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[Spaced Out! Hotfix] - 464102

Hi friends!

We've got a patch for Spaced Out! that enables mutations on Sleet Wheat, Nosh Sprouts, and Gas Grass. It also fixes a few crashes and other bugs. Enjoy, and have a great weekend!

[h2]Changes[/h2]
  • Sleet Wheat and Nosh Sprouts now roll for mutations across their entire crop, rather than not at all
  • Gas Grass is now a normal seed producer for Spaced Out
  • Symbol tinting/scaling works for all plants now. This creates new visual differences for Bountiful, Exuberant, and Juicy Fruits mutations
  • Revised Metallic biome icon
  • Rocket Port building strings updated
  • Updated Simplified Chinese strings

[h2]Fixes[/h2]
  • Saturn Critter Trap no longer says it can mutate its seeds
  • Hooked up missing Saturn Critter Trap Seed artwork
  • Fix crash when toggling compost on mutant seeds
  • Fix a case where multiple rockets launching on separate worlds could emit gasses into the wrong world or not at all
  • Only play the "launch ignition" animation on rockets when taking off, not landing
  • Fix case where rocket ports would appear to be offline even though they were loading or unloading a rocket
  • Worldgen: Fixed border temperature gradient sometimes having its temperatures swapped
  • Worldgen: Extreme temperature borders now have a less extreme temperature in the middle
  • Pause screen now appears above other screens

Spaced Out! - The Peculiar Plants Update


Hello everyone!

Where has the time gone? It's May already and would you believe this is the 6th update we've put out this year!

Since Early Access began, we've expanded on the space gameplay, added a bunch of new asteroids to the cluster map, and created new Spaced Out- and Classic-style starting asteroids. We’ve launched the entire radiation system, including radbolt infrastructure, research reactors, and Beetas. We've put in railguns, revised rocket parts for interplanetary infrastructure, and restored sustainability to the late-game. And now, we're putting radiation into your farms with...

The Peculiar Plants Update for Spaced Out! This Update introduces a whole new layer to farming, and allows you to utilize radiation for the good of your Duplicants’ tummies! There's also a number of radiation related (and unrelated!) tuning and balance changes, and new logistics options with the Meter Valves!

First, Plant Mutations are a brand new feature that integrates radiation with farming gameplay. There are now several strains of mutant seed that crop plants can drop when grown in radiation. Once analyzed at the new Botanical Analyzer, plants grown from these seeds will offer new trade-offs or efficiencies for your farms.

Along with updates to the farming economy, we've also made a number of changes and bug fixes to food preservation. Fridges are more effective at prolonging your food (and don't have so many bugs in them), and a more thorough mastery of temperature and atmosphere is required to fully preserve food.

Newly added Meter Valves have been added to allow sending specific amounts of material down your liquid, gas, and solid piping. Research Reactors' internal physics have also been updated, so you might want to double-check your colony's nuclear safety protocols. Rocket Ports and Launch Pads can be chained together. A lot of artwork has been updated and sound effects have been added.

And of course, we've made many fixes and improvements based on your feedback! We're still focused on improvements and quality of life, so there's never a better time to let us know how this DLC is working for you. Thank you for all your discussions and reports, and keep them coming!

What's New And Improved?

[h2]Features[/h2]
  • New Plant Mutation system allows specialized crop development
    • Exposing plants to radiation causes them to drop mutant seeds
    • Botanical Analyzer building will identify the traits of mutant seeds
    • Mutant crops can be farmed for new tradeoffs and optimizations
  • Added Gas Meter Valve, Liquid Meter Valve, and Conveyor Meter buildings.
  • Updated Codex entries, descriptions and lore
    • New plants
    • Cryotank
    • Radiation biome
  • New artwork for the Rocket Port Loaders

