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Ostranauts Hotfix Patch (0.14.2.12) Is Live!

Hey Folks!

Ostranauts v0.14.2.12 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Across the System" update, which adds several long-requested character creation changes, plus fixes for AI and some other UIs.

Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.

  • Terry's MopTops mod is now officially part of Ostranauts! This adds dozens of new hairstyles and beards.
  • Sink UI now has indicators for which face part is currently selected, and how many others are available.
  • Character will now show teeth when changing teeth selection in the sink UI.
  • Sink UI's hand skin will now change with updated skin type.
  • Players can now select multiple skills and traits at the same time in the career kiosk (like NEO Scavenger did).
  • Ugly/Beautiful and Trusting/Suspicious are now correctly anti-traits of each other.
  • Log no longer spams messages about losing and gaining Shipbreaker career each year.
  • The young adult threshold range was changed so most players won't encounter it until 20, instead of 19.
  • Laser torch and hoodie item loot in Seek Adventure is now delivered to the player.
  • Items should have fewer invisibly-blocked inventory grid spaces now.
  • Disassembling or destroying items in stacks should cause fewer bugs now.
  • AI shouldn't choose void tiles as wander destinations anymore.
  • AI shouldn't spam anti-nausea pills anymore if they are not nauseous.
  • Crew is now able to access the player's residence via transit.
  • Alarm/sensor triggering no longer causes them damage, which should make them last longer.
  • Door lock UI should correctly detect the user's hacking skill now, even if not the captain.
  • Door lock UI should now alert the user there is no power when they attempt to hack an unpowered door.
  • The PDA Order toggle buttons should now look more like toggles.
  • The PDA Install and Order buttons now have a rollover effect.
  • Damaged FURN items should no longer be in PDA install list.
  • Unused floating text items were removed from the game, for better performance.
  • Autopause now ignores more cases that were unimportant/redundant.
  • Old ledger items and late fees are now consolidated into fewer lines, for better performance.
  • All payable ledger items are now always visible on the current shift page.


One of the more exciting changes in this update is the inclusion of the MopTops mod! We reached out to Terry to officially purchase rights to use his hair and beard designs in the game, and players can now enjoy a much wider range of possible styles.

While we were in there, we also added a few other tweaks to the sink UI that folks have been asking for. Individual parts now show the current ID and total available, to help find the same one again later. The character will now expose their teeth when changing that setting. And the hand will update color with the rest of the skin changes.

In the career editor, we finally restored the skill/trait selection page to the multi-buy style it originally had (and like NEO Scavenger's). Now, players can "buy" skills and traits using years of training, and some negative traits can help offset that cost.

However! Note that buying skills and traits this way is often more costly than using Seek Adventure, where each event only costs 1 year. The trade-off is that Seek Adventure is a bit more random, and can come with a mix of positives and negatives. But it is usually a net positive, and also may reward you with money or contacts, the latter of which you cannot get any other way except later in-game.

We also (finally!) fixed the missing item loot on some career events.

We fixed a few item-related bugs that were causing either invisibly-blocked grid spaces and/or null exceptions. These were often when manipulating items in stacks or installing stackable items like conduits.

AI should now be smarter about choosing wander destinations, by only choosing tiles with breathable atmosphere. This should also help some cases where AI spawned in the void. AI also got some extra help in avoiding slamming down anti-nausea pills "just for fun." Crew can also now use transit to reach the player's residence(s).

The door lock UI had some slight changes to it to help new users who access it on unpowered doors. And alarms/sensors should no longer be damaged when they trigger, making them last much longer in rooms like the reactor chamber.

The PDA Order and Install UIs had some reskinning done, particularly to the toggles for filtering orders. They should now look and behave more like buttons. And some redundant FURN items were removed from the Install menu.

Finally, some changes to the ledger and other areas of the game should hopefully make things perform better, and run a bit smoother.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC