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Occupational Upgrade Preview now available!


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Hello friends!

The Duplicants have been working so hard lately, we decided to acknowledge their efforts with shiny new job titles! Presenting: The Occupational Upgrade. Now you can assign your Duplicants to specific job types to help improve their skills and organize work around the colony. It's paid off already! Thanks to advanced specialization, they've finally figured out how to move chunks of ore around the colony using a brand new ore transport system!

If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback!

What does this preview contain so far?

The following content is available in the Occupational Upgrade preview:

Spoiler
  • New Jobs System
    • New job assignments to cover all aspects of colony life
    • Many jobs have new or updated abilities
    • Revised Food and Decor expectations
    • Redeveloped Jobs screen
    • Hats
  • Food and Crop rebalance
  • Ore Transport System
    • Conveyor Rails
    • Conveyor Inbox and Outbox
  • Ore Transfer Arm
  • Hats
  • Smart Battery
  • Smart Storage Locker
  • Improved Fridge to Smart Fridge
  • Disease Logic Sensor
  • Steam Turbine generator
  • Farm Station
  • Power Control Station
  • Massage table revision
  • A wide variety of bug fixes
  • Hats

Check the patch notes for the most up-to-date changes!

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 Occupational Upgrade preview, it cannot be reopened again in the Tubular 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:

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 "occupational_upgrade_preview"
    • 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

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!

 

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Just realized there's many creative ways you can use Ore Transport system. Not only for bringing materials back to base, but for sending construction materials with a "main bus" design that dupes can just pull useful materials from. Amazing!

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5 minutes ago, goboking said:

Is there anything in this update that will required a new colony (new plants, animals, POIs, etc)?  Or will existing colonies get to experience everything on offer?

You'll probably find your mealwood farm die pretty fast as they now require fertilization.

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I was kind of hoping this upgrade would add desk jobs, and dupes get to clickety clack away at keyboards with little cups of coffee. One gets up, tells the boss "Shift's over for me!" to which the other yells back with the most intimidating theramin voice "Oh no you don't. New order came in: you're working overtime!"

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Great to see germs sensors, would be great if a power sensor could be added as well, so that things like enabling/disabling things depending on the available charge in the batteries, etc can be automated. (for example only run generator when power is needed, or batteries empty)

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9 minutes ago, goboking said:

I produce fertilizer for sleet wheat already, so it sounds like I'm good to go.  Thanks.

It's not fertilizer that's needed though ;)

It's a much more elusive material that is extremely hard to reproduce is large quantities in the game... dirt.

Edited by Saturnus
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Hey @Ipsquiggle: would you mind telling us whether all contents of this update are compatible to our existing savegames from the automation patch?

I would really appreciate this info as a side note for every major update.

Oh, and thanks for the update!

Edited by blash365
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9 minutes ago, shurka179 said:

Great to see germs sensors, would be great if a power sensor could be added as well, so that things like enabling/disabling things depending on the available charge in the batteries, etc can be automated. (for example only run generator when power is needed, or batteries empty)

This is what i read the smart battery as beeing :)

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Strange looking exo suits... :thinking:

 image.thumb.png.9c342c8e47f3aa9622a99a10ce3014ad.png

Also, mealwood requiring dirt for fertilization is perfect - makes it pretty much solely an early game food source - love it!

Jobs system looks complicated, but from a quick glance the logic behind it looks great - priority specializations seems way better than just turning tasks on and off.

Really looking forward to getting into this, but for now I must sleep - damn being on the other side of the world :(

THANK YOU KLEI!! You released this when Australia has a long weekend! Perfect timing! :D:D:D

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