Oxygen Not Included

Oxygen Not Included is a sci-fi management sim about clones building an underground base inside in asteroid, currently in Early Access. Since it's from Klei, the makers of Don't Starve, you know it involves very bad things happening to those clones, or Duplicants as they call them, but the latest update seems to add something nice for those poor Dupes: pets.

The Ranching Upgrade Mark 1 is the first of two planned updates, with the second to follow in six weeks time. Though Klei can't say exactly what they're saving for Mark 2, "...we can say that it will increase the depth of critter loops and utility, and will further build on the mechanical foundations laid in this half of the upgrade. (And maybe there'll be a new species...)"

As for what's in the Mark 1 update, there's quite a lot to it. Here's Klei again to explain: "Critter ranching allows you to interact with critters in a variety of new ways and integrate them into the daily routine of your colony. Duplicants, particularly those employed as Ranchers, can care for Hatches, Shine Bugs, and Pufts to increase their happiness, farm additional resources from them, and even breed new critters for your herd."

There's also a new encyclopedia of critters, new varieties of geyser, and various performance tweaks and bug fixes. Full notes can be found here.

Oxygen Not Included - Klei-JoeW

It's been a hard six weeks of survival for our poor stranded Duplicants, but something adorable is on the horizon that's sure to make them smile - Critter Ranching! With new tools at their disposal our Duplicants can interact with critters in a variety of cute and helpful ways. Will Hatches become Dupe's best friend? Is there enough grooming in the world to make a Puft smell good? What DO Shine Bugs eat?

These questions and more can be answered in Oxygen Not Included: Ranching Upgrade Mark I!

Wait... What's "Mark I"?

Our team has a lot of ideas for where we want to take creatures in Oxygen Not Included... So many ideas, in fact, that they couldn't all fit into one upgrade! This means that Mark I is just the first of two Upgrades (the next being "Mark II"), which will have the same development cycle and release another 6 weeks from now with even more critter-related content for the game.

Releasing two part upgrades in this way gives us time to fully flesh out more complex ideas, iterate on existing content, and try out new things... and while we can't reveal all of what will be in the remaining half of the upgrade, we can say that it will increase the depth of critter loops and utility, and will further build on the mechanical foundations laid in this half of the upgrade. (And maybe there'll be a new species...)

So What's New in Mark I?

Critter Ranching

Critter ranching allows you to interact with critters in a variety of new ways and integrate them into the daily routine of your colony. Duplicants, particularly those employed as Ranchers, can care for Hatches, Shine Bugs, and Pufts to increase their happiness, farm additional resources from them, and even breed new critters for your herd.

Key Features
  • Critter Wrangling: Use the new Wrangle tool and your Ranchers can capture critters alive and move them around your base! No traps required.
  • Critter Care: Tons of new buildings and systems have been implemented to keep your precious critters happy, healthy, and most importantly productive.
    • Needs and Conditions: Each critter species has specific needs that must be met in order to maintain their health and comfort. Temperature, atmosphere, and food needs will all need to be met in order to keep a critter happy, and a happy critter is a productive one!
    • Critter Feeders: Critters are hungry little guys and now have calorie stores just like Duplicants. They'll need to eat regularly in order to stay alive, but luckily feeding them has never been easier! Just pop a bit of unused stone into a Critter Feeder and watch a Hatch munch away!
    • Grooming Stations: Clip those claws, unmatt that fur, and shine those shells! Critters appreciate it when their handlers keep them in tip top shape, so be sure to build a fewer grooming station and let the primping begin!
  • New Ranching Job: This new job comes with a boost to the newly introduce Ranching attribute, and will teach Duplicants the art of wrangling critters in the wild for capture (no traps required!). Dupes who learn the Ranching trade will also be able to use a Grooming Station to give their livestock's happiness a boost from time to time.
  • Critter Reproduction: New reproduction cycles means you can ranch critters to increase their numbers. Raise a flock of twenty Pufts!
    • Happiness: You know, they say "Happiness is a warm Hatch." Well, Happiness is the new metric by which you can see how well your critters are cared for. Creatures with high happiness will not only produce more useful products, but they may even feel comfortable enough to lay some new eggs!
    • Eggs! When a critter's Reproduction stat reaches 100, they will now lay a brand new delicious adorable critter egg. These eggs can be immediately cooked and ravenously eaten raised with the utmost care to produce new critters, allowing you to increase the size of your lovable critter herd.
    • Incubators: Build an Incubator to ensure all your critter eggs are safe, secure, and most importantly, warm. These Incubators are equipped with ideal settings for each known species of critter egg, so go ahead, set it and forget it! (But make sure a Rancher is on hand to oversee the hatching!)
And More!
  • New Database: A new encyclopedia has been added to connect you to a wealth of knowledge about foods, plants, animals, elements, systems... you get the idea! View all stats and functions for buildings and creatures at any time to plan your base to absolute perfection. And who knows? Some mysterious entries may appear from time to time, too...
  • Priority System Tweaks: The "Priorities" screen has been split from the Jobs screen into its own menu and can be used to manage individual Duplicants' priorities. Colony priorities have been replaced with a new "Sub-Priorities" button, which can still be used to set the importance of pending tasks but will be overridden by individual Dupe priorities.
  • 18 New Geyser Types: Tons of new points of interest have erupted onto the scene!
    • Geysers, Fumaroles, Volcanoes, Fissures
    • Copper, Iron, Gold, Co2, Hydrogen and more
    • Both cool and hot temperatures
    • Explore and find them all!
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!
Finally, we'd like to say a big thank-you to everyone who played the Ranching Mark I Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.

We hope you enjoy Ranching Mark I!

