Oxygen Not Included - Klei-JoeW


Plumbing further into the depths of the asteroid, our Duplicants have made a fortuitous discovery - oil! Will the colony flourish into an energy-rich paradise? Or devolve into a mire of sweltering heat and suffocating fumes?

Welcome to Oxygen Not Included - Oil Upgrade!

So What's New?

Hydrocarbons

Oxygen Not Included has received a whole new collection of Hydrocarbon resources, along with research and buildings to manipulate them to your benefit. Among these new Hydrocarbons are Crude Oil and Petroleum, which you can use to manufacture versatile plastics for advanced technologies and luxury commodities.

Key Features
  • Oil Biome: Journey down into the asteroid's depths to obtain the valuable Crude Oil that awaits in this new biome. You may even make some new creature friends along the way.
    Oil Wells and Geysers: Seek out Oil Geysers and tap them with Oil Wells to extract their precious fuel. You may need to sacrifice some fresh water in the process, however.
    Petroleum Generator: Use the new Oil Refinery to produce Petroleum and fuel your new high-powered Petroleum Generator.
    Plastics: The Polymer Press will allow you to start manufacturing your own plastics, unlocking a new tier of advanced and germ-resistant materials. Try not to heat them up though; Naphtha byproducts are no use to anybody.
Suits
Suits are heavy-duty hazard gear designed to keep your Duplicants breathing in any environment. With these new additions, you control when and where Duplicants must wear protective suits as they go about their work and keep your base running.

Key Features
  • Atmo Suits: Crafted at the new Exosuit Station, Atmo Suits increase digging speed and shield Duplicants from unlivable temperatures, gases, and conditions. They may slow your Dupes down a bit, but being slow is better than being dead.
  • Checkpoints and Docks: Use new Suit Checkpoints to mark off areas where Duplicants must wear Atmo Suits and prevent them from entering dangerous places unprotected. Once done they've finished their business, you can store and refill your exosuits back at the Suit Docks located next to your Checkpoint.
  • New Overlay: Enter the Exosuit Overlay to view docks and the checkpoints marking where Duplicants must change into suits.
And More
  • Rooms: When areas you've built fulfill certain requirements, they will now be recognized as designated rooms. For example, an area with a toilet, sink, and a door will now be recognized by Duplicants as a "Bathroom". Completing rooms will grant bonuses to the buildings within them and make Duplicants more efficient.
  • New Overlay: Enter the Rooms Overlay to view all current completed rooms in your base and the bonuses being granted by them.
  • New Creatures and Buildings:
    • Sink: Tired of filling and emptying Wash Basins all the day long? Well now you can build your own plumbable Sinks, complete with clean and dirty water pipes!
    • Plastic Ladders and Tiles: Use your brand new plastics to improve the infrastructure in your colony. Plastic ladders and tiles are faster to run on, and their natural antiseptic properties will even keep germ spread at bay!
    • Slicksters: These slippery little scoundrels can help you recycle your colony's excessive carbon dioxide production into sweet, sweet fuel. Plus they're cute!
    • Comfy Beds: The meaning of the word "discomfort" is sure to fade from collective consciousness once you build your Dupes these fancy beds.
    • Heavi-Watt Joint Plate: Run Heavi-Watt Wire through walls with this industrial joint plate.
  • Apothecary Unretired: The Apothecary has been reintegrated and can now be used to create general medicines for sick Duplicants, or tasty Vitamin Chews to boost individual immune systems.
  • Research Tree Changes: Existing techs have been separated out into more chunks so you have more choices about how to tackle your tech problems, and costs have been rebalanced to fit.
  • Improved Daily Report Breakdowns: Reports now display more varied and accurate information about your colony's activities throughout the day, for example - how many embarrassing bathroom accidents your Duplicants had that cycle.
  • Disease Mass Limits: New disease mass limits mean germs can no longer reproduce ad infinitum, which is nothing to sneeze at.
  • Tons of bug fixes, rebalances, QOL additions and more!
  • [BETA] Simplified Chinese Translation: We've added a new BETA translation in Simplified Chinese. Additionally, community translations are still available and we are working to provide more translations for many other languages as well.
A big thank-you to those of you who joined in on the Oil Upgrade Open Testing - your reports, feedback and contributions mean a lot to us and we really appreciate you lending us your time to test the game.

