Out in space there's an old saying; "happiness is a warm Hatchling". Well, today there's more than enough happiness to go around in a certain little asteroid!
Ranchers who have long enjoyed caring for the special critters of the colony have finally perfected breeding them in captivity, and they've been rewarded with the very best imaginable thing; baby critters! Bug-eyed Puftlings, tiny Slickster Larva, and chubby Shine Nymphs all await your care, plus some new critters that can't wait to meet you!
What's New in Mark II?
Critter Morphs
Each critter has latent genes that can be activated through specific conditions in diet, environment, and handsomeness. By giving special care to your critters, they will lay new varieties of eggs that hatch into morphs with new requirements and byproducts. Gotta ranch 'em all!
Key Features
Critter Morphs: Each critter has one or more variations that can be hatched from special eggs, if conditions are right, enabling new means of production and bonus adorableness.
New Critters: Some new wild specimens have been spotted around the asteroid!
Drecko: The lizard-like Drecko can be found in secluded corners and high ceilings of the Jungle Biome, nibbling on the local plants and basking in the warmth of the Hydrogen. Its woolly fur grows at an impressive rate and can be sheared off to gain new resources.
Pacu: The waters of the asteroid have become newly inhabited as well! Delicious Pacu will swim around, looking lovely and reproducing at a vigorous rate. Maybe you'll keep them around for their meat, or breed one of their morphs for their useful side effects.
Baby Critters: Newly hatched critters need time to grow up and learn the ways of the world before they mature. Some Cycle soon, they'll grow up and really start pooping out coal for you!
Additional Critter Care Buildings: To assist with the new critters, the Duplicants have developed some new ranching facilities.
Shearing Station: This station allows you to you relieve your Drecko of all that itchy fur! Works on scales, too.
Fish Trap, Fish Release: Get your little fishies out of the water and into your belly into a cozy new pond.
Fish Feeder: Pacu need to eat too! Use this feeder to automatically feed your fish each and every day. So long as you keep it stocked, anyway.
Sandbox Mode
Become the master of space and physics! Use the new sandbox tools to create a world of your own making, or tweak your existing colonies to perfection in this all-new mode. Manipulate elements and temperatures, place buildings free of cost, or add any creature, plant, or geyser to the world whenever and wherever you like.
Key Features
Create and Destroy Tiles: Dramatically alter the landscape of the asteroid by spawning or destroying any element of your choosing.
Spawn Duplicants: Create as big or as little of a population as you want. See how many Duplicants you can sustain in a single colony!
Save Compatibility: Enable sandbox mode in your existing save or start a new world. Note: You won't be able to reload your save in survival mode after it's been saved in Sandbox!
And More!
New Automation Control: The new Gaseous Element Sensor lets you detect the composition of your surrounding atmosphere. In-pipe sensors now let you control you colony based on the element, temperature, or germs contained within your pipes. A memory bit makes building your own super computer easy*!
More Logic Ports: Even more buildings are now toggleable with a logic input.
Radiant Pipes: First, there were pipes. Then, there were insulated pipes. Now... there are radiant pipes! Effectively move thermal energy into and out of your rooms with this high-conductivity plumbing.
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
Finally, we'd like to say a big thank-you to everyone who played the Ranching Mark II Upgrade Preview, submitted your crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.
We hope you enjoy Ranching Mark II!
[HOTFIX] 269334 - 5/23/2018
Fixed an audio stuttering issue
Fixed ui icons for fabricator queues
Fixed a crash that could occur when dupes pickup a piece of ore on the same frame it was destroyed
Fixed an invalid temperature bug that could occur when a door melted
[HOTFIX] 267379 - 5/7/2018
Fixed a few crashes if a duplicant steps in water, breathes oxygen, or tries to idle near the edge of the world
Updated Chinese localization
Fix missing string in scale growth
Added tame tag to baby slickster
Fix missing Database icons
Improve Database load times
Added Database icons for liquid and gas categories
Improve memory used by some debug logging
[HOTFIX] 266962 - 5/4/2018
New grid layout for creature diets in database.
Fixed duplicate creature diet database listings.
New baby puft art.
Fertility modifier descriptions should now respect the player set temperature units.
Memory Toggle is now in the same layer as the logic gates.
Memory Toggle should now save load correctly.
Fixed symbol popping on baby floaters.
You can no longer build infinite Conveyor Bridges on top of each other.
Shearing station is now prioritizable.