[Game Update] 260921 - 3/22/2018
  • Fix crash that could occur when a text box with a link in it was destroyed
  • Updated Database icons for geysers
  • Fix for a number of bugs related to dupes crossing exosuit checkpoints
  • "Rummage" for lockers and vending machines now prioritizes correctly
  • Seasoned Rancher hat artwork updated
  • Hatch eggs are now visible as they are being laid
  • Dupe carrying capacity from strength correctly calculated on load/spawn

[Game Update] 261394 - 3/27/2018
  • Wild critters lose fertility to prevent them from laying infinite eggs
  • Fixed tooltips on Priorities screen
  • Critters get unhappy if in a door, tile, or tiny room
  • Fixed Toggle priority on buildings that don't normally have priority (like the Printing Pod)
  • Adjusted the default priority of auto-disinfect on buildings which don't have priority to 5
  • "Research Complete" notification tooltip fixed
  • Ration Boxes and Fridges fetch errand priorities are now controlled by Supply rather than Storage
  • Insulated pipes/vents once again insulate
  • Tweaked the starting calories and hungry range so that creatures try and stay more full. This prevents wild creatures in new games from sitting around doing nothing for many cycles.
  • Transfer arm now (mostly) can't pick up or deliver through tiles
  • Improved Wrangle fx
  • Duplicants will now take more than one pill from a stack of pills.
  • Fixed several temperature bugs with Pneumatic Doors
  • Farmer's Touch will no longer make crops grow if they are stifled
  • Disabling an errand group on the Priorities screen will now disable those errands even if it's the dupe's current Job.
  • Fix crash when duplicants tried putting on too much clothing: Duplicants can no longer equip more than one vest
  • Fix crash that could occur when crops dropped their fruit
  • Fix a crash in the Planter side screen
  • More helpful error message when a game can't be saved
  • Added/fixed icons for many Database entries
  • Increased capacity of the Critter Feeder to 2,000kg

[Game Update] 261452 - 3/27/2018
  • Revert the crash fix for vests as it was causing more crashes. We'll look in to it further.
  • Toilets no longer crash if they were flushing when the game loaded
  • Fixed Polymer Press description

[Game Update] 262109 - 4/3/2018
  • Fixed some prioritization issues with the Incubator
  • Fixed chores being disabled or not disabled from traits. Now the dupe's behaviour should match what the Priorities screen shows, whether it was disabled by a trait or by the player
  • Pufts and Shine Bugs only lure to a Lure with the appropriate bait
  • Toilets once again save/load their remaining flushes
Oxygen Not Included - Klei-JoeW

It's been a hard six weeks of survival for our poor stranded Duplicants, but something adorable is on the horizon that's sure to make them smile - Critter Ranching! With new tools at their disposal our Duplicants can interact with critters in a variety of cute and helpful ways. Will Hatches become Dupe's best friend? Is there enough grooming in the world to make a Puft smell good? What DO Shine Bugs eat?

These questions and more can be answered in Oxygen Not Included: Ranching Upgrade Mark I!

Wait... What's "Mark I"?

Our team has a lot of ideas for where we want to take creatures in Oxygen Not Included... So many ideas, in fact, that they couldn't all fit into one upgrade! This means that Mark I is just the first of two Upgrades (the next being "Mark II"), which will have the same development cycle and release another 6 weeks from now with even more critter-related content for the game.

Releasing two part upgrades in this way gives us time to fully flesh out more complex ideas, iterate on existing content, and try out new things... and while we can't reveal all of what will be in the remaining half of the upgrade, we can say that it will increase the depth of critter loops and utility, and will further build on the mechanical foundations laid in this half of the upgrade. (And maybe there'll be a new species...)

So What's New in Mark I?

Critter Ranching

Critter ranching allows you to interact with critters in a variety of new ways and integrate them into the daily routine of your colony. Duplicants, particularly those employed as Ranchers, can care for Hatches, Shine Bugs, and Pufts to increase their happiness, farm additional resources from them, and even breed new critters for your herd.

Key Features
  • Critter Wrangling: Use the new Wrangle tool and your Ranchers can capture critters alive and move them around your base! No traps required.
  • Critter Care: Tons of new buildings and systems have been implemented to keep your precious critters happy, healthy, and most importantly productive.
    • Needs and Conditions: Each critter species has specific needs that must be met in order to maintain their health and comfort. Temperature, atmosphere, and food needs will all need to be met in order to keep a critter happy, and a happy critter is a productive one!
    • Critter Feeders: Critters are hungry little guys and now have calorie stores just like Duplicants. They'll need to eat regularly in order to stay alive, but luckily feeding them has never been easier! Just pop a bit of unused stone into a Critter Feeder and watch a Hatch munch away!
    • Grooming Stations: Clip those claws, unmatt that fur, and shine those shells! Critters appreciate it when their handlers keep them in tip top shape, so be sure to build a fewer grooming station and let the primping begin!
  • New Ranching Job: This new job comes with a boost to the newly introduce Ranching attribute, and will teach Duplicants the art of wrangling critters in the wild for capture (no traps required!). Dupes who learn the Ranching trade will also be able to use a Grooming Station to give their livestock's happiness a boost from time to time.
  • Critter Reproduction: New reproduction cycles means you can ranch critters to increase their numbers. Raise a flock of twenty Pufts!
    • Happiness: You know, they say "Happiness is a warm Hatch." Well, Happiness is the new metric by which you can see how well your critters are cared for. Creatures with high happiness will not only produce more useful products, but they may even feel comfortable enough to lay some new eggs!
    • Eggs! When a critter's Reproduction stat reaches 100, they will now lay a brand new delicious adorable critter egg. These eggs can be immediately cooked and ravenously eaten raised with the utmost care to produce new critters, allowing you to increase the size of your lovable critter herd.
    • Incubators: Build an Incubator to ensure all your critter eggs are safe, secure, and most importantly, warm. These Incubators are equipped with ideal settings for each known species of critter egg, so go ahead, set it and forget it! (But make sure a Rancher is on hand to oversee the hatching!)
And More!
  • New Database: A new encyclopedia has been added to connect you to a wealth of knowledge about foods, plants, animals, elements, systems... you get the idea! View all stats and functions for buildings and creatures at any time to plan your base to absolute perfection. And who knows? Some mysterious entries may appear from time to time, too...
  • Priority System Tweaks: The "Priorities" screen has been split from the Jobs screen into its own menu and can be used to manage individual Duplicants' priorities. Colony priorities have been replaced with a new "Sub-Priorities" button, which can still be used to set the importance of pending tasks but will be overridden by individual Dupe priorities.
  • 18 New Geyser Types: Tons of new points of interest have erupted onto the scene!
    • Geysers, Fumaroles, Volcanoes, Fissures
    • Copper, Iron, Gold, Co2, Hydrogen and more
    • Both cool and hot temperatures
    • Explore and find them all!
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!
Finally, we'd like to say a big thank-you to everyone who played the Ranching Mark I Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.

