The Radiation System is coming out of testing today and is now available for everyone in the Spaced Out! early access! This update introduces the new system and adds basic radiation/nuclear content, with more to follow in the coming updates.
There's a lot of new content already in today's Spaced Out! release, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the Radbolt conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements.
As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates.
We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it internally for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us! What's New and Improved?
Features
New radiation system
Radiation overlay
Mineable uranium element
New radiation sources including Cosmic radiation, radioactive Wheezeworts, and radioactive Shinebugs
Atomic Research Points added to tech tree
Added "Radiation Balance" line item to Duplicant's condition panel
Beeeeeeeees!
New "Beeta" and "Beetiny" critters will refine natural uranium ore
Beeta Hives can be harvests for uranium by Duplicants
Buildings for producing and harnessing radioactive particles
Centrifuge building refines uranium
Research Reactor building produces radiation
Radbolt Generator and Radbolt Redirector harness radiation to produce high-energy Radbolts
Atomic Collider research station turns Radbolts into tech
Decontamination shower cleanses both suited Duplicants and their carried items
Dupe vulnerability and protection
Fallout germ poses ongoing hazard
Lead Suits and Checkpoints provide shielding from radiation
Decontamination Shower cleanses Dupes and their cargo
Radiation Sickness can afflict exposed Duplicants
Basic Rad Pill to deal with absorbed radiation
And including
Radiation Sensor for automation
Orbital Research Station and Space Research Points added to tech tree
Changes and Fixes
Duplicants
Fixed crashes when deconstructing a door while a Duplicant is passing through
Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination
Dupes can no longer sanitize a suit using a sink or wash basin
Critters
Resin Rooster art completed
Fixed bug in flying critter death animation sound playback
Adjusted temperature ranges the Saturn Critter Trap and Tranquil Toes plants are comfortable at
Hatch falling animation revisions
Fixed Hatches floating in the air after being wrangled while burrowed
Saturn Critter Trap can only trap when in the open state, this will prevent it from trapping critters when wilting etc.
The "Elderly" status item is now added when a creature has less than 10% of its lifespan remaining instead of a hard coded 5 cycles
UI
Remove Unity splash screen
Fixed a bug that caused sidescreen titles to not update if you clicked from one building with a sidescreen to another
Fixed missing drag tool width/height/area labels
Fix rocket paths and names and progress bars sometimes being rotated around funny
Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world
Updated ui art for the Conductive Wire Bridge
Strings
Swapping out many placeholder strings, editing existing strings
Fixed long "Colony lacks skill" string
Added missing strings for Resin Rooster
Fixed incorrect Fullerene text link
Updated Korean and Chinese translations
Rocketry
Tweaked bubble animation on Small Oxidizer Tank
Art polish on the Basic Nosecone
Landers can now only be placed in appropriate locations (on the surface) and only on worlds they're being deployed on
Got rid of the launching fx that was showing up in the under-construction Sugar Engine
Fix crash if a rocket with a Cartographic Module had a (?) as its destination
Telescope indicators once again show on the starmap
Fixed colour issue on liquid oxidizer tank
Fixed art bugs on Liquid Oxidizer Tank
WorldGen
Hooked up new backwall artwork for Moo Moonlet biome. Only present in new saves
Improved robustness of some guaranteed worldgen rules to address a number of worldgen failures
Hooked up correct Lead artwork
Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures
Mods
Research point constants were renamed in code for clarity
[Spaced Out! Update] - 452873
Hello, here's a patch for the live version of Spaced Out! with a crash fix and a fix for mysterious energy creation that's been around since Spaced Out! went into Early Access. Enjoy!
Updated Chinese, Russian and Korean translations
The temperature simulation was not being updated correctly on certain worlds, which resulted in energy created from nothing.
Orbital Cargo Module would not deliver cargo correctly to some worlds
Prevent base game rocket modules from spawning in Spaced Out. This fixes a crash in some saves where an incorrect module had been added
Attempt to "reconnect" rockets on load if any of their modules ever disappear.
[Spaced Out! Hotfix] - 452481
Hi friends!
Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe!
Changes
Hooked up codex icons for aquatic and moo biomes.
Move the Small Oxidizer Tank to the same tech as the Sucrose Engine since they're necessary for each other.
Add the Large Oxidizer Tank and Scanner Module to the tech tree.
Added a tooltip variation to the Fueled item in the launch checklist.
Improved “All crew boarded” condition tooltip.
Fixes
Duplicants can now deliver resources to the Large Oxidizer Module
Rockets would sometimes not notice they were ready (animations, button, etc) if the checklist was completed in a certain order.
Under-construction rocket modules no longer appear to be constructed before they're finished.
Crew are once again allowed to leave a rocket once it has landed (if the crew access is set to "All").
Fixed rogue question marks on the starmap, as well as "landed" rockets appearing over planets.
Fixed some worldgen failures related to the Water Moonlet.
Fixed launch issue caused by having a warning state in “All crew boarded” condition.
Spaced Out! - No Earthly Resin Update
Hello friends!
Today we're bringing some more rocketry and space features out of testing. There are three major things to try out now!
The first is new conduit fittings for rocket interiors. These allow you to run plumbing directly between rocket storage modules and a rocket’s interior, allowing for more compact internal layouts, and a completely piped connection between ground infrastructure and internal infrastructure. This includes power, and there is even a new Battery Module to store power between the two systems.
Next, we've expanded the cluster by a couple of planetoids. Please welcome the Water Moonlet and Moo Moonlet to your happy little space family. The new addition of the Hydrogen Engine and Scanner Module will allow exploration out into these far reaches of space.
And finally, on these moonlets you're bound to find new sources of supermaterial components (or supermaterials themselves if you’re lucky!). While we still have some work remaining before all base game content is available in the cluster system, this takes us one big step closer to completing that goal!
And with that it seems we've caught up with the edge of space, which means it's time to turn our attention back inward and see what we can discover on the planetoids of the cluster…. Hm, what's that glowing green stuff…?
Let us know how rockets and the new planetoids are working out for you in the feedback forums or filing bug reports. Thank you as always for your support and participation!
What's New and Improved?
Features
Oxygen Not Included: Spaced Out! Re-Rocketry Update Is Live!
Hello friends!
The new year is upon us, and we've got our minds set on steadily moving Spaced Out! towards launch. Now that the DLC’s major systems are in place, we're going to begin a new regular release cycle of testing and updates. Every 3 weeks we will take all the content and changes we've finished and make them live for everyone to try out! (And there’s a testing branch for owners of Spaced Out! if you want to try the changes even sooner!)
First, we want to thank you for all the feedback you gave us over the holidays! This is the best part of Early Access for all of us: when the conversation flows in both directions. After combing the forums, it seemed like there were three really big things people wanted to see next for Spaced Out!: mod support, rocket progression on par with the base game, and a more fully realized cluster of asteroids that provides late game materials and sustainability.
Mod support was released a couple weeks ago and today's update irons out many of the kinks that came along with that.
As the major feature for this update, we've ported over a variety of the engines and storage modules from the base game to the new rocketry system, which will allow a wider range of rockets to be constructed, and access to more space destinations! The cluster destinations and materials are next on our list so watch for those improvements in the following updates. (And of course, there's all-new content in the works too!)
Additionally, we've reworked the Oxygen Mask system to work more like standard Atmo Suits, with lockers and checkpoints. We’re also shuffling around the suit-making tech tree a bit. Finally, we're adding a durability system to all suits. This is to address a long-standing complaint that atmosuits were too easy to maintain once set up. Durability solves this in the ONI tradition, by adding an infrastructural aspect to them, rather than a single one-time cost.
Thanks again for being part of this conversation. As always, please let us know if you encounter any issues in the bug forums, and thank you for your feedback during this Early Access period!
