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Patch 7 now available

All items marked as [T4] are for the Frozen Factory Expansion pack. This is slated for release in patch 9 which, all things being well, should come out at the end of June. I'd like to apologise in advance for a number of missing icons. The 2d texture artist got run over by a car. Whilst he was sitting at a restaurant. This really happened. He's ok now, but it has ofc impacted on the schedule! Major new features!

  • Cargo Lifts. These wonderful new machines will absolutely answer the prayers of all the Minecart fans; "How do I get resources from -600 to the surface?" - the answer is the modular, upgradable, and above all easy-to-use Cargo Lift! Q: What is the maximum depth these go to? A:There is no maximum depth. Uh, about 500 light years I guess.
  • Scanning a Storage Hopper will now give you a readout of its contents. (ty to Zen for prompting this change)
  • Absolutely loads of help files updated and added.
  • Added 3 new tiers of Matter Mover. The fastest one can shift 4800 items per minute, addressing all your short-range, high capacity transport needs.
  • Added useable ARTHER Power Cores. Craft these in advance and keep them on your hotbar; select and Use them in emergencies for boosts of power!
  • A complete new resource tree; Hardened Resin can now be removed, utilised and indeed farmed. Research Resin Handling from your Laboratory for more information. Those poor hiveminds.
  • Added a Hardened Resin Detector. This should guide you towards the nearest active Hivemind, and source of gloriously useful Hardened Resin.
  • Added MK2 Organic Solars. More power, and a reasonable amount merely from the light of the moon.
  • Moved to Unity 5.3.4. This should alleviate a number of Linux-related issues.
  • Added crashed parts containers. Keep an eye on the sky. You can't miss 'em. They should arrive approximately once per hour currently.
  • Significant improvements to storage hoppers and conveyors on network games, and a reduction in the memory footprint of dedicated servers.
  • Added Chromium and Molybdenum across the game. This is NOT accessible without Frozen Factory Expansion or Patreon
  • Added WorkFloor Excavator. These should allow you to clear out useful-shaped and sized work areas, slowly at, but ever so fast if you have the power to run 'em flat out!
  • Added Minecart Logic tracks. You can now turn Minecarts around (no more awkward loops!) , and also predicate Minecart movement on FULL or EMPTY. This should improve the effiency of your Minecart networks by hundreds of times.
  • Laboratories have been re-balanced, and *assuming you have the power available* are upto 3 times faster!
  • Added MK2 FALCORS. These can carry items between Beacons attached to Storage Hoppers, to their base. MK3s with Exemplar filters are planned.
  • Added Casual Resources - 2 ore per bar, double speed smelter, much denser Ore veins. Designed for those with jobs and children. This also gives a 'starter pack' of Storage Hoppers, Lasers and Power Storage Blocks. This should make the start-game go past extremely quickly. Not recommended unless you've already played the game on a harder difficulty tho!
  • Hiveminds now have much better graphics, and should die when nuked from space. It was the only way to be sure.
Known Issues
  • Cargo Lifts can suffer from occasional duplication issues.
  • Black Hexagons on certain video cards, when in the cold or magma caverns, due to low specular. (Unity issue, hopefully fixed in next patch)
  • Flickering fog particles (Unity issue, hopefully fixed in next patch)
  • A few missing icons. Apologies for this.