We hope you enjoy Ranching Mark I!

[Game Update] 260921 - 3/22/2018
  • Fix crash that could occur when a text box with a link in it was destroyed
  • Updated Database icons for geysers
  • Fix for a number of bugs related to dupes crossing exosuit checkpoints
  • "Rummage" for lockers and vending machines now prioritizes correctly
  • Seasoned Rancher hat artwork updated
  • Hatch eggs are now visible as they are being laid
  • Dupe carrying capacity from strength correctly calculated on load/spawn

[Game Update] 261394 - 3/27/2018
  • Wild critters lose fertility to prevent them from laying infinite eggs
  • Fixed tooltips on Priorities screen
  • Critters get unhappy if in a door, tile, or tiny room
  • Fixed Toggle priority on buildings that don't normally have priority (like the Printing Pod)
  • Adjusted the default priority of auto-disinfect on buildings which don't have priority to 5
  • "Research Complete" notification tooltip fixed
  • Ration Boxes and Fridges fetch errand priorities are now controlled by Supply rather than Storage
  • Insulated pipes/vents once again insulate
  • Tweaked the starting calories and hungry range so that creatures try and stay more full. This prevents wild creatures in new games from sitting around doing nothing for many cycles.
  • Transfer arm now (mostly) can't pick up or deliver through tiles
  • Improved Wrangle fx
  • Duplicants will now take more than one pill from a stack of pills.
  • Fixed several temperature bugs with Pneumatic Doors
  • Farmer's Touch will no longer make crops grow if they are stifled
  • Disabling an errand group on the Priorities screen will now disable those errands even if it's the dupe's current Job.
  • Fix crash when duplicants tried putting on too much clothing: Duplicants can no longer equip more than one vest
  • Fix crash that could occur when crops dropped their fruit
  • Fix a crash in the Planter side screen
  • More helpful error message when a game can't be saved
  • Added/fixed icons for many Database entries
  • Increased capacity of the Critter Feeder to 2,000kg

[Game Update] 261452 - 3/27/2018
  • Revert the crash fix for vests as it was causing more crashes. We'll look in to it further.
  • Toilets no longer crash if they were flushing when the game loaded
  • Fixed Polymer Press description

[Game Update] 262109 - 4/3/2018
  • Fixed some prioritization issues with the Incubator
  • Fixed chores being disabled or not disabled from traits. Now the dupe's behaviour should match what the Priorities screen shows, whether it was disabled by a trait or by the player
  • Pufts and Shine Bugs only lure to a Lure with the appropriate bait
  • Toilets once again save/load their remaining flushes
Oxygen Not Included - Klei-JoeW


Hello friends!

As we know life always finds a way, and it seems the colony is no different. At lodng last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!).

There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation...

If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!

What does this preview contain so far?

The following content is available in the Ranching Upgrade Mark I preview:
    New Ranching Gameplay
    • New Rancher job
    • Critter wrangling
    • Critter needs and conditions
    • Critter reproduction (Eggs!)
    • Critter Feeders
    • Grooming Stations
    • Incubators
    • Critter relocation buildings now lower tech
    Info Database screen
    • Extended descriptions for many entries
    Errand Priorities screen
    • Added more controls for job prioritization
    • Renamed errand priority "Urgency" to distinguish from individual Duplicant priorities
    • Added optional auto-prioritization for job-related errands
    New geyser types
    • More geysers in each new world
    • Variable outputs and dormancy cycles
Check the patch notes for the most up-to-date changes!

For more information and instructions on how to access the preview build check out the post on the official forums: https://forums.kleientertainment.com/topic/88444-ranching-upgrade-mark-i-preview-now-available-258691



HOTFIX - 258798
  • Morbs should once again spit out polluted oxygen.
  • Wrangle tool now displays hover text if you try to wrangle a creature which cannot be wrangled.
  • Hatches should now properly display the 'buried object' marker when spawned inside of a solid tile. This change requires a new world to be generated.
  • Hatches should no longer 'freak out' when landing
  • Creature info panels should now display what is required to capture the creature
  • Build menu should no longer be offset when creating a new game
  • Rancher job now has a ranching perk
  • Main menu should no longer stutter when you have lots of save files.
  • Duplicants can no longer rangle burried hatches.
  • Creatures should now consume the appropriate amount of calories every cycle.

HOTFIX -259043
  • Dupes should no longer ignore sweeping.
  • Slickster should now produce oil instead of slime.
  • Morbs should once again spawn slime on death.
  • Creatures should no longer have blank status items.
  • Omelette recipe should properly display it's ingredients.
  • You can now type to filter elements in the debug element painter.
  • Creatures should now spawn with non zero calories
  • Misc crash fixes.
  • Thermo Sensor should now bring up the automation overlay instead of the power overlay.
  • Creatures should properly eat from the feeder when hungry.
  • Dead dupes should now be properly considered dead after save/load.
  • Chlorine geysers should no longer be missing in newly created worlds.
  • "Unreachable Dig" status item should disappear when it is no longer true.
  • Incubator now requires 240 watts instead of 120.
  • Eggs should now rot.
  • Incubators prevent eggs from rotting.

HOTFIX - 259080
  • Fixed a crash that could occur if a creature was interrupted on the way to the Grooming Station.
  • Fixed a crash that could occur if you killed a creature.

HOTFIX - 259633
  • Critter feeder now organizes it's storage options by creature diet.
  • Creatures now start off wild and become tame after being groomed for a couple of cycles.
  • Wild creatures consume/produce much less than tame creatures.
  • Broad tuning pass on creature consumption/production to account for their life cycles.
  • Creatures should now die if they run out of calories.
  • Geyser are now dormant for a shorter portion of their "big cycle".
  • Improved studied geyser status items.
  • Creatures should now spawn with the appropriate max health.
  • Hatches should no longer spawn in the air when starting a new game.
  • Creatures will now get overcrowded if too many of them are in the same room.
  • Morbs should no longer get stuck spawning polluted oxygen.
  • Using a specific world gen seed should now always spawn the same type of geysers in the same locations.
  • Auto-Sweeper can no longer sweep through Mesh/AirFlow tiles.
  • Fixed an issue where the simulation was destroying gas mass.
  • The priorities screen now allows you to cycle back to auto-assigned(the wrench) if you've manually changed it.
  • Fixed a crash that could occur when browsing the database.
  • Ranchers should no longer try and ranch burrowed hatches.
  • Several databse link fixes.
  • Fixed an issue where the wrong autosave file was being deleted.
  • Fixed crash that could occur when fighting creatures.
  • Fixed a crash that could occur if a creature could no longer reach their ranch station.
  • Debug paint tools now have an eye dropper tool.

HOTFIX - 259840
  • Fixed some performance issues with creatures.
  • Fixed duplicate buildings category in database.
  • Fixed another ranch station crash.
  • Hatches no longer eat non solid elements.
  • Creatures should now prioritize eating out of feeders.
  • New "Database entry not found" page.
  • Grooming station is now prioritizable.
  • Critter drop-off point is now prioritizable.
  • Duplicants should once again take their medicine.

HOTFIX - 260234
  • puft should no longer infinitely inhale
  • creatures should no longer poop out literal tonnes of material
  • fixed a crash that could occur when using a translation containing a database link within a database link
  • removed industrial machinery restriction from creature pen
  • suit locker should now be prioritizable
  • bag created by rangling burrowed hatches should now appear on the ground
  • info screen title label is slightly larger to accomodate different font sizes
  • hatches should no longer be constipated after eating phosphorite
  • fixed layering when dropping eggs from incubator
  • resource screen should now list liquifiable items
  • dupes should no longer ignore showering
  • database button for buildings under consutrction should now work
  • fixed an issue where the travel tube launcher and steam turbine were not
  • responding to their automation inputs
  • items carried by Duplicant should no longer melt during transit preventing
  • infinite fetching loops where Duplicant's would keep failing to transfer small amounts of ore
  • Creatures should no longer starve when offscreen
  • fixed a memory/performance leak

HOTFIX - 260344
  • Geyser study can now be prioritized; study errand is no longer 'emergency' priority.
  • New sound effects for critter grooming, excited, egg-laying, pooping
  • Improvements to incubator art
  • Improvements to hatch eating animation
  • New art for many of the new geysers
  • Updated Puft and Puft egg art
  • Tame hatches have an ID collar
  • Hatch can now hop across gaps with a lower ceiling
  • Formatting improvements to Reports screen
  • Slicksters and Pufts now eat enough to keep up with their calorie needs
  • Geysers don't show status icons until uncovered, and make a notification when uncovered
  • "Urgency" tool renamed to "Sub-Priority" tool
  • Sub-Priority tool now has a diagram, and all sub-priority pickers have a button to open the Priorities screen
  • Added 3 new columns to the Priorities screen: Life Support (mostly critical hauling jobs), Toggle, and Storage (non-sweep locker-filling).
  • "Advanced Mode" added to priorities screen. Further explanation below.
HOTFIX - 260388
  • Creatures will now behave correctly when Advanced Priority Mode is turned on
  • New sounds for adjusting priorities
  • Fix bug where the incubator errand could disappear if it was interrupted
  • More Geyser art updates
  • Auto Job Priority toggle now defaults to Off
In order to help new bases with no or few priorities set, the game has a few "under the hood" prioritization rules. We've observed that in large bases where players have already extensively applied their own priorities, these hidden rules can create unexpected trips across the base. Advanced Mode allows you to turn off those hidden rules for a more predictable experience. Please give it a try and let us know if you encounter any issues!

HOTFIX - 260525
  • Final art for Rancher hat
  • Molten metal/Volcano artwork completed
  • Fix for ingredient amount display at fabricators such as the cooking stations
  • Auto Sweepers are once again allowed to do all kinds of pickup and delivery
  • "Death timer" on slimelung-infected patients is reset when they receive treatment
  • Slime lung death timer reduced from 10 to 8 cycles
  • Fix for steam turbine destroying mass
  • Improvements to steam turbine status items and "Power" panel display
  • Steam turbine temperature requirements slightly lowered
  • Empty Storage chores (on fabricators, bottled liquids, vending machines, etc.) are now prioritizable using either Tidy or Hauling
  • Liquids created inside solid cells will try to move to a nearby non-solid cell.
  • Prevents mass destruction when destroying pipes inside tiles.
  • Fix crash on the Priorities screen
  • Wheezeworts should no longer destroy gasses
Oxygen Not Included - Klei-JoeW


Hello friends!

As we know life always finds a way, and it seems the colony is no different. At lodng last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!).

There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation...

If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!

What does this preview contain so far?

The following content is available in the Ranching Upgrade Mark I preview:
    New Ranching Gameplay
    • New Rancher job
    • Critter wrangling
    • Critter needs and conditions
    • Critter reproduction (Eggs!)
    • Critter Feeders
    • Grooming Stations
    • Incubators
    • Critter relocation buildings now lower tech
    Info Database screen
    • Extended descriptions for many entries
    Errand Priorities screen
    • Added more controls for job prioritization
    • Renamed errand priority "Urgency" to distinguish from individual Duplicant priorities
    • Added optional auto-prioritization for job-related errands
    New geyser types
    • More geysers in each new world
    • Variable outputs and dormancy cycles
Check the patch notes for the most up-to-date changes!

For more information and instructions on how to access the preview build check out the post on the official forums: https://forums.kleientertainment.com/topic/88444-ranching-upgrade-mark-i-preview-now-available-258691



HOTFIX - 258798
  • Morbs should once again spit out polluted oxygen.
  • Wrangle tool now displays hover text if you try to wrangle a creature which cannot be wrangled.
  • Hatches should now properly display the 'buried object' marker when spawned inside of a solid tile. This change requires a new world to be generated.
  • Hatches should no longer 'freak out' when landing
  • Creature info panels should now display what is required to capture the creature
  • Build menu should no longer be offset when creating a new game
  • Rancher job now has a ranching perk
  • Main menu should no longer stutter when you have lots of save files.
  • Duplicants can no longer rangle burried hatches.
  • Creatures should now consume the appropriate amount of calories every cycle.

HOTFIX -259043
  • Dupes should no longer ignore sweeping.
  • Slickster should now produce oil instead of slime.
  • Morbs should once again spawn slime on death.
  • Creatures should no longer have blank status items.
  • Omelette recipe should properly display it's ingredients.
  • You can now type to filter elements in the debug element painter.
  • Creatures should now spawn with non zero calories
  • Misc crash fixes.
  • Thermo Sensor should now bring up the automation overlay instead of the power overlay.
  • Creatures should properly eat from the feeder when hungry.
  • Dead dupes should now be properly considered dead after save/load.
  • Chlorine geysers should no longer be missing in newly created worlds.
  • "Unreachable Dig" status item should disappear when it is no longer true.
  • Incubator now requires 240 watts instead of 120.
  • Eggs should now rot.
  • Incubators prevent eggs from rotting.

HOTFIX - 259080
  • Fixed a crash that could occur if a creature was interrupted on the way to the Grooming Station.
  • Fixed a crash that could occur if you killed a creature.

HOTFIX - 259633
  • Critter feeder now organizes it's storage options by creature diet.
  • Creatures now start off wild and become tame after being groomed for a couple of cycles.
  • Wild creatures consume/produce much less than tame creatures.
  • Broad tuning pass on creature consumption/production to account for their life cycles.
  • Creatures should now die if they run out of calories.
  • Geyser are now dormant for a shorter portion of their "big cycle".
  • Improved studied geyser status items.
  • Creatures should now spawn with the appropriate max health.
  • Hatches should no longer spawn in the air when starting a new game.
  • Creatures will now get overcrowded if too many of them are in the same room.
  • Morbs should no longer get stuck spawning polluted oxygen.
  • Using a specific world gen seed should now always spawn the same type of geysers in the same locations.
  • Auto-Sweeper can no longer sweep through Mesh/AirFlow tiles.
  • Fixed an issue where the simulation was destroying gas mass.
  • The priorities screen now allows you to cycle back to auto-assigned(the wrench) if you've manually changed it.
  • Fixed a crash that could occur when browsing the database.
  • Ranchers should no longer try and ranch burrowed hatches.
  • Several databse link fixes.
  • Fixed an issue where the wrong autosave file was being deleted.
  • Fixed crash that could occur when fighting creatures.
  • Fixed a crash that could occur if a creature could no longer reach their ranch station.
  • Debug paint tools now have an eye dropper tool.

HOTFIX - 259840
  • Fixed some performance issues with creatures.
  • Fixed duplicate buildings category in database.
  • Fixed another ranch station crash.
  • Hatches no longer eat non solid elements.
  • Creatures should now prioritize eating out of feeders.
  • New "Database entry not found" page.
  • Grooming station is now prioritizable.
  • Critter drop-off point is now prioritizable.
  • Duplicants should once again take their medicine.

HOTFIX - 260234
  • puft should no longer infinitely inhale
  • creatures should no longer poop out literal tonnes of material
  • fixed a crash that could occur when using a translation containing a database link within a database link
  • removed industrial machinery restriction from creature pen
  • suit locker should now be prioritizable
  • bag created by rangling burrowed hatches should now appear on the ground
  • info screen title label is slightly larger to accomodate different font sizes
  • hatches should no longer be constipated after eating phosphorite
  • fixed layering when dropping eggs from incubator
  • resource screen should now list liquifiable items
  • dupes should no longer ignore showering
  • database button for buildings under consutrction should now work
  • fixed an issue where the travel tube launcher and steam turbine were not
  • responding to their automation inputs
  • items carried by Duplicant should no longer melt during transit preventing
  • infinite fetching loops where Duplicant's would keep failing to transfer small amounts of ore
  • Creatures should no longer starve when offscreen
  • fixed a memory/performance leak

HOTFIX - 260344
  • Geyser study can now be prioritized; study errand is no longer 'emergency' priority.
  • New sound effects for critter grooming, excited, egg-laying, pooping
  • Improvements to incubator art
  • Improvements to hatch eating animation
  • New art for many of the new geysers
  • Updated Puft and Puft egg art
  • Tame hatches have an ID collar
  • Hatch can now hop across gaps with a lower ceiling
  • Formatting improvements to Reports screen
  • Slicksters and Pufts now eat enough to keep up with their calorie needs
  • Geysers don't show status icons until uncovered, and make a notification when uncovered
  • "Urgency" tool renamed to "Sub-Priority" tool
  • Sub-Priority tool now has a diagram, and all sub-priority pickers have a button to open the Priorities screen
  • Added 3 new columns to the Priorities screen: Life Support (mostly critical hauling jobs), Toggle, and Storage (non-sweep locker-filling).
  • "Advanced Mode" added to priorities screen. Further explanation below.
HOTFIX - 260388
  • Creatures will now behave correctly when Advanced Priority Mode is turned on
  • New sounds for adjusting priorities
  • Fix bug where the incubator errand could disappear if it was interrupted
  • More Geyser art updates
  • Auto Job Priority toggle now defaults to Off
In order to help new bases with no or few priorities set, the game has a few "under the hood" prioritization rules. We've observed that in large bases where players have already extensively applied their own priorities, these hidden rules can create unexpected trips across the base. Advanced Mode allows you to turn off those hidden rules for a more predictable experience. Please give it a try and let us know if you encounter any issues!

