The fridges are full and the toilets are empty, the pipes are plumbed and the power’s been generated… plus there's hardly any pee on the floor at all! That can only mean one thing; the time has finally come to open the bunker doors and invite everyone in to see the glorious machine we’ve created!
Oxygen Not Included has officially left Early Access, and we're ready to let everyone come see what we've been working on these last 5 years!
So what have we been working on all this time, anyway?
Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Master advanced science and technology, capture and tame strange new lifeforms, and plan your base with expert efficiency so that you and your colony may survive… and even, possibly, thrive.
The game has come a long way since it went into Alpha in February 2017. We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then we’ve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space… with your guidance, of course.
The adventure’s not over yet, either. We'll continue fixing bugs and balance after launch, so please keep sending your feedback and reports! We also have more we want to do with the game in the future, so keep an eye out for announcements.
It's been an intense but delightful ride and we couldn't have gotten here without the support of all of you from this awesome community. The whole team would like to thank you for your comments and support, your bug reports and your discussions, your insane machines and your beautiful stories.
Please, enjoy Oxygen Not Included! This Mushbar's on me.
Fix crash when viewing an old colony's summary graphs
Fixed the height of the park sign
Updated Korean translations
Updated Chinese translations
Added new Colony Initiatives/Achievements
Fix problem where newly earned initiatives would not update on the summary screen
Summary screen no longer crashes if two colonies have the same name
Updated game credits
Fix numerous strings typos
Make more strings translatable
Fix glitchy Duplicant portraits on the colony summary screen
World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.
Boulder world traits will less frequently appear on the same world.
Corrected the in-conduit colours of ethanol, ethanol gas, and sour gas
Hatch diets now include aluminum ore and electrum
Added two new meteor showers, one with Copper meteors, and one with Gold meteors.
Squeaky Pufts now appear in Rust biomes
Puft temperature ranges widened and made unique per species.
The Serum Vial now takes Steel instead of Wolframite to craft
Automation sensor statuses now use red/green terminology
Automation ports show their descriptions when hovered while building an automation wire
Fix for several cases where fabricator buildings would stop being worked even when there were open orders
Tweaked skill names and descriptions
Remove references to "Toxic" elements
Solid Boosters now actually consume their fuel
Additional colony summary charts, now with colors!
Steam Achievements are no longer earned after Sandbox mode is enabled.
HOTFIX - 358267
Renamed the "Tune Up for What?" initiative to "Finely Tuned Machine"
Updated achievement icons
Updated Chinese translations
Colony timelapses now save out correctly -- show us what you've got!
Many building status items which were showing "{Item}" and similar now actually have the item name filled in
Fix crash when steam condenses in an airflow tile
Fix an issue where certain mods requiring updating would not get updated
Fix an issue where the game would forever ask to restart after a mod had been updated. NOTE: if you had been stuck in that loop, some of your mods may be disabled. You can re-enable them.
Volume tuning on the world generation and Duplicant selection screens.
New ascending sounds when initiatives are earned
Wood Burner now respects battery fill percent configured on the side screen.
Desalinator has a status item when it's full of salt and needs emptying
"Oxygen Not Occluded" and "Down the Hatch" initiatives now track the correct values (they were looking for 1000x too much oxygen/metal!)
Fixed a particular framerate issue while rockets were launching. More investigation is underway.
HOTFIX - 358820
Fix Duplicants with Trypophobia still digging construction chores (and similar issues)
Game will load and reset preferences if preferences get corrupted. If you have been stuck at the Klei logo, you should now be able to run the game but your preferences will have been reset!
Reduced the thermal conductivity of Ethanol Gas to 0.167
Removed sweat from Duplicants' faces when they change hats
Power generation initiatives are tracked correctly now
Add a new initiative, "Immovable Object"
Fixed a number of errors related to local/dev mods not getting removed correctly. Local and Dev mods will have to be re-enabled.
Local mods work on case-sensitive platforms.
A bunch of improvements to timelapses:
Can be disabled by moving the resolution slider to the left.
Aspect ratio matches the default world aspect, for better screenshots as the colony grows
Resolved several timelapse rendering issues
Can see timelapses for colonies so long as there's at least one image
Fixed a bug where it wouldn't take a screenshot on the cycle a game was loaded
Fixed an issue where the timelapser could cause the game to "freeze" while still playing sounds
Automation tracking for achievements ignores POI buildings
Voles no longer get stuck if they burrow into a tile as it is dug up
Fixed meter position on the Wood Burner
Tree branches have a chance to create a seed on both uproot and harvest, so pips can harvest seeds from trees more frequently.
Plants no longer incorrectly list seed chances if they have no seed chances
Hooked up cleaning animation for Desalinator
HOTFIX - 359645
Wheezewort and Oxyfern no longer show 'effects' in the planting screen
Fix the aspect of the thumbnail in the colony summaries
Correctly check all logic networks for logic achievements
Tiles can now replace ladders, plastic ladders, and firepoles. (But not the other way around.)
Timelapse sizes are now based on constructed buildings so are more stable between cycles
Add a Colony Initiative, Easy Livin'
Updated Russian and Chinese translations
Nosh Sprout previews in planter boxes are the correct height
Skill point notifications are less permanent (similar to attribute increases)
Added notification when Database Entry is unlocked
Improved tooltips on many of the sidescreens with sliders on them (power threshold, critter sensor, etc)
Critter sensor tooltip and description now agree on when the sensor activates
Video sound is affected by Master volume control
Game will no longer freeze during timelapsing if there is no Printing Pod present
HOTFIX - 361684
Research screen nav improvements: smooth zoom, wider max zoom, smooth keyboard panning, respects mousewheel rebinds
Various strings typo fixes
Performance improvement in achievement tracking
Cropped colony screenshots on main list
Incubators can select their preferred egg even if zero are available
Game saves preview screenshots when saving the game, and displays them in the load menu
Molar mass of solid and gaseous ethanol fixed
Updated Chinese translations
Updated Russian translations
Clicking notifications for new skills, no research, or no analysis opens the corresponding screen
Fixed issue with "Missing Research Station" not showing in the correct conditions
Only show "new skill point" notification if Duplicant went from 0 to 1 available points and remove it if the points get spent
Skill points and hats refresh correctly when choosing skills
Improve loading of colony summaries and timelapses so that the screen opens much more responsively
Colony summary screen no longer leaks memory
Slowed down the playback speed of the timelapse, and added basic playback controls
Selecting an achievement in the colony summary screen shows detailed progress towards that achievement
Added icon on achievements list to indicate if the base is eligible for Steam achievements (i.e. has debug been used)
Critter Sensor allows choosing to activate when Above or Below the chosen value
Fix issue where where certain rotations of buildings wouldn't detect if their foundation had been removed
Added salt shaking sounds to the mess table
Fix extra click sounds on the printing pod buttons
Pacu are generally less constantly loud, particularly when in large groups.
Fix Rust Generator electricity sparking sounds.
Tutorial videos are slightly louder.
Fix scrolling sounds on the asteroid select screen
Correct click sounds play on various checkboxes
Play correct sound effects when shuffling Dupes
Wrangled critters only vocalize sometimes instead of constantly
Made rust deoxydizer bubblier (both art and audio)
Suit Checkpoint placer now more strongly indicates its usage and direction
Fix occasional crash when taking a timelapse screenshot after load
Fix issue where overlays would partially show in timelapse screenshots
Fix "ghost ladders" that would exist if a ladder got replaced with a tile
HOTFIX - 364722
Power changes
Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW)
Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled.
Transformers should no longer pull more than their charge capacity from other transformers.
Fixed an issue that allowed transformers to supply more than their advertised wattage.
Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide.
Inactive: Purple, current wattage is zero
Overloading: Red, using more than wire rating
Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating
Safe: White, all other states
Fixed current load and potential load status item ordering.
Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own.
Updated Transformer build menu description to help describe its usage.
Slight adjustments to Battery descriptions.
Transformers show a status warning when input and output are on the same circuit. vBattery hovercard now displays current charge as a fraction of its total possible charge.
Automation sensors
Added Liquid Element Sensor (for sensing liquid elements in world space).
Slight adjustment to descriptions of some sensors to more precisely describe their use.
Automation sensor building art and ui updated to include red/green signal state lights.
Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui.
General UI
Resource screen is now vertically collapsible and scrollable.
Game camera no longer zooms if mouse scrolling while over build menu material selection.
Fixed left-click drag research screen navigation.
Fixed some issues with research screen scroll boundaries at different zoom and UI scales.
Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction.
Schedule Screen now displays which time blocks are Morning and which are Night, for Early
Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen.
The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button.
Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency.
Removed misleading "Flammable" tag from many elements.
Removed misleading "Toxic" tag from elements.
Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen.
No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}.
Starmap button tooltip no longer displays the incorrect hotkey.
Fix weird grammar in the Sickness contraction tooltip.
Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs.
Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures.
The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators.
Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production.
Liquid Tepidizer description no longer mentions heating water to perfect shower temperature.
Fix for misaligned "Launched!" text on Main Menu.
Cleaned up colony achievement strings.
Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors.
Storage Locker description specifies that it stores solid resources.
Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen.
Automation Sensors now show a warning if you haven't connected an Automation Wire to them.
Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire.
Fixed an issue causing achievement requirement checkboxes to show the wrong values.
Audio
Wood generator sounds updated.
Space Heater sounds are less constant at high gamespeed.
Updated achievement impact sound.
Adjusted audio mix when placing buildings.
Added sounds for the Sunny Disposition trait.
Improved the Morb death sound.
Tiny adjustments for dupe interacts with Desalinator sounds.
Disabled on use UI click sound for skills button on Printing Pod.
Support for animation mods
Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory.
The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.
Other
Fix bug blocking placing a building immediately after changing rotation.
Fix bug where tiles replacing ladders could go over HiWatt wire or drywall.
Jet suits also count toward exo suit achievement.
Fixed crash that could occur when room shapes were updated.
Fixes bug where the below state on the critter count sensor was toggling every 200ms
Fixed memory leak in timelapse slideshow.
Timelapser no longer captures active overlays in screenshots.
Autosaves now generate load screen previews screenshots.
Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary.
Fixed crash related to timelapse screenshots.
Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable.
Rust deoxidizer bubble animation updated
HOTFIX - 365655 - 9/5/2019
Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status.
Next week, July 30, Oxygen Not Included will be launching out of Early Access! Here is a brief list of the things we've added for launch, a full list will be available on launch day.
New asteroids to explore, with their own rolled traits
Three new biomes complete with plants and critters
New buildings to process and upgrade the materials you'll find there
Colony goals for the duplicants to strive for
Balance and polish passes on food, temperature, Duplicant selection, and more
For us, launch means that the main features of the game are complete and we feel the general public can enjoy the game. Rest assured, we will continue to be working on the game post-launch. After July 30, we will continue with bug fixes and balance changes; we also have more content we want to explore with the game in the future, and we will let people know more about our plans when the time comes.
Thank you everyone for staying with us the past two years, and I look forward to continuing the journey with you!
Just wanted to give you all a quick status update:
We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we weren’t quite where we anticipated that we would be.
We’re feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and it’s just not as polished as we (or you) would like.
Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June.
Our apologies for making you all wait a bit longer and once again, thanks for all your support!
