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Oxygen Not Included is one of my favourites from Klei Entertainment, a space-colony simulation game that's Steam Deck Verified and has full Native Linux support.

If you still haven't tried it out, there's good news. A Free Weekend for it is live on Steam so you can try it completely free all weekend, and it has a big 66% discount on it too.

A new DLC was also revealed with Oxygen Not Included: The Bionic Booster Pack that "revolutionizes the workforce with new bionic Duplicants, skill-enhancing bionic booster modules, portable power storage, and remote-work buildings—everything you need to create a colony of cosmic proportions".

These bionic Duplicants sound really useful, since they can work in low-breathability environments thanks to having their own little oxygen supply. A lot more to it like portable power banks for your bionic buddies, rockets that can be pilot-less, remote-work buildings and new cosmetic items. No release date for it yet though.

As for the free update for all players it's quite a big one too. It includes new buildings for everyone, upgrades to the schedule system, various UI improvements and lots of bug fixes across the base game and other DLC.

Full patch notes, click me

Features

  • All versions
    • Added Canister Drainer building.
    • Added Bottle Drainer building.
    • Added Bottle Filler building.
  • The Frosty Planet Pack
    • Added new Regal Bammoth morph.
    • Added new Spaced Out!-style Mini Ceres Mantle cluster.

Changes and Improvements

  • All versions
    • Schedule changes
      • Schedules can now be configured to last multiple cycles.
      • Revised schedule screen UI allowing for multi-cycle schedules, schedule duplication, and easier schedule block shifting.
      • Morale bonus from Recreation schedule blocks now accumulates and diminishes gradually as Duplicants experience their schedules.
    • Power Plant room
      • Revised Power Plant room requirements. Power Plants no longer specifically require a Power Control Station: any two eligible power buildings will suffice so long as at least one of them is a heavy-duty generator.
      • Increased the maximum Power Plant room size to 120 tiles.
      • Added Microchip tune-up indicator animation to heavy-duty generators when they are boosted in a Power Plant.
      • Microchips can now be stored in storage bins.
      • Manual Generators are no longer microchip tinkerable.
      • Microchip production time is increased, while generator microchip application time is reduced.
      • Power Control Stations in a room do not need to be operational in order for the generators in that room to be tuned up with microchips, as long as the microchip tools have already been manufactured elsewhere.
      • Added "Allow Tinker" user menu toggle to tinkerable buildings when they are in their correct room type.
    • Adjusted livable temperature range for Hatches and Pips to prevent them from freezing in cold environments.
    • Duplicants will now occasionally slip while walking over ice or puddles of oil.
    • Pause menu
      • The "Save" button in the pause menu now reads "Already Saved" if the game has just been saved.
      • Added "Save and Quit" option to the confirm quit game dialog.
    • Small adjustments to Duplicant errands list UI.
    • Duplicant’s Equipment and Assignables are now represented in their side screen Config tab.
    • All menus and overlays are now enabled while sandbox mode is active.
    • Added visible horizontal scroll bar to the Consumables screen when many columns are unlocked.
    • Renamed “Move to” to “Relocate to” for pickupables.
    • The Plastic Monomer database entry now lists the elements in that category.
    • Oxygen Masks and Atmo Suit recipes no longer appear in fabricator sidescreens if their ingredients are not discovered.
    • Added new artwork for the Pyrotechnics skill hat.
    • The research screen is now prevented from zooming when the mouse is not over the game window.
    • Bed diagnostic now evaluates bed assignment and reachability.
    • Tweaked the Crafting Table sound.
    • Allowed sublimating elements to emit gas to adjacent tiles in situations that would otherwise delete mass.
    • Increased capacity of the Canister Filler to 200kg.
    • Added sidescreen slider to control Canister Filler's desired canister fill size.
    • Adjusted visual delivery offsets of the Canister Emptier and Bottle Emptier.
    • Added new pickup animation to Canister Filler.
    • Bottle Emptier animation now displays the bottle of the element being emitted.
    • Revised skill screen icon for skill-granted traits.
    • Research screen button's tooltip now shows information about what is currently being researched.
    • Critter body temperature tooltip now mentions the temperatures at which critters will start taking damage.
    • Minor art changes to Crafting Station to hide wall plug.
  • Spaced Out!
    • Sweetles and Grubgrubs can now apply their plant growth effects to plants in Planter Boxes.
    • Asteroid toilet diagnostics now monitor Duplicants and toilets inside landed rockets.
    • Asteroid bed diagnostics now monitor Duplicants and beds inside landed rockets.
  • The Frosty Planet Pack
    • Bammoths can now eat Nosh Beans, Nosh Sprout, and Plume Squash Fries.
    • Floxes can now eat Bristle Blossoms and Bristle Berries.
    • Spigot Seals can now eat Sucrose ore.
    • Pips can now eat Bonbon Tree branch growth.
    • Shine Bugs (and some of their morphs) can now eat Pikeapples and Pikeapple Skewers.
    • Adjusted Bammoth navigation so they require the area above a ledge to be clear in order to hop up/down.
    • Added Pikeapple seeds to care packages.

