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[Game Update] - 579980

Release Date: 11/02/23


Update Information:

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Hi everyone, 

The Packed Snacks Update is ready for public testing!

We're extra excited to be working on this one... it's ONI's 50th update! 

There are new buildings for food preservation, critter happiness and space-saving storage, as well as a new story trait, sandbox story trait placement tool, cosmetic skins, and more nuanced critter moods...all available in both the base game and Spaced Out! DLC. 

The new Dehydrator building eliminates moisture from foods prepared on the Gas Range, extending their shelf life indefinitely. These packaged meals can then be stored as dry rations (no refrigeration needed) and revived for consumption at the new Rehydrator building. The Rehydrator is still a work in progress, and will be enabled in a hotfix at some point during the public testing period. 

Interacting with the new Critter Condo provides a happiness boost for land-based critters. Aquatic critters can increase their happiness levels at the Water Fort. We've also reworked critter moods: there's a new extra-glum mood called "Miserable," which impacts both critter metabolism and fertility, and a "Satisfied" mood that displays when critters are neither Happy nor Glum. 

We've added new cosmetic skins for both the base game and Spaced Out! DLC. These will become printable once the testing period is over. 

There's a new story trait that allows the construction of a new type of bot, a new sandbox tool for placing selected story traits from past updates, and a 1x1 storage tile. 

Thanks for helping us test this all in preparation for our 50th update! We couldn't do this without you. You can submit your feedback here and report bugs here. If you can test on a Mac, please do—we've recently made some changes to that platform. 

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

Features

  • All versions
    • Added Biobot Builder Story Trait.
    • Added a Story Trait Sandbox tool which lets you add story traits to existing saves.
    • Added Critter Condo building.
    • Added Water Fort building for aquatic critters.
    • Added Storage Tile building.
    • Added Dehydrator and Rehydrator buildings.
      • Rehydrator building is in a preview state. It is not yet functional in this build.
  • Spaced Out! only
    • Added Rocket Port Extension building.

Changes and Improvements

  • All versions
    • Added an automation port to suit checkpoint buildings to disable them.
    • Meter valves now reset only when first receiving a green signal, and are no longer "held open" by a continuous signal.
    • Critters
      • Critters now have 4 states of happiness instead of 2.
        • Happy (4+) - Increased reproduction.
        • Satisfied (0 to 3) - No effect.
        • Glum (-1 to -9) - Decreased metabolism.
        • Miserable (-10 or lower) - Decreased metabolism (same as Glum) and reproduction is stopped.
      • Renamed Hungry status item to “Looking for Food.”
      • Renamed Overcrowded status item to "Crowded."
      • Crowded penalty is now -1 happiness per excess critter, instead of the first excess critter contributing -4 and each additional excess critter contributing -1.
      • Pacus’ happiness bonus from 'Recently ate from feeder' increased from +2 to +5. 
      • Pacus’ diet has changed to 1 seed or 7.5kg algae per cycle.
      • Added Critter Metabolism to the Conditions panel of the sidescreen. The presentation of Critter Metabolism was adjusted to start at 100% instead of 0%.
    • Added more animations to the Molecular Forge when a Duplicant is operating it.
    • Added sound to Light Sensor.
    • Added 100 and 1000 cycle milestone celebrations.
    • Refrigerators will no longer drop non-food items when Spiced Food Only is selected.
    • Added search function to more sidescreens.
    • Changed tooltip for Stable in the Room overlay to specify which ranching buildings fulfill that room's requirement. 
    • Database
      • Food entries in the database now show associated recipes.
      • Added a Category entry in the Buildings section of the database, containing information about room requirement classes.
      • Updated "Overcrowded" to "Crowded" in the Field Guide. Also added Satisfied and Miserable moods.
  • Spaced Out! only
    • Changed how rockets check for a clear path to space when launching, to be consistent with how they check when landing. It now checks the widest module.
    • Duplicants deployed to an asteroid from a Trailblazer Module are no longer automatically removed from the crew. Instead, they are removed automatically if the rocket lands on a different asteroid.
    • Added new sound ambiences to rocket interiors.

Fixes

  • All versions
    • Potential fix for ranchers getting stuck calling critters for grooming.
    • Fixed Spice Grinder getting stuck when the room space changes.
    • Fixed two of the same food with different spices being merged into one item.
    • Fixed Pokeshell missing a claw when eating.
    • Fixed a bug where carried or stored items where not showing up in the details screen
    • Fixed items being moved using Move To not displaying on the destination when being carried by a Duplicant.
    • Fixed a crash when trying to store objects marked for move
    • Fixed crash opening Decor overlay when the “Handy Cracker” blueprint is built.
    • Fixed broken database links for Liquid Oxidizer Tank, Hydrogen Engine, Fish Trap, and Meteor Blaster.
    • Fixed typo in Rust Deoxidizer description that incorrectly listed Liquid Chlorine as an output instead of Chlorine Gas. 
    • Fixed Plant Pulverizer's Nosh Bean recipe description to say Nosh Bean instead of Pincha Peppernut.
    • Fixed spacing in Delecta Vole temperature strings.
  • Spaced Out! only
    • Added a range visualizer to show the range of Habitat Rocket Modules that is checked to determine if the rocket can launch or not. 
    • Range visualizer added to rocket modules to show if the rocket has a clear path to space.
    • Fixed crashes related to building a Rocket Platform directly above another rocket.
    • Fixed cargo bays from other rockets being visible in the details panel when selecting a rocket with no cargo bays.
    • Fixed issue where Duplicants would sometimes not be able to enter rockets if the rocket made a roundtrip to orbit.
    • Fixed some of the crashes that could occur when Duplicants end up outside of world boundaries. Added the "Unknown" world row to the UI management table screens.
    • Fixed broken database link for Mission Control Station.

Modding

  • Updated logic network signal change events to consider a third state (Uninitialized) and indicate which state a change is from as well as to.

Supply Closet

  • It is no longer possible to use Filament to print additional copies of blueprints you already own.
  • Renamed Basic skin categories to "Standard" in Supply Closet.
  • Added animation fx when a Duplicant changes their current Blueprint outfit.
  • Slight changes to text formatting on Print/Recycle buttons.
  • Small changes to Supply Closet layout.
  • Added new cosmetic skins (cannot be printed until this update leaves public testing).
     

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

You can join in the Discussion Topic here.
If you run into a bug, please visit the Klei Bug Tracker.

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