Our final upgrade in the Quality of Life series has arrived… presenting: QoL Mk III! As always, we're extremely grateful for all the detailed feedback and intense support you’ve given us. We've got some big improvements for you this time:
First off, we've overhauled the Disease system. Overall, Duplicant sickness is simpler and more frequent, and can be successfully managed with adequate medicine infrastructure and doctoring time. Germs still work pretty much how you remember them, although Duplicants’ sickness has since been streamlined. Dupes no longer have an “immune system”, but instead simply have a chance to get sick each time they encounter germs of different types. Actually being sick is also a much simpler affair: Infected Duplicants will continue performing their duties in the colony, but the side effects from the disease will reduce their efficiency until cured.
Next, we've turned Jobs into Skills. Although we liked the "job" metaphor, it didn't really match the mechanics of the system, so we renamed it to "Skills" and tweaked many of the surrounding features to be more consistent with the idea of awarding new skills to your Duplicants. Morale Expectation is now accumulated per skill earned, so you’ll get to make a meaningful choice between how specialized or general a particular Dupe's skill set will be as your colony grows!
There have also been a bunch of fixes and additions to fill gaps and correct balance issues: The Steam Turbine has had an overhaul (it condenses the steam internally now!), there is a new Ice-E Fan which replaces the Hydro Fan (with an associated Ice Maker for producing ice!) and new structures for moving solid materials around both by Duplicant-power and with conveyor buildings. Additionally, we've added some new overlays, tweaked tool filters, and fixed a whole bunch of bugs and UI issues.
And with this Upgrade now in your hands, we're full steam ahead towards release! Further details can be found in our roadmap, but rest assured we're not done with this game yet, and will continue absorbing your feedback and making the best mad science experiment urine-powered rocket factory colony management game that we can!
What's New and Improved?
Major Disease rebalance
Sicknesses are more frequent but less deadly
Immune System removed, germs have direct chance to infect
New Medical skills and hats
New Sick Bay and Disease Clinic buildings
Medicine redesigned
Food Poisoning and Slime Lung tweaked
Allergies and Zombie Spore germs and sicknesses added
Jobs/Skills Overhaul
Jobs system is now the Skills system
Experience is now gained up front and then spent on Skills
Skills Screen (formerly Jobs Screen) displays acquired skills per-Dupe
Morale Expectation is cumulative per skill learned, rather than tiered
Freely assign a Duplicant's hat from all the hats they've earned
Major Building Changes
Steam Turbine total rebuild, it now condenses steam internally, and port and power behavior is much more consistent
New Sporechid flower appears in the Oil biome, and releases harmful germs
New Skill Scrubber building to reset skill points
New Ice Maker to create ice from water
Cooling Fan replaced with Ice-E Fan, the Dupe-powered method of cooling an area
New Conveyor Shutoff Valve
New Conveyor Chute
New Automatic Dispenser
New Material Overlay screen
New Integrated Mods System
Publish and download all mods from the Steam Workshop, or install locally in your Documents folder
Support DLL, worldgen, element, codex, and strings mods
Translations still supported, with no changes to existing mods necessary
In-game menu for enabling and reordering mods
For the full patch notes, please view the full update page!
HOTFIX - 326830
Swapped in the new artwork for the Early Access message screen
Mods can now overwrite all the remaining files in worldgen (biomes, features, subworlds, etc.)
Hooked up proper animations for the Automatic Dispenser
Fixed Duplicant scaling on the new game mode selection screen
Dupes printed from the portal (not starter dupes) come with 1 skill point
Tooltips on the skills screen should no longer go off the bottom of the screen
Deprecated buildings can no longer be copied
QOL2 saves which were upgraded to QOL3 will no longer show hearts on every skill
Door state is copied when copying settings between doors
Medical hat variants show correctly on the Skills screen
Logic timing should scale properly with game speed now
Skill Scrubber sounds added
Sneezing no longer interrupts errands, they will resume after the sneeze completes. (A few more emotes are underway to be fixed too!)
Duplicants who were in rockets in a QOL2 save will have their skill points properly upgraded. (If the colony has been loaded and saved in QOL3, the points can no longer be restored.)
Highly germ-susceptible Duplicants will no longer get other Duplicants sick when they are exposed to germs.
Selected hat displays correctly in the Skills screen
It's now been over two years since the first public Beta for Oxygen Not Included, and it's finally time to fully launch the game! The third Quality of Life Upgrade is coming to you on Tuesday April 16th, and then there will be one last update to complete Early Access.
In late May, we will be coming out of Early Access with new content (3 new biomes, new creatures, new buildings, and more), and official mod support, making it possible for players to create game content of their own.
With that, we feel Oxygen Not Included is ready for a full launch. After we've officially launched, we will continue to make quality of life improvements and bug fixes, while the bulk of the team will be moving on to building DLC for the game, where we can explore further ideas and expansions to ONI's world.
All in all, it's been a rather surreal journey for the team. The game is extremely intricate, with so many moving parts; when we first designed it, we weren't sure how many people would be interested in embracing their inner scientist, but 1.5 million players later, we're happy to say the experiment has worked out.
Thank you so much for playing our game. Thank you so much for all your bug reports, your feedback and all the wonderful support you have given us during this journey. We look forward to launching this game with you.
We're keeping the improvements train rolling today with the release of our latest Quality of Life Upgrade, QoL MK II! Our team has continued to scour their bug lists and review all the feedback you've given us here in the forums, and we've been working hard to improve our game systems and overall game performance.
A high level of focus in QoL Mk II has been directed toward adding tools to communicate how Duplicants are choosing jobs or moving around your base, giving you better, more efficient control of your colony. We've also added a whole batch of unusual Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And we've knocked out all kinds of bugs and crashes thanks to your reports!
Throughout the rest of the QoL Upgrades we will be continuing to monitor your feedback for more information on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still lots more to come! We've got even more systems to balance and optimization to perform.
As of the QoL MK II release, Oxygen Not Included is now also available on the Epic Game Store. The game is still in Early Access, and we plan to follow the same Testing/Release schedule on Epic that we currently do on Steam. We're supporting both platforms that the Epic Game Store supports, currently PC and Mac.
A big thank you to everyone who participated in our open testing branch, we hope you enjoy QoL MK II!
What's New and Improved?
Printing Pod can now print objects other than Duplicants, to give your colony that little extra boost
Added a new priority to the Priority tool, "!!". This will make a highest-priority errand and put the base into Red Alert mode until the errand is complete
Added a new side screen for Duplicants which shows all the chores they can perform, and what order they will perform them in
Added a new "Errands" tab for buildings (other objects coming soon!) which shows what chores are available there and which Duplicants can work on those chores
Reports Menu now shows a more accurate and better categorized breakdown of where Duplicants are spending their time
Reports Menu now shows how many errands have been created and completed each day
"Long Commute Times" notification if Duplicants have a high percentage of travel time in a day
New Artifacts can be returned from space missions, either by astronauts or space tourists -- display them on Pedestals for high decor!
Eggs can now also be placed on Pedestals
Rocket modules now have a "Launch Tower" background that shows where the rocket will land even after it has taken off
There have also been many bug fixes and minor improvements.
Once again able to build Pitcher Pump in front of back wall buildings
Fix gas leaking if Airflow Tiles or Mesh Tiles are built as replacement tiles
Fix priority on Neural Vascillator so Dupes with raised priorities will actually use it
Fix crash when building wires and pipes
Fix crash when destroying a Geyser in sandbox mode
Fix crash when Dupes are Rummaging
Increase the priority of Rummage errands
Wrangle Tool now correctly sets priority
Fix crash when one of the Dupes in a conversation disappears for some reason
HOTFIX - 311032
Fix crash when changing Dupe names with Chinese input
Fix crash when building plumbing/vents on single-core computers
Fix Duplicants getting stuck in a delivery loop if a locker set set to !! priority
HOTFIX - 311694
Red alert no longer prevents Duplicants from catching their breath (They will however, hold it for longer than usual)
Dupes in Red Alert will get the correct "holding breath" face when holding their breath
Can now set emergency priority with the '0' key the same way the other number keys set normal priorities.
