We've got a late-Friday patch to address a number of issues that came up in the Breath of Fresh Air Update.
This patch should address many of the immediate issues, especially concerning rocketry and UI.
Unfortunately, it seems that we didn't catch as many of these issues in the Public Testing branch as we had hoped. We have this patch for you today, and we are still going through your bug reports and feedback while we work to address your concerns, so please let us know any issues you're running into in the bug forums!
Additionally, there are some known changes which are going to take longer to work through, so we're putting up a temporary archive branch on steam which represents the state of the game prior to the Breath of Fresh Air Update. You can use this to continue existing saves or play on an older version while we work out the remaining problems. To play this version, right-click on Oxygen Not Included in your Steam library, click on Properties, and choose Betas > public_previous_version. (You may need to relaunch the Steam client for this option to appear.)
We know this update has not been great for many of you, and we're sorry for the frustration this situation has caused you! We will keep working hard to fix this situation, and to make ONI even better than it was before.
Thanks, as always, for being part of ONI's development with us! Have a great weekend.
Changes
Added "Clear all pinned resources button" to pinned resources panel header
Bug Fixes
Don't crash the game if a mod has a typo in mod.yaml or mod_info.yaml. (Unless it's a dev mod, then still crash!)
Fixed issue where the Priorities screen was missing the prioritize/deprioritize all buttons.
Fixed issue with "Enable Proximity" button on the Priorities screen not being clickable.
Added a few more mutually exclusive Duplicant traits
Fix issue preventing right-click dragging on the left half of the screen
Update Simplified Chinese localization
Fix doubled-up music when worldgen fails
Base Game Only
Fixed issue where rocketry buildings under construction could not be cancelled.
Rocketry building placement restrictions returned to expected "stacking" restrictions
Gas and Liquid cargo bays changed back to their original 1000 kg storage limit.
Cargo bay module strings restored to their expected base game versions.
Removed Rocketry skill since it's only used in Spaced Out!
Fixed issue sometimes causing oxidizer tanks to drop their contents of load.
Restored priority control settings to Solid Oxidizer Tank
Fix crash that could prevent saves with Space Scanners from loading
Fixed an issue where rockets returning from a mission did not properly land. This also resulted in a missing Deconstruct button on the Command Capsule.
Non-command rocket modules launch and land correctly.
Fixed issue preventing Command Capsules from sending green automation signals when their flight path was blocked
Spaced Out!
Fix crash when switching from base game to Spaced Out if the DLC wasn't previously installed. (Now it forces Steam to install it.)
Updated the update timer in the main menu for next update
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!
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.
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.
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!
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:
Change all using Harmony; to using HarmonyLib; in your code
If you use OnLoad(HarmonyInstance harmony), change it to OnLoad(Harmony harmony)
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.
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!
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!