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Patch 9 - Winter is coming. Frozen Factory : One week.

After 9 months of hard work, it appears that my baby is but 1 week away from being born. This metaphor breaks down, cuz this is the patch before the birth. Anyways.
Patch 9 has seen a hell of a focus on 'new players'; only 868 players have ever finished the game, meaning that the potential audience for next weeks' expansion pack (more on that later) is pretty small. I've worked out, more or less, that we're gonna want to ship ~25,000 units of the Frozen Factory Expansion Pack for it to have been worth doing.
Skin pack sales never hurt either. Ahem. But I digress - again. This is the 9th free content patch for the game, with the ever-so-topical name; Winter is coming. The biggest change you'll notice upon patch your game is the new Mission System. This has take a large amount of my time, and is built upon ARTHER's existing base introspection system, and should be able to tell you not only what is wrong with your base right now, but also let you know what it feels you should do next. Using this tool, I realised that quite a lot of early progression didn't make sense, so things like Basic Smelters are now available to players in the first 15-30 minutes of the game!
Modding has received another massive update. Remember to check the Mod forums! Patch 10 should see the Workshop going live, and I'll be working with Mod authors over this patch cycle to help them get their mods ready for that release - it's gonna be awesome!
Patch notes are shorter than usual, I know - there's been a LOT of focus on polishing what we have, rather than adding too much new stuff. Yes, I will be linking this sentence to the next person who accuses me of doing on the forums. :P

The Frozen Factory Expansion Pack will be available on the 7th of July


Major new changes


  • Walking on Reinforced blocks is now much much faster!
  • Added new Mass Storage system. Makes your existing Mass Storage at least 5x faster (WHEN coupled with a sorted input system); higher tiers are 12x and 25x faster
  • Crystal Infusers no longer have an ongoing Crystal cost.
  • Added World Seeds. By default, your world name is your seed. If you enter a number, that's used as the seed. This won't affect existing worlds
  • Added Main-menu readout for all current DLCs and install status. Clicking on a DLC you don't own should open the page for it. Lots and lots of people still don't realise we HAVE shiny toys to add to the game!
  • MMB click on a BluePrint when Crafting to add a Reminder
  • MMB click on an Ingredient when Crafting to jump to it's help.
  • Massive Modding updates.
  • Basic Smelters now only need Copper and Tin, and should be available within 1 hour of a new game. Organic Rock surface spawns increased at corners of your base.
  • Removed Iron requirement from MK1 Forced Induction, allowing it to be available much sooner in the game.
  • Base Building Logistics research no longer require the Lab.
  • Added a bar beneath the ARTHER power bar to show the Base's power.
  • Left-Command and clicking Craft should now make 25 items on the Mac.
  • Increased Organic Battery storage to 8500 (up from 5500)
  • Electric Lights should now correctly save. Honest. HONEST.
  • You can no longer build on top of CryoPlasm, Sand or Magma.

New Machines


  • Added the Hopper Emptying Inventory Storage Transporter (H.E.I.S.T.) machine. Attach it to a Storage Hopper and let it do its thing!
  • Added the BarKeeper. Perfect for network servers, each active BarKeeper removes 100 bars from an exiting network player, and puts it into storage. Never again will people run off with all your Titanium bars!

Frozen Factory Expansion Changes


  • Added Flatland unlock as a reward for killing your first CryoPlasm Spawner!
  • Added MassStorage IO ports; these can interface with a Mass Storage system at huge speeds, but require power and a Mass Storage Controller.
  • Added TourCarts; like Minecarts, but with zero capacity, and lovely and fast. Great for a tour of your base.
  • Added CryoMines. If CryoPlasm covers these, then they detonate in an 8m explosion. Does not hard any types of machines or blocks; it WILL, however, detonate other CryoMines in range!
  • Added FALCOR Bomber. Ideal for removing dense, remote creep.
  • Added CryoBomb Assembler
  • Added Chromed Machine Blocks
  • Added Magnetic Machine Blocks
  • Added Hiemal Machine Blocks
  • Added Assembler for each of the above
  • Added MK2 and MK3 Trencher heads, with increasing efficiency
  • Particle Compressors now have a compression ratio of 232:1.
  • Increased MagmaBore cost to 1 billion power. This is approximately 3 hours for 20x full-speed geothermals.
  • Added V3 build gun and V3 grapple with glorious T4 orange!


