Jan 13, 2021
Oxygen Not Included - Klei-JoeW
Welcome back everyone and happy new year! We hope you had good, relaxing holidays. We've got two exciting pieces of news for you today!

Mod System Enabled for Spaced Out!
We've got a new patch that will release for both the base game and Spaced Out! DLC, which will allow mods to control their compatibility with different versions of the game. With this update in place, we've turned mod loading back on for Spaced Out!

If you're a modder, head over to this post to see all the details about modding for Spaced Out! For anyone using mods, know that while this doesn’t automatically make your mods compatible with the DLC, it will now be possible for them to be updated. Please be patient while the modders work on these updates, and show them lots of appreciation for their hard work too!

There are a few other mod fixes and tweaks along for the ride in this update as well, which are listed in the patch notes.

Regular Release Cycle Begins This Month
Finally, those of you running the DLC may notice that we've turned the countdown timer back on in the main menu. Our next release will be on January 28th, at which point we'll be going into steady 3-week releases from then on. There will be a testing period as usual before each release, but we want to do frequent updates so that we can iterate on your feedback more quickly than in the original ONI Early Access.

The first testing period will begin in the next couple days, once we're sure this mod patch is stable.

Fixes
  • Turned mods back on
  • Mod Screen now shows which mods are available for the current DLC configuration
  • Reactivated the countdown timer on the main menu
  • Move the DLC toggle button into the main menu buttons now that the countdown is active again
  • Fix crash when entering an invalid int for Coordinates on Asteroid select
  • Fixed crash hovering over Skills button while Trailblazer module descends on world without Duplicants
  • Fixed typo preventing Sweetle eggs from being printed from care packages
  • Fixed crash when Oil Well is deconstructed or melted
  • Fix crash caused by running out of TagBits. This would happen in late-game bases, especially with mods
  • Fixed crash when changing the Bottle Emptier to Sweep Only when a Duplicant has already picked up a bottle to deliver
  • Relink Rocket Platform to stranded rockets when it is rebuilt. For older saves with this issue you will need to deconstruct and rebuild the Rocket Platform
  • Duplicant portraits on the Skills Screen are no longer drawn outside the scrolling panel
  • Remove debug logging for dupes using oxygen masks in space. It was bloating the log file causing a crash on Linux
Mods
  • Mod Uploader now prevents uploading a mod that doesn't have mod_info.yaml
  • Added a link to the forums at the top of the Mod Uploader window
  • Translation mods are now loaded "as mods" rather than directly from steam workshop. This gives the possibility of loading translations locally (easier for developing these mods!) as well as installing translations on non-steam platforms via the "local" mods folder.
  • Mods are now enabled per-DLC so that incompatible mods can be disabled in one case but re-enabled when back on a compatible DLC
  • Cut down on some log spam by making certain messages only show up if a mod is in the dev folder
  • Treat translation mods specially, and default them to ALL DLC combinations if no mod_info is found. This is to make a smoother transition as we roll out the mod_info stuff
  • Removed support for archived_versions.yaml, now the archive system relies entirely on mod_info.yaml
Oxygen Not Included - Klei-JoeW
Hi everyone! Here's a few final bugfixes for the year. Happy holidays and see you next year!
  • Fixed rockets not refueling on landing when there are multiple rockets in space
  • You can no longer deploy a Trailblazer module without first selecting a Duplicant
  • Telescopes built inside rockets will update properly as the rocket moves around the cluster
  • Clear Duplicant assigned buildings when a Dupe is deployed from a Trailblazer module. (e.g. bed, mess table inside rocket)
  • Rover is well and truly kaput once its battery runs out and can't be revived by save/loading
  • Rovers no longer try to deliver themselves as resources
Oxygen Not Included - Klei-JoeW
Hello all,

Thanks for all the feedback on the Terra start! There's lots of ongoing tuning to do here (and to the worlgen of the cluster as a whole) that will happen throughout EA. This patch, we are addressing the earliest game concerns of there just not being enough basic resources in the Sandstone start. (And fixing a bunch more crashes!) Take care!

