Oxygen Not Included - Klei-JoeW


[T H I S I S A N A U T O M A T E D M E S S A G E]

Hello [USER], and welcome to the Automation Upgrade!

Our Duplicants have been hard at working researching new and wonderful technologies in the depths of their cosmic prison, and happily to say, they've come up with a brand new system of base management: [AUTOMATION]! So relax, take a load off, and let the machines do the work!

What All's New?

Automation

A brand new collection of automation-based items have been introduced into Oxygen Not Included, allowing you to wield Boolean logic to run your base at absolute peak efficiency. Logic sensors, switches, and gates are among a few of the items you can now use to turn your base into a literal well-oiled machine.
Key Features
  • Logic Gates: AND, OR, XOR, NOT, Buffer, and Filter gates are now available for devising and building you own logic circuitry in your base.
    Sensors and Shutoffs:
    • Thermo, Atmo and Liquid Sensors: Detect ambient air pressure, temperature, and liquid pressure with these sensors to turn your machines on and off. Construct built-in safeguards against overheating and high pressures, or just turn your machines off automatically when they're no longer needed.
    • Clock Sensor: Duplicants crave structure! Start scheduling your Duplicants' day cycles with these clock sensors, allowing you to determine the exact time of day your systems should turn on and off. You could even turn out the lights when it's time for the colony go to bed.
    • Weight Plate: Trigger your automation grids when creatures, ore, or Duplicants press down on these new floor switches.
    • Signal Switch: Automation just doesn't feel right without a human touch - or a Duplicant one at least. Use these manual switches to input Active or Standby signals into automated systems at your leisure.
    • Liquid, Gas, and Power Shutoffs: Use automation to precisely control when and where precious resources flow in your base.
  • Duplicant Checkpoints: Combine these doors with other switches and sensors and you can control exactly when and where Duplicants are allowed to travel. Prevent Dupes from entering dangerous environments, or signal them to travel to remote areas only when valuable resources are available.
  • New Building Inputs: Automation ports have been retroactively added to all existing compatible buildings, meaning they're ready and waiting to be automized!
  • Automation Overlay: Enter the Automation Overlay to see your new circuitry in all its glory.
Refinement
A new mid-tier family of construction materials has been added between raw resources and plastics, allowing you to use refining techniques to purifying your metals into more efficient refined metals. These refined metals can be used to construct new buildings, or to create improved versions of existing buildings, such as wires and tiles to upgrade your infrastructure colonywide.
Key Features
  • Rock Granulator: Crushing down raw minerals with this Granulator allows you to renewably produce sand, and yields you a bit of refined metal as well!
  • Metal Refinery: New metal refineries allow to efficiently process refined metals in bulk, but be warned - the runoff can get a bit toasty.
  • Metal Wires: New wire types such as Conductive Wire and Heavi Conductive Wire have been added using new refined metals, improving wattage handling and decor.
  • Metal Tiles: These tiles majorly improve decor and transfer heat quickly through your base.
And More
  • Fire Poles: Got somewhere you need to go, fast? These fire poles are the answer! ...Unless you're trying to climb back up, that is.
  • Aerial Creature Lures: This attractive device can lure those pesky flying creatures that until now have evaded all your traps. Set it with some bait and those Pufts and Shinebugs won't be able to resist!
  • Mini Gas and Liquid Pumps: Cute, tiny little pumps are now available to build for those situations where a regular pump is just too much. They're both power efficient, too!
  • Tempshift Plates: Slow down or accelerate the rate of heat transfer in certain areas using new Tempshift wall plates. Their efficacy depends on the type of material you use to build them, so choose wisely!
  • New Ruins Setpieces: What new things are hiding within your world, waiting to be discovered? You'll need to explore to find out!
  • Tons of bug fixes, rebalances, QOL additions, and more!
Tweaks
  • Existing sensors and some switches have been reworked as automation buildings and can no longer be connected directly to power grids.
  • Oil and other hydrocarbons have new solid states, and will now freeze when reaching low enough temperatures.
  • The Research Tree has been expanded and revised to include new buildings and improve the experience of researching new technologies.
  • Finally, we'd like to give a big thank-you to everyone who participated in the Automation Upgrade Preview - as always, your reports, feedback, and contributions have been especially helpful in developing new content for this upgrade.
    Thank-you and enjoy the Automation Upgrade, [USER]!

