- Fixed: Loading screen sometimes not showing "press any key" at the end.
[ 2022-08-14 06:49:30 CET ] [ Original post ]
Since its release in December, Kubi has seen a lot of patches, improvements and added content!
- We have improved the user interface based on player feedback, both eliminating things that were needlessly confusing to new players and adding more help and warnings to prevent common problems.
- We improved the game's balance and tweaked many gameplay mechanics to provide a smoother experience.
- We expanded modding support for the game, allowing both mods with more content as well as more options to change the game in general.
- We have fixed all the bugs and glitches that came up after release and improved the game's overall performance.
- Finally, to celebrate six months of Kubi and the warm days of summer, we bring you some bonus content! :)
Summer Bonus DLC time! This patch adds more buildings, decorations and options for your colonists to relax and regenerate on a warm summer day. - Content: Added lavender and sunflowers to the grassland terrain. - Content: Added the comfy bench, the flower arch bench and the summer patio. - Content: Added the tropical bar. - Content: Added potted sunflowers, a potted cactus and a mermaid statue. Gameplay improvements and balancing - Balance: Added more trees to the starting area of mission 1. - Balance: Made the need progression slower (34 days per tier). - Balance: Reduced the amount of clay in mountains by 25%. - Gameplay: In expert mode, production limits now also apply to automatic workshops. - Gameplay: Overflow exits/entries now use strict > and < (instead of >= and <=). - Gameplay: When a cargo port is set to pause, it will now also prevent the port and colonists from exporting things. - Gameplay: When creating a crafting job, colonists should now prefer goods from higher priority input stockpiles. - Gameplay: When placing an inserter to put things in a garbage dump, the arrow is now green and a depot entry will be placed automatically. - Gameplay: When stockpiling items after they have been mined, miners should now ignore stockpiles/depots with the "use for stockpiling" option disabled. - Gameplay: When two opposing conveyor belts meet, items no longer get moved to an opposing belt. - Gameplay: When you place a deconstruct order on a garbage dump, it will be executed only when there is no garbage remaining in it. (Otherwise the garbage would just remain forever) - Gameplay: You can no longer build hoppers in garbage dumps. - Misc: Added a hint and a tooltip to enemy camps that items need to be available to be traded. - Misc: Added a hint that related building count toward the building limit, e.g. zeppelin+drone factories. - Misc: Added a hint to the build menu that you unlock new buildings by mining new resources and crafting stuff. - Misc: Added a tooltip to the enemy camp hint text. - Misc: Added an iron ore vein to story mission 8. - Misc: Added the option to have no stranded colonists to custom maps. - Misc: Amended the tooltip of the shipping port to give a hint that you can also use exit hoppers for importing. - Misc: Debug mode is no longer enabled by default. - Misc: Disabled the donation system for now. On some systems/maps it could lead to game freezes. - Misc: Moved game speed 3/4 to expert mode. - Misc: Moved the hotspot of the cursor a bit to the top left. - Misc: Power plants no longer burn things that have no fuel value. - Misc: Pressing the road hotkey (H by default) now starts laying the cheapest road, rather than opening the road panel. - Misc: Production limits are now disabled by default. - Misc: Reduced the horse carriage collision radius. This fixes rare situations where they clump up and get stuck. - Misc: Reduced the number of tutorials that need to be completed for the "KubiReady"-achievement to 6. - Misc: Screen positions (F1-F4) are now saved when you save a game. - Misc: The caravan depot now has a crane and you can build depot exits/entries in it. - Misc: The robot workshop is no longer hidden in the all-the-needs-scenario. - Misc: The speed of scrolling the camera using the border or arrow keys or wasd keys should now be the same horizontally and vertically in ultra wide resolutions. - Misc: The tooltip for expert mode now says which mechanics are included. - Misc: Water usage is no longer shown for trees. - Misc: When you hover over the power icon, the game now - Misc: You can no longer place a building over a minable object, that cannot be mined because a part of it is outside of your territory. - Misc: You can no longer place buildings like the portals from the campaign via the encyclopaedia. - Misc: You can now adjust the speed with which dialogue text appears in the settings. - Settings: You can now change the volume of the notification sounds. - Visual/Performance: Added shadow meshes to some models. - Visual: Made some visual improvements to some models. - Visual: Replaced the conveyor belt icon. - Visual: Replaced the loading screen backgrounds. User interface - UI: Added a suggested buildings panel to automated groves and farms. - UI: Added a suggested buildings panel to greenhouses. - UI: Added a warning to stockpiles that have a size of >64. Huge stockpiles can lead to performance issues and are generally not what you want. - UI: If you hold a modifier key (shift, ctrl, alt) while pressing H, the game will now build stone roads (as opposed to mud roads). - UI: The combat robot UI now uses the drawn icons rather than the generated ones. - UI: The limit text in the production selection panel now updates automatically and not only when you select it. - UI: Tooltips are now also visible for disabled buttons. - UI: When a workshop does not produce a) because it reached the production limit or b) because its output stockpiles are full, there is now a corresponding message when you select it. - UI: When in expert mode, there is now also a button for 4x speed. - UI: You can now see the name and rename train stations. - UI: You can now shift-click-transfer the products from farms and groves as well as auto-farms etc. to stockpiles and depots. - Performance: Searching in the encyclopaedia is now much faster. Enhanced modding support - Modding/Fixed: DisableRecipeInfo not affecting encyclopaedia and tooltips. - Modding/Fixed: DisableRecipeInfo not working in some cases. - Modding/Fixed: Some things not working correctly when you add properties like e.g. pasture animal behaviour to existing types. - Modding: Added AutomaticWorkshopInfoCheckOutputStockpiles. Set it to false to suppress warnings regarding output stockpiles. - Modding: Added BaseInfoCanBeFavorite. - Modding: Added BuildingRecipeInfoBuildProgressOnPlacement. Set it to a value >=0 to change the model used when placed. - Modding: Added BuildingRecipeInfoMakeTransparentOnPlacement. Set it to false if you don't want the blueprint to be transparent. - Modding: Added DisableRecipeInfo to do just that. :) - Modding: Added FuelBasedPowerGeneratorInfoSpecificFuel which allows you to limit which fuel can be burned. - Modding: Added LockButtonInfoApplyOnReload which you can use to disable a function/button for a map permanently. - Modding: Added a debug menu option that advances all plants by one growth stage. - Modding: Added a more specific error message when a required xml file is missing. - Modding: Added an example that shows how dioramas can be added via modding. - Modding: Added kubi.example.changerecipe which shows how to replace an existing recipe. - Modding: Added the live spawner functionality which can spawn objects over time. Have a look at the treespawner-example mod. - Modding: DisableRecipeInfo not also allows/requires you to specify the inputs of a recipe. - Modding: You can now change the sound something makes while being mined. (MineableInfoMiningSound) - Modding: You can now change the type of cargo ship that delivers to a port. You can use this to add your own cargo ships that have different looks or stats (e.g. speed). - Modding: You can now increase the texture atlas size in the settings. Use this, if you encounter texture issues when adding content to the game via modding. Bug fixes - Engine: Upgraded from Unity 2019.4.30 2019.4.37 - Fixed/Misc: The Color-Coding achievement is now given as soon as you create a new color zone using the zone tool. - Fixed/Misc: Toggling a conveyor belt into a distributor and vice versa now displaces items that are currently on the belt. This prevents items from getting stuck. - Fixed/Modding: Crops removed via DeleteObjectsInfo still showing up in the tile info panel. - Fixed/Modding: Fixed an issue causing black textures when many voxel models are loaded. - Fixed/Performance: Buttons in the build menu getting created twice when you open the menu. - Fixed/Performance: When you search using the text box in the build menu, the game now only refreshes the content of the panel only once per frame. Otherwise you could get stored inputs leading to long delays. - Fixed: "Import stockpile in auto-mode"-warning when input stockpile was removed. - Fixed: "Unlocked buildings" staying unlocked when you start a new map. - Fixed: "double recruitable colonist count" modifier shown as modifier group. - Fixed: 3 possible causes for inserters deciding to not work any more. - Fixed: Animals etc. not being clickable while sleeping. - Fixed: Birds should no longer freeze on the edge of the screen in ultra-wide resolution, unless you zoom really far out. - Fixed: Colonists not considering the priority of output stockpiles when deciding where to place a crafted item. - Fixed: Descriptions for flowers. - Fixed: Distributors should no longer connect to ramps. - Fixed: Enemy camp display after the camp has been bought. - Fixed: Fabric not being exportable. - Fixed: Fixed a bug causing the game to create additional auto-saves where stockpiles and other zones are missing when you've played multiple maps in the same session. Huge kudos to the player sending the bug report with the vital hint, that it is related to auto-saves. - Fixed: Hotkey "L" for opening the message log not working. - Fixed: Hotkey "O" for following objects not working. - Fixed: Lag while placing foundations. - Fixed: Layout bug in trade caravan panel when buying something and then selecting it again after new goods are available. - Fixed: Linking a