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Oxygen Not Included News

[Game Update] - 460672

Hello everyone, in conjunction with today's Spaced Out! update, here's a patch for the base version of the game to fix a few issues. Take care!

Fixed missing strings on various status effects
Updated Steamworks API
Don't spawn more germs than are present for falling water, fixes germ duplication (detail)
Updated all translations

[Spaced Out! Update] - 458490


Hi friends!

Welcome to the Radbolt From The Blue update! This is where your efforts producing Radiation aim once again towards space with the introduction of the Radbolt Engine and the Interplanetary Launcher. These new Radbolt-powered constructions improve your ability to explore the system and to create sustained resource networks.

We've been going full tilt on new features since January as it is important to us that the overall scope of both multi-asteroid play and radiation are in the game and playable for you to experience. We know that there are a number of issues in the game right now that you've brought up, so we're going to shift gears back to addressing feedback, stability, and balance. We really appreciate all the support and encouragement that you give us, as our small team has to really balance priorities during development. We want you to know that your concerns have been heard and we will try to address them over the coming updates, starting with adding a larger "classic" asteroid size to the asteroid selection in the next update.

The nature of Oxygen Not Included is that new features end up getting inserted systemically into the game, affecting gameplay at all levels. In fact, one of our goals for Spaced Out! is to ensure that there's new challenges at all phases of gameplay for you to overcome. Changes to the worldgen as well as tuning changes affected the early and mid-game in particular. However, we understand that some of the changes to the classic experience have been too dramatic for some, and harmed some of the strategies you've come to love. Part of the work we want to do in the next few releases is to make sure there is a proper classic experience even with the DLC turned on. The option for a larger asteroid size will be the first step towards this.

We're in the process of merging the codebases for the base game and the DLC. This means toggling the DLC content on and off will not require re-downloading any files, and additionally it will be easier for us to keep the two versions of the game in harmony, whether that means implementing bug fixes, adding quality of life and UI improvements, or toggling gameplay features on and off.

We want this DLC to be the best it can be! It's your feedback that makes this possible, so thank you so much for all the time you take to leave comments, feedback, ideas, and bug reports. We truly couldn't make this game as awesome without you.
What's New and Improved?

[h2]Features[/h2]
  • Added Radbolt Engine for exploring space with your new radiation technologies
  • Added Interplanetary Launcher to send resources between asteroids
  • Added Targeting Beacon to guide Payloads to a specific spot on a planetoid surface
  • Radioactive elements now emit radiation in the world (ores are still work-in-progress)

[h2]Changes and Updates[/h2]
  • Add Orbital Research Center sounds
  • Add Uranium Ore ambience sounds
  • Add Payload Opener sounds
  • Add Lead Suit Locker sounds
  • Updated Chinese, Russian, and Korean translations
  • Rearranged the tech tree to move Solid Rails earlier
  • Moved Cryofuel Propulsion and Monuments techs to a higher tier
  • Duplicants faces are more reliably changed when they are sick, sunburnt, etc, including new Hypothermia faces
  • Modified line weight for consistency on rocket modules
  • Solid Nuclear Waste and Corium are now "Miscellaneous" materials and can be stored in storages under that category
  • Rocket Pilot Station is now deconstructable and rebuildable. Rockets can't launch without one. If it's destroyed in flight, the rocket travels the same as if a dupe is unable to get to the station, i.e. at half speed
  • Research Reactor tile max venting pressure increased to 150kg
  • Research Reactor only samples calls near the top of the building for gas venting. It will vent to any non solid under pressure cell available in the sampled space
  • Updated Uranium item and UI artwork
  • Magma and marsh biome descriptions updated
  • Tweaks to various building descriptions
  • Orbital Cargo Module can transport items in the Edible, Cooking Ingredients, and Medicine categories

[h2]Fixes[/h2]
  • Fixed Rocket Engine exhaust leaking into rocket interiors
  • Fixed Rocket Pad flickering when launching a rocket
  • Fixed crash selecting a rocket destination on the edge of the starmap
  • Rocket Platform scaffolding now properly tints on overlays
  • Fixed detached Duplicant arm in the Payload Opener animation
  • Adjusted Radiation build menu icon to match overlay icon
  • Duplicants carying an Interplanetary Payload no longer pick up the dirt with it
  • Interplanetary Payloads now appear in front of buildings.
  • Fix crash when a Duplicant is destroyed
  • Removed hidden output ports on cargo modules
  • Beeta Hives no longer drown to death or die when unsupported. Instead, they go into a "disabled" state until the issue is resolved
  • Beeta Hives no longer emit radiation when they are not digesting ore
  • Tweaked Beeta radiation emission values

[Spaced Out! Hotfix] - 456169

Hi friends! We've got an update with a fix to the reactors! It's been really fun watching them blow up, but this will make them blow up a little more predictably. Let us know if you find any other issues, and enjoy!
  • Fixed crash that could occur when one researcher takes over from another at the Atomic Collider.
  • Adjusted Research Reactor reaction parameters. It begins reacting with a minimum of 0.5kg fuel and stops reacting when fuel drops below 0.25kg. This should address some unexpected meltdown issues.
  • Adjusted Radioactive Contaminant count on Research Reactor's nuclear waste output.
  • Adjusted Research Reactor construction time.
  • Restored Medical Pack recipe to Apothecary.
  • Deprecated Virtual Planetarium building in Spaced Out! until a new utility is implemented.
  • Large Solid Oxidizer Tank is prioritizable.
  • Beeta Hive animation updates and fixes.

