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!
Originally posted on the official forums by Ipsquiggle .
Hey friends!
We're putting out another hotfix on the live version of the game today! We've knocked out a bunch of recently introduced bugs, cleaned up and expanded some of the new features from the Automation Pack, and added a lot of refinement to the way crashes and mods are handled.
Additionally, there's a new color blindness mode which can be selected from the options menu. Read all about it and leave comments on this post !
I'd also like to mention that like many other teams, the ONI team has been affected by the transition to working from home. We're not sure yet how this is going to affect our future releases, but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better! We're still here and still working hard to improve the game, so please report bugs and leave feedback for us.
Thank you!
FULL PATCH NOTES:
Features and Changes
- Add Protanopia and Deuteranopia color blindness modes.
- Added Feedback button below patch notes as shortcut to feedback options.
- Mod and Crash Screen Improvements:
[list] - Mods Screen button says "Browse" instead of "Subscription" for local mods. Hitting the button always opened a folder to the local directory, now the text matches that
- Hook up new art for crash report screen
- Enable/Disable all mods button on ModsScreen
- Errors encountered while mods are installed will now bring up an error dialog.
- Fix localization on the error screen
- Error screen now has a "MORE INFO" button that reveals the callstack, and a copy to clipboard button
- Mods referenced in the stack trace will be disabled by default (unless they are dev mods).
- Disable mods that are non-dev mods when they fail to load, even if other mods are dev mods. This was causing infinite loops for mod creators when a mod was crashing that had nothing to do with what they were developing
- Mods can be disabled or enabled directly on the error screen.
Fixes
- Further fixes for constructions getting dragged around during autosave and when the Notifier triggers
- Fixed building toggle errands not being saved.
- Fix rocket module meters not matching the offset of their parent module
- Fix crash when deconstructing a tile
- Counter Sensor defaults to the "off" anim state when first built.
- Counter Sensor no longer sends Green Signal for its initial "zero" state, making daisy-chaining possible without requiring to reset.
- Copy Settings works correctly for Liquid Reservoirs and Gas Reservoirs
- Signal Switch and Circuit Switch sidescreens now scale correctly with UI scaling.
- Signal Switch now initializes in the right animation based on whether it's on or off, instead of always defaulting to off.
- Signal Switch no longer says it requires Duplicant operation.
- Control Inputs on the Signal Selector/Signal Distributor now only read from the first bit of an Automation Ribbon.
- Canister emptier no longer shares auto-bottle strings with bottle emptier
- When paused, multiple Signal Switches/Circuit Switches can be toggled at a time, and general improvements to the functionality of the player controlled toggle sidescreen.
- Automation Ribbon Bridges now correctly de-tint if they are offscreen when the Automation Overlay is closed
- Light audio mix and performance fixes around creatures
- Fixed issue allowing for 2 Sweepys to be produced for the same base station
- MOTD strings can now be translated by Language Mods
- Sweepy fixes:
[list] - Refined metal for sweepy production will no longer be cleared from the Sweepy base station as if it were swept clutter. This should fix some infinite delivery loops with the sweepy station.
- Improved Sweepy status item when trapped
- Fixed empty status item for Sweepy. Added status items for common states. Added placeholder string to base station description to describe emptying behavior.
- Fixed the dying animation sometimes being interrupted by the idle animation.
- Fixed bug allowing Sweepy to magically change the temperature of things swept.
Optimizations
- Removed validations in our arrays which were were taking up over 5% of the frame
- Minor optimize to ConduitFlow
- Bridge optimizations save about 3% of the frame when a steady stream of elements are passing through conduit bridges
- Reduce memory usage during save:
- State Machines don't allocate extra memory
[list] - Compress save data directly into the filestream instead of using a separate buffer
- Move our serialization of the Sim directly into our primary buffer
- Estimate our deserialization buffer capacity based on last load or save
- Save ~1% frame time when setting animation symbol overrides
Modding
- Added hooks to LogException in KMonoBehehaviour's try-catches for mod support
- Removed IEffectDescriptor; in every case except one it just deferred to the game object anyways, so no reason to inject the BuildingDef. This makes all effect descriptors use the same interface, simplifying things.
- Support archived versions for mods
[list] - This will allow modders in the future to publish versions of their mod simultaneously for the testing and release builds. There's no immediate changes to be made right now. However, next patch this can be used to update mods on the Testing branch without breaking them for Release players!
- The "current" most up-to-date version of the mod continues to live in the root folder of the mod as always.
- Archived/previous versions of the mod can be moved into an 'archived_versions' folder, and their last good version specified in a top-level file called 'archived_versions.yaml'. Its structure looks like this:
[list]archivedVersions:
- relativePath: archived_versions/0
lastWorkingBuild: 10000
- relativePath: archived_versions/1
lastWorkingBuild: 10001
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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