In the most recent patch, we upgraded the version of Unity that the game is running on, which resulted in the .net runtime being upgraded as well.
The most acute result of this is that any mod solutions will have to be updated to target the 4.0 framework. (In Visual Studio, this is in the project properties, Application > Target Framework.) This will fix compilation issues caused by the patch.
The framework upgrade was an unintended side-effect of upgrading Unity, and we didn't do a good job of notifying you in the mod community what was going on. I'm sorry about that. Hopefully we don't have an upgrade like this again, but if we do I'll be more attentive!
For questions/feedback please visit the official forums: https://forums.kleientertainment.com/forums/topic/115509-net-framework-updated-to-40/
[Game Update] - 393231
Hello friends! We've got a patch to fix a number of bugs that came up over the holidays. As well, we've made the game fully compatible with MacOS Catalina. Thanks as always to those who played the game on the testing branch -- this was a bit of a gnarly one -- and we appreciate your bug reports and feedback!
Fixes and Changes
Update to Unity 2018.4, updated .net Runtime and API to 4.X
Important note: While Windows Vista was not supported according to our minimum requirements, it was still possible to run the game on Vista up until now. After this update, the game will not run on Vista
Modders: The .NET runtime has been upgraded to 4.0 from 2.0. You will need to change the target runtime in your mod projects in order for them to compile after this update.
Fix crash when Duplicants are using the Ice Fan
Automation sounds should recover to their full volumes more quickly now
Balloon Artists will now attempt to set up their balloon stand at the Printing Pod if there is no valid recreation room.
Balloon Artists now need less space to set up a balloon stand.
Can now set the priority on buildings with a "Drop All Workable" chore.
Preventative measure to stop NaN masses from getting set on food
Fix for saves that already have NaN masses stored
Completing the building of Small buildings is no longer super loud.
Fix a lot of instances of sounds being played at incorrect coordinates, leading to an uneven mix with unintended loudnesses.
Fix Ghosts Of Gravitas achievement being awarded inconsistently
Various typo fixes
Fixed Sun Lamp sounds
Fixed bug where wires could not be drawn starting over the ports on Transformers
Fixed crash when multiple Pokeshells were looking for eggs to guard.
Conducting heat via loose ore should respect insulation of the tile the ore is resting on
Took out the eyelashes in the Stinky eye set for the overjoyed reaction. They snuck in there undetected before.
Fixed issues causing the new game cinematic sequence behave oddly. The cinematic should now show the Duplicants exiting the portal, zoom in, and display the introduction message. After closing the message the first timelapse is taken.
Fix for issue preventing the Printing Pod side screen from showing checkbox for 'leave' victory condition
Fix Pips getting stuck when rummaging for seeds
Rocket landing notification renamed, uses the correct rocket name, and dismisses itself shortly
Fix for a crash related to Duplicants finding the right item to fetch. This will also correct many instances of dupes fetching items of the incorrect priority
Solar Panels removed from Power Station description. Solar Panel functionality is unchanged, as they can't be tinkered
Fix crash when objects in Incubators are destroyed
Fix crash when dupes with balloons enter rockets
Adjust some inconsistent buttons orders on building status - Some buttons will move around, but Deconstruct will usually be in the top-left position
Fix obscure crash by preventing access on potentially destroyed buildings
Fix saves that have two pieces of pipe or vent on the same cell
Fix steam overlay on MacOS Catalina
MacOS builds now automatically choose between Metal and OpenGL graphics, this should prevent the fullscreen glitches on Catalina
Remaining MacOS notarization issues have been resolved.
Updated strings for MacOS Chinese, Korean and Russian
HOTFIX - 383949
Improved the build menu descriptions of the Mechanical Surfboard, Beach Chair, Hot Tub, and Vertical Wind Tunnel, and Juicer
Fixed a crash when viewing the Colony Summary screen from the main menu
Fix a crash that could happen when a building was replaced
The initial camera and portal animations when starting a new game once again play reliably
Fixed the missing body parts in the Wind Tunnel Duplicant animations
Juicer no longer gets "stuck" after a use.
Nominate Oxygen Not Included!
With Meep's Mandatory Recreation Pack - we expect that you all have plenty of time to chill out and relax, right? Nothing to stress about. Everything is going to be O.K..
Oh, hey. While you have all that time to spare, maybe take a moment to nominate Oxygen Not Included for a Steam Award?
HOTFIX - 381818 & 381897
Added NEW! Insulation tutorial video which triggers when you build a specifically heat-influencing building.
Fix crash when trying to load the Short image and patch notes
Added the Mechanical Surfboard's sounds to the main menu
Added some suntan lotion rubbing sounds to one of the cycles of the Beach Chair
Worlds that were generated with Mod Traits will no longer crash if reloaded without those mods.
Fixed crash that happened when multiple sparkle streakers were sparkle streaking at the same time.
Added some more variation to the wind tunnel sounds
Balloon anims snap around less often
Audio doesn't cut out immediately upon stopping a video clip.
Fixed the Duplicant positions in the wind tunnel
Fixed blurry Wind Tunnel textures
Wind tunnel get in/get out animations now play
Fix Total Skills string so it gets localized
Small changes to Chinese strings
Missing Hot Tub interact sounds re-added
Added "sparkle" states to all graffiti stickers
Made the dupe less concerned looking in the unlit state of the beach chair dupe interact
Updating hot tub dupe interacts to final animation
Sparkle effects should layer better with buildings
HOTFIX - 381897
Fix crash downloading patch notes when language was not set to english.
Fix Duplicant animations not playing when they worked at buildings.
Meep's Mandatory Recreation Content Pack Now Available!
Duplicants everywhere are chilling out with Meep's Manadatory Recreation Content Pack! This free content pack contains a set of new recreation buildings to help our Duplicants relax and enjoy the leisure time all that Automation has brought to them.
As well, we've added a new mechanic called “Overjoyed Responses” which gives a chance of bonus improvements to decor or productivity along with new Overjoyed reaction animations when Duplicant morale is much higher than expectations!
The team has been hard at work these last few months improving performance issues, building Meep’s Recreation Pack, as well as working on bigger things for the future.
We've fixed a number of bugs in this update as well, so thank you to everyone who has reported bugs in the forum! We always appreciate your reports and feedback!
New Overjoyed Reactions
Balloon Artist
Sparkle Streaker
Super Productive
Sticker Bomber
New Buildings
Sauna
Mechanical Surfboard
Hot Tub
Soda Fountain
Beach Chair
Juicer
Vertical Wind Tunnel
Changes
New Research categories
Carpets now give better decor and a stress reduction effect, but also slow down movespeed somewhat.
Moved gas bottler into the "Improved Ventilation" tech tier
Rocket fuel tanks and oxidizer tanks now support Copy Settings
Several of the Recreation buildings now have a de-stressing effect. Beach chair provides sleep as well.
Updated translations for Chinese, Russian, and Korean
Duplicants now auto-assign to a Medical Cot if they get to critical health.
Add notarization to macOS builds
Bump max Rec Room size to 96
Update desalinator sounds
Misc
The first rockets and Duplicants sent to the temporal tear do not return
Fix crash when loading older saves that do not have a world definition
Fix Bed and Bath achievement being permanently failed
Fix crash when mods trigger a write access dialog
Fix lit workspace buff not correctly applying when researching
Fix crash when building items with liquid conduit input or output
Eating in a well lit area no longer causes Duplicants to waste calories
Fix Duplicants overlapping walls when emptying the Algae Terrarium
Fix overlay icon crash when building
Fix conduit crash when loops are present
Steam turbines correctly obtain boost from Engie's Tune-up
Do not cancel tune-up errands if a building becomes nonfunctional
Fix a crash when opening the pause menu for a save whose world ID is missing
Fix Duplicants getting stuck in a loop if they are incapacitated near the bottom of a ladder
Reduce texture usage on the Ethanol Distillery
Baby Pacu variants now use the correct animations
Save files work correctly when moving between OSes
Fix several buildings not playing their "finish up" animations
Fix bug where pumps will toggle blocked status even when flowing freely
Fix "Not 0K, But Pretty Cool" achievement not calculating minimum correctly
Update the Mod Uploader tool for macOS Catalina
Fix bug preventing the "Temporal Tear" victory sequence from playing
Work "post" animations play more reliably
Fix bug where Duplicants can't pump liquids on the surface of stacked liquids
Loading a world with no starmap target will put telescopes in an active state while researching nothing.
