• Announcements

    • JanH

      Rhymes with Play Dev Cast - Ranching Upgrade Mark I Launch   03/21/2018

      Join us on our Twitch channel on Thursday, March 22nd, 2018, where we will be playing and discussing Oxygen Not Included: Ranching Upgrade Mark I for the update's launch. Don't forget to click on the follow button on the Klei Twitch channel to get alerted whenever we go live. As always, the Rhymes with Play dev streams are live Thursdays at 3:30 PM PST (10:30 PM UTC) Where is it?
      https://www.twitch.tv/kleientertainment You can also watch the stream live on the Oxygen Not Included Steam Page! Use our handy widget below to see when the stream goes live in your area: Check out the stream announce thread for discussions!

Game Updates

Showing updates posted in for the last 365 days.

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  1. Yesterday
  2. 127

    Don't Starve Together Patch 1.27 - 03/20/2018 (PlayStation 4) Fixed a crash when unraveling Ensemble items. Fixed an occasional crash when fighting a Warg. Fixed "Pugna's War Chest" incorrectly appearing in the Treasury. Fixed the Cheer emote.
  3. Last week
  4. 260525

    Final art for Rancher hat Molten metal/Volcano artwork completed Fix for ingredient amount display at fabricators such as the cooking stations Auto Sweepers are once again allowed to do all kinds of pickup and delivery "Death timer" on slimelung-infected patients is reset when they receive treatment Slime lung death timer reduced from 10 to 8 cycles Fix for steam turbine destroying mass Improvements to steam turbine status items and "Power" panel display Steam turbine temperature requirements slightly lowered Empty Storage chores (on fabricators, bottled liquids, vending machines, etc.) are now prioritizable using either Tidy or Hauling Liquids created inside solid cells will try to move to a nearby non-solid cell. Prevents mass destruction when destroying pipes inside tiles. Fix crash on the Priorities screen Wheezeworts should no longer destroy gasses
  5. 260388

    Creatures will now behave correctly when Advanced Priority Mode is turned on New sounds for adjusting priorities Fix bug where the incubator errand could disappear if it was interrupted More Geyser art updates Auto Job Priority toggle now defaults to Off Note from the previous hotfix:
  6. 260344

    Geyser study can now be prioritized; study errand is no longer 'emergency' priority. New sound effects for critter grooming, excited, egg-laying, pooping Improvements to incubator art Improvements to hatch eating animation New art for many of the new geysers Updated Puft and Puft egg art Tame hatches have an ID collar Hatch can now hop across gaps with a lower ceiling Formatting improvements to Reports screen Slicksters and Pufts now eat enough to keep up with their calorie needs Geysers don't show status icons until uncovered, and make a notification when uncovered "Urgency" tool renamed to "Sub-Priority" tool Sub-Priority tool now has a diagram, and all sub-priority pickers have a button to open the Priorities screen Added 3 new columns to the Priorities screen: Life Support (mostly critical hauling jobs), Toggle, and Storage (non-sweep locker-filling). "Advanced Mode" added to priorities screen. Further explanation below. In order to help new bases with no or few priorities set, the game has a few "under the hood" prioritization rules. We've observed that in large bases where players have already extensively applied their own priorities, these hidden rules can create unexpected trips across the base. Advanced Mode allows you to turn off those hidden rules for a more predictable experience. Please give it a try and let us know if you encounter any issues!
  7. 126

    1.26 - Spring has sprung in the world of Don't Starve and brought a new year with it, and our ever-optimistic survivors can't wait to celebrate! Ring in the Year of the Varg with new hound themed items and festive decorations, but beware the jaws of the vicious earthen Varg and its Clay Hound pack. - New main menu UI and Item Collection. Don't like the clothing you have? Unravel it and weave something new! Featuring new character skins, emotes, item skins and more. - Brings the game up to date with the current PC version. 1.25 - Added localizations in French, German, Italian, Spanish, Spanish (Latin American), Brazilian Portuguese, Polish, Russian, Korean, and Simplified Chinese.
  8. 260234

    puft should no longer infinitely inhale creatures should no longer poop out literal tonnes of material fixed a crash that could occur when using a translation containing a database link within a database link removed industrial machinery restriction from creature pen suit locker should now be prioritizable bag created by rangling burrowed hatches should now appear on the ground info screen title label is slightly larger to accomodate different font sizes hatches should no longer be constipated after eating phosphorite fixed layering when dropping eggs from incubator resource screen should now list liquifiable items dupes should no longer ignore showering database button for buildings under consutrction should now work fixed an issue where the travel tube launcher and steam turbine were not responding to their automation inputs items carried by Duplicant should no longer melt during transit preventing infinite fetching loops where Duplicant's would keep failing to transfer small amounts of ore fixed a memory/performance leak
  9. 260075

