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It seems that Petroleum generators now are very important. They produce 300 kg of CO2 a day and that will be enough to sustain a slickster farm for further conversion to oil\petroleum.
Update is out. Well, there goes another week of my life. Maybe this time I manage to get into space. Last time I was close but I abandoned the colony after 400+ cycles due to a water shortage. I could probably fix it by melting all the ice biomes but I needed more geysers to be truly sustainable.
Change List: New Features:
New rocket modules: Steam Engine, Hydrogen Engine, Oxidizer Tank, Research Module, Solid Boosters.
New Space research: Interstellar Research points, Telescopes now analyze space destinations.
New space materials: Niobium, Isoresin, and Fullerene
New composites: Supercoolant, Superconductor, Superinsulator, and Visco Gel
New Jet Suits and Jet Suit infrastructure.
New building : Robo-Miner.
New critter: The Shove Vole.
Neural Vacillator art update and recharging pods
Full Changelist:
"No Room" tooltips specifies current and required room size.
Added Gas Bottler sound effects.
Added a unique icon for colony lacks job status.
Added additional space destinations.
Added alternate cheek colours for Duplicants.
Added background music to Starmap.
Added command module sound effects.
Added conveyor In/Out sound effects.
Added damaged state for rockets.
Added filter to Research screen to make it easier to find specific category or building research.
Added fish relocator sounds.
Added Gassy Moo sound effects.
Added highest expectation value to minion widget tooltip in role screen.
Added Hydrogen and Steam Rocket engines.
Added space tourists Duplicants.
Added unknown space destinations.
Starmap UI updates.
Space destinations are saved rather than regenerated from seed every load.
Telescope or debug mode are required to unlock Starmap and destinations.
Adjusted tuning of Solid Conductor so that it is actually the best conductor.
Building hit point bars are visible again.
Building status items are now centered.
Bunker doors no longer need to be unsealed before deconstruction.
Can now prioritize creature lures.
Cargo bay uses solid conduit.
Moved conduit outputs to Rocket module centers.
Comet detector can optionally detect specific rockets through new side screen.
Rocket launch is automatable through command module.
Rocket thrust/fuel balance adjusted to take oxidizer into account.
Building mass is now the sum of all construction materials types, not just the first.
Comet detectors no longer have a 'none' option.
Comets no longer destroy bunker tiles.
Command module will send an output signal when the checklist is all green to support automated launch of Rockets.
Conduit bridges should no longer overheat.
Contents of Rocket fuel tanks can be dumped using the side screen.
Cycling the autorepair button in debug mode will now repair the building.
Deconstruct drops all the materials used in construction, rather than just the first.
Comets leave trails of hot gas.
Decor effect range now also accounts for building rotation.
Dig effects render on top of the world.
Disable status effects reactions when Duplicates are in transit tubes.
Discovering new items automatically adds them to tree filterable lists.
Diseases can no longer grow in vacuums.
Display Night Owl bonus correctly.
Duplicants will remember conversations about completed buildings.
Duplicants with bladders fuller than 60% will not immediately use toilets after red alerts are complete.
Duplicants are now required to remove their helmets while using transit tubes.
Duplicants wearing suits will always drop their suit when passing a checkpoint whose clearance is set to ‘Always’ regardless of suit type.
Duplicants now walk a reasonable distance when idle.
Element converter no longer over consumes if multiple inputs match a tag.
Fixed crash in Custom game settings editor window.
Fixed crash when Duplicants fall out of world.
Fixed crash when hovering the assignable screen during Rocket launch.
Fixed crash when selecting Duplicants while displaying attributes.
Fixed crash when trying to free an astronaut from Rockets.
Fixed crashes in the debug build menu when low on resources .
Fixed element tag string resolution issue.
Fixed navigation grids wrapping around the world.
Fixed Slickster codex title.
Fixed tiling on atmo suit marker when it is flipped.
Fixed a crash in comets.
Fixed a layer issue with the sink.
Fixed crash when comets emit smoke.
Fixed crash when Transfer arm picks up a piece of Ore.
Fixed Duplicants not going to eat at a table on auto assignment.
Fixed Liquid Storage tanks meters displaying full when only 2/3 full.
Fixed logic wire layering so that it's always in front of regular wires.
Fixed out of date tooltip referencing level increase causing expectation increase.
Fixed Pacu eggs being laid outside of the world if the tile at the origin was magma.
Fixed some animation popping that was occurring when Duplicants finished doing a task.
Fixed the placebo pill description not being fully translatable.
Fuel tank capacity should now be properly displayed in starmap screen when using multiple fuel tanks.
Gantry can be connected by heavy-watt wires.
Generators are only considered connected when a wire is fully constructed.
Improved codex strings.
Improved Duplicant eating mouth animations.
Lower very hard calorie penalty.
LowTemp/HighTemp ore transition states can be specified on all element states.
Metal and Plastic tiles only add their mass to the world once.
Non-wranglable critters no longer list Wrangle as a capture method.
Only the first schedule has an alarm by default.
Schedules say whether or not the alarm is on in their title bar.
Refresh main menu.
Remove repeating string in food/decor benefit tooltip.
Rocket Cargo bay must be empty before launch.
Rocket modules are not selectable during flight.
Rocket modules have very limited thermal conductivity.
Rocket research modules have a chance to return with a Neural Vacillator Recharge.
Selected input boxes no longer respond to hot keys.
Show a hat icon when a status item says "no one is assigned to a role".
Solid tiles now melt.
Rocket engines now require Oxidizer tanks for launch.
Revised Rocket distance calculations.
Side screens allow players to specific how full Rocket fuel tanks should be.
Rocket command module requires an exo suit in storage for launch.
Stored Duplicates display their proper name and preserve their schedule.
Sulfur can now be stored.
Supercoolant can go to almost zero before freezing.
Switch order of Survival and No Sweat mode in select screen.
Telescopes are used to research space destinations.
The AC cools things to 1K.
Toilets can be flipped horizontally.
Fix the transition elements for superconductor.
Updated credits.
Updated Duplicants animations for Centrifuge.
Updated hats for Astronaut jobs.
Updated Russian strings.
Updated save/load screens.
Updated Steel icon art.
Updated Title Theme.
Upgrade to Unity 2018.2.7f1.
Using sandbox tools or debug tools to cool an overheated building should no longer tell you the building is still overheated.
Wash sink fills up.
Space Scanners can be used to monitor incoming rockets.
Telescopes produce Data Discs, which can be processed at Virtual Planetariums.
Changed draw order of water material.
Prevent flickering when transitioning between Molten steel and steel gas.
Gantry is now made of steel.
Gantry has much higher damage and melting temperatures
Wheezeworts could sometimes emit gasses that were supposed to come from other objects, i.e. Rockets, which should no longer happen
Fix water rendering over glass tiles and doors..
Fix buildings claiming to be generating heat even after they had stopped.
Fix dupes were picking up ore further away than is necessary.
Fix crash in Rocket launch manager
Fix crash in older saves with custom game settings
Duplicants no longer cheer for an entire cycle when debug unlocking research
Duplicants don't spend all day reacting to cells being dug out
Gantry defaults to extended when no logic wire connected
Fix crash when Duplicants have nothing to converse about
Gantry can be manually controlled while not connected to an automation wire.
Gantry status item updated to indicate extended state and manual vs. automation control.
Thicker conductive wires so they are more visible behind automation wires
Robo-Miner and auto-sweeper now function underwater.
Fixed eating and conversation mouth flap.
Abyssalite is categorized as other so it can still be stored in storage lockers
Buildings should no longer look like they're running after a Duplicant walks away.
Rockets no longer disappear when animating off and onto the world
The deconstruct tool should only re-prioritize those things in active layers.
Health bars are correctly flipped for flippable buildings
Liquid Conditioner is no longer invincible
New Database entries added
High-end materials can now be used as Raw Metal as well as Refined Metal.
Increased the Overheat temperatures for the new metallic elements
More elements can be used on the Temp Shift Plate
"Simple Tastes" and "Gourmet" modifiers are correctly applied now
Pipes and Vents can now go all the way to the edge of the map
Showers once again consume/produce water
Dupes will no longer continually try to return a suit if chores on the other side of the dock have lower priority.
Surface POI should no longer get destroyed by meteors
Regolith Meteors now only stack regolith to a certain depth.
Meteors do less ground damage overall, preventing premature surface destruction
Reduced the mass of Regolith meteors by about half
Fix pathfinding underwater when passing a suit checkpoint
Construction material is properly auto-selected in Sandbox/Debug
Breath/Fuel bars will no longer turn on after viewing an overlay
Add Steam Engine sound effects
Ore is now merged into the world if it's buried under the same element, i.e. regolith ore getting buried in a regolith tile is absorbed into the tile
Loose ore now exchanges heat with the tile beneath it, even if it's not in a vacuum
Rockets will not launch if their path to space is obstructed
Conduits no longer kill all disease inside them
Revised art on Liquid Storage
Gas and Liquid elements now have proper colours in the codex and recipes
Fixed stretched side screen for refinery buildings
New Gas Emptier art
Command Module no longer fetches infinite suits
Steam and Hydrogen engines are no longer stackable
Attachable buildings (i.e. rocket parts) now show a proper warning if they can't be placed
Research screen search filter updates in realtime, searches descriptions as well as names
Telescope is no longer a research station; used to analyze space destinations
Basic Rocketry no longer requires orange research points
Ore from the Oxylite Refinery appears on the correct layer
Objects such as Egg Shells will stack correctly if they are created on a tile already containing that object
Duplicant chatter won't get stuck talking about the same thing
Duplicants won't compliment each-other's work more than once per 100s
Duplicants won't comment on Oxygen every time a tile is dug
Fix a crash when opening the build menu in debug/sandbox mode
Updated Solid Booster description to properly mention the use of iron
Art revisions for most of the rocket modules
Adjusted research tuning of space tech
Adjusted space research speed
Research Modules generate 10 Data Banks per trip even if the destination has no more research items
Added another planet at the first distance (world gen required)
Distant unanalyzed planets are hidden until closer ones are discovered
Fix Solid Booster not actually generating thrust
Reduce fuel amount of Solid Booster
Solid Boosters are stackable for diminishing returns
Fix crash when enqueueing a recipe at a refinery building
Building exhaust temperature should no longer cause cooling to nearby cells
Further pass on element colours
Added meters to various rocket modules
Dupes will no longer get stuck in an infinite yuck/ouch loop if they overheating while eating infected food
Baby Drecko can no longer sneak through closed doors
Solar Panel animations play correctly when there's no light
Oil Refinery is now flippable
Fix Ranchers getting stuck if they can't reach a drop point set to auto-wrangle
Duplicant health bars will be always visible if they are below 80% health
Fix selected object description not updating on select
Fix crash when duplicant AI is searching for fetchable items
Sleeping in any kind of bed slowly restores Dupe health
Dupes will stop a recreational task immediately at night if they already have the bonus for that task
Updated Auto Miner artwork
Fix crash if an item is destroyed while a Duplicant is determining if they can move to it
Dig Beam from Auto Miner correctly reaches the target cell
Assignment screen loads just a little faster
Fix crash when deconstructing a Command Module with a dupe still inside
Rockets will now damage any gantries that have not been retracted
Fix visual layering of Transfer Arm
Dupes take off their hats when eating
New art for Fossil, Sulfur elements
Revised Gas Bottler sounds
Fix Transfer Arms being "unable to reach" objects that the Dupes dropped
Replacement wires no longer invisible after a save/load
Fix crash if too large of an ore chunk gets buried
Add codex entries for Mirth Leaf, Buddy Bud and Jumping Joya.
Various codex string improvements.
Add rocket name generation.
Fix crash that could occur on load.
Swamp lily is no longer a building fiber.
Fix temperature transfer after save/load.
New marble, metal and small sculptures.
Mirth Leaf can survive in Chlorine and Hydrogen.
Jumping Joya can survive in high temperatures.
Fixed material selection sort.
Changed wide canvas to be 3 tiles wide.
Fix crash from old rocket save data, and prevent "ghost" rocket destination icons on the starmap.
Fix crash if the first time you open the starmap screen after launching the game you also happen to have a rocket selected.
Update UI Icon lines on Creature Trap, Conveyour, Compost, CO2 Scrubber, CO2 Filter and Clothing Factory.
Outhouse meters reset once cleaned.
Mouse input instructions for tools have been simplified
Tool filter checkbox alignment fixed
Font sizes for status items are back to normal
Fix possible crash when Duplicants finished eating food
Work on unifying the visual weight of buildings in the build menu
Duplicants no longer become ill once dead
Critter Sensor setting will save/load properly
Fix crash after an assigned dead Duplicant gets buried
Change to building materials to allow non-elemental ingredients.
Carpet Tile now takes Reed Fibre.
Fix for animations not playing when a Duplicant dies, and correct animations play while being carried
All hovered objects once again show their temperature in the Temperature overlay
Duplicants no longer get stuck in an infinite loop when they become incapacitated
Added 3 new decor plants
Added 2 new paintings
Pedestal is now 1x2 to leave room for the displayed object
Fixed incorrect building name in Algae description
Significant rework of the internals of production buildings with the new recipe screen.
No more notification spam
Duplicants should once again start fabricating once resources become available
Please let us know if anything else broke!
Tall Canvas now has correct dimensions
Fix several crashes on load when Duplicants became disconnected from their command capsules
Any Duplicant who was "lost in space" (due to the dissociation bug, or the rocket destruction bug) should now magically appear next to the Printer Pod next time you load the game.
Fix a crash when a rocket with a dissociated duplicant tried to land
Fix a crash when reassigning a rocket
Duplicants won't get out of a rocket until there is a gantry in place
Astronaut Duplicants will really have to pee when they land after a mission
Updated temperatures of new decor plants to match their biomes
Duplicants in suits will no longer wash their hands forever
New Pedestal Building: Use it to increase the decor value of various objects while displaying them for your Duplicants
New Decor Items: Corner Decorations, Carpeted Tile, Trim Tile, new Painting and Statue variations, new Pot types for plants
New Master Artist role allows the creation of the best forms of art (and the Astronaut role finally has its own hat too!)
Increased Automation: Critter Sensor outputs a signal based on the number of critters and eggs in a room
New Sight-Seeing Module: Send Duplicants to space for a huge morale and productivity bonus
Duplicants
Duplicants no longer freeze in place when taking medicine, locking a door, or rummaging through lockers
Duplicants no longer crash the game by trying to talk about the mopping UI icon
Extensive changes to Duplicant assignment allows assignment to properly persist when Duplicants go into space
Duplicants will no longer get stuck trying to work at unreachable Ranching Stations
Duplicants are less likely to choose an incompletable fetch over a completable one. Prevents a lot of the "dancing" Duplicants
Duplicants no longer get stuck if there is a Mourn chore they can't reach it
Attack orders are properly restored on load
Duplicants no longer get stuck on a Fetch chore forever if there is an Attack chore
Fixed crash when Dupes try putting on an Exosuit
Jet Suit Duplicants will no longer "bounce" in place
Duplicants will no longer wake up to cheer if they're on a daytime sleep schedule
No matter how bad a Duplicant's stats, they'll never work slower than 50% speed (75% for construction).