For more details and information, see the official forum post.

[E N D O F A U T O M A T E D M E S S A G E]

[Game Update] 243104 - 11/22/2017
  • fixed a crash that could occur when using the refinery
  • updated chinese translation

[Game Update] 243285 - 11/23/2017
  • misc performance improvements
Oxygen Not Included - Klei-JoeW


[T H I S I S A N A U T O M A T E D M E S S A G E]

Hello [USER], and welcome to the Automation Upgrade!

Our Duplicants have been hard at working researching new and wonderful technologies in the depths of their cosmic prison, and happily to say, they've come up with a brand new system of base management: [AUTOMATION]! So relax, take a load off, and let the machines do the work!

What All's New?

Automation

A brand new collection of automation-based items have been introduced into Oxygen Not Included, allowing you to wield Boolean logic to run your base at absolute peak efficiency. Logic sensors, switches, and gates are among a few of the items you can now use to turn your base into a literal well-oiled machine.
Key Features
  • Logic Gates: AND, OR, XOR, NOT, Buffer, and Filter gates are now available for devising and building you own logic circuitry in your base.
    Sensors and Shutoffs:
    • Thermo, Atmo and Liquid Sensors: Detect ambient air pressure, temperature, and liquid pressure with these sensors to turn your machines on and off. Construct built-in safeguards against overheating and high pressures, or just turn your machines off automatically when they're no longer needed.
    • Clock Sensor: Duplicants crave structure! Start scheduling your Duplicants' day cycles with these clock sensors, allowing you to determine the exact time of day your systems should turn on and off. You could even turn out the lights when it's time for the colony go to bed.
    • Weight Plate: Trigger your automation grids when creatures, ore, or Duplicants press down on these new floor switches.
    • Signal Switch: Automation just doesn't feel right without a human touch - or a Duplicant one at least. Use these manual switches to input Active or Standby signals into automated systems at your leisure.
    • Liquid, Gas, and Power Shutoffs: Use automation to precisely control when and where precious resources flow in your base.
  • Duplicant Checkpoints: Combine these doors with other switches and sensors and you can control exactly when and where Duplicants are allowed to travel. Prevent Dupes from entering dangerous environments, or signal them to travel to remote areas only when valuable resources are available.
  • New Building Inputs: Automation ports have been retroactively added to all existing compatible buildings, meaning they're ready and waiting to be automized!
  • Automation Overlay: Enter the Automation Overlay to see your new circuitry in all its glory.
Refinement
A new mid-tier family of construction materials has been added between raw resources and plastics, allowing you to use refining techniques to purifying your metals into more efficient refined metals. These refined metals can be used to construct new buildings, or to create improved versions of existing buildings, such as wires and tiles to upgrade your infrastructure colonywide.
Key Features
  • Rock Granulator: Crushing down raw minerals with this Granulator allows you to renewably produce sand, and yields you a bit of refined metal as well!
  • Metal Refinery: New metal refineries allow to efficiently process refined metals in bulk, but be warned - the runoff can get a bit toasty.
  • Metal Wires: New wire types such as Conductive Wire and Heavi Conductive Wire have been added using new refined metals, improving wattage handling and decor.
  • Metal Tiles: These tiles majorly improve decor and transfer heat quickly through your base.
And More
  • Fire Poles: Got somewhere you need to go, fast? These fire poles are the answer! ...Unless you're trying to climb back up, that is.
  • Aerial Creature Lures: This attractive device can lure those pesky flying creatures that until now have evaded all your traps. Set it with some bait and those Pufts and Shinebugs won't be able to resist!
  • Mini Gas and Liquid Pumps: Cute, tiny little pumps are now available to build for those situations where a regular pump is just too much. They're both power efficient, too!
  • Tempshift Plates: Slow down or accelerate the rate of heat transfer in certain areas using new Tempshift wall plates. Their efficacy depends on the type of material you use to build them, so choose wisely!
  • New Ruins Setpieces: What new things are hiding within your world, waiting to be discovered? You'll need to explore to find out!
  • Tons of bug fixes, rebalances, QOL additions, and more!
Tweaks
  • Existing sensors and some switches have been reworked as automation buildings and can no longer be connected directly to power grids.
  • Oil and other hydrocarbons have new solid states, and will now freeze when reaching low enough temperatures.
  • The Research Tree has been expanded and revised to include new buildings and improve the experience of researching new technologies.
  • Finally, we'd like to give a big thank-you to everyone who participated in the Automation Upgrade Preview - as always, your reports, feedback, and contributions have been especially helpful in developing new content for this upgrade.
    Thank-you and enjoy the Automation Upgrade, [USER]!

For more details and information, see the official forum post.

[E N D O F A U T O M A T E D M E S S A G E]

[Game Update] 243104 - 11/22/2017
  • fixed a crash that could occur when using the refinery
  • updated chinese translation

[Game Update] 243285 - 11/23/2017
  • misc performance improvements
Don't Starve Together - Valve
Save up to 75% on select Klei Entertainment titles as part of the their Publisher Weekend*!

*Offer ends Monday at 10AM Pacific Time



Oxygen Not Included - Klei-JoeW


Hello friends!

We've been hard at work refining the game, trying to make the next logical move, and after 4 weeks and several minor soldering burns, we've got something! Presenting: The Automation Upgrade. With the inevitable discovery of refined metals, the Duplicants have set their sights on upgraded base automation, and even have begun trying to build their own supercomputer using nothing but logic gates.

If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback!

What does this preview contain so far?

The following content is available in the Automation Upgrade preview:
  • New Automation Overlay
  • Automation wiring and inputs on existing buildings
  • Automate liquid, gas, and temperature sensors which replace the power switches
  • Automated manual, time-of-day, and floor sensors
  • Automated Power Shutoffs
  • Automated Liquid and Gas Shutoffs
  • AND, OR, XOR, NOT and BUFFER Gates
  • Mini Liquid and Gas Pumps
  • Duplicant Checkpoints
  • Rock Granulator
  • Metal Refinery
  • Pure metal Electrical Wires
  • Metal Tiles
  • Thermo-Shift Plate
  • Fire Pole
  • New Ruins setpieces
Check the patch notes for the most up-to-date changes!

Check out the post on the official forums for more details: https://forums.kleientertainment.com/topic/83684-automation-upgrade-preview-available

How do I play the open testing build?

Just switch your branch on Steam using the instructions below:
  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "automation_upgrade_preview"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify
  • Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

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


Hello friends!

We've been hard at work refining the game, trying to make the next logical move, and after 4 weeks and several minor soldering burns, we've got something! Presenting: The Automation Upgrade. With the inevitable discovery of refined metals, the Duplicants have set their sights on upgraded base automation, and even have begun trying to build their own supercomputer using nothing but logic gates.

If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback!

What does this preview contain so far?

The following content is available in the Automation Upgrade preview:
  • New Automation Overlay
  • Automation wiring and inputs on existing buildings
  • Automate liquid, gas, and temperature sensors which replace the power switches
  • Automated manual, time-of-day, and floor sensors
  • Automated Power Shutoffs
  • Automated Liquid and Gas Shutoffs
  • AND, OR, XOR, NOT and BUFFER Gates
  • Mini Liquid and Gas Pumps
  • Duplicant Checkpoints
  • Rock Granulator
  • Metal Refinery
  • Pure metal Electrical Wires
  • Metal Tiles
  • Thermo-Shift Plate
  • Fire Pole
  • New Ruins setpieces
Check the patch notes for the most up-to-date changes!

Check out the post on the official forums for more details: https://forums.kleientertainment.com/topic/83684-automation-upgrade-preview-available

How do I play the open testing build?

Just switch your branch on Steam using the instructions below:
  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "automation_upgrade_preview"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify
  • Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

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 - contact@rockpapershotgun.com (Brendan Caldwell)

Everything is fine and nothing unexpected will occur

The relaxed mining of Steamworld Dig 2 is still satisfying my desire to burrow deep underground but today I am reminded of another (more disastrous) subterranean delight. Sci-fi management sim Oxygen Not Included [official site] has recently been given an earthy update, bringing both oil and petroleum to the cavernous underbelly of your homely asteroid. These fossil fuels are bound to be a safe source of energy for your space colony, and will not result in any of the game s Rimworld-esque disaster cascades. However, if you are a bit of an Over-cautious Oscar, don t worry, the developers have also added some hazmat suits. (more…)

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!
...