officially left Early Access, and we're ready to let everyone come see what we've been working on these last 5 years!

So what have we been working on all this time, anyway?

Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Master advanced science and technology, capture and tame strange new lifeforms, and plan your base with expert efficiency so that you and your colony may survive… and even, possibly, thrive.

The game has come a long way since it went into Alpha in February 2017. We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then we’ve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space… with your guidance, of course.

The adventure’s not over yet, either. We'll continue fixing bugs and balance after launch, so please keep sending your feedback and reports! We also have more we want to do with the game in the future, so keep an eye out for announcements.

It's been an intense but delightful ride and we couldn't have gotten here without the support of all of you from this awesome community. The whole team would like to thank you for your comments and support, your bug reports and your discussions, your insane machines and your beautiful stories.

Please, enjoy Oxygen Not Included! This Mushbar's on me.

Click here for full launch changelist.
Hotfix - 357226
  • Fix muted video playback
  • Fix crash when viewing an old colony's summary graphs
  • Fixed the height of the park sign
  • Updated Korean translations
  • Updated Chinese translations
  • Added new Colony Initiatives/Achievements
  • Fix problem where newly earned initiatives would not update on the summary screen
  • Summary screen no longer crashes if two colonies have the same name
  • Updated game credits
  • Fix numerous strings typos
  • Make more strings translatable
  • Fix glitchy Duplicant portraits on the colony summary screen
  • World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.
  • Boulder world traits will less frequently appear on the same world.
  • Corrected the in-conduit colours of ethanol, ethanol gas, and sour gas
  • Hatch diets now include aluminum ore and electrum
  • Added two new meteor showers, one with Copper meteors, and one with Gold meteors.
  • Squeaky Pufts now appear in Rust biomes
  • Puft temperature ranges widened and made unique per species.
  • The Serum Vial now takes Steel instead of Wolframite to craft
  • Automation sensor statuses now use red/green terminology
  • Automation ports show their descriptions when hovered while building an automation wire
  • Fix for several cases where fabricator buildings would stop being worked even when there were open orders
  • Tweaked skill names and descriptions
  • Remove references to "Toxic" elements
  • Solid Boosters now actually consume their fuel
  • Additional colony summary charts, now with colors!
  • Steam Achievements are no longer earned after Sandbox mode is enabled.
HOTFIX - 358267
  • Renamed the "Tune Up for What?" initiative to "Finely Tuned Machine"
  • Updated achievement icons
  • Updated Chinese translations
  • Colony timelapses now save out correctly -- show us what you've got!
  • Many building status items which were showing "{Item}" and similar now actually have the item name filled in
  • Fix crash when steam condenses in an airflow tile
  • Fix an issue where certain mods requiring updating would not get updated
  • Fix an issue where the game would forever ask to restart after a mod had been updated. NOTE: if you had been stuck in that loop, some of your mods may be disabled. You can re-enable them.
  • Volume tuning on the world generation and Duplicant selection screens.
  • New ascending sounds when initiatives are earned
  • Wood Burner now respects battery fill percent configured on the side screen.
  • Desalinator has a status item when it's full of salt and needs emptying
  • "Oxygen Not Occluded" and "Down the Hatch" initiatives now track the correct values (they were looking for 1000x too much oxygen/metal!)
  • Fixed a particular framerate issue while rockets were launching. More investigation is underway.
HOTFIX - 358820
  • Fix Duplicants with Trypophobia still digging construction chores (and similar issues)
  • Game will load and reset preferences if preferences get corrupted. If you have been stuck at the Klei logo, you should now be able to run the game but your preferences will have been reset!
  • Reduced the thermal conductivity of Ethanol Gas to 0.167
  • Removed sweat from Duplicants' faces when they change hats
  • Power generation initiatives are tracked correctly now
  • Add a new initiative, "Immovable Object"
  • Fixed a number of errors related to local/dev mods not getting removed correctly. Local and Dev mods will have to be re-enabled.
  • Local mods work on case-sensitive platforms.
  • A bunch of improvements to timelapses:
    • Can be disabled by moving the resolution slider to the left.
    • Aspect ratio matches the default world aspect, for better screenshots as the colony grows
    • Resolved several timelapse rendering issues
    • Can see timelapses for colonies so long as there's at least one image
    • Fixed a bug where it wouldn't take a screenshot on the cycle a game was loaded
  • Fixed an issue where the timelapser could cause the game to "freeze" while still playing sounds
  • Automation tracking for achievements ignores POI buildings
  • Voles no longer get stuck if they burrow into a tile as it is dug up
  • Fixed meter position on the Wood Burner
  • Tree branches have a chance to create a seed on both uproot and harvest, so pips can harvest seeds from trees more frequently.
  • Plants no longer incorrectly list seed chances if they have no seed chances
  • Hooked up cleaning animation for Desalinator
HOTFIX - 359645
  • Wheezewort and Oxyfern no longer show 'effects' in the planting screen
  • Fix the aspect of the thumbnail in the colony summaries
  • Correctly check all logic networks for logic achievements
  • Tiles can now replace ladders, plastic ladders, and firepoles. (But not the other way around.)
  • Timelapse sizes are now based on constructed buildings so are more stable between cycles
  • Add a Colony Initiative, Easy Livin'
  • Updated Russian and Chinese translations
  • Nosh Sprout previews in planter boxes are the correct height
  • Skill point notifications are less permanent (similar to attribute increases)
  • Added notification when Database Entry is unlocked
  • Improved tooltips on many of the sidescreens with sliders on them (power threshold, critter sensor, etc)
  • Critter sensor tooltip and description now agree on when the sensor activates
  • Video sound is affected by Master volume control
  • Game will no longer freeze during timelapsing if there is no Printing Pod present
HOTFIX - 361684
  • Research screen nav improvements: smooth zoom, wider max zoom, smooth keyboard panning, respects mousewheel rebinds
  • Various strings typo fixes
  • Performance improvement in achievement tracking
  • Cropped colony screenshots on main list
  • Incubators can select their preferred egg even if zero are available
  • Game saves preview screenshots when saving the game, and displays them in the load menu
  • Molar mass of solid and gaseous ethanol fixed
  • Updated Chinese translations
  • Updated Russian translations
  • Clicking notifications for new skills, no research, or no analysis opens the corresponding screen
  • Fixed issue with "Missing Research Station" not showing in the correct conditions
  • Only show "new skill point" notification if Duplicant went from 0 to 1 available points and remove it if the points get spent
  • Skill points and hats refresh correctly when choosing skills
  • Improve loading of colony summaries and timelapses so that the screen opens much more responsively
  • Colony summary screen no longer leaks memory
  • Slowed down the playback speed of the timelapse, and added basic playback controls
  • Selecting an achievement in the colony summary screen shows detailed progress towards that achievement
  • Added icon on achievements list to indicate if the base is eligible for Steam achievements (i.e. has debug been used)
  • Critter Sensor allows choosing to activate when Above or Below the chosen value
  • Fix issue where where certain rotations of buildings wouldn't detect if their foundation had been removed
  • Added salt shaking sounds to the mess table
  • Fix extra click sounds on the printing pod buttons
  • Pacu are generally less constantly loud, particularly when in large groups.
  • Fix Rust Generator electricity sparking sounds.
  • Tutorial videos are slightly louder.
  • Fix scrolling sounds on the asteroid select screen
  • Correct click sounds play on various checkboxes
  • Play correct sound effects when shuffling Dupes
  • Wrangled critters only vocalize sometimes instead of constantly
  • Made rust deoxydizer bubblier (both art and audio)
  • Suit Checkpoint placer now more strongly indicates its usage and direction
  • Fix occasional crash when taking a timelapse screenshot after load
  • Fix issue where overlays would partially show in timelapse screenshots
  • Fix "ghost ladders" that would exist if a ladder got replaced with a tile

