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Fellow space explorers,

It's time to start beta testing for our November 2024 Quality of Life update! 

This free minor update includes new buildings, UI improvements, bug fixes, and performance improvements for the base game and Spaced Out! We've also made some tweaks and additions to The Frosty Planet Pack. 

A few highlights for all versions: 
There's a new Canister Drainer building that enables gas canister contents to be released directly into connected gas pipes. The new Bottle Drainer building provides the equivalent for bottled liquids into liquid pipes, while the new Bottle Filler building automatically stores piped liquids into bottles. 

We've improved the Schedule screen by adding multi-cycle schedules and the ability to shift schedule blocks left and right as desired. In addition, Duplicants will now prioritize finding new errands once they've completed their current one, which means less standing around idly on late-game saves. 

We're also working on increasing the drop rate for blueprints—this will be implemented after the beta period.

For The Frosty Planet Pack:
We're introducing a new Regal Bammoth morph whose impressive horn can be shorn for gold amalgam. Critter diets have also been tweaked so that the Flox, Spigot Seal and Bammoth all have access to certain foods outside of their native biomes—making it easier for them to thrive in DLC-scrambled worlds.

We added a new Spaced Out!-style mini asteroid cluster that presents daunting challenges for colonizing isolated fragments of biomes from the namesake frosty planet.

We're looking forward to hearing what you think! You can share your feedback and post bug reports here—we read it all and really appreciate your input. 

Here's what you'll find in the update so far: 

Features

  • All versions
    • Added Canister Drainer building.
    • Added Bottle Drainer building.
    • Added Bottle Filler building.
  • The Frosty Planet Pack
    • Added new Regal Bammoth morph.
    • Added new Spaced Out!-style Mini Ceres Mantle cluster.

Changes and Improvements

  • All versions
    • Schedule changes
      • Schedules can now be configured to last multiple cycles.
      • Revised schedule screen UI allowing for multi-cycle schedules, schedule duplication, and easier schedule block shifting.
      • Morale bonus from Recreation schedule blocks now accumulates and diminishes gradually as Duplicants experience their schedules.
    • Power Plant room
      • Revised Power Plant room requirements. Power Plants no longer specifically require a Power Control Station: any two eligible power buildings will suffice so long as at least one of them is a heavy-duty generator. 
      • Increased the maximum Power Plant room size to 120 tiles.
      • Added Microchip tune-up indicator animation to heavy-duty generators when they are boosted in a Power Plant.
      • Microchips can now be stored in storage bins.
      • Manual Generators are no longer microchip tinkerable.
      • Microchip production time is increased, while generator microchip application time is reduced. 
      • Power Control Stations in a room do not need to be operational in order for the generators in that room to be tuned up with microchips, as long as the microchip tools have already been manufactured elsewhere.
      • Added "Allow Tinker" user menu toggle to tinkerable buildings when they are in their correct room type.
    • Adjusted livable temperature range for Hatches and Pips to prevent them from freezing in cold environments.
    • Duplicants will now occasionally slip while walking over ice or puddles of oil.
    • Pause menu
      • The "Save" button in the pause menu now reads "Already Saved" if the game has just been saved.
      • Added "Save and Quit" option to the confirm quit game dialog.
    • Small adjustments to Duplicant errands list UI.
    • Duplicant’s Equipment and Assignables are now represented in their side screen Config tab.
    • All menus and overlays are now enabled while sandbox mode is active.
    • Added visible horizontal scroll bar to the Consumables screen when many columns are unlocked.
    • Renamed “Move to” to “Relocate to” for pickupables.
    • The Plastic Monomer database entry now lists the elements in that category.
    • Oxygen Masks and Atmo Suit recipes no longer appear in fabricator sidescreens if their ingredients are not discovered.
    • Added new artwork for the Pyrotechnics skill hat.
    • The research screen is now prevented from zooming when the mouse is not over the game window.
    • Bed diagnostic now evaluates bed assignment and reachability.
    • Tweaked the Crafting Table sound.
    • Allowed sublimating elements to emit gas to adjacent tiles in situations that would otherwise delete mass.
    • Increased capacity of the Canister Filler to 200kg.
    • Added sidescreen slider to control Canister Filler's desired canister fill size.
    • Adjusted gun delivery offsets of the Canister Emptier and Bottle Emptier.
    • Added new pickup animation to Canister Filler.
    • Bottle Emptier animation now displays the bottle of the element being emitted.
    • Revised skill screen icon for skill-granted traits.
    • Research screen button's tooltip now shows information about what is currently being researched.
    • Critter body temperature tooltip now mentions the temperatures at which critters will start taking damage.

