





Hello, friends!
Our March 2025 Quality of Life update is out today! This free update squashes some long-standing bugs and improves UX in all versions of the game. It also includes DLC-specific additions, bug fixes, and improvements for The Bionic Booster Pack.
Highlights of this minor update include:
QoL & bugs for all versions
Weve introduced a smarter search function in the build menu and Research screen. It uses fuzzy search, synonym matching and even initialismfor example, you can now search "mm" to find the Microbe Musherto help you find what youre looking for faster. Improving searchability is an ongoing process, and we hope to keep building this out in the future.
Another thing thats got us all in a fizz is the new range of visual effects applied to liquids: a mild "underwater"-type distortion becomes increasingly conspicuous as the liquids temperature rises, eventually leading to bubbles that intensify as it approaches its boiling point.
Weve also changed the way that liquids get displaced in the sim, to fix some liquid duplication bugs.
The database continues to expand, and now contains entries for our quirky little Duplicantsincluding basic health metrics and links to the various systems that keep the crew alive and well.
The Bionic Booster Pack
We fixed a bug where the Flydo fetch drone would fly erratically on autopilot when it depleted its power bank supply. We also updated the Skill screen for Bionic Duplicants to add an overview of all the boosters available on that world. You can even assign or unassign boosters directly from that screen. Bionic Duplicants are now susceptible to diseases, too!
The Frosty Planet Pack
Bammoths wont run into walls anymore, and there are now themed Monument blueprints for this DLC in the Supply Closet!
Summary
We fixed a bunch of bugs (including some veteran ones like liquid duplication!), made our search functions more responsive, added visual feedback to liquids that are heating up, improved booster management in The Bionic Booster Pack, and added cosmetic blueprints to The Frosty Planet Pack.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch.
Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input.
Full patch notes below.
Changes and Improvements
- All versions
- Smarter search text matching in the Research screen and build menu
- Search inputs (e.g. a buildings category, recipes, common name synonyms, and small typos) now return more useful results.
- Initialisms can also be used, e.g. mm will match Microbe Musher.
- Updated liquid visual effects, including special visuals when approaching boiling points.
- Updated Solid Crude Oil tile and ore art.
- Building requirement text and status items now better indicate the skill or booster required to operate them.
- Database
- Duplicant and Bionic Duplicant database entries now contain more information about their survival and advancement needs, and links to relevant systems. These are works in progress.
- The Health entry in Systems now includes information about Sleep requirements.
- The Printing Pod database entry now shows the art for the building.
- Added building icons to building category database entries.
- Smarter search text matching in the Research screen and build menu
- Spaced Out! only
- Worldgen: Minor changes to mining room POI on Superconductive Asteroid. Removed oxygen and changed the material of the doors.
- Duplicants incapacitated by Deadly levels of radiation will now have their exposure severity reduced to Extreme upon entering a triage cot.
- The Frosty Planet Pack
- Fixed an issue that was causing Bammoth animations to clash with walls.
- The Bionic Booster Pack
- Updated bionic boosters Skill screen UI to allow for booster management.
- Bionic Duplicants now have the capacity to actually get sick from germ exposure.
- Fixed a bug where Bionic Duplicants consuming disease-tainted oxygen canisters were not transferring the disease to their internal oxygen tanks.
- The Gunk Extractor now applies germs to Bionic Duplicants after use.
- The room bonus from the Gunk Extractor now lasts 3 cycles.
- Added a Diagnostic that signals when an Atomic Power Bank is nearing the end of its lifetime. (Spaced Out!)
- Building requirement text and status items indicate the bionic booster required to operate them in lieu of skill assignment.
- All versions
- Fixed a bug where liquids on special tiles (e.g. airflow tiles) were being displayed as if they were floating above the tiles instead of sticking to them.
- Fixed Biobot, Rovers (Spaced Out!), and Flydos (The Bionic Booster Pack) choosing to idle over lower priority chores.
- Fixed a bug causing the element of worn out Atmo Suits to change to Dirt after being repaired.
- The Power Control Station building no longer describes itself as being a necessary part of a power plant.
- Fixed a bug where Duplicants could slip when walking over a mesh tile that had a slippery liquid inside.
- Fixed Bottle Emptier not emptying milligrams.
- Fixed an issue with the UI scale on 16:10 monitors causing the UI to appear small even at 200%.
- Fixed an issue that could happen when launching the game on Macs, when installed on a non-native file system such as FAT32/exFAT.
- Fixed an issue where an Incubator whose egg had recently been removed would request the egg when loading the save again.
- When the power circuits are rebuilt (e.g. network is disconnected or reconnected either via construction, destruction or circuit breaker):
- The current load on all circuits is now set to an invalid value (-1)
- the wire sidescreen will display this state as "?"
- the wattage sensor will now not change its automation state until it receives a valid value from the wire it is monitoring.
- Power icons on the Power overlay for under construction and placement preview are now consistent.
- Fixed an issue causing critters to recalculate their food target more often than necessary.
- Fixed the top of the Fish Feeder not visually updating correctly.
- Fixed Pacu not eating seeds from a newly built Fish Feeder.
- Fixed Sweepy sometimes not picking up an item when moving.
- Fixed inconsistent text alignment on suit dock sidescreen buttons.
- Simulation
- Fixed liquid duplication caused by a liquid falling and displacing a neighboring cell simultaneously.
- Changed the way liquids are displaced in the sim, preventing liquid duplication in certain situations.
- Performance
- New conduit flow computation algorithm to improve worst-case performance when rebuilding liquid/gas conduits.
- Performance improvement: Reduced number of memory allocations per frame in various systems of the game.
- Reduced memory allocations during Auto-Sweeper update.
- Database
- Fixed missing link on "Buildings->Category".
- The database entry shortcut icon in the Microchip and Data Bank UIs now correctly links to their respective database entries.
- Spaced Out! only
- Fixed potentially spawning partial unit mass when transfer pickupables to debris.
- Fixed space exposure surrounding a rocket interior not working correctly until save/load.
- Added Data Analysis Research to the list of research types in Systems/Research, and corrected a typo where Interstellar Research pointed to the Orbital Research Center instead of the Virtual Planetarium.
- Fixed an issue causing Duplicants with deadly levels of radiation sickness to repeatedly fall out of their hospital beds.
- Fixed a crash that could occur when trying to deploy a dead Duplicant in a Trailblazer Module.
- Fixed oversized click area on Launch Rocket UI button.
- Fixed oversized click area on Abandon Ship Rocket UI button.
- The Frosty Planet Pack
- Fixed Bammoth navigation to prevent them from running into walls.
- Fixed an issue where Ice Meteor Showers didnt contain meteors if The Frosty Planet Pack was not installed.
- The Bionic Booster Pack
- Fixed Flydos moving erratically when their power bank was depleted.
- Fixed Flydos sometimes not being eligible for errands.
- Fixed a crash related to power banks depleting in a Flydo.
- Fixed a bug that caused Bionic Duplicants to not use assigned Gunk Extractors if a hospital room existed in the base.
- Fixed a crash that could occur when a Bionic Duplicant leaves a rocket interior to land in a Trailblazer Lander.
- Fixed inconsistency with Flydo recipes and mass of Flydo.
- Fixed newly crafted Flydos having a missing status item.
- The Frosty Planet Pack
- Added DLC-themed cosmetic blueprints for monument parts.
- A significant refactor of the DLC system was made. Attempts were made to prevent mods from breaking, but some will need to be updated by their creators.
- Deprecated supportedContent in mod_info.yaml, instead use requiredDlcIds and forbiddenDlcIds. See the stickied post in the modding forum for more information.
- A large number of methods were marked [Obsolete] with descriptions of what to switch to. Please check your warnings and turn on warnings as errors.
- Added IHasDlcRestriction interface. The intention is for this to be implemented anywhere requiredDlcIds/forbiddenDlcIds are used.
- Specifying DLC requirements for IEntityConfig has changed.
- Deprecated IEntityConfig.GetDlcIds().
- DLC restrictions are now optionally specified by implementing IHasDlcRestrictions.
- Mods implementing GetDlcIds are detected and assumed to be in the old AVAILABLE_
format, and loaded correctly.
- IEquipmentConfig implements IHasDlcRestrictions with similar considerations as IEntityConfig.
- IBuildingConfig implements IHasDlcRestrictions.
- ComplexRecipe now supports forbiddenDlcIds too.
- Added IHasDlcRestrictions to a number of other classes.
- Deprecated all SaveLoader DLC methods. Added static methods to Game for checking DLC state of the current save; use this instead.
- Removed support for pre-Spaced Out! mods missing mod_info.yaml. The mod_info.yaml file has been required in order to upload a mod since 2021 and the majority of affected mods no longer work.
- Mod screen:
- Added tooltip explaining why a mod cant be loaded to the mods screen.
- Added tooltip to mods on the mods screen to display their description defined in mod.yaml.
- Added translation support for name and description in mod.yaml. The fields can be either a string key or plain text.
- Changed codex yaml DLC checks to requiredDlcIds and forbiddenDlcIds (previously it was dlcIds and forbiddenDLCIds).
- FileSystem ignores filenames starting with "._" (AppleDouble format)
- Fixes
- All Versions
- The water shader distortion effect is no longer affected by the camera zoom level.
- Stabilize the ordering of items in the Research Screen and Build Menu.
- Trim whitespace off the ends of search text to avoid excluding
- matches due to whitespace differences.
- Base game only
- Fixed crash when using Triage Cot
- Spaced Out!
- Fixed oversized click area on Abandon Ship Rocket UI button.
- The Bionic Booster Pack
- Fixed inconsistency with Flydo recipes and mass of Flydo.
- Fixed newly crafted Flydos having a missing status item.
- All Versions
[ 2025-03-13 17:09:47 CET ] [ Original post ]
- NA Depot - Linux [1.15 G]
- NA Depot Expansion1 - Linux [1.96 G]
- Oxygen Not Included - Spaced Out!
- Oxygen Not Included: The Frosty Planet Pack
- Oxygen Not Included: The Bionic Booster Pack
Just make sure you don't forget to breathe.
Build Extensive Bases and Discover What it Takes to Survive:
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Everything in your space colony is under your control, from excavation and resource allocation right down to plumbing and power systems. Resources will begin depleting with your first breath, however, so be sure to dig fast if you want to live.
It’s Mind Over Matter with Stress Simulations:
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Keep the psychological impact of survival at bay with fun leisure activities, great accommodations and even better food for your colony. Duplicants each have different and potentially destructive ways of reacting to stress, so be sure to always keep them happy. Whatever the cost.
Avoid Boiling with Thermodynamics:
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Temperature control is a constant concern in space; too cold and you'll freeze, too hot and you'll fry. Keep tabs on ambient environmental temperatures and your colony's heat production to maintain a nice, cozy atmosphere for your colonists.
Enhance Efficiency through Complex Gas and Liquid Simulations:
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Create interlocking pipe systems to swiftly deliver fuel and liquid to critical areas of your base. Plan well and be rewarded as your colony transforms into an imperishable, well-oiled machine.
Take Charge with Power Grid Simulations
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Choose from a multitude of power sources including coal, hydrogen, natural gas or just plain old elbow grease. Manage power runoff, circuit overloads and meltdowns to keep your colony running smoothly.
Always Keep Yourself Breathing:
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Enter the Oxygen Overlay and watch air moving through your base in real time. Monitor carbon dioxide accumulation and oversee oxygen generation processes to mold your colony into a veritable deep-space oasis.
Waste Nothing through Extreme Recycling
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Make use of every last resource for a base that truly exemplifies efficiency. Recycle waste into precious fuel, process unbreathable gas into air or harness the natural bodily processes of wild creatures for food. If you’re clever, you might even be able to run a base off colonist farts.
Explore Diverse, Procedurally Generated New Worlds:
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Summon new worlds with a push of a button. Experience tons of untamed space rocks, then suffocate to death in them!
- OS: Ubuntu 18.04
- Processor: Dual Core 2 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
- Storage: 2 GB available space