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Changes and Improvements

  • All versions
    • Build menu and sidescreen Blueprint panel heights resize according to the number of available blueprints.
    • Database entry for Displayed Ornaments now includes artifacts.
  • Spaced Out! only
    • The Printerceptor can now print Beetiny.

Fixes

  • All versions
    • Crowded tame critters will once again have a positive reproduction rate (until their happiness drops to -10 or below).
    • Shove Voles can reproduce again.
    • Fixed an issue where aquatic critters would not count insubstantial liquid for pool size.
    • Fixed small offset on the end lines seen in the Research screen whenever the lines of a hovered path gets highlighted
    • Improved mod compatibility with Effects.Add.
    • Worn Jet Suits will now drop the correct fuel element when unequipped.
    • Fixed an issue causing door Access Control sidescreen's "Robots" category to collapse after every modification.
    • Fixed a crash that could occur when selecting a stored item with a long name.
    • Fixed an issue where Duplicants flying in a Jet Suit next to a wall could emit CO2 on the opposite side of the wall.
    • Fixed a bug where clicking on the "All Standard" button on the sidescreen of the Critter Feeder was not toggling off all rows if they were already on.
    • Fixed misaligned DLC strip art in the Supply Closet's Duplicant menu.
    • Fixed a crash that could happen when using the Communal Table.
  • Base game only
    • Fixed a crash that could occur when Duplicants entered rockets.
  • Spaced Out! only
    • Fixed a crash that occurred when changing the destination of a rocket that was on the edge of the starmap.
    • Petroleum Engine, Small Petroleum Engine, Biodiesel Engine and Hydrogen Engine now correctly mention that they require an oxidizer tank without naming only the Liquid Oxidizer Tank.
    • Fixed an issue preventing door Access Control sidescreens from displaying Duplicants on non-starting worlds.
    • Fixed a door Access Control sidescreen-related crash that could occur when Duplicants used SO! Trailblazer module.
    • Door Access Control Sidescreens once again show all Duplicants, regardless of their current world.
  • The Frosty Planet Pack
    • Fixed an issue where Spigot Seals would spawn solid Tallow blocks on death.
    • Fixed thin white line on the Frosty Planet Pack mini logo.
  • The Bionic Booster Pack
    • Fixed a crash related to Atomic Power Bank diagnostic.
    • Fixed missing Space POI sprites when selecting it as a rocket destination for certain destinations.
  • The Prehistoric Planet Pack
    • Added additional code to prevent Demolior from landing again if it had already been destroyed on saves made during The Prehistoric Planet Pack beta period.

View full update

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Cursed pacu enjoyers should be aware pacu crowding is still different compared to live. Instead of counting any contiguous liquid cells, it now counts only non-navigatable liquids. (So if a liquid cell isn't substantial, it requires either another liquid/solid cell on top to be be counted as part of a pool)

Edited by Tigin
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(Apologies if this was reported in a previous thread, i haven't checked them yet)

I'm noticing that Spacefarer modules, when selected, aren't showing the name of the rocket module in the rightmost panel (see red circle in attached screenshot) as expected. Instead it's showing "Spacefarer Module".

The Planetoid overlay shows the name of the rocket, and there's a label under the rocket module itself. Rocket platforms seem to be behaving correctly, I can name those and it sticks in the properties panel.

If i select the Spacefarer module, and then rename it, the UI updates and the name updates as expected, but as soon as I click away and then click back, it goes back to calling itself "Spacefarer Module" 

 

Screenshot 2025-11-15 192521.png

18 minutes ago, myxal said:

Is anyone else missing the husky moo in the critter drop-off (and pick-up) filters? (Spaced out, no other DLCs enabled)

Does it only appear after the colony receives the first one?
Screenshot_20251115_204833.png.df4c3ce1b2cdd1f8a2bee2af45631cb0.png

Yes it requires discovery

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And relating to navigation/errands - I'm finding dupes dropping carried stuff far more frequently, not just when their work schedule ends. Sometimes they just get a bout of butter fingers and keep dropping picked item after walking ~5 tiles. Repeatedly:

The blastshot is being delivered to an automated conveyor loader, but critters would be delivered to uncontrolled critter drop-offs - and I am seeing critters dropped on the path between nursery and the ranches.

Why are there so may critters all over the place, I thought.

I've been noticing that when I try to launch a rocket, sometimes, the pilot refuses to board. Or it attempts to then "forgets" and tries to do some other random task.

Also:

5 hours ago, myxal said:

And relating to navigation/errands - I'm finding dupes dropping carried stuff far more frequently, not just when their work schedule ends. Sometimes they just get a bout of butter fingers and keep dropping picked item after walking ~5 tiles. Repeatedly

Same thing with me too.

Edited by Bluefoxfire
4 hours ago, Bluefoxfire said:

I've been noticing that when I try to launch a rocket, sometimes, the pilot refuses to board. Or it attempts to then "forgets" and tries to do some other random task.

Is this in the base game or in spaced out? Because this behavior's been an annoying issue in the base game for a long time. I usually have to wait until the start of the target dupes' work cycle to make sure they make it up there. If they go into downtime, they never restart the task (since if i recall, it's an operation task, not a "move to" task like spaced out.) This isn't to say that the behavior hasn't gotten worse, it can easily have new issues as a result of other changes in work tasks.

If it's happening in spaced out, that's very curious, since that's basically a constantly refreshing "move here" command, it's usually pretty effective.

Edited by ashteranic
On 11/14/2025 at 10:08 PM, JarrettM said:

Petroleum Engine, Small Petroleum Engine, Biodiesel Engine and Hydrogen Engine now correctly mention that they require an oxidizer tank without naming only the Liquid Oxidizer Tank.

"Spaced Out! only"? There are rockets in base game too... There are people playing the base game too you know? Why shouldn't it be mentioned which engines need oxidizer there? :cry:

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On 11/16/2025 at 1:51 AM, ashteranic said:

Is this in the base game or in spaced out? Because this behavior's been an annoying issue in the base game for a long time. I usually have to wait until the start of the target dupes' work cycle to make sure they make it up there. If they go into downtime, they never restart the task (since if i recall, it's an operation task, not a "move to" task like spaced out.) This isn't to say that the behavior hasn't gotten worse, it can easily have new issues as a result of other changes in work tasks.

If it's happening in spaced out, that's very curious, since that's basically a constantly refreshing "move here" command, it's usually pretty effective.

I'm beginning to think that the whole task list thing is jacked right now. Like they randomly forget the task they're doing. It's usually a rare occurrence, but now, it's just bad. Though I have also noticed the bionic category for door permissions has vanished.

31 minutes ago, Cw_cw said:

Not sure if report this as bug but printerceptor has no "Empty Storage" button. There is no way to recover the content

 

image.png.831943e3870809b2e1a1c8cd165bff53.png

You can move the slider to 0 similar to a bottle filler, although a button would be nice too.

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