HOTFIX - 260525
  • Final art for Rancher hat
  • Molten metal/Volcano artwork completed
  • Fix for ingredient amount display at fabricators such as the cooking stations
  • Auto Sweepers are once again allowed to do all kinds of pickup and delivery
  • "Death timer" on slimelung-infected patients is reset when they receive treatment
  • Slime lung death timer reduced from 10 to 8 cycles
  • Fix for steam turbine destroying mass
  • Improvements to steam turbine status items and "Power" panel display
  • Steam turbine temperature requirements slightly lowered
  • Empty Storage chores (on fabricators, bottled liquids, vending machines, etc.) are now prioritizable using either Tidy or Hauling
  • Liquids created inside solid cells will try to move to a nearby non-solid cell.
  • Prevents mass destruction when destroying pipes inside tiles.
  • Fix crash on the Priorities screen
  • Wheezeworts should no longer destroy gasses
Oxygen Not Included - Klei-JoeW

In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs
With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
    • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?
During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

[Game Update] 254700 - 2/09/2018
  • Colored status lines should now work correctly.
  • Toilet cleaning should no longer require assignemnt.
  • Repairing should no longer require assignment.
  • Fixed missing shipping icon.
  • Thermo sensor max threshold increased.
  • Fixed issues with power consumption/loss reports.
  • Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
  • Misc crash fixes.
[Game Update] 254781 - 2/09/2018
  • Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
  • Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
  • Fixed a crash that could occur when a plant died inside of a room with a farming station.
  • Dead dupes should no longer be able to master jobs.
  • Luxury Bed should once again give an extra stamina bonus.
  • Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
  • Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
  • Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
  • Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
  • Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
  • Adjusted falloff effect of various sound effects.
  • Exosuit Sprinter perk should now be properly applied after mastery of the role.
  • Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
  • Duplicants should no longer drop ore inside/through the floor when switching tasks.
  • Falling ore now has a max velocity which should prevent it from falling through tiles.
  • Fixed a bug where perk attributes were sometimes not persisting after switching roles.
  • Fixed a problem with certain save files were stuck in an infinite load.
Oxygen Not Included - Klei-JoeW

In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs
With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
    • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?
During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

[Game Update] 254700 - 2/09/2018
  • Colored status lines should now work correctly.
  • Toilet cleaning should no longer require assignemnt.
  • Repairing should no longer require assignment.
  • Fixed missing shipping icon.
  • Thermo sensor max threshold increased.
  • Fixed issues with power consumption/loss reports.
  • Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
  • Misc crash fixes.
[Game Update] 254781 - 2/09/2018
  • Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
  • Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
  • Fixed a crash that could occur when a plant died inside of a room with a farming station.
  • Dead dupes should no longer be able to master jobs.
  • Luxury Bed should once again give an extra stamina bonus.
  • Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
  • Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
  • Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
  • Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
  • Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
  • Adjusted falloff effect of various sound effects.
  • Exosuit Sprinter perk should now be properly applied after mastery of the role.
  • Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
  • Duplicants should no longer drop ore inside/through the floor when switching tasks.
  • Falling ore now has a max velocity which should prevent it from falling through tiles.
  • Fixed a bug where perk attributes were sometimes not persisting after switching roles.
  • Fixed a problem with certain save files were stuck in an infinite load.
Oxygen Not Included - Klei-JoeW
Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.

Please keep posting your feedback, we really appreciate it!
  • Priorities are now 1-9.
  • Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
  • Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
  • Job attribute bonuses adjust to account for permanent perks
  • Jobs can only be changed at the Jobs Desk, construct one to unlock job management
  • A larger number of Duplicants can be assigned to a single job
  • Re-enabled attribute leveling, reduced max attribute base level to 20
  • Reintroduced strength attribute to determine carrying amount
  • Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
  • Add experience gaining and attribute speed bonuses for more chore types
  • Steam turbine should properly stop if entombed or disabled
  • Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
  • Liquids will now only sublimate to a max pressure.
  • Conveyor contents should no longer melt when loading a save file.
  • Multiple instances of a building in a room should now be porperly considered inside that room.
  • Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
  • Dig damage texture should no longer disappear just before a tile is properly dug out.
  • Fixed an issue where Duplicants would become unselectable.
  • Tiles can no longer be build on top of Tempshift Plates.
  • Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
  • Coal Generator is now automatable.
  • Duplicant job progression is now displayed at the bottom of the stats tab.
  • Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.
HOTFIX - 253600
  • Fixed a crash that could occur when using transfer arms.
  • Fixed another bug with dupe selection.
HOTFIX - 253894
  • Broad retuning of attribute leveling to even out the progress between different attribute types and put them on a new curve
  • New artwork and effects for digging hard rocks, power tinkering, and ore pickup and delivery
  • Refined Conveyor Loader, Conveyor Bridge, and Smart Locker art
  • Previously mastered jobs' perks are correctly loaded from save
  • Sound effects for Power Control Station and Steam Turbine
  • Removed Job-related subpriorities altogether, due to further knock-ons and hard-to-discern Dupe behaviour
  • Fix crash loading some older saves that had jobs assigned
  • Batteries report charge loss
  • Added Smart Battery sound effects
  • Job perks won't apply more than once
  • Updated Disease Sensor artwork
  • Tweaks to battery refill meter behaviour
  • Disease sensor sound effects
  • Jobs now show how many Duplicants have mastered that job in total
  • Shine Bug idle voice is much less frequent
  • Fix crash when Auto-Sweepers try taking medication
  • Fix crash when an item is being repaired and gets destroyed
  • Fix crash when displaying crew portraits
  • Food rotting notification has been downgraded
  • Tweaks to Printing Pod sound effects
  • Fix crash that could be caused by logic-controlled doors
  • Fix details and stats panels showing information from the previously selected entity
  • Lots of tweaks and adjustments to Jobs text and tooltips
  • Turbine now works even if it doesn't have steam above it
  • Auto-Sweepers no longer try to put everything in everything
HOTFIX - 253949
  • Fixed a crash that could occur during combat.
HOTFIX - 254072
  • Duplicant stats panel now contains perk information.
  • Vitals panel should now lists expectations.
  • Fixed incorrect Auto-Sweeper angle with some rotations.
  • Dupes should no longer tinker at disabled buildings.
  • Conveyor rails should now have their own deconstruct filter.
  • Tinker stations are no longer assignable. Now anyone can work them if they have the perk.
  • Fixed an issue where liquids and gases could incorrectly state transition when being put into a pipe.
  • Steam Turbine is now automatable.
  • Removed "\t" from strings because certain fonts didn't support it.
  • Fixed a crash that could occur when selecting an object.
  • Fixed a crash that could occur when deconstructing a building under repair.
  • Increased the specific heat capacity of Igneous Rock/Magma/Rock Gas to 1
  • Fixed an issue where Dupes would appear bald when entering the Transit Tubes.
  • Anemic should now affect athletics instead of strength.
  • Steam turbine should no longer function when its inputs are blocked.
  • Reduced the temperature requirements on the input steam.
  • Steam Turbine should once again spit out steam when active.
HOTFIX - 254091
  • Fixed a crash that could occur when tending plants.
HOTFIX - 2543021
  • Buildings overheat temperature should no longer be way higher than intended after save/load.
  • Jobs screen lines should render properly at different UI scales.
  • Fixed chores not displaying tooltips.
  • Dead Duplicants should no longer appear in the Jobs screen.
  • Duplicants should no longer get stuck "Unemployed" when making frequent job changes.
  • Fixed an issue where some of the hover text would turn red.
  • Fixed a crash that could occur when placing wires/pipes.
  • Fixed a crash that could occur when placing buildings at the edge of the map.
  • Fixed a crash that could occur when using the Auto-Sweeper.
  • Fixed an issue where you sometimes couldn't properly toggle buildings on and off unless they were assigned.
  • Fixed an animation issue that could occur if a Dupe was tinkering with a building while it was in use.
  • Light sources should properly update which tiles are lit at the edge of their radius when tiles are dug out.
Oxygen Not Included - Klei-JoeW
Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.

Please keep posting your feedback, we really appreciate it!
  • Priorities are now 1-9.
  • Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
  • Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
  • Job attribute bonuses adjust to account for permanent perks
  • Jobs can only be changed at the Jobs Desk, construct one to unlock job management
  • A larger number of Duplicants can be assigned to a single job
  • Re-enabled attribute leveling, reduced max attribute base level to 20
  • Reintroduced strength attribute to determine carrying amount
  • Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
  • Add experience gaining and attribute speed bonuses for more chore types
  • Steam turbine should properly stop if entombed or disabled
  • Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
  • Liquids will now only sublimate to a max pressure.
  • Conveyor contents should no longer melt when loading a save file.
  • Multiple instances of a building in a room should now be porperly considered inside that room.
  • Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
  • Dig damage texture should no longer disappear just before a tile is properly dug out.
  • Fixed an issue where Duplicants would become unselectable.
  • Tiles can no longer be build on top of Tempshift Plates.
  • Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
  • Coal Generator is now automatable.
  • Duplicant job progression is now displayed at the bottom of the stats tab.
  • Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.
HOTFIX - 253600
  • Fixed a crash that could occur when using transfer arms.
  • Fixed another bug with dupe selection.
HOTFIX - 253894
  • Broad retuning of attribute leveling to even out the progress between different attribute types and put them on a new curve
  • New artwork and effects for digging hard rocks, power tinkering, and ore pickup and delivery
  • Refined Conveyor Loader, Conveyor Bridge, and Smart Locker art
  • Previously mastered jobs' perks are correctly loaded from save
  • Sound effects for Power Control Station and Steam Turbine
  • Removed Job-related subpriorities altogether, due to further knock-ons and hard-to-discern Dupe behaviour
  • Fix crash loading some older saves that had jobs assigned
  • Batteries report charge loss
  • Added Smart Battery sound effects
  • Job perks won't apply more than once
  • Updated Disease Sensor artwork
  • Tweaks to battery refill meter behaviour
  • Disease sensor sound effects
  • Jobs now show how many Duplicants have mastered that job in total
  • Shine Bug idle voice is much less frequent
  • Fix crash when Auto-Sweepers try taking medication
  • Fix crash when an item is being repaired and gets destroyed
  • Fix crash when displaying crew portraits
  • Food rotting notification has been downgraded
  • Tweaks to Printing Pod sound effects
  • Fix crash that could be caused by logic-controlled doors
  • Fix details and stats panels showing information from the previously selected entity
  • Lots of tweaks and adjustments to Jobs text and tooltips
  • Turbine now works even if it doesn't have steam above it
  • Auto-Sweepers no longer try to put everything in everything
HOTFIX - 253949
  • Fixed a crash that could occur during combat.
HOTFIX - 254072
  • Duplicant stats panel now contains perk information.
  • Vitals panel should now lists expectations.
  • Fixed incorrect Auto-Sweeper angle with some rotations.
  • Dupes should no longer tinker at disabled buildings.
  • Conveyor rails should now have their own deconstruct filter.
  • Tinker stations are no longer assignable. Now anyone can work them if they have the perk.
  • Fixed an issue where liquids and gases could incorrectly state transition when being put into a pipe.
  • Steam Turbine is now automatable.
  • Removed "\t" from strings because certain fonts didn't support it.
  • Fixed a crash that could occur when selecting an object.
  • Fixed a crash that could occur when deconstructing a building under repair.
  • Increased the specific heat capacity of Igneous Rock/Magma/Rock Gas to 1
  • Fixed an issue where Dupes would appear bald when entering the Transit Tubes.
  • Anemic should now affect athletics instead of strength.
  • Steam turbine should no longer function when its inputs are blocked.
  • Reduced the temperature requirements on the input steam.
  • Steam Turbine should once again spit out steam when active.
HOTFIX - 254091
  • Fixed a crash that could occur when tending plants.
HOTFIX - 2543021
  • Buildings overheat temperature should no longer be way higher than intended after save/load.
  • Jobs screen lines should render properly at different UI scales.
  • Fixed chores not displaying tooltips.
  • Dead Duplicants should no longer appear in the Jobs screen.
  • Duplicants should no longer get stuck "Unemployed" when making frequent job changes.
  • Fixed an issue where some of the hover text would turn red.
  • Fixed a crash that could occur when placing wires/pipes.
  • Fixed a crash that could occur when placing buildings at the edge of the map.
  • Fixed a crash that could occur when using the Auto-Sweeper.
  • Fixed an issue where you sometimes couldn't properly toggle buildings on and off unless they were assigned.
  • Fixed an animation issue that could occur if a Dupe was tinkering with a building while it was in use.
  • Light sources should properly update which tiles are lit at the edge of their radius when tiles are dug out.
Oxygen Not Included - Klei-JoeW


Hello friends!

The Duplicants have been working so hard lately, we decided to acknowledge their efforts with shiny new job titles! Presenting: The Occupational Upgrade. Now you can assign your Duplicants to specific job types to help improve their skills and organize work around the colony. It's paid off already! Thanks to advanced specialization, they've finally figured out how to move chunks of ore around the colony using a brand new ore transport system!

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 Occupational Upgrade preview:
  • New Jobs System
    • New job assignments to cover all aspects of colony life
    • Many jobs have new or updated abilities
    • Revised Food and Decor expectations
    • Redeveloped Jobs screen
    • Hats
  • Food and Crop rebalance
  • Ore Transport System
    • Conveyor Rails
    • Conveyor Inbox and Outbox
  • Ore Transfer Arm
  • Hats
  • Smart Battery
  • Smart Storage Locker
  • Improved Fridge to Smart Fridge
  • Disease Logic Sensor
  • Steam Turbine generator
  • Farm Station
  • Power Control Station
  • Massage table revision
  • A wide variety of bug fixes
  • Hats
Check the patch notes for the most up-to-date changes!



For more details on joining the preview branch, check out the official post

[BETA PREVIEW HOTFIX] 252656 - 1/29/2018

As always, thanks for taking the time to play the Preview build and post your feedback in the forums. Today's patch is focused on bug fixes and content updates, but we're working on changes to the Jobs system management and balance as well. These changes will be made a few at a time and require fine tuning, so please bear with us as we get this system where we want it. Thanks for your support and enthusiasm!

Today's changes:
  • Dupes should once again get woken up by nearby loud sleepers.
  • Build tool hover text card should now properly reflect the currently selected building.
  • Pitcher Pump should no longer be confused about what locations are valid for placement.
  • Deconstructing/Emptying buildings which store liquid should once again drop bottles instead of dumping the liquid onto the floor.
  • Steam turbine now works on a pressure differential and no longer requires water cooling.
  • Research stations should now display their material usage per research point rather than their rate(which is variable according to researcher speed).
  • Liquids should no longer become invisible on OSX/Linux.
  • State changes in pipes should once again cause damage to the pipes
  • Ore transfer arm should now consume power while transferring.
  • Disease overlay meters should now properly track the duplicant's pivot.
  • Fixed a crash that could occur when deconstructing/emptying planter boxes.
  • Conveyor inbox now consumes power while dispensing.
  • Smart Storage Compactors/Fridges now display whether their logic output is on/off.
  • Conveyor inboxes/outboxes are only useable by transfer arms by default.
  • Manual dupe delivery can be turned on and off.
  • Storage lockers should now properly request more items to be delivered if their contents have been sublimated.
  • Smart locker should now properly send out a logic signal when adjusting the capacity slider.
  • Dig orders should now display status items when there is no one assigned to the required role.
  • Icon on dig orders should now appear different based on the dig order's role requirement.
  • Dupes should no longer appear with yellow dots as hats in the main menu.
  • Conveyor overlay button should only be accessible after researching Smart Storage.
HOTFIX - 252799
  • fixed a crash that could occur when clicking on certain buildings in the build menu
HOTFIX - 253063
  • Fixed a crash that could occur when using Conveyors.
  • Smart Battery uses correct icon in the Automation Overlay.
  • Clear floor debug menu option should work once again.
  • Oxygen Overlay tooltip should once again show oxygen contents of cells on hover.
  • Fixed a bug with conduit temperature transfer.
  • The word "Unassigned" in the Jobs screen should now be translatable.
  • Sculptures/Paintings should no longer complain about the colony not having an artist after they have been completed.
  • Rooms with only half a horizontal door being accessible should now be properly considered as rooms.
  • Storage Compactors containing sublimating material should no longer animate every time the material sublimates.
  • Missing research station notification should no longer appear as "UNKNOWN TAGs".
  • Click and hovering over a dead Dupe should no longer show a tooltip claiming that the Dupe cannot die because the death job is already assigned.
  • Fixed layering on Heavi Conductive Joint Plate.
  • Groundskeeper job now has a small Athletics affinity and gets experience from flipping compost.
  • Dupes can now dig out buildings before construction materials are delivered for all buildings except Ladders.
  • Higher tier dig orders should no longer be missing dig icons.
  • Printing Pod is no longer overheatable.
  • Steam Turbine should now properly decelerate.
  • Fixed layering on ore leaving the Conveyor Loader.
  • Dupes should no longer consider offscreen ore as reachable.
  • Hovering over a building and switching to the sweep tool should no longer cause hover text to linger on the screen.
  • Fixed the word "germs" showing up twice on one of the germ tooltips.
  • Job mastery tooltip will now properly display what job needs to be mastered.
  • Auto-Sweepers should no longer take equipment off of Dupes.
  • Misc crash fixes.
HOTFIX - 253205
  • Fix for some jobs requiring more experience than intended since the last hotfix
  • If a Dupe has mastered a job and the amount of experience required to master that job changes due to an update/hotfix, that Dupe will now remember that they mastered that job and not be required to regain that experience if they are reassigned to it.
HOTFIX - 253600
  • Fixed a crash that could occur when using transfer arms.
  • Fixed another bug with dupe selection.
...