Where has the time gone? It's May already and would you believe this is the 6th update we've put out this year!
Since Early Access began, we've expanded on the space gameplay, added a bunch of new asteroids to the cluster map, and created new Spaced Out- and Classic-style starting asteroids. We’ve launched the entire radiation system, including radbolt infrastructure, research reactors, and Beetas. We've put in railguns, revised rocket parts for interplanetary infrastructure, and restored sustainability to the late-game. And now, we're putting radiation into your farms with...
The Peculiar Plants Update for Spaced Out! This Update introduces a whole new layer to farming, and allows you to utilize radiation for the good of your Duplicants’ tummies! There's also a number of radiation related (and unrelated!) tuning and balance changes, and new logistics options with the Meter Valves!
First, Plant Mutations are a brand new feature that integrates radiation with farming gameplay. There are now several strains of mutant seed that crop plants can drop when grown in radiation. Once analyzed at the new Botanical Analyzer, plants grown from these seeds will offer new trade-offs or efficiencies for your farms.
Along with updates to the farming economy, we've also made a number of changes and bug fixes to food preservation. Fridges are more effective at prolonging your food (and don't have so many bugs in them), and a more thorough mastery of temperature and atmosphere is required to fully preserve food.
Newly added Meter Valves have been added to allow sending specific amounts of material down your liquid, gas, and solid piping. Research Reactors' internal physics have also been updated, so you might want to double-check your colony's nuclear safety protocols. Rocket Ports and Launch Pads can be chained together. A lot of artwork has been updated and sound effects have been added.
And of course, we've made many fixes and improvements based on your feedback! We're still focused on improvements and quality of life, so there's never a better time to let us know how this DLC is working for you. Thank you for all your discussions and reports, and keep them coming!
What's New And Improved?
Features
New Plant Mutation system allows specialized crop development
Exposing plants to radiation causes them to drop mutant seeds
Botanical Analyzer building will identify the traits of mutant seeds
Mutant crops can be farmed for new tradeoffs and optimizations
Added Gas Meter Valve, Liquid Meter Valve, and Conveyor Meter buildings.
Updated Codex entries, descriptions and lore
New plants
Cryotank
Radiation biome
New artwork for the Rocket Port Loaders
Changes and Improvements
Food preservation changes
Rottable items now have two stages of cooling: Refrigerated and Deep Freeze
Rottable items aren't fully preserved unless they are both in sterile atmosphere AND deep-frozen, because temperature and atmosphere effects now stack
Temperature and atmosphere effects have been rebalanced to account for this
Refrigerated food now lasts 5x as long instead of 2x
Food preservation times were incorrectly reported in the Codex, and were missing their refrigeration value
Rottable foods correctly detect if they're in an active fridge or not
Refrigerators cool things to 2 degrees celsius instead of 4 degrees, so that they actually get cold enough to be refrigerated. (Note: foods in a powered fridge are always considered refrigerated regardless of temperature.)
Foods dropped from a fridge will no longer continue cooling off on the ground
"Unrefrigerated Food" notification now jumps to that food when clicked. (Only partially stale unrefrigerated food in storage will trigger the notification.)
Errand "offset" fixes
Fix exploit where Duplicants can pick up items diagonally through walls if standing on a raised tile
Duplicants can access constructions diagonally from a greater number of nearby positions
Farm Tiles and Hydroponic Tiles now allow corner access for delivery chores.
Added low coolant diagnostic criteria to Research Reactor
Research Reactor
Fixed issue with inconsistent coolant/reaction mass conduction
Enriched Uranium mass target increased 20x
Increased coolant/reaction mass conduction scale 5x
Meltdown temperature increased to 3000k
Added new meltdown animations
Fixed issue with temperature meter
Increased meltdown projectile mass
All sandbox tools now have their own icon
Updated the Gassy Moo meteor artwork and impact animation
Radbolt Generator sidescreen now shows radbolt production progress bar
Small visual changes and added text label to radbolt direction selection panel.
Added a new Duplicant animation on the main menu
Non-crop plants now also have an ambient radiation limit
Swapped Conveyor Chute and Conveyor Receptacle in the tech tree.
Sound
Added Mud & Polluted Mud ambiences
Added sounds for Mud falling, landing and Duplicant movement on Mud
Added sounds for Radbolt Generator and Radbolt Reflector
Fixed some instances of two click sounds playing simultaneously.
Added missing Lead Suit Locker door closing/opening sounds.
Added movement sounds to various radiation locomotion sets.
Added movement sounds to the vomiter locomotion set.
Added sounds for Radbolt traveling and explosion
Added sounds for Duplicants reacting to radiation
Added sounds for Railgun rail cleaning.
Added Uranium Ore mining and movement sound effects
Bug Fixes
Worldgen: Fixed an issue with spawning guaranteed geysers in some Forest Cluster seeds.
Worldgen: Improvements to guaranteed POI spawning rules to decrease the amount of worldgen failures.
Fixed closing tag for Forest Moonlet string (for translations)
Fixed failing to switch worlds after using dev debug
Fixed animations rendering outside of the world
Plant sorting was broken on the planter box sidescreen, now the crops are consistently ordered
Moved uranium materials further in the build materials list
Fixed crash when dead Duplicant is hit by a Radbolt
Fixed issue where buildings with solid parts like the Solar Panel and Fish Feeder would leave behind a "ghost floor."
Fix crash that could occur if trying to load a world whose data no longer exists (i.e. a mod world)
Fix some cases where a rocket would not correctly attach to the Rocket Ports on landing or disconnect on takeoff
Launchpads now connect to Rocket Ports through each other in chains, so you can reliably have launchpads share ports
Fix crash that could occur if a Launchpad was selected when its rocket takes off
Rockets would sometimes wipe out each other's conduit endpoints, resulting in e.g. fuel tanks not getting fuelled
Add check on the main menu that prevents crashing if the newest save file is corrupted or otherwise problematic
Buildings and objects which have been marked "Empty Storage" now save/load the errand properly
Minor art revision to the Niobium Geyser
Fixed off by one error when calculating Rocket Platform/Rocket position ceilings
Wilting Wheezeworts no longer emit radiation if they were wilting on load.
Gas and Liquid Shutoff valves now immediately end their flowing animation when a red automation signal is received or no gas/liquid is flowing.
Radbolt Generator progress meter hookup. Restored Radbolt animation when more than 1/2 way to launch.
Fixed a crash where rockets and pads weren't correctly aware of each other during launch. This won't happen any further, but existing saves may require rebuilding the launchpad under the rocket before the rocket can successfully take off.
Fixed a scaling issue with the Arbor Tree where the art was blurry at certain stages of the grow cycle
Fixed issue that caused Cluster Style selection screen background to sometimes misalign
Fixed rockets disappearing when landing offscreen
Splitting ores now correctly updates the temperature transfer in the sim for both parts.
Conveyor Shutoff now has a "Conveyor Rail Blocked" status and behaves like the other Shutoffs when blocked.
Loading a save with a rocket with a Scanner Module exploring outside the FOW no longer crashes
Fixed crash building a new module while viewing a rocket interior
Hello all! There were some issues with this morning's update related to the large strings unification. Here's a patch to iron out all the crashes we've discovered. Please let us know in the bug forums if you find any others!
Fixes
Fixed crash hovering over Skill Point Earned notification.
Fixed crashes related to Sweepy status items
Fixed more Spaced Out Sandbox Tool crashes related to Radioactive Contaminants
Hi everyone! We're made lots of fixes to worldgen to further prevent temperature leakage between biomes, as well as some POI fixes. Thanks for all your feedback and examples!
Worldgen
Marshy Asteroid now always has at least some Jungle.
Improved preventing POIs breaking high temperature borders.
Fixed an issue where the starting asteroid in Classic Style Terra Cluster generated few or no Oil Reservoirs.
