Oxygen Not Included - Klei-JoeW


Hello friends!

Today we're bringing some more rocketry and space features out of testing. There are three major things to try out now!

The first is new conduit fittings for rocket interiors. These allow you to run plumbing directly between rocket storage modules and a rocket’s interior, allowing for more compact internal layouts, and a completely piped connection between ground infrastructure and internal infrastructure. This includes power, and there is even a new Battery Module to store power between the two systems.

Next, we've expanded the cluster by a couple of planetoids. Please welcome the Water Moonlet and Moo Moonlet to your happy little space family. The new addition of the Hydrogen Engine and Scanner Module will allow exploration out into these far reaches of space.

And finally, on these moonlets you're bound to find new sources of supermaterial components (or supermaterials themselves if you’re lucky!). While we still have some work remaining before all base game content is available in the cluster system, this takes us one big step closer to completing that goal!

And with that it seems we've caught up with the edge of space, which means it's time to turn our attention back inward and see what we can discover on the planetoids of the cluster…. Hm, what's that glowing green stuff…?

Let us know how rockets and the new planetoids are working out for you in the feedback forums or filing bug reports. Thank you as always for your support and participation!
What's New and Improved?
Features
  • Added new Rocket Interior Fittings:
    • Power Outlet Fitting
    • Liquid Intake/Output Fittings
    • Gas Intake/Output Fittings
    • Conveyor Receptacle/Loader Fittings
    • Added new modules and updated modules from base-game
      • New Battery Module for rockets which stores excess power generated by a rocket engine or ground facilities. Provides stored power to Interior Rocket Outlets
        • Rocket engines now generate some power while in flight
      • New "Scanner Module" that will allow rockets to explore unexplored space and reveal tiles as they go
        • Revealing tiles on the cluster map with a Telescope or Scanner Module "peeks at" other nearby tiles, giving hints as to where other planets might be
      • Added Spaced Out! versions of the Hydrogen Engine and Liquid Oxidizer Tank
      • Added CryoFuel Propulsion tech to the Research Screen
    • Expanded on the cluster and its resources:
      • Added new “Moo Moonlet” to Terra and Swamp Clusters
      • Added new “Water Moonlet” to Terra and Swamp Clusters
      • Add a new Resin Rooster point of interest. It will appear on newly generated Marshy Moonlets. (Art/Sound are work-in-progress)
      • Added "Resin" material to the game. This is a precursor to Isoresin
      • Added “Graphite” material and recipes to the game. This is a precursor to Fullerene
    • Suit Durability is now a custom game setting
    • In progress: New effects added to rocket modules to indicate when a rocket is ready to launch
    For a full list of patch notes, please visit our official forum. https://forums.kleientertainment.com/forums/topic/127200-game-update-no-earthly-resin-update-avilable-now-452242/
Oxygen Not Included - Klei-JoeW

Hello friends!

The new year is upon us, and we've got our minds set on steadily moving Spaced Out! towards launch. Now that the DLC’s major systems are in place, we're going to begin a new regular release cycle of testing and updates. Every 3 weeks we will take all the content and changes we've finished and make them live for everyone to try out! (And there’s a testing branch for owners of Spaced Out! if you want to try the changes even sooner!)

First, we want to thank you for all the feedback you gave us over the holidays! This is the best part of Early Access for all of us: when the conversation flows in both directions. After combing the forums, it seemed like there were three really big things people wanted to see next for Spaced Out!: mod support, rocket progression on par with the base game, and a more fully realized cluster of asteroids that provides late game materials and sustainability.

Mod support was released a couple weeks ago and today's update irons out many of the kinks that came along with that.

As the major feature for this update, we've ported over a variety of the engines and storage modules from the base game to the new rocketry system, which will allow a wider range of rockets to be constructed, and access to more space destinations! The cluster destinations and materials are next on our list so watch for those improvements in the following updates. (And of course, there's all-new content in the works too!)

Additionally, we've reworked the Oxygen Mask system to work more like standard Atmo Suits, with lockers and checkpoints. We’re also shuffling around the suit-making tech tree a bit. Finally, we're adding a durability system to all suits. This is to address a long-standing complaint that atmosuits were too easy to maintain once set up. Durability solves this in the ONI tradition, by adding an infrastructural aspect to them, rather than a single one-time cost.

Thanks again for being part of this conversation. As always, please let us know if you encounter any issues in the bug forums, and thank you for your feedback during this Early Access period!

What's New and Improved?

Content and Features
    DLC versions of some rocket engines and modules from the base game.
  • Added a new smaller Petroleum Engine.
  • Balance pass on some rocket module key values (burden, engine power, engine efficiency, and capacity)
  • Oxygen Masks reworked to function more like the previous suit implementations.
    • Added Oxygen Mask Locker
    • Added Oxygen Mask Marker
    • Added Crafting Table (you craft Oxygen Masks here)
    • Added Oxygen Mask tech item
    • Deprecated old OxygenMaskStation building
  • Added durability system for equippable suits (Oxygen Mask, Atmo Suit, Jet Suit).
  • Added new intro Alert message
Worldgen
  • Swamp starting area tiles changed from Sandstone to Sedimentary Rock to match what is found in the swamp.
  • Worldgen borders now gradiate temperature between the adjacent biomes. This should prevent temperature "leakage" through Abyssalite. Note: doesn't fix biomes "spilling over" the borders.
Fixes
  • Fixed issue causing invisible lines in diagnostic/resource charts
  • Fixed issue preventing diagnostic/resource charts from showing a full 5 cycle history
  • Falling Dupes on the edges of worlds are teleported to a Printing Pod/Mini-Pod, Rocket Control Station, or center of the world
  • Made rocket interior tiles invincible and non-replaceable
  • Fixed Transmitter Receiver Duplicant interact sounds
  • Hid Rover pivot symbol
  • Disabled the “Oversee Planetoid” button until the world is discovered
  • Sealed Suits now actually clear the "Soiled Suit" status effect when a suit is unequipped
  • Worn out Jet Suits now drop remaining fuel in a bottle
  • Fixed an issue with an ever growing diagnostic indicator dot in the world selector
  • Fixed crash in some old saves with Yellowcake, which has been removed from the game
  • Fixed crash that would occur when choosing destinations for rockets that had no passenger modules
  • Fixed issue causing small oxidizer tank to have more capacity than intended (2700->300kg)
  • Fix for oxygen masks crashing in resource screens
  • Fix for crash caused by loading old Duplicant skill data
  • Fixed crashes relating to entombed Rovers
  • Fixed crash relating to resources screen displaying worn out suits
  • Fix for startup crash when loading saves with discovered warp conduits
  • Fix for Dupes not falling when digging underneath them.
  • Oxidizer tank size and efficiency rebalance. Oxidizer tank capacities made generally smaller while oxidizer efficiency is higher
  • Fertilizer: 100% efficiency,
  • Oxylite 200% efficiency,
  • Liquid Oxygen 400% efficiency
  • Fixed issue causing all oxidizer efficiency variations to be ignored in range calculation
  • Fixed issue sometimes causing rockets to miscalculate range by 1
  • Large liquid fuel tank capacity slider begins at max instead of 0kg for new fuel tanks
  • Fixed issue that allowed rockets to burn anything in place of their intended fuel type
  • Fixed unit error in rocket range calculation tooltip
  • Adjusted rocket launch checklist items for clarity
  • Fixed some typos
  • Fixed a bug where Duplicants would take suits from suit lockers to deliver them to other suit lockers
  • Oxygen Masks are now made with metal ores
  • Fixed issue with suits being made of Dirt
  • Fixed crash that occurred when trying to camera focus on an out of bounds Duplicant
  • Fixed more stranded rocket/misleading rocket range issues
  • Rockets can no longer land on Rocket Platforms that are too close to space for them to fit
  • Rocket land orders requested from Rocket Platform can now be cancelled
  • Fixed crash that could occur when trying to land a rocket that was launching
  • Duplicants can no longer be entombed when they are travelling in Transit Tubes
  • Fixed a crash on Home Sweet Home victory
  • Recipes that have researchable tech are now only visible after the research has been unlocked, after which point they will always be visible
Strings
  • Renamed Porta-Pod "Mini-Pod"
  • Swapped out more placeholder strings
  • Worn out suits now have unique names & descriptions
  • Updated Russian, Korean and Chinese strings
Animations
  • Art and animation changes for solid/liquid/gas rocket port buildings
  • New animations for when Duplicants and Rovers exit their landers
  • Added Dupe interact states for the Mini-Pod
  • Added idle states to Rover
  • Added a missing Rover movement animation
  • Added cap symbols to launchpad to make the connection with the conduit ports look better
  • Updated the artwork for the Small Solid Oxidizer Tank
  • Revised place art for the conduit ports
  • Added a "worn_out" state to the suit and mask anims
  • Main menu Dupe anim pass
  • Conduit port load/unload animations
  • Added art that changes the form factor of some small rocket modules when to bridge with wider modules in a more appealing way
  • Minor art changes to the smaller Petroleum Engine
  • Minor adjustment to some building art for better color blindness readability
  • Fixed some issues with rocket port animations
  • Updated artwork for the Payload Opener building
  • Updated size bridging art for several rocket modules
  • Visual updates to some rocket modules that were ported over from base game (large liquid fuel tank, large solid/liquid/gas cargo)
Sound
    Add sound for Teleporter Transmitter/Receiver Duplicant interacts
  • Add sounds for Sweetle and Sweetle Larva
  • Hooked up some Mini-Pod sounds
  • Add sounds for Rocket Orbital Deploy Cargo Module
  • Add Rover sound effects
  • Add Grubfruit Plant sounds
  • Added missing sound for the smaller Petroleum Engine
  • Added New World Detected notification music
  • Added Oxygen Mask Checkpoint sounds
Other
  • Removed flicker FX from the Rocket Platform light in the main menu - now a slow pulse
  • Trailblazer and Rover modules now have a wireframe to indicate that construction has been requested
  • Camera zooming should be smoother at low framerates and inconsistent framerates. Also, one "notch" of zoom is the same amount in both directions
  • Modified place art for the Rocket Platform and conduit port buildings
  • Added status item to Rocket Platforms with rockets that have no Spacefarer Modules
  • Added liquid port for filling the smaller Petroleum Engine's internal fuel tank
  • Small Solid Oxidizer Tank 3 to 5 wide module bridging art pass
  • Removed integrated conduit ports on Large Solid/Liquid/Gas Cargo Modules
Mods
  • Mods no longer crash if they have archived_versions but no versions of the mod support the current vanilla/DLC content. (Instead they just don't load)
  • Game no longer crashes if there's a typo in mod_info.yaml. Instead logs an error if the mod is in the dev folder
  • Moved the "Mover" and "Rover" ObjectLayers to the end of the ObjectLayer enum to prevent issues with mods
[/b]
Jan 28, 2021
Oxygen Not Included - Klei-JoeW
Hey all,
Alongside the Re-Rocketry Update for Spaced Out! we're releasing a small patch for the base version of the game. This addresses some issues related to mods that arose from the mod system upgrades earlier this month. Thanks to everyone (especially modders!) for the bug reports. Take care!
Bugfixes
  • Mods no longer crash if they have archived_versions but no versions of the mod support the current vanilla/dlc content. (Instead they just don't load.)
  • Don't crash the game if there's a typo in mod_info.yaml (but log an error if the mod is in the dev folder)
Mods
  • DlcManager is now in the same assembly and has the same interface in both trunk and expansion1.
Oxygen Not Included - Klei-JoeW

Hello friends!

Now that the new year is upon us, we've got our minds set on steadily moving Spaced Out! towards launch. With the major systems in place, we're going to begin a regular release cycle of testing and updates. Starting today, we're going to have a DLC branch open at all times that we update fairly frequently. Once every 3 weeks, we will stabilize the DLC test branch and then update the default branch of the game.

To say that a different way: DLC owners can join the test branch for frequent updates and lots of opportunities to provide feedback as features develop, or you can remain on the default branch and enjoy updates to the game every 3 weeks.

Today we're starting the public testing for our freshest content, which consists primarily of bringing many of the base game rocket modules and engines into Spaced Out!, increasing your rocketry options dramatically. (New space destinations will be coming in another update.)

Additionally, there's a large rework of the Oxygen Masks which makes them behave more like the existing suits, with lockers and checkpoints. We've also taken this opportunity to expand on the suit mechanics, by adding durability and repair to the suits. This means that there will be ongoing infrastructure required to maintain your fleet of suits rather than a single one-time cost.

As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!



What does this testing branch contain so far?

Here are the changes we've made so far in this update, loosely categorized:

As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!

What does this testing branch contain so far?

Here are the changes we've made so far in this update, loosely categorized:
Content and Features
  • DLC versions of some rocket engines and modules from the base game.
  • Added new smaller petroleum engine.
  • Balance pass on some rocket module key values (burden, engine power, engine efficiency, capacity)
  • Oxygen Masks reworked to work more like the previous suit implementations.
    • Added Oxygen Mask Locker
    • Added Oxygen Mask Marker
    • Added Crafting Table (you craft Oxygen Masks here)
    • Added Oxygen Mask tech item.
    • Deprecated old OxygenMaskStation building
  • Added durability system for equippable suits.
  • Added new intro Alert message
Worldgen
  • Swamp starting area tiles changed from Sandstone to Sedimentary Rock to match what is found in the swamp.
  • Worldgen borders now gradiate temperature between the adjacent subworlds. This should prevent temperature "leakage" through abyssalite. Note: doesn't fix subworlds "spilling over" the borders.
  • Fixes
  • Fixed issue causing invisible lines in diagnostic/resource charts
  • Fixed issue preventing diagnostic/resource charts from showing a full 5 cycle history.
  • Falling dupes on the edges of worlds are teleported to the telepad, rocket control station or center of world
  • Made Rocket tiles invincible and non-replaceable
  • Fixed Warp Portal Receiver duplicant interact sounds
  • Hid Rover pivot symbol.
  • Disabled Oversee Planetoid button until the world is discovered
  • Sealed Suits now actually clear the "Soiled Suit" status effect when a suit is unequipped.
  • Worn out jet suits now drop remaining fuel in a bottle.
  • Fix for ever growing diagnostic indicator dot in world selector issue
  • Fixed crash in some old saves with Yellowcake, which has been removed from the game.
  • Fixed crash that would occur when choosing destinations for rockets that had no passenger modules
  • Fixed issue causing small oxidizer tank to have more capacity than intended (2700->300kg)
Strings
  • Renamed Porta-Pod "Mini-Pod"
  • Swapped out more placeholder strings
  • Worn out suits now have unique names & descriptions
  • Updated strings for Korean and Russian
Animations
  • Art and animation changes for solid/liquid/gas rocket port buildings
  • New animations for when Duplicants and Rovers exit their landers.
  • Added dupe interact states for the porta_pod.
  • Added idle states to Rover
  • Removed impact fx on hit state of critter and baby_critter
  • Added a missing scoutbot movement animation
  • Added cap symbols to launchpad to make the connection with the conduit ports look better.
  • Updated the artwork for the rocket_oxidizer_tank_small
  • Revised place art for the conduit ports
  • added a "worn_out" state to the suit and mask anims
  • Main menu dupe anim pass
  • Conduit port load/unload animations
  • added art that changes the form factor of some small rocket modules when to bridge with wider modules in a more appealing way.
Sound
  • Add sound for warp conduit sender/receiver duplicant interacts
  • Add sounds for Sweetle and Sweetle Larva
  • Hooked up some portapod sounds
  • Add sounds for Rocket Orbital Deploy Cargo Module
  • Add Rover sound effects.
  • Add Wormwood sounds
Other
  • Removed flicker fx from the launchpad light in the main menu. Now a slow pulse.
  • Trailblazer and Rover modules now have a wireframe to indicate that construction has been requested.
  • Camera zooming should be smoother at low framerates and inconsistent framerates. Also, one "notch" of zoom is the same amount in both directions.
  • Modified place art for launchpad and conduit port buildings
  • Added status item to launch pads with rockets that have no spacefarer modules

For more info, please see the post on our official forums.
Jan 13, 2021
Oxygen Not Included - Klei-JoeW
  • Prevent a crash when upgrading installed mod data to the newest version
  • The "archived_versions" folder now works correctly for mods distributed through steam
Oxygen Not Included - Klei-JoeW
  • Prevent a crash when upgrading installed mod data to the newest version
  • The "archived_versions" folder now works correctly for mods distributed through steam
  • Fix a crash trying to show the patch notes screen on launch
  • Mod animations now load correctly and without crashing for Spaced Out!
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
...