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Update 0.1.6.1 - Storage Buffers, Overflow Destinations, Duplication, and more!
With pull logistics, there can be a significant time gap between when a good is placed and when it is received. This can lead to factories not running as fast as they could be. Enter Storage Buffers. These, when attached to a producer, allow that producer to store an additional copy of whatever recipe they are working on. And if that's not enough, you can keep attaching more! These come in two flavors, a cheap, small version for intermediate producers like Smelters, and a larger, more expensive version for endpoints like the Prefabricator or the Research Lab.
Inevitably, you will encounter situations when goods get stuck in your tubes. Now, any storage can be marked as an overflow destination, which means any goods that are stuck and have nowhere to go, now go to any overflow destination it can reach.
On the same note, endpoint structures such as Prefabricators and Research Labs, now have pass-through logistics. If there is ever a resource that they can't use at the moment blocking an input tube, they will pass it along. Just attach an outgoing tube and the resources will pass through.
And as a last resort, if you still have unwanted goods stuck inside a storage or a cargo truck, you can stash them. This immediately sends all of these resources to your Headquarters, assuming your HQ has space.
You can now duplicate entire sections of your factory, assuming you have the resources (money for down payments or stored structures) to do so. You can also duplicate settings between similar structures.
You can set waypoints for vehicles using shift+right-click. Useful for exploration units when you just want to just fire-and-forget. For combat vehicles, you can toggle patrol mode, which has that vehicle cycle through all the set waypoints. Additionally, when in patrol mode, after gathering ammo, combat units will return to their patrol.
Any producer with multiple recipes can now have specific recipes disabled. Unchecking a recipe will stop the producer from requesting the inputs for that recipe.
Some players don't like that the tubes auto-connect to the nearest structure, especially if their factory is built very close together. This can now be disabled in Preferences.
Some players have found late game to be too easy. Many late game recipes and prices have been tweaked as a result.
Many more smaller changes, tweaks, bug fixes, and the like.
Gameplay - Intermediate Storage Buffer - New structure which attaches to the side of a producer. Increases the number of inputs and outputs a producer can store. Only for intermediate producers (smelters, factories, etc.) and powerplants. - Endpoint Storage Buffer - Same as Intermediate Storage Buffer, but more expensive, and only for endpoint producers (Research Lab, Prefabricator, etc.). - Overflow Destination - New option for warehouses which indicates that warehouse will accept only goods which are otherwise stuck in tubes upstream. - Stashing Goods - Any goods stored in a structure or vehicle can be Stashed, which immediately sends them to your headquarters, as long as there is enough space there. Useful for clearing out unintentional blockages, or cargo vehicle leftovers. - Headquarters have 200 storage space now, gives much more room for stashing goods. - Pass-through Logistics - Endpoint producers and research labs with goods they don't want stuck in an incoming tube, can simply pass through their goods out any exit tubes that would want them. This allows blockages to be drained away easily. - Reduced the default output storage multiplier to 1. - Vehicle Waypoints - Can shift-right-click to add pathing nodes when moving units. - Vehicle Patrols - Combat units now have the ability to patrol along waypoints you set. - Combat units with a set patrol return to original patrol after gathering ammo, even with only a single patrol node. - Vaporizer stacks are much faster now. - Tweaked recipes: Thermocouple, Electronic Warfare Device, Sperrylite, Platinum, Armor Piercing Munitions, Grenade, Heavy Ordnance, Hospital, High Explosive, Rocket Engine, Medical Device, Missile, Rocket Pod, Laser Turret, Gunship, Cargo Quadcopter, Scrapper Quadcopter, Building Breaker, Cargo Rocket, Missile Crawler. - Late-game rebalanced to be more difficult, to have less easy money. Selling weapons/ammo late game is no longer as overly lucrative as before. UI - Duplicate Group Tool - Allows you to duplicate groups of structures, within financial or storage constraints. - Duplicate Settings Tool - Allows you to copy settings across similar structures, such as between warehouses, producers, research labs, or tubes. - Disable Specific Recipe - Whenever you have a choice between multiple recipes (at a producer or research lab), you can now disable any single recipes of your choice. - Disable Auto-Connect - New preferences option which allows you to prevent newly placed tubes from auto-connecting to nearby structures. - Auto-deliver Ammo - Option for turrets exposed, and can now be disabled. Note: turrets saved with legacy saves will have this with option off, but any turrets built later will start with this option on. - Filter dummy goods max limit increased to 50. - Filter UI now allows you to select all currently available filters. - Selecting mining units show resource view. - Placing units show the same view mode that would appear when the unit is selected. - Building turrets shows the range before placing them. - Headquarters no longer opens rentals page, instead it's solely to show what items are stashed inside. - Infolinks has more verbose descriptions of items. - Made various buttons and UI elements bigger. - Tech tree UI is a little more spread out for clarity. Bugs/Crashes/Other - Fixed 3-way traffic jams with quadcopters. - Fixed demand sometimes being incorrect when canceling research or production. - Fixed inputs being consumed from multiple recipes at the same time when only one recipe's inputs should be consumed. - Fixed Conflux Market double charging for sale items. - Fixed AI build requests sometimes overlapping existing structures and soft-locking missions. - Fixed terrain sometimes disappearing when mining. - Fixed warehouses not updating their requests immediately after their options are tweaked. - Fixed tube placement bugs. - Rare crash fix on selecting enemy structures. - Crash fix placing maglev tubes in certain orientations. - Localization fixes. - Minor UI performance improvements. - Some minor tube performance improvements, especially with very large and complex tube graphs.
[ 2022-03-15 06:30:51 CET ] [ Original post ]
Update 0.1.6.1 has dropped! Several new features and numerous small quality of life changes are in this one.
Storage Buffers
With pull logistics, there can be a significant time gap between when a good is placed and when it is received. This can lead to factories not running as fast as they could be. Enter Storage Buffers. These, when attached to a producer, allow that producer to store an additional copy of whatever recipe they are working on. And if that's not enough, you can keep attaching more! These come in two flavors, a cheap, small version for intermediate producers like Smelters, and a larger, more expensive version for endpoints like the Prefabricator or the Research Lab.
Overflow Destinations
Inevitably, you will encounter situations when goods get stuck in your tubes. Now, any storage can be marked as an overflow destination, which means any goods that are stuck and have nowhere to go, now go to any overflow destination it can reach.
Pass-through Logistics
On the same note, endpoint structures such as Prefabricators and Research Labs, now have pass-through logistics. If there is ever a resource that they can't use at the moment blocking an input tube, they will pass it along. Just attach an outgoing tube and the resources will pass through.
Stashing Goods
And as a last resort, if you still have unwanted goods stuck inside a storage or a cargo truck, you can stash them. This immediately sends all of these resources to your Headquarters, assuming your HQ has space.
Duplication
You can now duplicate entire sections of your factory, assuming you have the resources (money for down payments or stored structures) to do so. You can also duplicate settings between similar structures.
Waypoints and Patrols
You can set waypoints for vehicles using shift+right-click. Useful for exploration units when you just want to just fire-and-forget. For combat vehicles, you can toggle patrol mode, which has that vehicle cycle through all the set waypoints. Additionally, when in patrol mode, after gathering ammo, combat units will return to their patrol.
Disable Specific Recipe
Any producer with multiple recipes can now have specific recipes disabled. Unchecking a recipe will stop the producer from requesting the inputs for that recipe.
Disable Tube Auto-Connect
Some players don't like that the tubes auto-connect to the nearest structure, especially if their factory is built very close together. This can now be disabled in Preferences.
Difficulty Changes
Some players have found late game to be too easy. Many late game recipes and prices have been tweaked as a result.
And Much More
Many more smaller changes, tweaks, bug fixes, and the like.
Full Patch Notes
Gameplay - Intermediate Storage Buffer - New structure which attaches to the side of a producer. Increases the number of inputs and outputs a producer can store. Only for intermediate producers (smelters, factories, etc.) and powerplants. - Endpoint Storage Buffer - Same as Intermediate Storage Buffer, but more expensive, and only for endpoint producers (Research Lab, Prefabricator, etc.). - Overflow Destination - New option for warehouses which indicates that warehouse will accept only goods which are otherwise stuck in tubes upstream. - Stashing Goods - Any goods stored in a structure or vehicle can be Stashed, which immediately sends them to your headquarters, as long as there is enough space there. Useful for clearing out unintentional blockages, or cargo vehicle leftovers. - Headquarters have 200 storage space now, gives much more room for stashing goods. - Pass-through Logistics - Endpoint producers and research labs with goods they don't want stuck in an incoming tube, can simply pass through their goods out any exit tubes that would want them. This allows blockages to be drained away easily. - Reduced the default output storage multiplier to 1. - Vehicle Waypoints - Can shift-right-click to add pathing nodes when moving units. - Vehicle Patrols - Combat units now have the ability to patrol along waypoints you set. - Combat units with a set patrol return to original patrol after gathering ammo, even with only a single patrol node. - Vaporizer stacks are much faster now. - Tweaked recipes: Thermocouple, Electronic Warfare Device, Sperrylite, Platinum, Armor Piercing Munitions, Grenade, Heavy Ordnance, Hospital, High Explosive, Rocket Engine, Medical Device, Missile, Rocket Pod, Laser Turret, Gunship, Cargo Quadcopter, Scrapper Quadcopter, Building Breaker, Cargo Rocket, Missile Crawler. - Late-game rebalanced to be more difficult, to have less easy money. Selling weapons/ammo late game is no longer as overly lucrative as before. UI - Duplicate Group Tool - Allows you to duplicate groups of structures, within financial or storage constraints. - Duplicate Settings Tool - Allows you to copy settings across similar structures, such as between warehouses, producers, research labs, or tubes. - Disable Specific Recipe - Whenever you have a choice between multiple recipes (at a producer or research lab), you can now disable any single recipes of your choice. - Disable Auto-Connect - New preferences option which allows you to prevent newly placed tubes from auto-connecting to nearby structures. - Auto-deliver Ammo - Option for turrets exposed, and can now be disabled. Note: turrets saved with legacy saves will have this with option off, but any turrets built later will start with this option on. - Filter dummy goods max limit increased to 50. - Filter UI now allows you to select all currently available filters. - Selecting mining units show resource view. - Placing units show the same view mode that would appear when the unit is selected. - Building turrets shows the range before placing them. - Headquarters no longer opens rentals page, instead it's solely to show what items are stashed inside. - Infolinks has more verbose descriptions of items. - Made various buttons and UI elements bigger. - Tech tree UI is a little more spread out for clarity. Bugs/Crashes/Other - Fixed 3-way traffic jams with quadcopters. - Fixed demand sometimes being incorrect when canceling research or production. - Fixed inputs being consumed from multiple recipes at the same time when only one recipe's inputs should be consumed. - Fixed Conflux Market double charging for sale items. - Fixed AI build requests sometimes overlapping existing structures and soft-locking missions. - Fixed terrain sometimes disappearing when mining. - Fixed warehouses not updating their requests immediately after their options are tweaked. - Fixed tube placement bugs. - Rare crash fix on selecting enemy structures. - Crash fix placing maglev tubes in certain orientations. - Localization fixes. - Minor UI performance improvements. - Some minor tube performance improvements, especially with very large and complex tube graphs.
[ 2022-03-15 06:30:51 CET ] [ Original post ]
MegaFactory Titan
Q Switched Productions, LLC
Developer
Q Switched Productions, LLC
Publisher
2022-02-23
Release
Game News Posts:
52
🎹🖱️Keyboard + Mouse
Very Positive
(111 reviews)
Public Linux Depots:
- MegaFactory Titan Linux [412.79 M]
MegaFactory Titan is a factory building game set on Saturn’s moon Titan.
Strip mine an infinite world, build enormous sprawling factories, trade with a multitude of factions, and defend against pirates who would steal your hard-earned resources.
But Titan is a prime spot for warring factions. Where settlers once purchased farms from you, soon you’ll find factions requesting tanks, jets, and space warships. War may be inevitable, but for an industrial powerhouse like yourself, war is also profitable.
Strip mine an infinite world, build enormous sprawling factories, trade with a multitude of factions, and defend against pirates who would steal your hard-earned resources.
But Titan is a prime spot for warring factions. Where settlers once purchased farms from you, soon you’ll find factions requesting tanks, jets, and space warships. War may be inevitable, but for an industrial powerhouse like yourself, war is also profitable.
SMART FACTORIES
No more mindless conveyor belts which always get stuck. Build a factory with smart Maglev Tubes know where to send goods and exactly what quantity is requested, sort across junctions automatically, and handle loops smartly.UNLIMITED DESIGN
Build enormous sprawling factories however you choose. Construct intricate webs of Maglev Tubes, or carefully planned grids. And if maglevs are not your style, try a fleet of automated rocket trucks, or perhaps a swarm of cargo aircraft.AN INFINITE WORLD
The world is infinite, procedurally generated, and varies wildly with each new game. And it’s completely alterable. Carve strip mines, flatten mountains, or fill in seas.ENEMIES AND ALLIES
Build cities for colonists, sell weapons to rebels, or sell nukes to terrorists. But pirates and other enemies would rather take your goods or your factory by force. Keep your gun turrets supplied, keep your combat jets patrolling, or order up some orbital strikes!WAR IS BREWING
Two factions are in a battle for control of Titan. Pick a side and join the fight. Or if that’s not your style, be an arms dealer, and supply weapons to both sides. Just watch out when the war spills over into your factory!MINIMAL SETUP
- OS: Ubuntu 20.04 LTS
- Processor: Intel Core i5 @ 1.70 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel UHD Graphics 630
- Storage: 500 MB available space
- OS: Ubuntu 20.04 LTS
- Processor: Intel Core i7 @ 2.60 GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD Radeon Pro 5300M 4 GB
- Storage: 500 MB available space
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