Fix Filtered Output Pipe icon on the plumbing overlay
Fix liquid/gas input incorrectly updating liquid flow if the entire mass was consumed
Fix crashed caused by Errand time reporting
Cleaned up which systems were responsible for Red Alert from Emergency
Priority errands. Now it's controlled directly from the building's priority, so setting the building priority will immediately toggle Red Alert on or off, regardless of whether there is an active chore. This makes it more consistent in all cases and improves the feedback of toggling the building's priority.
Buildings and other objects with emergency priority now have a "!!" status item visible in the main game view
If a building was only temporarily prioritizable (e.g. because of a Repair errand), it will stop causing Red Alert when that errand is finished.
Several temperature and mass related crashes were actually recoverable, so just put a warning in the output log and keep running the game.
Fix a crash then the Med Bed is set to emergency priority
Duplicants are allowed to remain in a med bed during Red Alert
Fix the priority numbers on the Minion Todo List being off by one.
HOTFIX - 312373
Fix for Sweeper Arm sometimes not being able to reach any storages even when they're in plain sight
Add some additional checks to try and track down invalid Errand crashes
Fix another crash with input with IMEs such as Chinese
Updated Korean and Chinese translations
Fix a crash when setting Dupe priority to "disabled"
The Quality of Life Upgrades continue to roll out as our team scours their bug lists and reviews all the feedback you've given us here in the forums! We're also still working hard to improve game performance and systems.
A high level of focus in QoL Mk 2 has been directed toward adding tools to help you understand what work your Duplicants are doing around the base and how they're moving through it. We've also added in Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And of course, we've knocked out all kinds of bugs and crashes thanks to your reports!
For those who missed it in the previous Upgrade: A public Testing Branch for this Upgrade will once again be available as they have been in the past, with the change that testing periods will now run for 3 weeks instead of the regular 2. Our intention is to provide additional time for your feedback to be heard before these changes go out to the world. (Please note that the Testing Branch will continue to have additional crash reporting enabled and will impact your game’s running performance. Finalized performance improvements won't be noticeable until the Upgrade releases to everyone.)
We look forward to reading your thoughts and opinions on the Suggestions Forum.
Thank-you!
This update is absolutely massive - for more details and update notes, head on over to the official forums.
[Game Update] - 306581 - 2/1/2019
Deconstructing toilets and other assignables no longer crashes
Fix door access controls not being loaded correctly or modifying the pathfinding correctly.
Cleaned up tooltips for chores on the Duplicant ToDo list
"Sleeping" status is properly bolded and first in the status screen
Big change to the Duplicant Time reports on the reports screen: Shows as percentage of the day, time categories have been revised, a few new categories, and the whole screen has been better organized.
Fix several overlapping or badly wrapping text problems -- thanks for pointing these out!
Updated description for Smooth Hatch
Clicking a Dupe on the building Errands tab will jump to that dupe
Fix text styles being broken when game language is changed
Added in "not existing" dupe time reporting for more accurate daily totals when a dupe is printed or dies
Reduce the boldness of bolded text
Add missing compostable string
Correct Water Geyser typo
More accurate Telescope description
[Game Update] - 306670
Hey friends! Wanted to get out a fix for the med beds before the weekend. Have a good one! :)
Fixed med bed errand priority to Personal Needs so bedridden dupes will actually get out of bed to pee.