Everything else


  • Fixed SpiderBot sim on Dedicated Servers
  • Removed ongoing crystal cost from Coal Infuser - added massive up-front Crystal cost instead
  • Locked away T4 skin properly this time - sorry!
  • Patreons will now have access to T4 skins, due to overwhelming sentiment. The only thing Patreons do NOT get is the little sign on the main menu, saying that you own the Expansion. Bling Skin requirement remains unchanged.
  • Removed the ability to manually remove items from Mass Storage. This is FAR too over-powered, and will likely come back in the form of a single-item 'Get me this' machine later on.
  • Fixed disappearing spiderbot on dedicated server (I hope!)
  • Fixed item dupe bug. Ty Inomin8
  • Tiered Mass Storage
  • Fixed Mass Storage recipes
  • Fixed Mass Storage descriptions
  • Fixed lots of networked Mass Storage Errors
  • Fixed crash when you tried to craft something with 'Have Materials' turned on, and ran out of them.
  • Ore Extractors that are only trickling resources will no longer appear to be stuck for Network Clients.
  • Fix for Turntables look towards conveyors that are looking back at them.
  • Fixes to network client issues
  • Improvements to mission system
  • Resin Handling now only requires 25 Soft Resin (down from 200!)
  • Fixed Scan-And-Pick-And-Place exploit
  • Increased ARTHER mission time to 20s
  • Removed dumb requirement from MK2 and MK3 Trencher drills.
  • Added "Automate Smelter" quests
  • Fixed ARTHER telling you about iron like, 9 seconds after starting the game
  • Fixed issue with Starved PTG readout
  • Marked top-tier Mass Storage as T4 items.
  • DLC ownership check now happens immediately on startup.
  • Changed Ore Extractor to no longer start up when it doesn't have enough room to complete the drilling operation.
  • Reduced the minimum internal hopper of the Ore Extractor. Maximum size is calculated much more sensibly. (it's still more than enough room for a single cycle regardless of anything else )
  • Fixed issue where Ore Extractor Window didn't refresh when full
  • ItemCubes now obey stack limits. This fixed a number of exploits YES YOU KNOW WHO YOU ARE.
  • ARTHER will no longer push you to explore underground until your Lab is complete. (Labs can and probably should be constructed before you have Iron automated)
  • Player is hinted at to build MK1 turrets much sooner now. (Y'know, you're supposed to defend the Iron lines with MK1 turrets, then move onto MK2s later on!)
  • Fixed accidentally-massive Smelter Input hopper size. Missions to encourage the player to setup early-game smelting now present.
  • Changed the shadow balancer to make more sense. The game will now ALWAYS obey the min and max shadow distances, and will attempt to balance to 30 fps unless overridden by the Dynamic Framerate target.
  • Grinder Particles updates. Final mesh. Texture Placeholder.
  • Reduced MK3 Trencher efficiency from 10,000% to 100%.
  • Fixed MK3 trencher animations
  • fixed item sync issues
  • fixed item collection issues
  • known issue - clients can appear to collect an item they're absolutely nowhere near. Martijn has been made aware.
  • All CryoDefences go offline if the CPH is destroyed
  • Calmers no longer work if the C5 is built (this stops the "Kill a CryoSpawn whilst you have 4x Overminds active" super-hard achievement becoming really really easy.
  • Grappling hook can only fire once per 5 seconds in the Cold Cavern, until the point where the player gets the MK3 Build Gun crafted and fitted.
  • C5 can only be placed in the cold cavern.
  • C5 cannot be dug up under any circumstances.
  • C5 will warn you about the above restriction during placement
  • GeoThermals now lose charge if touching CryoPlasm.
  • Increased power cost of Magma Bore digging substantially.
  • Machines that are starved of Oxygen now flag up in the Mission system.
  • All T4 achievements now available.
  • Walking into the dropship's burning radioactive flames will no longer unlock the MK1 turret achievement.
  • Issue with FlatLand achievement being erroneously unlocked now fixed.
  • Spent 3 hours attempting to fix SpiderBot's legs. Failed.
  • FlatLand now selectable.
  • FlatLand now tells you what you need to do in order to unlock it.
  • RushMode now tells you what you need to do in order to unlock it.
  • Missions now fade from green to red if they are up for more than 10 minutes.
  • Missions that have been active with no change for 20 minutes will now blink for attention. This does not include 'progression' missions that are expected to take the player more than 20 minutes, but tend to refer to things like "sort your broken ore extractors out"
  • Improvement to Quarry usage, improvement to Quarry errors (Building over itself)
  • Many more mission improvements, focusing primarily on the first 3 hours of gameplay. Yes, I will be linking this comment to the next muppet who writes a review stating that I only ever 'worry about end-game players'
  • Flagged MK2 and MK3 trenchers as craftable, added research.