[Game Update] - 455421

Hey all! Along side the Totaly Rad Update for Spaced Out! we've got some fixes for the base game of Oxygen Not Included:

  • Added an OpenGL configuration to the game as a workaround for certain startup issues. If you've been unable to launch the game, try changing your Steam startup option in Oxygen Not Included > (Right-Click) Properties > General > Launch Options, add -force-glcore and relaunch the game.
  • Hatch falling animation revisions
  • Fixed Hatches floating in the air after being wrangled while burrowed
  • Adjusted Hatch collider offset when burrowed making it easier to click on
  • Fixed drag area tooltip
  • Prevent crash when Spaced Out is disabled with Radioactive Contaminates disease was previously selected in the Sandbox Tools
  • Updated base game to use the same strings file as Spaced Out! to streamline translation efforts

Spaced Out! - A Totally Rad Update


Hello friends!

The Radiation System is coming out of testing today and is now available for everyone in the Spaced Out! early access! This update introduces the new system and adds basic radiation/nuclear content, with more to follow in the coming updates.

There's a lot of new content already in today's Spaced Out! release, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the Radbolt conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements.

As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates.

We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it internally for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us!
What's New and Improved?

Features


[h2]New radiation system[/h2]
  • Radiation overlay
  • Mineable uranium element
  • New radiation sources including Cosmic radiation, radioactive Wheezeworts, and radioactive Shinebugs
  • Atomic Research Points added to tech tree
  • Added "Radiation Balance" line item to Duplicant's condition panel

[h2]Beeeeeeeees![/h2]
  • New "Beeta" and "Beetiny" critters will refine natural uranium ore
  • Beeta Hives can be harvests for uranium by Duplicants

[h2]Buildings for producing and harnessing radioactive particles[/h2]
  • Centrifuge building refines uranium
  • Research Reactor building produces radiation
  • Radbolt Generator and Radbolt Redirector harness radiation to produce high-energy Radbolts
  • Atomic Collider research station turns Radbolts into tech
  • Decontamination shower cleanses both suited Duplicants and their carried items

[h2]Dupe vulnerability and protection[/h2]
  • Fallout germ poses ongoing hazard
  • Lead Suits and Checkpoints provide shielding from radiation
  • Decontamination Shower cleanses Dupes and their cargo
  • Radiation Sickness can afflict exposed Duplicants
  • Basic Rad Pill to deal with absorbed radiation

[h2]And including[/h2]
  • Radiation Sensor for automation
  • Orbital Research Station and Space Research Points added to tech tree


Changes and Fixes


[h2]Duplicants[/h2]
  • Fixed crashes when deconstructing a door while a Duplicant is passing through
  • Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination
  • Dupes can no longer sanitize a suit using a sink or wash basin

[h2]Critters[/h2]
  • Resin Rooster art completed
  • Fixed bug in flying critter death animation sound playback
  • Adjusted temperature ranges the Saturn Critter Trap and Tranquil Toes plants are comfortable at
  • Hatch falling animation revisions
  • Fixed Hatches floating in the air after being wrangled while burrowed
  • Saturn Critter Trap can only trap when in the open state, this will prevent it from trapping critters when wilting etc.
  • The "Elderly" status item is now added when a creature has less than 10% of its lifespan remaining instead of a hard coded 5 cycles

[h2]UI[/h2]
  • Remove Unity splash screen
  • Fixed a bug that caused sidescreen titles to not update if you clicked from one building with a sidescreen to another
  • Fixed missing drag tool width/height/area labels
  • Fix rocket paths and names and progress bars sometimes being rotated around funny
  • Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world
  • Updated ui art for the Conductive Wire Bridge

[h2]Strings[/h2]
  • Swapping out many placeholder strings, editing existing strings
  • Fixed long "Colony lacks skill" string
  • Added missing strings for Resin Rooster
  • Fixed incorrect Fullerene text link
  • Updated Korean and Chinese translations

[h2]Rocketry[/h2]
  • Tweaked bubble animation on Small Oxidizer Tank
  • Art polish on the Basic Nosecone
  • Landers can now only be placed in appropriate locations (on the surface) and only on worlds they're being deployed on
  • Got rid of the launching fx that was showing up in the under-construction Sugar Engine
  • Fix crash if a rocket with a Cartographic Module had a (?) as its destination
  • Telescope indicators once again show on the starmap
  • Fixed colour issue on liquid oxidizer tank
  • Fixed art bugs on Liquid Oxidizer Tank

[h2]WorldGen[/h2]
  • Hooked up new backwall artwork for Moo Moonlet biome. Only present in new saves
  • Improved robustness of some guaranteed worldgen rules to address a number of worldgen failures
  • Hooked up correct Lead artwork
  • Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures

[h2]Mods[/h2]
  • Research point constants were renamed in code for clarity