    Fixed crash when unraveling Ensemble items. Fixed crash when selecting a server intention while viewing the details tab. Fixed rare crash in the mods tab. Fixed minor memory leak in the main menus. Fixed Dryad's Tunic layering bug that was hiding the belt of the Dryad's Leggings. Fixed crash sometimes when fighting a Warg.
  10. 259840

    Fixed some performance issues with creatures. Fixed duplicate buildings category in database. Fixed another ranch station crash. Hatches no longer eat non solid elements. Creatures should now prioritize eating out of feeders. New "Database entry not found" page. Grooming station is now prioritizable. Critter drop-off point is now prioritizable. Duplicants should once again take their medicine.
  11. Earlier
  12. 259633

    Critter feeder now organizes it's storage options by creature diet. Creatures now start off wild and become tame after being groomed for a couple of cycles. Wild creatures consume/produce much less than tame creatures. Broad tuning pass on creature consumption/production to account for their life cycles. Creatures should now die if they run out of calories. Geyser are now dormant for a shorter portion of their "big cycle". Improved studied geyser status items. Creatures should now spawn with the appropriate max health. Hatches should no longer spawn in the air when starting a new game. Creatures will now get overcrowded if too many of them are in the same room. Morbs should no longer get stuck spawning polluted oxygen. Using a specific world gen seed should now always spawn the same type of geysers in the same locations. Auto-Sweeper can no longer sweep through Mesh/AirFlow tiles. Fixed an issue where the simulation was destroying gas mass. The priorities screen now allows you to cycle back to auto-assigned(the wrench) if you've manually changed it. Fixed a crash that could occur when browsing the database. Ranchers should no longer try and ranch burrowed hatches. Several databse link fixes. Fixed an issue where the wrong autosave file was being deleted. Fixed crash that could occur when fighting creatures. Fixed a crash that could occur if a creature could no longer reach their ranch station. Debug paint tools now have an eye dropper tool.
  13. 259080

    Fixed a crash that could occur if a crteature was interrupted on the way to the Grooming Station. Fixed a crash that could occur if you killed a creature.
  14. 259043

    Dupes should no longer ignore sweeping. Slickster should now produce oil instead of slime. Morbs should once again spawn slime on death. Creatures should no longer have blank status items. Omelette recipe should properly display it's ingredients. You can now type to filter elements in the debug element painter. Creatures should now spawn with non zero calories Misc crash fixes. Thermo Sensor should now bring up the automation overlay instead of the power overlay. Creatures should properly eat from the feeder when hungry. Dead dupes should now be properly considered dead after save/load. Chlorine geysers should no longer be missing in newly created worlds. "Unreachable Dig" status item should disappear when it is no longer true. Incubator now requires 240 watts instead of 120. Eggs should now rot. Incubators prevent eggs from rotting.
  15. 258798

    Morbs should once again spit out polluted oxygen. Wrangle tool now displays hover text if you try to wrangle a creature which cannot be wrangled. Hatches should now properly display the 'buried object' marker when spawned inside of a solid tile. This change requires a new world to be generated. Hatches should no longer 'freak out' when landing Creature info panels should now display what is required to capture the creature Build menu should no longer be offset when creating a new game Rancher job now has a ranching perk Main menu should no longer stutter when you have lots of save files. Duplicants can no longer rangle burried hatches. Creatures should now consume the appropriate amount of calories every cycle.
  16. 258691

    Hello friends! As we know life always finds a way, and it seems the colony is no different. At long last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!). There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation... If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you! What does this preview contain so far? The following content is available in the Ranching Upgrade Mark I preview: Mark I? What does that mean? Due to changes to the underlying systems that controlled the creatures, we are spreading this feature over two updates. Next Upgrade (Ranching Upgrade Mark II) will also have a lot of critter content as we complete our plans for these features. What is open testing? "Open testing" means players get to test drive new content early and give us feedback and suggestions before it goes live. Because this is a preview of the upgrade being released on February 15th, it's pretty likely you'll encounter bugs or crashes while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing the preview. Regarding performance, the preview has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Ranching Upgrade Mark I preview, it cannot be reopened again in the Occupational Upgrade or previous builds. What do I do if I find a crash or a bug? Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly. Do I have to play the open testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until the Automation Upgrade releases in full on February 15th. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become an open tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to test the Occupational Upgrade preview, all you have to do is play the Open Testing build on Steam. How do I play the open testing build? Just switch your branch on Steam using the instructions below: That's it! We hope you'll enjoy this preview of what's to come, and thank-you for your help testing out the new Upgrade!
  17. 256131