 

  • Spaced Out!
    • Sweetles and Grubgrubs can now apply their plant growth effects to plants in Planter Boxes.
    • Asteroid toilet diagnostics now monitor Duplicants and toilets inside landed rockets.
    • Asteroid bed diagnostics now monitor Duplicants and beds inside landed rockets.
  • The Frosty Planet Pack
    • Bammoths can now eat Nosh Beans, Nosh Bean Plants, and Plume Squash Fries.
    • Floxes can now eat Bristle Blossoms and Bristle Berries.
    • Spigot Seals can now eat Sucrose ore.
    • Pips can now eat Bonbon Tree branch growth.
    • Shine Bugs (and some of their morphs) can now eat Pikeapples and Pikeapple Skewers.
    • Adjusted Bammoth navigation so they require the area above a ledge to be clear in order to hop up/down.
    • Added Pikeapple seeds to care packages.

Fixes

  • All versions
    • Fixed issue causing Duplicants to repeatedly play the Water Cooler’s “drink water” animation when using other buildings.
    • Fixed a number of bugs related to sim heat transfer from materials that became debris or entered/exited storage recently. (E.g. incorrectly updating the overall temperature of a pile of debris whose composition has recently changed.)
    • Updated localizations and included missed translation fixes from previous hotfix.
    • Fixed a crash that happens when loading a save containing a plant that was in the process of being destroyed.
    • Fixed a bug where Spicy food was not actually providing immunity to chilly surroundings.
    • Fixed various animations in the Supply Closet.
    • Fixed Duplicants not using the correct eye symbol when blinking.
    • Duplicants that are incapacitated can no longer talk to other Duplicants.
    • Fixed Mac OS Sonoma input issue while playing in windowed mode.
    • Added germ source indicator to various plants, critters, and buildings.
    • Fixed Canister Filler replaying filling animation on load when already full.
    • Changed LogicCounter to not pulse output signal on reset in advanced mode.
    • Fixed issue on the Research screen where panning with a controller/Steam Deck would also move the game camera.
    • Fixed sparks animation on Crafting Table.
    • Food diagnostic adjusted to consider custom game settings for hunger.
    • Fixed tutorials not triggering after save/load.
    • Lockers, Vending Machines and other buildings which drop items can now be prioritized and remember pending errands on save/load.
    • Biobots can no longer be marked using the Sweep tool.
    • Fixed a bug where the research button was not showing the progress of the current research when researching more advanced tech.
    • Fixed a bug where sometimes the research button would stop displaying the icons of the current research.
  • Spaced Out!
    • Fixed lander exhaust appearing on other worlds.
    • Fixed crash that could occur when reordering a Trailblazer module after deconstructing its contents.
    • Rovers can no longer be marked using the Sweep tool.
  • The Frosty Planet Pack
    • Fixed an issue where a geo vent could get stuck when the solid mass remaining was too small to emit.
    • Fixed a crash that would occur when unblocking a geo vent that existed on a world without the Full Steam Ahead imperative using debug/mods.
    • Edited blocked geo vent description to specify that hot liquids must be pumped through in order to melt the obstruction. 
    • Fixed carried Lumen Quartz appearing in front of Duplicants.
    • Fixed Carved Lumen Quartz still emitting light when in storage containers.

Blueprints

  • Increased speed of blueprint claiming process when claiming more than one at a time. 
  • Added "unclaimed blueprints" count label to the Claim Blueprints screen.

Performance

  • Duplicants now prioritize finding new errands after they finish the previous one. On late-game saves this means they don't stand around for as long between tasks.
  • Reworked Chore Precondition system to allow a limited set of preconditions to be evaluated in a multi-threaded context.
  • Improved performance of pathfinding where lock contention was the limiting factor.
  • Improved performance of NavGrid Updates and reduced memory allocations.
  • UpdateOffset tracker now runs in parallel where possible.
  • Fixed performance issue where the "See All" colony diagnostics screen was still updating data and graphs while closed.

Modding Notes

  • Upgraded game to Unity 2022.3.45f1
  • Mods should target .NET Framework 4.8 to match Unity's supported .NET profile. Existing mods targeting 4.7.1 will still work.
  • Specifying DLC requirements in IBuildingConfig has changed.
    • Deprecated GetDlcIds.
    • Added virtual methods GetRequiredDlcIds and GetForbiddenDlcId.
    • RegisterBuilding detects deprecated usage of GetDlcIds and converts to the new format so existing mods should continue to work.
    •  How to update your modded building configs:
      • AVAILABLE_ALL_VERSIONS -> Remove GetDlcIds
      • AVAILABLE_VANILLA_ONLY: Replace GetDlcIds with "public override string[] GetForbiddenDlcIds() => DlcManager.EXPANSION1;"
      • AVAILABLE_EXPANSION1_ONLY: Replace GetDlcIds with "public override string[] GetRequiredDlcIds() => DlcManager.EXPANSION1;"
  • Specify DLC requirements for TechItems has changed.
  • Deprecated TechItem.dlcIds
  • Added TechItem.requiredDlcIds and TechItem.forbiddenDlcIds
  • Deprecated TechItem constructor with single dlc list. It converts dlcIds to requiredDlcIds and forbiddenDlcIds so existing mods should continue to work.
  • Deprecated DbTechItems.AddTechItem with DLCIds argument, use the one with requiredDlcIds and forbiddenDlcIds instead. 
  • IEntityConfigs have not been refactored yet.
  • Duplicant cheek shape now matches mouth shape instead of head shape.
  • Worker class was refactored. StandardWorker now implements the behaviors previously implemented by Worker.

 

What is public testing?

"Public testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues 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 on the Testing branch.

Regarding performance, the Testing branch 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 Testing branch, it cannot be reopened again in the previous Live branch 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 public testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. 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 a public tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam.

How do I play the public testing build?

You can switch your branch on Steam using the instructions below:

Spoiler

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

View full update

  • Like 24
  • Thanks 4
  • Ninja 1
  • Big Ups 3
  • GL Happy 1
1 hour ago, JarrettM said:

We're introducing a new Regal Bammoth morph whose impressive horn can be shorn for gold amalgam.

A renewable source of metal ore without drilling?? This sounds amazing!

1 hour ago, JarrettM said:

Duplicants will now occasionally slip while walking over ice or puddles of oil.

First DST, now ONI- did someone slip in the office and now there's gonna be a slip mechanic in every Klei game? Cause I'm for it!

1 hour ago, JarrettM said:

Pause menu

  • The "Save" button in the pause menu now reads "Already Saved" if the game has just been saved.
  • Added "Save and Quit" option to the confirm quit game dialog.

 

Thank you, I can't explain why it's so satisfying when games have these features

1 hour ago, JarrettM said:

Added visible horizontal scroll bar to the Consumables screen when many columns are unlocked.

:love_heart:

And of course big thanks for the drainer buildings! The end of building pumps and bottle emptiers! YIPPIE

  • Like 2

Minor comment on Power control stations:

The new Allow/Disallow tinker button is a welcome change that adds granularity to which generators would be adjusted by dupes but the automation port on the power control station allowed for, well, automating the errand where dupes would tinker the generators in the power plant. This is no longer the case.

 

image.png.afa6ad7da10a7bc86f2d7a3252329074.png

Otto no longer cares about automation.

image.png.aa3c2dd44cbae70cf785768ab973ae38.png

 

image.png.36d71c3b30a9f136b8ed4e667b57948f.png

Loving the brain slugs, btw.

  • Like 1

This is insane!

The bottle drainer/filler will make a lot of layouts cleaner

Nice to see Gold Amalgam becoming renewable, especially since some SO asteroids don't have the metal meteor showers.
if only Granite became renewable, too

  • Like 2

Getting a crash when duplicants are expelled from the sight seeing module in base game when the rocket lands. Will provide a more detailed bug report tomorrow when possible.

Spoiler

NullReferenceException: Object reference not set to an instance of an object

Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
MinionStorage.DeserializeMinion (UnityEngine.GameObject sourceMinion, UnityEngine.Vector3 pos) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
MinionStorage.DeserializeMinion (System.Guid id, UnityEngine.Vector3 pos) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
TouristModule.ReleaseAstronaut (System.Object data, System.Boolean applyBuff) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
TouristModule+StatesInstance+<>c__DisplayClass0_0.<.ctor>b__0 (System.Object data) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
LaunchableRocket+States.<InitializeStates>b__3_13 (LaunchableRocket+StatesInstance smi, System.Single dt) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
BucketUpdater`1[DataType].Update (DataType data, System.Single dt) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <bbb14d00aab34b8ea7b899738e3b04c4>:0)
Game.SimEveryTick (System.Single dt) (at <7a48aebf207f4886aee9ea6343f4ace2>:0)
Game.Update () (at <7a48aebf207f4886aee9ea6343f4ace2>:0)

Build: U53-640445-VC

Player.log (minimally sanitized logfile)

Edited by JRup
Minor update.
4 hours ago, JarrettM said:
    • Changed LogicCounter to not pulse output signal on reset in advanced mode.

 

I'm curious as to why this change was wanted/needed/necessary?

Pulsed output in advanced mode was one of the main advantages of using advanced mode as it makes it possible to make overridable rising edge detectors by holding the reset high. It can still be done but now requires the reset signal to be isolated which will surely break some existing builds.

It will also break builds for those that want the pulsed output behaviour, which I dare say is the vast majority, without having to connect the output and reset ports.

In fairness, I've always advocated that people should connect the output and reset ports if they want the pulsed output behaviour because I know you guys like to flip-flop* on small details like this. But most builds I see where the counter is used as a rising edge pulse generator, ie. send one pulse when input is triggered, omits the good practise connection between the output and the reset thus breaking those builds if the change is rolled out into the main game.

Also note that the pulsed output behaviour was actually implemented due to requests made to make it so during the preview and playtest where they were implemented. Seems very strange to change it now.



*(The flip-flop reference being an obvious pun here due to the counter being widely used as a flip-flop)

Edited by Saturnus
  • Like 3

The patch notes massively understated the sim change intended for sublimination. Gas displacement of other elements seems a lot less lossy and more robust (in a good way!). I'm sure it'll break some existing designs so we'll have to wait and see, but the new behavior looks really promising and I can already see potential in newer designs (petroleum generators, easier infinite gas storage, easier hydra variants)

Bammoths being able to eat Nosh beans kinda makes no sense cause squash is still better overall. But will say that the bammoths needing squash fries to get Regal Bammoths is kinda ridiculous XD, So basically you need a like 30 plants to feed bammoths and regals squash fries, and then you need the deep fryer and seals for tallow. All that for Regals to harvest 100kg of gold amalgam after crushing their crowns in the rock crusher. 100kg seems small to mw idk. HOWEVER, the Crown might actually be more useful for decor than crushing for the ore LOL.

Floxes being able to eat bristle blossom is cool with water being easily sustainable on most maps. So good buff for them so now they are a lot easier to ranch outside of Ceres.

Pips being able to eat Bonbon is cool.

