Fixes All versions Fixed incapacitated Duplicants teleporting to the bottom left of the world after being rescued and resuscitated. Fixed Masterworks skill string not mentioning Masterpiece artwork quality. Deconstructing buildings that have Gaskets now spawns a Gasket of the cor
Fixes
All versions
Fixed incapacitated Duplicants teleporting to the bottom left of the world after being rescued and resuscitated.
Fixed Masterworks skill string not mentioning Masterpiece artwork quality.
Deconstructing buildings that have Gaskets now spawns a Gasket of the correct element, and not Genetic Ooze.
Fixed liquid rendering bug on older graphics cards.
Fixed navgrid memory leak.
Fixed an issue that would occur if multiple "Empty Conduit" requests were queued up on a single conduit before it was destroyed.
Optimized some textures to reduce memory usage. Removed some unused textures.
Optimized liquid texture array size to improve graphic memory usage.
The Aquatic Planet Pack
Added Nigiri and Sushi roll to the Carnivore achievement.
Changes and Improvements The Aquatic Planet Pack Minnow's Freediver trait now provides +4 to all attributes while swimming. In new saves, Minnow will now join your colony with +4 in all attributes and the Ancient Knowledge trait providing 3 Skill points. Seaquines will now poop o
Changes and Improvements
The Aquatic Planet Pack
Minnow's Freediver trait now provides +4 to all attributes while swimming.
In new saves, Minnow will now join your colony with +4 in all attributes and the Ancient Knowledge trait providing 3 Skill points.
Seaquines will now poop on a more regular basis.
Beakons and Pokeshells will no longer poop on Wide Hydroponic Farm tiles with more than 2 cycles of fertilizer supply already in storage.
Fixes
All versions
Fixed issue causing exhaled CO2 to sometimes appear at the wrong location.
Doors set to 'Auto' no longer open and close upon loading a save game.
Fish occupying a boundary cell of a pool will no longer be considered inside that pool.
Fixed issue causing the Liquid Tepidizer to play working animations while inoperational.
Added Chinese versions of The Aquatic Planet Pack logos for WeGame players.
Centered horizontal alignments for DLC logos in the Main Menu.
Fixed a rare crash related to pathing near doors, liquids, and ladders.
Large swimmers will no longer get stuck when swimming near solid tiles.
Spaced Out! only
Fixed a visual bug that showed a shadow in front of interior rocket liquids and gas port tiles whenever liquid was touching them.
The Prehistoric Planet Pack
Fixed Jawbos getting stuck in a loop trying to get groomed when adjacent to solids.
The Aquatic Planet Pack
Fixed audio performance issue with Beakons.
Fixed Blowters emitting bubbles into solid tiles and causing them to be destroyed.
Fixed a visual bug where a Duplicant harvesting a Kelpole caused two Kelpoles to appear.
Updated Gildgo Egg animation.
Fixed crash that occurred when deconstructing the Tattered Beach Chair without owning The Prehistoric Planet Pack.
Fixed a typo in Kai's bio.
Fixed Baby Orehull not flopping to water while watched because they are shy.
Adjusted horizontal movement timing of flopping critters to better match their animations.
Fixed Orehulls getting stuck in a loop trying to get groomed when adjacent to solids.
Changes and Improvements All versions Revised Tepidizer sound for when the building is in Turbo Mode. Aquatic critters will now reference pool size instead of room size in the Space Required section of their database entries, when describing Confined and Crowded conditions. The F
Changes and Improvements
All versions
Revised Tepidizer sound for when the building is in Turbo Mode.
Aquatic critters will now reference pool size instead of room size in the Space Required section of their database entries, when describing Confined and Crowded conditions. The Field Guide has been updated to mention both pools and rooms.
The Prehistoric Planet Pack
Jawbos can now eat Cooked Seafood to receive a Happiness bonus and Wildness reduction effect.
Seakomb can survive in Polluted Brine.
The Aquatic Planet Pack
Added new art for the Petta Pouf Seed so that it won't be confused for a critter egg.
Breathing Station description now refers more broadly to utility in suffocating environments, instead of just in liquid.
Flue Coral can now survive in Polluted Brine.