What's New and Improved?
Content and Features
DLC versions of some rocket engines and modules from the base game.
Added a new smaller Petroleum Engine.
Balance pass on some rocket module key values (burden, engine power, engine efficiency, and capacity)
Oxygen Masks reworked to function more like the previous suit implementations.
Added durability system for equippable suits (Oxygen Mask, Atmo Suit, Jet Suit).
Added new intro Alert message
Worldgen
Swamp starting area tiles changed from Sandstone to Sedimentary Rock to match what is found in the swamp.
Worldgen borders now gradiate temperature between the adjacent biomes. This should prevent temperature "leakage" through Abyssalite. Note: doesn't fix biomes "spilling over" the borders.
Fixes
Fixed issue causing invisible lines in diagnostic/resource charts
Fixed issue preventing diagnostic/resource charts from showing a full 5 cycle history
Falling Dupes on the edges of worlds are teleported to a Printing Pod/Mini-Pod, Rocket Control Station, or center of the world
Made rocket interior tiles invincible and non-replaceable
Disabled the “Oversee Planetoid” button until the world is discovered
Sealed Suits now actually clear the "Soiled Suit" status effect when a suit is unequipped
Worn out Jet Suits now drop remaining fuel in a bottle
Fixed an issue with an ever growing diagnostic indicator dot in the world selector
Fixed crash in some old saves with Yellowcake, which has been removed from the game
Fixed crash that would occur when choosing destinations for rockets that had no passenger modules
Fixed issue causing small oxidizer tank to have more capacity than intended (2700->300kg)
Fix for oxygen masks crashing in resource screens
Fix for crash caused by loading old Duplicant skill data
Fixed crashes relating to entombed Rovers
Fixed crash relating to resources screen displaying worn out suits
Fix for startup crash when loading saves with discovered warp conduits
Fix for Dupes not falling when digging underneath them.
Oxidizer tank size and efficiency rebalance. Oxidizer tank capacities made generally smaller while oxidizer efficiency is higher
Fertilizer: 100% efficiency,
Oxylite 200% efficiency,
Liquid Oxygen 400% efficiency
Fixed issue causing all oxidizer efficiency variations to be ignored in range calculation
Fixed issue sometimes causing rockets to miscalculate range by 1
Large liquid fuel tank capacity slider begins at max instead of 0kg for new fuel tanks
Fixed issue that allowed rockets to burn anything in place of their intended fuel type
Fixed unit error in rocket range calculation tooltip
Adjusted rocket launch checklist items for clarity
Fixed some typos
Fixed a bug where Duplicants would take suits from suit lockers to deliver them to other suit lockers
Oxygen Masks are now made with metal ores
Fixed issue with suits being made of Dirt
Fixed crash that occurred when trying to camera focus on an out of bounds Duplicant
Fixed more stranded rocket/misleading rocket range issues
Rockets can no longer land on Rocket Platforms that are too close to space for them to fit
Rocket land orders requested from Rocket Platform can now be cancelled
Fixed crash that could occur when trying to land a rocket that was launching
Duplicants can no longer be entombed when they are travelling in Transit Tubes
Fixed a crash on Home Sweet Home victory
Recipes that have researchable tech are now only visible after the research has been unlocked, after which point they will always be visible
Strings
Renamed Porta-Pod "Mini-Pod"
Swapped out more placeholder strings
Worn out suits now have unique names & descriptions
Updated Russian, Korean and Chinese strings
Animations
Art and animation changes for solid/liquid/gas rocket port buildings
New animations for when Duplicants and Rovers exit their landers
Added Dupe interact states for the Mini-Pod
Added idle states to Rover
Added a missing Rover movement animation
Added cap symbols to launchpad to make the connection with the conduit ports look better
Updated the artwork for the Small Solid Oxidizer Tank
Revised place art for the conduit ports
Added a "worn_out" state to the suit and mask anims
Main menu Dupe anim pass
Conduit port load/unload animations
Added art that changes the form factor of some small rocket modules when to bridge with wider modules in a more appealing way
Minor art changes to the smaller Petroleum Engine
