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Ostranauts News

Ostranauts Hotfix Patch (0.12.1.5) Is Live!

Hey Folks!

Ostranauts v0.12.1.5 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Rate My Ship" update, which fixes issues with corrupted saves, loitering scavenger ships, NPC populations on stations, and more.

Saves from v0.12.0.0 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.
  • Fixed a bug that could cause save games to be missing people or items on some ships.
  • Fixed a bug that caused NPCs to remain docked longer than they should, longer for each other scavenger ship out there.
  • Fixed a bug that caused all NPCs to gather over time on whichever OKLG stations player is not on.
  • Added code to make NPC ship colors darker if nobody is on board.
  • Fixed a bug that allowed AI to work on a task without tools if their hands were full and that tool existed somewhere on the map.


The biggest fix here addresses a source of possible save corruption. It was possible for the game to exit to the main menu before the save finished, clobbering some data for ships in the System. Typically, this would happen when using Save & Exit before Autosave or Save was used in a game, and would impact recently visited stations and ships.

This patch now correctly waits for save to finish before switching to the main menu.

We also found one cause of NPC scavenger ships remaining docked for too long. This turned out to be an issue with their AI timers being updated too infrequently. Now, NPCs should undock more often, and especially so if your save file had a lot of NPC ships.

We still haven't found the source of the bug that spawns too many NPC ships. However, to help us find the cause, you'll now notice some NPC ships are a darker amber color on the nav station map. These ships are missing a pilot, and hopefully that will help us figure out if the extra NPC ships are due to missing pilots, or something else.

Another bug fix involves the NPC transit system. Due to a missing cleanup step, any NPC that used transit to exit the currently loaded station would always immediately leave that station any time they reappeared.

This would often result in all NPCs gathering on the other two OKLG districts where the player wasn't. This fix should now balance that traffic better.

Finally, there was a bug that caused AIs with no inventory room to be able to perform work tasks without holding the required tool, as long as that tool was somewhere on the map. Those AIs will now correctly fail to start the task, and their logs will contain a reason why (for players examining crew).

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

Ostranauts Hotfix Patch (0.12.1.4) Is Live!

Hey Folks!

Ostranauts v0.12.1.4 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Rate My Ship" update, which fixes several issues with how police spawn and behave, NPC scavenger docking, NPC relationships to players, and more.

Saves from v0.12.0.0 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.
General Changes
Fixed a bug that caused police ships to spawn and do nothing.
Fixed a bug that could cause police to board and/or interrogate players while on OKLG station.
Fixed a bug that could cause NPC scavenger ships to dock with player ship purchased from a broker.
Fixed a bug that caused characters without last names to be unable to form relationships with others.
Fixed a bug that caused biological parents to see their children as their biological parent.
Fixed a bug that caused derelict prices to drop if player visited them before purchasing them.
Added code to reduce log spam about missing interaction.
Fixed a bug that caused NPCs spawned on distant stations to appear outside station if player docked.
Changed the wall type of generic space station from generic wall to Van Hummel wall.

One of the more serious bugs this patch fixes involves police spawns. A bug was causing the police ships to spawn outside of OKLG as usual, but their pilots would remain on OKLG. This caused both stray police ships piling-up outside OKLG, as well as officers intent on questioning the player on the station.

This fix stops that from happening further, but existing spawns will still remain in old saves, since it was potentially risky to try and hack them out.

A separate issue was also allowing NPC scavenger ships to dock with derelicts the player purchased, and this has been fixed. Like above, this won't correct old issues in a save, but will prevent it from happening in future games (and derelicts purchased after this patch).

Players who have an NPC ship stuck docked to one of their current ships should try using the ferry service (PDA Home screen P.A.S.S. button) to ferry over to their ship, and undock that way.

Players who had a character with only one name were running into issues with forming relationships with others in-game (e.g. hiring crew), and this bug has been fixed. As above, it won't correct save files that have the problem already, but any new relationships formed should work.

Also, while I was in there, I finally found and fixed the bug that caused biological mothers to see the player as their biological mother. (And father.) And since testing this frequently brought me to distant stations that had a few bugs, I fixed those, as well.

Finally, there was a bug/exploit that allowed players to drop a derelict price by visiting and/or stealing from the derelict before buying it. That loophole should now be plugged!

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

Ostranauts Hotfix Patch (0.12.1.3) Is Live!

Hey Folks!

Just a tiny hotfix patch (0.12.1.3) today. It includes the rollback of AI tweaking from yesterday that caused strange free-time behavior, plus a new fix for pathfinding that was allowing AIs to fix things from too far away.