Minor revisions to Sushi Bar animations.
Fixes
All versions
Fixed issue with single packets bypassing liquid and gas vents.
Improved the stability of pools surfaces when bubbles are popping.
Potential fix for crash related to assigning skills.
Fixed an issue where building pipes or wires through a Wide Hydroponic Farm would cause some of its tiles to break.
Fixed a bug where light was not passing through Mesh Tiles and Airflow Tiles on save load.
Fixed a bug where Wheezeworts and Alveo Veras were displaying an empty status item.
Fixed a visual bug where unstable natural tiles (e.g. Snow or Sand) would become invisible if they fell on a cell that had an unfinished tile building queued up for construction.
Improved audio performance issue if 3,600 splashes occur at the same time.
Large flopping aquatic critters no longer get stuck if entering liquids from the right-hand side of the screen.
Sealed doors that have been opened will no longer be immediately assigned a Lock chore on game load.
Fixed a visual bug on certain graphic cards where the Magma texture was displayed as default.
Fish Pick-Up can now be made non-operational.
Fixed a bug where aquatic critters were being groomed at the Grooming Station.
Light-emitting critter’s emission amount now reacts more quickly when conditions change.
Pacu Treat now has its own standalone database entry.
Spaced Out! only
Fixed liquid visuals next to a rocket window tile.
The Prehistoric Planet Pack
Seakomb Seed marked as water seed in the planter side screen.
Added missing Mimika critter entry for the Critter Flux-O-Matic.
Fixed Jawbo not being able to reach ranching stations when it's placed against solid tiles on the right.
The Aquatic Planet Pack
Fixed Swimwear not applying insulation correctly when worn.
Fixed Glo Squid Beach Chair cosmetic being cut off when placed adjacent to other chairs.
Seaquines will now be able to eat at Fish Feeders without falling.
Fixed Wide Hydroponic Farm not queuing up uprooting errands when built over plants.
Wide Hydroponic Farm now specifies that only some seeds require irrigation with liquid pipes.
Fixed an issue with swimming Duplicants struggle to find a safe area to recover breath.
Fixed Gum Palm Seed appearing to float while on the floor.
Gildgo Molt entry in the database now displays its correct name.
Hydroponic Farm now specifies that only some plants require irrigation via Liquid Pipes.
Orehull description now correctly says that its output is Polluted Mud.
New critters from The Aquatic Planet Pack now display their custom strings after being scanned by the Critter Flux-O-Matic.
Baby Slogo and Gildgos no longer retaliate when attacked.
Fixed typos in the Useful Anomaly lore entry.
Fixed missing bag from trussed Glo Squid.
Fixed Orehulls not being able to reach ranching stations when it's placed against solid tiles on the right.
Fixes All versions Fixed crash opening Pacu Treat database entry. Spaced Out! only Fixed excessive logging when loading a save on a non-start world. The Aquatic Planet Pack Duplicants that start with the Divemaster skill will also be granted the Basic Swimming skill, even on non
Fixes
All versions
Fixed crash opening Pacu Treat database entry.
Spaced Out! only
Fixed excessive logging when loading a save on a non-start world.
The Aquatic Planet Pack
Duplicants that start with the Divemaster skill will also be granted the Basic Swimming skill, even on non Marinea starts.
Friends, grab your floaties... ...it's release day for The Aquatic Planet Pack! This DLC features a plethora of pool-dwelling critters, flooded flora and submersible buildings...and Duplicants who learn to swim for the very first time in ONI history! The Aquatic Planet Pack plung
This DLC features a plethora of pool-dwelling critters, flooded flora and submersible buildings...and Duplicants who learn to swim for the very first time in ONI history!
The Aquatic Planet Pack plunges colonies into the deep end of a marine world of kelp forests and coral reefs, where expanded aquatic ranches cater to cuisine and construction projects alike, and clams grow bigger than Duplicants. There are brand-new biomes, plants, resources, foods and buildings, plus two new recruits—including one who's unnaturally well-adapted to the environment. (And needs to be convinced to join you.) Don't miss the exclusive collection of cosmetic blueprints that helps colonies present a nautical facade, even if they haven't quite found their sea legs yet!