  • Further crash fixes for errands becoming invalid when rocket interiors are destroyed
  • Fix crash when loading a save with active Yellow Alerts
  • Invalid characters in a colony name no longer crash the game
  • Fix a crash from building a rocket engine after a previous build was cancelled
  • Fix crash when cancelling a warp portal teleport
  • Increase early game resources (more comparable amounts to base game in the Sandstone biome)
  • Prevent warp POIs from appearing on the Terra Moonlet surface
Oxygen Not Included - Klei-JoeW

Hello friends!

Today we're putting out a patch with new worldgen in it, allowing you to start on a version of the Terra Asteroid from the base game reimagined as a cluster of smaller worlds, as well as spreading some random geysers around both clusters. We still consider Terra to be the "Default" ONI experience and we're glad to be getting all the old biomes back into the game.

This will be the last content update before the holidays (not counting bug fixes), so I want to let you know a bit more about what's happening next in the new year. As always, this is not a complete roadmap for the entirety of the DLC (especially with regards to Radiation systems), just what we're looking at for the beginning of next year.

Continuing to Expand the Cluster

There's still a lot of work to do to worldgen and clustergen before Spaced Out! is ready for launch. We've been focusing on the three "core" Planetoids up until now, but are starting to turn our attention towards the outer Planetoids -- their design and resource distribution (especially making sure all resources are available and various paths to sustainability are supported). We'll need to see just how many there are and where they sit in the cluster map!

Of course, in order to enable the gameplay around this, we'll be building out the next phase of rocketry. This includes porting over many of the original rocket modules to the new system, as well as adding a few new modules to deal with the new challenges of the cluster map.

Getting the full breadth of gameplay into the cluster is our first goal, and a little bit later we'll add back in more randomization, traits, starts (including a "classic start" big world) and so forth.

Unifying Spaced Out! with the Base Game

We're making lots of quality-of-life improvements and bug fixes in Spaced Out!, and it's always been our plan to bring the two versions of the game together so that when someone is playing on the base version of Oxygen Not Included, they'll be playing on the latest and greatest version of the game, regardless of whether they own the DLC. However, because of the fundamental changes to the code that we've made for Spaced Out!, there's still a lot of work to do to make the two versions of the game unified.

The result is that the base game is "frozen" on the old code, and some time in the future when the new code is ready to support both the DLC and the base game we will have a major update to the base game (with a proper preview period of course) to bring in all the new features. (This will also solve having to re-download the game when you switch DLC on and off.)

Sometime before we launch, all players will be playing on the same version of the game, with DLC content and features being toggled on and off from the main menu.

Mods

We've been taking a closer look at getting mods going, but there are issues in both the modding pipeline and in mod installs between the base game and Spaced Out! that we won't be able to resolve in time for the holidays.

Sometime after the holidays, we'll open a testing branch with fixes to the mod system. From that point on, modders will be able to use the "archive versions" in the mod system to allow both base game and DLC mods to exist in the same workshop download, and later on once the two versions of the game are unified, there will be an explicit setting in the mod config to allow supporting one, the other, either, or both versions of the game in the same download.

Translation mods work a little differently, and our goal is to create a single .pot file which contains all possible strings for both the base game and DLC. Translators will be able to just translate the Spaced Out! version of the template and it will work in all versions of the game. Until then, it will be necessary to have two versions of the translation in the workshop to deal with incompatibilities.

… And Beyond!

This is not a complete roadmap, but there have been a lot of specific questions in the forums that we wanted to provide answers to before we take a break. We'll continue updating you about our goals as we continue updating the game, and as always: Thank you so much for your feedback, bug reports, and suggestions!

If you’re interested in a light outline of the future plans for Spaced Out!, you can check out the early access launch post.

Talk to you next year.

Patch Notes for 445375
New:
  • Added Terra Cluster as a new starting option
  • Switched Terra Cluster to be first in the list
  • Added some random geysers to the inner cluster non-start worlds
  • Added a new Liquid Sulfur Geyser
Changes and Fixes:
  • Added Plug Slugs and Sweetles to care packages
  • Changed the composition of the barren biome in the Swamp starting planetoid, and added volcanoes
  • Re-added the Early Access message at the beginning of the game
  • First pass planetoid description/name revisions
  • New art hooked up on the cluster select screen
  • Fix crash when entering an invalid number for Coordinates on the cluster select screen
  • Another crashfix for when habitat modules are destroyed
Oxygen Not Included - Klei-JoeW
Hello all!