Improved Abyssalite border drawing to prevent small amounts of magma appearing on the wrong side of the border.
Prevent terrain "features" from drawing over adjacent biomes of a different type.
Improved border temperature gradient in extreme temperature cases. It's not perfect yet.
Slight improvement to spawning POIs in the magma core of the Marshy Asteroid.
Increased water mass on Water Asteroid to prevent significant water receding due to liquid compression.
Fixes
Fixed issue that could occur when revealing asteroids with liquid surfaces
Rockets are once again able to fly through Rocket Platforms and other rockets - though they cannot idle overlapping with them.
We're pleased to bring you the Big Asteroid Update for Spaced Out! This is the first in a series of quality-of-life focused updates. The major features of the DLC are in place and working well with each other, so now we're combing through all your feedback to fix, polish, and improve the game as much as we can!
The "big addition" (hahah) in this update is a larger "vanilla-like" starting asteroid combined with the new Spaced Out! starmap and rocketry. The existing clusters still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. Additionally, we're putting in a “Forest start” Spaced Out! style cluster.
We're also turning our attention back towards rockets so this update features a redesigned limit for rocket engines based on rocket height instead of module count. Now an engine can sport more short modules than tall ones. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Refined rocket automation and updated Rocket Ports allow better use of cargo bays. As well, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options.
Check out all these changes and improvements and let us know what you think, or if you find any bugs! We'll be eagerly reading your experiences as we continue to iterate on these features and put in more fixes. Thank you so much for being with us through this Early Access.
What's New And Improved?
Main Features
New Clusters
Added "Classic Style" Terra Cluster
Classic style worlds are intended to be evocative of the base game experience. They offer fewer asteroids on the starmap, but each is larger and more resource dense.
Added "Spaced Out! Style" Forest Cluster
Added an asteroid style selection screen to the new game flow to sort between “Spaced Out! Style” worlds and “Classic Style” worlds
Solar Panel Module
Added Solar Panel Module to generate onboard power for rockets
Rocketry Improvements
Rocket maximum module count condition replaced with maximum rocket height condition
Increased all rocket cargo module and Orbital Cargo Module capacities by 10x
Rocket Ports have been split into two buildings each, one for loading and one for unloading for each of solid/liquid/gas conduit types
Rocket Platform is now a "Foundation" building, it can be built floating in the air and Duplicants can stand on top of it. Art adjusted accordingly
Put the Gantry back into the game
Rocket Ports now require constructing on ground/tiles
Major overhaul of the internals of Rocket Ports. They now work much more reliably, start and stop correctly, and correctly update the rocket's checklist
The Launch Pad automation input now "takes over" launch control, either triggering launch or cancelling it based on the signal, so it can be reliably used to start and stop launches
Added Element Filters to both Cargo Bays and Rocket Loading Ports. Loading Ports will load only materials requested by Cargo Bays onto rockets, and Rockets will only unload materials requested by Unloading Ports
Added a mass slider to all Cargo Bays
Adjusted internal storages of the Rocket Ports to match the capacity of the plumbing
Reduced power consumption of the Rocket Ports
Revisions and cleanup to Rocket Platform automation ports:
Output port goes green when all launch checklist items are fully checked (no warnings)
Input port takes over the launch button once connected. A green signal requests a launch when all Rocket Construction and Cargo Manifest items are fully checked (no warnings). A red signal cancels the current launch
Improved Moo Asteroid
Gassy “Mooteor” showers have begun falling on the Gassy Moo Moonlet, delivering fresh Gassy Moos to the asteroid
Redesigned Moo asteroid including a guaranteed Chlorine Gas Vent
There are a lot more patch notes where that came from. For more details check out the official post over here:
Hello everyone, in conjunction with today's Spaced Out! update, here's a patch for the base version of the game to fix a few issues. Take care!
Fixed missing strings on various status effects Updated Steamworks API Don't spawn more germs than are present for falling water, fixes germ duplication (detail) Updated all translations
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.