Oxygen Not Included - Klei-JoeW

Hi friends!

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
  • Tweaked Beeta radiation emission values
Oxygen Not Included - Klei-JoeW
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.
  • Large Solid Oxidizer Tank is prioritizable.
  • Beeta Hive animation updates and fixes.
Mar 11, 2021
Oxygen Not Included - Klei-JoeW
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
Oxygen Not Included - Klei-JoeW

Hello friends!

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
Oxygen Not Included - Klei-JoeW
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.
Oxygen Not Included - Klei-JoeW
Hi friends!

Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe!

Changes
  • Hooked up codex icons for aquatic and moo biomes.
  • Move the Small Oxidizer Tank to the same tech as the Sucrose Engine since they're necessary for each other.
  • Add the Large Oxidizer Tank and Scanner Module to the tech tree.
  • Added a tooltip variation to the Fueled item in the launch checklist.
  • Improved “All crew boarded” condition tooltip.
Fixes
  • Duplicants can now deliver resources to the Large Oxidizer Module
  • Rockets would sometimes not notice they were ready (animations, button, etc) if the checklist was completed in a certain order.
  • Under-construction rocket modules no longer appear to be constructed before they're finished.
  • Crew are once again allowed to leave a rocket once it has landed (if the crew access is set to "All").
  • Fixed rogue question marks on the starmap, as well as "landed" rockets appearing over planets.
  • Fixed some worldgen failures related to the Water Moonlet.
  • Fixed launch issue caused by having a warning state in “All crew boarded” condition.
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.
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