A bunch of crash fixes, as well as some worldgen fixes in today's patch. Enjoy!
  • Remove two unrevealed tiles from the cool salt water geyser POI
  • Add sound to Plug Slugs
  • Got rid of some unnecessary tag animation for Plug Slugs
  • Clicking the "New printables!" notification selects each printer/pod in turn, rather than directly opening the printing screen. This was causing things to be printed on the starting colony regardless of where the player was
  • Having an inactive Porta Pod on another planetoid no longer halts the Printing Pod's progress
  • Rovers can't use massage tables, they are only for squishy things
  • Fix crash if a Duplicant dies while warping. Now they'll just fall out
  • Fix crash where some cluster generations were getting invalid planetoid locations
  • Updated Chinese strings
  • Fix crash when placing buildings out-of-bounds
  • Fix crash when there is an active errand in a rocket on rocket destruction
  • Renamed "High Velocity Payload" to "Interplanetary Payload"
  • Clarified Sublimation Station description based on its current function
  • Swapped out more placeholder strings
  • Fix surface fog-of-war on all worlds
  • Idle diagnostic is now muted by default
  • Diagnostic pin/mute settings are now preserved through save/load
  • Fixed line rendering issues in several UI screens
  • Increased collision box of Bog Jelly
  • Fix crash when opening the patch notes
  • Add another exclusive trait pair, "Beside Manner" and "Unempathetic"
  • Fixed possible crash when deconstructing habitat module
  • Fixed issue where worlds in some seeds spawned with only one or two biome types
  • Added Porta-Pod, Payload Emptyer, and Rocket Control Station to the tech tree
  • Reverted some accidental font changes in minion/care package select panels
  • Swapped the artwork of the gas and solid ports on the Payload Emptier
  • Fix dark colorstyle intended for load screen
  • Add icons to the load game details screen
  • Allow rockets to travel the final tile when they have exactly enough fuel left, rather than them being stranded with 1 tile range remaining
  • Increased the mob density of many creatures and plants across the cluster planets.
  • Added a "crust" to several worlds to prevent upper biomes leaking into space.
  • Moved outer ring planets in SwampStartCluster.yaml to rings 5 & 6 so they will be accessible until we add later tech rocket engines
  • Updated rocket port building descriptions
  • Show an icon/tooltip on a Spaced Out save
  • Colonies from the wrong version of the game are shown disabled in the load screen.
Oxygen Not Included - Klei-JoeW
Hey everyone, what a whirlwind it is to launch something, let me tell you! We just wanted to get this one fix out right away because it fixes a worldgen issue. (Another fix snuck in too!)

Have fun and thanks for all your support!
  • Fixed issue where worlds in some seeds spawned with only one or two biome types. This fix only applies when a new game is started, so clusters generated prior to this patch will still be affected by the bug.
  • Fix crash when opening the patch notes.
Oxygen Not Included - Corey

Hello friends!

Brace yourselves, a brand new Oxygen Not Included DLC has just landed in Early Access! Presenting:

Oxygen Not Included - Spaced Out!

In Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a bustling megacolony that not only survives, but hopefully, thrives.

Over the past months we've been working hard to implement the core systems of Spaced Out! and tackle the major technical and design challenges that the DLC’s new multi-world gameplay brings. We're now at the point where the systems are ready to have content and refinement built on top of them. Working on content with the community was a blast during the original Oxygen Not Included early access, and we’d like to collaborate with you again on Spaced Out!

The starting price for the DLC will be $12.99USD and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.

This DLC is in Early Access and that means it's a work-in-progress! Come join us!

https://store.steampowered.com/app/1452490/Oxygen_Not_Included__Spaced_Out/

What to Expect

Here's what you can expect to find in Spaced Out! so far:
  • New Multi-World Gameplay![The Starmap and space program have been completely redesigned to allow you to span your Duplicant civilization across multiple planetoids, each with their own resources to contribute.

  • Brand New Starting World! The Swamp start, along with its supporting biomes, provides a new, different mixture of resources to exploit as you nurture your fledgling colony.