Jet Suit locomotion and multitool usage now has a full animation set
Jet Suit sound effects completed
Hair should no longer flicker when Dupes get into and out of bed with a hat
Added in some eyes that were missing from various Duplicant animations
Disease idles and expressions are more consistent with the actual disease
Some movement transitions from Fire Poles to Ladders and vice versa have been added
Duplicants will return their suits when idle
Finishing eating food no longer causes intermittent crashing
Duplicants can no longer become ill after they have died
Burying a Duplicant no longer causes a crash
Correct animations play when a Duplicant dies and is carried away
Critters and Plants
Shove Voles no longer crash the game upon dying
Shove Voles no longer show as “entombed” when underground, since that's their happy place
Shove Voles can no longer move through doors and tiles made of refined metal, or other very hard materials
Critters on walls and ceilings should no longer fall due to gravity
Shove Voles are better at avoiding Meteors
Shove Voles are more aware of what kind of ground they are on/in for movement and animation
Hatches are no longer invisible on load
Meteors no longer launch critters around because of numerous unintended effects
Shove Voles no longer get stuck if they can't find anything diggable
Plants no longer consume water if wilted on load
Bagged Critters no longer fall when carried by a Duplicant
Fixed Shove Vole head colour
Added art for the Gas Grass seeds and harvested plant
Full Baby Shove Vole anim set added
Shove Vole plays correct animation when emerging from the ground
Shove Voles correctly render as "buried" when idling in a solid
Added Shove Vole sound effects
Frost Buns once again use grains, and not plants, as an ingredient
Sleet Wheat seeds should always show as "Cooking Ingredients" and not "Seeds" in the resource list and storage containers/fridges.
Slicksters no longer freeze if they can't reach their favourite pee spot
Pufts no longer get confused if there's a door above them when they try to poop
Potted plant decor updates correctly after wilting and unwilting
Baby Puft blinks correctly
Duplicants will pick up Pacu with their Multitool rather than bagging them directly
Fix a crash when uprooting plants from Farm Tiles and Planter Boxes
Vole Pups will no longer fail to dig
Decorative plants contribute to a room's decor calculations
Buildings
Neural Vacillators can now be properly assigned after recharging
Neural Vacillators are now prioritizable
Hooked up recharging animations for Neural Vacillator
Destroying a rotated door no longer lets the Robo-Miner dig out adjacent floors
Lavatories, Showers, and Sinks no longer get immediately blocked if you run the pipe "across" the output port by storing the last "use" in an output storage
Fixed a crash when trying to build outside the game grid
Oil Wells correctly save/load their depressurization percentage
Fixed many buildings still accepting delivery when entombed or otherwise disabled
Smart Storage Bins now actually consume power
Manual Generators should no longer allow multiple Duplicants to operate them
Metal Refineries will stop working if output pipe is blocked
Metal Refinery calculation for the amount of heat added to the coolant is now much more correct and stable
The order of placement for Bridges and Tiles shouldn't matter anymore
Telescopes shade the Duplicants working at them so they won't get sunburned
Bunker Doors no longer have access controls
Egg Incubators now have a "Continuous" option
Liquid Reservoir meter now shows as empty when the building is empty
Added Liquid Reservoir sound effects
Finalized art for the Virtual Planetarium
Improved animations for the Jet Suit Checkpoint
Jet Suit Checkpoint full animations hooked up
Canister Filler animations now match the functionality of the building
Updated Canister Filler sound effects
Fixed layering for Heavi-Watt Joint Plate
Telescope "finished working" animation should play correctly
Space Cadet Centrifuge, and several other buildings, should only play its final animation once
Auto-Sweeper animations play once again
Robo-Miner laser sounds added
Virtual Planetarium sound effects
Algae Terrarium has new "emptying" animation
Outhouse meter gets correctly reset when cleaning completes
Paintings and Sculptures use Job traits to determine the quality of the artwork, rather than the Creativity skill. (Creativity skill still affects the "work time" for completion)
Overhaul of decor values for decor items
Canvases now require Reed Fiber to construct
Telescope door sound effects added
Algae Terrarium interact sound effects added
Tweaks to Robo-Miner sound effects
Tweaked high frequencies of Overlay Activation sound
Fish Release sound effects added
Fish Release "drop" timing adjusted
Doors correctly exchange temperature with their environment once again
Dupes will face the correct direction when putting a Pacu in the Fish Release
Jet Suit recipe will show on the Exosuit Forge as soon as the matching Research is completed
Rottable foods will no longer rot in Electric Grill storage
Sculptures and Canvases can now be flipped
Fixed a crash when placing or constructing buildings off the edge of the world
Duplicants will not try to construct buildings in invalid locations such as off the edge of the world
Elements and Materials
Fullerene can now be stored in Storage Bins
Various elements are more correctly sorted in the elements list and in Storage Bin filters. Only affects new bases or elements which haven't yet been discovered in a base.
Food items now have unlimited stack size (instead of 10), but will only stack with other foods that have a rot within 10%. This will help with massive amounts of Sleet Wheat, though the wheat will have to be emptied and reinserted into Storage Bins in order for the restacking to trigger.
Added "Industrial" entities to Sandbox spawner
Lowered freezing point of Super Coolant
Raw Metal is now called Metal Ore to prevent confusion with Raw Mineral
Non-Elemental materials (i.e Fiber) can now apply bonuses to buildings
Reed Fiber now has a 10% decor bonus
A "full" Regolith tile reduced from 1840kg to 1000kg
Gases show in the Materials list (as Breathable and Unbreathable gas)
Rocketry
More space and rocketry strings can be localized
Astronauts no longer lose their consumables settings
Astronauts no longer lose their skill levels if the game is loaded while they're in space
Critters and Plants can once again be returned from space
Rocket Modules can no longer be deconstructed or melted while the rocket is in space. If the rocket modules in your save file have already been destroyed, that rocket will have to be rebuilt, but further launches will not have this problem
Command Modules won't melt the contained atmosuit while in flight
Rocket Fuel Tanks are insulated, so the steam won't condense while fuelling
It is now possible to select a space destination for analysis after the previous one has completed
Fixed various crashes when the Command Module lands and tries creating the stored Duplicant
Rocket destinations are more stable, so it should no longer be possible to swap a destination mid-flight, or for two rockets to share a destination by accident.
Selection mechanics and icons on the Starmap screen improved to make it more clear which rocket is going to which destination
Rocket Fuel Tanks and Oxidizers no longer drop all their fuel on slider adjustment. If the slider is set below the current amount stored, a Duplicant will come empty the difference
Rocket travel times are now based on the simulation’s progress, so cycle counts will match up even at high speeds or with bad lag.
Rocket Logic has been reworked: The Space Scanner now turns off when the rocket is grounded, is on when launching, off while in space, on when close to landing (based on dish network quality), and on while landing. The Command Capsule only emits a signal while grounded, ready, or while taking off.
Fixed a possible crash when building a new rocket
Added a fuel meter to the Steam Engine
Oxidizer tanks have been split into Solid and Liquid Oxidizer Tanks. Existing rockets may require reconfiguring
Newly created rockets have randomly generated names
Prevent the destinations of long-gone rockets from highlighting on the Starmap screen
Fix various crashes on load that could occur from rockets being destroyed in space
Any Duplicant who was "lost in space" from a rocketry bug will magically reappear at the Printer Pod
Duplicants won't leave the rocket unless there is a Gantry in place
Astronaut Duplicants returning from space really have to pee
Astronauts can be unassigned from rockets on the first try after loading a game
Database
Fix broken Database links in the descriptions of the Gas Grass and Gassy Moo
Updated Database entries for Creatures and Jobs
Added missing Database entries for Swamp Lily, Dusk Cap, Gas Grass, Sleet Wheat
Adding Database entries describing different game systems at a high level
More POI buildings are inspectable
Updated Critter Database entries
Multiple new discoverable lore entries
Disabled incomplete/nonfunctional entries
Simulations
Entombed ore won't create a cell if the mass is too low now
Fixed issue where buildings that produced elements would sometimes start producing other elements after a save/load
Mass is no longer lost when multiple items stack together on the same frame
Conveyor Receptacles will allow a single item to exceed their storage limit so they won't stall the whole line
Various buildings are stricter about disallowing inputs and outputs to overlap, such as Heavi-Watt Joint Plates. These have never worked correctly, but now at least you won't be able to create new overlaps. If you correct any existing overlaps, a save/load will be required to put the game back into a consistent state.
Heavi-Watt Wire can no longer pass through Pneumatic Doors
Heavi-Watt Joint Plates can connect properly even if they were a "replacement" for an existing tile
Fixed crash if building a Wire Bridge at the edge of the map
Fixed crash if drag-placing logic bridges over buildings with logic ports
Fixed crash when destroying a building that had or has overlapping ports
Duplicants exhaling in shallow water will no longer "break" the puddle with their CO2
Duplicants will no longer fall through Pitcher Pumps
Hypothermia, Heat Stroke, and Sunburn are now "minor diseases" which don't require a medical cot, and last a shorter time.
Path finding will no longer try wrapping around the map
Decor can no longer be seen through Mesh and Airflow tiles, but can still be seen through Windows
Regolith Meteors once again drop enough Regolith to blanket the surface in a protective layer and prevent destruction of the surface. The deeper the layer, the less Regolith meteors will deposit, up to about 8 tiles.
UI and Presentation
Selected Object and Sidescreens
Major revision to the recipe screen for fabrication buildings like the Cook Station and Refinery. Currently they all use the same UI. Now, the UI allows setting a number or infinite amount of any recipe, and recipes without ingredients will be skipped automatically. This UI will be further developed during the testing period
Fixed egg icons for critter morphs
Updated Drecko description to mention their unusual diet
Clarified launch checklist for Empty Cargo Bay
Smart Battery and similar side screens allow text input
Temperature Sensor can now be configured to any temperature (even ones higher than the sensor's melting point)
Temperature Sensor slider has dynamic sensitivity to allow easily scrubbing through useful temperature ranges
Many side screens with sliders now have an extended slider range, and 'quick set' buttons next to the text input
Rottable items contained in buildings no longer have a blank bullet underneath their name
Main Game View
Items in storage are no longer hoverable/selectable from the main view.
Prevent "ghost" progress bars from cluttering things up
Removed progress bars when Duplicants are just hanging out at the portal
Tools and Menus
Building material selection is saved to the save file so you don't have a surprise after a load
Building material selection scrolls into view when a building is selected
Sandbox filters for Brush, Spawner, etc. automatically focus the input field
Move command for Duplicants no longer cancels on right click
Build Menu building list is now up to 5 rows tall
Build Menu hides unresearched buildings to reduce the number of apparent options in the early game
The last 4 categories in the Build Menu hide until at least one building in them has been researched
Build Menu icons for oxygen buildings improved to visually imply an oxygen creation function
Renamed Algae Deoxydizer to Oxygen Disperser for early-game clarity
Tool Menu tooltips cleaned up
Tool Menu has been split into "major" tools and "minor" tools
Copy Settings now copies door access controls, logic sensors, Smart Batteries, Oil Wells, valves, lures, Coal Generators, and Conveyor Receptacles, as well as all the recipe-based production buildings.
Copy Settings will work between similar buildings, such as Pneumatic Doors and Airlock doors.
Dimension numbers are now shown for draggable rectangular tools (dig, deconstruct, etc)
Lengths are now shown for conduit tools (pipes, wires, etc)
Clarification pass for Priority descriptions
Added in some "ground" to the Robo-Miner blueprint art to imply it goes against something when rotated
Added in some "water" to the Pitcher Pump blueprint art to imply where the surface of the liquid ought to be
Wires and pipes no longer play a hookup sound when dragging over a port of a different kind
Tool filter checkbox alignment fixed
All buildings in the build menu have standardized line weights
New button in the build menu to make a copy of the selected building
Better tooltips when trying to place a building at an invalid location
Situational Awareness
When a building is newly researched the <!> icon shows on the building as well as the menu, until that building is clicked.
"What this Duplicant is Doing" status item now always shows at the top of their status list
Calories Available in the main HUD now displays calories per food rather than count
Calories Available is now sorted
Oxygen Generation tutorial message has been split into two notifications and reworded for early game (“Need an oxygen source” message) and mid game (“Not enough oxygen production” message)
Tooltip for active infections has been cleaned up
Fixed broken Drowning tooltip
Better tooltip for death due to low health
Info Screens and Overlays
Visual distinction between planets that can and can't be analyzed has been improved
Added descriptions for space destinations
Jobs Screen is now bound to "J" by default
Removed unnecessary items from showing tooltips in the Logic Overlay
Temperature Overlay once again shows the temperature of all items
Research Screen should no longer hide techs off the side or bottom
Text Cleanup
General cleanup of many building descriptions
Clarifying early-game tooltips and notifications
Renaming of several early-game buildings to help make their meaning and usage more clear
Fixed duplicated Transformer descriptions
More element names in building descriptions link to the Database
Mouse input instructions for tools have been simplified
Updated various strings pertaining to exosuits
Attribute multipliers (e.g. Decor +10%) now show correctly
Localization
Meteor strings are now localizable
Updated Russian translations
Updated Korean translations
Updated Chinese translations
Frontend
Startup screen displays better at more resolutions
Music
Three new "Ambient Songs" added to increase musical variation between existing Standard Songs
Systems
Various unique IDs were being reused by accident, resulting in mysterious errors with assignments, object spawning, element spawning, effects appearing, and more. Numerous hard-to-reproduce bugs may have been resolved by this.
Fixed crash when writing Database unlocks to hard drive
Fixed a crash if the game initializes with a tiny resolution
Fresh Linux installs would often get stuck on a white or black screen caused by a strange resolution change. Resolution is now forced on startup to resolve this
Animations will no longer flicker when a path is completed
Fixed looping animations sometimes not looping
Fix a crash in text rendering
Optimizations
Optimizations to path probing and path finding
Reduced memory usage for many effects and temporary objects
Improved performance of object stacking
Reduced memory usage of Database entries
Stop calculating gravities for objects which aren't falling
Improve memory usage of a variety of situations, which will also help with lag spikes.
Reduce the memory usage of some debug and logging code
Flow of gasses/liquids in pipes is now multithreaded for improved CPU usage
Building temperature calculations are greatly sped up
Some optimizations to critter AI food search
Modding Please bear in mind: the game is not stable enough at this point for us to recommend modding, but we're starting to make changes with modding in mind. The changes below are mostly focused around taking datastructures that were hard to extend (enums and fixed-length arrays) and make them into lists and hashes so that modders can push their own data into the game without too much headache.
Tools Menu: Tools is now a List, and helper function CreateToolCollection added.
Plan Screen (build menu): Categories are now hashes instead of enums so more can be added.
Overlay Menu initialization is easier to hook
Overlays are now hashes instead of enums so more can be added
Filter screen shows mod-added elements
Removed unused fields from Substances for clarity
Improve Database error logging for bad keys
Adjust startup sequence so that mod-loaded anims have a chance to register
Send more mod loading errors to the log file
Startup errors have a better chance of showing a crash screen
Added ModUtil function that ensures all required assets for an anim are loaded
Added base materials for solids and liquids to make stubbing in materials easier
Will try loading 'elements.json' from mod folders. This data can overwrite existing element values, or add new elements.
Added ModUtil function for creating new substances correctly
Localization templates (strings.pot) and translations (strings.po) can be loaded from mod folders. Will make distributing translation mods easier, as well as allow mods themselves to be translated.
Assets from Assets.cs are now lists instead of arrays, so mod assets can easily be included and used by existing systems.