Some balance changes to the portal Care Packages
Some portal Care Packages are now gated by discovery, others have had their minimum cycle altered
[Game Update] - 306910
Duplicants should no longer get stuck in place if they have to hop down on to a horizontal door
Text alignment/spacing fixes to the Pedestal screen, Jobs Screen dropdowns,
Fix crash when spawning a new Care Package
Pedestals correctly set decor on load
Fix crash when Duplicants are thinking about their next errand
Fix crash when clicking a care package and then a Duplicant on the Printer Pod screen
Building errand list and Duplicant ToDo list now show available errands in realtime, along with better messages for why a dupe can't perform the errand at a building (instead of just being blank).
Current errand on the ToDo list is shown at the top
Fix cases where a Dupe would incorrectly pathfind or get stuck at a access controled door if they approached it from a diagonal.
Ladders can now directly replace other ladders
[Game Update] - 308684
Fixed issue where pre-printing and post-death time logs were inaccurate
Liquid Fuel Tank background now shows up
Report Screen headers are now translatable
Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space
All doors now prevent gasses and liquids from escaping into space (art coming soon!)
Gasses render in front of background buildings like Drywall
All doors can be walked on top of, in either orientation, open or closed.
Hotkeys are explicitly inserted into many strings now instead of appended at the end (for Translators)
Puzzle Cube artifact displays properly
Conduits placed across multiple Hydroponic Farms should no longer block liquids from flowing down the pipe
Emergency priority creates notifications to make it easier to find those Errands
Games there were saved while a Care Package was in the process of being printed will no longer crash
Fix several cases of Duplicants repeatedly picking up micrograms of ore
Duplicants will prefer to run across the tops of ladders rather than climbing across them
Bunker Doors should no longer animate while the game is paused
Anti Entropy Thermal Nullifier no longer incorrectly gets "Too Cold"
Fix a crash when trying to save invalid temperatures
Updated artwork for many of the rocket module backgrounds
Improved some logging for Errand errors to help us track down bugs
[Game Update] - 309354
Added background art to all doors to indicate that they prevent gasses from leaking into space
Fixed layering on gas rendering. Now all pipes and other background objects are partially covered by gasses, drywall and world background are fully covered.
Fix for Dupes incorrectly binge-eating tiny amounts of food
Duplicant Errand list correctly hides errands the Dupe would be unable to perform
Clicking certain notifications no longer moves the camera to the top left of the world
Remove redundant hotkeys in some tooltips
Revised artwork for rocket towers
Made several previously-untranslatable strings translatable
Fetches for micro-amounts are forced to complete
"Errands" tab shows on more than just buildings, e.g. digs, critters. Let us know if it's missing from anything still!
Fixed more text layout/wrapping bugs
Fix a crash when deleting a Duplicant or Critter with sandbox tools
Adjust height of the Critter Lure so that it has room for the bait
Proper fuel meter shows on the Liquid Fuel Tank
Liquid Oxidizer tank meter no longer stays behind when the rocket launches
Liquid/Gas/Solid cargo bay meters are hooked up.
Adjusted wordings on Rocket checklist to make it more clear when there are problems
Red Alert no longer prevents Emergency chores from being completed
Fixed priority of Find Somewhere Safer chore
Added tooltip for Emergency priority
Added priority values into tooltips on the Priorities screen
Today we're happy to bring you the first edition of our new "Quality of Life" Upgrade series! This series will differ slightly from Upgrades we've released in the past, as we shift our focus toward a new stage of development dedicated to evaluating all game content to date. This means looking at improving performance, filling in remaining holes in content, and rebalancing existing systems (hooray!).
The intent of QoL Mk 1 is to begin working through the important issues that have been brought up by users on our forums (thank-you for your feedback and reports!), as well as eliminating major game-impacting bugs, and improving the quality of Oxygen Not Included's early game for new users. As a result, QoL Mk 1 introduces new recipe queuing UI options, more building copy settings, and a bunch of new content expanding the decor system such as varieties on existing paintings, sculptures and flower pots (plus a whole assortment of crash fixes and performance tweaks).