Explore underwater ecosystems that unleash new possibilities for power systems, and master the art of keeping your colony's head above water when dry land is as scarce as Duplicant brain cells. (It's okay, their crewmates know CPR.)
Whet your appetite for this wet new world with the new short here!
The Aquatic Planet Pack can be purchased for 9.99USD and is available now on Steam, WeGame and Epic.
If you own more than one DLC, shake things up by using the Scramble DLC tool when making a new game! It works for The Aquatic Planet Pack as well as past and future additions to the ONI universe. Special thanks to long-time modder Aki, with whom we collaborated on parts of this DLC!
The base game also gets a free update today! This includes flatulent Duplicants now producing bubbles when farting underwater, improved liquid visuals, 4k wires, and more.
What's in this DLC?
New starting world: Marinea!
Two new Duplicants: Kai and Minnow, the recruitable survivor Duplicant!
Yes, you can upgrade your old save. Please note that in DLCs that contain new worldgen and worldgen-related improvements, those aspects will be available to new games only.
How do I upgrade my old save?
Go to the pause menu and click on the DLC's logo. It will create a copy of the save with the DLC enabled.
Is there still a Previous Update Branch?
Yes! If you're playing on the base game and this free update breaks some of your mods, you can opt in to the temporary, unsupported <Previous Update Branch>.
Ahoy, friends! The Aquatic Planet Pack DLC launches next Thursday , June 11th! It'll be available on Steam, WeGame, and Epic. This is the splashiest DLC we've shipped to date: for the first time ever, Duplicants are learning to swim! They've also learned how to perform CPR, which
Ahoy, friends! The Aquatic Planet Pack DLC launches next Thursday, June 11th! It'll be available on Steam, WeGame, and Epic.
This is the splashiest DLC we've shipped to date: for the first time ever, Duplicants are learning to swim! They've also learned how to perform CPR, which comes up about as often as you might expect.
Immerse yourself in a flooded starting world where Duplicants hack open giant clams to harvest glossy pearls, swim alongside blindingly bioluminescent Beakon fish, and call Seaquines over to the Aquatic Milking Station to harvest the ingredients for Caviar. Mussel Sprouts and sticky Slogo snails populate the beaches, while Glo Squids prowl the depths of the abyssal trenches.
Pulverize the wood from an otherworldly palm tree to extract the latex needed to produce rubber at the new vulcanizer building. This versatile material enables your Duplicants to craft rubber boots that keep their tootsies dry in this damp environment, craft powerful 4kW insulated conductive wires, and produce the gaskets that many submersible buildings need.
There's also a survivor Duplicant roaming the asteroid, waiting to see if they should join your colony...
Can't wait until next week? Play the free beta version today! The beta will be playable right up until the DLC goes on sale.
Steam first, then WeGame and Epic. We'll share more info as soon as we can!
How much does it cost?
9.99USD
Do I need to own the base game?
Yes, you will need to own Oxygen Not Included in order to play this DLC content.
Do I need to own Spaced Out! DLC in order to play this DLC content?
No.
Klei Fest Starts Thursday, June 11th!
Summer is right around the corner, and that means the return of Klei Fest! We’re getting ready for our annual celebration with big discounts, releases, game updates, and miscellaneous happenings across the Klei universe.
This year, you can look forward to updates for Rotwood, Oxygen Not Included, and Don't Starve Together, as well as the conclusion of the current Don't Starve Together interactive lore story arc, and some other surprises!
If you haven’t already, be sure to follow our Steam developer page so you don’t miss a thing!
Fixes All versions Fixed issue where plants that are out of fertilizer would be operationally active on load. Fixed issue causing incorrect font for Cyrillic characters. Potential fix for a crash related to opening an element database entry.
Fixes All versions
Fixed issue where plants that are out of fertilizer would be operationally active on load.
Fixed issue causing incorrect font for Cyrillic characters.
Potential fix for a crash related to opening an element database entry.
720580 Fixes All versions Fixed locked Insulated Doors not applying the insulated property on load. Fixed Klei account issue accessing Supply Closet on Linux. Fixed already inspected buildings not remembering they were inspected on save/load. Fixed missing characters in some font
720580
Fixes
All versions
Fixed locked Insulated Doors not applying the insulated property on load.
Fixed Klei account issue accessing Supply Closet on Linux.
Fixed already inspected buildings not remembering they were inspected on save/load.
Fixed missing characters in some fonts.
Fixed an issue with power generators failing to calculate the running average temperature in some situations.
Fixed missing translations for Printing Pod sidescreen.
Fixed Hot Tub increasing temperature when not in use.
Bionic Booster Pack
Fixed crash related to Bionics trying to find oxygen.
720697
Fixes
All Versions
Fixed issue preventing input when some sidescreens (Manual Generator, Space Heater) were open.
Hi everyone, Our March 2026 Bug Fix Update goes live today! For this free update, we focused on squashing a bunch of bugs. We also made some changes to the sim and upgraded the version of the Unity engine we use. Everything mentioned in this post applies to all versions of ONI. H
Hi everyone,
Our March 2026 Bug Fix Update goes live today!
For this free update, we focused on squashing a bunch of bugs. We also made some changes to the sim and upgraded the version of the Unity engine we use. Everything mentioned in this post applies to all versions of ONI.
Highlights
Upgraded Unity
Modified the temperature exchange formula to be less error-prone.
Small masses (micrograms) now exchange temperature in the sim.
Fixed a number of bugs with off-gassing liquids.
Domesticated plants no longer consume fertilizer while wilted.
Hidden fog of war tiles associated with POIs will now be correctly revealed. This will not fix existing saves.
Fixed open doors transferring temperature in a vacuum.
Batteries no longer function when entombed.
A little more detail...
We tweaked the formula we use for temperature exchange for tiles and debris, making it more stable for small fluctuations and oscillations. It should feel the same, just less buggy! We've also added temperature exchange for small masses, which should clear up the issues folks were experiencing when using the Conveyor Rail Element Sensor to separate out cooled elements from hot ones.
Off-gassing liquids that were emitting gases in the wrong amount or at the wrong temperature, removing more liquid than intended, and/or deleting mass from the tile below them... will no longer do that! Whew.
Ugly Criers now produce the expected volume of tears. Previously, some tears were evaporating instantly because they didn't have enough mass. Now, Dupes will hold back their tears until they've got enough mass built up to properly open the floodgates of emotion. Meanwhile, Duplicants who share the same name will no longer mistakenly share the logging of their stress modifiers in UI screens.
Open doors will no longer cause temperature to be exchanged in a vacuum. This resolves issues where open mechanized airlocks could erroneously transfer heat, and should also resolve instances of gases not flowing through open doors.
In new games, POIs that are hidden behind fog of war will now be revealed correctly.
Summary
We took a break from paid DLCs to fix bugs! Hopefully, this helps everyone's colonies chug along more smoothly - surviving in space is challenging enough already.
Found new bugs? Report 'em here. Got feedback? Let us know here! Your insights are super valuable to us. Thank you so much for playing!
Full patch notes
Changes and Improvements
All versions
Upgraded to Unity 6.3.
Made adjustments to the Printing Pod sidescreen UI Layout and added a Research button.
Fixes
All versions
Simulation
Removed lower mass limit for temperature exchange in the sim for tiles and debris.
Tweaked the formula we use for temperature exchange for tiles and debris, making it more stable for small fluctuations and oscillations
Fixed a bug where material that didn't exchange temperature would not consider changing state.
Fixed bugs where off-gassing liquids in the sim could emit the wrong amount of gas, emit it at the wrong temperature, remove more liquid than was intended, and/or delete mass from the tile below them.
Batteries no longer function when entombed.
Percentages displayed in the UI no longer round up to 100%, to avoid confusion in cases where the real number is actually slightly lower (e.g. 99.6%).
Domesticated plants no longer consume fertilizer while wilted.
Nosh Beans, Sleet Wheat Grain, and Mimillet will now rot while marked for compost, and retain their rot value if the compost request is cancelled.
Adjusted mouse drag threshold before a click is interpreted as a drag, to reduce mislicks on buttons.
Hidden fog of war tiles associated with POIs will now be correctly revealed. This will not fix errant tiles in existing saves.
Duplicants with the same name will no longer share logging of stress modifiers in UI screens.
Ugly Criers will now weep the correct volume of tears.
Doors
Fixed doors exchanging temperature while open in a vacuum due to automation signals causing them to be in an incorrect state.
Door access control change requests will now persist in save files.
Fixed an issue where applying copy settings to both tiles of a door resulted in the settings being applied twice, undoing the settings change. This may fix other copy settings bugs as well.
Power System
Computing the maximum safe wattage of a building on an electrical network (Properties tab > Circuit Overview), now considers joint plates that are part of that circuit, as well as wires. Prior to this change, joint plates were not considered.
Disabled power transformer buildings will no longer incorrectly display the No Wire status.
An electrical circuit with a broken Wire Bridge will no longer initialize as connected when loaded from a save game.
Fixed an issue where a Power Shutoff constructed on an inactive logic network would default to active. The default behaviors are now:
No logic network: active.
Inactive (red signal) logic network: deactivated.
Active (green signal) logic network: active.
Critters
Fixed Pacus playing idle animation when a wrangle errand is created or cancelled.
Fixed Bammoth and Hatch missing ropes when wrangled.
The "No Critters Available" status for Shearing Station, Grooming Station and Milking Station is now "No Critters Ready." This avoids confusion in situations where there are shearable critters nearby who are not yet ready to have their shearables harvested.
The Critter Fountain's contents no longer exchange temperature with the environment.
The Milking Station description has been updated to include Husky Moos and biodiesel.
Pitcher Pump
Fixed a bug where Pitcher Pumps would report incorrect volumes of available liquids.
Fixed Duplicants occasionally becoming infinitely stuck using a Pitcher Pump at single tile depth.
The Pitcher Pump will no longer extract liquids from outside the visually indicated area of interaction.
Story Traits
Fixed a bug where Fossil Fragments marked for excavation were not creating an errand on load.
Fixed Somnium Synthesizer not consuming small amounts of Dream Journals correctly, which was preventing it from accepting delivery requests for more Dream Journals.
The Wall Chart prop in the Printerceptor POI now unlocks only the next journal entry. It previously had a specific entry to unlock first.
Fixed a bug where irrigated plants using the Hydroponic Farm were growing and unbothered by the lack of irrigation when loading a save where those plants had been wilted due to insufficient amounts of liquid in the farm tile.
Fixed a bug that was causing Command Capsules and Spacefarer Modules to fail to show player-customized names in the Details screen title bar.
Previews for striped and curved drywall blueprints under construction will better match the completed building.
Splash effect now plays correctly when things fall into liquid.
Fixed bug preventing certain plant seeds from being displayed on Pedestals, Shelves, and Sweepies.
Fixed an issue where timers on Filter/Buffer Gates were inaccurate.
Fixed items no longer exchanging temperature with their environment after being removed from a Refrigerator.
The Liquid Shutoff will now retain the current flow it was saved with, rather than resetting to 0 on load.
Duplicants with the Banshee stress reaction will now wail if the reaction triggers while they are standing in liquid.
Fixed building lights appearing invisible when loading saves.
Minor adjustments to Research sidescreen layout on research stations.
The Apothecary's Effects panel now mentions that it produces medical supplies.
Fixed "Plant" sidescreen button and Emulsifier building translations in Korean localization.
Right-clicking will no longer also register as a left-click on UI widgets.
Fixed an issue where names of items in storage were truncated too early. Adjusted the font.
Corrected an error in the values displayed by the Condition Panel's Body Temperature tooltip.
Base game only
Fixed a crash that would occur when selecting a space destination with a modded element no longer present in the game.
The Telescope building's description no longer mistakenly states that it produces Data Banks.
Added Data Bank production information to the Enclosed Telescope's database entry.
Spaced Out! only
Fixed an issue where deconstructing a Solo Spacefarer Nosecone and building a Spacefarer Module resulted in some tiles not being buildable.
Fixed an issue where the Orbital Cargo Module was not requesting materials upon landing.
The Telescope and Enclosed Telescope buildings' descriptions now both specify that they produce Data Banks when revealing starmap hexes. They also list Data Bank production in their Effects panels.
Fixed the "Thrilling Flight" status item persisting on Duplicants even when they were no longer in space.
Fixed Hatches not having shadows in the Critter Cargo Bay.
Selecting a roundtrip rocket while it's mining a Space POI will now show the name of the pending roundtrip destination in their UI.
Corrected a typo in the database entry for Plug Slugs.
The Bionic Booster Pack
Fixed an issue where Bionic Duplicants would not consider power banks, oxygen canisters, or Gear Balm inside rockets if they were on the main asteroid.
Fixed Flydo attempting to pick up things through doors and then failing because they can't reach the specific cell.
Fixed a crash that could happen when Flydo evaluated errands.
Modding
Upgraded Unity version to 6000.3.5f2.
Upgraded Harmony to 2.4.2.
Fixed the infinite loop of "restart to re-install mod" in the presence of disk I/O errors.
Handle file I/O errors that may occur when installing a mod from its source.
When a mod is pending a re-install, it will display its version as "Re-install Pending" to avoid confusion over what version is installed or loaded.
Given the changes to Unity in version 6, we feel the best starting point for mod development is .NET Standard 2.1. We believe this because some uses of .NET Framework are not cross-platform compatible, and we expect future changes will make increased use of types that require .NET Standard 2.1, such as Span. We will, however, continue to build ONI using Unity’s .NET Framework API Compatibility Target.
Added a Mod Safe Mode. If the game crashes before the main menu it will load into Mod Safe Mode next time the game starts. In safe mode, mods are not loaded. This offers an opportunity to disable mods before restarting.
Mod Safe Mode is disabled if a dev mod is enabled.
Mod Safe Mode can be disabled by editing your kplayerprefs.yaml using the int key DisableAutoModSafeMode. For advanced users only.
As part of the Unity upgrade, TextMeshPro was updated. If your mod interacts with TextMeshPro, or you use a modding library that does, there might be some breaking changes to review.
Modified TextMeshPro to include the unused variable TMP_Text.ignoreRectMaskCulling. This prevents an issue with mods using PLib after the Unity upgrade.
Added TMP_InputField.DeactivateInputField() with no parameters as this was a common failure of a number of mods.
Added a helper function Texture2D ModUtil.LoadTexture(string) to allow .NET Framework targeting mods an alternative to Texture2D.LoadImage(byte\[]) which has a Span overload causing compilation issues.
Fixes All versions Fixed a crash that could occur when critters consume plants directly. Fixed crash that could occur if a mess station is deconstructed while a dupe is navigating to it for a meal. Spaced Out! only Fixed a bug preventing a rocket's roundtrip return flight from tr
Fixes
All versions
Fixed a crash that could occur when critters consume plants directly.
Fixed crash that could occur if a mess station is deconstructed while a dupe is navigating to it for a meal.
Spaced Out! only
Fixed a bug preventing a rocket's roundtrip return flight from triggering whenever a POIs last available resource was collected.
Fixes All versions Fixed falling liquid drops being deleted after the game loads. Fixed Duplicants freezing when trying to relocate a critter stuck inside a door. Deconstructing a Mess Table while a Duplicant is eating at it will no longer crash the game. Fixed issue causing Dupl
Fixes
All versions
Fixed falling liquid drops being deleted after the game loads.
Fixed Duplicants freezing when trying to relocate a critter stuck inside a door.
Deconstructing a Mess Table while a Duplicant is eating at it will no longer crash the game.
Fixed issue causing Duplicants to sometimes eat on the floor instead of at a table if a table has been disabled.
Reverted the fix “Attempt to prevent baby critters growing up getting stuck in a tile if the adult is larger than the baby (e.g. Jawbo).” as it was causing some unexpected sideffects.
Fixed a bug which allowed the Printerceptor Story Trait to get stuck in a bad state if the main building was disabled.
Fixed crash that could occur if the Printerceptor was demolished or destroyed before activation.
Printerceptor Menu UI now scales with Graphic Options Screen UI Scale setting.
Spaced Out!
Fixed a bug where rockets with a drillcone would sometimes fail to complete roundtrip flights if they had run out of diamond.