Added special path to Assets (via Assets.ModLoadedKAnims) that simplifies registering of anims from mods
Final Patch Notes From Testing Branch
These are the changes that went in since 299550 on Testing
Fix "Food Source" tutorial hint not recognizing Microbe Musher was built
Additional debugging in the fabricators to determine why some crashes are happening
Many strings typo fixes and link hookups
Fix a crash if you press "launch rocket" before a destination is selected
Fix for some fetch chores crashing when their target object disappears
Fix a crash in the fabricators when a queue has been completed
Remove unnecessary assert which was crashing in some extreme temperature scenarios
Copy Settings for doors with access control settings will no longer crash
Duplicants in rockets will still be selectable on door access controls
The moment you achieve sustainability or working automation in this game is amazing. When you build huge installation for sustained oxygen production and it starts working as intended it's like defeating a boss in Dark Souls. Then heat starts building up and you discover that your oxygen production taking more water that you have supply and you have to dif for more water. Then you realize you have no water source or they produce way too small and you haveto make another installation for water purification.
Game is just as good as Don't Starve in my opinion. I hope they will finalize it in this year.
It's now been over two years since the first public Beta for Oxygen Not Included, and it's finally time to fully launch the game! The third Quality of Life Upgrade is coming to you on Tuesday April 16th, and then there will be one last update to complete Early Access.
In late May, we will be coming out of Early Access with new content (3 new biomes, new creatures, new buildings, and more), and official mod support, making it possible for players to create game content of their own.
With that, we feel Oxygen Not Included is ready for a full launch. After we've officially launched, we will continue to make quality of life improvements and bug fixes, while the bulk of the team will be moving on to building DLC for the game, where we can explore further ideas and expansions to ONI's world.
All in all, it's been a rather surreal journey for the team. The game is extremely intricate, with so many moving parts; when we first designed it, we weren't sure how many people would be interested in embracing their inner scientist, but 1.5 million players later, we're happy to say the experiment has worked out.
Thank you so much for playing our game. Thank you so much for all your bug reports, your feedback and all the wonderful support you have given us during this journey. We look forward to launching this game with you.
It's okay. No end game like, for example, Rimworld boarding the ship, but that's a fucking sandbox so you can make your systems more and more complex. I like when i manage to automate some shit my dupes did manually, like, slime production and harvesting
The endgame could be added in the 1.0 patch in May. All the pieces are in place, I guess it would involve harvesting rare materials to build some contraption. That is probably what the new buildings and biomes are for. Here's hoping they are adding radioactivity and nucular reactors (but only generating heat so that the player has to figure out how to harness it for anything useful). Either that or it is DLC material. Things like trade or space pirates (or raiding, with actual combat mechanics) could also go into DLC .
I just hope they slash rocket travel times by half or a third or something. Waiting 12 cycles for 40k distance trips is too much, never bothered to fly further away.
Also I really like that the printing pod can print stuff other then dupes every 3 cycles, especially stuff that at least before rockets, is potentially possible to miss forever, hard to get without considerable tech/industry or finite. Gives you more flexibility in the early game, especially that previously the best option was to postpone getting more dupes until you could support them.
However it possibly makes the carbon skimmer useless since you can pick 3 slickster eggs occasionally and place them in a low positioned room or dedicated CO2 chamber/hot room and have them hatch there as a CO2 scrubbing mechanism. They're arguably better kept untamed for it for it since they won't die out of starvation as easily.
Judging from klei forum posts it appears they decided to rework immunity, diseases and add doctors. Dupes no longer seem to get sick from accumulating germs inside of them but through contact. Also slimelung was turned into a slap on the wrist debuff for dupes.
More interesting is that they axed the jobs system as replaced it with skill points and skill trees:
There is a respec machine and each skill raises morale needed, unlike the previous version where I think it took the morale of the highest job mastered (or the current jobs morale if it was highest).
Meanwhile I got to cycle 900 in my latest game in QoL 2 and I finally managed to figure out how to do some lategame stuff, probably giving the game a rest before 1.0/launch.
Figured out on my own how to prevent my shit from overheating in space, especially solar panels and telescopes. Which is related to finding the so far least complicated (most lazy) way to deal with meteor shower detection:
Turns out if I cover four tiles above it with steel even with 0 scan quality it will still detect the shower, although usually when it starts. Still better than wasting space/power/resources on more sensors or mechanisms. Also diamond window 2 tiles below bunker doors and just above the solar panels. Regolith accumulates on the windows heating them before it is dug out manually or by robo miners. Random 'roid damage from late bunker closing is still an issue but the window damage is very rare and a vast improvement over the scale of manual intervention I had previously with. Also diamonds are cheap and otherwise useless in space.
Telescopes can't use the glory of diamond windows (I think) to prevent getting surrounded by tons of hot regolith, so I just put it on top of a bunker door that is set to stay open for 30-ish seconds after the automation signal confirming the meteor shower ends. That way it drops through a few tiles below the telescope where robominers dig it into nice compacted balls of contained thermodynamic death.
The whole thing would be less of an issue if space heat wasn't so inane. In real life you could just put things in shade and blackbody radiation would cool it, a shame the game does not have this. Also my biggest gripe is that tiles don't seem to transfer heat to certain space buildings built on top of them, which really limits your cooling options to getting rid of regolith fast enough or keeping it away from anything that can overheat. My snazzy idea to build on top of metal tiles that have a nice pool of coolant fluid underneath did not work because of it
Also I managed to master liquid oxygen and liquid hydrogen production, including setting up the pumps so that they pump exactly enough fuel/oxidizer to avoid losses via heat. Had up to 3 rockets flying around at the same time, two on hydrogen and one running on petroleum. LOX production design was a very iterative process until I nailed down a practical design that can produce LOX fast. I don't like how much data grinding is needed to research the LOX tanks, a pity the telescope does not give data for interstellar research any more.
