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
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 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
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.
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.
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
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
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
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!