  • Fixed an issue with Jet Turbines not handing off power very well, especially in rush mode.
  • Added 4 more tiers of research for Mass Storage. The final tier requires Frozen Factory-grade power and resources.
  • Surface attacks can no longer drop poor-quality loot if there's more than 500 items lying around in total, just good loot. Added FALCOR mission to remind you to improve it.
  • Added FALCOR / FALCOR Beacon mission that kicks off if you have more than 150 items lying around.
  • Mass Storage can no longer communicate directly with Trenchers, Continuous Casting Basins and Blast Furnaces - use IOPorts instead.
  • Cheat-teleports now warn the player and have a 30 second magenta wipe. Use this ONLY if you are STUCK.
  • Floating Combat Text now correctly obeys maximum distance
  • Altered Cargo Lift Combat Text spam
  • Changed all Resin Handling to use Organic Lenses (from Blue eyes) instead of Sapphires.
  • 9.10
  • Lots of fixes regarding the new storage system.
  • AutoBuilder cost now reduced one-sixth of what it was originally!
  • Fixed Mission System on new worlds.
  • Improved Mission System intelligence in when things are shown or hidden
  • Improved H.E.I.S.T. readout
  • Improved Mass Storage Input Port graphics (still no tiering)
  • Reduced the Rave Effect on the Power Boosters and Chargers a lot.
  • Mission System no longer draws over the top of other dialogues.
  • Many more Missions added to help breadcrumb players through a better progress (example; player is hinted at to build a Forced Induction system before they start to amass all that Copper for their first lab!)
  • You can now (T)oggle the Offline warnings from Ore Extractors.
  • T4 skins are locked to ownership of the Frozen Factory Expansion Pack
  • Added two additional tiers of drone based mass storage input and ouput ports. Currently these use the same model, research and resources. This needs to be changed.
  • Added a new XML element for TerrainData.xml for indicating items are garbage replacing a hard coded method which was not mod friendly. true
  • Added a new XML element for TerrainData.xml for holding fuel information which replaces a hard coded method which was not mod friendly. Note there is currently no method of specifying which category fuel should be shown in for the power generation overlay in the holobase. The coal entry here is hardcoded to the three existing types of coal. 467 EnrichedSmoke 2.5 0 1 0 1
  • Added a new XML element for TerrainData.xml for indicating the ore type for (mainly) sorting purpose, replaces hard-coded information which was not mod friendly. Smeltable Burnable Refinable Other
  • Added a new XML element for TerrainData.xml for indicating if a block is reinforced, replaces hard-coded information which was not mod friendly true
  • Added a new XML element for indicating that a block is part of a multi-block machine replacing hard-coded information which was not mod friendly. true
  • Added a new XML element to indicate a "pick replacement", this should be the key of the terrain cube or value to be used when pick is used on the block. Typically used for multi-block machines to replace with the placement block T4CreepBurnerPlacement
  • Changed the MassStorageCrate block to be passable, this allows an empty crate space to be walked through. Full spaces are handled using the collider system.
  • Added a mass storage controller block to TerrainData.xml. Requires a model, recipe & research.
  • Added a mass storage IO port block to TerrainData.xml, which is the step up from drone I/O and works using the storage machine interface. Requires a model, recipe & research.
  • Added support for a mod block preview atlas. This atlas is generated at runtime using a prefab and will contain all of the block preview images supplied by active mods. Anywhere displaying block preview has been updated to support switching to this atlas when required.
  • Storage Hoppers
  • Major update to storage hoppers. They now use the interface StorageMachineInterface allowing them to be swapped with other storage machines, or mod machines.
  • This contains a variety of useful functions for inserting or extracting to/from storage machines, counting items, or checking the state.
  • The hopper permissions enumeration is now outside of the StorageHopper class, it is called eHopperPermissions.
  • Everywhere which used StorageHopper has now been updated to use StorageMachineInterface.
  • OreSmelter has been updated to use the iterator interface to remove the smelter specific ore code from the storage machine.
  • Five additional storage related interfaces have been added
  • ItemConsumerInterface Lightweight interface for machines which can take or consume a single item, currently: Conveyor Macerator MassStorageIOPort MassStorageInputPort StorageHopper
  • ItemSupplierInterface Lightweight interface for machines which can supply a single item, currently Conveyor
  • StorageConsumerInterface Allows machines which wish to remove items from a hopper, or similar machine, to be queried by the hopper itself, instead of needing to search every adjacent space for a hopper. Replaces hard-coded information in the storage hopper.
  • Currently: CentralPowerHub PyrothermicGenerator SpiderBotBase
  • StorageSupplierInterface Allows machines which wish to add items to a hopper, or similar machine, to be queried by the hopper itself, instead of needing to search every adjacent space for a hopper. Replaces hard-coded information in the storage hopper.
  • Currently: ManufacturingPlant ManufacturingPlantModule OreExtractor RefineryController T4_GasBottler T4_Grinder
  • StorageUserInterface Many storage methods require the 'requestor' to be supplied so that the machine is able to make decisions based on that if necessary (e.g. the direction of the requestor could be important as to whether the action is allowed), this must be something inheriting StorageUserInterface which is currently SegmentEntity or MobEntity. It can be added to any other class which needs it.
  • Mass Storage
  • The autobuilder can now lay mass storage crates (this was mainly for testing purposes, but see not reason not to leave it in?)
  • Mass storage crates can now operate in two modes, the legacy mode where it holds a fixed size list of 25 items separately, and a new mode where it can hold 25xstack height of a single stackable item.
  • The legacy mode will be used for existing mass storage (which is not empty), and for storage of non-stackable items.
  • A number of performance issues relating to splitting and merging crate arrays have been fixed.
  • The graphics for the crate boxes has changed to accommodate the stackable system.
  • Sudden changes in stack height (e.g. when an IO port dumps huge quantities in at once) are 'smoothed'
  • Input and output drones can now carry more than one stackable item of the same type at a time.
  • MK1 = 5 items at a time
  • MK2 = 12
  • MK3 = 25
  • The input port will wait until either it reaches that capacity, a timeout occurs, or a different item type arrives, then it sends the drone.
  • A number of bugs relating to the drones finding the closest storage space have been fixed.
  • Added a mass storage controller, this is only required for providing power to any advanced I/O ports attached to the storage. Although you can also scan it with the scanner to get a list of items in storage.
  • Added an I/O port, this implements storage machine interface allowing anything to add or remove from mass storage as if it was a hopper. It needs pretty graphics to 'matter mit' the items in and out. Each item transmitted requires power which is taken from the mass storage controller attached to the same array. This requires balancing work.
  • Modding
  • All mod relatedclasses have been moved to their own files under a Modding sub folder to make it all more maintainable.
  • All moddable xml data files (terrain data, items, recipes, research & auto-crafter) now support being supplied custom values which can be queried by mods.
  • The forced induction upgrades now use a smelter interface, this allows them to be placed on top of custom modded smelters. Example:
  • Method OverrideBlockTypeAndValueForMultiblocks now uses the TerrainData.xml values instead of being hardcoded.
  • Added a VeritySuitUpgrades method.
  • Added a CheckForCompletedMachine method for multi-block mod machine support
  • Added provisional support for custom mobs
  • Significant updates to mod registation data to allow an event based subscription to 'global stuff'. Currently: OnVerifySuitUpgrades OnPerformItemAction
  • Mods can also register their own custom mod registration classes which can contain their own events that other mods can subscribe to.
  • Added serialisation to the research assember so that it does not lose items anymore.
  • Added Deselected and Selected methods to the SegmentEntity, currently only used by hopper for debounce purposes.
  • Increased the number of nearby colliders supported by the player collision to help with mass storage changes.
  • Cleaning up of segments has been altered to add a delay from a segment being removed from all frustrums to it actually having its data zapped. This is to allow anything currently using it (e.g. in the LFGT) to finish its work instead of crashing when the data disappears unexpectedly.
  • Updates to the scanner when used to scan storage to condense results and limit to the number visible on the screen, sorted by most populous first.
  • The segment now contains a dictionary of entities by location exclusively for use by the LFGT. This allows fast lookups without knowing what type you are looking for (which is important for supporting the new machine interfaces). This is automatically used by the SearchEntity function if it is being called on the LFGT.
  • The segment updater now uses concurrent queues to add or remove segments from the update list, and has two update lists, one for the unity thread, and one for the LFGT. This is to remove race conditions which could cause crashes.

