Jump to content

When is the next Preview build?


Recommended Posts

On 2019-05-17 at 3:45 PM, Bigfoot said:

Hey folks, 

Just wanted to give you all a quick status update:

We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we weren’t quite where we anticipated that we would be. 

We’re feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and it’s just not as polished as we (or you) would like. 

Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June. 

Our apologies for making you all wait a bit longer and once again, thanks for all your support!
 

End of June. Maybe.

Link to comment
Share on other sites

On 17.05.2019 at 11:45 PM, Bigfoot said:

Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June. 

This is all we know. Official statement is "end of june" so i`d say roughly 2 weeks from now. Either tuesday or thursday is when they usually deploy updates.

 

Link to comment
Share on other sites

10 hours ago, Sasza22 said:

Official statement is "end of june" so i`d say roughly 2 weeks from now.

"we expect" means we get it when it's ready and it is likely around 2 weeks from now. However it's not technically a delay if it takes longer because they didn't actually promise a specific release date.

Link to comment
Share on other sites

46 minutes ago, greggbert said:

I thought there was no beta preview for 1.0, I had heard they were going to rely solely on internal testers in order to make for a more dramatic reveal on the release date!

That was the original idea but they changed their mind after they delayed the release. A pretty active thread about possible bugs and a possible fail release if it`s untested might have had something to do with it as well.

Link to comment
Share on other sites

49 minutes ago, greggbert said:

I thought there was no beta preview for 1.0, I had heard they were going to rely solely on internal testers in order to make for a more dramatic reveal on the release date!

When they pushed it back from late May, they added a comment about public testing in late June. 

Edit: Dammit, Sasza beat me. :D

Link to comment
Share on other sites

7 minutes ago, greggbert said:

Are they still planning 2 new biomes and 1 new creature?

The statement is: 3 new biomes, new creatures, new buildings, and more

Granted this was back in March, but I haven't seen any indication that it's no longer the case.

Link to comment
Share on other sites

4 hours ago, Nightinggale said:

The statement is: 3 new biomes, new creatures, new buildings, and more

Granted this was back in March, but I haven't seen any indication that it's no longer the case.

The thing is that they will probably only know what actually makes it into 1.0 very late. Hence they are not announcing anything that they would then have to retract. I would say that realistically, to allow time to fix things, we will probably see a preview 2-4 weeks before release, depending on how fast they get stuff done. And they will have to make some cuts, that is just normal. 

Link to comment
Share on other sites

6 hours ago, Gurgel said:

The thing is that they will probably only know what actually makes it into 1.0 very late.

Odds are that they multiple times during development adds something, which turns out to just not work and then it's removed before the next release. A lot of times you won't really know if some gameplay idea works as well as you think unless you test it and by not announcing it, you are free to remove what doesn't work and the customers will never know.

This means even though they might know well what they want to have in the game, by not announcing specifically, they have more freedom to alter to optimize gameplay based on test results.

Link to comment
Share on other sites

While ONI is not released, i'm sending Kerbals to research the new features of Breaking Ground, expanding my already massive factory in Factorio, terraforming mars in surving mars and trying to create a nice city in city skylines.....

Link to comment
Share on other sites

3 hours ago, fredhp said:

While ONI is not released, i'm sending Kerbals to research the new features of Breaking Ground, expanding my already massive factory in Factorio, terraforming mars in surving mars and trying to create a nice city in city skylines.....

 Other than the Mars bit, that's almost exactly what I've been doing.  I haven't played 0.17 at all on Factorio, was hoping they'd get to Stable "Soon(TM)."  Other than that, been working my way through survival mode of Days Gone now that I platinumed the game. 

 Outside of game time, been working on my second book and enjoying my summer after getting my ass handed to me by my physics classes last semester. 400 level physics is no joke.  Much h8 for E&M. 

Link to comment
Share on other sites

2 minutes ago, storm6436 said:

 Other than the Mars bit, that's almost exactly what I've been doing.  I haven't played 0.17 at all on Factorio, was hoping they'd get to Stable "Soon(TM)."  Other than that, been working my way through survival mode of Days Gone now that I platinumed the game. 

 Outside of game time, been working on my second book and enjoying my summer after getting my ass handed to me by my physics classes last semester. 400 level physics is no joke.  Much h8 for E&M. 

Factorio developers (wube) are doing a great job with factorio. I feel that 0.17 is very very stable. I'm playing   0.17 since 0.17.30 and no bugs so far, only a few mods breaks, but the mod community is very active, so fixes are very fast.

What book did you wrote? 

Link to comment
Share on other sites

3 minutes ago, fredhp said:

Factorio developers (wube) are doing a great job with factorio.

Yeah it's a great game, very stable and well documented and mature modding support. However I looked into making my own Factorio mod and I ended up deciding to never mod for Factorio. It has a very good system for setting up mods to interact with each other, both in requirements, load order and stuff like that. Factorio likely has the best solution to dealing with that problem out of all the games I have looked at. The way to mod existing values (set building to use 50% less power) is great and simple to use, particularly if you know how to interact with databases. The problem comes when you want to do something the developers didn't consider. You don't have access to the source code. Instead you write scripts in lua and call certain commands Wube have made available to you. It's easy to get started and there is documentation on each function you can call. The problem is that if you want to do something they didn't provide a function for, then too bad, you can't. Also the code has to be written in lua, which not only isn't a preferred language for me, it's also not great for performance.

ONI on the other hand haven't got the documentation yet. There is no list of functions to call (called methods because C#). On the other hand because it's managed code for unity, we can decompile, read all the code, even code we don't mod, but just call and that way figure out how something works and how to interact with it. Klei didn't decide what we can look at, meaning if we want to mod something Klei never considered useful for modders, we can still access and mod it. This means while it's harder to get started, skilled modders will never have to give up because it's impossible. Maybe give up because it's too difficult or too slow or something, but never because the game offers too little modding support.

The part about being harder to get started might change once ONI gets a full release. Klei said something about improving mod support and publishing modding guides.

As for the games themselves, I would say I enjoy ONI the most. Viewed from automation, Factorio can handle signals and calculate values, which allows far more advanced automation and while I would enjoy at least the number part in ONI, I do enjoy building automation in ONI more. I think it's something about building your own machine from scratch to cook oil or whatever your goal is. It beats all the sandbox/builder games where you have a fixed set of buildings and that's it.

Link to comment
Share on other sites

34 minutes ago, fredhp said:

Factorio developers (wube) are doing a great job with factorio. I feel that 0.17 is very very stable. I'm playing   0.17 since 0.17.30 and no bugs so far, only a few mods breaks, but the mod community is very active, so fixes are very fast.

What book did you wrote? 

 At this point between semesters I'm writing science fiction. 

 I put "By Dawn's Early Light" out in April on Amazon. It's semi-far future not-quite-dystopian. I aimed for an era in time where things are still similar enough to where you can kinda/sorta see how we got there from here but different enough that it's not precisely "Just today with more toys."  Main character was adopted by space pirates at an early age and they stumble across something the powers that be want to be kept secret. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...