HOTFIX - 364722
Power changes
  • Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW)
  • Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled.
  • Transformers should no longer pull more than their charge capacity from other transformers.
  • Fixed an issue that allowed transformers to supply more than their advertised wattage.
  • Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide.
    • Inactive: Purple, current wattage is zero
    • Overloading: Red, using more than wire rating
    • Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating
    • Safe: White, all other states
  • Fixed current load and potential load status item ordering.
  • Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own.
  • Updated Transformer build menu description to help describe its usage.
  • Slight adjustments to Battery descriptions.
  • Transformers show a status warning when input and output are on the same circuit.
    vBattery hovercard now displays current charge as a fraction of its total possible charge.
Automation sensors
  • Added Liquid Element Sensor (for sensing liquid elements in world space).
  • Slight adjustment to descriptions of some sensors to more precisely describe their use.
  • Automation sensor building art and ui updated to include red/green signal state lights.
  • Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui.
General UI
  • Resource screen is now vertically collapsible and scrollable.
  • Game camera no longer zooms if mouse scrolling while over build menu material selection.
  • Fixed left-click drag research screen navigation.
  • Fixed some issues with research screen scroll boundaries at different zoom and UI scales.
  • Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction.
  • Schedule Screen now displays which time blocks are Morning and which are Night, for Early
  • Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen.
  • The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button.
  • Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency.
  • Removed misleading "Flammable" tag from many elements.
  • Removed misleading "Toxic" tag from elements.
  • Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen.
  • No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}.
  • Starmap button tooltip no longer displays the incorrect hotkey.
  • Fix weird grammar in the Sickness contraction tooltip.
  • Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs.
  • Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures.
  • The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators.
  • Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production.
  • Liquid Tepidizer description no longer mentions heating water to perfect shower temperature.
  • Fix for misaligned "Launched!" text on Main Menu.
  • Cleaned up colony achievement strings.
  • Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors.
  • Storage Locker description specifies that it stores solid resources.
  • Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen.
  • Automation Sensors now show a warning if you haven't connected an Automation Wire to them.
  • Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire.
  • Fixed an issue causing achievement requirement checkboxes to show the wrong values.