shipping port to a stockpile, selecting an invalid import good, then removing the stockpile will no longer lead to a perpetual warning. - Fixed: Made some more changes to hopefully fix inserters getting stuck. - Fixed: Maybe fixed an issue causing buildings to not build in some cases. - Fixed: Misleading description of zeppelin factory. - Fixed: Not being able to place entry hoppers in garbage dumps after last patch. - Fixed: Outdated & misleading "work in progress" text in French localization. - Fixed: Outdated tooltip for color zone assignment. - Fixed: Outdated tooltip suggesting that people become haulers when you disable all task groups. - Fixed: Penguins having no names. - Fixed: Pressing a key at the end of the loading screen no longer triggers the corresponding hotkey action. - Fixed: Removed the conveyor logistics tutorial (the functionality was changed a few months ago but the tutorial was still there). - Fixed: Road layer starting when you press the "h"-key in a text box after last patch. - Fixed: Searching in encyclopaedia and build menu not working correctly, when you type past the "hyphenation-point". - Fixed: Some entries not showing in encyclopaedia after last patch. - Fixed: Some fixes for the French localization. - Fixed: Some fixes in the French localization. - Fixed: Some strings being too long in the settings screen. - Fixed: Sprinklers already operating while under construction. - Fixed: Tamed polar bears can now carry things and use treadmills. - Fixed: The input stockpiles connected to a fuel based power generator are now correctly saved/restored when saving/reloading the game. - Fixed: The production time shown in a workshop's encyclopaedia entry and tooltips now takes efficiency into account (e.g. for the autokiln). - Fixed: The volume of some sounds not being affected by the settings. - Fixed: The warning count is now updated every 5 seconds. Before stale warnings of removed buildings might have caused the count to show warnings for buildings that were removed since. - Fixed: Tier 3 social buildings showing up in tier 4 as well in huge map. - Fixed: Tiles staying reserved after an inserter is destroyed. - Fixed: Tiles staying reserved when using the logistics import mode on the cargo port (expert mode). - Fixed: Toggling pause via spacebar not working after loading a save game from the main scene. - Fixed: Tutorial numbers (10 was not visible without expert mode). - Fixed: UI scaling in ultra wide resolutions (3.55:1 and higher). - Fixed: Weird behaviour resulting when an item is cleaned from an exit hopper and transported away at the same time. - Fixed: When alt-clicking on upgrade, buildings currently under construction will no longer be toggled. - Fixed: When an automated workshop is built, connected input inserters are no longer set to accept nothing. Instead, when they accept only one input type, e.g. the sawmill, they are set to this. - Fixed: When an item gets displaced from a belt when it is built, it no longer stays reserved. - Fixed: When building a road using the "drag-method", the game now correctly places foundations when required. - Fixed: When deconstructing a shipping port, items on the shipping port tiles are now unreserved. - Fixed: When deselecting a building with visible input/output arrows, the arrows now disappear. - Fixed: When placing stone roads over existing roads, the count of required rocks is now displayed correctly. - Fixed: When you fully upgrade the boat in mission 5 before starting the objective, the game now counts this towards the upgrade objective as well. - Fixed: Wording in the horse carriage tutorial. - Fixed: You can no longer place multiple train signals / semaphores on top of each other. - Fixed: Your colonists no longer demand slot machines or television places to be happy in mission 7.
[ 2022-06-28 11:51:20 CET ] [ Original post ]
Summer Bonus DLC time! This patch adds more buildings, decorations and options for your colonists to relax and regenerate on a warm summer day. :) - Content: Added lavender and sunflowers to the grassland terrain. - Content: Added the comfy bench, the flower arch bench and the summer patio. - Content: Added the tropical bar. - Content: Added potted sunflowers, a potted cactus and a mermaid statue. - Fixed/Modding: Crops removed via DeleteObjectsInfo still showing up in the tile info panel. - Fixed: Toggling pause via spacebar not working after loading a save game from the main scene. - Fixed: Wording in the horse carriage tutorial. - Fixed: The production time shown in a workshop's encyclopaedia entry and tooltips now takes efficiency into account (e.g. for the autokiln). - Fixed: Pressing a key at the end of the loading screen no longer triggers the corresponding hotkey action. - Misc: Reduced the number of tutorials that need to be completed for the "KubiReady"-achievement to 6. - Modding: Added BaseInfoCanBeFavorite.
[ 2022-06-28 10:09:48 CET ] [ Original post ]
- Modding: You can now increase the texture atlas size in the settings. Use this, if you encounter texture issues when adding content to the game via modding. - Modding: You can now change the type of cargo ship that delivers to a port. You can use this to add your own cargo ships that have different looks or stats (e.g. speed). - Modding: Added a debug menu option that advances all plants by one growth stage. - Modding: Added AutomaticWorkshopInfoCheckOutputStockpiles. Set it to false to suppress warnings regarding output stockpiles. - Modding: Added BuildingRecipeInfoMakeTransparentOnPlacement. Set it to false if you don't want the blueprint to be transparent. - Modding: Added BuildingRecipeInfoBuildProgressOnPlacement. Set it to a value >=0 to change the model used when placed. - Modding: Added the live spawner functionality which can spawn objects over time. Have a look at the treespawner-example mod. - Modding/Fixed: Some things not working correctly when you add properties like e.g. pasture animal behaviour to existing types. - Fixed: "Import stockpile in auto-mode"-warning when input stockpile was removed.
[ 2022-05-17 09:14:19 CET ] [ Original post ]
- UI: The combat robot UI now uses the drawn icons rather than the generated ones. - UI: Added a suggested buildings panel to greenhouses. - UI: You can now shift-click-transfer the products from farms and groves as well as auto-farms etc. to stockpiles and depots. - Fixed: Hotkey "O" for following objects not working. - Fixed: Hotkey "L" for opening the message log not working. - Fixed: "double recruitable colonist count" modifier shown as modifier group. - Fixed: Tamed polar bears can now carry things and use treadmills. - Fixed: Outdated tooltip suggesting that people become haulers when you disable all task groups. - Modding: Added an example that shows how dioramas can be added via modding.
[ 2022-04-20 09:28:25 CET ] [ Original post ]
- UI: Added a suggested buildings panel to automated groves and farms. - Fixed: When deconstructing a shipping port, items on the shipping port tiles are now unreserved. - Fixed: Some strings being too long in the settings screen. - Fixed: Outdated tooltip for color zone assignment. - Fixed: Some fixes in the French localization. - Fixed: Weird behaviour resulting when an item is cleaned from an exit hopper and transported away at the same time. - Fixed: Your colonists should no longer demand slot machines or television places to be happy in mission 7. - Engine: Upgraded from Unity 2019.4.30 2019.4.37
[ 2022-03-29 12:51:35 CET ] [ Original post ]
While there are a number of cool mods for Kubi in the Workshop, Somamint's Japan Mod really stands out when it comes to the sheer amount of content. It includes a new campaign, new biomes, many new resources and products to discover as well as changes to the game mechanics. The mod is still in beta at the moment but it is already really playable and fun. :) [previewyoutube=8qTo_Bz_9x4;full][/previewyoutube] You can find the full mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2478958712
[ 2022-03-22 14:28:57 CET ] [ Original post ]
- Misc: The caravan depot now has a crane and you can build depot exits/entries in it. - UI: When in expert mode, there is now also a button for 4x speed. - Fixed: When building a road using the "drag-method", the game now correctly places foundations when required. - Fixed: When deselecting a building with visible input/output arrows, the arrows now disappear. - Fixed: Lag while placing foundations. - Fixed/Misc: Toggling a conveyor belt into a distributor and vice versa now displaces items that are currently on the belt. This prevents items from getting stuck.
[ 2022-02-22 16:42:54 CET ] [ Original post ]
- Gameplay: In expert mode, production limits now also apply to automatic workshops. - Misc: You can now adjust the speed with which dialogue text appears in the settings. - Misc: Debug mode is no longer enabled by default. - Misc: Added a hint that related building count toward the building limit, e.g. zeppelin+drone factories. - Misc: The speed of scrolling the camera using the border or arrow keys or wasd keys should now be the same horizontally and vertically in ultra wide resolutions. - Fixed: Linking a shipping port to a stockpile, selecting an invalid import good, then removing the stockpile will no longer lead to a perpetual warning. - Fixed: Searching in encyclopaedia and build menu not working correctly, when you type past the "hyphenation-point". - Fixed: Made some more changes to hopefully fix inserters getting stuck.
[ 2022-02-07 10:36:30 CET ] [ Original post ]
- Modding/Fixed: DisableRecipeInfo not working in some cases. - Modding/Fixed: DisableRecipeInfo not affecting encyclopaedia and tooltips. - Modding: DisableRecipeInfo not also allows/requires you to specify the inputs of a recipe. - Modding: Added kubi.example.changerecipe which shows how to replace an existing recipe. - Misc: The tooltip for expert mode now says which mechanics are included. - Modding: Added FuelBasedPowerGeneratorInfoSpecificFuel which allows you to limit which fuel can be burned. - Misc: Power plants no longer burn things that have no fuel value. - Misc: Disabled the donation system for now. On some systems/maps it could lead to game freezes. - Fixed: Descriptions for flowers. - Fixed: Tiles staying reserved when using the logistics import mode on the cargo port (expert mode).
[ 2022-01-24 14:14:27 CET ] [ Original post ]
- Misc: Moved game speed 3/4 to expert mode. - UI: If you hold a modifier key (shift, ctrl, alt) while pressing H, the game will now build stone roads (as opposed to mud roads). - Gameplay: When placing an inserter to put things in a garbage dump, the arrow is now green and a depot entry will be placed automatically. - Gameplay: When you place a deconstruct order on a garbage dump, it will be executed only when there is no garbage remaining in it. (Otherwise the garbage would just remain forever) - Modding: Added LockButtonInfoApplyOnReload which you can use to disable a function/button for a map permanently. - Fixed: Not being able to place entry hoppers in garbage dumps after last patch. - Fixed/Misc: The Color-Coding achievement is now given as soon as you create a new color zone using the zone tool. - Modding: Added DisableRecipeInfo to do just that. :)
[ 2022-01-10 16:16:02 CET ] [ Original post ]
- Gameplay: When a cargo port is set to pause, it will now also prevent the port and colonists from exporting things. - Gameplay: You can no longer build hoppers in garbage dumps. - UI: Tooltips are now also visible for disabled buttons. - Misc: Added an iron ore vein to story mission 8. - Fixed: Misleading description of zeppelin factory. - Fixed: Road layer starting when you press the "h"-key in a text box after last patch.
[ 2022-01-04 11:39:33 CET ] [ Original post ]
- Misc: Pressing the road hotkey (H by default) now starts laying the cheapest road, rather than opening the road panel. - Misc: You can no longer place buildings like the portals from the campaign via the encyclopaedia. - UI: The limit text in the production selection panel now updates automatically and not only when you select it. - Fixed: Tiles staying reserved after an inserter is destroyed. - Fixed: Penguins having no names. - Fixed: UI scaling in ultra wide resolutions (3.55:1 and higher). - Fixed: Removed the conveyor logistics tutorial (the functionality was changed a few months ago but the tutorial was still there).
[ 2021-12-30 09:29:20 CET ] [ Original post ]
- Balance: Made the need progression slower (34 days per tier). - Fixed: Some entries not showing in encyclopaedia after last patch. - Misc: When you hover over the power icon, the game now - Misc: Screen positions (F1-F4) are now saved when you save a game. - Misc: Added a tooltip to the enemy camp hint text.
[ 2021-12-27 11:44:27 CET ] [ Original post ]
- Fixed: "Unlocked buildings" staying unlocked when you start a new map. - Fixed: Birds should no longer freeze on the edge of the screen in ultra-wide resolution, unless you zoom really far out. - Fixed: Outdated & misleading "work in progress" text in French localization. - Fixed: Sprinklers already operating while under construction. - Fixed: Tutorial numbers (10 was not visible without expert mode). - Fixed: You can no longer place multiple train signals / semaphores on top of each other. - Gameplay: Overflow exits/entries now use strict > and < (instead of >= and <=). - Gameplay: When creating a crafting job, colonists should now prefer goods from higher priority input stockpiles. - Gameplay: When two opposing conveyor belts meet, items no longer get moved to an opposing belt. - Misc: Added a hint and a tooltip to enemy depots that items need to be available to be traded. - Misc: Added a hint to the build menu that you unlock new buildings by mining new resources and crafting stuff. - Misc: Added the option to have no stranded colonists to custom maps. - Misc: Amended the tooltip of the shipping port to give a hint that you can also use exit hoppers for importing. - Misc: Moved the hotspot of the cursor a bit to the top left. - Misc: Reduced the horse carriage collision radius. This fixes rare situations where they clump up and get stuck. - Misc: You can no longer place a building over a minable object, that cannot be mined because a part of it is outside of your territory. - Performance: Searching in the encyclopaedia is now much faster. - UI: Added a warning to stockpiles that have a size of >64. Huge stockpiles can lead to performance issues and are generally not what you want.
[ 2021-12-24 05:19:28 CET ] [ Original post ]
- Balance: Added more trees to the starting area of mission 1. - Fixed/Performance: Buttons in the build menu getting created twice when you open the menu. - Fixed/Performance: When you search using the text box in the build menu, the game now only refreshes the content of the panel only once per frame. Otherwise you could get stored inputs leading to long delays. - Fixed: Colonists not considering the priority of output stockpiles when deciding where to place a crafted item. - Fixed: The volume of some sounds not being affected by the settings. - Fixed: The warning count is now updated every 5 seconds. Before stale warnings of removed buildings might have caused the count to show warnings for buildings that were removed since. - Misc: The robot workshop is no longer hidden in the all-the-needs-scenario. - Misc: Water usage is no longer shown for trees. - Visual/Performance: Added shadow meshes to some models. - Visual: Made some visual improvements to some models.
[ 2021-12-20 10:23:58 CET ] [ Original post ]
- Balance: Reduced the amount of clay in mountains by 25%. - Misc: Production limits are now disabled by default. - Fixed: Animals etc. not being clickable while sleeping. - Fixed: Tier 3 social buildings showing up in tier 4 as well in huge map. - Fixed: When alt-clicking on upgrade, buildings currently under construction will no longer be toggled. - Fixed: Enemy camp display after the camp has been bought.
[ 2021-12-14 16:54:47 CET ] [ Original post ]
The time has come for Kubifaktorium's full release! Join our launch stream in which Wally1169 will take you through the start of the game. The game's developer will join mid-stream to answer your questions and talk about the game and its development. Date: Thursday, December 16th Time: 10:00 PT, 13:00 ET, 19:00 CET You can find more content from Wally1169 here: https://www.youtube.com/wally1169 https://www.twitch.tv/wally1169 https://discord.com/invite/yvFKW2R
[ 2021-12-14 09:23:21 CET ] [ Original post ]
- Achievements: Added 9 new achievements for the (main) story missions. - Expert mode: Moved piers, manually building foundations and the railway crossing to expert mode. - Fixed: Fabric not being exportable. - Fixed: Fixed a bug causing the game to create additional auto-saves where stockpiles and other zones are missing when you've played multiple maps in the same session. Huge kudos to the player sending the bug report with the vital hint, that it is related to auto-saves. - Fixed: Items getting stuck on conveyor distributors in some cases. - Fixed: Layout bug in trade caravan panel when buying something and then selecting it again after new goods are available. - Fixed: Maybe fixed an issue causing buildings to not build in some cases. - Fixed: Some fixes for the French localization. - Fixed: When an item gets displaced from a belt when it is built, it no longer stays reserved. - Fixed: When placing stone roads over existing roads, the count of required rocks is now displayed correctly. - Fixed: When you fully upgrade the boat in mission 5 before starting the objective, the game now counts this towards the upgrade objective as well. - Gameplay: When stockpiling items after they have been mined, miners should now ignore stockpiles/depots with the "use for stockpiling" option disabled. - Gameplay: Zeppelins no longer choose the closest good to transport but the one that's been in transit the longest. This saves performance and distributes the zeppelins better. - Localization: Finished the French localization. - Settings: You can now change the volume of the notification sounds. - UI: The build menu now shows how many instances of each building you've built. - Visual: Replaced the conveyor belt icon. - Visual: Replaced the loading screen backgrounds.
[ 2021-12-13 14:29:48 CET ] [ Original post ]
- Achievements: Added 9 new achievements for the (main) story missions. - Expert mode: Moved piers, manually building foundations and the railway crossing to expert mode. - Fixed: Items getting stuck on conveyor distributors in some cases. - Gameplay: Zeppelins no longer choose the closest good to transport but the one that's been in transit the longest. This saves performance and distributes the zeppelins better. - Localization: Finished the French localization. - UI: The build menu now shows how many instances of each building you've built.
[ 2021-12-08 13:17:46 CET ] [ Original post ]
- Content: Added Grim's camp in mission 4. - Content: Added a model and an icon for the food processor. - Content: Replaced the placeholder image for grim. - Expert mode: Moved the logistics import mode to expert mode. - Fixed/Modding: Removed items still showing up in recipes from workshops. - Fixed: Bug allowing you to place a grove over a station/depot in some cases. - Fixed: Buildings staying in a buggy state when a deconstruct job is cancelled. - Fixed: Buttons that are inactive/invisible no longer have a tooltip. - Fixed: Caching preventing high-level buildings from getting built in some cases. - Fixed: Distributor panel only showing after reselecting a belt after toggling it. - Fixed: Greenhouse having no "out-arrow". - Fixed: Priorities working strangely with automated workshops. - Fixed: Removed caching for harvesting jobs. This was a problem if some workers had tools and the others did not. - Fixed: Some priorities working in reverse after moving the priorities to the icon. - Fixed: Toggling an exit hopper no longer changes the accepted goods. - Gameplay: A type getting added automatically in a depot no longer propagates to the depot exits. - Gameplay: When placing a depot on top of an existing stockpile, the game will now also copy priority as well as incoming and outgoing connections. - Gameplay: You can now stop a shipping port from importing by setting its priority to paused. It will still export and fulfil its role as a depot. - Misc: Replaced the energy/power-icon. - Misc: The tooltip for tools now shows both crafting and construction as tasks for the hammers. - Misc: You can now rotate the camera by holding the middle mouse button and moving the mouse. - UI: Changed the look of the enemy camp demands so they look the same in the objective panel and when you select them. - UI: Turned the power related UI panel into a button as well. Hovering over it tells you the current state of the network. The icon is orange when the network is low on energy - UI: When selecting an automatic workshop etc., the input/output arrows are now displayed.