Creature diet tooltip should no longer list 0kcal/cycle for all entries.
Unspoilable food should now appear as unspoilable in the database.
New fish relocator art.
Added some logging info to get more details about a crash that is occuring when using localized text input boxes.
Fixed a crash that could occur when using debug keys in the main menu.
Tropical pacu should no longr have an extra red tint applied.
Eggs in the incubator should now be in the proper layer.
Fixed a crash that could occur when a fish flopped outside of the world.
Few fish feeder art.
Fish eggs are no longer halfway through the ground.
Dreckos now grow scales more sloly when wild.
Gas element sensor should now have a gas icon instead of a liquid drop.
Ranching Upgrade Mark II Preview Is Here!
Hello friends!
It's the start of the third trimester for Ranching Upgrade Mark II. Through extensive breeding, Duplicants have begun observing strange eggs... could this be a new species variation? Or a whole new creature? In addition, they've just finally noticed how cute those freshly-hatched critters are!
Meanwhile, some industrious plumber Duplicant has been busy in the lab to bring us new pipes and sensors, and it's a good thing too, because there's more ports to plug those sensors into.
All this new automation has given the Duplicants a power complex, and they've decided to make the whole world their sandbox. Mind that temperature tool!
If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!
What does this preview contain so far?
The following content is available in the Ranching Upgrade Mark II preview:
New Critter Morphs -- by breeding creatures new kinds of eggs might be laid
Hatch Morphs
Shine Bug Morphs
Slickster Morphs
Puft Morphs
Baby critters added to the critter lifecycle
New critters:
Drecko
Drecko Morphs
Pacu
Pacu Morphs
Gaseous Element Sensor
In-pipe sensors (liquid and gas)
Germ sensor
Element sensor
Temperature sensor
Radiant pipes (liquid and gas)
Memory Bit logic component
Added logic ports to many more buildings
Sandbox Tools
Sandbox mode can be enabled on new custom games, or from the pause menu
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! For more details on joining the preview branch, check out the official post.
[BETA PREVIEW HOTFIX] 264383 - 4/19/2018
Fix crash when pressing the "z" key
Baby critters will now call out occasionally
Creature's recent diet will properly load to become poop, no more mass loss
Cleaned up which creatures are listed in which feeders
Fix for missing scales in Drecko art
Basic Drecko is now a fibre producing critter, plastic Drecko is a Morph.
Updated Shine Bug egg and baby artwork
Tweaks to sub-priority selector
[BETA PREVIEW HOTFIX] 265004 - 4/19/2018
Tile hover text should now display correctly
Cursor should not longer get stuck looking like a hand
Sandbox UI should no longer appear offscreen
Possible fix for bottom right buttons not being clickable
[BETA PREVIEW HOTFIX] 265069 - 4/20/2018
Another potential fix for the bottom right buttons not being clickable
Tooltips on character select screen should now work
Baby creatures should no longer die of old age before they get a chance to grow up
Fixed a crash that could occur when cloning storage filter options
Fixed a crash that could occur when deconstructing switches
Pacus will slowly get tame from eating from the fish feeder
[BETA PREVIEW HOTFIX] 265092 - 4/20/2018
dupes should no longer sometimes appear to be invisible
[BETA PREVIEW HOTFIX] 265257 - 4/23/2018
Sleeping status item should no longer flicker on and off.
Sage Hatch babies should now turn into Sage Hatch adults.
Lightbug babies should now look like their parents.
Hatches should no longer disappear when laying an egg or being groomed.
Deconstructing the logic memory bit should no longer cause a crash.
Shearing station should now require power.
Dupes should no longer slide through doors.
Baby hatches should no longer try and burrow into the ground.
Loading a save file with dupes who are low on breath should no longer cause the dupes to be invisible.
Debug painting crushed rock should no longer cause a crash.
[BETA PREVIEW HOTFIX] 265438 - 4/24/2018
Potentially fixed the remaining issues with Duplicants turning invisible.
Pacus can no longer swim through two touching diagonal tiles.
Pacus can no longer swim through mesh tiles.
Pacus are slightly happy that they ate from a feeder.
Ore should no longer fall/disappear on conveyors.
Hat wearing Duplicant portraits should properly show their hat hair.
Fixed an issue where a significant amount of translated strings were not properly loaded.
Pipe overlays should render properly when using sandbox tools in an area covered by fog of war.
Stone hatch eggs should now spawn Stone Hatchlings instead of adults.
Layed eggs should now look like the creature that will hatch out of the egg instead of the creature that layed the egg.
Fixed some Light Bugs not hatching the correct babies.
Fixed Slicksters hatching as adults instead of babies.
Thermal conductivity for heat exchange is now based on the average conductivity of the two elements instead of the minimum. This should improve the temperature exhchange of many things including radiant pipes.
[BETA PREVIEW HOTFIX] 265550 - 4/24/2018
Fixed another case of dupes going invisible
Status items should work once again
Misc crash fixes
[BETA PREVIEW HOTFIX] 265646 - 4/25/2018
Fixed another case where dupes could become invisible
Adult pufts should no longer try and sleep
Insulated tiles/pipes use the minimum of their thermal conductivity and the
Elements they are transferring with
All eggs should now be selectable
Fixed a crash that could occur when painting toxic sand
[BETA PREVIEW HOTFIX] 265689 - 4/25/2018
Using a translation file with nested or mismatched "" tags should no longer cause random crashes. Instead the english text will be used and the problematic strings will be listed in the log similar to strings using mismatched parameters.
When generating new worlds and when loading save files previous to this changelist, all Abyssalite will take on the temperature of their surrounding cells.
[BETA PREVIEW HOTFIX] 265724 - 4/25/2018
Fix for crash that could occur when loading/generating a world with abyssalite surrounded by vacuum.
[BETA PREVIEW HOTFIX] 265826 - 4/26/2018
Fixed a crash that could occur when using a translation that had unexpected tags compared to the english version which could cause tag nesting which is unsupported by Text Mesh Pro.
Doors should properly melt instead of providing free resources.
Fixed a crash that could occur when wearing a suit, a hat, an outfit, carrying a piece of ore and working at a building which had special effects as part of it's animation which would end up using too many texture atlases.
[BETA PREVIEW HOTFIX] 266019 - 4/27/2018
Fix Drip Cooling. In liquid density settling code we should've been calculating average temperature, not average energy which caused a rapid loss of energy.
Abyssalite should now ignore neutronium when averaging the temperature of nearby cells during world generation.
Fixed a bug where elements with zero thermal conductivity were conducting.
Fixed a crash that could occur when a helmet was destroyed.
Fixed the chewing sound on the adult hatch and added a chewing sound to the hatch babies.
Added some baby movement and inhale sounds to the Puft/Slickster.
Fixed a crash that could occur when the contents of a pipe froze as the pipe was destroyed.
Fixed an issue where the energy being passed from the conduit contents to the pipe was inverted.
Creature Lure should no longer crash on deconstruct.
Algae Habitats now have an empty chore which allows them to drop their bottles on the ground even if there is no bottle emptier.
Algae habitat no longer allows removal directly from storage.
Increased bottle emptier speed.
Fish eating from a storage locker notify the locker that it's contents have been changed so that the feeder gets properly refilled and things like the transfer arms can detect that it needs refilling.
Fish feeder should properly restore it's contents to the bottom of the feeder on load so that it's reachable by the fishes.
Baby hatches should no longer attempt to make jumps they can't reach.
Sandbox clear floor tool will not delete items in storage
Sandbox mode now has toggleable instant build mode.
Fixed a crash that could occur when using the 2147483646 world seed due to the Mono Random function crashing when using a value of int.Min.
Creature wrangling now respects priority. You can also see the priority toolbar if you click on the creature.
Thermal conductivity displayed on the properties panel for insulated/radiant buildings should now take into account those buildings modifiers.
Eggs spawned from tame creatures should now be tame.
Babies spawned from tame eggs should now be tame.
Adults spawned from tame babies should now be tame.
Duplicants can be spawned from the sandbox spawner menu.
Added official Russian translation(beta).
[BETA PREVIEW HOTFIX] 266094 - 4/27/2018
Scaled down the thermal conductivity multiplier of radiant pipes.
Fixed a bug where bottles being dropped by wash basins would get stuck in the air.