    Duplicants should no longer drop ore inside/through the floor when switching tasks. Falling ore now has a max velocity which should prevent it from falling through tiles. Fixed a bug where perk attributes were sometimes not persisting after switching roles. Fixed a problem with certain save files were stuck in an infinite load.
  18. 255716

    Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash. Fixed a crash that could occur if you had a dupe selected when they were put in a grave. Adjusted falloff effect of various sound effects. Exosuit Sprinter perk should now be properly applied after mastery of the role. Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
  19. 255502

    Fixed a crash that could occur when dupes would use a bed/toilet.
  20. 255486

    Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it. Fixed a crash that could occur when a plant died inside of a room with a farming station. Dead dupes should no longer be able to master jobs. Luxury Bed should once again give an extra stamina bonus. Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water. Fixed all toilet and mess tables being assigned to the med bay.
  21. 255385

    Tinker stations are now logic controllable. Fixed a bunch of tasks not properly awarding mastery experience. Dupes marked to Tidy but not Supply should now perform sweep tasks. Tempshift plates should now be selectable. Dupes should once again tinker buildings which have been disabled with logic. Fixed a crash that could occur if you had a dupe selected while they were delivering an item to a storage locker. Using dozens of transfer arms should no longer cause significant performance drops. Fixed a crash that could occur when using the transfer arms. Job screen should no longer take more time to open based on how long it had been since you last opened it. Fixed a crash that could occur when cancelling fabrications right before the dupe completed their task. Uncultured dupes should no longer have the art interest. Fixed a crash that could occur if a farmer used the farm station to tend to a plant which was not inside a valid room. Planting a plant in a receptacle will pop out any incorrect fertilizer from that receptacle. Dupes should gain mastery for performing all fetches instead of just fetches to storage lockers. Fixed a crash that could occur when transfering large amounts of energy between cells in the sim. Courier should now list athletics as a relevant attribute. Aptitude heart should now be properly displayed for the courier. Fixed a crash that could occur when the simulation attempted to melt a liquid permeable tile. Cleaning outhouses is no longer prioritized over all other jobs after loading a save file. AutoSweeper should now be able to sweep items that are not reachable by dupes. Fix for assignable side screen not showing which dupes have already been assigned. Fixed issues with scrolling in jobs screen. Updated Korean translation. Updated Chinese translation. Conveyors no longer prevent sublimation/state changes. Decreased the storage sizes of algae deoxydizers/terrariums.
  22. 255151

    Fixed animation bug when freezing Clay Hounds. Fixed animation bug when using Hound Whistle while mounted. Fixed various clothing and skins bugs. Fixed missing Puppy Cap inventory icon. Fixed mod configs from getting applied to the wrong settings. Event clothing from the previous Lunar New Year is now enabled.
  23. 254781

    Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
  24. 254751

    Fixed Warhound Helm inventory icon. Fixed various audio volume bugs. Fixed double clicking to join games from the Server Browser screen.
  25. 254700

    Colored status lines should now work correctly. Toilet cleaning should no longer require assignemnt. Repairing should no longer require assignment. Fixed missing shipping icon. Thermo sensor max threshold increased. Fixed issues with power consumption/loss reports. Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active. Misc crash fixes.
  26. 254439

    In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do. ...They also re-invented hats. Introducing: Oxygen Not Included - Occupational Upgrade! What's New? Duplicant Jobs With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead. Key Features New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree! Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks. New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite. Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster. Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them. New Stations and Rooms: Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost. Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output. Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress. Expanded Automation Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger. Key Features Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required! Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver! New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time. Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart! Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge. Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space. And More Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste! Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience. Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth Meal Lice now require fertilization with Dirt Higher tier food production should now be more viable Performance Enhancements! Official Korean Translation in Beta Tons of bug fixes, rebalances, QOL additions, and more! What about Priorities? During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates. Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks! We hope you'll all enjoy the new Occupational Upgrade. Now back to work! Frequently Asked Questions View full update
  27. 254302

    Buildings overheat temperature should no longer be way higher than intended after save/load. Roles screen lines should render properly at different ui scales. Fixed chores not displaying tooltips. Dead duplicants should no longer appear in the roles screen. Duplicants should no longer get stuck "Unemployed" when making frequent job changes. Fixed an issue where some of the hover text would turn red. Fixed a crash that could occur when placing wires/pipes. Fixed a crash that could occur when placing buildings at the edge of the map. Fixed a crash that could occur when using the transfer arm. Fixed an issue where you sometimes couldn't properly toggle buildings on and off unless they were assigned. Fixed an animation issue that could occur if a dupe was tinkering a building while it was in use. Light sources should properly update which tiles are lit at the edge of their radius when tiles are dug out.
  28. 254091

    Fixed a crash that could occur when tending plants.
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