HOTFIX! Oxygen Not Included - Occupational Upgrade Base #8 (JOBS, HATS & CONVEYOR RAILS)

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Oxygen Not Included
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Duration: 29:24
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Oxygen Not Included - Occupational Upgrade Preview is now in preview for another 5 days before it will go live. I'm building a new base with the preview build to see how easy (or hard) things go with the new jobs.

In this episode I build some conveyor systems to move fertilizer to my plants out of the fertilizer synthesis room. My dupes also start leveling up attributes again!

Hotfix notes:

Priorities are now 1-9.

Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)

Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations

Job attribute bonuses adjust to account for permanent perks

Jobs can only be changed at the Jobs Desk, construct one to
unlock job management

A very larger number of Duplicants can be assigned to a single job

Re-enabled attribute leveling, reduced max attribute base level to 20

Reintroduced strength attribute to determine carrying amount

Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore

Add experience gaining and attribute speed bonuses for more chore types

Steam turbine should properly stop if entombed or disabled

Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.

Liquids will now only sublimate to a max pressure.

Conveyor contents should no longer melt when loading a save file.

Multiple instances of a building in a room should now be porperly considered inside that room.

Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.

Dig damage texture should no longer disappear just before a tile is properly dug out.

Fixed an issue where Duplicants would become unselectable.

Tiles can no longer be build on top of Tempshift Plates.

Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.

Coal Generator is now automatable.

Duplicant job progression is now displayed at the bottom of the stats tab.

Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.

Some highlights

- new room types
- new hats for new jobs / occupations
- new 8000w steam turbine generator
- conveyor belts!

Here is the official update notes from Klei:

New Jobs System
-- New job assignments to cover all aspects of colony life
-- Many jobs have new or updated abilities
-- Revised Food and Decor expectations
-- Redeveloped Jobs screen
-- Hats

Food and Crop re-balance

Ore Transport System
-- Conveyor Rails
-- Conveyor Inbox and Outbox
-- Ore Transfer Arm

Hats
Smart Battery
Smart Storage Locker
Improved Fridge to Smart Fridge
Disease Logic Sensor
Steam Turbine generator
Farm Station
Power Control Station
Massage table revision
A wide variety of bug fixes
Hats!




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