  • Mid-Game Rocketry! The rocket mechanics have been completely redesigned to make rocketry part of your colony's core infrastructure, rather than just an end-game goal.

    • Rocket tech is easier to research and is more integrated with the rest of the tech tree.

    • The surface of the starting planetoid is a lot less hostile, and new early-game tech is being added to ease the transition into space.

  • Multi-Colony UI Improvements! The Diagnostics side panel and redesigned Resources screen have been expanded to manage your attention across planetoids.

Future Plans (Not Ready Yet!)
Spaced Out is still in development. We've got a solid foundation with features listed above, and here's some planned systems and improvements that will be coming in the following months. You will not find these in Spaced Out just yet:
  • Radiation/Nuclear Systems: We've put lots of work into the underlying mechanics of this system already, although it’s still not quite at a point where we're ready to test and receive feedback on it. Radiation systems should become available for testing later in Early Access, once the existing features and systems are in good shape.

  • Late-Game Planetoids and Rocketry: There's still a lot of content to make for this DLC, and we feel it's important to focus on the early and mid game content first.

  • Rare Resources and Global Sustainability: We have plans for how we want to distribute geysers, resources, and other sustainable solutions in the late game, but are holding off on expanding on these ideas until we feel comfortable with the early and mid game content.

  • Mods:We currently have mods disabled to ensure that the feedback we're getting is specific to the content and balance that currently exists in the game and to reduce unrelated bug reports. As Spaced Out! becomes more stable and gets closer to final release, we'll turn mods back on.
Early Access Timelines and Release
As always, we're dedicated to making a great game and not rushing things out the door, and we want to make sure that you all have a chance to help with the development of this game. We're developing Spaced Out in Early Access, as we did with the Oxygen Not Included base game. We'll be putting out regular updates to add additional content to the DLC and working towards its release. We will be releasing a new roadmap shortly after Early Access launch once we gather initial feedback from players.


FAQ

Any support for Mac / Linux?
Yes, Mac and Linux are supported, though if you encounter any issues please let us know in the bug forums!

What do I do if I find a bug or crash?
For crashes you can send us a message using the in-game crash reporter. Bugs can be posted in the bug forums, and are most helpful when they include a log.

The sooner you let us know about an issue, the sooner we can fix it for you and get the game working again!

Can I load up an existing base game save in Spaced Out?
No, saves from the DLC and base game are not compatible with each other. You will need to start a new colony when you begin Spaced Out, and won’t be able to load any colonies played in Spaced Out back in the base game.

What if I want to go back to the base game?
You can manage the DLC using your Steam library the same as other games, or use the toggle in the corner of the main menu.

Note that the DLC is not enabled by default because it is still in early access.

Mods are disabled in the DLC but will still be available in the base game while you are participating in the Early Access.
Oxygen Not Included - Klei-JoeW

Oxygen Not Included Spaced Out! Coming to Early Access!

With that, we are excited to announce that Oxygen Not Included: Spaced Out! will enter Steam Early Access on December 8th! The starting price for the DLC will be $14.99usd and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.

Once again, thanks for all your feedback and excitement - See you on December 8th!

Oxygen Not Included Spaced Out!
The Duplicants are back again, and this time they're ready to rebuild their colonies from the mysterious remains of a planet torn asunder!

In Oxygen Not Included: Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a megacolony that not only survives, but hopefully, thrives.

New Multi-World Gameplay
Put your colony management skills to the test by juggling the needs of Duplicants in multiple colonies simultaneously. Switch between planets in real time and secure rare resources on other worlds to supply your home base.

Expanded Rocketry
Customize new modular rockets to your liking, then explore the expanse of space with the newly overhauled Starmap. Huge expansions to the Research Tree provide new mid-game Rocketry options, giving your Duplicants an edge in the asteroid space-race.

New Critters
Get acquainted with some new fuzzy friends - if you're nice, they might help you out around the colony!

New Resources, Biomes, Tech and More:
Tons of new biomes to explore, tech to research, and resources to mine. There's a whole new universe out there - discover it all in Oxygen Not Included: Spaced Out!
Nov 25, 2020
Oxygen Not Included - Klei-JoeW

Originally posted by ipsquiggle on the official forums.

Hi friends!