[BETA PREVIEW HOTFIX] 266340 - 5/1/2018
Pipe Empty jobs show the required role
Fix crash when trying to empty pipes
Sandbox "Instant Build Mode" defaults to checked
Fix incorrect temperature changes caused by partial boiling
Fix crash due to supercooling hydrogen
Show a notification if there is food available but dupes can't find any due to consumables permissions
Fix pop text when "cancelling" a non-wrangleable creature
Fix crash when computing cell visibility
Fix crash in sandbox brush tool
Fix crash that could occur when using debug keys
Shine Bugs now get groomed from the correct location
Pacu will properly overcrowd
Fix Drecko movement around corners
Fix crash when destroying POI ladders
Fix creatures not landing correctly after falling
Morbs once again trigger the trap
Updated Shearing Station animations
Updated Pacu animations
Fix Shine Bug egg UI art
Thermal conductivity is now a log-average instead of an average
Fix Shearing Station animation layering
Updated Pacu UI art
Critters now layer correctly when being ranched/sheared
Incubator shows egg icons for each variant now
Database entries for Critter Morphs should be linked correctly
Updated Slickster morph animations
Balance changes to Drecko diet
Drecko now requires Hydrogen atmosphere instead of chlorine
Glossy Drecko egg chances can now be improved by certain diets
Dreckos have an info item to show their shearable growth
[BETA PREVIEW HOTFIX] 266385- 5/1/2018
Adults should now copy all their attributes from their babies.
Selection is maintained when spawning egg > baby > adult.
Fixed crash if Pacu lands on floor.
Fixed layering issues when using the decor/farming overlays.
[BETA PREVIEW HOTFIX] 266516 - 5/2/2018
Fixed an issue where dupes would deliver liquids stored in liquid bottlers even if auto bottling was disabled after loading a save file.
Cleanup symbol override warnings in log files
Fixed a crash that could occur when entering world seeds in the custom game settings screen.
Codex subentry links will drive scrollview to the correct part of the codex entry.
Sandbox Destroy tool deletes POI objects.
Dreckos should only attempt to eat plants that have grown to at least 25% of maturity.
Dreckos now poop phosphorite.
Fixed a crash that could occur when the sim send messages back to the game.
Reduced some of the memory usage of the navigation system.
Fixed a crash that could occur when ore fell outside the world when using sandbox tools.
[BETA PREVIEW HOTFIX] 266562 - 5/2/2018
Fixed misc crashes that could occur when loading certain save files or generating certain worlds
[BETA PREVIEW HOTFIX] 266638 - 5/2/2018
Shine bug navigation should be fixed
Fixed a crash that could occur on load of certain save files
Ranching Upgrade Mark I Available Now!
It's been a hard six weeks of survival for our poor stranded Duplicants, but something adorable is on the horizon that's sure to make them smile - Critter Ranching! With new tools at their disposal our Duplicants can interact with critters in a variety of cute and helpful ways. Will Hatches become Dupe's best friend? Is there enough grooming in the world to make a Puft smell good? What DO Shine Bugs eat?
These questions and more can be answered in Oxygen Not Included: Ranching Upgrade Mark I!
Wait... What's "Mark I"?
Our team has a lot of ideas for where we want to take creatures in Oxygen Not Included... So many ideas, in fact, that they couldn't all fit into one upgrade! This means that Mark I is just the first of two Upgrades (the next being "Mark II"), which will have the same development cycle and release another 6 weeks from now with even more critter-related content for the game.
Releasing two part upgrades in this way gives us time to fully flesh out more complex ideas, iterate on existing content, and try out new things... and while we can't reveal all of what will be in the remaining half of the upgrade, we can say that it will increase the depth of critter loops and utility, and will further build on the mechanical foundations laid in this half of the upgrade. (And maybe there'll be a new species...)
So What's New in Mark I?
Critter Ranching
Critter ranching allows you to interact with critters in a variety of new ways and integrate them into the daily routine of your colony. Duplicants, particularly those employed as Ranchers, can care for Hatches, Shine Bugs, and Pufts to increase their happiness, farm additional resources from them, and even breed new critters for your herd.
Key Features
Critter Wrangling: Use the new Wrangle tool and your Ranchers can capture critters alive and move them around your base! No traps required.
Critter Care: Tons of new buildings and systems have been implemented to keep your precious critters happy, healthy, and most importantly productive.
Needs and Conditions: Each critter species has specific needs that must be met in order to maintain their health and comfort. Temperature, atmosphere, and food needs will all need to be met in order to keep a critter happy, and a happy critter is a productive one!
Critter Feeders: Critters are hungry little guys and now have calorie stores just like Duplicants. They'll need to eat regularly in order to stay alive, but luckily feeding them has never been easier! Just pop a bit of unused stone into a Critter Feeder and watch a Hatch munch away!
Grooming Stations: Clip those claws, unmatt that fur, and shine those shells! Critters appreciate it when their handlers keep them in tip top shape, so be sure to build a fewer grooming station and let the primping begin!
New Ranching Job: This new job comes with a boost to the newly introduce Ranching attribute, and will teach Duplicants the art of wrangling critters in the wild for capture (no traps required!). Dupes who learn the Ranching trade will also be able to use a Grooming Station to give their livestock's happiness a boost from time to time.
Critter Reproduction: New reproduction cycles means you can ranch critters to increase their numbers. Raise a flock of twenty Pufts!
Happiness: You know, they say "Happiness is a warm Hatch." Well, Happiness is the new metric by which you can see how well your critters are cared for. Creatures with high happiness will not only produce more useful products, but they may even feel comfortable enough to lay some new eggs!
Eggs! When a critter's Reproduction stat reaches 100, they will now lay a brand new delicious adorable critter egg. These eggs can be immediately cooked and ravenously eaten raised with the utmost care to produce new critters, allowing you to increase the size of your lovable critter herd.
Incubators: Build an Incubator to ensure all your critter eggs are safe, secure, and most importantly, warm. These Incubators are equipped with ideal settings for each known species of critter egg, so go ahead, set it and forget it! (But make sure a Rancher is on hand to oversee the hatching!)
And More!
New Database: A new encyclopedia has been added to connect you to a wealth of knowledge about foods, plants, animals, elements, systems... you get the idea! View all stats and functions for buildings and creatures at any time to plan your base to absolute perfection. And who knows? Some mysterious entries may appear from time to time, too...
Priority System Tweaks: The "Priorities" screen has been split from the Jobs screen into its own menu and can be used to manage individual Duplicants' priorities. Colony priorities have been replaced with a new "Sub-Priorities" button, which can still be used to set the importance of pending tasks but will be overridden by individual Dupe priorities.
18 New Geyser Types: Tons of new points of interest have erupted onto the scene!
Geysers, Fumaroles, Volcanoes, Fissures
Copper, Iron, Gold, Co2, Hydrogen and more
Both cool and hot temperatures
Explore and find them all!
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
Finally, we'd like to say a big thank-you to everyone who played the Ranching Mark I Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.
We hope you enjoy Ranching Mark I!
[Game Update] 260921 - 3/22/2018
Fix crash that could occur when a text box with a link in it was destroyed
Updated Database icons for geysers
Fix for a number of bugs related to dupes crossing exosuit checkpoints
"Rummage" for lockers and vending machines now prioritizes correctly
Seasoned Rancher hat artwork updated
Hatch eggs are now visible as they are being laid
Dupe carrying capacity from strength correctly calculated on load/spawn
[Game Update] 261394 - 3/27/2018
Wild critters lose fertility to prevent them from laying infinite eggs
Fixed tooltips on Priorities screen
Critters get unhappy if in a door, tile, or tiny room
Fixed Toggle priority on buildings that don't normally have priority (like the Printing Pod)
Adjusted the default priority of auto-disinfect on buildings which don't have priority to 5
"Research Complete" notification tooltip fixed
Ration Boxes and Fridges fetch errand priorities are now controlled by Supply rather than Storage
Insulated pipes/vents once again insulate
Tweaked the starting calories and hungry range so that creatures try and stay more full. This prevents wild creatures in new games from sitting around doing nothing for many cycles.
Transfer arm now (mostly) can't pick up or deliver through tiles
Improved Wrangle fx
Duplicants will now take more than one pill from a stack of pills.
Fixed several temperature bugs with Pneumatic Doors
Farmer's Touch will no longer make crops grow if they are stifled
Disabling an errand group on the Priorities screen will now disable those errands even if it's the dupe's current Job.
Fix crash when duplicants tried putting on too much clothing: Duplicants can no longer equip more than one vest
Fix crash that could occur when crops dropped their fruit
Fix a crash in the Planter side screen
More helpful error message when a game can't be saved
Added/fixed icons for many Database entries
Increased capacity of the Critter Feeder to 2,000kg
[Game Update] 261452 - 3/27/2018
Revert the crash fix for vests as it was causing more crashes. We'll look in to it further.
Toilets no longer crash if they were flushing when the game loaded
Fixed Polymer Press description
[Game Update] 262109 - 4/3/2018
Fixed some prioritization issues with the Incubator
Fixed chores being disabled or not disabled from traits. Now the dupe's behaviour should match what the Priorities screen shows, whether it was disabled by a trait or by the player
Pufts and Shine Bugs only lure to a Lure with the appropriate bait
Toilets once again save/load their remaining flushes
Ranching Upgrade Mark I Preview Now Available!
Hello friends!
As we know life always finds a way, and it seems the colony is no different. At lodng last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!).
There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation...
If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!
What does this preview contain so far?
The following content is available in the Ranching Upgrade Mark I preview:
New Ranching Gameplay
New Rancher job
Critter wrangling
Critter needs and conditions
Critter reproduction (Eggs!)
Critter Feeders
Grooming Stations
Incubators
Critter relocation buildings now lower tech
Info Database screen
Extended descriptions for many entries
Errand Priorities screen
Added more controls for job prioritization
Renamed errand priority "Urgency" to distinguish from individual Duplicant priorities
Added optional auto-prioritization for job-related errands
New geyser types
More geysers in each new world
Variable outputs and dormancy cycles
Check the patch notes for the most up-to-date changes!
For more information and instructions on how to access the preview build check out the post on the official forums: https://forums.kleientertainment.com/topic/88444-ranching-upgrade-mark-i-preview-now-available-258691
HOTFIX - 258798
Morbs should once again spit out polluted oxygen.
Wrangle tool now displays hover text if you try to wrangle a creature which cannot be wrangled.
Hatches should now properly display the 'buried object' marker when spawned inside of a solid tile. This change requires a new world to be generated.
Hatches should no longer 'freak out' when landing
Creature info panels should now display what is required to capture the creature
Build menu should no longer be offset when creating a new game
Rancher job now has a ranching perk
Main menu should no longer stutter when you have lots of save files.
Duplicants can no longer rangle burried hatches.
Creatures should now consume the appropriate amount of calories every cycle.
HOTFIX -259043
Dupes should no longer ignore sweeping.
Slickster should now produce oil instead of slime.
Morbs should once again spawn slime on death.
Creatures should no longer have blank status items.
Omelette recipe should properly display it's ingredients.
You can now type to filter elements in the debug element painter.
Creatures should now spawn with non zero calories
Misc crash fixes.
Thermo Sensor should now bring up the automation overlay instead of the power overlay.
Creatures should properly eat from the feeder when hungry.
Dead dupes should now be properly considered dead after save/load.
Chlorine geysers should no longer be missing in newly created worlds.
"Unreachable Dig" status item should disappear when it is no longer true.
Incubator now requires 240 watts instead of 120.
Eggs should now rot.
Incubators prevent eggs from rotting.
HOTFIX - 259080
Fixed a crash that could occur if a creature was interrupted on the way to the Grooming Station.
Fixed a crash that could occur if you killed a creature.
HOTFIX - 259633
Critter feeder now organizes it's storage options by creature diet.
Creatures now start off wild and become tame after being groomed for a couple of cycles.
Wild creatures consume/produce much less than tame creatures.
Broad tuning pass on creature consumption/production to account for their life cycles.
Creatures should now die if they run out of calories.
Geyser are now dormant for a shorter portion of their "big cycle".
Improved studied geyser status items.
Creatures should now spawn with the appropriate max health.
Hatches should no longer spawn in the air when starting a new game.
Creatures will now get overcrowded if too many of them are in the same room.
Morbs should no longer get stuck spawning polluted oxygen.
Using a specific world gen seed should now always spawn the same type of geysers in the same locations.
Auto-Sweeper can no longer sweep through Mesh/AirFlow tiles.
Fixed an issue where the simulation was destroying gas mass.
The priorities screen now allows you to cycle back to auto-assigned(the wrench) if you've manually changed it.
Fixed a crash that could occur when browsing the database.
Ranchers should no longer try and ranch burrowed hatches.
Several databse link fixes.
Fixed an issue where the wrong autosave file was being deleted.
Fixed crash that could occur when fighting creatures.
Fixed a crash that could occur if a creature could no longer reach their ranch station.
Debug paint tools now have an eye dropper tool.
HOTFIX - 259840
Fixed some performance issues with creatures.
Fixed duplicate buildings category in database.
Fixed another ranch station crash.
Hatches no longer eat non solid elements.
Creatures should now prioritize eating out of feeders.
New "Database entry not found" page.
Grooming station is now prioritizable.
Critter drop-off point is now prioritizable.