Enjoy your time with the Oil Upgrade, and we'll see you in space!

HOTFIX 236191
  • Idle dupes returning their suit should now put their suit in the locker instead of dropping it on the ground if the locker they are returning it is closer to them than the arrow it is attached to.
  • Fixed a bug where you could no longer dump the contents of Storage
  • Lockers onto the ground.
  • Duplicants should no longer sometimes ignore Storage Locker settings.
  • Duplicants should no longer deliver food to a Refrigerator if that Refrigerator is not set to accept that food.
  • Airflow tiles should now be properly detected as a room wall.
  • Fixed a bug where rooms were not being properly detected.
  • Newly discovered resource categories will no longer be automatically delivered to storage boxes where the storage box does not have the all button checked.
  • Fixed a crash that could occur when dupes are working at a fabricator.
  • Fixed a crash that could occur during room detection.
  • Fixed a crash that could occur when going to the bathroom.
  • Fixed a bug where circuits were no longer overloading.
  • Animal Relocator selection box should now match the size of the art.
  • Fixed a crash that could occur if a translation had bad format specifiers for the Duplicant personalities.
HOTFIX 236264
  • Fixed a crash that could occur when using Animal Traps
  • Fixed a crash that could occur when destroying electrical buildings
  • Fixed a crash that could occur when inspecting the atmosphere section of a plant
HOTFIX 236679
  • Research screen scroll bar should no longer be missing
  • Duplicants should no longer get Food Poisoning/Slime Lung when using the Impervious Immune System setting
  • Stress vomiting Duplicants infected with Hypothermia should no longer vomit Hypothermia germs
  • Wearing a suit should prevent your Duplicants from getting the "Unclean" effect when stepping in liquids meaning they should no longer want a shower while using a Suit
  • Updated Simplified Chinese localization
Oxygen Not Included - Klei-JoeW


Plumbing further into the depths of the asteroid, our Duplicants have made a fortuitous discovery - oil! Will the colony flourish into an energy-rich paradise? Or devolve into a mire of sweltering heat and suffocating fumes?

Welcome to Oxygen Not Included - Oil Upgrade!

So What's New?

Hydrocarbons

Oxygen Not Included has received a whole new collection of Hydrocarbon resources, along with research and buildings to manipulate them to your benefit. Among these new Hydrocarbons are Crude Oil and Petroleum, which you can use to manufacture versatile plastics for advanced technologies and luxury commodities.

Key Features
  • Oil Biome: Journey down into the asteroid's depths to obtain the valuable Crude Oil that awaits in this new biome. You may even make some new creature friends along the way.
    Oil Wells and Geysers: Seek out Oil Geysers and tap them with Oil Wells to extract their precious fuel. You may need to sacrifice some fresh water in the process, however.
    Petroleum Generator: Use the new Oil Refinery to produce Petroleum and fuel your new high-powered Petroleum Generator.
    Plastics: The Polymer Press will allow you to start manufacturing your own plastics, unlocking a new tier of advanced and germ-resistant materials. Try not to heat them up though; Naphtha byproducts are no use to anybody.
Suits
Suits are heavy-duty hazard gear designed to keep your Duplicants breathing in any environment. With these new additions, you control when and where Duplicants must wear protective suits as they go about their work and keep your base running.