Audio
  • Wood generator sounds updated.
  • Space Heater sounds are less constant at high gamespeed.
  • Updated achievement impact sound.
  • Adjusted audio mix when placing buildings.
  • Added sounds for the Sunny Disposition trait.
  • Improved the Morb death sound.
  • Tiny adjustments for dupe interacts with Desalinator sounds.
  • Disabled on use UI click sound for skills button on Printing Pod.

Support for animation mods
  • Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory.
  • The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.
Other
  • Fix bug blocking placing a building immediately after changing rotation.
  • Fix bug where tiles replacing ladders could go over HiWatt wire or drywall.
  • Jet suits also count toward exo suit achievement.
  • Fixed crash that could occur when room shapes were updated.
  • Fixes bug where the below state on the critter count sensor was toggling every 200ms
  • Fixed memory leak in timelapse slideshow.
  • Timelapser no longer captures active overlays in screenshots.
  • Autosaves now generate load screen previews screenshots.
  • Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary.
  • Fixed crash related to timelapse screenshots.
  • Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable.
  • Rust deoxidizer bubble animation updated
HOTFIX - 365655 - 9/5/2019
  • Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status.
Oxygen Not Included - Klei_Jan


Originally posted on the official forums.

Hello friends!

Next week, July 30, Oxygen Not Included will be launching out of Early Access! Here is a brief list of the things we've added for launch, a full list will be available on launch day.
  • New asteroids to explore, with their own rolled traits
  • Three new biomes complete with plants and critters
  • New buildings to process and upgrade the materials you'll find there
  • Colony goals for the duplicants to strive for
  • Balance and polish passes on food, temperature, Duplicant selection, and more
For us, launch means that the main features of the game are complete and we feel the general public can enjoy the game. Rest assured, we will continue to be working on the game post-launch. After July 30, we will continue with bug fixes and balance changes; we also have more content we want to explore with the game in the future, and we will let people know more about our plans when the time comes.

Thank you everyone for staying with us the past two years, and I look forward to continuing the journey with you!
Oxygen Not Included - Klei-JoeW
Originally posted by Bigfoot on the official forums

Hey folks,

Just wanted to give you all a quick status update:

We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we weren’t quite where we anticipated that we would be.

We’re feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and it’s just not as polished as we (or you) would like.

Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June.

Our apologies for making you all wait a bit longer and once again, thanks for all your support!
Oxygen Not Included - Klei-JoeW


Hi friends!

Our final upgrade in the Quality of Life series has arrived… presenting: QoL Mk III! As always, we're extremely grateful for all the detailed feedback and intense support you’ve given us. We've got some big improvements for you this time:

First off, we've overhauled the Disease system. Overall, Duplicant sickness is simpler and more frequent, and can be successfully managed with adequate medicine infrastructure and doctoring time. Germs still work pretty much how you remember them, although Duplicants’ sickness has since been streamlined. Dupes no longer have an “immune system”, but instead simply have a chance to get sick each time they encounter germs of different types. Actually being sick is also a much simpler affair: Infected Duplicants will continue performing their duties in the colony, but the side effects from the disease will reduce their efficiency until cured.

Next, we've turned Jobs into Skills. Although we liked the "job" metaphor, it didn't really match the mechanics of the system, so we renamed it to "Skills" and tweaked many of the surrounding features to be more consistent with the idea of awarding new skills to your Duplicants. Morale Expectation is now accumulated per skill earned, so you’ll get to make a meaningful choice between how specialized or general a particular Dupe's skill set will be as your colony grows!