There are still other fixes we'd like to add in a future patch, but they are proving to be hard to reproduce, and therefore fix. In particular, issues with scrap loot appearing suddenly, missing NPCs on stations, and memory issues.

Please do keep us informed if you discover any new bugs, or have more information to share on existing ones.

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Hotfix Patch (0.12.1.1) Is Live!

Hey Folks!

Ostranauts v0.12.1.1 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Rate My Ship" update, which fixes several issues with game timers, pathfinding, and other problems.

Saves from v0.12.0.0 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.

  • Added a performance optimization to pathfinding code.
  • Changed AutoSave to reset interval timer when game manually saved.
  • Changed AI to have more knowledge about how to use environmental objects.
  • Fixed a possible memory leak when saving a game completes.
  • Fixed a bug that caused AutoSave and Loading popups to stop updating while game was paused.
  • Fixed a bug that caused AI to seek out and wear helmets if they even considered going through a voided airlock.
  • Fixed a bug that caused wounds to be invisible on inventory paper doll after loading a save.
  • Fixed a bug that caused special event timers (e.g. micrometeoroids) to update while game was paused.
  • Fixed a bug that caused extra officers to spawn on OKLG stations instead of reusing existing ones.
  • Fixed a bug that could allow important NPCs (like Flotilla fixer) to be used as NPC scavenger pilots.
  • Fixed OKLG licensed kiosk action list so option 1 is Trade instead of License Info, for consistency with other kiosks.
  • Fixed a null exception that could occur when updating the appearance of a destroyed object.


Several of this patch's changes involve pathfinding improvements. One is a performance optimization which tries to reuse existing pathfinding solutions more, and it should improve performance in high-traffic areas and areas with large spaces.

We also fixed a bug that caused AI to put a helmet on any time the pathfinder considered going through an airlock without air on the other side. Even if it ultimately didn't decide to.

AI also got a minor boost by having its list of possible actions updated to include some newer items.

A different batch of fixes focuses on timers, saving, and memory. Several timers in the game were using scaled time, meaning certain UIs would stop updating when the game paused. And an opposite situation for game special events continued even when the game was paused.

With regard to saving, the autosave timer now resets when the user executes a manual save. And there should be slightly improved RAM use after saving now.

Lastly, there were a handful of miscellaneous fixes to the game, including a few that caused missing or too many NPCs of certain types.

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

Ostranauts Feature Patch (0.12.1.0) Is Live!

Hey Folks!

Ostranauts v0.12.1.0 is now available on Steam, and your clients should be updating shortly.

This is a feature update to our recently released "Rate My Ship" update, and changes autosave to use threading and disrupt the game less, plus several game and UI fixes.

Saves from v0.12.0.0 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.
  • Changed Autosave to run on a separate thread.
  • Changed the MegaTooltip (top right info) to show a consolidated damage bar on items.
  • Changes AI to make OKLG managers less likely to attack Criminals on sight.
  • Fixed a bug that allowed players to profit if they sold, bought, and sold the same ship immediately.
  • Fixed a bug that caused the AI AUTO setting to toggle when selecting tiles in the zones UI.
  • Fixed a bug that caused the trade UI Toggle All button to add non-sellable items.
  • Fixed a white preview image in the ship purchase confirmation dialog.
  • Fixed a bug that could cause derelicts to be missing preview screenshots.
  • Fixed bug that caused pilot AI to try and avoid ships that were not really there.
  • Fixed a bug that caused 1x1 battery, HVAC items, and others to be missing from OKLG Supply Kiosk.
  • Fixed several typos in game data.


The biggest change in this Feature patch is the new Autosave threading code. It should now only pause for a few seconds when it starts to autosave, then run the rest of the autosave in the background on a thread. You'll notice after the big Autosave pop-up fades out, a smaller icon remains in the corner while it writes to disk. Hopefully, this will be less intrusive than the old autosave!

We also noticed a number of players misunderstanding the way the condition bar in the MegaTooltip (MTT is the info box at top right when an item is right-clicked). Previously, it would reset to 100% when an item transitioned from "working" to "damaged" mode, which was a bit confusing.

Now, both modes use the same two-part damage bar. When the bar is in the red part, it is damaged. And when it is in the green part, it is working normally.

We also fixed a ship broker pricing bug that caused several issues, including the ability to print money by serially buying and selling the same ship. Several bugs with ship images were also addressed.

An AI tweak we made should also make Managers less likely to attack Criminals on sight, which would often cause both to be tagged as public enemies for the police to then attack. It may not solve all the AI chaos we're seeing, but we'd like to see what effect this has before changing more.

Finally, there were a few other fixes the AI toggling, missing items in the kiosks, and other typos.

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