We're releasing a special batch of blueprints to wrap up another 365 cycles of astronomical adventures. They're available for both the base game and Spaced Out! DLC.
You can claim some of these through the Klei Rewards website, which can be accessed via the link in the main menu.
As ever, it's been great having you in our orbit. We can't wait to see what you build this winter. See you next year!
Warm wishes to you and yours, The ONI team
All Versions
Added new blueprints (aka cosmetic skins).
Fixed a visual error in Storage Tiles.
Spaced Out! only
Fixed crash that could occur when cancelling construction of rocket modules.
This is ONI's 50th update—we can hardly believe it! Whether you've been choking down mush bars with us since the first one or joined in somewhere along the way, thank you for being here.
We're celebrating with a new germ-themed story trait, new buildings for storage, food preservation and critter happiness, a sandbox story trait placement tool, expanded critter moods and new cosmetic skins (aka blueprints). These can all be used in both the base game and Spaced Out! DLC.
We also fixed some bugs, and made a new ONI short! Check that out <here.>
Grow A Bot
An abandoned lab full of decommissioned machinery offers an unexpected new use for Zombie Spores that really puts the "ew" in "renewable energy." Once the musty old equipment is up and running again, the colony can use it to build and grow the necessary components for a mechanical alternative to Duplicant labor. That means fewer Duplicants being sent into hazardous work environments!
Food Dehydrator and Rehydrator
The new Dehydrator building is designed to drain all of the moisture out of foods prepared on the Gas Range. Dried foods aren't edible, but they are conveniently non-perishable and don't need to be refrigerated.
When it's time to eat, just send the dried food through the new Rehydrator building to restore its original texture...and most of its flavor.
Creature Comforts
Critter moods have been revised and expanded. The new Miserable state is for extra-glum critters, and results in Glum levels of metabolism plus zero egg-laying. Critters who are not Happy, Glum or Miserable will feel Satisfied—these will have default metabolism and fertility. Only Happy critters get a fertility boost.
We've also added new Critter Condo and Water Fort buildings to boost critter happiness, and worked on some long-overdue bug fixes and changes to Pacus that might affect existing ranches.
Other Cool Stuff
New design for messages on the Main Menu screen.
Nearly 50 new blueprints added to the Supply Closet.
New Storage Tile.
New sandbox tool for adding story traits to existing saves.
Added a Rocket Port Extension for Spaced Out! DLC.
Added a search function to more sidescreens.
Summary
A new story trait! A new sandbox story trait placement tool! New blueprints! More nuanced Critter moods! New critter buildings! A new Storage Tile! And so much more.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported <Previous Update branch>.
Fifty updates later, and we're still loving every moment of this astronomical adventure.
If you have <bug reports> or <feedback>, let us know! We're so glad you're on this ride with us—the ONI universe wouldn't be the same without you.
Our October 2023 Quality of Life update goes live today!
This minor update includes bug fixes, UX improvements, new buildings and a new free recycling system for blueprints (aka cosmetic skins) for both the base game and Spaced Out! DLC.
Highlights
Critter-themed improvements: wrangling, Move To tool, gas consumption, and a new Field Guide!
Added a new Critter Cargo Bay module to Spaced Out!
Added a search bar to the storage filter sidescreen!
Added a new Light Sensor building!
Revised which buildings are considered Industrial Machinery!
Blueprints are now recyclable!
Critter Improvements
Gas consumption for Pufts and Slicksters is now linked to their hunger levels: the hungrier they are, the more they'll consume. Hunger and other critter states are now explained in depth in the new Field Guide we've added to the database. Individual critter database entries also include additional information about specific space requirements and life span (formerly called Max Age).
We've adjusted the idle behaviors for Gassy Moos, Pufts, Slicksters and Shine Bugs, so that they can now be wrangled. These critters—indeed, all critters except Beetas—can now also be easily relocated using the Move To tool that we introduced in the June update!
In addition, Spaced Out! players can move critters using the Critter Cargo Bay described in the next section.
New Buildings
There's a new Critter Cargo Bay rocket module in the DLC! It's designed to transport furry (or slimy, gassy, scaly...) passengers between asteroids, one at a time. Critters will continue to age while they're in transit, but they won't lay eggs or get hungry until after they've been released. They also won't poop—um, excrete resources—while they're in there.
Both versions of the game now have a new Light Sensor building, which sends signals based on the ambient light detected. It can be used anywhere that light levels might inform your setup: everything from opening/closing surface bunker doors for solar panels, to keeping your colony's beach chairs nice and sunny.
UX and QoL Improvements
We're making things more searchable: there's a new search bar for finding specific elements in the storage filter side screen, and another one in the Supply Closet accompanied by a toggle that filters which Blueprints are displayed (all/owned/multiples owned).
The Industrial Machinery buildings category has been reassessed, with some buildings added and others removed—details in the patch notes.
We added automation ports to the Plant Pulverizer in both versions of the game, and to the Manual Radbolt Generator in DLC, making it easier to "set it and forget it" so you can get on with the business of colony-building.
Recycling Blueprints
We've been working on adding a recycling system to the Supply Closet so you can customize your Blueprint collection. If there are Blueprints (aka cosmetic skins) that you currently own but aren't super attached to, you can now recycle them into spools of Filament. Once you have enough Filament, you can use it to print a fresh copy of a Blueprint you're more excited about... including one of the 60 new ones we've added for this update!
It's a work in progress, so let us know what you think.
Summary
The Move To tool works on critters! There's a new Light Sensor for both games, and a DLC-only Critter Cargo Bay! It's easier to search for things in storage buildings and the Supply Closet! Blueprints can be recycled to print other Blueprints!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch. Whether you were involved in public testing or are joining us for the full update, we're happy you're here!! We look forward to hearing about how these changes land for you and welcome bug reports here, or feedback and wacky ideas here.
We're udderly excited to be releasing our Song of the Moo update!
This update is packed with new elements (including a frothy green substance that technically counts as milk), new buildings, two new food recipes, critter ranching improvements and a brand-new behavior for the mighty Gassy Moo. There are new cosmetic skins too.
Got Brackene? (aka New Elements)
Tame, well-fed Gassy Moos now produce a new milky element called Brackene. Ranchers can call a Moo over to the new Milking Station building to milk them when the time comes. If your colony doesn't have Gassy Moos yet, don't worry: you can also get Brackene by smashing up certain crops in the new Plant Pulverizer!
Duplicants can drink Brackene at the Water Cooler, while critters get it from the new Critter Fountain. In both cases, it's a nutrient-free mood booster.
Alternatively, Brackene can be refined into a strange polymer called Brackwax at the new Brackwax Gleaner building. The Brackwax can be used in the production of a highly heat-resistant super plastic called Plastium, or as a lubricant for faster travel in transit tubes.
New Moo-lody
Gassy Moos can now reproduce—sort of. Once a domesticated Moo has consumed enough Gas Grass, they belt out operatic moos that echo across the galaxy, which attracts a new member to that asteroid's herd via the infamous Gassy Mooteor.
Other Cool Stuff
The new Bleach Stone Hopper building can turn out a steady supply of Bleach Stone from Salt and Gold inputs, though you should expect some sand as a byproduct.
Meteors will now drop some resources when you blow them out of the sky with the Meteor Blaster.
We’ve added an automation port to the Egg cracker and given Duplicants the ability to eat raw eggs. If you’re feeling fancy you can cook the eggs into Soufflé Pancakes at the Electric Grill, or into a delectable Mushroom Quiche at the Gas Range.
All critters traps and lures are now made from raw metal, and can be rearmed after use.
Finally, we’ve made some UI improvements to the Supply Closet and added over 50 new cosmetic skins.
Summary
We’ve made lots of improvements relating to the Gassy Moo, including making them milkable. Their strange brackish milk has a variety of uses for colonies both small and large.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported <Previous Update branch>.
Let us know what you think. Bug reports can be submitted here and feedback right here. We read it all, and appreciate it more than you know.