[h2]Changes and Improvements[/h2]
  • Food preservation changes
    • Rottable items now have two stages of cooling: Refrigerated and Deep Freeze
    • Rottable items aren't fully preserved unless they are both in sterile atmosphere AND deep-frozen, because temperature and atmosphere effects now stack
      • Temperature and atmosphere effects have been rebalanced to account for this
      • Refrigerated food now lasts 5x as long instead of 2x
    • Food preservation times were incorrectly reported in the Codex, and were missing their refrigeration value
    • Rottable foods correctly detect if they're in an active fridge or not
    • Refrigerators cool things to 2 degrees celsius instead of 4 degrees, so that they actually get cold enough to be refrigerated. (Note: foods in a powered fridge are always considered refrigerated regardless of temperature.)
    • Foods dropped from a fridge will no longer continue cooling off on the ground
    • "Unrefrigerated Food" notification now jumps to that food when clicked. (Only partially stale unrefrigerated food in storage will trigger the notification.)
  • Errand "offset" fixes
    • Fix exploit where Duplicants can pick up items diagonally through walls if standing on a raised tile
    • Duplicants can access constructions diagonally from a greater number of nearby positions
    • Farm Tiles and Hydroponic Tiles now allow corner access for delivery chores.
  • Added low coolant diagnostic criteria to Research Reactor
  • Research Reactor
    • Fixed issue with inconsistent coolant/reaction mass conduction
    • Enriched Uranium mass target increased 20x
    • Increased coolant/reaction mass conduction scale 5x
    • Meltdown temperature increased to 3000k
    • Added new meltdown animations
    • Fixed issue with temperature meter
    • Increased meltdown projectile mass
  • All sandbox tools now have their own icon
  • Updated the Gassy Moo meteor artwork and impact animation
  • Radbolt Generator sidescreen now shows radbolt production progress bar
  • Small visual changes and added text label to radbolt direction selection panel.
  • Added a new Duplicant animation on the main menu
  • Non-crop plants now also have an ambient radiation limit
  • Swapped Conveyor Chute and Conveyor Receptacle in the tech tree.

[h2]Sound[/h2]
  • Added Mud & Polluted Mud ambiences
  • Added sounds for Mud falling, landing and Duplicant movement on Mud
  • Added sounds for Radbolt Generator and Radbolt Reflector
  • Fixed some instances of two click sounds playing simultaneously.
  • Added missing Lead Suit Locker door closing/opening sounds.
  • Added movement sounds to various radiation locomotion sets.
  • Added movement sounds to the vomiter locomotion set.
  • Added sounds for Radbolt traveling and explosion
  • Added sounds for Duplicants reacting to radiation
  • Added sounds for Railgun rail cleaning.
  • Added Uranium Ore mining and movement sound effects

[h2]Bug Fixes[/h2]
  • Worldgen: Fixed an issue with spawning guaranteed geysers in some Forest Cluster seeds.
  • Worldgen: Improvements to guaranteed POI spawning rules to decrease the amount of worldgen failures.
  • Fixed closing tag for Forest Moonlet string (for translations)
  • Fixed failing to switch worlds after using dev debug
  • Fixed animations rendering outside of the world
  • Plant sorting was broken on the planter box sidescreen, now the crops are consistently ordered
  • Moved uranium materials further in the build materials list
  • Fixed crash when dead Duplicant is hit by a Radbolt
  • Fixed issue where buildings with solid parts like the Solar Panel and Fish Feeder would leave behind a "ghost floor."
  • Fix crash that could occur if trying to load a world whose data no longer exists (i.e. a mod world)
  • Fix some cases where a rocket would not correctly attach to the Rocket Ports on landing or disconnect on takeoff
  • Launchpads now connect to Rocket Ports through each other in chains, so you can reliably have launchpads share ports
  • Fix crash that could occur if a Launchpad was selected when its rocket takes off
  • Rockets would sometimes wipe out each other's conduit endpoints, resulting in e.g. fuel tanks not getting fuelled
  • Add check on the main menu that prevents crashing if the newest save file is corrupted or otherwise problematic
  • Buildings and objects which have been marked "Empty Storage" now save/load the errand properly
  • Minor art revision to the Niobium Geyser
  • Fixed off by one error when calculating Rocket Platform/Rocket position ceilings
  • Wilting Wheezeworts no longer emit radiation if they were wilting on load.
  • Gas and Liquid Shutoff valves now immediately end their flowing animation when a red automation signal is received or no gas/liquid is flowing.
  • Radbolt Generator progress meter hookup. Restored Radbolt animation when more than 1/2 way to launch.
  • Fixed a crash where rockets and pads weren't correctly aware of each other during launch. This won't happen any further, but existing saves may require rebuilding the launchpad under the rocket before the rocket can successfully take off.
  • Fixed a scaling issue with the Arbor Tree where the art was blurry at certain stages of the grow cycle
  • Fixed issue that caused Cluster Style selection screen background to sometimes misalign
  • Fixed rockets disappearing when landing offscreen
  • Splitting ores now correctly updates the temperature transfer in the sim for both parts.
  • Conveyor Shutoff now has a "Conveyor Rail Blocked" status and behaves like the other Shutoffs when blocked.
  • Loading a save with a rocket with a Scanner Module exploring outside the FOW no longer crashes
  • Fixed crash building a new module while viewing a rocket interior



[Game Hotfix] - 455509

Hello all! There were some issues with this morning's update related to the large strings unification. Here's a patch to iron out all the crashes we've discovered. Please let us know in the bug forums if you find any others!
[h2]Fixes[/h2]
  • Fixed crash hovering over Skill Point Earned notification.
  • Fixed crashes related to Sweepy status items
  • Fixed more Spaced Out Sandbox Tool crashes related to Radioactive Contaminants

[Spaced Out! Hotfix] - 461546

Hi everyone! We're made lots of fixes to worldgen to further prevent temperature leakage between biomes, as well as some POI fixes. Thanks for all your feedback and examples!

[h2]Worldgen[/h2]
  • Marshy Asteroid now always has at least some Jungle.
  • Improved preventing POIs breaking high temperature borders.
  • Fixed an issue where the starting asteroid in Classic Style Terra Cluster generated few or no Oil Reservoirs.
  • Improved Abyssalite border drawing to prevent small amounts of magma appearing on the wrong side of the border.
  • Prevent terrain "features" from drawing over adjacent biomes of a different type.
  • Improved border temperature gradient in extreme temperature cases. It's not perfect yet.
  • Slight improvement to spawning POIs in the magma core of the Marshy Asteroid.
  • Increased water mass on Water Asteroid to prevent significant water receding due to liquid compression.

[h2]Fixes[/h2]
  • Fixed issue that could occur when revealing asteroids with liquid surfaces
  • Rockets are once again able to fly through Rocket Platforms and other rockets - though they cannot idle overlapping with them.

[h2]Other[/h2]
  • Updated Russian translations

ONI Spaced Out Update 28 "Big Asteroid Update"


Hello friends!

We're pleased to bring you the Big Asteroid Update for Spaced Out! This is the first in a series of quality-of-life focused updates. The major features of the DLC are in place and working well with each other, so now we're combing through all your feedback to fix, polish, and improve the game as much as we can!

The "big addition" (hahah) in this update is a larger "vanilla-like" starting asteroid combined with the new Spaced Out! starmap and rocketry. The existing clusters still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. Additionally, we're putting in a “Forest start” Spaced Out! style cluster.

We're also turning our attention back towards rockets so this update features a redesigned limit for rocket engines based on rocket height instead of module count. Now an engine can sport more short modules than tall ones. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Refined rocket automation and updated Rocket Ports allow better use of cargo bays. As well, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options.

Check out all these changes and improvements and let us know what you think, or if you find any bugs! We'll be eagerly reading your experiences as we continue to iterate on these features and put in more fixes. Thank you so much for being with us through this Early Access.

What's New And Improved?


[h2]Main Features[/h2]
[h3]New Clusters[/h3]
  • Added "Classic Style" Terra Cluster
    • Classic style worlds are intended to be evocative of the base game experience. They offer fewer asteroids on the starmap, but each is larger and more resource dense.
  • Added "Spaced Out! Style" Forest Cluster
  • Added an asteroid style selection screen to the new game flow to sort between “Spaced Out! Style” worlds and “Classic Style” worlds

[h3]Solar Panel Module [/h3]
  • Added Solar Panel Module to generate onboard power for rockets

[h3]Rocketry Improvements[/h3]
  • Rocket maximum module count condition replaced with maximum rocket height condition
  • Increased all rocket cargo module and Orbital Cargo Module capacities by 10x
  • Rocket Ports have been split into two buildings each, one for loading and one for unloading for each of solid/liquid/gas conduit types
  • Rocket Platform is now a "Foundation" building, it can be built floating in the air and Duplicants can stand on top of it. Art adjusted accordingly
  • Put the Gantry back into the game
  • Rocket Ports now require constructing on ground/tiles
  • Major overhaul of the internals of Rocket Ports. They now work much more reliably, start and stop correctly, and correctly update the rocket's checklist
  • The Launch Pad automation input now "takes over" launch control, either triggering launch or cancelling it based on the signal, so it can be reliably used to start and stop launches
  • Added Element Filters to both Cargo Bays and Rocket Loading Ports. Loading Ports will load only materials requested by Cargo Bays onto rockets, and Rockets will only unload materials requested by Unloading Ports
  • Added a mass slider to all Cargo Bays
  • Adjusted internal storages of the Rocket Ports to match the capacity of the plumbing
  • Reduced power consumption of the Rocket Ports
  • Revisions and cleanup to Rocket Platform automation ports:
    • Output port goes green when all launch checklist items are fully checked (no warnings)
    • Input port takes over the launch button once connected. A green signal requests a launch when all Rocket Construction and Cargo Manifest items are fully checked (no warnings). A red signal cancels the current launch

[h3]Improved Moo Asteroid[/h3]
  • Gassy “Mooteor” showers have begun falling on the Gassy Moo Moonlet, delivering fresh Gassy Moos to the asteroid
  • Redesigned Moo asteroid including a guaranteed Chlorine Gas Vent


There are a lot more patch notes where that came from. For more details check out the official post over here: