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Oxygen Not Included 744825 — Mac version

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Version 744825 landed as a tidy hotfix, clearing out some unused textures, plugging a navgrid memory leak, and correcting the Masterworks skill description so it properly references Masterpiece artwork quality. If you’ve been holding off on an oxygen torrent to try the colony sim, this build keeps the Mac experience steady.

DetailWhat to know
DeveloperKlei Entertainment
ColonistsDuplicants with individual traits
Core loopGather food, water, oxygen, resources, and happiness
ControlsKeyboard and mouse feel right at home on macOS
Current version744825 (hotfix)

You pick an asteroid, print your first duplicants, and immediately start chasing breathable air. Each colonist develops skills by doing the work — digging comes easier to some, while others will need a relaxation machine once morale dips. The simulation stays legible on integrated Mac graphics, though older cards should grab the latest hotfix for the liquid rendering correction. Expect smooth panning and zooming with a mouse; the game was built for pointer input, so there’s no awkward key-remapping dance. Late-game bases with hundreds of cycles will push any machine, but the memory-leak fix in this release helps keep frame times from degrading over long sessions.

A morning routine for the first ten cycles

When a new colony starts, I like to get the first ten cycles down to a repeatable pattern. It keeps duplicants alive while I figure out which asteroid quirks I'm actually dealing with. Here's the sequence I settle into.

  1. Dig a quick latrine pit. Two outhouses, one wash basin, placed a short ladder run from the printing pod. Bladder accidents in the first three cycles tank morale before you've even printed a third duplicant.
  2. Stick a pitcher pump above the cleanest water pocket. Don't wait for the research station. Dupes move slower when they're thirsty, and bottled water doubles as early-game food prep for mush bars.
  3. Build four cots in a row. Even if you only have three duplicants. The spare cot means you can accept a care package duplicant without someone sleeping on the floor and waking up stressed.
  4. Research farming tiles before anything else. Mealwood in planter boxes wastes dirt. Five farm tiles with mealwood stabilise food for six dupes, and you can flip the excess seeds into compost when rot eventually shows up.
  5. Place a manual generator and a tiny battery right next to the research station. Short wire runs mean less decor penalty and fewer "power shutoff" warnings while someone runs on the wheel.

By cycle ten, I've usually got oxygen diffusers running on a simple pressure switch, a mess hall with a water cooler, and enough algae stockpiled to ignore the electrolyzer panic for another twenty cycles. The base feels small and fragile, but the routine buys breathing room to explore the ravines properly.

Late-night drag-dig tricks a friend showed me

Klei tucked a lot of quality-of-life details into the interface that don't get called out in tooltips. I only spotted some of these after a friend pointed them out during a late-night Oxygen Not Included download torrent session.

  • Drag-dig with right-click held down. Outlining a dig area cancels it immediately if you release the button over the same tiles. Useful when you're carving careful paths around pockets of polluted water you don't want to breach yet.
  • Priority sub-tabs on the jobs board. The numbered priority overlay works fine, but the per-duplicant "proximity" toggle inside the priorities panel stops builders from hiking across the whole map for a single ladder segment while someone else stands idle two tiles away.
  • Mop command on liquids you can't see. If a duplicant has a bladder accident inside a ladder shaft, the puddle icon sometimes hides behind the ladder graphic. Mop sweeping the tile anyway works — the command ignores the visual obstruction.
  • Shift-click the consumables menu. Shift-clicking a food item toggles permission for every duplicant at once, instead of clicking twenty little checkboxes. Handy when you want the colony off mush fry and onto stuffed berry the moment the grill is ready.
  • Temperature overlay with Fahrenheit toggle. The game defaults to Celsius, but the options menu has a simple switch. If you think in Fahrenheit, switching early stops you from misreading 30°C as dangerously hot when it's actually fine for mealwood.

Eight-second launch and crisp panning on M4

On an M4 Mac mini, the game launches in under eight seconds and settles into a steady 60 frames per second on the starting asteroid. Panning across the map with a mouse wheel is crisp; the sprite scaling holds up even at full zoom-out, where tiny duplicants scurry around like ants. I've left colonies running overnight by accident — cycle 300, forty duplicants, pipes snaking everywhere — and the hotfix's navgrid memory patch keeps the simulation from gradually bloating into a stuttery mess the way earlier builds did after a few hours.

Graphics memory usage sits lower now thanks to the liquid texture array optimisation. On integrated Mac GPUs, you'll feel that most when switching between the liquid overlay and the standard view. Before the fix, toggling the overlay could hitch for a split second; now it's instant. The removed unused textures free up a small chunk of VRAM that adds up on machines with 8 GB of shared memory. Late-game bases with extensive plumbing still tax the CPU — every pipe segment calculates flow and temperature — but the simulation thread no longer leaks memory, so a restart isn't mandatory after a long evening.

Fans grabbing an oxygen not included mac download with this build should note the game runs natively on Apple Silicon. No Rosetta translation layer, so the colony sim doesn't warm up the machine during the early quiet cycles the way emulated apps sometimes do.

new heading 3

Duplicants won't rescue a downed friend

The hotfix corrected the teleport bug where rescued dupes warped to the bottom-left corner, but the rescue task itself still fails if the incapacitated duplicant is lying in an unreachable spot. Check for a missing ladder segment or a locked pneumatic door between the medic and the patient. Also confirm that the triage cot has a high enough priority — a priority 5 cot loses to a priority 6 digging order every time.

Wrong element appearing after deconstruction

Before this hotfix, knocking down a building with gaskets sometimes spawned the wrong material. That's patched now. If you're seeing odd element drops, make sure you're actually on version 744825. The fix is server-side in the build, so a fresh Oxygen Not Included torrent or a direct update from your existing install should carry the corrected gasket logic.

Liquid looking glitchy on older cards

The rendering bug that scrambled liquid surfaces on older graphics hardware is resolved. If you still see flickering water tiles, try toggling the graphics preset down one notch and back up — the texture array resize sometimes needs a visual refresh to take hold. Also worth checking that macOS hasn't defaulted to a scaled resolution; the game renders cleanest at the display's native pixel count.

Masterworks skill description confusing new players

The old string left out the word "Masterpiece," so artists trained to that tier had no clear in-game hint about what they'd actually unlocked. The corrected string now reads properly. If you're teaching someone the game, let them know that Masterworks quality requires both the skill and a duplicant with high enough creativity — the skill alone doesn't guarantee the artwork tier, it just raises the ceiling.

Questions from the stall

Do duplicants have different personalities?

Yes, most duplicants arrive with individual character traits that affect their stress responses, skill aptitudes, and needs.

What does the latest hotfix improve?

It fixes a navgrid memory leak, stops duplicants teleporting after rescue, corrects a gasket deconstruction bug, and patches a liquid rendering issue on older graphics cards.

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