There have also been a bunch of fixes and additions to fill gaps and correct balance issues: The Steam Turbine has had an overhaul (it condenses the steam internally now!), there is a new Ice-E Fan which replaces the Hydro Fan (with an associated Ice Maker for producing ice!) and new structures for moving solid materials around both by Duplicant-power and with conveyor buildings. Additionally, we've added some new overlays, tweaked tool filters, and fixed a whole bunch of bugs and UI issues.

And with this Upgrade now in your hands, we're full steam ahead towards release! Further details can be found in our roadmap, but rest assured we're not done with this game yet, and will continue absorbing your feedback and making the best mad science experiment urine-powered rocket factory colony management game that we can!



What's New and Improved?

Major Disease rebalance
  • Sicknesses are more frequent but less deadly
  • Immune System removed, germs have direct chance to infect
  • New Medical skills and hats
  • New Sick Bay and Disease Clinic buildings
  • Medicine redesigned
  • Food Poisoning and Slime Lung tweaked
  • Allergies and Zombie Spore germs and sicknesses added
Jobs/Skills Overhaul
  • Jobs system is now the Skills system
  • Experience is now gained up front and then spent on Skills
  • Skills Screen (formerly Jobs Screen) displays acquired skills per-Dupe
  • Morale Expectation is cumulative per skill learned, rather than tiered
  • Freely assign a Duplicant's hat from all the hats they've earned
Major Building Changes
  • Steam Turbine total rebuild, it now condenses steam internally, and port and power behavior is much more consistent
  • New Sporechid flower appears in the Oil biome, and releases harmful germs
  • New Skill Scrubber building to reset skill points
  • New Ice Maker to create ice from water
  • Cooling Fan replaced with Ice-E Fan, the Dupe-powered method of cooling an area
  • New Conveyor Shutoff Valve
  • New Conveyor Chute
  • New Automatic Dispenser
  • New Material Overlay screen
New Integrated Mods System
  • Publish and download all mods from the Steam Workshop, or install locally in your Documents folder
  • Support DLL, worldgen, element, codex, and strings mods
  • Translations still supported, with no changes to existing mods necessary
  • In-game menu for enabling and reordering mods
For the full patch notes, please view the full update page!

HOTFIX - 326830
  • Swapped in the new artwork for the Early Access message screen
  • Mods can now overwrite all the remaining files in worldgen (biomes, features, subworlds, etc.)
  • Hooked up proper animations for the Automatic Dispenser
  • Fixed Duplicant scaling on the new game mode selection screen
  • Dupes printed from the portal (not starter dupes) come with 1 skill point
  • Tooltips on the skills screen should no longer go off the bottom of the screen
  • Deprecated buildings can no longer be copied
  • QOL2 saves which were upgraded to QOL3 will no longer show hearts on every skill
  • Door state is copied when copying settings between doors
  • Medical hat variants show correctly on the Skills screen
  • Logic timing should scale properly with game speed now
  • Skill Scrubber sounds added
  • Sneezing no longer interrupts errands, they will resume after the sneeze completes. (A few more emotes are underway to be fixed too!)
  • Duplicants who were in rockets in a QOL2 save will have their skill points properly upgraded. (If the colony has been loaded and saved in QOL3, the points can no longer be restored.)
  • Highly germ-susceptible Duplicants will no longer get other Duplicants sick when they are exposed to germs.
  • Selected hat displays correctly in the Skills screen
Oxygen Not Included - Klei-JoeW
Originally posted on the official forums

Hey everyone!

It's now been over two years since the first public Beta for Oxygen Not Included, and it's finally time to fully launch the game! The third Quality of Life Upgrade is coming to you on Tuesday April 16th, and then there will be one last update to complete Early Access.

In late May, we will be coming out of Early Access with new content (3 new biomes, new creatures, new buildings, and more), and official mod support, making it possible for players to create game content of their own.

With that, we feel Oxygen Not Included is ready for a full launch. After we've officially launched, we will continue to make quality of life improvements and bug fixes, while the bulk of the team will be moving on to building DLC for the game, where we can explore further ideas and expansions to ONI's world.

All in all, it's been a rather surreal journey for the team. The game is extremely intricate, with so many moving parts; when we first designed it, we weren't sure how many people would be interested in embracing their inner scientist, but 1.5 million players later, we're happy to say the experiment has worked out.

Thank you so much for playing our game. Thank you so much for all your bug reports, your feedback and all the wonderful support you have given us during this journey. We look forward to launching this game with you.
...

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