Duplicants should once again take their medicine.
HOTFIX - 260234
puft should no longer infinitely inhale
creatures should no longer poop out literal tonnes of material
fixed a crash that could occur when using a translation containing a database link within a database link
removed industrial machinery restriction from creature pen
suit locker should now be prioritizable
bag created by rangling burrowed hatches should now appear on the ground
info screen title label is slightly larger to accomodate different font sizes
hatches should no longer be constipated after eating phosphorite
fixed layering when dropping eggs from incubator
resource screen should now list liquifiable items
dupes should no longer ignore showering
database button for buildings under consutrction should now work
fixed an issue where the travel tube launcher and steam turbine were not
responding to their automation inputs
items carried by Duplicant should no longer melt during transit preventing
infinite fetching loops where Duplicant's would keep failing to transfer small amounts of ore
Creatures should no longer starve when offscreen
fixed a memory/performance leak
HOTFIX - 260344
Geyser study can now be prioritized; study errand is no longer 'emergency' priority.
New sound effects for critter grooming, excited, egg-laying, pooping
Improvements to incubator art
Improvements to hatch eating animation
New art for many of the new geysers
Updated Puft and Puft egg art
Tame hatches have an ID collar
Hatch can now hop across gaps with a lower ceiling
Formatting improvements to Reports screen
Slicksters and Pufts now eat enough to keep up with their calorie needs
Geysers don't show status icons until uncovered, and make a notification when uncovered
"Urgency" tool renamed to "Sub-Priority" tool
Sub-Priority tool now has a diagram, and all sub-priority pickers have a button to open the Priorities screen
Added 3 new columns to the Priorities screen: Life Support (mostly critical hauling jobs), Toggle, and Storage (non-sweep locker-filling).
"Advanced Mode" added to priorities screen. Further explanation below.
HOTFIX - 260388
Creatures will now behave correctly when Advanced Priority Mode is turned on
New sounds for adjusting priorities
Fix bug where the incubator errand could disappear if it was interrupted
More Geyser art updates
Auto Job Priority toggle now defaults to Off
In order to help new bases with no or few priorities set, the game has a few "under the hood" prioritization rules. We've observed that in large bases where players have already extensively applied their own priorities, these hidden rules can create unexpected trips across the base. Advanced Mode allows you to turn off those hidden rules for a more predictable experience. Please give it a try and let us know if you encounter any issues!
HOTFIX - 260525
Final art for Rancher hat
Molten metal/Volcano artwork completed
Fix for ingredient amount display at fabricators such as the cooking stations
Auto Sweepers are once again allowed to do all kinds of pickup and delivery
"Death timer" on slimelung-infected patients is reset when they receive treatment
Slime lung death timer reduced from 10 to 8 cycles
Fix for steam turbine destroying mass
Improvements to steam turbine status items and "Power" panel display
Steam turbine temperature requirements slightly lowered
Empty Storage chores (on fabricators, bottled liquids, vending machines, etc.) are now prioritizable using either Tidy or Hauling
Liquids created inside solid cells will try to move to a nearby non-solid cell.
Prevents mass destruction when destroying pipes inside tiles.
Fix crash on the Priorities screen
Wheezeworts should no longer destroy gasses
Oxygen Not Included - Occupational Upgrade Available Now!
In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!
What's New?
Duplicant Jobs With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
New Stations and Rooms:
Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
Meal Lice now require fertilization with Dirt
Higher tier food production should now be more viable
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
What about Priorities? During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!
[Game Update] 254700 - 2/09/2018
Colored status lines should now work correctly.
Toilet cleaning should no longer require assignemnt.
Repairing should no longer require assignment.
Fixed missing shipping icon.
Thermo sensor max threshold increased.
Fixed issues with power consumption/loss reports.
Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
Misc crash fixes.
[Game Update] 254781 - 2/09/2018
Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
Fixed a crash that could occur when a plant died inside of a room with a farming station.
Dead dupes should no longer be able to master jobs.
Luxury Bed should once again give an extra stamina bonus.
Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
Adjusted falloff effect of various sound effects.
Exosuit Sprinter perk should now be properly applied after mastery of the role.
Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
Duplicants should no longer drop ore inside/through the floor when switching tasks.
Falling ore now has a max velocity which should prevent it from falling through tiles.
Fixed a bug where perk attributes were sometimes not persisting after switching roles.
Fixed a problem with certain save files were stuck in an infinite load.