Key Features
  • Atmo Suits: Crafted at the new Exosuit Station, Atmo Suits increase digging speed and shield Duplicants from unlivable temperatures, gases, and conditions. They may slow your Dupes down a bit, but being slow is better than being dead.
  • Checkpoints and Docks: Use new Suit Checkpoints to mark off areas where Duplicants must wear Atmo Suits and prevent them from entering dangerous places unprotected. Once done they've finished their business, you can store and refill your exosuits back at the Suit Docks located next to your Checkpoint.
  • New Overlay: Enter the Exosuit Overlay to view docks and the checkpoints marking where Duplicants must change into suits.
And More
  • Rooms: When areas you've built fulfill certain requirements, they will now be recognized as designated rooms. For example, an area with a toilet, sink, and a door will now be recognized by Duplicants as a "Bathroom". Completing rooms will grant bonuses to the buildings within them and make Duplicants more efficient.
  • New Overlay: Enter the Rooms Overlay to view all current completed rooms in your base and the bonuses being granted by them.
  • New Creatures and Buildings:
    • Sink: Tired of filling and emptying Wash Basins all the day long? Well now you can build your own plumbable Sinks, complete with clean and dirty water pipes!
    • Plastic Ladders and Tiles: Use your brand new plastics to improve the infrastructure in your colony. Plastic ladders and tiles are faster to run on, and their natural antiseptic properties will even keep germ spread at bay!
    • Slicksters: These slippery little scoundrels can help you recycle your colony's excessive carbon dioxide production into sweet, sweet fuel. Plus they're cute!
    • Comfy Beds: The meaning of the word "discomfort" is sure to fade from collective consciousness once you build your Dupes these fancy beds.
    • Heavi-Watt Joint Plate: Run Heavi-Watt Wire through walls with this industrial joint plate.
  • Apothecary Unretired: The Apothecary has been reintegrated and can now be used to create general medicines for sick Duplicants, or tasty Vitamin Chews to boost individual immune systems.
  • Research Tree Changes: Existing techs have been separated out into more chunks so you have more choices about how to tackle your tech problems, and costs have been rebalanced to fit.
  • Improved Daily Report Breakdowns: Reports now display more varied and accurate information about your colony's activities throughout the day, for example - how many embarrassing bathroom accidents your Duplicants had that cycle.
  • Disease Mass Limits: New disease mass limits mean germs can no longer reproduce ad infinitum, which is nothing to sneeze at.
  • Tons of bug fixes, rebalances, QOL additions and more!
  • [BETA] Simplified Chinese Translation: We've added a new BETA translation in Simplified Chinese. Additionally, community translations are still available and we are working to provide more translations for many other languages as well.
A big thank-you to those of you who joined in on the Oil Upgrade Open Testing - your reports, feedback and contributions mean a lot to us and we really appreciate you lending us your time to test the game.

Enjoy your time with the Oil Upgrade, and we'll see you in space!

HOTFIX 236191
  • Idle dupes returning their suit should now put their suit in the locker instead of dropping it on the ground if the locker they are returning it is closer to them than the arrow it is attached to.
  • Fixed a bug where you could no longer dump the contents of Storage
  • Lockers onto the ground.
  • Duplicants should no longer sometimes ignore Storage Locker settings.
  • Duplicants should no longer deliver food to a Refrigerator if that Refrigerator is not set to accept that food.
  • Airflow tiles should now be properly detected as a room wall.
  • Fixed a bug where rooms were not being properly detected.
  • Newly discovered resource categories will no longer be automatically delivered to storage boxes where the storage box does not have the all button checked.
  • Fixed a crash that could occur when dupes are working at a fabricator.
  • Fixed a crash that could occur during room detection.
  • Fixed a crash that could occur when going to the bathroom.
  • Fixed a bug where circuits were no longer overloading.
  • Animal Relocator selection box should now match the size of the art.
  • Fixed a crash that could occur if a translation had bad format specifiers for the Duplicant personalities.
HOTFIX 236264
  • Fixed a crash that could occur when using Animal Traps
  • Fixed a crash that could occur when destroying electrical buildings
  • Fixed a crash that could occur when inspecting the atmosphere section of a plant
HOTFIX 236679
  • Research screen scroll bar should no longer be missing
  • Duplicants should no longer get Food Poisoning/Slime Lung when using the Impervious Immune System setting
  • Stress vomiting Duplicants infected with Hypothermia should no longer vomit Hypothermia germs
  • Wearing a suit should prevent your Duplicants from getting the "Unclean" effect when stepping in liquids meaning they should no longer want a shower while using a Suit
  • Updated Simplified Chinese localization
Oxygen Not Included - Klei-JoeW

Hey everybody!

