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Occupational Upgrade Available Now!


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In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.

...They also re-invented hats.

Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs

With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.

Key Features

  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will be used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.

Expanded Automation

Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.

Key Features

  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.

And More

  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
  • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Official Korean Translation in Beta
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?

During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.

Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!

We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

oni_occupational.png

 

Frequently Asked Questions

Spoiler

What are the system requirements?
Specs are likely to change, but currently these are the requirements we have. It is highly recommended that you do not purchase if you aren't over this spec as we may have to raise the spec in the future. 

  • OS: Windows 7 64 bit or Windows 8 64 bit or Windows 10 64 bit
  • Processor: I5 2.0 GHz Dual core(or AMD equivalent)
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
  • DirectX: Version 11
  • Storage: 1.5 GB available space

How often can we expect new updates while you're in EA?
All new content is being released as part of our regular game Upgrades every six weeks. Check the update timer in the main menu to see how long to go until the next update!

Is there OSX support for this game?
Yes!

What about other platforms(consoles/mobile)?
There are no plans to support any other platforms at this time.

I found a bug/have a suggestion. What should I do?
Come let us know about it on the forums!

Will there be multiplayer?
There are currently no plans to add multiplayer.

 

View full update and patch notes

 

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@Ipsquiggle Is it normal that the Jobs Board is not necessary to change hat? I can go directly on the Jobs tab, change the Job, and the Duplicant will change his hat without go to the Jobs Board to change it?

Before the last patch, Duplicants did that, but now, it seems no.

 

By the way, the last version of the Occupational Upgrade is really cool, and the small animated movie also, the team do a great job ! :D

Edited by SamLogan
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4 minutes ago, The Arcanian said:

With the restrictions that the job system introduces a more flexible and nuanced priority system is a must. I hate to be that guy, but I will not be updating ONI until we have a priority system that takes jobs into account.

While you're right, consider the jobs more of a education, then actual jobs. Once they mastered the education, they keep the bonus stats it offers, and is ready to move on to a more advanced or different education.
The reality is that that's how it works right now.

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1 minute ago, SkunkMaster said:

While you're right, consider the jobs more of a education, then actual jobs. Once they mastered the education, they keep the bonus stats it offers, and is ready to move on to a more advanced or different education.
The reality is that that's how it works right now.

I saw that suggestion before, was not aware it now worked like that. But, while I don't think this is a bad way for the jobs themselves to work, it is still a band-aid solution to the priority problem. It only helps older colonies who have had the time to let dupes master multiple jobs. It does nothing for younger colonies which is when you need the most flexibility.

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Dang! I have to go to work* for at least half a day before I can get into the new features for the weekend!

* And they don't even give me a nice hat!

...

Well, the meeting that was the only reason I didn't take leave all day was canceled :?. On the up side, I was at my office for the courier to deliver my new robotics control module - a literal automation upgrade for a personal project :D -- I'm not just playing the game: I'm living the life! :D:p:D

Edited by glenalec
Didn't want to make a new comment for fun but pointless personal comment extension :-)
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Steam Turbine is too OP. As long as the doors can be automized without power consumption, any transformation from mechanical energy to electricity is unbalanced.

Like all the others very much!

Edited by Heady
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4 hours ago, Heady said:

Steam Turbine is too OP. As long as the doors can be automized without power consumption, any transformation from mechanical energy to electricity is unbalanced.

Like all the others very much!

That form of the Steam Turbine has long been removed.  It has a massive temp differential that it demands, that is higher in temp than you can get via aqua tuners/thermal regulators because it is above the melting point of those methods.

 

Hilariously, the "renewable" power of the Steam Turbine is infact the least renewable power source in the game, considering it depends on Lava to function, and it will quickly cool said lava.  Every other power source is infact infinitely usable for all of time.  Hatches can sustain coal gens, Pet gens can get petrolium from the refinery, Hydrogen gens from electrolizers from infinite source water geysers, and finally Nat gas from Fert makers/Nat gas geysers.   Lava is the only truly non-renewable resource related to power gen, and is the only way to produce as much heat as the Steam Turbine needs in the current patch.

Perhaps if the give us some upgraded versions of current machines (Aqua Tuner, Thermal Regulator, the various pumps, ect) that we can make with refined metals (specifically Tungsten in this case) for it's insanely high max temp modifier that will be solved

Edited by Steelflame
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Do dupes no longer prioritize their jobs tasks above others? I only played a small amount of the preview branch and that was my favorite part of the jobs system. I thought priorities would probably be tweaked a little, sure, so I waited for the full update.

Now it looks like jobs is pretty worthless providing no bonus. Sure you gain stats and stuff but it's like being told something has 20% discount when all that's happened is that the product was 20% marked up to begin with.

The jobs now just feel like a pretty arbitrary progression system for what materials or machines you are allowed to dig/build etc. There was already a progression in the game in the research tech tree.

The jobs system I am playing today is not an addition to the game. It's cutting the bottom out of the game to create artificial difficulty with no benefit.

Diggers should dig first. Builders should build first. Otherwise we just have the same old game with fluff on top. Fluff that isn't providing any real benefit.

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7 hours ago, Moggles said:

Do dupes no longer prioritize their jobs tasks above others? I only played a small amount of the preview branch and that was my favorite part of the jobs system. I thought priorities would probably be tweaked a little, sure, so I waited for the full update.

Now it looks like jobs is pretty worthless providing no bonus. Sure you gain stats and stuff but it's like being told something has 20% discount when all that's happened is that the product was 20% marked up to begin with.

The jobs now just feel like a pretty arbitrary progression system for what materials or machines you are allowed to dig/build etc. There was already a progression in the game in the research tech tree.

The jobs system I am playing today is not an addition to the game. It's cutting the bottom out of the game to create artificial difficulty with no benefit.

Diggers should dig first. Builders should build first. Otherwise we just have the same old game with fluff on top. Fluff that isn't providing any real benefit.

I agree, without the priority system jobs are bad. That is why I made this thread:

It is also why I am not updating from Tubular until this is fixed. (PS: you can backdate steam games.)

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Hi Guys, Thanks for the great update.

But i'm unsure how the supply system works! Its somehow not working for me:

1. The Auto-Sweeper is not picking goods from the Conveyor Receptacle. At all. And neither does the duplicants when set to allow manual use. So the whole transport system is not working for me (see attached pic)

The following is my 2cents for this game:

2. Steam Turbine is pretty much useless. There should be a geothermal vent somewhere in the map just for this!

3. Greenhouse is too small for me. I usually farm is a very large scale and I find it very restrictive coz of the 96 tile limit in room size

4. The peak energy output from the transformer should be customizable. I usually use conductive wire to power my electronics but the max output from the transformer is just 1KW. It should be customizable upto 2KW.

5. There should be one hydrogen Geyser somewhere in the map.

5. Untitled.thumb.png.ff1001fcc5931027081c91c6951f3971.png

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4 hours ago, ArunPrasath said:

 

1. The Auto-Sweeper is not picking goods from the Conveyor Receptacle. At all. And neither does the duplicants when set to allow manual use. So the whole transport system is not working for me (see attached pic)

 

Remember to set priorities right. The box you want goods taken from, and the box you want the goods put into, need to have different priorities. Said in other words, outgoing box needs lower priority then the box you want said goods put into to

4 hours ago, ArunPrasath said:

 

2. Steam Turbine is pretty much useless. There should be a geothermal vent somewhere in the map just for this!

They said in the stream that the next patch will change how the turbine is used. 

4 hours ago, ArunPrasath said:

 

4. The peak energy output from the transformer should be customizable. I usually use conductive wire to power my electronics but the max output from the transformer is just 1KW. It should be customizable upto 2KW.

 

It actually has a output of 4kW, You just need to put a battery behind it to buffer it correctly.

 

4 hours ago, ArunPrasath said:

 

5. There should be one hydrogen Geyser somewhere in the map.

Why ? Electrolyzers make more then enough hydrogen.

Also the developers are most likely very cautious with adding geysers, since they drastically reduce the challenge of keeping a base running and your dupes alive.

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This is one of my favorite games right now and is the most played game in my library. I love and also can't stand this update. The concept animations are awesome but there are some problems I am facing. First of all this is not the biggest deal but, I started up a 100ish cycle with the new update and it is nearly impossible to resume because of the requirements needed from the job board. Maybe I am wrong about that though and I'm just clueless. Anyways, I started a new game and everything went decently well but now I am facing wire shorts and disconnects at an astonishing rate. Like there are AT LEAST 10 wire disconnects at any single time instead of maybe 1-2 at a time max. Now with the wire repairs set on priorities instead of just the disconnects, I spend most of my time setting the priorities high enough for them to do the task right away. Which comes to my last problem. I now have had 2 sections of wire where it was impossible to repair no matter what I did. I tried changing types of metal to setting the priority of 9 and they completely ignored it. Also to note, all the lowest tier jobs at minimum were completed 100% by at least one duplicant. Maybe I am doing something completely wrong but, I have no clue but it's honestly unplayable because of the wire shorts, Which makes me very sad because I love this game. :(

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I need some serious help with this new upgrade!!!! I always had one person running on the machine for power and their athletic would be super high. That would be their main job is to run on the machine. Now my scientist and only my scientist is running on the machine which is really SLOWING DOWN MY RESEARCH. Please help I can't get her to stop going to run on the machine I only want a designated person running on a machine, not 5 different people. This job stuff is really confusing, maybe I'm just blind or stupid. 

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1 hour ago, ItsKyri said:

I need some serious help with this new upgrade!!!! I always had one person running on the machine for power and their athletic would be super high. That would be their main job is to run on the machine. Now my scientist and only my scientist is running on the machine which is really SLOWING DOWN MY RESEARCH. Please help I can't get her to stop going to run on the machine I only want a designated person running on a machine, not 5 different people. This job stuff is really confusing, maybe I'm just blind or stupid. 

Either restrict your scientist to only research (or disallow operate), or put the wheel behind a door that only your hamster can pass through.

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