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Oxygen Not Included News

Klei Fest Coming Next Week!



Hey Everybody!

[h2]Klei Fest is Coming June 2nd![/h2]

Last year we introduced Klei Fest to take place during our annual Klei Publisher sale. During Klei Fest, we will have a burst of content, items, events, sales, and interesting things happening for all things Klei!



[h3]Hot Lava: [/h3]Say hello to two new characters: T. Rex and Venomess - two rocking reptilian members of Mutant Mayhem! A brand new Klei Created map, Rocco’s Arcade is a hotbed of hopping set in a retro-arcade pizza place. Of course with a new map and characters we have two new courses, and plenty of new collectables and accessories!



[h3]Oxygen Not Included:[/h3] Our new content pack called "Fast Friends" includes some big performance boosts in both the base game and Spaced Out! DLC. We also have four new Duplicants, four new critter morphs and a dozen brand new Duplicant outfits craftable at the Clothing Refashionator building.



[h3]Don't Starve Together:[/h3] The enigmatic Corvus Goodfeather returns with a bunch of new prizes and three new games during the Midsummer Cawnival!


[h3]New Twitch Drop Campaign: [/h3]We will begin a new twitch Drop Campaign for the Rusty Anchor starting June 2nd.

[h3]And more!! [/h3]We will also have some big announcements that you definitely don't want to miss, a few in fact.

See you next week!

[Game Hotfix] - 498381

Hi everyone, this is just a small hotfix to update translations and address an issue in the world gen screen.
[h3]Changes and Improvements[/h3]
All versions
  • Updated Chinese localizations.
  • Updated Russian localizations.

[h3]Fixes[/h3]
All versions
  • Fixed issue where right clicking during worldgen would put the game into a bad state.

[Game Hotfix] - 497575

Hi friends,

This is a small hotfix to address some issues with the build menu changes introduced in the recent update, including poor performance when selecting a building and the menu resizing when clicking the Copy Building tool.

We also made some modding changes to better support adding buildings to the game. This may restore functionality to some mods which were adding buildings in an unorthodox way. Lastly we have an announcement to make regarding mod support, see our post here.

[h3]Changes and Improvements[/h3]

All versions
  • Updated Chinese localizations.

Spaced Out! only
  • Fabricators which have recipes with seeds as ingredients now include a toggle to forbid the user of Mutant Seeds.

[h3]Fixes[/h3]
All versions
  • Fixed issue causing build menu building buttons to be improperly sized after activating the “Copy Building” tool.
  • Fixed issue causing tools drag area tools such as ‘Dig’ to get stuck in drag mode after releasing their button.
  • Fixed issue preventing gamepads from controlling the Skill Screen camera.
  • Fixed issue causing performance hitch when selecting a building from the build menu.
  • Fixed an issue that was causing modded Duplicant personalities to not show up as initial Duplicant choices.

[h3]Modding[/h3]
  • ModUtil.AddBuildingToPlanScreen now supports adding buildings before or after another building ID.
  • Some functionality was added to attempt to detect modded buildings added incorrectly and add them through ModUtil.AddBuildingToPlanScreen.
  • Marked Obsolete
  • PlanInfo.data – Use ModUtil.AddBuildingToPlanScreen
  • Personality constructor - without isStartingMinion
  • ModUtil.AddBuildingToHotkeyBuildMenu – BuildMenu class is not used

Upcoming Mod Support Changes

Hi everyone,

We’ve been thinking about ways to create a smoother update experience for players who use mods. We make an effort to avoid breaking mods if possible, but we also need to be able to improve our code and add new features.

In future updates, we’ll be creating a “previous update” branch that offers a grace period for mod developers to update their mods without disrupting gameplay.

There are a few caveats—see below.

[h3]For players: “Previous update” branch[/h3]

Each time we ship a major update, we’ll make the previous update available on a Steam branch. This branch will be available for a limited period of time after the update’s launch and will be removed when a new “previous update” branch is created.

Players can opt in to the “previous update” branch to continue playing while mod developers update their mods, finish the current playthrough, and/or use this extra transition time to prepare their save file for the new gameplay challenges.

Caveats:

Opting in to the “previous update” branch means opting out of all new features, fixes and content contained in the update.
  • If a mod developer has updated their mod to match the live branch (aka current update) and has not created an archived_versions folder, the mod will be broken in the “previous update” branch. See below for information about archived_versions.
  • This branch is unsupported. Please do not report bugs or issues related to this branch.
  • This branch is temporary.

[h3]Does this affect the Public Testing branch?[/h3]

No. The Public Testing branch will still be updated with work-in-progress changes prior to an updates release.

[h3]When is this happening?[/h3]

When we ship our Klei Fest update (tentatively scheduled for sometime in May or June), we’ll open a “previous update” branch to temporarily preserve the content from our February update.

[h3]For mod developers: “archived_versions”[/h3]

We introduced mod support for “archived_versions” a while back. This makes it possible to publish two or more mod versions in the same distribution—the game will dynamically load the correct one.

Archived_versions are intended to allow mod developers to update their mods on one branch without breaking them on another. When an update goes live for everyone, it seamlessly transitions to using the updated version.

Best practice:
When updating a mod to support the live branch, we recommend that you include an archived version for the “previous update” branch so that anyone playing on that branch can continue using your mod.

More info on the archived_versions folder here.

[h3]For mod developers: “Obsolete” attribute and modding API[/h3]

When we preserve old code to maintain mod support, we’ll mark it using the “Obsolete” attribute. This indicates that this code may be removed in a future update. You should see warnings when compiling your mod.

It recently came to light that building mods were not using ModUtil.AddBuildingToPlanScreen because it lacked the ability to insert it before or after a specific building. We added that functionality in a recent hotfix.

While we can’t promise to expand our modding API with every request, we encourage you to let us know in this thread if you feel that something is missing.

[h3]Summary[/h3]

Opting in to the “previous update” branch allows players to continue their games short-term, and our existing archived_versions system allows mod developers to maintain mod compatibility across both the “previous update” and live branches.

There’s a chance we’ll need to make adjustments to this new strategy as things develop, but we’ll make sure to loop you in on any changes.

We hope this will help make future updates easier to navigate for everyone!

Oxygen Not Included got a few improvements recently to help Steam Deck

Klei Entertainment did say in their January Roadmap that support for the Steam Deck would come, and some of that work has now be made live.

Read the full article here: https://www.gamingonlinux.com/2022/03/oxygen-not-included-got-a-few-improvements-recently-to-help-steam-deck