Frozen Factory Expansion Pack



This is all work towards the future release of the Frozen Factory Expansion pack. Patreons gets preview access to this : https://www.patreon.com/Fortresscraft?ty=h
  • Added the Cold Cavern Climate Control Centre. (C5 for short). This item will allow you to 'terraform' the Cold Cavern into something habitable. This will require the Frozen Factory Expansion Pack. Patreons will get early acccess.
  • Cold Cavern Climate Control Centre (CCCCC or C5 for short) should now be craftable and buildable by Patreons. WARNING - BY BUILDING THIS, YOU WILL START THE NEXT SECTION OF THE GAME, WHICH INCLUDES ENVIRONMENTAL-BASED ATTACKS FROM CRYOPLASM. NOT FOR THE FAINT-HEARTED!
  • Added the Hard Rock Grinder. This will allow access to grinding your very first T4 ores. This will require the Frozen Factory Expansion Pack. Patreons will get early acccess.
  • Fixed Frozen Factory research
  • GeoThermal Plants should no longer need an attached hopper with a pipe in it to start working on reload.
  • Grinders now craftable
  • Grinders have improved start/stop graphics, and a larger power pool
  • Fixed erratic network sync/flood of CCCC, Grinder, MagmaBore, Mk4 battery, T4 Conduit and SpiderBotBase.
  • Added ARC Smelter. This upgrade will allow Smelters to smelt T4 ore. This is extremely inefficient and power-consuming, but will allow the player to move onto bigger and better smelting T4 systems. Patreon-only until Frozen Factory Expansion is released - of course!
  • Fixed error with crafting Heat Conductant Pipes (thanks Tychon)
  • Added CryoPlasm defence reearch and CryoPlasm Lancer; that should allow you to hold off against the CryoPlasm.
  • A bunch of fixes and visual improvements to the Geothermal Plant.
  • Lots of work on the Magma Bore. Graphics still 100% placeholder. It's very... very... big
  • [FrozenFactory Expansion only]Continuous Casting Basins, Blast Furnaces and Casting Pipes are now all craftable.
  • Trenchers now empty slightly quicker, and shouldn't end up with 9 ore lying around in them.
  • Trencher internal storage now increased to 450 ore, meaning it should be able to work 100% of the time.

Cargo Lifts


  • Added Cargo Lift, research, rack railer, rack rails, and 3 tiers of Lifts. The first should be available with Lithium-level resources, the second with minecarts, and the final one about the point where you're looking to automate biomass and T4. The largest lift moves at 15 metres per second, and can carry 3,000 items - that will be limited to Frozen Factory, as it's T4, but the other 2 lifts will be available to all!
  • Cargo Lifts should work without issue for networked clients
  • Cargo Lifts now allow you to remove the Lifts without error
  • Cargo Lifts now allow you to re-scan the rails, in order to extend your lift.
  • Cargo Lifts rescanning no longer wastes and duplicates previously-placed rails.
  • Cargo Lift Glow represent power charge of the lift controller.
  • Cargo Lifts no longer have issues when loaded remotely
  • Cargo Lift UI should no longer screw up
  • Cargo Lifts are no longer marked as T4 machines
  • Cargo Lift now authoritates power state over the network
  • CargoLifts can no longer get stuck in an endless acquiring inventory state
  • Cargo Lifts now use power relative to the fitted Cargo Lift type
  • Cargo Lifts now load faster for higher tiers.
  • Cargo Lifts no longer load everything immediately, but stagger it depending on tier of lift.
  • Cargo Lifts - Slightly improved floating combat text readout
  • Cargo Lifts can no longer load more than their maximum
  • Cargo Lifts no longer attempt to pull more than the available resources out of a storage hopper
  • Cargo Lifts now pause after loading to allow visuals to catch up
  • Cargo Lifts now come to a near halt if they run out of power
  • Cargo Lifts now support MK2 and Organic MK2 solar panels
  • Attempting to upgrade a Cargo Lift whilst it has cargo will no longer longer lose the upgraded Lift.
  • Cargo Lifts now have full audio for arriving, leaving and travelling.
  • StorageHoppers now count up the number of free slots once a Cargo Lift has emptied them. This means they will no longer be empty, but report full.

Matter Movers


  • Boosted MatterMover power pool by 50%
  • Boosted MatterMover power transfer rate by 50% - they should hopefully no longer run dry.
  • Reworked Matter Mover visuals for all tiers, added sound effects
  • Matters Movers will IGNORE Remove Only status and WILL add to these; this is to allow usage of MMs for Cutter Head Delivery
  • MatterMovers are now capable of firing directly at each other
  • MatterMovers will drop their stored item on deletion
  • Fixed MatterMover max distance to be 64, not 63!
  • MatterMovers will no longer remove from Locked or Add Only Storage Hoppers.
  • MatterMovers will no longer add to Locked or Remove Only Storage Hoppers.
  • Various MatterMover timing and storage hopper issues fixed.
  • MatterMovers are now Server-Authoratitive.
  • Added 3 new tiers of Matter Movers. These will become craftable tomorrow.

Other Fixes and Changes:


  • SpiderBot will no longer leave the base if he has received a Power Core in the last 10 seconds.
  • ARTHER will not bug you about Lithium for 2 hours
  • ARTHER will not bug you about T2 materials for at least 6 hours!
  • Crashed DropPods no longer drop 1 item per player.
  • Fixed networked 'centre request' for many multiblock machines.
  • Grey spawn chance raised from 5% to 15%
  • Iron Gears now require Base Building Automation
  • OverMinds should no longer appear and disappear near the edge o the screen
  • OverMinds can now kill you in a variety of interesting ways
  • Fixed boot error with ARTHER
  • Changed organic cutter head to use refined resin. People argued. I disagreed.
  • Mildly tweaked the intro
  • Added Help for all Power Boosters.
  • Added help for Research Parts, fixed help for Hive Brains
  • Doubled Density of Biomass veins
  • Boosted Density on Casual
  • Increased Biomass Perlin Zoom Factor by 50%
  • Significant improvements to busy conveyor network syncing
  • Improvements to Storage Hopper removal duplication issues.
  • CamoBots now have 3x as much health on Hard mode.
  • Slimes will no longer be angry at the player if they take fall damage (ty to Zen for prompting this change)
  • Slimes now take substantially more falling damage. Make traps dammit!
  • Ores and Materials now come back as different colours on unknown pings
  • Chromium and Molybdenum now have unique colours
  • Unknown Pings will now give a breakdown of types, ores and materials on the scanner.
  • Known Pings will give a specific breakdown of ores on the scanner.
  • Lots of new help files and documentation for new machines added this patch.
  • Reduced Macerator max power storage from 1500 (!!) to a more sensible 150.
  • Added support for "URL" links in the handbook; primarily will be used for tutorial videos. Got a great tutorial video about a specific machine? Let me know and I can link it!
  • Added Resin Liquifier UI popup.
  • Made ARTHER power bar more obvious
  • Icons that are clickable in the Handbook now grow and change colour when hovered. This should make them much more obvious that they ARE clickable!
  • Fixed Mk5 ARTHER Power Cores.
  • GeoThermal plants now require pipes in order to build.
  • Added extra debug to Mob timings; /debug will now give a breakdown of the spent mob time.
  • Fixed issues with Novas getting rather too large. Oops.
  • Orbital Strike Controllers can no longer fire when 'too close' to the CPH. DO NOT ATTEMPT TO VERIFY THIS FIX OK?
  • Orbital Strike Controllers now give the readout for the current quadrant they are placed in.
  • Balanced the cost of MK2 induction kits to be multiples of eachother, for automation. LMK if I got this wrong.
  • Reduced the Nickel cost of MK4 inductions; increased the gold cost. They should now be a *tad* more balanced.
  • DeOrbit containers. I'm gonna let you find out about this one yourself. ;)
  • Destroying a DeOrbit container will net you a ResearchPart, which can be researched for 5 RP.
  • You can no longer manually feed T4 ores into a smelter. Nice one.
  • Fixed issue where time ran at the wrong rate. NOVA AHOY! (You're fine)
  • OverMinds now have a death animation
  • Fixed a MAJOR error with the Mob/Orbital Strike/Tower Defence loading saving. This possibly hasn't been working properly for months. I GUARANTEE* that all Orbital Strikes will now work.
  • Fixed complicated internal issue with SuperDig that could have caused all sorts of horrible knock-on effects. If you've been using vacuum hoppers and superdig, you might see machines refuse to use the ore. Sorry!
  • All Generic AutoCrafting machines should now correctly research cube/value type products. (Mesh Weaver was a specific example)
  • Generic Autocrafters can now directly offload crafted items onto conveyor belts.
  • Generic Autocrafters can now directly collect items from conveyor belts. This ONLY applies to machines that have a SINGLE input; an example would be a Coal Enricher. You CANNOT put multiple types of items on multiple input belts - you'll need to interface via a Hopper.
  • Generic AutoCrafters will animate according to XML again. Sorry about that, modders!
  • Added Craftable PowerCores. When used, these will give power to ARTHER No-they-don't-stack-in-your-inventory. There are 5 tiers, each of which needs the result of the previous tier. The highest rank ones are pretty amazing!
  • Nova Timer can now progress past 7 days. This should also fix the Server Uptime readout too. #floatingpointaccuracy
  • Added an Upcraft ('C' menu) recipe for converting (many) MK2 batteries to MK3s.
  • Geological Surveyors are now limited to 1024 metres of scan range. If you need to scan deeper, place it deeper!
  • Fixed dig audio on WorkFloor Excavators
  • Fixed random crash on WorkFloor Excavators
  • Added Chromium and Molybdenum bars and various other recipes related to them.
  • Smelter can now have per-metal melting point. All T1/2/3 metals are still 1139; Chromium and Molybdenum are now set correctly. Feel free to google and check ;-)
  • Blasts Furnaces can now connect to Continuous Casting Basins. These should now be considered testable. Graphics == Placeholder.
  • HiveMinds will no longer drop brains scattered around a 48m area. All other loot is, mind you - go looking!
  • Mynock/HiveMind interaction code has been belt-and-braced, and I am confident in saying that only the closest hivemind to the CPH will grow.
  • Mob spawning should cause less of a CPU spike on servers
  • Fixes to Ablators, Liquifiers and Lancers loading off disk during their clearing phase; they should not longer get stuck!
  • Added the Work Floor Excavator; this clears a 33m, 3m-tall circle around itself, using power. Ideal for setting up neat work areas and for clearing unknown terrain.
  • SpiderBot base should no longer take power from adjacent items and... give it back out again. It was basically a T4 battery. Er, oops. Sorry.
  • Ablators and Liquifiers now correctly revert back to size 0 after finishing their scan up to range 32 (instead of accidentally carrying on forever, ooops)
  • Significant speedup for overloaded fluid segments.
  • Increased Laboratory maximum power transfer rate.
  • Reworked 'Closest Hivemind' code; Closest Hivemind should now also be linked on the holobase.
  • Added Hardened Resin Detector. This should guide you to the nearest active hivemind.
  • Added Casual Resources - 1 ore per bar, double speed smelter. Designed for those with jobs and children. This also gives a 'starter pack' of Storage Hoppers, Lasers and Power Storage Blocks. This should make the start-game go past extremely quickly. Not recommended unless you've already played the game on a harder difficulty tho!
  • Mynocks can now spawn at any altitude on Hard Mobs
  • Charged Explosives can no longer destroy EVERYTHING
  • Added Cold Creep; similar to hive minds, this will provide a 'vs the world' version of tower defence for the Cold Caverns Expansion Pack. Now renamed to CryoPlasm!
  • Lots of new icons!
  • Organic MK2 Solar Panels will no longer drop a useless central block
  • Organic MK2 Solar Panels are now considered to be multiblock machines
  • Organic MK2 Solar Panels now collect at night
  • Added T4 GeoThermal plant. This should be built in the Cold Cavern for maximum effect. You'll need Patreon access in order to get it before the Frozen Factory Expansion Pack's release (http://patreon.com/fortresscraft)
  • Added Mesh Weaver and Pipe Coater; feed these into the GeoThermal Plant in order to increase its output.
  • Power Generation levels of the GeoThermal have NOT been set; it should probably generate around 4500/sec at full power.
  • Ablators should no longer leave orphaned partially-ablated resin around. It may take a few game restarts to clear anything that has been left in this state. It shouldn't be a problem for any new setups.
  • Ablators and Liquifiers now work in a sphere shape, not a cube.
  • Fixed a number of client-side crashes.
  • Implemented Laser Ablator. This can be used to burn off hardened resin.
  • Implemented Laser Liquifier. This converts Ablated Resin into Liquid Resin
  • Implemented Liquid Resin Refiner. This converts Liquid Resin into a useful crafting component; Refined Liquid Resin.
  • Added MK2 Solar Panel (Organic); collects 2x normal MK2s, and works at night. Requires Refined Liquid Resin.
  • Fixed issue with hiveminds. They may be a few hundred times more efficient now. Balancing in progress. BE WARNED.
  • Added MK2 FALCOR. This will only collect loot from Beacons that are placed on top of Storage Hoppers.
  • FALCOR beacons placed on top of Storage Hoppers will now collect an item from them, and, proffer it to MK2 FALCORs.
  • Zipper Merges will now work after rotating.
  • Fixed some minor UI issues relating to readback of machine status and help files.
  • Fixed issue where GACs could corrupt on save *if* they were unable to drop off an item at the moment of saving.
  • Added Minecart Buffer! Any minecart that hits this will simply turn around. This can be used in place of loops
  • Added Minecart FULL Gate. A Minecart approaching this from the Green direction will treat it as a Straight. A Minecart approaching from the Red direction will turn around unless it is FULL.
  • Added Minecart EMPTY Gate. A Minecart approaching this from the Green direction will treat it as a Straight. A Minecart approaching from the Red direction will turn around unless it is EMPTY.
  • Split Minecart Research into 2 parts; one gives you the better carts, one gives you the improve Logistical and Decision-making track pieces (as above)
  • Significantly increased cost of Turbo Rails
  • Research Assemblers should now more reliably run at full speed, due to increased power storage and power transfer rate.
  • Tweaked network load of conveyors a little
  • Fixed ARTHER power bar
  • ARTHER will no longer tell you to go searching for a new fuel source, once you've got jet turbines.
  • Blocked Solar Panels on Dedicated servers will no longer permanently blocked.
  • Fixed Deployed Explosive duplication error.
  • Reduced cost of Conduits; likelihood is that they'll go back up after CCBs are implemented
  • Fixes to Laboratory Decompose code
  • Basic Smelters now 10% faster (I'm aiming for ~2 bars/min)
  • Dedicated servers now have all DLC! (This means that T4 Trenchers will now work on Dedicated Servers)
  • Fixed serialisation issue with Matter Movers
  • All Cutters Heads apart from Plasma now have +50% durability
  • Plasma Heads now have 20% less durability
  • Increased Lab Power Per Seconds by 300%
  • Decreased Time Per Lab Pod to 33%
  • This should mean that the power-per-hour of your lab remains the same, but you have the option to process 3x more (at 3x the power cost, of course)
  • Ore Extractors will drop their stored ore on deletion
  • Deleting a SpiderBotBase will also drop whatever item it was offering to SpiderBro
  • SpiderBot should charge to 150k now.
  • Added Mod-Specific error if ItemCubeStackSize is zero.
What're you doing down here?


[ 2016-04-29 14:44:54 CET ] [ Original post ]



FortressCraft Evolved!
ProjectorGames
  • Developer

  • Digital Tribe
  • Publisher

  • 2015-11-09
  • Release

  • Indie Strategy Casual RPG Simulation Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 114  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Mostly Positive

    (2556 reviews)


  • Review Score

  • http://fortresscraft.com
  • Website

  • https://store.steampowered.com/app/254200 
  • Steam Store

  • The Game includes VR Support



    FortressCraft Evolved Linux Content [1.94 G]

  • Public Linux depots

  • FortressCraft Evolved Dapper Indie Supporters Pack
    FortressCraft Evolved: Skin Pack #1
    FortressCraft Evolved: Frozen Factory Expansion
    FortressCraft Evolved: Adventures Pack
    FortressCraft Evolved: Skin Pack #2
  • Available DLCs

  • FortressCraft Evolved’s Survival Mode is a unique-blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines. Using hand-held scanners they must locate ore resources, place down Ore Extractors and Conveyors to automate the raw material back to the Smelter; take the fresh ingots through multi-machine assembly lines, followed by researching new technologies that help them explore thousands of meters below the planet's surface.

    An advanced HoloBase allows players to keep an eye on their factory which they must defend against waves of alien attacks with multiple tiers of missile and energy turrets. To survive they must continue to develop new and unique power systems, from solar energy to Jet Turbines, culminating in crafting an Orbital Energy Transmitter thousands of cubic meters in size, to beam power off-planet, and start the next phase of the game.

    And all this with an enormous draw-distance, scalable gameplay engine that is equally at home on high-end or low-end computers, and full multiplayer support! This does not even factor in all that you can do in the Creative Mode whose only limits are your time and imagination. With an array of Super Build Tools and a high-resolution Custom Detail Block Workshop players can build anything and on a massive scale unseen in other games.

    • Experience the largest worlds ever seen in any computer game - ever!
    • Create a futuristic mining operation consisting of thousands of huge machines.
    • Full Tower-Defense style combat in a voxel universe.
    • Use hi-tech machinery to locate and process resources from thousands of meters away.
    • Explore thousands of metres vertically, overcoming ever-more difficult challenges.
    • Official Texture Pack and Mod Pack support
    • State of the art lighting and shadowing, utilising high resolution maps for machinery and environment
    • Innovative“Build to Me” Feature to facilitate rapid, accurate building
    • Shareable Creative Schematics
    • Super Build Tools allowing instant creation of primitive shapes
    MINIMAL SETUP
    • OS: Ubuntu 14.04
    • Processor: Dual-Core 1.6ghz CPUMemory: 4096 MB RAM
    • Memory: 4096 MB RAM
    • Graphics: Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • Storage: 5000 MB available spaceAdditional Notes: Additional features are available with 8 or 16 GB of RAM
    GAMEBILLET

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    GAMERSGATE

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