Fixes All versions Fixed an issue where Duplicants could occasionally bypass suit checkpoints without equipping a suit. Fixed Duplicants dropping items marked for compost when they pick them up. Composts no longer drop stored items on load. Removed in 704096 Bionic Booster Pack F
Fixes
All versions
Fixed an issue where Duplicants could occasionally bypass suit checkpoints without equipping a suit.
Fixed Duplicants dropping items marked for compost when they pick them up. Composts no longer drop stored items on load.
Removed in 704096
Bionic Booster Pack
Fixed Flydo not choosing to pick up objects in certain situations.
Changes and Improvements All versions Updated Korean localization. Fixes All versions Fixed Pacu being confined even though they are not. Fixed Fish Release miscalculating number of fish. Fixed crash that could happen when using the Grooming Station or Shearing Station. Potential
Changes and Improvements
All versions
Updated Korean localization.
Fixes
All versions
Fixed Pacu being confined even though they are not.
Fixed Fish Release miscalculating number of fish.
Fixed crash that could happen when using the Grooming Station or Shearing Station.
Potential fix for an async pathfinding crash.
The flavour text at the top of the Hatch's database entry has been restored.
Removed a couple deprecated buildings listed in the Industrial Machinery database entry.
Removed email lore from Dead Plant prop in the Printeceptor POI.
Spaced Out! only
Fixed pathfinding crash related to deconstructing rocket interiors.
Adjustments to Cargo and Utility Module sidescreen layouts to prevent large rocket’s module panels from overflowing screen boundaries.
Bionic Booster Pack
Fractional Microchips round up when loading a save to prevent Duplicants from getting stuck “Supplying power materials”.
Prehistoric Planet Pack
Jawbo and Gnit eggs now appear in the Printerceptor menu.
Changes and Improvements All versions Pacus can now be wrangled directly. Fixes All versions Fixed an issue that was causing the pathfinding thread to silently crash instead of displaying the crash report screen. This resulted in Duplicants only being able to path to areas they c
Changes and Improvements
All versions
Pacus can now be wrangled directly.
Fixes
All versions
Fixed an issue that was causing the pathfinding thread to silently crash instead of displaying the crash report screen. This resulted in Duplicants only being able to path to areas they could reach before the thread crashed.
Fixed a multithreaded pathfinding crash that could happen when building or deconstructing suit checkpoints.
Reworked asynchronous path probing to make it more robust to multithreading race conditions.
Fixed an issue that could result in unreachable tiles being miscalculated as reachable.
Spaced Out! only
Rockets no longer require a Cargo Bay to launch with automation.
Bionic Booster Pack
Fixed Bionics not using Gunk Extractors if a toilet building is in the assigned room.
Fixed issue preventing certain DLC combinations from displaying the Flydo category of the Door Access Control sidescreen.
Prehistoric Planet Pack
Fixed Jawbo having multiple 'Relocate To' buttons.
Fixes for 702808
All versions
Fixed multithreaded pathfinding crashes that could happen when building or deconstructing suit lockers, doors, and transit tubes.
Changes and Improvements All versions Updated localizations. Bionic Booster Pack Bionic Duplicants spend less time at Banquet Tables conversing or waiting for conversation partners per Power Bank consumed. Fixes All versions Fixed a pathfinding issue that could allow Duplicants t
Changes and Improvements
All versions
Updated localizations.
Bionic Booster Pack
Bionic Duplicants spend less time at Banquet Tables conversing or waiting for conversation partners per Power Bank consumed.
Fixes
All versions
Fixed a pathfinding issue that could allow Duplicants to proceed on paths that are no longer navigable.
Fixed an issue where Sweepy would navigate too far from a Sweepy’s Dock.
Fixed an issue where critters were considering fewer cells than the previous update.
Updated this patch note to add a little more context:
Fixed an issue which overly limited the distance critters could evaluate for errands and pathfinding.
Fixed critters freezing momentarily after emoting.
Adjusted Printerceptor screen layout to better accommodate long item names.
Fixed invisible “The Feast” and “Doodle Dee Duplicant” paintings.
Base game only
Fixed Duplicants exiting a Command Module not wearing a suit.
Spaced Out! only
Metallic Asteroid Field's description now correctly lists Lead as being among its contents
Fixed a bug where the Cargo Bay and Large Cargo Bay were allowed to store molten metals from hex cells on the starmap.
Removed rocket restriction settings on Wood Pile, Wicker Door, Display Shelf, Plywood Press which were not intended to have them.
Bionic Booster Pack
Fixed issue preventing certain DLC combinations from displaying the Bionic Duplicant category of the Door Access Control Sidescreen.
Prehistoric Planet Pack
Fixed a bug where Blum Lumb and Blumblets were changing colours after a roar.
Changes and Improvements All versions Updated localizations. Fixes All versions Potential fix for critter pathfinding crash and errand interruption. Fixed potential multithreading race condition in Duplicant pathfinding. Door Access Control Sidescreen layout no longer distorts wh
Changes and Improvements
All versions
Updated localizations.
Fixes
All versions
Potential fix for critter pathfinding crash and errand interruption.
Fixed potential multithreading race condition in Duplicant pathfinding.
Door Access Control Sidescreen layout no longer distorts when showing Duplicants with especially long names.
Fixed issue causing Duplicants to occasionally fail to use their assigned Dining Table.
Removed an unused item from the key binding settings menu.
Fixed Storage Bins playing an incorrect animation after unpausing.
Fixed a bug where the Printerceptor was not respecting the Data Bank slider controller after reloading the save.
Fixed Insulated Door playing audio when muted.
It is no longer possible to select starting outfits which contain unowned clothing items while printing a new Duplicant.
Spaced Out! only
Fixed an issue that was causing the "Starry Eyed" and "Thrilling Flight" effects to persist on Duplicants after using a Trailblazer Lander to return to land.
Fixed a crash that occurred when building the Critter Cargo Module on an empty Rocket Platform.
Frosty Planet Pack
Fixed Shatter Flox Fawn not giving Good Egg achievement.
Bionic Booster Pack
Fixed Flydos getting stuck flying one tile under a door.
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 C
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 Mining 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 There'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 Floxes 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 Ranching 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?
The Oxygen Not Included soundtrack has been updated! Disc 2 features 19 new tracks including music from the game’s 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!
In other news: The Neutronium Cosmetics Pack
We're releasing a small collection of Neutronium-themed cosmetic blueprints for sale today. You can 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.)
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.
Features
All versions
Added Printerceptor story trait
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
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
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.
The base decor values of the following buildings were adjusted proportionally down:
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
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
Flower Pots and decor plants no longer count as two separate decor items that contribute to a Room's requirements.
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
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:
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
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
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:
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.
Changes and Improvements Prehistoric Planet Pack Added a new Higby-themed monument top blueprint to the Supply Closet. Fixes All versions Potential fix for a crash that can occur after deconstructing the Fish Release. Fixed an issue where the shearable product of large critters s
Changes and Improvements
Prehistoric Planet Pack
Added a new Higby-themed monument top blueprint to the Supply Closet.
Fixes
All versions
Potential fix for a crash that can occur after deconstructing the Fish Release.
Fixed an issue where the shearable product of large critters sometimes spawned entombed inside of natural tiles instead of next to them.
Spaced Out!
Restored radbolt cost display UI to fabricator recipe side screen.
Prehistoric Planet Pack
Fixed an issue causing Rhex-themed monument top blueprint to sometimes display incorrectly.
Changes and Improvements All versions Updated Korean localizations. Fixes All versions Fixed Critter Pick-Up and Critter Drop-Off displaying different critter counts in the same room. Fixed an issue with Pips rummaging seeds from Storage Bins causing the seeds to float and be ina
Changes and Improvements
All versions
Updated Korean localizations.
Fixes
All versions
Fixed Critter Pick-Up and Critter Drop-Off displaying different critter counts in the same room.
Fixed an issue with Pips rummaging seeds from Storage Bins causing the seeds to float and be inaccessible.
Fixed buildings not displaying light rays correctly.
Spaced Out! only
Fixed issue with Payload Opener and Supply Teleporter Output shipping liquids and gasses as bottles.
Prehistoric Planet Pack
Fixed crash when destroying Demolior in the base game due to debris finding no place to spawn.