Oxygen Not Included - Klei-JoeW

Hey space friends!

It's been a while since we've done a big update to the base game of Oxygen Not Included! While we've been working primarily on Spaced Out! for the last while, our desire has always been to improve and evolve the game as a whole. There are a number of changes we've made in Spaced Out! which are just general good improvements to the game, or that we had planned for the base game all along but finally got the opportunity to implement during Spaced Out! development.

This includes bug fixes to the game and the underlying simulation, making improvements and upgrades to the UI, and a major upgrade to the modding system to help future-proof mod development. It also includes a couple new buildings, Duplicant traits, and improved worldgen.

Up until this point, the base game and Spaced Out! were running on separate codebases, so fixes we made would only exist for one version or the other. After today, the codebases have been unified so everyone is running the same version of the game! This has been an epic process for the development team, but now it means that bug fixes will arrive for everyone at once, and that all players can benefit from ongoing improvements to the game.

This patch includes some major code updates, including a new Modding API and an upgraded version of the Unity engine. There will be growing pains in the short term while mods are updated (please give modders a chance to catch up!) but these will support the stability and growth of the game into the future.

These changes address some long-term concerns in Oxygen Not Included. This game, and you the players, continue to inspire us. We want to keep improving it and making it the best game we can! The major features and changes include:
  • New traits, including traits that grant skills to Duplicants right out of the printing pod
  • Some shuffling of the tech tree, notably moving most of the Conveyor Rails techs one tier earlier
  • Updated food storage mechanics, making refrigeration easier and more effective, but removing exploits and creating a natural progression for fully preserving food
  • Meter Valves allow sending precise amounts of material down a pipe, manually or using automation
  • Oxygen Masks are a new low-tier suit, allow Duplicants to work for longer in low-oxygen areas but not protecting them from harsh environments
  • Suit durability mechanics will be available in the base game (off by default), which add some upkeep costs for suits so they aren't so overpowered
  • "Stinging eyes" and related debuffs give more reason to be cautious with chlorine and other gasses and liquids
  • The Diagnostics panel, updated Resource screen, and other UI improvements make it easier to stay on top of what's happening in the base
  • Demolition skill allows duplicants to destroy those Gravitas ruins once and for all
There may be some inconsistencies as a result of this, so if anything has broken, or any Spaced Out! weirdness snuck into the base game, please report it in the bug forums. Thanks!
Spaced Out!
As the Spaced Out! DLC gets closer to launching, we're continuing to focus on polish, bug fixes, and tying up loose ends.

We're continuing to refine worldgen tuning, and have added a "Classic Forest Start" cluster to play on. Renewable regolith has landed back in the game on its own planetoid. There's lots of finalized animation and sound effects coming down the pipe, including new art and leak mechanics for nuclear waste barrels. We're also spending more time looking at performance and have some promising leads.

Colony Imperatives are being added and revised. With new Monument parts, an Artifact Analysis Station, and a strange Gravitas device hanging out near the Temporal Tear, your Duplicants will have so many boxes to check off! (We also added a few new Spaced Out!-exclusive artifacts.)

Thanks for sticking with us through this large technical challenge. If you notice anything that seems to be amiss between the two versions of the game, please report it as a bug! And as always, we'd love to hear any other feedback you have. Take care!
Oxygen Not Included - Klei-JoeW
Hi friends,

Just a small patch today to fix a crash some OSX players are experiencing. Currently Apple Silicon/M1 is only supported through Rosetta and we accidentally included a non-functioning native build.

Fixes:
  • Removed unsupported OSX arm64 binary (Apple Silicon / M1 chip)
Oxygen Not Included - Klei-JoeW
Hello friends,

Today's release hotfix is quite small, but fixes a crash and a major issue with mod/save loading. Take care this weekend!

Bug Fixes
  • Oxygen Masks no longer crash in Base Game
  • Version numbers for Spaced Out! have been increased. The previous version numbers were causing incorrect versions of mods to be loaded. (SO! compatible mods will need their version updated to 469369 to fully resolve the issue.)
  • The public_testing branch is being updated with the latest changes as well.
Oxygen Not Included - Klei-JoeW


Hello friends!

Today we present The Big Merge Update: A highly technical squishing of the Base Game and Spaced Out! codebases. This means that Spaced Out! owners can toggle the DLC on-and-off from the main menu with a simple restart of the game. Playing the Base Game in this way will give you all the bug fixes and quality improvements that we've added to Spaced Out! since we went into early access, while still allowing you to enjoy the game-play of the original ONI you know and love.

(These changes will be coming to the Base Game for all ONI players in the next few updates, but we're limiting them to Spaced Out! owners to make sure they get proper testing for now.)

What we're working on here is the continuing evolution of Oxygen Not Included. While our attention has been mostly on the DLC lately, our desire has always been to improve and evolve the game as a whole. There are a number of changes that we've made in Spaced Out! which are just intrinsically good improvements to the game, some we had planned for the Base Game all along but finally got the opportunity to implement during Spaced Out! development.

This includes the many bug fixes and minor improvements we've made during Spaced Out's development, including fixing several major simulation bugs and countless typos. It also means modding should be simplified because there is only one version of the game to mod against.

Speaking of modding... We have a doozy of a modding update! Modders, please read Updating to Harmony 2.0. To all players: these significant technical changes are going to result in many mods needing updating in order to work. Please be kind to the modding community and give them time to react to the new code.

This patch also includes updating our development to the next major version of the Unity engine. While this has little impact on what you see as a player, it's necessary for us to continue supporting the game and pushing development forward.

These are the features that you've seen in Spaced Out! which are now going to be part of the Base Game:

  • New traits, including skill-granting traits
  • Some shuffling of the tech tree, notably moving most of the Conveyor Rails techs one tier earlier
  • Updated food storage/refrigeration mechanics will be the same in both versions of the game
  • Meter Valves are now in the Base Game
  • Oxygen Masks are now in the Base Game
  • Suit durability mechanics will be available in the Base Game (but toggled off in the game settings by default)
  • "Stinging eyes" and related debuffs which give all players more reason to be cautious with chlorine
  • The Diagnostics panel, updated Resource screen, and other UI improvements will be consistent for all versions of the game
  • Demolition skill will be available for everyone!
  • All other new content (in particular the new rockets and multi-asteroid starmap, and radiation buildings and overlay) will remain in Spaced Out! only.

Spaced Out! owners are now able to try this new version of the Base Game - just launch the game as usual and use the button in the main menu to toggle the DLC off. (You'll know it worked if your build number starts with "MD")

Thanks for sticking with us through this large technical challenge. If you notice anything that seems to be amiss between the two versions of the game, please report it as a bug! And as always, we'd love to hear any other feedback you have. Take care!

For a huge list of patch notes, head over to the official forums.
Oxygen Not Included - Klei-JoeW
Originally posted by Ipsquiggle on the official forums

Hello modders!

Over the course of this last year, many in this community have requested that we update the version of Harmony that we ship with the game, in order to smooth out mod development and make sure modders have access to the latest features the Harmony API provides!

In the testing period beginning June 10th, we will be shipping Harmony 2.0.4.0 on the Public Testing branch.

This upgrade will require modders to update all .dll mods!

It is also the case that the major code changes we're doing right now are going to break a significant number of mods, and later when the Vanilla and DLC codebases are finally fully merged, all the existing Vanilla .dll mods will have broken anyways. We'd rather not break any mods at all, but since it's going to happen, we're opting to put all the breakage into a single update, and this gives you some time to prepare.

The Mergedown Process -- Use mod_info.yaml

As we unify the codebases, all these changes (including the Harmony 2.0 update) will slowly roll down through various versions of the game, like this:

Spaced Out Public Testing -> Spaced Out (all players) -> Oxygen Not Included Public Testing -> Oxygen Not Included (all players)

So mods running on Spaced Out will have to be updated first, and will have this testing period to get updated before all Spaced Out players see the code changes.

The changes to the base game will happen some time after that, though specific dates are still being determined.

Once your mod has been made compatible, it will remain compatible for the rest of the Mergedown. (Breakage from normal ongoing development aside ;) ) Be sure to use mod_info.yaml and the archive folder to separate the versions of your mod and make the transition seamless for your users! (More details below)

How do I update my mod?

There are three key changes you'll need to make:
  1. Change all using Harmony; to using HarmonyLib; in your code
  2. If you use OnLoad(HarmonyInstance harmony), change it to OnLoad(Harmony harmony)
  3. Install the .net 4.8 developer pack, and retarget your project at .net 4.8.
Additionally:
  • A number of methods in Harmony have changed signature or scope, so various compile errors will have to be resolved
  • As always, a number of changes have happened in the ONI code, so those errors will have to be resolved
  • Update your mod_info.yaml as described below for best compatibility. NOTE! If you're currently using a single version of your mod that runs on Vanilla and Expansion1, you will likely want to two versions of the mod for the duration of this Harmony 2.0 rollout.
  • Finally, upload the new version of your mod!

So what's new, anyways?

Here's the official Harmony update information.
Here's the full list of patch notes (Reminder, we're on 2.0.4.0, catching up from 1.2.0.1).
The full Harmony 2.0 documentation.
In Conclusion

Please let me know if there are any gotchas or missing steps I should include in this post!

A huge thanks to everyone in this community! I know from personal experience how much work it is to keep modding a game that is in active development, but the champions here nonetheless have made a workshop full of amazing mods! It's always exciting to browse through and see what's new, and to get the chance to play visions of the game that are different than our own. How cool is it that these things can co-exist side-by-side? So again, THANK-YOU!

mod_info.yaml for Hamony changes can be found on the post on our official forums here.
Oxygen Not Included - Klei-JoeW
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.
  • Updated Korean translations.
Oxygen Not Included - anita_klei


Hi friends!

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!

Check Out Don't Starve Together Now!


Hot Lava is having a special Klei Fest Tournament - a new trial course which pits players against a diabolically Klei-swag-outfitted LORD SLUDGE!

Check Out Hot Lava Now!


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.

Check Out Griftlands Now!
What's New And Improved?

Features
  • Added Space POI locations with renewable resources.
  • Added Drillcone rocket module for harvesting space POIs.
  • Added Diamond Press building for converting refined carbon to diamond.
  • Restored artifacts to Spaced Out! and distributed them to new terrestrial POIs.
  • Added Artifact transport module for moving artifacts between worlds.
  • Added ability to toggle specific diagnostic criteria in the diagnostics screen.
  • Add CustomGameSetting to toggle Teleporters.
  • Added sounds to plant mutations.
  • Added Botanical Analyzer sounds + duplicant interact sounds.
  • 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.

Oxygen Not Included - Klei-JoeW
Hey Everybody!

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!
Oxygen Not Included - Klei-JoeW
Hi friends!

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
  • Pause screen now appears above other screens
Oxygen Not Included - Klei-JoeW

Hello everyone!

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


...