[Preview Update] - Hotfix 253538 and a note about priority
Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.
Please keep posting your feedback, we really appreciate it!
Priorities are now 1-9.
Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
Job attribute bonuses adjust to account for permanent perks
Jobs can only be changed at the Jobs Desk, construct one to unlock job management
A larger number of Duplicants can be assigned to a single job
Re-enabled attribute leveling, reduced max attribute base level to 20
Reintroduced strength attribute to determine carrying amount
Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
Add experience gaining and attribute speed bonuses for more chore types
Steam turbine should properly stop if entombed or disabled
Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
Liquids will now only sublimate to a max pressure.
Conveyor contents should no longer melt when loading a save file.
Multiple instances of a building in a room should now be porperly considered inside that room.
Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
Dig damage texture should no longer disappear just before a tile is properly dug out.
Fixed an issue where Duplicants would become unselectable.
Tiles can no longer be build on top of Tempshift Plates.
Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
Coal Generator is now automatable.
Duplicant job progression is now displayed at the bottom of the stats tab.
Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.
HOTFIX - 253600
Fixed a crash that could occur when using transfer arms.
Fixed another bug with dupe selection.
HOTFIX - 253894
Broad retuning of attribute leveling to even out the progress between different attribute types and put them on a new curve
New artwork and effects for digging hard rocks, power tinkering, and ore pickup and delivery
Refined Conveyor Loader, Conveyor Bridge, and Smart Locker art
Previously mastered jobs' perks are correctly loaded from save
Sound effects for Power Control Station and Steam Turbine
Removed Job-related subpriorities altogether, due to further knock-ons and hard-to-discern Dupe behaviour
Fix crash loading some older saves that had jobs assigned
Batteries report charge loss
Added Smart Battery sound effects
Job perks won't apply more than once
Updated Disease Sensor artwork
Tweaks to battery refill meter behaviour
Disease sensor sound effects
Jobs now show how many Duplicants have mastered that job in total
Shine Bug idle voice is much less frequent
Fix crash when Auto-Sweepers try taking medication
Fix crash when an item is being repaired and gets destroyed
Fix crash when displaying crew portraits
Food rotting notification has been downgraded
Tweaks to Printing Pod sound effects
Fix crash that could be caused by logic-controlled doors
Fix details and stats panels showing information from the previously selected entity
Lots of tweaks and adjustments to Jobs text and tooltips
Turbine now works even if it doesn't have steam above it
Auto-Sweepers no longer try to put everything in everything
HOTFIX - 253949
Fixed a crash that could occur during combat.
HOTFIX - 254072
Duplicant stats panel now contains perk information.
Vitals panel should now lists expectations.
Fixed incorrect Auto-Sweeper angle with some rotations.
Dupes should no longer tinker at disabled buildings.
Conveyor rails should now have their own deconstruct filter.
Tinker stations are no longer assignable. Now anyone can work them if they have the perk.
Fixed an issue where liquids and gases could incorrectly state transition when being put into a pipe.
Steam Turbine is now automatable.
Removed "\t" from strings because certain fonts didn't support it.
Fixed a crash that could occur when selecting an object.
Fixed a crash that could occur when deconstructing a building under repair.
Increased the specific heat capacity of Igneous Rock/Magma/Rock Gas to 1
Fixed an issue where Dupes would appear bald when entering the Transit Tubes.
Anemic should now affect athletics instead of strength.
Steam turbine should no longer function when its inputs are blocked.
Reduced the temperature requirements on the input steam.
Steam Turbine should once again spit out steam when active.
HOTFIX - 254091
Fixed a crash that could occur when tending plants.
HOTFIX - 2543021
Buildings overheat temperature should no longer be way higher than intended after save/load.
Jobs screen lines should render properly at different UI scales.
Fixed chores not displaying tooltips.
Dead Duplicants should no longer appear in the Jobs screen.
Duplicants should no longer get stuck "Unemployed" when making frequent job changes.
Fixed an issue where some of the hover text would turn red.
Fixed a crash that could occur when placing wires/pipes.
Fixed a crash that could occur when placing buildings at the edge of the map.
Fixed a crash that could occur when using the Auto-Sweeper.
Fixed an issue where you sometimes couldn't properly toggle buildings on and off unless they were assigned.
Fixed an animation issue that could occur if a Dupe was tinkering with a building while it was in use.
Light sources should properly update which tiles are lit at the edge of their radius when tiles are dug out.