Minor adjustment to some building art for better color blindness readability
Fixed some issues with rocket port animations
Updated artwork for the Payload Opener building
Updated size bridging art for several rocket modules
Visual updates to some rocket modules that were ported over from base game (large liquid fuel tank, large solid/liquid/gas cargo)
Sound
Add sound for Teleporter Transmitter/Receiver Duplicant interacts
Add sounds for Sweetle and Sweetle Larva
Hooked up some Mini-Pod sounds
Add sounds for Rocket Orbital Deploy Cargo Module
Add Rover sound effects
Add Grubfruit Plant sounds
Added missing sound for the smaller Petroleum Engine
Added New World Detected notification music
Added Oxygen Mask Checkpoint sounds
Other
Removed flicker FX from the Rocket Platform light in the main menu - now a slow pulse
Trailblazer and Rover modules now have a wireframe to indicate that construction has been requested
Camera zooming should be smoother at low framerates and inconsistent framerates. Also, one "notch" of zoom is the same amount in both directions
Modified place art for the Rocket Platform and conduit port buildings
Added status item to Rocket Platforms with rockets that have no Spacefarer Modules
Added liquid port for filling the smaller Petroleum Engine's internal fuel tank
Small Solid Oxidizer Tank 3 to 5 wide module bridging art pass
Removed integrated conduit ports on Large Solid/Liquid/Gas Cargo Modules
Mods
Mods no longer crash if they have archived_versions but no versions of the mod support the current vanilla/DLC content. (Instead they just don't load)
Game no longer crashes if there's a typo in mod_info.yaml. Instead logs an error if the mod is in the dev folder
Moved the "Mover" and "Rover" ObjectLayers to the end of the ObjectLayer enum to prevent issues with mods
[Game Update] - 449460
Hey all, Alongside the Re-Rocketry Update for Spaced Out! we're releasing a small patch for the base version of the game. This addresses some issues related to mods that arose from the mod system upgrades earlier this month. Thanks to everyone (especially modders!) for the bug reports. Take care! Bugfixes
Mods no longer crash if they have archived_versions but no versions of the mod support the current vanilla/dlc content. (Instead they just don't load.)
Don't crash the game if there's a typo in mod_info.yaml (but log an error if the mod is in the dev folder)
Mods
DlcManager is now in the same assembly and has the same interface in both trunk and expansion1.
[Game Update] Spaced Out Testing Branch is Open! - 447728
Hello friends!
Now that the new year is upon us, we've got our minds set on steadily moving Spaced Out! towards launch. With the major systems in place, we're going to begin a regular release cycle of testing and updates. Starting today, we're going to have a DLC branch open at all times that we update fairly frequently. Once every 3 weeks, we will stabilize the DLC test branch and then update the default branch of the game.
To say that a different way: DLC owners can join the test branch for frequent updates and lots of opportunities to provide feedback as features develop, or you can remain on the default branch and enjoy updates to the game every 3 weeks.
Today we're starting the public testing for our freshest content, which consists primarily of bringing many of the base game rocket modules and engines into Spaced Out!, increasing your rocketry options dramatically. (New space destinations will be coming in another update.)
Additionally, there's a large rework of the Oxygen Masks which makes them behave more like the existing suits, with lockers and checkpoints. We've also taken this opportunity to expand on the suit mechanics, by adding durability and repair to the suits. This means that there will be ongoing infrastructure required to maintain your fleet of suits rather than a single one-time cost.
As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!
What does this testing branch contain so far?
Here are the changes we've made so far in this update, loosely categorized:
As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!
What does this testing branch contain so far?
Here are the changes we've made so far in this update, loosely categorized: Content and Features
DLC versions of some rocket engines and modules from the base game.
Added new smaller petroleum engine.
