ONI Spaced Out Update 28 "Big Asteroid Update"

Oxygen Not Included

Oxygen Not Included is a space-colony simulation game. Deep inside an alien space rock your industrious crew will need to master science, overcome strange new lifeforms, and harness incredible space tech to survive, and possibly, thrive.

[img]{STEAM_CLAN_IMAGE}/25339032/f2c5fdd033977f3cbe1f6e2b1e0fcd12618fcf47.png[/img] Hello friends! We're pleased to bring you the Big Asteroid Update for Spaced Out! This is the first in a series of quality-of-life focused updates. The major features of the DLC are in place and working well with each other, so now we're combing through all your feedback to fix, polish, and improve the game as much as we can! The "big addition" (hahah) in this update is a larger "vanilla-like" starting asteroid combined with the new Spaced Out! starmap and rocketry. The existing clusters still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. Additionally, we're putting in a “Forest start” Spaced Out! style cluster. We're also turning our attention back towards rockets so this update features a redesigned limit for rocket engines based on rocket height instead of module count. Now an engine can sport more short modules than tall ones. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Refined rocket automation and updated Rocket Ports allow better use of cargo bays. As well, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options. Check out all these changes and improvements and let us know what you think, or if you find any bugs! We'll be eagerly reading your experiences as we continue to iterate on these features and put in more fixes. Thank you so much for being with us through this Early Access. [h1]What's New And Improved?[/h1] [h2]Main Features[/h2] [h3]New Clusters[/h3] [list][*] Added "Classic Style" Terra Cluster [list][*] Classic style worlds are intended to be evocative of the base game experience. They offer fewer asteroids on the starmap, but each is larger and more resource dense.[/list] [*] Added "Spaced Out! Style" Forest Cluster [*] Added an asteroid style selection screen to the new game flow to sort between “Spaced Out! Style” worlds and “Classic Style” worlds[/list] [h3]Solar Panel Module [/h3] [list][*] Added Solar Panel Module to generate onboard power for rockets[/list] [h3]Rocketry Improvements[/h3] [list][*] Rocket maximum module count condition replaced with maximum rocket height condition [*] Increased all rocket cargo module and Orbital Cargo Module capacities by 10x [*] Rocket Ports have been split into two buildings each, one for loading and one for unloading for each of solid/liquid/gas conduit types [*] Rocket Platform is now a "Foundation" building, it can be built floating in the air and Duplicants can stand on top of it. Art adjusted accordingly [*] Put the Gantry back into the game [*] Rocket Ports now require constructing on ground/tiles [*] Major overhaul of the internals of Rocket Ports. They now work much more reliably, start and stop correctly, and correctly update the rocket's checklist [*] The Launch Pad automation input now "takes over" launch control, either triggering launch or cancelling it based on the signal, so it can be reliably used to start and stop launches [*] Added Element Filters to both Cargo Bays and Rocket Loading Ports. Loading Ports will load only materials requested by Cargo Bays onto rockets, and Rockets will only unload materials requested by Unloading Ports [*] Added a mass slider to all Cargo Bays [*] Adjusted internal storages of the Rocket Ports to match the capacity of the plumbing [*] Reduced power consumption of the Rocket Ports [*] Revisions and cleanup to Rocket Platform automation ports: [list][*] Output port goes green when all launch checklist items are fully checked (no warnings) [*] Input port takes over the launch button once connected. A green signal requests a launch when all Rocket Construction and Cargo Manifest items are fully checked (no warnings). A red signal cancels the current launch[/list][/list] [h3]Improved Moo Asteroid[/h3] [list][*] Gassy “Mooteor” showers have begun falling on the Gassy Moo Moonlet, delivering fresh Gassy Moos to the asteroid [*] Redesigned Moo asteroid including a guaranteed Chlorine Gas Vent[/list] There are a lot more patch notes where that came from. For more details check out the official post over here: