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Build 3.1 is now available

A new major build of The Spatials: Galactology is now available!


This build features almost a hundred of individual commits, with both new features and bug fixes. It adds a major gameplay component, you now have to build your own spaceships. And it also contains many small features as previewed in previous development updates. These updates follow this introduction, in case you missed them. You can also find the raw, detailed technical changelog at the end of this post with a note for each of the 200+ individual changes in this new version. V3.1 is not save game compatible with v3.0 save files. But your saves are still there! If you want to keep playing them you can opt out of v3.1 by right clicking Galactology in your Steam library listing, select Properties, select Betas, then select the v3_0 branch. This will force your game installation to be v3.0 forever. When you are done make sure to go back to the default branch to keep getting updates and new features.

Ship construction


The major feature for 3.1 is the ability to build space ships in your station!
All the ships in the game have been assigned stats for speed, cargo size and crew size, then sorted by tiers to give a nice research progression.
The construction system is based on first research the required factory objects, then new ship blueprints. Once you build a ship design planner and some ship workstations then you are ready to pick a blueprint. The planner will automatically distribute a series of engineering jobs across your workstations.

Empty stock warning



By user request, shops and pallets now always display their selected resource, and visibly warn when its stock is 0.

Toggle resource extraction



It's now possible to disable extraction of one or more resources on a planet, to make more efficient use of both the on-planet storage and ship storage.

Single resource view in galaxy



The resource view in the galaxy screen is so crowded it's useless. In addition to balance changes, the galaxy screen will now only display one selected resource, making it actually useful.

Firefighting fixes and job priorities


Firefighting has been improved by making the fear to fire only affect hurt officers, and by finally implementing job priorities. This means different jobs can have different priorities, even from the point of view of a single officer (this is different from the general priority system in the game, which governs things like working vs fleeing in panic, and is already working well). A future task will expose this new priority flexibility in the job matrix. But for now firefighting has been hardcoded to be the highest priority job.

Storage area animation



In an effort to make the storage area better, now officers dump the delivered resources in the central object, which warps them to an empty tile or stacks them over an existing stack. This means it will stay better organized. To make this clearer the storage area now animates the action of warping or stacking. Additionally stack sizes and max pallet stock has been increased.

De-bunch-up officers


The game won't send your officers to the exact same spot anymore when teleporting or walking around. They now will stand in formation:

Patrol points


It's now possible to select a point in the map as the default position for your officers and robots. Once an officer or robot has a patrol point, and they see themselves completely free of work or needs, they will walk back towards the area around that point. While not very useful for officers until we have a combat mode that disables any other actions, this finally makes the security robot useful.

Production orders queue


Factory objects are now based on a order queue system. By default, newly constructed factories have no orders. You create a production by selecting a researched recipe and then picking an amount of times to repeat it:
After your click the Create button, a new order is added to the factory queue:
There's still work pending in this area, like some sort of central production control in case you don't want to micromanage factories. But this is already a big step ahead of the launch build and ahead of V2 parity.

Technical changelog


- #% is sometimes emiting eval-string to eval time, this is bad and useless just do plain (read), works perfectly - statemachine.scm is shameful it will always be without heavy restructuring of a lot of things, too late make it faster at least focus on removing eval instead use (lambda (env) (with-let env ...)) alternative for state nodes create lambda for vars block: each var is a define plus body create 2 lambdas for state transition condition lambda transition lambda -> obsoleted by to: change -> this eliminates all evals inside run-state-machine remove assv in let for run-node change data to hash table remove for-each looking for transtions in run-node to: is now a single shot lambda with (cond), with a clause for each possible transition put the matched and curret setters inside the generated clause code make let* into let will be possible after transtion to hash table faster args injection - fix: tooltip mousemove receiving spurious events before it has a parent also fix corner case for call after onExit - fix: rare case with -1 idx passed to build category cell list renderer - optimize SpatialIndexSystem buckets: vector of std::unordered_set* prealloc buckets overlaps: vector of std::unordered_set* indexed by entity slot, realloc when insertion of one that doesnt fit overlapsOwner: vector of int to check correct slot owner, discard when it doesnt match - always refresh research on game load - stop the planet orbit animation while the game is paused - use 3.major.minor.build for version strings - tentative fix: always use C++ deref code, also check for isValidInstance - immense amounts (50% of all objects) of useless repeating PoseAnimation[Layer] and friends it would be very good if those could be reused between diff entities, half the mem and allocs! cache hash id -> PA instance in Game unique signature from model-name building.scm and npc.scm manages transparently, will need model-name no model name, old system never erases so the ptr are always valid make sure "not owned" flag is correctly set done for building.scm but disabled do for npc.scm too - re-enable pang cache for officers - maybe timer ticks are being delivered to deleted nodes? (gui-observer, gui-timer downpanel) add unscheduleAllSelectors() to destructors. in theory not needed since they get paused in onExit buuuut - fix: missing deref #f check on info action matcher, finally caught this! - regression: some (all?) objs with wrong preferred postion var with "angle" name was being shadowed by a built-in in strange circumstances - Sound::play should check for simultaneus play of effects and throttle down - after the new busy-less semantics of gathering for jobs, stampede effects occur for single stack items example: single pill in the station just produced, many doctors go for it for now just add item locking again when the stack is small - refine storage area only allow one storage area per room all delivery jobs go to object keep the proxies on it the final state of the delivery always considers the entire area, for perfect stacking stack is warped or stacked on top of whatever is required - buff planet cargo obj capacity (and price) also add a per planet limit to how many allowed to build, warn in build too - make teleport and walk sticky modal, so they remain activated after one use (can use esc to cancel) - more levels for volume settings - squad buttons are a bit inconsistent with selection on single click - actions must do a prio busy check, equivalent to flee prio - allow actions to have a non-hold modal pointer - action: set patrol point plus low prio rally system enable for some robots too - fix: crash on setting new keybinding - fix extractors goal - walk action target placeholder (v2 parity) shown when selecting entity selected-component+physc+pathc display system use for patrol point too - walk destination position layout to not bunch up officers use in teleport too - consumerists respect unlocked status of products - simplify starting unlocks and research groups - rooms must unlock from research add research refresh to room tool - new gfx for patrol point and icon - starting spawn on station and planet should use group layout - production control: local queue local queue: pick a recipe and an amount and add order decrements amount in order when production done system updates queue when no recipe is present allow infinite amount SM updates queue after production fix: leaves factory in bad state because it nukes SM and clenaup doesnt run (pose etc) gui in factory panel better layout add recipe icon to order list add delete order add an in-panel modal mode for creating an order keep amount and recipe id out of panel state - add support for infinite amount orders - update production tutorial - spawn landing shuttle on planet - fix: make table view more robust by using index to track touched cell - rework earliest log output game version one check for each Steam API singleton Steam user ID - on detecting a too old OpenGL version or driver, popup a message and quit instead of crashing - fix firefighting once for all do not mark fire as an enemy remove aggressor empathy from fire increase firefighting job radius - to give firefighting proper prio, jobs must support prios, now! introduce job-hint component for reverse job model lookup (finally!) ecs-query now supports order-by lambda (e) that returns a numeric result is memoized for that query, no multiple calls also optimize by-distance add path to run both, or only one - separate cleaner and recycler jobs increase prio for recycler job, decrease for cleaner - cleaner sm must be removed it interferes with common job management, giving it 50% or more prio in practice extend from job sm to use common worker query lazy put job component and nothing else lazy start and run sm only when busy - report of cleaners stuck with corpses add autodrop for held litter - item placeholder to display missing stock in pallet and shops - storage area new gfx dropper with layered animation add spawn and suicide comp - fix: check subj in dismantle-cancel - increase stack sizes for all - increase max pallet stock - remove decoration bench (missleading decor) - enable patrol points for all robots - increase times for eating and most other vitals - storage area must mark existing floor stacks to avoid (too many) strange behaviors - force first system to have fixed set of planet kinds and resources - move onion layering code for objects inside the cached proc - soap recipe is unlocked but its factory is not - stop the random choice for de-diagonalized pathing - new gfx for storage area (again) - limit diff resources per planet kind and hardcode some planets in early systems to guarantee supply - production on off control in planet popup and display icon in red for system resource overlay - decrease extraction rate - galaxy resource view for only one resource simple chooser under filter buttons leave system view as-is - introduce steel new icon for alu new node and icon for steel rules model - ship building flesh out all ship designs with spec and progression over: ship speed, cargo hold size, crew size ship speed model ETA display info alert when manual order is done add ships to research, add research group research and category icon integrate objects and recipes introduce factory editable param single object provides for design table to select ship workstations they provide 1m jobs that consume lots of resources and advance ship construction standard recipes (hull, structure, life support, engines) amount of each kind of recipe comes from the stats of the selected kind of ship a central system distributes jobs, there's no user controlled queue associated to the planner, so if it's gone, it doesnt advance model for keeping construction state start, cancel, pause, status model for spanwing ship planner just for selection and tracking of ship keeps track of construction can cancel construction but all work is gone (like research) can pause remove cheat must check fleet size limit before construction display selected ship on top of planner desk scrap button when at home goals and counters - less vertical space for ship images in planner panel - fix alignement and sizing issues in research screen for ships - dont display vitals panels when only health is a vital - build planner error when building workshops - explain in planner desc the need for workshops - stock tutorial is broken due to default resources - change desc text for corridor - clicking two times with object eraser deletes the entity - separate tier for tier 2 ships - pose planner in action while there's a ship under construction - faster ships, req less materials - remove civ icons in galaxy in resource view - ceiling "turrret" - ships must always take shortest path - assigned bartenders not doing their job the item clearing done after building was moving the proxy entity for the bartender job workplace - job matrix enhancements tooltip with job priority (just info, not editable) sort by job (click on job) click officer to select in map, if in station - fix: still crashing on lookupHook: unknown hook (this time on the refresh timer from a GUIObserver) not an abnornal code path! it is legitimate: a Persisting instance is destroyed and ::changed clears the hook but tryUpdate does NOT check for the validity of the hook, fix this also review similar patterns in other widgets and harden them - having one button per job per officer in job matrix has a real impact for mouse move events enable visible parent check, again - busy-stuck item stacks actions that perturb job state, like changing the resource in stock info panel, destroy the ref on the job-giver side this makes the item be busy with the giver, but the giver forgot about it -> item is locked and unusable add optional "any busy" check for the subj, to remove busy comp when the subj is not busy (no matter if reciprocal or not) - ship build objects are missing their animations - faster phase in storage area - increase max cargo carry for officers and robots - increase ship speed a bit - reduce gas needs for ship recipes - job matrix: add job name to tooltip, restore rotation - fix inside-node bound testing to only use own affine xform of hit coords plus node size - add extra bodies in lvl 1 with extra resources - hospital beds get stuck with has-patient after interruptions add system for cleanup - increase initial credit allowance - increase a bit miasma, disease and trash - decrease a bit the negative feeling from bad aesthetics and miasma


[ 2016-08-02 20:34:30 CET ] [ Original post ]

The Spatials: Galactology
Weird and Wry Developer
Weird and Wry Publisher
2018-04-18 Release
Game News Posts: 69
🎹🖱️Keyboard + Mouse
Mixed (231 reviews)
The Game includes VR Support
Public Linux Depots:
  • Galactology Linux [197.24 M]
Available DLCs:
  • The Spatials: Galactology - Soundtrack

The Spatials are back on a new adventure!


The Spatials: Galactology is The Spatials reimagined as a deeper, more rewarding simulation game. With mod support and active pause, Galactology adds new items and structures to build, trade routes to exploit, planets with many new variables, sophisticated AI, civilizations that actually attack your station -- and unique gameplay systems behind every object and room.

Key Features

  • Design a space station and watch your crew as they build it in real time
  • More freedom for your designs: use any room with any objects, color the floor tiles as you wish
  • Reinforce your space station with new buildings, management decisions, and staff
  • Assemble robots to assist with station chores
  • Explore a detailed simulation with many systems to play with -- including manufacturing, research, healthcare, disease, emotional breakdowns, combat, hunger, thirst, cleaning, decay, security, FIRE!, and more
  • Handle complex logistics, requiring restocking and inventory control
  • Earn in-game cash by growing your space station’s hospitality business
  • Designate staff for your bar or your research lab
  • Visitors and officers have a mind of their own. Make sure their needs are met!
  • Build hospitals to care for the wounded and diseased
  • Secure your station with cameras, scanners and turrets
  • A randomly-generated galaxy with 100+ planets
  • Build spaceships and explore the galaxy
  • Explore the surface of planets and asteroids
  • Engage in real-time combat to forge alliances and make new enemies
  • Find natural resources, civilizations and ancient ruins
  • Establish trade routes with your allies
  • Develop and download gameplay mods from the Steam Workshop
  • And more, much more is coming!

About Weird and Wry

Weird and Wry is a Barcelona game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Carlos (a programmer) and Max (an artist) share a love for simulation games and classic play -- which heavily influenced The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combined classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. The Spatials was released on Steam in March 2015 and took off! Thanks to its success and growing fan base, The Spatials spawned a sequel -- The Spatials: Galactology, which updates the original concept with deeper gameplay and a whole new take on the space station management business.

MINIMAL SETUP
  • OS: Ubuntu 14.04 64 bit
  • Processor: 1.3 Ghz or higher (64 bit only!)Memory: 4096 MB RAM
  • Memory: 4096 MB RAM
  • Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
  • Storage: 300 MB available spaceAdditional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
GAMEBILLET

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