Fixes

  • All versions
    • Fixed issue causing Duplicants to repeatedly play the Water Cooler’s “drink water” animation when using other buildings.
    • Fixed a number of bugs related to sim heat transfer from materials that became debris or entered/exited storage recently. (E.g. incorrectly updating the overall temperature of a pile of debris whose composition has recently changed.)
    • Updated localizations and included missed translation fixes from previous hotfix.
    • Fixed a crash that happens when loading a save containing a plant that was in the process of being destroyed.
    • Fixed a bug where Spicy food was not actually providing immunity to chilly surroundings.
    • Fixed various animations in the Supply Closet.
    • Fixed Duplicants not using the correct eye symbol when blinking.
    • Duplicants that are incapacitated can no longer talk to other Duplicants.
    • Fixed Mac OS Sonoma input issue while playing in windowed mode.
    • Added germ source indicator to various plants, critters, and buildings on the germs overlay.
    • Fixed Canister Filler replaying filling animation on load when already full.
    • Changed Signal Counter to not pulse output signal when on reset in advanced mode. It still pulses when reaching the desired count.
    • Fixed issue on the Research screen where panning with a controller/Steam Deck would also move the game camera.
    • Fixed sparks animation on Crafting Table.
    • Food diagnostic adjusted to consider custom game settings for hunger.
    • Fixed tutorials not triggering after save/load.
    • Lockers, Vending Machines and other buildings which drop items can now be prioritized and remember pending errands on save/load.
    • Biobots can no longer be marked using the Sweep tool.
    • Fixed a bug where the research button was not showing the progress of the current research when researching more advanced tech.
    • Fixed a bug where sometimes the research button would stop displaying the icons of the current research.
    • Fixed an issue which could sometimes cause ore to calculate temperature incorrectly.
    • Fixed Plant Pulverizer not playing 'build complete' sound.
    • Fixed Duplicants missing their suit helmets when using the Brackwax Gleaner.
    • Decor plants that contribute to ambient decor in the same way all describe that contribution in the same words.
    • The Decor database entry now lists debris as a factor in lowering decor.
    • Fixed issue where closing the welcome message before it finishes playing would leave it stuck on the screen.
  • Spaced Out!
    • Fixed lander exhaust appearing on other worlds.
    • Fixed crash that could occur when reordering a Trailblazer module after deconstructing its contents.
    • Rovers can no longer be marked using the Sweep tool.
  • The Frosty Planet Pack
    • Fixed an issue where a geo vent could get stuck when the solid mass remaining was too small to emit.
    • Fixed a crash that would occur when unblocking a geo vent that existed on a world without the Full Steam Ahead imperative using debug/mods.
    • Edited blocked geo vent description to specify that hot liquids must be pumped through in order to melt the obstruction.
    • Fixed carried Lumen Quartz appearing in front of Duplicants.
    • Fixed Carved Lumen Quartz still emitting light when in storage containers.

Blueprints

  • Increased cosmetic blueprint drop rate.
  • Increased filament rate from recycling blueprints.
  • Increased speed of blueprint claiming process when claiming more than one at a time.
  • Added "unclaimed blueprints" count label to the Claim Blueprints screen.

Performance

  • Duplicants now prioritize finding new errands after they finish the previous one. On late-game saves this means they don't stand around for as long between tasks.
  • Reworked Chore Precondition system to allow a limited set of preconditions to be evaluated in a multi-threaded context.
  • Improved performance of pathfinding where multithreading lock contention was the limiting factor.
  • Improved performance of NavGrid Updates and reduced memory allocations.
  • UpdateOffset tracker now runs in parallel where possible.
  • Fixed performance issue where the "See All" colony diagnostics screen was still updating data and graphs while closed.

Modding Notes

  • Upgraded game to Unity 2022.3.45f1
  • Mods should target .NET Framework 4.8 to match Unity's supported .NET profile. Existing mods targeting 4.7.1 will still work.
  • Specifying DLC requirements in IBuildingConfig has changed.
    • Deprecated GetDlcIds.
    • Added virtual methods GetRequiredDlcIds and GetForbiddenDlcId.
    • RegisterBuilding detects deprecated usage of GetDlcIds and converts to the new format so existing mods should continue to work.
  • How to update your modded building configs:
    • AVAILABLE_ALL_VERSIONS -> Remove GetDlcIds
    • AVAILABLE_VANILLA_ONLY: Replace GetDlcIds with "public override string[] GetForbiddenDlcIds() => DlcManager.EXPANSION1;"
    • AVAILABLE_EXPANSION1_ONLY: Replace GetDlcIds with "public override string[] GetRequiredDlcIds() => DlcManager.EXPANSION1;"
  • Specify DLC requirements for TechItems has changed.
    • Deprecated TechItem.dlcIds
    • Added TechItem.requiredDlcIds and TechItem.forbiddenDlcIds
    • Deprecated TechItem constructor with single dlc list. It converts dlcIds to requiredDlcIds and forbiddenDlcIds so existing mods should continue to work.
    • Deprecated DbTechItems.AddTechItem with DLCIds argument, use the one with requiredDlcIds and forbiddenDlcIds instead.
  • IEntityConfigs have not been refactored yet and will be changed in a future update.
  • Duplicant cheek shape now matches mouth shape instead of head shape.
  • Worker class was refactored. StandardWorker now implements the behaviors previously implemented by Worker.

Fixes Since Beta

  • All versions
    • Fixed a crash that could happen when a Duplicant leaves a Command Module
    • Fixed Save As dialog not closing after saving.
    • Fixed Canister Drainer and Liquid Drainer buildings canceling delivery chores when the pipe was full.

Oxygen Not Included | Release Date: 30th July 2019

Official links and where to buy from:

Article taken from GamingOnLinux.com.
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About the author -
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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1 comment

Purple Library Guy about 5 hours ago
Wait, wait . . . the bionic duplicants must be a mistake. They have Oxygen Included!
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