Just make sure you don't forget to breathe.
Build Extensive Bases and Discover What it Takes to Survive:

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:

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:

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:

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

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:

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

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:

Summon new worlds with a push of a button. Experience tons of untamed space rocks, then suffocate to death in them!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25339032/c89d8cef8f6f3afec6efb1db2f343872c98046fa.png\"][/img]
Hey, spacefarers!
We\'re releasing the November 2025 Quality of Life update today!
This free update features performance improvements for all versions of ONI, polished-up QoL for old systems, new critter morphs, a bioprinter story trait, cosmetic blueprints, and more.
Highlights
Critter morphs: Husky Moo, Blum Lumb (The Prehistoric Planet Pack), Shatter Flox (The Frosty Planet Pack)
[/*]Story trait: Printerceptor
[/*]New elements: Plant Husk, Plywood
[/*]New buildings: Plywood Press, Communal Table, Insulated Door, Display Shelf, Biodiesel Engine, Wicker Door (The Frosty Planet Pack), Research Module (Spaced Out! DLC)
[/*]New room: Banquet Hall
[/*]Performance improvements
[/*]
QoL improvements (all versions)
We\'ve rebuilt and tweaked things behind the scenes to help us make lots of improvements that add up to a better overall experience. For example, pathfinding is faster, Jet Suits have better tuning and animations, and critters now calculate how crowded or cramped they feel based on their own individual space allocations. That makes it easier to manage ranches that contain multiple species.
It\'s also easier to find what you\'re looking for in the build menu: hitting CTRL+F on your keyboard pulls up the build menu and focuses on its search bar!
New buildings & elements (all versions)
Skilled farmers can now salvage a new Plant Husk byproduct when they\'re harvesting certain plants. Feed it to Gassy Moos to increase their chances of calling a biodiesel-producing Husky Moo to your planetoid, or combine it with Resin at the new Plywood Press to produce the new Plywood building material. Duplicants can dine with friends at the Communal Table in the morale-boosting Banquet Hall room, show off artifacts and keepsakes on a Display Shelf, keep spaces thermally regulated with the Insulated Door, and more!
Story trait: Printerceptor (all versions)
Uncover the Printerceptor, a new bioprinter building! It processes Data Banks and draws power from the Printing Pod to print a selection of very useful items on demand. There\'s just one catch: you\'ll need to unlock it first, using a code that is buried...somewhere on the planetoid. Better start digging!
Spaced Out! DLC\nMining space resources and gathering them can now be done separately! Once resources have been mined with a Drillcone, they\'ll linger at that site as free-floating harvestables until they\'re gathered by a rocket with a resource-appropriate cargo module. (For example, artifacts require an Artifact Transport Module.) Space POIs start with free-floating resources available, and the new Research Module allows rockets to collect any Data Banks found there.
We\'ve also made it easier to produce and store Radbolts, which is pretty rad!
The Bionic Booster Pack\nThere\'s a new two-tier Skill branch for Bionic Duplicants: Improved Hardware, which makes them immune to eye irritation and popped eardrums, and Climate Control, which makes them immune to the effects of chilly and toasty surroundings. (They can still get scalded or frostbitten though, so be nice!)
The Frosty Planet Pack\nFloxes raised in super high-decor areas have a chance of producing Shatter Flox morphs, whose dazzling antlers can be shorn for glass. Using Wood as a building material now boosts the finished product\'s Decor value, and we also added a breezy new wooden Wicker Door.
The Prehistoric Planet Pack\nRanching your Lumbs in a CO2-infused space increases their chances of laying Blum Lumb eggs, which will grow into stompy green morphs that produce algae. Over in the Supply Closet, there\'s a new Higby monument top to celebrate our beloved mustachioed crewmate.
New cosmetic blueprints You\'ll find over 100 new blueprints in the Supply Closet! If you own a DLC that has a themed Printing Pod blueprint, you\'ll find the new matching Mini-Pod in there too.
New Animated Short: Hangry For More
When rations run low, tensions run high! A very hangry Hassan goes on a ravenous rampage that puts the colony at risk of ruin. In the calorie-craving chaos that ensues, can the Duplicants appease their crewmate\'s voracious appetite before he eats them out of house and home?
Soundtrack Update
The Oxygen Not Included soundtrack has been updated! Disc 2 features 19 new tracks including music from the games DLCs, and other fun tracks that were previously unreleased. Existing owners get the new music free, in both MP3 and high-quality WAV and FLAC formats. We hope you enjoy them!
[p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25339032/152fba0ff41129ad4ffa8f9f9ff0594df77ea008.jpg\"][/img][/p]
In other news: The Neutronium Cosmetics Pack
We\'re releasing a small collection of Neutronium-themed cosmetic blueprints for sale today. You can https://store.steampowered.com/app/4157740/Oxygen_Not_Included_Neutronium_Cosmetics_Pack/\"" style="color:#bb86fc;text-decoration:none;">buy it here if you want to give your colony a regal makeover, or if you\'d like to help support our ongoing work on ONI. (There\'s a new Duplicant in there, too.)
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25339032/e5c3e28c45c8270aa4cd55a1f464ecdd7f01eafc.png\"][/img]
[dynamiclink href=\"https://store.steampowered.com/app/4157740/Oxygen_Not_Included_Neutronium_Cosmetics_Pack/\"][/dynamiclink]
Summary
We took a break from paid DLCs to dig into performance optimization, polish up old features, improve quality of life, create a new Printerceptor story trait, and add three new critter morphs, new buildings, elements, and over 100 cosmetic blueprints.
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.\n
Features
All versions
[list]Added Printerceptor story trait
[list]Note: By default only 5 story traits are selected to spawn in a new world. The Printerceptor will always be included in that default selection. It may be possible to select more than 5 story traits to include, but doing so increases the likelihood that worldgen may fail.
[/*]
Added Banquet Hall room type.
Requires an Ornament to be displayed on a Pedestal or Display Shelf.
[/*]Requires a Communal Table.
[/*]Provides a large Morale boost.
[/*][/*]New buildings
Insulated Door that provides the same amount of insulation as Insulated Tiles when closed.
[/*]Communal Table
[list]Seats up to 3 Duplicants simultaneously. If a Duplicant dines with friends, they receive a +1 Morale boost.
[/*]Required for the Banquet Hall room.
[/*][/*]Plywood Press, which transforms Plant Husk and Resin into Plywood.
[/*]Display Shelf, to display decorative objects and Ornaments (e.g. artifacts, story trait keepsakes) on walls.
[/*]Added a Biodiesel Engine for rockets.
[/*]Duplicants with the Crop Tending skill can now salvage Plant Husk when harvesting certain plants. This is in addition to those plants\' usual products.
[/*]Harvesting Gas Grass now produces a large amount of Plant Husk.
[/*]Added a new biodiesel-producing Gassy Moo morph called the Husky Moo.
[/*]Feeding Plant Husk to the Gassy Moo increases its chances of calling a Husky Moo.
[/*]Added Plywood element.
[/*]Added door sidescreen UI to set permissions for Rovers, Flydos and Biobots. There is also a section in that UI for Bionic Duplicants.
[/*]All critters now semi-regularly play a happy or sad emote animation to show certain states and effects.
[/*]Spaced Out! only
Added a Research Module for rockets, which collects Data Banks from space POIs. The Data Banks are non-renewable. Existing saves will be upgraded.
[/*][/*]The Frosty Planet Pack
Added a Flox morph called the Shatter Flox, which can be sheared for glass.
[/*]Added a Wicker Door, which is a gas permeable door made out of wood.
[/*][/*]The Bionic Booster Pack
Bionic Duplicants now have a new Skill branch for Improved Hardware (immunity to eye irritation and popped ear drums) and Climate Control (immunity to chilly and toasty surroundings).
[/*][/*]The Prehistoric Planet Pack
Added a Lumb morph called the Blum Lumb, that produces algae instead of peat. Lumbs will increase their Blum Lumb Egg chances when in presence of carbon dioxide.
[/*]Added a Higby monument top to the Supply Closet.
[/*][/*]Changes and Improvements
All versions
[list]Mess Tables are now public by default. They will only be restricted to a particular Duplicant if explicitly assigned.
[/*]Added Duplicant starting outfits selection widget to the new game character select menu and Printing Pod character select menu.