Throughout the rest of the QoL Upgrades, we will be continuing to monitor the forums and your reports for more feedback on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still more to come! We've still got even more systems to balance and optimization to perform.
In addition, the team will be taking a two week break over the holidays and getting back to it in the New Year. The next update will be on schedule in 8 weeks, coming out February 7th.
Thank you to everyone who participating in our open testing branch, we hope you enjoy the decor!
After their first exciting foray into space the Duplicants have been eager to learn more about the universe in which they live. Their dedicated space research has brought on a wave of technological innovation, and using the rocketry advancements now at their disposal the Duplicants can fly further into the unknown than ever before. They might even bring some strange new things back for their trouble!
Introducing: Oxygen Not Included - Space Industry Upgrade!
What's New?
An expanded starmap means Duplicants can venture even further out into space, reaching far off locations until now unseen where several powerful new materials are waiting to be collected.
Key Features
New Rocketry options for more ways to get into space
Steam Engine and Liquid Hydrogen Engine for increased rocket power
Solid Fuel Thrusters to improve rocket thrust
Research Modules to gather research data from space
Expanded Space Destinations with rare materials
Larger space map
New destination types
Space research, which reveals artifacts and materials
New surface-dwelling creature
Shove Vole can now be found on the surface, munching Regolith and waiting for your love!
Advanced material fabrication pushes the limits of physics
New Molecular Forge converts rare materials into industrial supermaterials
New Thermium, used as an industrial super conductor material
New industrial-grade Insulation
New Fullerene-based Super Coolant
Gelatinous, kinetic energy-dampening Visco-Gel
Jet Suits enable extreme Duplicant mobility
Duplicants take to the air in new Jet Suits!
Jet Suit Checkpoints and Lockers added for Jet Suit management
Revised late-game research
Telescopes can now analyze Starmap destinations
Research Modules produce Data Banks during rocket missions
New Virtual Planetarium turns Data Banks into research
Rocketry automation allows for larger, more dynamic spaceports
Command Modules are now automatable
Space Scanners can signal incoming rockets as well as detect meteor showers
And more!
Neural Vacillator recharges
Robo-Miner buildings for automatic digging
What's Next?
As mentioned in the previous update, we will be shifting gears for the next while. Please read the Updated Roadmap for full details and discussion!
Thank you to everyone who participating in our open testing branch, we hope you enjoy your improved journeys to space!
Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program!
They’re now able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find.
A big thanks to everyone who participated in the testing branch. You’re helping to make the game better and we always appreciate that effort.
What’s New in the Rocketry Upgrade?
Key Features:
Rockets: Several new “Rocket Module” buildings for spacecraft construction.
Command Module
Petroleum Rocket Engine
Liquid Fuel Tank
Solid, Liquid, Gas, and Biological cargo containers
New buildings to support rocket-related research and development
Research Telescope
Space Cadet Centrifuge
Oxylite Refinery
A new UI screen for interacting with your fleet of rockets and their missions
Five mission destinations
A new critter and plant which can be brought back from space
Gassy Moo
Gas Grass
Several new Codex entries to unlock over multiple playthroughs
New elements which affect Steel and Natural Gas production
Sour Gas
Fossil
Sulfur
Buildings for gas bottling and emptying
Canister Filler
Canister Emptier
Buildings for storing gases and liquids
Liquid Reservoir
Gas Reservoir
A couple new settings for custom games
Hunger rate setting
Morale stress setting
The "No Sweat" game mode preset has been added to help tailor your experience to your preferred playstyle.
What's Next?
We feel the rocketry upgrade content has opened the door to further space industry related content. We’re looking forward to expanding that stage of the game further. We intend to expand the space industry content and systems in the next update.
We’re also getting close to completing the pre-launch features we planned in last year’s roadmap. We feel it’s approaching time to shift our focus to polish, usability, and content backfill. There is plenty of work to be done in those categories.