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BuffAndShine.png

Hello everyone! 

We’re one shiny new update closer to launching Oxygen Not Included: Spaced Out! 

The Buff & Shine update is focused on fixing bugs and polishing existing content, with a few notable changes that have us feeling all a-glow...

Radbolts can now be safely stored, ready for transport, in the new Radbolt Chamber building. It requires automation (you’ll need a green signal to release radbolts from storage) and radbolts decay pretty quickly while the building is disabled. 

We’ve added four more Classic-style clusters: you’ll find versions of The Badlands, Volcanea, Arboria and Aridio in Spaced Out! These options didn’t quite make it into the Rad New Worlds update, so we’re including them here. 

Radiation is more intense than ever! All radiation emission sources have been significantly increased. We’ve also reduced the impact of radiation on plants and buildings, so the net effect is that Duplicants are more vulnerable to radiation sickness. 

There are plenty of other exciting things packed into this update too, including new artwork, restored base game buildings (e.g. Space Scanner, and the Enclosed Telescope formerly known as Telescope), bug fixes and quality-of-life adjustments. 

We’re so grateful for all the testing, feedback, and commentary the community has given us so far. Thank you for taking this ride with us! You can continue to report bugs here.

Full patch notes

Spoiler

Features

  • All versions
    • Added new "Suit Sustainability Training" skill, which slows exosuit durability damage. Note: this replaces “W.I.P. Skill” in Spaced Out!
  • Spaced Out! only
    • Added Classic Style “The Badlands” cluster.
    • Added Classic Style “Volcanea” cluster.
    • Added Classic Style “Arboria” cluster.
    • Added Classic Style “Aridio” cluster.
    • Added new music “Leaking Dimensions”
    • Added Radbolt Chamber building.
    • Re-implemented the Space Scanner.
    • Re-implemented the Telescope from the base game, now called Enclosed Telescope.

Changes and Improvements

  • All versions.
    • World traits now have unique icons in the destination selection screen. 
    • The anti-entombment code is much less aggressive when searching for a place to move Duplicants when they are covered by falling tiles (such as sand).
  • Spaced Out! only.
    • Radiation
      • Increased all radiation emission sources intensity
      • Most sources were increased by 10x (except for the Glow Stick trait, which is slightly reduced).
      • Research Reactor was increased by 20x
      • Shine bug was increased by 5x
      • Reduced Radbolt Generator radiation to radbolt conversion efficiency by 90%.
      • Increased plant radiation tolerances, minimum radiation requirements, and radiation mutation thresholds by 10x.
      • Adjusted Radiation Eater rads/kcal ratio to roughly preserve old kcal generation potential with the new emission intensity tuning.
      • Increased standard Duplicant radiation recovery from 60 to 100 rads/cycle.
      • Radiation now kills germs on ores, buildings, critters and dupes.
    • Worldgen
      • Changed Classic Style Verdante cluster to be more similar to the base game. Irregular oil placement and removed frozen Rust biome. 
      • Changed Classic Style Verdante Cluster coordinate prefix to V-LUSH-C to match the base game. Classic Style Arboria Cluster now uses its V-FRST-C prefix instead. Existing saves will switch to the new prefix.
      • Changed Classic Style Oceania's second world to “Glowood Wasteland Asteroid.”
      • Starting asteroids in Spaced Out! clusters now experience 50% less cosmic radiation than other asteroids in the cluster (now approximately 125 rads/cycle). Moonlet Cluster Badlands, Flipped, and Radioactive Ocean are unchanged.
      • Moonlet Cluster asteroids no longer share orbits as it was causing a number of issues.
      • Added world traits to Moonlet Cluster asteroids.
      • Metallic Swampy no longer guarantees a Metal Rich world trait.
      • Changed Jungle biome on the Desolands asteroid to use Spaced Out critter/plant/seed tuning.
      • Allow Metallic Caves world trait on smaller asteroids.
      • Added a new POI to Regolith Asteroid.
      • Made the sea bed thicker on Water Asteroid.
      • Improved worldgen rules to prevent failure when placing the landing area of the Water Moonlet and Superconductive Asteroid.
    • Revised Experiment 52b tuning to produce significantly more resin per kcal (200kcal/kg) but at a much slower rate.
    • The Radbolt Generator automation port now simply turns the building on and off instead of preventing radbolts from firing.
    • Changed description of Radbolt Generator to better reflect how it functions.
    • Meteor showers no longer fall on unvisited asteroids
    • Rocket Platforms now have an automation output port indicating if a rocket is on the platform.
    • Rockets will remember their last launch pad per world and prioritize landing there if a specific pad is not chosen.
    • Added new Duplicant animation to the main menu.
    • Updated all starting and nearby asteroid icons
    • Rover can now build buildings up to the second tier.
    • Added an extra tile of thickness to portions of the Spacefarer Module's interior ceiling to increase radiation shielding. Note: This change will only apply to newly built Spacefarer Modules.
    • The crafting menu now remembers each recipe's preferred materials selection on a per-world basis.
    • Finalized Manual Radbolt Generator animations.
    • Added sound for Manual Radbolt Generator
    • Removed displaying nearby and distant asteroids at the top of the Choose a Destination screen.
    • Pips can now be found in care packages even if they haven't been discovered yet. This means it's possible to get Pips in the Rime Cluster.
    • Added contamination killing properties to Radiation system database entry
    • Added more random asteroid names
    • Updated Plant Mutations database entry
    • Clarified Cosmic Archaeology achievement text
    • Improved the look of the in-world radiation visualization.
    • Renamed some clusters and starting asteroids.
    • Added Database entries for rocket modules
    • Added diagnostics for when rockets arrive at a world but aren't landing.
    • Payload Opener no longer requires Duplicant operation but it does require power
    • Added Empty Storage button to the Payload Opener.
    • Liquid Sucrose now transitions to Carbon Dioxide at 230 C. 
    • Adjusted thermal conductivity and specific heat capacity of solid/liquid Sucrose.
    • Added hyperlinks for Botanical Analyzer and Radiation Lamp in Plant Mutations codex entry
    • Hooked up Mini-Pod activation animation.
    • Added sound for Mini-Pod activation animation
    • Added hammer strike sound for Mini-Pod, Manual Radbolt Generator and Radiation Lamp
    • Swapped order of Moonlet Cluster Desolands and Frozen Forest.
    • Removed Experimental tag from Moonlet Clusters.

Fixes

  • All versions
    • Fixed an issue where a building's access permissions could stop working if a Duplicant with custom access permissions died & was buried.
    • Fixed an issue where materials delivered to a construction site could be destroyed, causing the construction to fail.
    • Removed unused "genetic traits" from non-English languages on the Duplicant selection screen. 
    • Fixed entombment issues with rockets.
    • Fixed "No Research assigned" and "Colony lacks skill" tooltips listing the wrong hotkey to open the Skills Panel.
    • Fixed issue causing research screen sidebar preset filter buttons to be ineffective in non English language translation settings.
    • Removed additional automation input port from the Smart Storage Bin.
    • Fixed a collision bug which made Duplicants think they were entombed when they were not. This resulted in anti-entombment code triggering more often than it should.
    • Duplicants no longer occasionally slide off a tile to the right while falling in a liquid.
    • Gantry is considered a building for filtered tools.
    • Removed FOW from Jungle POI that was not being cleared when opening a door.
  • Base game only
    • Clarified Scan Quality tooltip to use ‘industrial machinery’ instead of ‘heavy machinery’
    • Fixed issue allowing UI hotkeys to be activated while changing a rocket's name in the Starmap
  • Spaced Out! only
    • Rovers
      • Significantly reduced the amount of time it takes the Rover to pick a new task in large bases.
      • The Rover's multitool effects now function.
      • Rovers no longer level up their skills.
      • Landers are now selectable, and do not disappear after a save/ load.
      • You can now deconstruct rovers that are out of batteries.
    • Fixed issue preventing reorder rocket module buttons from being usable in some situations where they should be.
    • Beetinys can now be trapped by the Saturn Critter Trap (and other traps).
    • Fixed an issue where the hive harvest animation was playing behind the hive.
    • Prevent ores being thrown to adjacent asteroids.
    • Rockets can no longer launch without a Rocket Platform.
    • Fixed issue where rockets could land on disabled rocket Platforms.
    • Fixed bug where some builds would show a "insufficient resources" status item, even though the world has more than enough resources to do the build.
    • Fixed crash that could occur when Rocket Platform is created and destroyed rapidly.
    • Fixed crash when abandoning a rocket.
    • Rocket Port Loaders/Unloaders now consume power while loading/unloading.  
    • Rocket module list no longer resets position to top after a selection is made.
    • The anti-entombment code will no longer teleport duplicants into closed doors.
    • Fixed issue preventing consumables screen from scrolling horizontally while hovering over an Asteroid divider/header.
    • Crash landing dupes now count toward Cluster Conquest achievement.
    • Rover no longer plays sounds while stored.
    • Fixed Duplicants sometimes being trapped in a rocket after the Spacefarer module is reordered. 
    • Lowered internal priority of Payload Opener delivery chore.
    • Fixed crash hovering over Radbolt status item of destroyed Radbolt.
    • Fixed layering issue of the Manual Radbolt Generator.
    • Improved Moonlet Cluster Badlands worldgen rules.
    • Modding: 
      • Fixed issue using HatchMetalConfig.METAL_ORE_TAGS in mods.
         

Changes since last Public Testing update

Spoiler


All Versions

  • Duplicants now properly go into the entombed state when entombment is triggered multiple times within the cooldown window.
  • Updated Magma Channels world trait icon and adjusted some icon colours.
  • Updated translations.

Spaced Out only

 

  • Fixed issue displaying world traits on destination select screen for Moonlet Clusters. The starting asteroid and Desolands were reversed.
  • Worldgen:
    • Added a few POIs with terrestrial artifacts in the Moonlet Cluster asteroids.
    • Removed Volcanoes world trait from Flipped Asteroid as there was not enough space to spawn guaranteed POIs.
    •  Added artifacts to the Regolith Asteroid POI.

BuffAndShine_notext.png


View full update

  • Like 14
  • Thanks 2
  • Ninja 1
  • Big Ups 1
  • GL Happy 2
  • Potato Cup 1

FYI Radbolt engines are still bugging out and causing persistent radiation bubbles that only fix themselves upon reload, which with the new higher dosing of radiation from many sources means a lot of sick dupes until you notice.  

The  NON-DLC  choose destination is great.

The SPACED-OUT DLC version choose destination is terrible.
 

Again.

I'm going to provide feedback on the Choose a Destination screen.   

PLEASE make it so I can see all the world traits on the same screen without having to use the scroll bar up and down and then fumbling around to hit refresh.    Currently, this is tedious and a waste of time compared to how it used to be, where I could just simply hit the refresh button over and over and glance at all the world traits.        

You guys have an entire screen to play with and you guys couldn't figure out how to display everything on the screen?    

I've already provided a number of suggestions on how the UI could be changed to be more POLISHED.

Maybe the info box to the right could just simply be a SUMMARY list of all the asteroids and their traits indented (sub text) without the icons.  This will allow us to just continuously hit the refresh over and over.    If we wanted details of each asteroid, we can then click on them and the info box changes.   BUT the refresh button just needs to be static fixed and the info should just be available as a summary when we hit refresh to make it easier to find what we want. 

Previous Feedback:  (at least a dozen people seem to agree)  12+myself.  

 

Edited by RonEmpire
  • Like 7

Omg whomever created that new art deserves a raise:

Spoiler

BuffAndShine_notext.png.94c6b6962d7ad61bcd30bf131ba4d65f.png

Just mention "Neo said I deserved it" in your next salary negotiations it will work. It made me laugh irl when I saw the new lightbulb and is now my new wallpaper! Ellie's facial expression is just priceless.

Onto the secondary stuff, awesome update as always!

Edited by NeoDeusMachina
  • Like 3
  • Haha 5
  • GL Happy 1
5 minutes ago, Exoros said:

Can we have a tool like this site(https://toolsnotincluded.net/map-tools/map-browser) but inside the game?

Thx for the nice update.

Now that would be an awesome idea.   Then I won't have to be concerned about hitting the refresh world trait issue above as much.

  • Like 1
  • Big Ups 2
42 minutes ago, RonEmpire said:

Again.

I'm going to provide feedback on the Choose a Destination screen. 

I am fairly confident that with the amount of feedback and ideas you have provided on that topic in the two previous testing branch patch notes and in today's patch note, someone at Klei has read it. I am not sure how helpful it is to repeat it over and over again every time in such a short time span :wilson_confused:

I agree with you btw - it is inconvenient to have to scroll up and down. I am not sure the number of games I can restart in under 3 weeks is proportional to the level of emergency displayed in your posts though. 

Edited by NeoDeusMachina
  • Like 5
4 minutes ago, NeoDeusMachina said:

I am fairly confident that with the amount of feedback and ideas you have provided on that topic in the two previous testing branch patch notes and in today's patch note, someone at Klei has read it. I am not sure how helpful it is to repeat it over and over again every time in such a short time span :wilson_confused:

I agree with you btw - it is inconvenient to have to scroll up and down. I am not sure the number of games I can restart in under 3 weeks is proportional to the level of emergency displayed in your posts though. 

Hope you're right.   I fear this will get brushed off before release.     I start new maps fairly often as I finish them fairly quickly getting to the rift.    While one quality of life may not be as important to one person, it is probably more so for others.

 

1 minute ago, RonEmpire said:

Hope you're right.   I fear this will get brushed off before release.     I start new maps fairly often as I finish them fairly quickly getting to the rift.    While one quality of life may not be as important to one person, it is probably more so for others.

I feel your pain, I spent a lot of times yesterday re-rolling for map traits and dupes to find out that world gen had deceived me and I got the wrong world traits xD Now that this got sorted out (hopefully), I am back to re-rolling world traits at this very moment. Crossing fingers that the UI will be more user friendly in the future!

  • Like 1

Can we no longer role the Loner trait when selecting the original three Dupes? It showed by pretty infrequently on the last patch, but at least it did show up. After over 300 rerolls and not seeing it show up once on the current patch it seems like it is disabled now?

  • Sad Dupe 1
4 minutes ago, manquistador said:

Can we no longer role the Loner trait when selecting the original three Dupes? It showed by pretty infrequently on the last patch, but at least it did show up. After over 300 rerolls and not seeing it show up once on the current patch it seems like it is disabled now?

You can, I just got one but in my re-rolling frenzy I clicked too fast and could not take a screenshot for you.

  • GL Happy 1
1 minute ago, tuxii said:

I don't see anything about guaranteeing a Neural Vacillator spawn in Spaced Out in this patch.

really hope to see that before it leaves Early Access.

Wow you beat me to it.   I was JUST going to post something about this as well.

The Neural Vacillator spawn needs to be at least guaranteed.  Otherwise, having the rechargers becomes useless.   With a Neutral Vacillator at least on my starting or my teleported asteroid I can have some sort of fun collecting artifacts and researching them in hopes to get a recharge.

Some of the maps I've been playing lately does NOT have a chair at all in any of the asteroids I've landed.  This is rather disappointing.

 

Holy cow, you guys weren't kidding when you say radiation got ramped up! Pre-update I had just landed a rocket on the superconductive asteroid and had to scramble FAST to lay down a couple layers of obsidian radiation shielding while my dupes got more and more sick.

Now we have a great reason to use depleted uranium! Can we get more radiation shielding inside rockets though? Maybe building the capsule with a second material that provides varying internal radiation shielding?

Edited by hipifreq
Added rocket suggestion
12 minutes ago, RonEmpire said:

Wow you beat me to it.   I was JUST going to post something about this as well.

The Neural Vacillator spawn needs to be at least guaranteed.  Otherwise, having the rechargers becomes useless.   With a Neutral Vacillator at least on my starting or my teleported asteroid I can have some sort of fun collecting artifacts and researching them in hopes to get a recharge.

Some of the maps I've been playing lately does NOT have a chair at all in any of the asteroids I've landed.  This is rather disappointing.

 

Isn't it the new POI on the regolith asteroid mentioned in the patch notes? I would gen a new world but I am stuck re-rolling my last duplicant.

Edit: This is the new POI on the regolith asteroid:

Spoiler

1429f5020c97538f2ced8c0b1181540d.thumb.png.ded30b42a8da897a1a26f404bc0708d9.png

So at least 1 neural vascillator is guaranteed now I guess? Along with the artifacts on the regolith asteroid. @tuxii @RonEmpire

Edited by NeoDeusMachina
  • Like 5
  • GL Happy 1
7 minutes ago, Simonova said:

When will I be able to bury rovers with dead batteries in the tasteful memorial, and put my mechanical friends to rest?

You should be able to deconstruct them.   I remember the deconstruct button showing up  in the last test update.

  • Like 1

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