[ 2021-12-06 10:44:56 CET ] [ Original post ]
- Content: Added a 5x5 version of the zeppelin station. - Content: Added models for the monuments in mission 9. - Fixed: A number of issues in the German translation. Thanks to MoeGraph for the help! - Fixed: Building substitutes not evaluated correctly. E.g. in mission 7 you can directly build higher quality houses. - Fixed: Issue possibly causing links to get lost after last patch. - Fixed: Mission 7 now also removes potatoes from your ship. - Fixed: Playing for a long time and then starting a new island causing a huge lag spike for a few seconds. - Fixed: Removed caching for mining jobs. This was a problem if some workers had tools and the others did not. - Fixed: Replaced many missing or stub descriptions. - Fixed: Time staying at 999d... at the beginning of a mission. - Fixed: When alt-upgrading multiple buildings, buildings under construction are now ignored. - Gameplay: Reduced the number of priority states from 6 to 4. - Gameplay: Stockpiling now ignores stockpile priority. Usually you want things to be brought to the nearest stockpile and use the priority for something else. - Misc/Modding: The suggestions can now be customized for all buildings using SuggestedBuildingsInfoSuggestedTypes. - Misc: Added a stage to the all-the-needs objective where you are to buy out all enemy camps and claim the map in the end. Also added tier 4 social buildings. - Misc: Choosing the "Big map"-scenario in the main menu now takes you to the all-the-needs scenario. - Misc: Destroying a depot, station etc. now also destroys the hoppers inside of it. - Misc: Food and drinks in the tooltip are now ordered alphabetically. - Misc: The claim terrain objective now counts any soil from the given biome. - Misc: The small horse station now also comes with a crane. - UI: Removed the follow-button. Instead, clicking on the name/title will now do the trick. - UI: Replaced sort buttons in the inventory screen with icons. - UI: The logistics status is no longer shown as a panel. Instead, there is now an icon in the top of the panel that turns orange when something is setup incorrectly. - UI: The logistics task is now hidden when you select a colonist, saving a line of space. - UI: The new priority button is also used to toggle disableable (?) buildings like inserters or farms. - UI: The priority is no longer shown as a panel. Instead, there is now an icon in the top of the panel that shows the current priority. Click on the button to cycle through the priorities. - UI: Tweaked the sizes of some panels etc. - Visual: Many items are now thicker than before.
[ 2021-11-30 17:14:57 CET ] [ Original post ]
[previewyoutube=3pxY3Qg9F1Y;full][/previewyoutube]
User interface
* Enemy camp panel * Time display tooltip * Money display tooltip * Warning display tooltip * Suggested buildings panel * Tile fertility panel * Removed panels * Ingredient list in panel when building something * Settings-cloning
Needs and happiness
* Clearer need progression * Clarification: Tool and happiness effects
Polishing & Accessibility
* Removed obsolete mechanics: * Colonist limit and settling * Conveyor logistics mode * Buildings: High capacity depot, automated horse station, recycling workshop, connected decorations and overhead conveyors * Deprecated: strength stat, carrying exhaustion, mining difficulty, item weights etc. * Expert mode: train pre-signals and assigning colonists to workshops, combat system, fighting robots
Gameplay
* Automated stockpiling after mining & random mining order * Production and depot signs * Limit depot entry * Building depot over stockpile or items. * Stop-conveyor belts * Automatic setup of depots * Displacing items * Balancing: Ingredients, times, item effects, colonist counts, campaign missions * Late game performance & Tons of bug fixes
Campaign
* Campaign is done!
Outlook
* Future development * Thanks to the community & call for reviews Discord server: https://discord.gg/kubifaktorium Website: kubifaktorium.com Company: neomateria.de
[ 2021-11-25 17:05:14 CET ] [ Original post ]
- Balance: Increased fuel value of oil. - Balance: Reduced the charge amount in mission 8 to 25 per monument. - Balance: The custom scenarios now start with both extra colonists and the default materials. - Campaign: Added dialogue for the bonus missions. - Campaign: Added dialogue for the epilogue. - Campaign: Added some wild tomatoes and berries to story mission 1. - Fixed: Alt-clicking while over the UI no longer triggers the building cloning. - Fixed: Building preview icon and text size depending on resolution. - Fixed: Dialogues not showing when you have a modifier key pressed. - Fixed: Enemy camps not disappearing from tracker after last patch. - Fixed: Issues regarding the charge objectives in mission 8. - Fixed: Links between islands on the world map not showing in the correct color. - Fixed: Miners ignoring nearby stockpiles. - Fixed: Removed small black rectangle showing when no messages are active. - Fixed: Stockpiling after mining not working if there is a depot etc. under construction. - Fixed: The minable panel for a plant now shows a shovel as the recommended type. - Fixed: Toggling a building during upgrade cancelling the upgrade and leaving the resources reserved. - Fixed: Wrong description in train tutorial. - Fixed: You can no longer build belts over roads. - Gameplay: Construction mining jobs will no longer mine mountains that are not accessible. - Gameplay: Removed settled colonists sending you money, as they no longer settle down. - Gameplay: When adding a type to a depot, exit hopper preferences will only be updated when they accept nothing. - Localization: Added German localization for the story missions. - Misc: A dialogue that was shown will no longer show again when you reload a game. - Misc: Preparing for release, I'm removing community localizations which are outdated. If you like to update the translations, please feel free to publish them as a mod. That way you'll also be able to interact with your players more easily. Thank you! - Misc: To skip a dialogue, now alt-right-click on "continue...". - Misc: You can now change the zoom speed in the settings. - UI: Clicking on the "construction in progress"-text on an upgradable building now takes you to the worker doing it.
[ 2021-11-24 09:31:12 CET ] [ Original post ]
- Balance: Increased the mining time in all quarries. - Balance: Made solar cell power generation a bit more even. - Balance: The "decoration in range" happiness modifier is active from the beginning. - Balance: The all-the-biomes map now has twice the amount of recruitable colonists per enemy camp. - Fixed: Bug causing missions to not start when a dialogue is used on the world map. - Fixed: Bug causing the world map generation to freeze when a dialogue is used. - Fixed: Colonists often taking a long time to start/execute a stockpiling task. - Fixed: Colonists stealing goods that are being exported. - Fixed: Locomotives no longer show a "no path"-warning after leaving a station. - Fixed: Outputs are now only propagated to stockpiles/depots when a stockpile/depot is added. - Fixed: Outputs from multi-output mineables like plum trees getting brought to depots that don't accept them. - Fixed: Signs for quarries staying at "pause" after being resumed. - Fixed: Signs not showing correctly after last patch. - Fixed: Zeppelins steeling items from workshops. - Gameplay: Actors no longer have a "strength"-stat. - Gameplay: Miners will now automatically bring a mined good to the nearest station or depot that will accept it. This sounds like a small change, but increases colony efficiency by a lot because other colonists do not need to come pick it up. At the same time, zeppelins will no longer stockpile as it is hardly required any more. - Gameplay: Removed "mining difficulty" stat. All minable objects now require a base amount of 10s/item to mine. - Gameplay: Removed carrying objects having an effect on needs. - Gameplay: Removed different item weights. Carrying any item now reduces the colonists' movement speed by the same amount. - Misc/Fixed: Holding alt while creating a logistics link now - Misc/Modding: Deprecated some fields that are no longer used/required. - Misc: Ambient sounds and regular sound effects should no longer play when the game is out of focus. - Misc: Chargable buildings no longer show a warning after being charged. - Misc: Deprecated the recycling workshop, connected decorations and overhead conveyors. - Misc: Opening the menu with escape now pauses the game. - Misc: You can now control-click on "continue" in a dialogue to skip the entire thing. - Performance: Improved performance of train pathing. - Performance: Made conveyor belts a bit faster. - Performance: Made logistics system checking faster. - Performance: Removed lag spikes caused by zeppelin stockpiling.
[ 2021-11-17 06:48:51 CET ] [ Original post ]
- Balance: Crushed ore sorting now produces more rubble. - Balance: Islands you have settled will send you fixed amount of money. - Balance: Made some balance changes for the end of the campaign. - Balance: Mountain tiles with clay or ore in them now contain no rocks. This should prevent the rock-flood you get in the mid-game. - Balance: Reduced production rate of oil pump. - Balance: Reduced the number of colonists per enemy camp to 1. - Balance: Reduced the number of colonists per settlement to 4. - Balance: You now get 5 zeppelins per depot. Also made zeppelins a bit faster. - Campaign: Added story dialogue for mission 7. - Campaign: Added story dialogue for mission 8. - Campaign: Miscellaneous fixes & tweaks to the story missions. - Campaign: There are now mission-specific tips on the loading screens. - Content: Added the limit depot entry. It corresponds to the overflow exit and only accepts items, when the depot is at most 50% full. Useful if you want to leave some empty space for stockpiling etc.. - Fixed: "Needs barn" tooltip. :) - Fixed: Added a routine that frees stale tiles reserved by the cargo port. - Fixed: Bug that could lead multiple colonists to pick up the same tool from the ship, leading to a lot of weirdness. - Fixed: Hoppers not correctly placed in depots when building an inserter. - Fixed: Ingredients are no longer shown in red when a construction job is in progress. - Fixed: Inputs-missing-warning not showing up correctly when a stockpile is removed in some cases. - Fixed: Items being unloaded from the port while the game is saving should no longer end up on a water tile. - Fixed: Items sometimes getting stuck mid-air when you destroy an elevated conveyor belt. - Fixed: Mass-toggling building upgrades being a bit strange. - Fixed: The earn money from export-objective no longer counts money from previous islands. - Fixed: The reveal-map modifier should now also work with save games. - Fixed: The robot workshop not being buildable in free play. To build combat robots, you still need to activate expert mode in the settings. - Fixed: Trains not repathing correctly at pre-signals. - Fixed: When stockpiling items, zeppelins should no longer mix multiple item types on the same tile. - Fixed: When toggling a conveyor to be a distributor, the UI will now adapt correspondingly. - Fixed: You can no longer copy settings from items. - Gameplay: Depots now generate relay jobs, i.e. bringing items from entries directly to exits, more often. - Gameplay: For zeppelins, stockpiling now has a higher priority than transporting. - Gameplay: In assist mode, when you add a type to a depot, it automatically gets added to all exit hoppers. - Gameplay: Stations are now "use as stockpile" by default. - Gameplay: The game no longer blocks leaving an island when the colonist count is outside of the required range. Instead, the game will automatically select a reasonable combination. - Gameplay: The game now automatically pauses when a dialogue triggers. After the dialogue is completed, the game resumes at the previous speed. - Gameplay: When an automatic workshop produces something and an inserter is placed to pick it up, colonists will no longer be able to "steal" it. - Gameplay: When an exit hopper in a cargo port is set to pause, it will no longer cause goods to be imported. - Gameplay: You can no longer "settle down" colonists. All the colonists you get will stay in your party until the end of the campaign. It was not very plausible, added a lot of UI and complexity and didn't really create very interesting decisions. - Gameplay: You can now place insta-build-buildings like inserters on top of minable objects. If you do, it will be treated like a regular building, i.e. the colonists will mine the object which is in the way and then build the thing. - Misc: Made a number of smaller improvements to the earlier campaign missions. - Misc: The recipes for the houses and their upgrades are now consistent. - UI: Added a warning to auto-workshops that are low on power. - UI: Limited the number of happiness complaints displayed in the tooltip to the top 6. - UI: The ingredients in the upgrade panel are now also grey or red when in progress or missing. - UI: The preview text showing how many ingredients you have/need to build something is now shown for regular buildings as well. - UI: The signs in front of depots and workshops now indicate when it is set to pause or forbid consumption. - UI: When an upgrade job is in progress, clicking on the text in the panel now takes you to the colonist building it. - UI: When logistics mode is active in a shipping port, the game now shows warnings when a) exit hoppers are used or b) no logistics clients are connected. - UI: While placing insta-build buildings like power poles and inserters, you now get a preview of the ingredients required & available. - Visual: The cursed water behind island 7 now looks a bit different.
[ 2021-11-06 09:08:50 CET ] [ Original post ]
- Campaign: Added story dialogue for mission 5. - Campaign: Added story dialogue for mission 6. - Campaign: Changed how the mining objective works in mission 1. - Fixed: Being able to place stockpiles over buildings if there are items on the same tile. - Fixed: Dialogues after missions showing up incorrectly. - Fixed: Items hovering over zeppelin stations after reloading in some cases. - Fixed: Maybe fixed zones disappearing after saving in some cases. - Fixed: Placing inserters no longer creates extra depot-exits/entries when one already exists. - Fixed: Screenshot hotkey not working. - Fixed: The order in which you add modifiers on the custom map screen no longer has an effect. - Fixed: Volume level of things like automated workshops not effected by volume setting. - Gameplay: Items brought to exit hoppers are now reserved for inserters and will no longer be 'stolen' by colonists. - Misc: Copying settings between workshops now copies production limits as well. - Misc: Deprecated the conveyor logistics mode. Its uses are really specific, hard to explain to the player and there are probably many buggy situations that I cannot really support. - Misc: Updated screenshots and Steam capsules. - Misc: You can now save the camera positions (F1-F4) to file in the debug menu. Useful for trailers etc.. - Performance: Task generators that failed are now paused for a 2 seconds. Should increase performance by a lot. Could also add some new bugs in the short run. - UI: The need tooltip now shows you which type of house your colonists need. - UI: You can now "copy settings" from a minable object like a geode and paste them onto a type filter like a stockpile. - Visual: Long inserters now have a slightly different color than short inserters. - Visual: Reduced the bird count a bit.
[ 2021-10-22 07:57:52 CET ] [ Original post ]
We are in the final stretch of production and currently working on finishing the campaign, clearing the remaining bugs, polishing and balancing. For now, have a look at the new 4:30 gameplay trailer, which shows gameplay footage from the different stages and biomes of the game: [previewyoutube=RNNv-dyqRcg;full][/previewyoutube] Enjoy :)
[ 2021-10-12 16:53:45 CET ] [ Original post ]
- Balance: Changed the recipe for the air extract to 1*ElectronicComponents,1*ModernBuildingPart,1*RefinedBuildingPart,3*MachineParts. - Balance: Koa trees can now be planted on normal volcanic soil. - Balance: More vanadium from bornite. - Balance: Reduced the charge amount required for monuments 5030 and portal 2510. - Campaign: Balanced objectives for bonus mission 3. - Fixed: Arrows from shipping ports not correctly updated in some cases. - Fixed: Being able to place depot hoppers on other hoppers. - Fixed: Continuing a conveyor belt from a ramp leading to double inserters leading to Schrdinger-items. - Fixed: Copying settings now also works, when you click on a tile that has another object on it (e.g. an item on a construction site). - Fixed: Need tier addition leading to incorrect demand tiers. - Fixed: Position of drone model. - Fixed: Possible excessive reservation when using logistics import mode. - Fixed: Too many goods getting imported when using logistics import mode. - Fixed: Trees can now be grown in the ice biome where mountains used to be. - Fixed: When a chargable building is fully charged, the recipe will no longer reset but the workshop will stop working. - Fixed: Wrong animals staying in a pasture if you change the animal type while an animal is being tamed. - Gameplay: The auto-placement of depot exits/entries now happens even when there is still a minable object on the respective tile. - Gameplay: When an item is inserted into a depot and the depot accepts no good, it will now automatically set the corresponding type to accepted [assist mode]. - Gameplay: When an overflow hopper is used, the crane should generate relay jobs correctly now and not put an item on the amount threshold in storage first. - Gameplay: When deconstructing a conveyor belt, inserter etc., the ingredients are now loaded onto your ship and not spawned as an item. - Gameplay: You can now copy farm/grove zone settings via "shift-right-left" click. - Misc: Deprecated the high capacity depot. The function still remains, so you can add it back via modding. - Misc: You can no longer rename story characters. - Performance: The decoration build overlay is now much faster. - UI: Added an ingredient list showing the required/available items to the upgrade panel similar to the construction panel. - UI: Added the option to deactivate a zone color for all colonists by holding control+alt while clicking. - UI: Replaced the ingredients from the construction job panel from last patch with icons. - UI: The construction status panel now shows the ingredients used for construction - UI: The production limit elements are now invisible for products that are not selected. - UI: You can now copy settings between auto-farms and auto-groves.
[ 2021-10-12 15:36:45 CET ] [ Original post ]
- Audio: Certain sounds like when placing a building are always played now regardless of how many other sounds are there in the background. - Audio: Changed the mixing behavior a bit so that the difference in levels from zoomed out vs. zoomed in is not as big. - Audio: Increased the number of sounds that can play at the same time. - Audio: Replaced the message sound because it can trigger Outlook PTSD in some unfortunate folks. - Balance: Chocolate milk has been moved to tier 2. Tea can now only be made from harvested tea leaves and has been moved to tier 3. You can also no longer grow flowers. - Balance: In later campaign missions, your colonists' needs now advance faster (since you already have more materials). - Balance: Increased the export price for rose gold ingots to 100. - Balance: Reduced the energy gained from treadmills by 1/3. - Balance: There is now a limit to how many zeppelin/drone factories, carriage stations and horse barns you can have. - Balance: You can now upgrade a zeppelin factory to a drone factory. - Balance: You now get 2 MargheritaPizzas and 2 Croissants. - Campaign: Added dialogue and scenery for mission 4. - Campaign: Added mockup objectives for mission 99 (epilogue). - Campaign: Fixed objective for bonus mission 3. - Campaign: Fixed objectives for bonus mission 2. - Fixed: A number of miscellaneous bug fixes. - Fixed: Conveyor belts backing up a bit too much after last patch. - Fixed: Double "built from"-section in encyclopaedia. - Fixed: Error when supplying the temples in the last mission manually. - Fixed: Glitch in house UI when hovering over unavailable spaces. - Fixed: Inserters that are disabled still blocking conveyor belts. - Fixed: Invisible recipes showing up in encyclopeadia. - Fixed: Items getting reserved when brought to a place where an automated workshop blueprint is. - Fixed: Items getting stuck on belts if they are placed in the exact frame the game is saved. - Fixed: Items imported from the cargo port are now reserved until the are imported. This prevents other colonists from stealing them, which could cause tiles that longer import or store items. - Fixed: Items in transit from logistics jobs are no longer cleared from stockpiles and depots. - Fixed: Items will no longer be displaced onto water, - Fixed: No more warning flags in dioramas. - Fixed: Possible issue where items get "split" on conveyor distributors. - Fixed: Possibly fixed buildings not getting constructed in some cases. - Fixed: Power pole position in greenhouses. - Fixed: Removed the small area between an icon and a label, e.g. in the production selection, that was not clickable. - Fixed: Shuffling the demands from enemy camps getting progressively slower each time you do it until the game freezes completely. - Fixed: Some production recipes appearing multiple times in encyclopaedia. - Gameplay: Clearing invalid items from stockpiles/depots now has the highest logistics priority. - Gameplay: Colonists will now clear items that do not match the type filter from depots and stations. Before that was only done with stockpile zones. - Gameplay: Forbid usage & stockpile usage as well as logistics targets are now also cloned via shift left/right-click. - Gameplay: When mining something with multiple content types, like a geode, the mining order is now random. - Misc: Added a custom map modifier that disables the fog of war. (And removed this from the plane-with-mountains-modifier). - Misc: Added a few new dioramas and removed some old ones. - Misc: Pyramid ruins in desert biome can now be mined. - Misc: Removed the "Randomize"-option from the custom map screen. Many combinations it came up with did not really make sense. - Misc: When hoppers are automatically placed, items on the exit hopper tile are now displaced. - Misc: You can now add custom background images for dialogs, e.g. to give an "evil" character a more scary atmosphere. - Performance: Some general performance improvements. - UI: "Toggle overflow" is now highlighted when you select an overflow hopper. - UI: Changed the "Victory!" text for optional missions. - UI: Instead of a "base level", the tooltip for a tool now gives you a few examples of the things you can mine or build using the given tool. - UI: When holding shift/control or alt while right-clicking on a message, all messages are now closed. - UI: When you alt-remove-click a single zone tile now, the whole zone will be removed. Debug-remove is now control-alt-remove-click. - Visual: Made the sunlight period a bit longer.
[ 2021-10-06 04:59:20 CET ] [ Original post ]
Hallo zusammen, heute ab 21:00 Uhr (CEST) bin ich bei Writing Bull im Stream.
Schaut gerne vorbei :)
https://www.twitch.tv/writing_bull
[ 2021-10-02 12:49:37 CET ] [ Original post ]
- Balance: In multi-biome maps, more of the enemy camps now demand goods from lower tiers. - Balance: Made huge maps a bit bigger. - Balance: Made need tier increase a bit slower. Also switched the order around a bit. - Balance: Moved the cacao tree to tier 2. - Balance: Reduced happiness speed gain to +30%. - Balance: Reduced ranch experience gain. - Balance: You can no longer import higher tier goods on the shipping port. - Campaign: Added dialogue to mission 2. - Campaign: Added story dialogue for mission 3. - Campaign: Rearranged some tutorial recommendations. - Expert mode: Move covering veins to the expert mode. - Expert mode: The combat system, fighting robots and the corresponding tutorial have been moved to the expert mode. I think buying out the enemy camps is the more interesting way of playing for several reasons. Of course, feel free to disagree and turn on the expert mode to have the robots back. :) - Fixed: "Error..." text on loading screen when playing a tutorial from the campaign. - Fixed: (Maybe) fixed colonists continuing their work animation after a task has been cancelled. - Fixed: Another attempt at the classic "click through confirmation dialog in world screen"-bug. - Fixed: Black spruce not growing on tiles where there was a mountain before. - Fixed: Decoration under construction not shown in overlay after last patch. - Fixed: Disabling signs in settings having no effect. - Fixed: Farm land model (dry/wet) after loading. - Fixed: Game freezing in the world map when you leave a map while paused. - Fixed: Garbage and deprecated items are no longer loaded onto your ship when you leave an island. :) - Fixed: Highlightable buttons in housing panel. - Fixed: House smoking starting as soon as a building is built. - Fixed: Incorrect height for some buildings when placed on a tile where an auto-foundation will be placed. - Fixed: Inserters getting stuck when two or more of them are trying to deliver items to automated workshops from the same conveyor belt. - Fixed: Items possibly warping to outer space when on certain conveyor belts while reloading. - Fixed: Items potentially getting stuck on conveyor when it is put in stop mode and then reversed. - Fixed: Items reserved by workshops will now get unreserved when displaced. - Fixed: Links from your ship sometimes not showing up after you place them. - Fixed: Look of recommendations on victory screen. - Fixed: Low tracks getting removed when building elevated conveyor belts. - Fixed: Priority of farm/grove zones lost on reload. - Fixed: Reservation bug that could leave conveyor belts in a reserved state after an inserter pick something up from them. - Fixed: Settings invisible in game scene after last patch. - Fixed: Shuffling the demands from a camp now updates the display in the top left as well. - Fixed: Situation where you can get "stuck" in the basic colony tutorial if you link the well to the first stockpile. - Fixed: Some items possibly staying invisible when on certain conveyor belts while reloading. - Fixed: Some smaller errors in the campaign. - Fixed: UI bug in trading hub panel. - Fixed: Visual glitch when unloading goods from a train. - Fixed: Weird mouse behavior on/close to mountains. - Fixed: When playing a tutorial from the campaign, money earned/spent will now be reset after the tutorial. - Fixed: When you have multiple conveyor belts stacked, items should no longer "phase" between the two belts. - Fixed: White signs after last patch. - Fixed: Wild animals out of vision should no longer despawn. - Fixed: You can no longer place conveyor belts on the same tile as track ramps. - Fixed: You can no longer place tracks on the same tile as conveyor belt ramps. - Fixed: You can no longer select colonists in houses while they are sleeping. - Fixed: You can now extend an existing conveyor belt by one tile using one belt part and so on. - Fixed: You should no longer receive recommendation money multiple times after reloading. - Gameplay: If you place a depot or something else with a type filter over a stockpile, it copies the accepted types of the stockpile. Useful for upgrading later on. (assist mode) - Gameplay: The overflow hopper now looks at the count of the stored items, not at the tiles. - Gameplay: When building a depot, zeppelin station etc., items on the ground will now be ignored. - Gameplay: You can now select a conveyor belt and set it to "stop". - Gameplay: You no longer need to set the automation mode for the shipping port. Instead, the game will automatically turn it on as soon as you build an exit hopper. - Gameplay: Zeppelins that are idle will now stockpile goods near stations, given they have "use as stockpile" enabled. - Misc: 2 colonists should no longer have the same name or model (whenever possible). - Misc: Fixed some bugs in the tutorials and simplified/clarified some of them. - Misc: Removed lightning effects from the game. - Misc: Removed the inventory screen in the world map scene. - Misc: The automated-import button is back, but only when expert mode is activated. In normal mode it remains automatic. - Misc: The enemy camp display no longer shows up on maps without enemies. - Misc: The trading hub depot no longer has a crane. - Misc: When in expert mode and you select an item, the item panel now shows what the item is reserved by. This should be helpful info for debugging the remaining reservation bugs. - Misc: You can now start with placing high conveyor belts. - Performance: Made a number of performance improvements for the late game. - Performance: Made zeppelin stockpile behavior faster - Performance: Removed duplicate material generation in some places. - Tutorial: Amended the logistics tutorial to cover the new zeppelin stockpiling function. - Tutorials: In the ore crushing tutorial, the solar cells (which you don't have at that point in the game) have been replaced by a power plant. I also simplified the scene a bit. - UI: Clicking on a upper/lower colonist limit objective now takes you to the colonist management screen. - UI: Hovering over the money display now shows how much you've spent/gained from import/export and how much you receive from your colonies per day. - UI: Hovering over the time display now gives you a preview of when your colonists' needs will increase. So that you can plan ahead. Because you care about your Kubis' needs. Right? It even shows you the required types of stuff you'll need, so you really have no excuse now. :) - UI: Hovering over the warning display now shows the problems there are and how often they occur. - UI: In type filters, the accept-all/nothing buttons are now highlighted when all/nothing is accepted. - UI: Made the custom map screen prettier. - UI: Made the load/save screen prettier. - UI: Made the settings screen prettier. - UI: Selecting a power generating building now suggests power poles. - UI: Some polishing and fixes for the main menu UI. - UI: Sorting the colonist panel now automatically scrolls to the top. - UI: Type filters and workshop jobs are no longer cloned when you clone a building. - UI: When toggling between high/low layer in the track/conv-builder, the overlay is now updated. - UI: You can now click on an empty tile to see what you can grow there. - UI: You can now shift-right-click and then shift-left-click to copy settings from one building or zone to another (like in Factorio). - Visual: Houses with no inhabitants now have no smoke emission. - Visual: Improved the look of conveyor belt rampe connecting with other belts.
[ 2021-09-28 09:51:42 CET ] [ Original post ]
- Balance: Added 4 starting colonists to the all-the-biomes scenario. - Balance: Colonists now gain experience in construction and pasture work 4x faster. Mining exp is increased by 2x. - Balance: CopperBlank now only needs 1 CopperBlock. - Balance: Depot 3x3 now only needs 1 RefinedBuildingPart. - Balance: Electronics factory now needs RefinedBuildingPart. - Balance: Increased Joshua Tree growth time - Balance: Increased time for need level-ups to 15 days. - Balance: Made fabric production much faster. - Balance: Made horse stations a bit cheaper. - Balance: Plenty of resources has 50% more rocks. - Balance: Reduced the unhappy movement effect to -25%. - Balance: The all-the-biomes-map now has the plentiful-resources modifier, giving it around 2x the ores to mine. - Balance: The shipping port no longer requires bricks (otherwise you could get locked if you had no clay available). - Balance: The tiers of the goods required by enemy camps are now evenly distributed. In effect, more camps can be acquired more early. - Balance: Trains no longer cost money. - Balance: You now get 2 machine parts per cycle. - Campaign: Story colonists now have unique models. - Engine: Upgraded to Unity 2019.4.30. - Expert mode: Added a new expert mode which is disabled by default. Some mechanics and tutorials are now hidden unless activated. For now, this includes train pre-signals and the conveyor-logistics mode. - Expert mode: Assigning colonists is now restricted to the expert mode. - Fixed: "101%" growth. - Fixed: Charge target for portal in mission 8. - Fixed: Colonist minimum for campaign mission 5. - Fixed: Colonists no longer change their look in-between missions. - Fixed: Decoration under construction no longer counts towards the decoration-in-range check. - Fixed: Deleting a single foundation not working. - Fixed: Happiness having no effect on movement speed. - Fixed: House need not shown at beginning. - Fixed: Huge map not having random seed when started from main menu. - Fixed: Items that are exportable and brought to the cargo port via an inserter are now reserved by the cargo port and can no longer be stolen. - Fixed: Layout bug in encyclopaedia on some pages. - Fixed: Road layer blocking one tile when building multiple roads. - Fixed: When you select a train by clicking on a wagon, the UI now behaves as if you select the locomotive. - Fixed: You can now start high tracks from water or blocked tiles. - Gameplay: New needs now creep in slower. Instead of coming all at once, colonists will request new food, decoration etc. one at a time. - Gameplay: The all-the-biomes scenario now has the objective to build and charge a portal, as well as some objectives leading you there. - Gameplay: The forbid consumption function now also prevents colonists from equipping tools in a storage. - Misc: Colonists should now move into better houses when available. - Misc: Items should no longer get displaced to tiles with incoming items. - Misc: Removed the "too many goods accepted"-warning. - Misc: The little signs are now always in the same absolute corner of a building, regardless of its rotation. - Misc: The treadmill is now 2x2 big. - UI: Added a hint regarding the move speed effect to the status tooltip. - UI: Added little signs to zones, depots, workshops etc. to show what they accept, produce etc.. Can be turned off in the settings. Let me know what you think. - UI: Clarified the effect of work skills. - UI: Clicking on a task type now cycles between inactive, active and high-priority. - UI: Made the colors of the info text in the top uniform. - UI: Made the mini-buttons states easier to distinguish. - UI: Removed the "automation export" toggle from the shipping port. It had no actual function besides changing the warnings you get. Transporting to the port via inserters works regardless. - UI: The dialogue-layer is now below the layer of the load/save/inventory/colonist etc. windows. - UI: The required-tool-to-mine text is now orange if none of your colonists has the required tool. - UI: You can now manually track an enemy camp's buyout requirements. - Visual: Changed the look of train ramps and elevated tracks. - Visual: Fixed animation frames for domestic animals. - Visual: Made the ore smelter effect prettier.
[ 2021-09-16 09:49:19 CET ] [ Original post ]
- Balance: Geodes now contain more ores. - Balance: Increased the amount of ores in mountains. - Balance: Increased the colonist limit in the later campaign. - Balance: Increased the time it takes for needs to advance by 50%. - Balance: Made trains faster. - Balance: Mushies can now also be grown in the tundra. Also, they now grow at night. - Balance: Oil pumps now have the same building recipe as quarries and require energy. - Balance: Quarries are now twice as fast. - Balance: Reduced the energy generation of the treadmill. - Balance: The monuments, portals and extractors in mission 8 now require electronic components. - Balance: You can now only import produced goods that are at least 2 tiers lower. - Campaign: Added the story dialogue for mission 1. - Campaign: Removed the social buildings part 4 from mission 7 as well as the carbonate resources. - Content: Added a 1x3 depot. Useful for feeding one ingredient to automated workshops. - Fixed: Arrows on conveyor distributor pointing in wrong directions when belt is rotated. - Fixed: Arrows on conveyor distributor with output priority not showing after loading. - Fixed: Automated farms etc. not disappearing after getting "deconstructed". - Fixed: Automated workshops no longer show a warning for missing output stockpiles if they produce nothing (e.g. monuments). - Fixed: Items being loaded on train stations should no longer get stuck mid-air when reloading. - Fixed: Maybe fixed stockpiles disappearing after reloading in some cases. - Fixed: When an item is displaced, corresponding logistics jobs are cancelled. - Misc: Border markers are now consistently in the enemy color when your territory clashes with an enemy camp. - Misc: Deprecated the ancient building parts. - Misc: Moved the input boxes for the monuments from the corners to the edges. - Misc: The monuments in the last mission now have 4 inputs each, so that you can easily connect them regardless of where they spawn on the map. - Misc: You can now place hoppers on tiles that are in water (for the cargo port). - Misc: You now get a message when trying to shuffle an enemy camp but have no money. - Performance: Made inserters and conveyor belts more efficient. - Performance: Made inserters more efficient. - Performance: Misc. smaller performance improvements. - Performance: Possibly fixed an issue causing regular lags after playing for some time. - Performance: Warning flags are now recalculated only once every 5 seconds. - UI: Building charge panel no longer shows while building is under construction. - UI: Changed the look of selected/unselected buttons a bit to make them easier to distinguish. - UI: In the objective panel there is now a new panel that helps you keep track of nearby enemy camps and their buy out requirements. - UI: Increased the opacity of the zone color overlay to make them easier to distinguish. - UI: Made the text in buttons a bit bigger. - UI: The fan-favorite "forbid consumption"-button is back! - UI: When placing an inserter, the arrows now appear in red or green if you are placing them in a correct/incorrect position. - UI: When using the delete tool, hoppers are now prioritized over depots. - UI: When you place an inserter the wrong way, there is now a warning. - UI: You can now set priorities to manual power generators (treadmills) and disable them that way. - UI: You can now sort the inventory by type, name, count and change. - Visual: Buildings like bonfires are no longer built on foundations. - Visual: Made the pickup animation of cranes smoother. - Visual: Power lines are now a bit thinner.