Balance pass on some rocket module key values (burden, engine power, engine efficiency, capacity)
Oxygen Masks reworked to work more like the previous suit implementations.
Swamp starting area tiles changed from Sandstone to Sedimentary Rock to match what is found in the swamp.
Worldgen borders now gradiate temperature between the adjacent subworlds. This should prevent temperature "leakage" through abyssalite. Note: doesn't fix subworlds "spilling over" the borders.
Fixes
Fixed issue causing invisible lines in diagnostic/resource charts
Fixed issue preventing diagnostic/resource charts from showing a full 5 cycle history.
Falling dupes on the edges of worlds are teleported to the telepad, rocket control station or center of world
Prevent a crash when upgrading installed mod data to the newest version
The "archived_versions" folder now works correctly for mods distributed through steam
[Spaced Out Hotfix] - 447598
Prevent a crash when upgrading installed mod data to the newest version
The "archived_versions" folder now works correctly for mods distributed through steam
Fix a crash trying to show the patch notes screen on launch
Mod animations now load correctly and without crashing for Spaced Out!
[Game Update] - 447268
Welcome back everyone and happy new year! We hope you had good, relaxing holidays. We've got two exciting pieces of news for you today!
Mod System Enabled for Spaced Out!
We've got a new patch that will release for both the base game and Spaced Out! DLC, which will allow mods to control their compatibility with different versions of the game. With this update in place, we've turned mod loading back on for Spaced Out!
If you're a modder, head over to this post to see all the details about modding for Spaced Out! For anyone using mods, know that while this doesn’t automatically make your mods compatible with the DLC, it will now be possible for them to be updated. Please be patient while the modders work on these updates, and show them lots of appreciation for their hard work too!
There are a few other mod fixes and tweaks along for the ride in this update as well, which are listed in the patch notes.
Regular Release Cycle Begins This Month
Finally, those of you running the DLC may notice that we've turned the countdown timer back on in the main menu. Our next release will be on January 28th, at which point we'll be going into steady 3-week releases from then on. There will be a testing period as usual before each release, but we want to do frequent updates so that we can iterate on your feedback more quickly than in the original ONI Early Access.
The first testing period will begin in the next couple days, once we're sure this mod patch is stable.
Fixes
Turned mods back on
Mod Screen now shows which mods are available for the current DLC configuration
Reactivated the countdown timer on the main menu
Move the DLC toggle button into the main menu buttons now that the countdown is active again
Fix crash when entering an invalid int for Coordinates on Asteroid select
Fixed crash hovering over Skills button while Trailblazer module descends on world without Duplicants
Fixed typo preventing Sweetle eggs from being printed from care packages
Fixed crash when Oil Well is deconstructed or melted
Fix crash caused by running out of TagBits. This would happen in late-game bases, especially with mods
Fixed crash when changing the Bottle Emptier to Sweep Only when a Duplicant has already picked up a bottle to deliver
Relink Rocket Platform to stranded rockets when it is rebuilt. For older saves with this issue you will need to deconstruct and rebuild the Rocket Platform
Duplicant portraits on the Skills Screen are no longer drawn outside the scrolling panel
Remove debug logging for dupes using oxygen masks in space. It was bloating the log file causing a crash on Linux
Mods
Mod Uploader now prevents uploading a mod that doesn't have mod_info.yaml
Added a link to the forums at the top of the Mod Uploader window
Translation mods are now loaded "as mods" rather than directly from steam workshop. This gives the possibility of loading translations locally (easier for developing these mods!) as well as installing translations on non-steam platforms via the "local" mods folder.
Mods are now enabled per-DLC so that incompatible mods can be disabled in one case but re-enabled when back on a compatible DLC
Cut down on some log spam by making certain messages only show up if a mod is in the dev folder
Treat translation mods specially, and default them to ALL DLC combinations if no mod_info is found. This is to make a smoother transition as we roll out the mod_info stuff
Removed support for archived_versions.yaml, now the archive system relies entirely on mod_info.yaml