Final bits and bobs.


  • Attempting to take items from an empty Storage Hopper will no longer tell you that your inventory is full.
  • Blocks incorrectly configured with a Max Stack of 0 will now error to the Mod author and then return 100.
  • Improved Research Pod Assembler help files
  • Fixed issue with partial locking of Liquifiers.
  • Fixed issue where Item Injectors that have never been within the client's local frustum can hand off items to the player. Oops!
  • Transport Pipes now require Crystal Scans and researching. I will LITERALLY hang people from their own entrails if they start threads asking "Why can't I build Transport Pipes anymore?"
  • Added a complete hand-holding and guidance mission/quest system.

    I want lots of feedback on this!


  • Fixed loads of lift bugs
  • Using Items will now force an update to the server.
  • ARTHER can now connect to Docks correctly, even if if there's no network player playing!
  • Reduced Coal Infuser cost to 1x OrganicRock
  • Reduced Coal Enricher cost to 1x OrganicRock and 2x Glands
  • MAJOR CHANGE


    A stack of unprocessed ore is now limited to 150. This has been done in order to stop people avoiding automating their base, doing everything by hand, and then after 10 hours of grinding INSTEAD OF setting up automation and then complaining that the game is too grindy. There is a significant chance that subterranean smelting will be disabled in order to compliment this change. TL;DR?

    RUN CONVEYORS BELTS FROM YOUR ORE EXTRACTORS TO YOUR SMELTER


  • Icons! Textures! Models!
  • Fixed the radius check on Ablators, Melters, Lancers and Liquifiers.
  • Substantially improved Lancer and Melter efficiency against high-speed rebuilding CryoPlasm.
  • Ablators and Liquifiers now use up half as much power
  • Ablators and Liquifiers now perform their work twice as quickly (net gain : 4x boost in hivemind clearing and liquid resin collection)
  • Increased usage of Refined Liquid Resin across the board, including many T4 recipes. The player is expected to locate, grow and farm Hiveminds as a resource.
  • Ore Thief 3000 now supports offloading to conveyors, and even gives handy hints on using its power!
  • Fixed issue with overbuild on fluid errors.
  • Fixed issues with missile errors
  • Added Chilled Reinforced Block - thanks to Nexus for the crazy donation!
  • Added Neon Border block - thanks to TadForever for the continued patreon support.
  • OverClockers should now have a unique model
  • Cargo lift controller now checks line and will make lifts get stuck if blocked.
  • Bumped cargo lift controller to store rail count so that it won't waste more rails
  • Added FlatLand achievement
  • Added FlatLand itself. This isn't available until the UI is implemented, but it works.
  • CCCCC will now record, load and save destroyed spawners. Pity I realised this code was missing AFTER killing the Koi on our server. Oops.
  • Many fixes to Magma Bores, Compressors and Inferno Turrets
  • Potential Fix to Interface Command bug
  • Fixed issue where a Cargo Thief placed near a teleporter in network play could cause excessive network traffic and server crashes.
  • Increased Electric Light onboard storage buffer, to allow running off of T0 lasers
  • Increased AutoBuilder onboard storage buffer, as it was bottlenecking.
  • Improved uPnP support and error messaging
  • Added CompressWhenServerIsEmpty disk cache mode, for dedicated servers.
  • The ARTHERrecharge station now only allows one player to charge there at a time.
  • Added T4 skin
  • Fixed issue where removing V2 build gun allowed you to continue to dig harder ores.
  • Manufacturing plants now ignore stack sizes and simply allow a single item to be crafted before filling up.
  • Dedicated Server player backups now happen substantially less often.
  • Compressed Gas now requires only 250 uncompressed gas (down from 500); Freezon lasts half as long in Geothermals and Lancers. This balances out the same, but should be more satisfying, and provide a slightly more complex logistics challenge. I may scale everything 2x or 4x more.
  • Fixed issue where LPTs could lock onto deleted machines permenantly
  • Gas Bottlers now twice as fast.
  • Fixed Skin ownership issues.
  • Fixed Server Disk Cache when Empty issues.
  • Halved Gas Usage rate of Player Lifts
  • Fixed error with MagmaBore
  • Fixed ARTHER complaining about low power at 75% (!)
  • Fixed audio range of Particle Compressors
  • Added T4 item requirements into Conduits.
  • FALCOR bombs now require Sulphur. They're so damned awesome that their requirements need to be made harder!
  • Increased Blast Furnace PPS from 500 to 2500.
  • Fixed issue where Geothermals could leave gaps when placing pipes.
  • Loads and loads of work towards MagmaBore stuff
  • Increased Melter rate substantially.
  • Fixed LPT readout
  • Fixed Laboratory readout
  • Lifts now appear on the holobase
  • Dangerous Hiveminds now have a unique holobase icon, and also should signal to network clients appropriately. The unique icon on the holobase that players will be totally unable to avoid going and investigating.
  • Orbital Strike Controllers now guarantee valid explosions, even if you leave during the attack(!)
  • Added metrics for creep spawners, to help spread their load out better.
  • Altered DropPod logic substantially, meaning they will be a LOT more spread out!
  • Increased FALCOR explosion range by 50%, to 12m
  • A few of the T4 machines are no longer placeable without the DLC.
  • Fixes to FALCOR Bomber movement
  • Reduced Glow of a bunch of Booster Chargers.
  • Increased Order Pool on dedicated and shared clients again.
  • GeoThermal plants will now align the pipes better when server is at high load, reducing Order Block usage.
  • CryoMines now only trigger if their LOCAL up has CryoPlasm. The blast radius is always an upwards-aligned hemisphere.
  • UpSlopes and DownSlopes now self-inter-craftable.
  • Reduced cost of Generic Pipe Bends (oops)
  • Standing on Creep now is BLOODY COLD
  • Standing on Creep now is now slippery
  • Standing on Reinforced Surfaces allows you to move quicker
  • Logistics Hoppers are now 5x quicker
  • Sigificant FPS boost by applying visibility culling to all Fluid, Casting, Heat and Generic pipes.
  • Fixed Tangent Export issue.
  • Improved FPS by dynamically disabling the SuperHex effect; improved some flashing black hexes
  • Added TourCarts! Only took 45 mins, and I've been telling myself to do this for about a year now.
  • [Adventures Pack]Added All-Ore mode
  • [Adventures Pack]Added Sky Islands mode
  • Capped out vein scanner at 256,000 blocks, rather than crash the game
  • Fixed a number of confusing handbook entries for the ARTHER Power Boosters and the ARTHER Power Booster Chargers (It's easy! Chargers? Why, they charge up Boosters! Boosters will then boost ARTHER!)
  • Added 2 new tiers of Anti-CryoPlasm research.
  • Improved errors when GAC XML files are corrupted.
Why are you here? Go away, or I shall set the hivemind on you.


[ 2016-06-30 21:32:58 CET ] [ Original post ]

FortressCraft Evolved!
ProjectorGames Developer
Digital Tribe Publisher
2015-11-09 Release
Game News Posts: 114
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive (2578 reviews)
The Game includes VR Support
Public Linux Depots:
  • FortressCraft Evolved Linux Content [1.94 G]
Available DLCs:
  • 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
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

[ 6102 ]

12.71$ (15%)
24.79$ (17%)
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32.59$ (7%)
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16.79$ (16%)
16.79$ (16%)
16.79$ (16%)
13.34$ (11%)
12.74$ (15%)
22.99$ (8%)
1.67$ (16%)
33.19$ (17%)
24.89$ (17%)
17.54$ (12%)
16.39$ (18%)
4.12$ (17%)
22.24$ (11%)
10.79$ (10%)
17.99$ (55%)
33.39$ (17%)
13.34$ (11%)
8.29$ (17%)
33.59$ (16%)
13.19$ (12%)
12.72$ (15%)
22.24$ (11%)
25.19$ (16%)
3.33$ (78%)
GAMERSGATE

[ 764 ]

7.73$ (45%)
1.17$ (90%)
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5.94$ (41%)
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18.74$ (25%)
1.11$ (91%)
1.28$ (91%)
0.9$ (92%)
1.91$ (87%)
1.91$ (87%)
5.1$ (57%)
8.5$ (66%)
2.98$ (70%)
14.23$ (43%)
7.64$ (58%)
14.87$ (40%)
1.28$ (79%)
0.77$ (91%)
5.1$ (66%)
2.04$ (74%)
3.4$ (83%)
8.92$ (40%)
3.5$ (65%)

FANATICAL BUNDLES

Time left:

12 days, 16 hours, 0 minutes


Time left:

19 days, 16 hours, 0 minutes


Time left:

8 days, 16 hours, 0 minutes


Time left:

5 days, 16 hours, 0 minutes


Time left:

13 days, 16 hours, 0 minutes


Time left:

15 days, 16 hours, 0 minutes


Time left:

36 days, 16 hours, 0 minutes


Time left:

356461 days, 8 hours, 0 minutes


Time left:

18 days, 16 hours, 0 minutes


Time left:

47 days, 16 hours, 0 minutes


Time left:

33 days, 16 hours, 0 minutes


HUMBLE BUNDLES

Time left:

0 days, 10 hours, 0 minutes


Time left:

2 days, 10 hours, 0 minutes


Time left:

7 days, 10 hours, 0 minutes


Time left:

9 days, 10 hours, 0 minutes

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