[/*]The keyboard shortcut Ctrl + F now opens the build menu\'s Base tab and focuses on the search bar. If the build menu is already open to a different tab, typing Ctrl + F will focus on the search bar in the current tab.
[/*]Several items have been added to the category of items that can be displayed on Pedestals. (E.g. Reed Fiber, Rhex Feather, Data Banks)
[/*]Large rocket modules now use the wide delivery offset, making it easier for Duplicants to deliver to their storage.
[/*]Created a new Missiles tech item in the Research screen and moved Meteor Blaster and Blastshot Maker there.
[/*]Several buildings that use liquid in their animations were updated to show the color of the liquid being used, instead of always showing the same color.
[/*]Revised Soda Fountain animation to work better when placed against a wall or the edge of a floor.
[/*]Fixed crash related to displaying controller icons in tooltips.
[/*]Wood material now provides a +50% Decor boost.
[list]The base decor values of the following buildings were adjusted proportionally down:
[list]Sauna
[/*]Hot Tub
[/*]Wood Tile (The Frosty Planet Pack)
[/*]Wood Block (The Frosty Planet Pack)
[/*]
Jet Suits
Significantly increased Jet Suits\' movement speed, increased their fuel consumption, and reduced their CO2 output and temperature.
[/*]Duplicants in Jet Suits prioritize flying over walking when both navigation options are available.
[/*]Adjusted animations.
[/*]Jet Suits now require a textile ingredient (i.e. Reed Fiber, Feather Fiber) to fabricate.
[/*]Jet Suits no longer require Petroleum to fabricate initially, but must be fueled at a Jet Suit Dock before first use.
[/*]Jet Suits can now be fueled by any Combustible Liquid.
[/*]Jet Suits will now show small smoke particles on each thruster.
[/*][/*]Critters
Added scale growth penalty to miserable critters.
[/*]Shine Bug eggs now drop some Resin when cracked at the Egg Cracker.
[/*]Items dropped by a critter upon death now spawn at the critter\'s body temperature.
[/*]Increased the number of Shine Bugs that can fit in a room before they experience Cramped and/or Crowded effects.
[/*]Gas Grass is enabled for harvest by default.
[/*]Crowding
[list]It will now be calculated based on space allocated to each individual critter, rather than assuming all critters are allocated the same amount of space. i.e. It takes a higher number of small critters to crowd large critters than it used to.
[/*]Aquatic critters will only consider other aquatic critters and eggs that are in the same pool as them when determining their Crowded status.
[/*]The Crowded modifier is now relative to the critter\'s personal space requirement. That is, larger creatures will generally suffer a lower happiness penalty than smaller creatures when they inhabit the same room.
[/*]The tooltips for the Crowded status now specify how many members of each critter are present, and how many tiles are allocated to each.
[/*][/*]The Flopping status for fish now displays in red font with an exclamation mark.
[/*]Rooms
Removed the light source requirement from the Laboratory room.
[/*]Added \"Banquet Hall\" room type with high morale benefit.
[/*]Reduced Mess Hall and Great Hall morale benefit.
[/*]Added the Ornament object category. Ornaments are a special class of decor objects that can be displayed on a Pedestal or Display Shelf. This category includes Artifacts and Keepsakes.
[/*]Any Room types that required high-decor items (decor items with +20 Decor) now require an Ornament displayed on a Pedestal or Display Shelf instead.
[/*]Decor Buildings for Room requirements
[list]Flower Pots and decor plants no longer count as two separate decor items that contribute to a Room\'s requirements.
[list]An empty Flower Pot will not count as a decor item.
[/*]If a Flower Pot contains a healthy decor plant, this combination will count as one decor item.
[/*]If the Flower Pot becomes non-operational (i.e. no foundation) or the plant wilts, it will not count as a decor item.
[/*][/*]Artables (e.g. sculpture blocks and blank canvases) will not count as a decor building until they have been completed by an artist.
[/*]Pedestals and Display Shelves will not be considered decor buildings if they lose their foundation or are not displaying an item.
[/*]Pedestals now have a negative status item \"No Object Displayed\" when they are not displaying an item.
[/*]The \"Incomplete Artwork\" status item on sculpting blocks and blank canvases is now red instead of gray.
[/*]Sandbox
It is now possible to directly spawn all Solid Materials, Bottled Liquids, and Gas Canisters from the sandbox spawner tool.
[/*]When placing a building in Sandbox mode, any plants covered by the building will now automatically be uprooted.
[/*]Sandbox destroy tool now deletes falling liquid droplets.
[/*][/*]UI
Stored items listed in the detail screen of a selected building are now grouped into items of the same category. Categories are collapsed by default. Individual items can be viewed by clicking to expand a category.
[/*]Food items shown in a storage UI can now display icons to show whether the item is fresh / stale / deep frozen / refrigerated / spiced.
[/*]Revised visuals for floating text popups that appear over a world location when Duplicants interact with it. Text popups are now a bit easier to read.
[/*]Added floating text popups for fabricators whenever they complete an order.
[/*]The floating text popup that displays when a Duplicant is delivering or picking up items now shows the icon of the item that\'s being interacted with.
[/*]Adjusted Pedestal sidescreen layout UI and added categories.
[/*]Improved search in the build menu.
[/*]Added title header to the Storage Capacity Control sidescreen UI.
[/*]The existing Inspect button that unlocks lore now has its own sidescreen header.
[/*]Adjusted text formatting on the Skill Screen tooltips to make them more consistent.
[/*]Small adjustments to the Supply Closet layout for better outfit previews.
[/*]Duplicants\' sidescreen Config tab now displays a Duplicant-specific tooltip. It used to share the same tooltip used in Buildings\' Config tab.
[/*]Scale Growth amounts shown in critters\' UI are now named according to their sheared product. For example, a Rhex will show \"Feather Growth 10%\" instead of \"Scale Growth 10%\".
[/*]Changed strings for Alt, Shift, and Ctrl in hotkey text to omit L/R (left/right). The specified modifier from either side of the keyboard will work.
[/*]Made refinements to the Research Screen visuals.
[/*]The Critter Flux-O-Matic story trait now more clearly communicates that scanning was successful, even if the scanned critter is one that has no morphs and/or the scan result doesn\'t contain new information about that species.
[/*]The warning text for having more than 5 story traits selected when starting a new game now says \"Unstable!\" instead of \"Too many!\"
[/*][/*]Database
Added a database entry for Organics in the Element Properties section of the database.
[/*]Added a database entry for Slippery materials in the Element Properties category.
[/*]The Element Properties database category and its sub-entries now have custom icons.
[/*]Plant seeds which are also food ingredients now link to the database entry about the food ingredient, rather than the one about the plant they grow into.
[/*]Plant database entries now have a subsection for their seeds, where you can see their applications.
[/*]Plant seeds that can be transformed into foods (e.g. Millimet, Sleet Wheat Grain, and Nosh Bean) no longer have database entries in the Foods category. Instead, their associated recipes are shown in the subcategory of the plant they came from.
[/*]Elements that sublimate or offgas now illustrate that transition in their database entry.
[/*]The display of Brackene production in the Gassy Moo database entry now shows the Milking Station, to make it consistent with how we show sheared products.
[/*]Database entries that describe Systems now contain links to relevant tutorials and videos.
[/*]Microchips, Boosters, and Data Banks have been moved into a new Tech Components category in the database.
[/*]Added icon art for Systems and Tips database entries.
[/*][/*]Spaced Out! only
Duplicants now get a \"Thrilling Flight\" status from being in space, which gives them a small Morale bonus and a Stress increase at the same time.
[/*]Ground-based telescopes now produce a small number of Data Banks when revealing starmap hexes.
[/*]Improved rocket interior background visuals while traveling through space.
[/*]Starmap tiles are now referred to as \"Hexes\" consistently throughout the game, instead of sharing the term \"Tile\" with world tiles.
[/*]Starmap changes
[list]Added an Organic Mass Field Space POI near the start. New saves only. This modifies all space POI positioning in seeds.
[/*]Added Abyssalite and Granite to the Rocky Asteroid Field space POI. It no longer provides Copper Ore.
[/*]Added Molten Lead to the Metallic Asteroid Field space POI.
[/*]Resources mined using a Drillcone will now be stored as free-floating harvestable resources on that starmap hex, which means mining and gathering can be done separately.
[/*]Space POIs start with 50 Data Banks each. This applies to existing saves too.
[/*]Space POIs start with some free-floating resources, which can be collected without first being mined by a Drillcone.This applies to existing saves too.
[/*]Minor art changes to some space POIs.
[/*]When a rocket is set to do a Round Trip, the rocket will begin its return flight when:
[list]It reaches its destination and finds no resource available to be gathered by cargo modules, and/or
[/*]It cannot mine a Space POI present in that starmap hex.
[/*][/*]Rockets with cargo modules that can gather from starmap hexes will now attempt to gather a bit of each resource at the same time instead of harvesting the entirety of one resource before starting to gather the next one.
[/*]Added new UI sidescreens representing rocket cargo modules and resource gathering. These can be viewed by selecting rockets in the starmap.
[/*]Drillcone description now specifies that it only frees up the space resources, and that a Cargo Bay or other transportation module is necessary for gathering them.
[/*]All space artifacts now mention the need for an Artifact Transport Module, and link to the new Space Mining entry in the database.
[/*]All Space POIs that can be mined for resources will start with 10% extra resources already free-floating and available for gathering.
[/*]Radbolts
Moved Radbolt Joint Plate to an earlier tech tier.
[/*]Radbolt Generators now only consume electricity proportional to current radbolt production for values less than 480 watts/100 radbolts per cycle. Higher values continue to require only 480 watts.
[/*]Radbolts stored in Radbolt Chambers or Radbolt Generators now decay significantly more slowly when the building loses power.
[/*][/*]Cargo Bay, Solid Rocket Port Loader, Solid Rocket Port Unloader, and Rocket Port Extension have been moved to the Solid Transport tech tier.
[/*]The Space Travel database entry now contains information about space mining, and life support for rocket crew.
[/*]Simplified and revised several rocketry-related UI sidescreens.
[/*]The tooltip that appears when a destination is out of a rocket\'s range now includes information about both the rocket\'s current maximum range and its potential maximum range.
[/*]The rocketry sidescreen button to adjust rocket module access permission to crew only is now called \"Summon Crew.\"
[/*]Frosty Planet Pack
Base decor value of the Wood Tile and Wood Block reduced to accommodate the new Decor boost given by building with wood material.
[/*][/*]Prehistoric Planet Pack
The Mimillet\'s description now calls it a seed of a Mimika Bud, instead of a fruit. Removed the word \"Seed\" from the end of the description.
[/*]Pollinator critters now have a \"Going to Pollinate\" status when they are on their way to tend to a plant.
[/*]The notification that pops up when Demolior delivers the keepsake item now says \"Artifact found\" and specifies that the item came from Demolior.
[/*]Minor improvements to Jawbo navigation.
[/*]Attempt to prevent baby critters growing up getting stuck in a tile if the adult is larger than the baby (e.g. Jawbo).
[/*][/*]Fixes
All versions
[list]Potential fix for critters entombing themselves in tiles.
[/*]Fixed an issue where Duplicants would sometimes become frozen in place when trying to equip an item on the floor.
[/*]Fixed a bug where Duplicants were consuming Allergy Medication even when they didn\'t need it.
[/*]Fixed balloon artist Duplicants freezing when they could not reach the Printing Pod.
[/*]Fixed a crash that could happen with invalid buttons on game controllers.
[/*]Fixed an issue with copy settings on farm tiles allowing plants which grow downwards to be assigned to unrotated farm tiles (i.e. in default \"facing up\" position).
[/*]Fixed an issue where Liquid Hydrogen coming out of a Liquid Vent did not match the element color.
[/*]Fixed shearables for large critters spawning inside of natural tiles. The sheared product will now spawn where the Duplicant is working.
[/*]Fixed a crash that could occur when a critter dies in the arms of a Duplicant who is relocating them.
[/*]Fixed Solid Sap ore art incorrectly using the Solid Resin art.
[/*]Fixed an issue where a Duplicant wearing a partially configured cosmetic Atmo Suit blueprint would be invisible.
[/*]Fixed a rare crash related to rooms being recalculated.
[/*]Korean localizations have been updated to reflect translation feedback.
[/*]Fixed an issue where selecting a Data Bank in base game in the sandbox spawner tool and enabling Spaced Out would spawn the wrong data bank and vice versa.
[/*]Fixed crash playing the game on older Linux distros.
[/*]Fixed crash loading custom keybindings file with unrecognizable bindings. This applies to future updates which may introduce new keybindings.
[/*]Fixed a crash could occur if the Story Trait sandbox tool was configured for an invalid story trait.
[/*]Fixed Pacus and Shine Bugs appearing off-center in the Incubator.
[/*]References to \"Skill Level\" that should have been \"Attribute Level\" have been corrected.
[/*]Removed an unnecessary forward slash in the italics tag for a word in a lore entry.
[/*]Fixed minor bug with Gassy Moos beckoning.
[/*]Jet Suits
[list]Fixed a bug that was causing Jet Suit movement speed to be inconsistent depending on movement direction.
[/*]Fixed Duplicants playing the incorrect idle animation while in a Jet Suit.
[/*]
UI
Fixed an issue causing the Element Filter sidescreen search field to sometimes clear unexpectedly while unpaused.
[/*]Fixed an issue causing the Meter Control sidescreen limit field to sometimes clear unexpectedly while unpaused.
[/*]Fixed the sort order for buildings in the build menu.
[/*]Critters in the sandbox Spawner menu now display the default critter and not a morph icon.
[/*]Fixed an issue where a controller would pan the Research screen while it was closed.
[/*]Fixed the layout of the Element Properties database entry.
[/*]Cleaned up stray paint in Brackene UI state.
[/*]Fixed an issue where right-clicking to close the Skills screen would assign a skill point.
[/*]Fixed the Schedule screen not updating after renaming a Duplicant.
[/*]Reduced flickering in Power overlay caused by indeterminate state on wires during circuit recalculation.
[/*]Fixed a bug where the Fossil Quarry description was not being updated after the story trait was completed.
[/*]Fixed a bug where the descriptions for sculptures and paintings were not being updated when sculpted.
[/*][/*]Database
Fixed an issue preventing Tutorial Videos from being visible in the Database
[/*]Fixed broken database icon links for:
[list]Airborne Critter Trap
[/*]Wattage Sensor
[/*]Duplicant Motion Sensor
[/*]Large Cargo Bay (Spaced Out!)
[/*]Critter Cargo Bay (Spaced Out!)
[/*]Large Liquid Cargo Tank (Spaced Out!)
[/*]Large Gas Cargo Canister (Spaced Out!)
[/*]Wood Tile (The Frosty Planet Pack)
[/*]Snow Tile (The Frosty Planet Pack)
[/*][/*]Dried food items now have database links to the rehydrated versions of their food. (E.g. Dried Frost Burger link will lead to Frost Burger database entry.)
[/*]Fixed an issue causing Critter Flux-O-Matic logs to be missing for:
Sweetle (Spaced Out!)
[/*]Grubgrub (Spaced Out!)
[/*]Flox (The Frosty Planet Pack)
[/*]Bammoth (The Frosty Planet Pack)
[/*][/*]Removed some deprecated recipes from the database.
[/*]Spaced Out! only
The Drillcone UI sidescreen progress bar no longer animates while the Drillcone\'s diamond supply is exhausted.
[/*]Fixed an issue where a Radbolt would sometimes not hit a critter.
[/*]Fixed Plug Slug animation in the Critter Cargo Bay.
[/*]Fixed a typo where the Spacefarer module\'s input port said \"Nominal\" instead of \"Normal\" after receiving input.
[/*]Fixed a minor text display issue where text in the Radiation diagnostics panel was not displaying in its correct formatting.
[/*]Fixed a bug where artifact POIs in the starmap didn\'t show a description.
[/*]Fixed Payload Opener requesting less than whole units of payloads.
[/*]Fixed a crash that occurred when opening the Skills screen and selecting a Duplicant who recently drank at a Water Cooler and used a Party Line Phone to talk to a Duplicant on another world, while playing with Chinese localization enabled.
[/*]Spacefarer and Basic Nosecone modules now correctly omit the word \"Engine\" from the line explaining that they must be built via a Rocket Platform.
[/*][/*]Frosty Planet Pack
Removed an unnecessary space in a link tag in the description for Seakomb Leaf.
[/*][/*]The Bionic Booster Pack
Fixed a crash related to Atomic Power Bank diagnostic.
[/*][/*]The Prehistoric Planet Pack
Fixed Jawbo flopping into walls.
[/*]Fixed a typo in the description for the Relica starting world Lab challenge.
[/*]Sweatcorn is now consistently referred to as a vegetable.
[/*]Mimillet is now consistently referred to as a seed.
[/*]The Critter Sensor now counts Gnit Larvae.
[/*][/*]Performance
Reworked asynchronous pathfinding system with significant improvements for Jet Suits.
[/*]Optimized many core internal systems of the game by reducing memory allocations and making them generally more efficient.
[/*]Significantly reduced the number of memory allocations per frame, which resulted in a slightly smoother framerate. This is the groundwork for a future optimization.
[/*]Optimized small graphs used in Diagnostics, All Resources Panel, and top left area beside the Asteroid Clock.
[/*]Improved performance of objects being deleted, which was causing some performance issues in large bases deleting ore chunks.
[/*]Fixed a performance issue where opening various screens (Vitals, Consumables, All Resources etc.) would cause a performance impact even when closed.
[/*]Reduced performance hitch when opening the Consumables screen for the first time in a play session.
[/*]Improved performance of sandbox Destroy tool.
[/*]Improved performance on post-processing effects code.
[/*]Improved performance of diagnostic notifications\' bouncing animation.
[/*]Minor optimization to Solar Panels.
[/*]Minor optimization to Gulp Fish.
[/*]
Modding
Significant changes to the types of objects passed as part of events, notably value types such as bool and int are now passed as a new Boxed type to avoid unnecessary allocations. See this post for a more detailed explanation.
[/*]Changed how the StateMachineUpdater handles render buckets. They now update at most once per frame instead of multiple times if the framerate is slow.
[/*]Fixed a crash that occurred when loading dll mods on mods installed on exFAT drives on Mac OS.
[/*]Fixed an ordering issue with ModUtil.AddBuildingPlanScreen with option BuildingOrdering.Before.
[/*]RoomConstraints.LightSource has been deprecated with the removal of the light requirements on the Lab room. It is recommended to update any reference to GameTags.LightSource instead. The room constraint is deprecated and no longer supported.
[/*]Critter animations were broken up into build and animation files similar to how Duplicants work.
[/*]Upgraded Unity to 2022.3.62f2
[/*]
Supply Closet
Added Jet Suit blueprints.
[/*]Added Mini-Pod blueprints.
[/*]Added default Duplicant outfits and clothing.
[/*]Fixed missing audio on some building blueprints.
[/*]Fixed audio not playing when switching building blueprints while the building is playing an animation.
[/*]Larger and clearer category buttons in the Wardrobe/Outfits browser section.
[/*]Improved blueprint sorting.
[/*]Description for all clothing items in the Supply Closet now reads \"This blueprint can be worn by any Duplicant\", to communicate the lack of restrictions while clarifying that some items (i.e. Jammies) are all-in-one outfits that can\'t actually be combined with other pieces.
[/*]Added DLC filtering dropdown menu to the Supply Closet.
[/*]Added small versions of DLC logos for some UI applications.
[/*]Build menu and sidescreen Blueprint panel heights resize according to the number of available blueprints.
[/*]The Neutronium Cosmetics Pack logo is now displayed in the Supply Closet
[/*]Added tooltips for the cosmetic category selection arrows in the Supply Closet\'s Duplicant screen.
[/*]Selecting the Restyle button from a Duplicant\'s Blueprints sidescreen tab now opens the Supply Closet Duplicant Outfit Screen to the appropriate outfit category setting.
[/*]
Changes since last public testing hotfix
Fixed chore interruption caused by frequent navigation failure.
[/*]Updated Chinese localizations.
[/*]Fix animation bugs on Bionic Duplicants at the Communal Table.
[/*]Fixed crash deleting a Duplicant using Sandbox Destroy tool.
[/*]Fixed crash that could occur when selecting certain custom outfits in the Duplicant selection screen.
[/*]Added Regal Neutronium Default Uniform to Neutronium Cosmetics Pack.
[/*]Fixed a crash some users experienced relating to ReachabilityMonitor.cs
[/*]Fixed Dreckos and Dartles teleporting through walls.
[/*]
Minimum Setup
- 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
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