Liquid hydrogen is fairly simple once you figure out LOX and if you get super coolant. Main fuck up I did was thinking I could cool 3 aquatuners with wheeze worts in hydrogen gas. I ended up putting about 20 wheeze worts (all found on the map itself, the RNG blessed me and I think I found over 30 total) inside and it was not enough for continuous production. Needed 2 to 3 times as many which I eventually got from SPACE. Should have went straight for a steam turbine cooling setup since I figured out how can I use those for cooling thanks to steel aquatuners, but the issue was I did not want to fork out a 1200 kg of steel per aquatuner and originally used wolframite ones (also not a good idea due to their overheating temperature).
Not sure what is the best way to get liquid hydrogen without super coolant or without liquid hydrogen since phase changes cannot happen in pipes, seems like a headache. Then again petroleum and LOX is enough to farm isoresin and fullerens for supercoolant production so that bottleneck is not much of a challenge.
The main issue with hydrogen is how hard it is to mass produce compared to oxygen. You get almost 9 times as much oxygen from electrolysis and it kind of easily got to the point where I have 20 tons if not more of oxygen, which you burn 1:1 with hydrogen (this is not how chemistry works BTW). Hydrogen vents are a joke, I found two and also piped all hydrogen from electrolyzers into my liquid hydrogen contraption. After a few flights the surplus is gone and I only have fumes left to support the smaller hydrogen cargo rocket. I guess it is best to leave it only for the flights where you need that superior engine performance and use Petroleum with LOX for everything else (~6 tons of petroleum+LOX is not that hard to get).
I thought maybe I could mine the gas giant for more hydrogen, but if it is at around 100000km away I need two tanks of hydrogen to fly there with one gas cargo tank that return 600 kg of hydrogen back at best. After 30 cycles at that. Not a good deal, gas cargo tanks seem totally useless on rockets at the moment. Maybe if they add noble gasses as a rare resource...
In general it seems to me that space economy needs more tuning. Besides rare resources, which are all solid currently, it is only worth to do cargo runs for wheeze worts seeds and metals, especially steel from satellites. Liquid and gas cargo bays just seem to be resource sinks for water/gasses, you end up wasting more consumables to fly than you get back from the trip and it takes from 15 to 30 cycle for the rocket to fly to the destinations that do provide liquid or gas resources.
Also besides super coolant I do not see much point in rare resources currently. Thermium has its uses I guess. I would rather see something that could be used as a refined metal but thermally behaved like abyssalite, would be useful to have to build rocket hangar wiring. Currently I just accept the melting as unavoidable, it doesn't lead to resource loss anyway, just dupe time loss.
I guess I should probably get back into this, eh? I played a bit (Around 20 hours IIRC) some time back just to take a peek at it, then I stopped since I didn't want to burn out in early access before story/progression/etc was added. But from the sound of things the only thing missing now is the story which should hit at the end of May, right? So probably safe to fire it up and get making a colony? Then again if they pulled some "Story doesn't apply to existing saves" shit I'd throw myself off a cliff, so maybe I should keep waiting.
I guess I should probably get back into this, eh? I played a bit (Around 20 hours IIRC) some time back just to take a peek at it, then I stopped since I didn't want to burn out in early access before story/progression/etc was added. But from the sound of things the only thing missing now is the story which should hit at the end of May, right? So probably safe to fire it up and get making a colony? Then again if they pulled some "Story doesn't apply to existing saves" shit I'd throw myself off a cliff, so maybe I should keep waiting.
Wait until 1.0 in May unless you want to get a feel of the game/learn to play before 1.0. This game doesn't have a learning curve, it is has a learning cliff.
Wait until 1.0 in May unless you want to get a feel of the game/learn to play before 1.0. This game doesn't have a learning curve, it is has a learning cliff.
Did already play a decent chunk, but I guess I'll hold off until 1.0. I'll be rusty as all goddamn hell but I'll have a very slight idea of what I'm doing anyway.
I guess I should probably get back into this, eh? I played a bit (Around 20 hours IIRC) some time back just to take a peek at it, then I stopped since I didn't want to burn out in early access before story/progression/etc was added. But from the sound of things the only thing missing now is the story which should hit at the end of May, right? So probably safe to fire it up and get making a colony? Then again if they pulled some "Story doesn't apply to existing saves" shit I'd throw myself off a cliff, so maybe I should keep waiting.
Wait until 1.0 in May unless you want to get a feel of the game/learn to play before 1.0. This game doesn't have a learning curve, it is has a learning cliff.
I've tried it at multiple times over the past year, but quit after about 15 minutes each time.
It's not because the learning curve, or well, maybe a little, but mostly because it looks so damn unattractive. Pisses me off too much to try and get the grips on it.
For me the visuals look great but last time I tried it, like a year ago, it already looked way too autistic with all the complicated systems and shit. Don't Starve was a ultra-fun romp, this looks like you gotta have at least the Asperger Syndrome to enjoy it. But I will give the final version a try.