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[Game Update And Holiday Notes] - 445375


Hello friends!

Today we're putting out a patch with new worldgen in it, allowing you to start on a version of the Terra Asteroid from the base game reimagined as a cluster of smaller worlds, as well as spreading some random geysers around both clusters. We still consider Terra to be the "Default" ONI experience and we're glad to be getting all the old biomes back into the game.

This will be the last content update before the holidays (not counting bug fixes), so I want to let you know a bit more about what's happening next in the new year. As always, this is not a complete roadmap for the entirety of the DLC (especially with regards to Radiation systems), just what we're looking at for the beginning of next year.

[h2]Continuing to Expand the Cluster[/h2]

There's still a lot of work to do to worldgen and clustergen before Spaced Out! is ready for launch. We've been focusing on the three "core" Planetoids up until now, but are starting to turn our attention towards the outer Planetoids -- their design and resource distribution (especially making sure all resources are available and various paths to sustainability are supported). We'll need to see just how many there are and where they sit in the cluster map!

Of course, in order to enable the gameplay around this, we'll be building out the next phase of rocketry. This includes porting over many of the original rocket modules to the new system, as well as adding a few new modules to deal with the new challenges of the cluster map.

Getting the full breadth of gameplay into the cluster is our first goal, and a little bit later we'll add back in more randomization, traits, starts (including a "classic start" big world) and so forth.

[h2]Unifying Spaced Out! with the Base Game[/h2]

We're making lots of quality-of-life improvements and bug fixes in Spaced Out!, and it's always been our plan to bring the two versions of the game together so that when someone is playing on the base version of Oxygen Not Included, they'll be playing on the latest and greatest version of the game, regardless of whether they own the DLC. However, because of the fundamental changes to the code that we've made for Spaced Out!, there's still a lot of work to do to make the two versions of the game unified.

The result is that the base game is "frozen" on the old code, and some time in the future when the new code is ready to support both the DLC and the base game we will have a major update to the base game (with a proper preview period of course) to bring in all the new features. (This will also solve having to re-download the game when you switch DLC on and off.)

Sometime before we launch, all players will be playing on the same version of the game, with DLC content and features being toggled on and off from the main menu.

[h2]Mods[/h2]

We've been taking a closer look at getting mods going, but there are issues in both the modding pipeline and in mod installs between the base game and Spaced Out! that we won't be able to resolve in time for the holidays.

Sometime after the holidays, we'll open a testing branch with fixes to the mod system. From that point on, modders will be able to use the "archive versions" in the mod system to allow both base game and DLC mods to exist in the same workshop download, and later on once the two versions of the game are unified, there will be an explicit setting in the mod config to allow supporting one, the other, either, or both versions of the game in the same download.

Translation mods work a little differently, and our goal is to create a single .pot file which contains all possible strings for both the base game and DLC. Translators will be able to just translate the Spaced Out! version of the template and it will work in all versions of the game. Until then, it will be necessary to have two versions of the translation in the workshop to deal with incompatibilities.

[h2]… And Beyond![/h2]

This is not a complete roadmap, but there have been a lot of specific questions in the forums that we wanted to provide answers to before we take a break. We'll continue updating you about our goals as we continue updating the game, and as always: Thank you so much for your feedback, bug reports, and suggestions!

If you’re interested in a light outline of the future plans for Spaced Out!, you can check out the early access launch post.

Talk to you next year.

[h2]Patch Notes for 445375[/h2]
New:
  • Added Terra Cluster as a new starting option
  • Switched Terra Cluster to be first in the list
  • Added some random geysers to the inner cluster non-start worlds
  • Added a new Liquid Sulfur Geyser
Changes and Fixes:
  • Added Plug Slugs and Sweetles to care packages
  • Changed the composition of the barren biome in the Swamp starting planetoid, and added volcanoes
  • Re-added the Early Access message at the beginning of the game
  • First pass planetoid description/name revisions
  • New art hooked up on the cluster select screen
  • Fix crash when entering an invalid number for Coordinates on the cluster select screen
  • Another crashfix for when habitat modules are destroyed

[Game Hotfix - Spaced Out!] - 444834

Hello all!

A bunch of crash fixes, as well as some worldgen fixes in today's patch. Enjoy!
  • Remove two unrevealed tiles from the cool salt water geyser POI
  • Add sound to Plug Slugs
  • Got rid of some unnecessary tag animation for Plug Slugs
  • Clicking the "New printables!" notification selects each printer/pod in turn, rather than directly opening the printing screen. This was causing things to be printed on the starting colony regardless of where the player was
  • Having an inactive Porta Pod on another planetoid no longer halts the Printing Pod's progress
  • Rovers can't use massage tables, they are only for squishy things
  • Fix crash if a Duplicant dies while warping. Now they'll just fall out
  • Fix crash where some cluster generations were getting invalid planetoid locations
  • Updated Chinese strings
  • Fix crash when placing buildings out-of-bounds
  • Fix crash when there is an active errand in a rocket on rocket destruction
  • Renamed "High Velocity Payload" to "Interplanetary Payload"
  • Clarified Sublimation Station description based on its current function
  • Swapped out more placeholder strings
  • Fix surface fog-of-war on all worlds
  • Idle diagnostic is now muted by default
  • Diagnostic pin/mute settings are now preserved through save/load
  • Fixed line rendering issues in several UI screens
  • Increased collision box of Bog Jelly
  • Fix crash when opening the patch notes
  • Add another exclusive trait pair, "Beside Manner" and "Unempathetic"
  • Fixed possible crash when deconstructing habitat module
  • Fixed issue where worlds in some seeds spawned with only one or two biome types
  • Added Porta-Pod, Payload Emptyer, and Rocket Control Station to the tech tree
  • Reverted some accidental font changes in minion/care package select panels
  • Swapped the artwork of the gas and solid ports on the Payload Emptier
  • Fix dark colorstyle intended for load screen
  • Add icons to the load game details screen
  • Allow rockets to travel the final tile when they have exactly enough fuel left, rather than them being stranded with 1 tile range remaining
  • Increased the mob density of many creatures and plants across the cluster planets.
  • Added a "crust" to several worlds to prevent upper biomes leaking into space.
  • Moved outer ring planets in SwampStartCluster.yaml to rings 5 & 6 so they will be accessible until we add later tech rocket engines
  • Updated rocket port building descriptions
  • Show an icon/tooltip on a Spaced Out save
  • Colonies from the wrong version of the game are shown disabled in the load screen.

[Spaced Out - Hotfix] - 444349

Hey everyone, what a whirlwind it is to launch something, let me tell you! We just wanted to get this one fix out right away because it fixes a worldgen issue. (Another fix snuck in too!)

Have fun and thanks for all your support!
  • Fixed issue where worlds in some seeds spawned with only one or two biome types. This fix only applies when a new game is started, so clusters generated prior to this patch will still be affected by the bug.
  • Fix crash when opening the patch notes.

Oxygen Not Included - Spaced Out! released into Early Access

Klei are back with their great space colony sim with the Oxygen Not Included - Spaced Out! expansion now available in Early Access with Linux support.

Read the full article here: https://www.gamingonlinux.com/2020/12/oxygen-not-included-spaced-out-released-into-early-access

Oxygen Not Included: Spaced Out! - DLC Early Access


Hello friends!

Brace yourselves, a brand new Oxygen Not Included DLC has just landed in Early Access! Presenting:

[h2]Oxygen Not Included - Spaced Out![/h2]

In Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a bustling megacolony that not only survives, but hopefully, thrives.

Over the past months we've been working hard to implement the core systems of Spaced Out! and tackle the major technical and design challenges that the DLC’s new multi-world gameplay brings. We're now at the point where the systems are ready to have content and refinement built on top of them. Working on content with the community was a blast during the original Oxygen Not Included early access, and we’d like to collaborate with you again on Spaced Out!

The starting price for the DLC will be $12.99USD and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.

This DLC is in Early Access and that means it's a work-in-progress! Come join us!

https://store.steampowered.com/app/1452490/Oxygen_Not_Included__Spaced_Out/

[h2]What to Expect[/h2]

Here's what you can expect to find in Spaced Out! so far:
  • New Multi-World Gameplay![The Starmap and space program have been completely redesigned to allow you to span your Duplicant civilization across multiple planetoids, each with their own resources to contribute.

  • Brand New Starting World! The Swamp start, along with its supporting biomes, provides a new, different mixture of resources to exploit as you nurture your fledgling colony.

  • Mid-Game Rocketry! The rocket mechanics have been completely redesigned to make rocketry part of your colony's core infrastructure, rather than just an end-game goal.

    • Rocket tech is easier to research and is more integrated with the rest of the tech tree.

    • The surface of the starting planetoid is a lot less hostile, and new early-game tech is being added to ease the transition into space.


  • Multi-Colony UI Improvements! The Diagnostics side panel and redesigned Resources screen have been expanded to manage your attention across planetoids.


[h2]Future Plans (Not Ready Yet!)[/h2]
Spaced Out is still in development. We've got a solid foundation with features listed above, and here's some planned systems and improvements that will be coming in the following months. You will not find these in Spaced Out just yet:
  • Radiation/Nuclear Systems: We've put lots of work into the underlying mechanics of this system already, although it’s still not quite at a point where we're ready to test and receive feedback on it. Radiation systems should become available for testing later in Early Access, once the existing features and systems are in good shape.

  • Late-Game Planetoids and Rocketry: There's still a lot of content to make for this DLC, and we feel it's important to focus on the early and mid game content first.

  • Rare Resources and Global Sustainability: We have plans for how we want to distribute geysers, resources, and other sustainable solutions in the late game, but are holding off on expanding on these ideas until we feel comfortable with the early and mid game content.

  • Mods:We currently have mods disabled to ensure that the feedback we're getting is specific to the content and balance that currently exists in the game and to reduce unrelated bug reports. As Spaced Out! becomes more stable and gets closer to final release, we'll turn mods back on.

[h2]Early Access Timelines and Release[/h2]
As always, we're dedicated to making a great game and not rushing things out the door, and we want to make sure that you all have a chance to help with the development of this game. We're developing Spaced Out in Early Access, as we did with the Oxygen Not Included base game. We'll be putting out regular updates to add additional content to the DLC and working towards its release. We will be releasing a new roadmap shortly after Early Access launch once we gather initial feedback from players.


[h2]FAQ[/h2]

[h3]Any support for Mac / Linux?[/h3]
Yes, Mac and Linux are supported, though if you encounter any issues please let us know in the bug forums!

[h3]What do I do if I find a bug or crash?[/h3]
For crashes you can send us a message using the in-game crash reporter. Bugs can be posted in the bug forums, and are most helpful when they include a log.

The sooner you let us know about an issue, the sooner we can fix it for you and get the game working again!

[h3]Can I load up an existing base game save in Spaced Out?[/h3]
No, saves from the DLC and base game are not compatible with each other. You will need to start a new colony when you begin Spaced Out, and won’t be able to load any colonies played in Spaced Out back in the base game.

[h3]What if I want to go back to the base game?[/h3]
You can manage the DLC using your Steam library the same as other games, or use the toggle in the corner of the main menu.

Note that the DLC is not enabled by default because it is still in early access.

Mods are disabled in the DLC but will still be available in the base game while you are participating in the Early Access.