Hello everyone! Today's Spaced Out patch includes a few fixes, including a crash on the Diagnostics screen that people were running into. Have a great week!
Bug Fixes and Improvements
Fixed issue where old saves would not have Space POIs added until unpaused.
Refreshed "Mine The Gap" update name in main menu image header.
Fixed bug where "Satellite Asteroid Field" space Point of Interest had invisible art.
Fixed crash caused by searching diagnostic screen while looking at a rocket interior world.
Welcome to the Mine The Gap Update for Spaced Out! This update brings increased resource renewability with the introduction of Space Points-Of-Interest! Equip a rocket with the new Drillcone and start dredging those interplanetary riches!
While you're out there, keep your eyes open for artifacts! Yes, Gravitas artifacts are back! Collect them all from a number of new and updated points-of-interest. Once you're done gathering them, you can teach your Duplicants the "Demolition" Skill and wipe those Gravitas buildings off the map if you feel so inclined. (World regen is required for the new points-of-interest to show up.)
We've also done some significant rebalancing of the tech tree as we work to optimally integrate new mechanics into existing gameplay. The Atomic Collider and Atomic Research Points are being redesigned as the Materials Study Terminal and Materials Science Research so they’re more thematically neutral for application across the tech tree. Techs have been shifted around and costs have been standardized (including moving all Orbital Research costs up one tier) to reduce the burden on unlocking tier 5 techs.
Plus, we've made changes to the Radbolt Generators and adjusted the overall radiation balance. There is now increased control over Diagnostics criteria on the Diagnostics screen. Biome Codex entries have been finished up. And, some exciting new changes to bottled gasses and liquids: they can now liquify/solidify if they get cold enough!
This update provides new sources of sustainability and a whole new layer of gameplay on the starmap. We welcome your feedback and bug reports! Once again, thanks so much for being with us through this DLC's Early Access period.
What else is going on during Klei Fest?
Don’t Starve Together is celebrating summer with the "Midsummer Cawnival!". Our survivors have been greeted by the enigmatic Corvus Goodfeather, who needs a bit of help preparing the festivities for his crow compatriots. Decorate, try your luck at the Cawnival games, and maybe even win some prizes!
Griftlands has left Early Access and the full campaign is now available! Play as Sal, Rook, or Smith. Three unique character campaigns with their own specialized decks, abilities and maps to explore. Griftlands launches with a 20% discount for Klei Fest.
Added sounds for second Spaced Out! main menu duplicant.
Added Radbolt Rocket Engine Sound.
Added sounds for Experiment 52B.
Changes and Improvements
Many POI buildings are now demolishable by skilled Duplicants.
Bottled Gasses and Liquids can now condense/freeze.
Ores and Bottles will now produce secondary elements during phase transitions, e.g. Bottles of polluted water will make both dirt and steam when heated.
Foods in vacuum now use exclusively their internal temperature to decide if they are refrigerated or not.
Replaced Atomic Collider with Materials Study Terminal.
Tech tree changes including adding new categories, moving buildings, and adjusting tier costs so they scale better.
Changed visual order of unlocked items within a research tech.
Radbolt generators can be configured to emit at up to 500 particle intervals.
Radbolt tuning changes to prevent obvious feedback loops. Some radiation is emitted in the form of fallout on impacts.
Added meter to Radbolt Generator.
Asteroid selector rows display a status item based on pertinent diagnostics.
Added “remaining cargo capacity” status items to rockets in flight with cargo modules.
Updated codex strings from several Biomes.
Updated codex entries for several plants.
Added additional codex lore entries.
Updated Korean and Russian translations.
Rocket visual takeoff speed is now based on rocket height rather than module count. Also re-tuned the takeoff acceleration curves.
Small tweaks to rocket exhaust animations.
Added a two second "landing cooldown" where rockets keep igniting while they're on the pad.
Added rocket engine shutoff animations.
Tuned Rocket Conduit Port audio mix, adjust timing of sound events.
Tweaked the meter colours on some storage buildings to work when colourblind modes are turned on or off.
Cost of first tech tier requiring Materials Science Research increased from 5 to 20 points.
Bug Fixes
Rocket window tiles are no longer replaceable.
Duress to Impress effect is now applied when loading a save with an already stressed Duplicant.
Sublimation Station no longer ignores gas pressure limit if a solid tile is built above it.
Fixed issue causing Duplicants to sometimes leave rockets at launch.
Fixed crash that could occur on rocket launch.
Fixed crash that could occur when selecting the printing pod.
Fixed crash when deconstructing Trailblazer Module.
Downgraded possible crash when ores melt to a log warning.
