Welcome to the Radbolt From The Blue update! This is where your efforts producing Radiation aim once again towards space with the introduction of the Radbolt Engine and the Interplanetary Launcher. These new Radbolt-powered constructions improve your ability to explore the system and to create sustained resource networks.
We've been going full tilt on new features since January as it is important to us that the overall scope of both multi-asteroid play and radiation are in the game and playable for you to experience. We know that there are a number of issues in the game right now that you've brought up, so we're going to shift gears back to addressing feedback, stability, and balance. We really appreciate all the support and encouragement that you give us, as our small team has to really balance priorities during development. We want you to know that your concerns have been heard and we will try to address them over the coming updates, starting with adding a larger "classic" asteroid size to the asteroid selection in the next update.
The nature of Oxygen Not Included is that new features end up getting inserted systemically into the game, affecting gameplay at all levels. In fact, one of our goals for Spaced Out! is to ensure that there's new challenges at all phases of gameplay for you to overcome. Changes to the worldgen as well as tuning changes affected the early and mid-game in particular. However, we understand that some of the changes to the classic experience have been too dramatic for some, and harmed some of the strategies you've come to love. Part of the work we want to do in the next few releases is to make sure there is a proper classic experience even with the DLC turned on. The option for a larger asteroid size will be the first step towards this.
We're in the process of merging the codebases for the base game and the DLC. This means toggling the DLC content on and off will not require re-downloading any files, and additionally it will be easier for us to keep the two versions of the game in harmony, whether that means implementing bug fixes, adding quality of life and UI improvements, or toggling gameplay features on and off.
We want this DLC to be the best it can be! It's your feedback that makes this possible, so thank you so much for all the time you take to leave comments, feedback, ideas, and bug reports. We truly couldn't make this game as awesome without you.
What's New and Improved?
Features
Added Radbolt Engine for exploring space with your new radiation technologies
Added Interplanetary Launcher to send resources between asteroids
Added Targeting Beacon to guide Payloads to a specific spot on a planetoid surface
Radioactive elements now emit radiation in the world (ores are still work-in-progress)
Changes and Updates
Add Orbital Research Center sounds
Add Uranium Ore ambience sounds
Add Payload Opener sounds
Add Lead Suit Locker sounds
Updated Chinese, Russian, and Korean translations
Rearranged the tech tree to move Solid Rails earlier
Moved Cryofuel Propulsion and Monuments techs to a higher tier
Duplicants faces are more reliably changed when they are sick, sunburnt, etc, including new Hypothermia faces
Modified line weight for consistency on rocket modules
Solid Nuclear Waste and Corium are now "Miscellaneous" materials and can be stored in storages under that category
Rocket Pilot Station is now deconstructable and rebuildable. Rockets can't launch without one. If it's destroyed in flight, the rocket travels the same as if a dupe is unable to get to the station, i.e. at half speed
Research Reactor tile max venting pressure increased to 150kg
Research Reactor only samples calls near the top of the building for gas venting. It will vent to any non solid under pressure cell available in the sampled space
Updated Uranium item and UI artwork
Magma and marsh biome descriptions updated
Tweaks to various building descriptions
Orbital Cargo Module can transport items in the Edible, Cooking Ingredients, and Medicine categories
Fixes
Fixed Rocket Engine exhaust leaking into rocket interiors
Fixed Rocket Pad flickering when launching a rocket
Fixed crash selecting a rocket destination on the edge of the starmap
Rocket Platform scaffolding now properly tints on overlays
Fixed detached Duplicant arm in the Payload Opener animation
Adjusted Radiation build menu icon to match overlay icon
Duplicants carying an Interplanetary Payload no longer pick up the dirt with it
Interplanetary Payloads now appear in front of buildings.
Fix crash when a Duplicant is destroyed
Removed hidden output ports on cargo modules
Beeta Hives no longer drown to death or die when unsupported. Instead, they go into a "disabled" state until the issue is resolved
Beeta Hives no longer emit radiation when they are not digesting ore
Hi friends! We've got an update with a fix to the reactors! It's been really fun watching them blow up, but this will make them blow up a little more predictably. Let us know if you find any other issues, and enjoy!
Fixed crash that could occur when one researcher takes over from another at the Atomic Collider.
Adjusted Research Reactor reaction parameters. It begins reacting with a minimum of 0.5kg fuel and stops reacting when fuel drops below 0.25kg. This should address some unexpected meltdown issues.
Adjusted Radioactive Contaminant count on Research Reactor's nuclear waste output.
Adjusted Research Reactor construction time.
Restored Medical Pack recipe to Apothecary.
Deprecated Virtual Planetarium building in Spaced Out! until a new utility is implemented.