In our most recent roadmap update post we announced that the time between Oxygen Not Included updates has been reduced down to about six weeks; this is great because it means more updates for you, but it also means less testing time for us. For this reason we've decided to open our testing branch to all of our Early Access players.

Starting today, anyone who owns Oxygen Not Included and is interested in testing new content will be able to access the Upgrade Preview branch on Steam and play the new update two weeks before it goes live. If you choose to participate in open testing next update, thank-you! Your feedback is important to us and helps us shape future content.

What does this preview contain?

The following content is available in the Oil Upgrade preview:
  • Oil Biome
  • New Elements: Oil, Petroleum, Plastic
  • New Creature: Slicksters
  • New Medicinal Plant: Balm Lily
  • New Exosuits: Allow Duplicants to venture safely into new locations
  • New Buildings:
    • Oil Refinery
    • Well Cap
    • Petroleum Generator
    • Polymer Press
    • Plastic Ladders
    • Plastic Tiles
    • Comfy Bed
    • Sink
    • Exosuit Station
    • Exosuit Checkpoint
    • Exosuit Dock
    • Heavi-Watt Tile Bridge
    • High Pressure Gas Vent
    • Animal Trap and drop-point
  • Apothecary reintroduced
    • All-purpose Placebo pills
    • Vitamin Chews to boost immune systems
  • Disease population now limited by the mass of the object it's on
  • New "Room" mechanic: Better manage medical facility assignment, and to give poor Duplicants something to aspire to
What is open testing?

"Open testing" means players get to test drive new content early and give us feedback and suggestions before it goes live. Because this is a preview of the upgrade being released on October 5th, it's pretty likely you'll encounter bugs or crashes while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing the preview.

Please also be aware that once a save is loaded in the Oil preview, it cannot be reopened again in the Outbreak Upgrade or previous builds.


What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the open testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until Oil releases in full on October 5th. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an open tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to test the Oil Upgrade preview, all you have to do is play the Open Testing build on Steam.

How do I play the open testing build?

Just switch your branch on Steam using the instructions here. Look for the branch "oil_upgrade_preview". This branch does not require a password.

That's it! We hope you'll enjoy this preview of what's to come, and thank-you for your help testing out the new Upgrade!
Oxygen Not Included - Klei-JoeW

Hey everybody!

In our most recent roadmap update post we announced that the time between Oxygen Not Included updates has been reduced down to about six weeks; this is great because it means more updates for you, but it also means less testing time for us. For this reason we've decided to open our testing branch to all of our Early Access players.

Starting today, anyone who owns Oxygen Not Included and is interested in testing new content will be able to access the Upgrade Preview branch on Steam and play the new update two weeks before it goes live. If you choose to participate in open testing next update, thank-you! Your feedback is important to us and helps us shape future content.

What does this preview contain?

The following content is available in the Oil Upgrade preview:
  • Oil Biome
  • New Elements: Oil, Petroleum, Plastic
  • New Creature: Slicksters
  • New Medicinal Plant: Balm Lily
  • New Exosuits: Allow Duplicants to venture safely into new locations
  • New Buildings:
    • Oil Refinery
    • Well Cap
    • Petroleum Generator
    • Polymer Press
    • Plastic Ladders
    • Plastic Tiles
    • Comfy Bed
    • Sink
    • Exosuit Station
    • Exosuit Checkpoint
    • Exosuit Dock
    • Heavi-Watt Tile Bridge
    • High Pressure Gas Vent
    • Animal Trap and drop-point
  • Apothecary reintroduced
    • All-purpose Placebo pills
    • Vitamin Chews to boost immune systems
  • Disease population now limited by the mass of the object it's on
  • New "Room" mechanic: Better manage medical facility assignment, and to give poor Duplicants something to aspire to
What is open testing?

"Open testing" means players get to test drive new content early and give us feedback and suggestions before it goes live. Because this is a preview of the upgrade being released on October 5th, it's pretty likely you'll encounter bugs or crashes while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing the preview.

Please also be aware that once a save is loaded in the Oil preview, it cannot be reopened again in the Outbreak Upgrade or previous builds.


What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the open testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until Oil releases in full on October 5th. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an open tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to test the Oil Upgrade preview, all you have to do is play the Open Testing build on Steam.

How do I play the open testing build?

Just switch your branch on Steam using the instructions here. Look for the branch "oil_upgrade_preview". This branch does not require a password.

That's it! We hope you'll enjoy this preview of what's to come, and thank-you for your help testing out the new Upgrade!
Oxygen Not Included - Klei_Jan
HOTFIX - 231825 (9/13/2017)
  • Germ icons should now properly disappear in the germ overlay if a duplicant no longer has any germs
  • Plants should no longer sometimes unmark themselves for harvesting
    fixed a performance/memory leak
  • Dupes should no longer get stuck at the wash basin/orescrubber/hand sanitizer
  • Fixed a bug where your starting base would sometimes be fully entombed
HOTFIX - 232512 (9/14/2017)
  • fixed slime lung sometimes not showing up in new worlds
Oxygen Not Included - KJan
HOTFIX - 231825 (9/13/2017)
  • Germ icons should now properly disappear in the germ overlay if a duplicant no longer has any germs
  • Plants should no longer sometimes unmark themselves for harvesting
    fixed a performance/memory leak
  • Dupes should no longer get stuck at the wash basin/orescrubber/hand sanitizer
  • Fixed a bug where your starting base would sometimes be fully entombed
HOTFIX - 232512 (9/14/2017)
  • fixed slime lung sometimes not showing up in new worlds
Oxygen Not Included - Klei-JoeW
Originally posted by Bigfoot on the official forums.

Hello everyone!

With the release of our latest major update and moving on to the next one coming on October 5, I thought it would be a good time to talk about the roadmap for the game.

The Outbreak Upgrade was a bit rough. Given the feedback, it was clear that we misbalanced the early game difficulty of disease, and we worked hard to identify that and improve things as soon as possible. Additionally, while we agree that a new system was not the most requested feature in the game, we felt strongly that we needed to bite the bullet and work on building out the base systems before digging deeper into those systems.

At its core, Oxygen Not Included is about building a thriving colony on an unforgiving asteroid. The game is a huge simulation, with tons of layers that are constantly being simulated at all times. The interaction of these systems is both what creates challenges for the players and the opportunities to exploit it.

In order for us to build such a system, it requires that we build a solid foundation to work on. With the latest update, we believe the core systems are now in place, and are now building deeper into the tech tree. 

The following is a broad view of what you can expect as we fill out the rest of the game:

More variety in the world
We will continually be expanding what the world holds for the players. This means more biomes, more elements to manipulate, more creatures, and so on.

The exploration of the world is a key part of the discovery process.

Deeper Tech Tree
If the variety in the world creates the ingredients, then the tech tree is the way players can manipulate it. We will continue to advance the tech tree to allow greater use of the materials and systems in the world. This includes advanced refinement techniques, building protective suits for Duplicants, better resource extraction, improved logistics to increase efficiency, and so on.

One of the core principles of the game is that everything you do creates externalities. Want to breathe some oxygen? It produces CO2. Want to electrolyze the water to create O2? It also creates Hydrogen. Want to go to the toilet? Better have a place to put the waste product. 

The tech tree will continue to push players to manipulate the systems to handle these externalities, and even use them to your advantage. 

More Duplicant interactions
Currently, Duplicants mostly interact in solitary ways. Over time, we will be adding more ways that the Duplicants will notice the presence of each other. Loud sleepers or duplicants helping to heal each other are examples of such interactions, but many more are possible.

We have many ideas for this, and will expand on it as we get closer to implementing them.

Lore Discovery
The reason why Duplicants are stuck on this Asteroid and the background of the world will slowly be revealed.

--

In the final phases of the game, we expect the tech tree to be much deeper than it is now, extending to what we would call “space tech”. During that phase, the Duplicants will discover why they are trapped on an asteroid, and what they can do about it.

During Early Access the game will evolve. As the team builds upon the game sometimes it may be too easy, sometimes it may be too difficult, and sometimes it could just be wrong. The process of Early Access helps us land exactly where we want the game to be, and we’re thankful for your feedback as a community helping us to achieve that. We truly think the game is better because of your involvement.

This is our 6th Early Access title, but the process is never simple. What you can be sure of is that we always put our full effort to complete our games -- since we launched on Steam the team has grown, and we will continue to build and support it fully to the end.

Thanks so much for your support of our game, we hope you enjoy your journey with us as we continue to develop it!

And that’s it! With all that said, here is a sneak peak image from the upcoming update.


Best,
Jamie.


Oxygen Not Included - Klei-JoeW
Originally posted by Bigfoot on the official forums.

Hello everyone!

With the release of our latest major update and moving on to the next one coming on October 5, I thought it would be a good time to talk about the roadmap for the game.

The Outbreak Upgrade was a bit rough. Given the feedback, it was clear that we misbalanced the early game difficulty of disease, and we worked hard to identify that and improve things as soon as possible. Additionally, while we agree that a new system was not the most requested feature in the game, we felt strongly that we needed to bite the bullet and work on building out the base systems before digging deeper into those systems.

At its core, Oxygen Not Included is about building a thriving colony on an unforgiving asteroid. The game is a huge simulation, with tons of layers that are constantly being simulated at all times. The interaction of these systems is both what creates challenges for the players and the opportunities to exploit it.

In order for us to build such a system, it requires that we build a solid foundation to work on. With the latest update, we believe the core systems are now in place, and are now building deeper into the tech tree. 

The following is a broad view of what you can expect as we fill out the rest of the game:

More variety in the world
We will continually be expanding what the world holds for the players. This means more biomes, more elements to manipulate, more creatures, and so on.

The exploration of the world is a key part of the discovery process.

Deeper Tech Tree
If the variety in the world creates the ingredients, then the tech tree is the way players can manipulate it. We will continue to advance the tech tree to allow greater use of the materials and systems in the world. This includes advanced refinement techniques, building protective suits for Duplicants, better resource extraction, improved logistics to increase efficiency, and so on.

One of the core principles of the game is that everything you do creates externalities. Want to breathe some oxygen? It produces CO2. Want to electrolyze the water to create O2? It also creates Hydrogen. Want to go to the toilet? Better have a place to put the waste product. 

The tech tree will continue to push players to manipulate the systems to handle these externalities, and even use them to your advantage. 

More Duplicant interactions
Currently, Duplicants mostly interact in solitary ways. Over time, we will be adding more ways that the Duplicants will notice the presence of each other. Loud sleepers or duplicants helping to heal each other are examples of such interactions, but many more are possible.

We have many ideas for this, and will expand on it as we get closer to implementing them.

Lore Discovery
The reason why Duplicants are stuck on this Asteroid and the background of the world will slowly be revealed.

--

In the final phases of the game, we expect the tech tree to be much deeper than it is now, extending to what we would call “space tech”. During that phase, the Duplicants will discover why they are trapped on an asteroid, and what they can do about it.