We’re making good progress on the DLC, which will be going into Early Access in December! In the meantime, we've got an update for the base version of Oxygen Not Included: The long requested Cloud Saves!

This is something we’ve wanted to implement for a while, and we want to get this update out before Early Access starts as it will help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature. (We did manage to squash a few bugs too!)

Additionally, this update includes upgrades to both the game engine and audio engine we're using to develop the game. This won't have much impact on you as the player, but it's a technical hurdle we needed to jump over to ensure the ongoing health of the game in the future.

Thanks as always for your support and feedback! Though we may not have been as active in the forums lately, we still read constantly and deeply appreciate all the kind words, amazing colonies, and fascinating discussions that go on here. You're the best!

Features and New Improvements

Cloud saves
  • Cloud saves have been enabled! Use the new buttons on the Load Game screen to move your saves for cloud syncing
  • Automatic save file migration to one-folder-per-colony:
  • New save file migration window reorganizes save files into one folder per colony
  • Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony
  • New Colony list on load screen, where selecting a colony enters a second page to view the associated saves within it
  • Added a "Default to Cloud" option in game options, and a “Save To Cloud” setting per colony
  • Choosing "Sync ALL to cloud/local" will also update the default
  • Load screen has an indicator to show how to start using cloud saves. (Goes away after 5 appearances, or after the user clicks on the button.)
Buildings
  • Oil Well now dumps and takes damage from incorrect liquids, rather than storing them and getting blocked
  • Oil Well now has better logic to keep it from getting stuck pumping if something goes wrong with it
  • Fix Petroleum Generators from getting stuck if they're supplied with mixed fuels, now they seamlessly change over
Systems and Simulation
  • Fixed partial heat transfer increasing energy and flaking fountain
  • Fixed Fish Feeder flaking
  • Fixed both Heavi-Watt Wire Bridges from flaking and doubling mass on melt
  • One cell buildings should no longer flake when melting
  • Clarified Petroleum Generator description
  • Fixed artifacts not being generated if they are the last artifact of a tier
  • Fixed power networks sometimes becoming overloaded when they are exactly at their power limit
UI and Text
  • Fixed scaling issues for anims in the UI (notably, Duplicant portraits at high resolutions)
  • "More Info" on the error includes the actual error message in addition to the stack trace
  • Enlarged the clickable area to close message notifications so that it's easier to dismiss them
  • Clarified “level up” notification
  • "Save As" dialog now shows saves (not auto saves). Also inserts the save name and selects it
  • Updated localization strings for Chinese, Korean, Russian languages
  • Small style changes to the new game and load game buttons in the main menu
  • Removed the Sushi entry from the Database codex as it was removed from the game long ago
  • Daily Reports screen no longer crashes when hovering the domestic critter tooltip
Performance
  • Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime
  • Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations
  • Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime
  • Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings
  • Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying
  • Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging
  • Facegraph optimization, saves about 1.5% frametime on Dupe stress test
  • Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes
  • Further optimizations to toilet selection. Can have huge benefits for large numbers of Dupes and toilets: ~20% of the frame on a Dupe stress-test colony
Filesystem and Backend
  • When deleting a save, now tries to remove the png as well
  • When removing files, now tries to remove the empty folder
  • Upgraded to Unity 2019.4.14
  • Upgraded FMOD to 2.01.05
  • Mods
  • Fixed bug in Mod "archived_versions", causing failures for archived versions of mods downloaded from the Steam Workshop
  • Mods: Error message when failing to load a building now specifies the name of the building and the mod that it comes from

A note for Mac users who were on the preview branch: Some people have reported issues switching back to the "default" branch of the game, where MacOS says "The application OxygenNotIncluded.app can't be opened." If this happens, you'll have to uninstall and re-install the game through Steam. If that doesn't fix it, please try the fix in this bug report.
Jul 10, 2020
Oxygen Not Included - Klei-JoeW
Hello everyone! Just a small patch before the weekend to fix a couple crashes. Have a good one!
  • Fix crash if a SweepyDock is destroyed while Sweepy is trying to charge
  • Fix crash when changing temperature units in the main menu
  • Fix crash on some Windows systems when loading the game
  • Decrease the brightness of Insulated Pipes / Insulated Vents. The prior color was making certain elements hard to see, notably Oxygen
...