Hey all! Along side the Totaly Rad Update for Spaced Out! we've got some fixes for the base game of Oxygen Not Included:
Added an OpenGL configuration to the game as a workaround for certain startup issues. If you've been unable to launch the game, try changing your Steam startup option in Oxygen Not Included > (Right-Click) Properties > General > Launch Options, add -force-glcore and relaunch the game.
Hatch falling animation revisions
Fixed Hatches floating in the air after being wrangled while burrowed
Adjusted Hatch collider offset when burrowed making it easier to click on
Fixed drag area tooltip
Prevent crash when Spaced Out is disabled with Radioactive Contaminates disease was previously selected in the Sandbox Tools
Updated base game to use the same strings file as Spaced Out! to streamline translation efforts
The Radiation System is coming out of testing today and is now available for everyone in the Spaced Out! early access! This update introduces the new system and adds basic radiation/nuclear content, with more to follow in the coming updates.
There's a lot of new content already in today's Spaced Out! release, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the Radbolt conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements.
As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates.
We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it internally for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us! What's New and Improved?
Features
New radiation system
Radiation overlay
Mineable uranium element
New radiation sources including Cosmic radiation, radioactive Wheezeworts, and radioactive Shinebugs
Atomic Research Points added to tech tree
Added "Radiation Balance" line item to Duplicant's condition panel
Beeeeeeeees!
New "Beeta" and "Beetiny" critters will refine natural uranium ore
Beeta Hives can be harvests for uranium by Duplicants
Buildings for producing and harnessing radioactive particles
Centrifuge building refines uranium
Research Reactor building produces radiation
Radbolt Generator and Radbolt Redirector harness radiation to produce high-energy Radbolts
Atomic Collider research station turns Radbolts into tech
Decontamination shower cleanses both suited Duplicants and their carried items
Dupe vulnerability and protection
Fallout germ poses ongoing hazard
Lead Suits and Checkpoints provide shielding from radiation
Decontamination Shower cleanses Dupes and their cargo
Radiation Sickness can afflict exposed Duplicants
Basic Rad Pill to deal with absorbed radiation
And including
Radiation Sensor for automation
Orbital Research Station and Space Research Points added to tech tree
Changes and Fixes
Duplicants
Fixed crashes when deconstructing a door while a Duplicant is passing through
Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination
Dupes can no longer sanitize a suit using a sink or wash basin
Critters
Resin Rooster art completed
Fixed bug in flying critter death animation sound playback
Adjusted temperature ranges the Saturn Critter Trap and Tranquil Toes plants are comfortable at
Hatch falling animation revisions
Fixed Hatches floating in the air after being wrangled while burrowed
Saturn Critter Trap can only trap when in the open state, this will prevent it from trapping critters when wilting etc.
The "Elderly" status item is now added when a creature has less than 10% of its lifespan remaining instead of a hard coded 5 cycles
UI
Remove Unity splash screen
Fixed a bug that caused sidescreen titles to not update if you clicked from one building with a sidescreen to another
Fixed missing drag tool width/height/area labels
Fix rocket paths and names and progress bars sometimes being rotated around funny
Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world
Updated ui art for the Conductive Wire Bridge
Strings
Swapping out many placeholder strings, editing existing strings
Fixed long "Colony lacks skill" string
Added missing strings for Resin Rooster
Fixed incorrect Fullerene text link
Updated Korean and Chinese translations
Rocketry
Tweaked bubble animation on Small Oxidizer Tank
Art polish on the Basic Nosecone
Landers can now only be placed in appropriate locations (on the surface) and only on worlds they're being deployed on
Got rid of the launching fx that was showing up in the under-construction Sugar Engine
Fix crash if a rocket with a Cartographic Module had a (?) as its destination
Telescope indicators once again show on the starmap
Fixed colour issue on liquid oxidizer tank
Fixed art bugs on Liquid Oxidizer Tank
WorldGen
Hooked up new backwall artwork for Moo Moonlet biome. Only present in new saves
Improved robustness of some guaranteed worldgen rules to address a number of worldgen failures
Hooked up correct Lead artwork
Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures
Mods
Research point constants were renamed in code for clarity
Hello, here's a patch for the live version of Spaced Out! with a crash fix and a fix for mysterious energy creation that's been around since Spaced Out! went into Early Access. Enjoy!
Updated Chinese, Russian and Korean translations
The temperature simulation was not being updated correctly on certain worlds, which resulted in energy created from nothing.
Orbital Cargo Module would not deliver cargo correctly to some worlds
Prevent base game rocket modules from spawning in Spaced Out. This fixes a crash in some saves where an incorrect module had been added
Attempt to "reconnect" rockets on load if any of their modules ever disappear.
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