Seals being able to eat sucrose is interesting. but they eat more sucrose than grubgrubs...lol So 7 sweetles can feed 2 seals and that might be ok cause deep fryer food can be sustain with 2 seals, maybe more depends on colony size. I just see this as a way for to make a sucrose feeding/bonbon tree hybrid seal ranch.

Overall like the changes and new buildings. I want seals and floxes to have morphs also.

2 minutes ago, Carib94 said:

Bammoths being able to eat Nosh beans kinda makes no sense cause squash is still better overall. But will say that the bammoths needing squash fries to get Regal Bammoths is kinda ridiculous XD, So basically you need a like 30 plants to feed bammoths and regals squash fries, and then you need the deep fryer and seals for tallow. All that for Regals to harvest 100kg of gold amalgam after crushing their crowns in the rock crusher. 100kg seems small to mw idk. HOWEVER, the Crown might actually be more useful for decor than crushing for the ore LOL.

You need less nosh bean plants to feed bammoths. (2.8 nosh plants per bammoth compared to 4 squash plants). It's slightly less ethanol with some dirt needed, but more importantly you'll only need 17 farm tiles compared to 24. This lets you fit them within a standard 24x4 ranch for those who value symmetry. I agree that 10kg/cycle of gold amalgam is not very appetizing right now for the regal bammoth and it could use a buff or some other niche. 

9 minutes ago, Carib94 said:

Seals being able to eat sucrose is interesting. but they eat more sucrose than grubgrubs...lol So 7 sweetles can feed 2 seals and that might be ok cause deep fryer food can be sustain with 2 seals, maybe more depends on colony size. I just see this as a way for to make a sucrose feeding/bonbon tree hybrid seal ranch.

Keep in mind that seals have Ethanol as byproduct, which is much more useful than Mud. The sucrose is actually the same amount compared to boiling the nectar directly, giving you a little bit of extra water with that approach. Being able to separate out massive wild bonbon tree farms from the spigot seal stable is a huge win in my books and makes wild bonbons+spigot seals somewhat decent since they don't have to share a room anymore.

  • Like 2

I've checked out the beta for a moment. No performance improvement on my late game save. Still running at ~17 fps. Duplicants still pick up materials from high priority storage and move it to the lower priority (ever going to fix that one?) and this time around you guys even managed to break planetoid switching hotkeys, which now take me to my rocket interiors.

Thank you I guess.

Edited by Knurek
  • Sanity 1

Those changes sound amazing. The moonlet version of ceres sounds tempting, What are the planetoids? Does this add to another, or does it replace some?

Also the bottle drainer+bottle filler now allow infinite storage of liquids without exploits not sure how I feel about it, but I guess at least there will be soem electricity needed so it has drawbacks.

Still Geothermal Pump won't be generated unless you start on Ceres, and isn't Story Trait.

At this point, my hopes are pretty much dashed, but I believe Klei will improve it by the time of the official release. So please, please, please...

(Thank you for fixing the bug in debug generation. I will test it here to see if it has been fixed.)

image.png.d9fd29ad74f3d92b6868f785fd58d369.pngimage.jpeg.b2ab0ebcdc1dc9c4764acd86e7855739.jpeg

  • Sad Dupe 2

AZERTY keyboards are no longer bound correctly except when writing in textbox. Layout defaults to QWERTY otherwise. ("Move up" function bound to Z but activates on W. Also, can't use the "kleiplay" debug mode cheat. Have to type as if typing "kleiplay" on QWERTY layout for it to work.)

 

13 hours ago, JarrettM said:

Fixed a crash that would occur when unblocking a geo vent that existed on a world without the Full Steam Ahead imperative using debug/mods.

Thanks. :)

 

I've never participated into a beta branch.
 

Can I transfer my current playthrough into the beta? (it's cycle 50 but I got some amazing dupes so .... on ceres so i wanna test the new bamoth from the get go)

Once the patch actually release, will I be able to continue or will I need to make an entire colony?

How are mods usually handling new patch? very poorly or fine-ish? (I use mostly visual stuff like tiles, enhanced tooltip n stuff like this)

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