Crash Report Screen now uploads the correct save file automatically when you report the crash.
Fixed crashes relating to missing UI icons - a default sprite is now substituted for missing UI icons.
Fixed missing Beetiny hit sound.
Fixed missing Beeta chew sound.
Building complete sound no longer plays when Plug Slugs sleep.
Fixed missing geyser sounds for new geysers/volcanos.
Fixed main menu animation issue.
Fix issue where rockets loaded in the takeoff or landing states would not animate their engines or release exhaust.
Fixed a couple visual glitches with rockets taking off/landing and skipping around or disappearing.
Fix rocket engine startup animations not playing sometimes.
Fix issue where rockets would appear to be on the pad right after loading, even if they were in flight.
Trailblazer Module no longer plays the landing animation when already landed.
Fixed issue preventing codex from showing accurate plant and critter references in some biome pages.
Fixed Experiment 52B description to say it emits Resin instead of Isoresin.
Improvements to rules for generating Classic Style Terra to reduce worldgen failures.
Fixed status pop text effects being visible across world boundaries.
Fixed UI elements and overlay info being displayed across world boundaries.
Diagnostic rows update when changing worlds with the screen open.
Fixed issue sometimes causing erroneous diagnostic results.
Diagnostic suggestions (such as rocket in space without destination) now show in white text instead of a nearly invisible grey.
Fixed crash that could occur when switching worlds after an Atmo Suit was destroyed.
I have a bunch of news for you today - We have some new things coming up to announce, a new set of Twitch drops and the introduction of our Klei Advocates program.
Klei Fest is Coming Next Week!
Once a year around this time we have a Klei Publisher sale. Going forward we are also going to focus on making this time a sort of Celebration of Klei Games. During this two week period we will have a burst of content, items, events, sales and interesting things happening.
As an introduction things will be a little less formal this year as we kick things off with a bit of a test run.
All Games: We will begin our Klei Publisher sale next week on June 3rd.
Hot Lava: June 3rd, Players will Race against Lord Sludge in a special course - secure yourself a win an get a special reward. This challenge and reward are only available during Klei Fest!
Griftlands: Griftlands full campaign officially launches as we leave Early Access June 1st on PC and June 4th on PS4, Xbox and Switch.
Oxygen Not Included: The team for ONI has their heads down right now as they work on "Spaced Out!" so we will not have promotional content for you this year, however Oxygen Not Included will be on Sale during the Klei Publisher Sale beginning June 3rd.
Don't Starve Together: We will be celebrating Klei Fest with a new Yearly Limited time event called "Midsummer Cawnival!". Our survivors will be greeted by the enigmatic Corvus Goodfeather, who needs a bit of help preparing the festivities for his crow compatriots. Decorate, try your luck at the Cawnival games, and maybe even win some prizes!
New Twitch Drop Campaign: We will begin a new twitch Drop Campaign for the Leviathan Chest starting June 3rd. Streamers that will have drops available can be found in the spoiler below. Note that this will be the last campaign of this type, further campaigns will be done through our advocates program. See the official forum post.
Klei Advocates Program: We have hired Fourth Floor to run a new Klei Advocates program. This new program will create opportunities for us to grow our relationship with content creators. We have been working with Fourth Floor for quite a while now and this new arrangement will see Fourth Floor working with our most dedicated streamers beginning with the next DST Character refresh at the end of June. More details to follow in the coming weeks.
And that's what I have for you today. See you all next week!
We've got a patch for Spaced Out! that enables mutations on Sleet Wheat, Nosh Sprouts, and Gas Grass. It also fixes a few crashes and other bugs. Enjoy, and have a great weekend!
Changes
Sleet Wheat and Nosh Sprouts now roll for mutations across their entire crop, rather than not at all
Gas Grass is now a normal seed producer for Spaced Out
Symbol tinting/scaling works for all plants now. This creates new visual differences for Bountiful, Exuberant, and Juicy Fruits mutations
Revised Metallic biome icon
Rocket Port building strings updated
Updated Simplified Chinese strings
Fixes
Saturn Critter Trap no longer says it can mutate its seeds
Hooked up missing Saturn Critter Trap Seed artwork
Fix crash when toggling compost on mutant seeds
Fix a case where multiple rockets launching on separate worlds could emit gasses into the wrong world or not at all
Only play the "launch ignition" animation on rockets when taking off, not landing
Fix case where rocket ports would appear to be offline even though they were loading or unloading a rocket
Worldgen: Fixed border temperature gradient sometimes having its temperatures swapped
Worldgen: Extreme temperature borders now have a less extreme temperature in the middle
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