During Early Access the game will evolve. As the team builds upon the game sometimes it may be too easy, sometimes it may be too difficult, and sometimes it could just be wrong. The process of Early Access helps us land exactly where we want the game to be, and we’re thankful for your feedback as a community helping us to achieve that. We truly think the game is better because of your involvement.

This is our 6th Early Access title, but the process is never simple. What you can be sure of is that we always put our full effort to complete our games -- since we launched on Steam the team has grown, and we will continue to build and support it fully to the end.

Thanks so much for your support of our game, we hope you enjoy your journey with us as we continue to develop it!

And that’s it! With all that said, here is a sneak peak image from the upcoming update.


Best,
Jamie.


Oxygen Not Included - Klei_Jan
HOTFIX - 230587 (8/30/2017)
OU-230587
  • cooking station should no longer overheat as much
  • auto-disinfection of a building should no longer prevent the player from prioritizing the building
  • auto-disinfection threshold can now go up to 1million
  • fixed a crash that could occur if the object the dupe was carrying evaporated
  • fixed a crash that could occur when importing your user settings from the AU update if you had certain anti-virus software installed
  • Tasteful Memorial tooltip should no longer cycle through all available messages

HOTFIX - 230365 (8/29/2017)
OU-230365
  • auto disinfect can now be disabled in the germs overlay
  • empty pipes should no longer prevent irrigated farm tiles from allowing growth as long as the farm tiles have liquid inside of them
  • storage locker should now save their user set capacity
  • valves should no longer create disease
  • dead putrid odour dupes should no longer cause a crash
  • mass displacement should no longer sometimes cause disease to multiply
    direction control building buttons have new button text/icons

HOTFIX - 230103 (8/28/2017)

The following changes were made to make the beginning of the game easier to deal with disease, while keeping disease management a factor in later stages:
  • Significantly increased speed of disinfection
  • Made disinfection an automatic chore with an adjustable threshold in the disease overlay
  • Increase the speed of Food Poisoning germ die-off on buildings and ore
  • Increased the speed of using the wash basin
  • Improved messaging for disease management
Bugfixes:
  • Burying a dupe with food poisoning should no longer cause the game to crash
  • Using the liquid cooling fan should no longer cause a crash
  • Dupes should no longer forget to use flush toilet
  • Increased wash basin delivery priority
  • Refrigerator gauges should now work even without power
Oxygen Not Included - KJan
HOTFIX - 230587 (8/30/2017)
OU-230587
  • cooking station should no longer overheat as much
  • auto-disinfection of a building should no longer prevent the player from prioritizing the building
  • auto-disinfection threshold can now go up to 1million
  • fixed a crash that could occur if the object the dupe was carrying evaporated
  • fixed a crash that could occur when importing your user settings from the AU update if you had certain anti-virus software installed
  • Tasteful Memorial tooltip should no longer cycle through all available messages

HOTFIX - 230365 (8/29/2017)
OU-230365
  • auto disinfect can now be disabled in the germs overlay
  • empty pipes should no longer prevent irrigated farm tiles from allowing growth as long as the farm tiles have liquid inside of them
  • storage locker should now save their user set capacity
  • valves should no longer create disease
  • dead putrid odour dupes should no longer cause a crash
  • mass displacement should no longer sometimes cause disease to multiply
    direction control building buttons have new button text/icons

HOTFIX - 230103 (8/28/2017)

The following changes were made to make the beginning of the game easier to deal with disease, while keeping disease management a factor in later stages:
  • Significantly increased speed of disinfection
  • Made disinfection an automatic chore with an adjustable threshold in the disease overlay
  • Increase the speed of Food Poisoning germ die-off on buildings and ore
  • Increased the speed of using the wash basin
  • Improved messaging for disease management
Bugfixes:
  • Burying a dupe with food poisoning should no longer cause the game to crash
  • Using the liquid cooling fan should no longer cause a crash
  • Dupes should no longer forget to use flush toilet
  • Increased wash basin delivery priority
  • Refrigerator gauges should now work even without power
...