Telescope doesn't show status warning for no starmap analysis target if all targets already analyzed
Fix for Duplicants getting stalled at the end of a construct or dig for a few seconds.
Rockets properly turn off and on manual deliveries when they launch. (No more oxylite delivery while the rocket is in space!)
Fix stackable items like lumber not properly splitting when going over 100t
Performance
Fix load screen reloading files unnecessarily
Add Low Res Textures option to the graphics menu
UI
Load screen now stretches to fit the width of the screen
Fix lit workspace tooltip
Remove extra description for carpeted tile
Align decor text in building descriptions
Fixed order of cycle entries in My Log database
Fix various keyword highlights in tooltips
Fix newly researched build categories not appearing when there are insufficient materials
Fix video playback on Linux
Update power circuit descriptions
Load screen now correctly groups saves by colony
Improve readability of date text when a save game is selected in the load screen
Add spaces to keyboard shortcut commands
Remove unused hotkey build menu strings
Truncated the displayed mod list in error messages when it gets too large
Deselecting a building plan after entering an overlay no longer exits the overlay
Added Lux output to light descriptors
Fix mipmapping issues on various UI images
Graphics Options screen now selects the current resolution by default, even if it's an odd resolution.
Add missing keybindings for Plan 13 and Plan 14
Fix UI staying disabled but visible if in screenshot mode when timelapser kicks in
Logging/Crash Reporter
Print more explicit error messages to the log file when IO errors occur
Add ModUploader logging to macOS builds
Improve errors when trying to load Yaml files
Clean up lots of log spam and log warnings
[Game Update] - 371502
Hello friends!
I'm pretty excited about this patch: We've done a big performance pass and removed a lot of spikes, leading to a smoother experience in every colony we tested. We've been working on some new internal performance profiling tools, and they've given us some great insights into new areas of the code that have been causing slowdowns and stutters. The trickiest part of optimization is that there's rarely ‘One Big Fat Slow Thing’ that we get to make faster. Instead, there are usually dozens of small, unrelated algorithms that only cause problems in certain situations, and whose problems aren't visible until other systems access them, and so forth. Because of this, the new tools have allowed us to track down a lot of nonoptimal code that we weren't able to find before.
We've also fixed a number of other bugs and crashes, as well as taking a serious pass on the organization and presentation of the codex.
We will continue working on performance and bugs for the live release even while we're busy crafting the next phase of Oxygen Not Included. Thank you so much--as always--for taking the time to bring issues and concerns to our attention, and for being part of this game.
Optimization
Improve performance updating the Build menu
Improve performance updating which categories and buildings have been unlocked by research
Pokeshells don't check every pickupable to find an egg to guard.
Don't update animations when the game is paused. This also fixes a bug which greatly improves framerate right after loading a map.
Remove unused Animators from various UI elements which were processing every frame.
Use simplified animation for UI elements.
Improved performance updating world navigation data.
Improved performance for updating animation render groups.
Avoid needless calculations when an animation is removed from the scene.
Pips looking for seeds search among Plantable Seeds, not all pickupables
Fix math error causing many animations to believe they needed updating every frame when they did not.
Improved performance when many items are marked for sweep and drawing their sweep icon.
Improved performance when animations are rendered with offset positions. This has an especially big impact on rocket launches, which are now much smoother.
Large optimization to the way textures are loaded and freed, improves many colonies.
Cost of calculating whether materials are available for delivery is spread out over multiple frames, to prevent a spike every second.
Ore which is not marked for sweep no longer tries updating its status text every frame.
Also, ore which _is_ marked for sweep no longer tries updating its status text every frame.
Pressure vulnerable plants and critters no longer triggering "safe" messages continually.
Pressure vulnerable checks are spread across multiple frames, instead of spiking once every second.
Optimized the way achievements track stats on buildings, e.g. temperature, building type, and so on. Removes significant performance spikes across frames.
Prevent achievement tracker from performing excess calculations when the framerate starts dropping.
Many status items are faster to add and remove.
Drowning checks are spread across multiple frames instead of spiking once every second.
Temperature vulnerable checks are spread across multiple frames instead of spiking once every second.
Changed how "building uptime" data is calculated and stored, this should cut down on the size of data stored drastically.
Autosave will wait until the mouse button is released before triggering, so no more crazy pipe constructions.
Visuals
UI image for various ores is no longer blurry.
Reduced the red/green saturation of the various sensors and switches.
Improved linework on hats with logos.
Added missing hats to some animations.
Made the arrows on Transformers more visible.
The logo on the Power Station matches the other electrician logos.
Fixed the position of the Grilled Pacu artwork.
Database and UI
Tips and Information renamed to Lessons
Lessons page moved into a grid of imaged buttons
Tutorial Videos are pulled out of the big list of Tips, into their own section of the Lessons page
Big list of links to Tips has been compiled into one big article so you don't have to constantly tab back and forth to read the tips.
“Plumbing and Ventilation” tutorial video is renamed to “Connecting Pipes”, and is triggered by placing a building that has either a piped input or output.
“Morale” tutorial video is now triggered by applying your first Skill Point, or when a Duplicant dips into negative Morale.
Hitting "Reset Tutorial Messages" repopulates the list of possible tutorial messages, not just restores messages the player has intentionally hidden.
“Digging For Resources” tutorial video is delivered the first time a building is requesting a material that the colony has not yet discovered, OR 7 minutes into the game otherwise if it hasn't happened yet.
If a Tutorial Message contains a video, its message gets a Video icon.
Rename “Morale” tutorial video to “Duplicant Morale” for consistent spacing.
Database search bar can now search for sub-entries like critter morphs, etc.
Database entries with only one SubEntry no longer show a table of contents of SubEntries.
Reformatting to Critter Database pages to be more readable.
Entries (x/y) formatting in the Database is now translatable.
Hook up icons for Elements menu in the Database.
Building Requirements and Effects in the Database are presented more similarly to how they are displayed elsewhere in the game.
Add tooltips to Requirements/Effects for buildings in the Database.
Fix build menu recipe details on cooking buildings.
Database entries for fabricators display their recipes in a grid
General
Remove research requirement on Royal Flush achievement
Duplicants weren't properly dead while in containers. This fixes them causing crashes from getting sick but also being dead (and in a container). (Still need to figure out what they are doing in containers...)
Fix plants showing "Blocked" after a load.
Less flickering when there is a rogue bit of gas floating around plants.
Clarify that all mods are being disabled due to a single error, not because they're all broken.
Fix bug where transformers stop dissipating after a save/load.
Finish construction of replacement tile if underlying object is deconstructed first.
Updated Korean translation.
Tweaks to Chinese translation.
Temperature/Disease Sensors no longer become unresponsive when in a vacuum or no element in conduit.
Temperature Sensor initializes network to current value immediately.
Conduit Sensors update based on the last value measured when no elements is in the conduit.
World name is shown on the load screen.
Colony coordinate on the new game screen accepts typed/pasted coordinates.
Add the full coordinate and a "copy" button to the worldgen seed on the pause menu
Tooltip for Lit Area in Light Overlay no longer erroneously says that working in lit areas improves Duplicant Morale.
Worldgen
Won't crash if a worldgen has a difficulty value outside of the range of descriptors.
Allow spawning worlds that have no start location (new map settings for modders).
HOTFIX - 371951
Improved performance of tracking "Finely Tuned Machine" achievement, reduces periodic lag spike
Fixed the case where a large blue crackly texture would cover up the colony
Fixed a crash in the crash reporter when trying to report a crash (thanks for the reports).
Fixed a crash if a save with modded settings was loaded with mods disabled.
HOTFIX - 372041
Fix for the load screen claiming that older saves on default worlds were "corrupted".
Fix crash caused by changed codex unlocks
Oxygen Not Included Has Launched!! - [Updated w/ Hotfix 365655 9/05/19]
The fridges are full and the toilets are empty, the pipes are plumbed and the power’s been generated… plus there's hardly any pee on the floor at all! That can only mean one thing; the time has finally come to open the bunker doors and invite everyone in to see the glorious machine we’ve created!
Oxygen Not Included has officially left Early Access, and we're ready to let everyone come see what we've been working on these last 5 years!
So what have we been working on all this time, anyway?
Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Master advanced science and technology, capture and tame strange new lifeforms, and plan your base with expert efficiency so that you and your colony may survive… and even, possibly, thrive.
The game has come a long way since it went into Alpha in February 2017. We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then we’ve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space… with your guidance, of course.
The adventure’s not over yet, either. We'll continue fixing bugs and balance after launch, so please keep sending your feedback and reports! We also have more we want to do with the game in the future, so keep an eye out for announcements.
It's been an intense but delightful ride and we couldn't have gotten here without the support of all of you from this awesome community. The whole team would like to thank you for your comments and support, your bug reports and your discussions, your insane machines and your beautiful stories.
Please, enjoy Oxygen Not Included! This Mushbar's on me.
Fix crash when viewing an old colony's summary graphs
Fixed the height of the park sign
Updated Korean translations
Updated Chinese translations
Added new Colony Initiatives/Achievements
Fix problem where newly earned initiatives would not update on the summary screen
Summary screen no longer crashes if two colonies have the same name
Updated game credits
Fix numerous strings typos
Make more strings translatable
Fix glitchy Duplicant portraits on the colony summary screen
World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.
Boulder world traits will less frequently appear on the same world.
Corrected the in-conduit colours of ethanol, ethanol gas, and sour gas
Hatch diets now include aluminum ore and electrum
Added two new meteor showers, one with Copper meteors, and one with Gold meteors.
Squeaky Pufts now appear in Rust biomes
Puft temperature ranges widened and made unique per species.
The Serum Vial now takes Steel instead of Wolframite to craft
Automation sensor statuses now use red/green terminology
Automation ports show their descriptions when hovered while building an automation wire
Fix for several cases where fabricator buildings would stop being worked even when there were open orders
Tweaked skill names and descriptions
Remove references to "Toxic" elements
Solid Boosters now actually consume their fuel
Additional colony summary charts, now with colors!
Steam Achievements are no longer earned after Sandbox mode is enabled.
HOTFIX - 358267
Renamed the "Tune Up for What?" initiative to "Finely Tuned Machine"
Updated achievement icons
Updated Chinese translations
Colony timelapses now save out correctly -- show us what you've got!
Many building status items which were showing "{Item}" and similar now actually have the item name filled in
Fix crash when steam condenses in an airflow tile
Fix an issue where certain mods requiring updating would not get updated
Fix an issue where the game would forever ask to restart after a mod had been updated. NOTE: if you had been stuck in that loop, some of your mods may be disabled. You can re-enable them.
Volume tuning on the world generation and Duplicant selection screens.
New ascending sounds when initiatives are earned
Wood Burner now respects battery fill percent configured on the side screen.
Desalinator has a status item when it's full of salt and needs emptying
"Oxygen Not Occluded" and "Down the Hatch" initiatives now track the correct values (they were looking for 1000x too much oxygen/metal!)
Fixed a particular framerate issue while rockets were launching. More investigation is underway.
HOTFIX - 358820
Fix Duplicants with Trypophobia still digging construction chores (and similar issues)
Game will load and reset preferences if preferences get corrupted. If you have been stuck at the Klei logo, you should now be able to run the game but your preferences will have been reset!
Reduced the thermal conductivity of Ethanol Gas to 0.167
Removed sweat from Duplicants' faces when they change hats
Power generation initiatives are tracked correctly now
Add a new initiative, "Immovable Object"
Fixed a number of errors related to local/dev mods not getting removed correctly. Local and Dev mods will have to be re-enabled.
Local mods work on case-sensitive platforms.
A bunch of improvements to timelapses:
Can be disabled by moving the resolution slider to the left.
Aspect ratio matches the default world aspect, for better screenshots as the colony grows
Resolved several timelapse rendering issues
Can see timelapses for colonies so long as there's at least one image
Fixed a bug where it wouldn't take a screenshot on the cycle a game was loaded
Fixed an issue where the timelapser could cause the game to "freeze" while still playing sounds
Automation tracking for achievements ignores POI buildings
Voles no longer get stuck if they burrow into a tile as it is dug up
Fixed meter position on the Wood Burner
Tree branches have a chance to create a seed on both uproot and harvest, so pips can harvest seeds from trees more frequently.
Plants no longer incorrectly list seed chances if they have no seed chances
Hooked up cleaning animation for Desalinator
HOTFIX - 359645
Wheezewort and Oxyfern no longer show 'effects' in the planting screen
Fix the aspect of the thumbnail in the colony summaries
Correctly check all logic networks for logic achievements
Tiles can now replace ladders, plastic ladders, and firepoles. (But not the other way around.)
Timelapse sizes are now based on constructed buildings so are more stable between cycles
Add a Colony Initiative, Easy Livin'
Updated Russian and Chinese translations
Nosh Sprout previews in planter boxes are the correct height
Skill point notifications are less permanent (similar to attribute increases)
Added notification when Database Entry is unlocked
Improved tooltips on many of the sidescreens with sliders on them (power threshold, critter sensor, etc)
Critter sensor tooltip and description now agree on when the sensor activates
Video sound is affected by Master volume control
Game will no longer freeze during timelapsing if there is no Printing Pod present
HOTFIX - 361684
Research screen nav improvements: smooth zoom, wider max zoom, smooth keyboard panning, respects mousewheel rebinds
Various strings typo fixes
Performance improvement in achievement tracking
Cropped colony screenshots on main list
Incubators can select their preferred egg even if zero are available
Game saves preview screenshots when saving the game, and displays them in the load menu
Molar mass of solid and gaseous ethanol fixed
Updated Chinese translations
Updated Russian translations
Clicking notifications for new skills, no research, or no analysis opens the corresponding screen
Fixed issue with "Missing Research Station" not showing in the correct conditions
Only show "new skill point" notification if Duplicant went from 0 to 1 available points and remove it if the points get spent
Skill points and hats refresh correctly when choosing skills
Improve loading of colony summaries and timelapses so that the screen opens much more responsively
Colony summary screen no longer leaks memory
Slowed down the playback speed of the timelapse, and added basic playback controls
Selecting an achievement in the colony summary screen shows detailed progress towards that achievement
Added icon on achievements list to indicate if the base is eligible for Steam achievements (i.e. has debug been used)
Critter Sensor allows choosing to activate when Above or Below the chosen value
Fix issue where where certain rotations of buildings wouldn't detect if their foundation had been removed
Added salt shaking sounds to the mess table
Fix extra click sounds on the printing pod buttons
Pacu are generally less constantly loud, particularly when in large groups.
Fix Rust Generator electricity sparking sounds.
Tutorial videos are slightly louder.
Fix scrolling sounds on the asteroid select screen
Correct click sounds play on various checkboxes
Play correct sound effects when shuffling Dupes
Wrangled critters only vocalize sometimes instead of constantly
Made rust deoxydizer bubblier (both art and audio)
Suit Checkpoint placer now more strongly indicates its usage and direction
Fix occasional crash when taking a timelapse screenshot after load
Fix issue where overlays would partially show in timelapse screenshots
Fix "ghost ladders" that would exist if a ladder got replaced with a tile
HOTFIX - 364722
Power changes
Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW)
Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled.
Transformers should no longer pull more than their charge capacity from other transformers.
Fixed an issue that allowed transformers to supply more than their advertised wattage.
Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide.
Inactive: Purple, current wattage is zero
Overloading: Red, using more than wire rating
Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating
Safe: White, all other states
Fixed current load and potential load status item ordering.
Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own.
Updated Transformer build menu description to help describe its usage.
Slight adjustments to Battery descriptions.
Transformers show a status warning when input and output are on the same circuit. vBattery hovercard now displays current charge as a fraction of its total possible charge.
Automation sensors
Added Liquid Element Sensor (for sensing liquid elements in world space).
Slight adjustment to descriptions of some sensors to more precisely describe their use.
Automation sensor building art and ui updated to include red/green signal state lights.
Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui.
General UI
Resource screen is now vertically collapsible and scrollable.
Game camera no longer zooms if mouse scrolling while over build menu material selection.
Fixed left-click drag research screen navigation.
Fixed some issues with research screen scroll boundaries at different zoom and UI scales.
Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction.
Schedule Screen now displays which time blocks are Morning and which are Night, for Early
Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen.
The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button.
Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency.
Removed misleading "Flammable" tag from many elements.
Removed misleading "Toxic" tag from elements.
Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen.
No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}.
Starmap button tooltip no longer displays the incorrect hotkey.
Fix weird grammar in the Sickness contraction tooltip.
Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs.
Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures.
The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators.
Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production.
Liquid Tepidizer description no longer mentions heating water to perfect shower temperature.
Fix for misaligned "Launched!" text on Main Menu.
Cleaned up colony achievement strings.
Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors.
Storage Locker description specifies that it stores solid resources.
Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen.
Automation Sensors now show a warning if you haven't connected an Automation Wire to them.
Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire.
Fixed an issue causing achievement requirement checkboxes to show the wrong values.
Audio
Wood generator sounds updated.
Space Heater sounds are less constant at high gamespeed.
Updated achievement impact sound.
Adjusted audio mix when placing buildings.
Added sounds for the Sunny Disposition trait.
Improved the Morb death sound.
Tiny adjustments for dupe interacts with Desalinator sounds.
Disabled on use UI click sound for skills button on Printing Pod.
Support for animation mods
Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory.
The game will look for a
_anim.bytes,
_build.bytes, and
.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.
Other
Fix bug blocking placing a building immediately after changing rotation.
Fix bug where tiles replacing ladders could go over HiWatt wire or drywall.
Jet suits also count toward exo suit achievement.
Fixed crash that could occur when room shapes were updated.
Fixes bug where the below state on the critter count sensor was toggling every 200ms
Fixed memory leak in timelapse slideshow.
Timelapser no longer captures active overlays in screenshots.
Autosaves now generate load screen previews screenshots.
Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary.
Fixed crash related to timelapse screenshots.
Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable.
Rust deoxidizer bubble animation updated
HOTFIX - 365655 - 9/5/2019
Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status.
Next week, July 30, Oxygen Not Included will be launching out of Early Access! Here is a brief list of the things we've added for launch, a full list will be available on launch day.
New asteroids to explore, with their own rolled traits
Three new biomes complete with plants and critters
New buildings to process and upgrade the materials you'll find there
Colony goals for the duplicants to strive for
Balance and polish passes on food, temperature, Duplicant selection, and more
For us, launch means that the main features of the game are complete and we feel the general public can enjoy the game. Rest assured, we will continue to be working on the game post-launch. After July 30, we will continue with bug fixes and balance changes; we also have more content we want to explore with the game in the future, and we will let people know more about our plans when the time comes.
Thank you everyone for staying with us the past two years, and I look forward to continuing the journey with you!
Just wanted to give you all a quick status update:
We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we weren’t quite where we anticipated that we would be.
We’re feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and it’s just not as polished as we (or you) would like.
Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June.
Our apologies for making you all wait a bit longer and once again, thanks for all your support!