[ 2021-09-13 10:18:52 CET ] [ Original post ]
- Balance/Gameplay: Auto-farms and auto-groves now require energy to function. - Balance: Copper coils now require only one copper block. - Balance: Reduced the energy value of all fuels. Also increased the time it takes a power plant to consume fuel. - Balance: The solar cell now requires ModernBuildingPart and ElectronicComponents. - Balance: Your colonists now level up faster. Also made the effect of higher levels a bit stronger and increased the base speed of executing tasks. - Content: Added the cargo train station. It has only one track and is slower but comes with 20 spots. - Fixed: "No good accepted"-warning when depot is under construction. - Fixed: Autofarms/groves not carrying away harvested stuff in some cases. - Fixed: Boat cargo limit set to 100 when resuming a save from an earlier version. - Fixed: Bug in conveyor/road layer that can block a nearby tile. - Fixed: Cargo on trains not reserved by the train. - Fixed: Construction should no longer get blocked by items that were moved to the construction site via inserters. - Fixed: Conveyor part consumption when you have a part of the parts on the ship, a part on the map. - Fixed: Depot crane sometimes refusing certain exit hoppers after reloading. For reasons. - Fixed: Depot hoppers not clickable after reloading. - Fixed: Displaced items still blocking conveyor belts in some cases. - Fixed: Encyclopaedia sometimes closing after opening it via right-click. - Fixed: Fixed the bug allowing you to click through the confirmation dialog on the world map even harder. :) - Fixed: Food&Drink tooltips no longer show disabled/deprecated items. - Fixed: Hopper heights on shipping ports. - Fixed: Items getting stuck mid-air when high conveyors ore ramps are destroyed. - Fixed: Items in logistics system not carried from train stations to depots. - Fixed: Items on auto-workshop input tiles are now reserved, preventing kubis from taking them away. - Fixed: Items that somehow "disappear" from a depot are no longer brought back by the crane going on an adventure. - Fixed: Maybe fixed items getting stuck mid-air in train stations after reloading. - Fixed: Possible reservation issue related to upgrading buildings. - Fixed: Removed premature duplicate building-complete-message when upgrading. - Fixed: Sitting position and size of arbor bench. - Fixed: Some tiles staying reserved after a shipping port is deconstructed while a ship is arriving. - Fixed: Stockpile status is now copied when cloning a depot. - Fixed: Trains losing their cargo after reloading. - Fixed: Trains potentially getting stuck after skipping a station. - Fixed: When an item is near to its destination while loading, it is now freed from the logistics job. Might fix some occasional weirdness after reloading. - Fixed: When the track to the next station is gone (e.g. when it was deconstructed), the train now searches for a new way. - Fixed: Wrong conveyor belt model chosen when a bridge crosses another belt. - Fixed: You can no longer build trains while the factory is under construction. - Gameplay: Auto-farms and groves now also propagate their output to connected depots [assist mode]. - Gameplay: Colonists now directly equip tools from the ship. - Gameplay: In assist mode, placing an inserter connected to a workshop will now propagate the required/provided goods to connected depots. - Gameplay: The colonists' housing needs are now either 100 or 0 fulfilled, depending on whether they have a house. This is more logical and causes them to look for available houses sooner. - Gameplay: The order in which items are stockpiled is now more balanced. - Gameplay: The order in which items are stockpiled should now be more balanced. - Gameplay: Train stations can now directly unload onto exit hoppers. - Misc: Clarified the tooltip for the happiness effect. - Misc: Deprecated the non-automated 3x3 horse station. Reduced the requirements for the automated version to match the lower version. - Misc: Removed the "wait until full"-option at the train station. It does not work well with the logistics system and can cause trains to wait indefinitely for no (player-)apparent reason. - Misc: Removed the mockup scenarios from the list. - Misc: Set the overflow hopper threshold to 50% which is more useful in most cases. Also, it no longer counts tiles with hoppers. - Misc: When auto-unloading tools, colonists unload high-quality ones first. This should prevent excess tools around the ship. - Misc: When you destroy a train, items it has loaded are now placed on the ground (instead of disappearing). - Misc: Wild animals that get stuck (usually because they run out of territory) now despawn after some time. - Misc: You can now place the blueprints of extraction buildings even if you don't have the necessary resources yet. - Performance: Many different performance optimizations. Should increase late-game FPS by about 15-20%. - UI: Added suggested buildings when selecting auto workshops and farms. - UI: Left-clicking on a construct-objective now puts you in the construct-mode (if possible). Right-clicking opens the encyclopeadia entry. - UI: Reduced the frequency of thought bubbles. - UI: Right-clicking on a production recipe now takes you to the ency-page of the first output. - UI: Self-destroying messages now disappear faster. - UI: The energy panel is no longer shown while a building is under construction. - UI: When selecting an exit hopper, you can now quickly turn it into an overflow hopper (and back). - UI: When the inventory/colonist management/message log are open, you can close them by pressing the respective key again. - UI: When you alt-cancel click on a thing marked to be mined, all objects of that type will now be un-marked. - Visual/Misc: Removed the weird first step of the building upgrade process. - Visual: Fixed the raft enemies use to escape. - Visual: Fog effects are no longer visible through the fog of war. - Visual: Redesigned the input/output boxes of auto-workshops. - Visual: Redesigned the train station. - Visual: Updated the models of the smelter and orecrusher.
[ 2021-09-06 07:58:25 CET ] [ Original post ]
- Balance: All quarries are now tier 3 and can be built as soon as steel beams are available. - Balance: Clay patches in mountains now also appear in higher tier biomes. They are less frequent than the other veins but you should have at least one on every map. - Balance: Crushing bornite & carbonate only gives one crushed unit as a result. At the same time increased the crushing speed. - Balance: Dark geodes now require copper pickaxes to mine. - Balance: Harvesting higher tier crops now requires the corresponding shovels. - Balance: Increased the effect range of the decoration buildings by a lot. - Balance: Increased the speed of rock crushing. - Balance: Made the mining times a bit more uniform. Most things that give resources now take a base time of 20s. Scenery like branches or flowers is 10s. - Balance: More bornite from dark geodes. - Balance: Moved the auto mason, auto farm & auto grove to tier 3. - Balance: Moved the auto smelter to the end of tier 2 - you can now automate the whole ore smelting process before moving to tier 3. - Balance: On multi-biome maps, trade caravans can now also request items from the lower biome tier. - Balance: The malachite ingot now requires CrushedAzurite. - Balance: The modern building part now requires CrushedVanadium. - Balance: You can now also produce copper coils and machine parts in the metal workshop. The electronics factory now requires copper coils and machine parts. - Balance: You can now only execute a trade with the caravan once - afterwards it disappears. - Campaign: Adapted missions 4 and 5 to the new production tree. - Campaign: Island 10 is now 50% grassland. - Campaign: The lookout tower is now disabled in the campaign. It is still available in other game modes. - Fixed: A shipping port in automation mode should no longer export goods accepted by its exit hoppers. - Fixed: Arrow indication of track layer not rotating when pressing the rotate-key. - Fixed: Being able to "click through" the confirmation dialog backdrop on the world map. - Fixed: Bug in the distance calculation causing colonist to not bring items to the nearest depot/stockpile. - Fixed: Deconstructing a hopper while a depot is under construction no longer cancels the construction job. - Fixed: Enemies leaving getting stuck when reloading while they are on thier way to the raft. - Fixed: Enemies leaving getting stuck when reloading while they float away. - Fixed: Error loading tutorial maps with no ship. - Fixed: Export/import price info shown in encyclopaedia for buildings etc.. - Fixed: Fixed map seeds on world map changing after reloading. - Fixed: Heart cloud not disappearing when recruiting after loading a save. - Fixed: Height of hoppers placed on train stations. - Fixed: Invisible clone and follow buttons. - Fixed: Items are now rearranged when a depot entry/exit is removed. - Fixed: Items getting stacked oddly after an item is unloaded from a cargo ship. - Fixed: Items getting stuck in mid-air when unloaded from ships. - Fixed: Items in transfer to a belt that is deleted are now properly unreserved. - Fixed: Items loaded by inserters to auto workshops are now properly placed. - Fixed: Not being able to set priority on cargo port. - Fixed: Power pole colors not matching the energy state in some cases. - Fixed: Preview invisible in some cases. - Fixed: Some conveyor layer weirdness involving transitions from highlow (and reverse). - Fixed: Some weirdness connecting consecutive roads. - Fixed: Weirdness related to conveyor laying starting on the last tile, not the next tile. - Fixed: You can no longer clone the galleon in mission 5 and the monuments/portal in mission 8. - Fixed: Zooming no longer possible after toggling the ego camera. - Gameplay: Colonists should no longer take items from depot entries. - Gameplay: Inserters no longer put items on tiles with ongoing construction going on. - Gameplay: Instabuild-buildings can no longer be placed over minables. - Gameplay: Items brought to exit hoppers now stay reserved. This prevents colonists from taking the items away. - Gameplay: Power poles are now instabuild and require a copper coil. Also increased the range to 12. - Gameplay: Starting in mission 5, the cargo space of the ship is increased to 200. - Gameplay: The metal mixing furnace now consumes energy. - Gameplay: When an upgrade job is cancelled while a Kubi is already executing it, it will be stopped before it is finished. - Gameplay: When changing the recipe in an automatic workshop, the game automatically adds the corresponding types to input & exit depots as well as exit hoppers. [in assist mode] - Gameplay: You can no place buildings over items that are reserved. - Misc: After laying a road, you can immediately start a new road starting from the last tile. - Misc: Cargo ports in automation mode can now directly unload onto an exit hopper. - Misc: Colonists should now prioritise nearby stockpiles. - Misc: The auto-color assignment function will now make the colonist with the best hammers "global builders". - Misc: The high capacity depot is now disabled in the campaign. It is still available in other game modes. - Misc: When cloning a track, the game no longer tries to extend the current track but opens the lay track tool. Trying to extend an existing track is often ambiguous and confusing for the player when it goes wrong. - Misc: When placing an inserter an a depot is in range, the game automatically places entry or exit hoppers (when assist mode is enabled). - Misc: When unloading a ship, the crane now unloads piles fully before going to the next pile. - Tutorials: The tutorials will be adapted to assume that you have assist mode on and give you a warning if you do not. - UI/Gameplay: When selecting an item, there is now a "X"-button that allows you to displace the item. Useful to manually clear "wrong" items from conveyor belts or inserters. May cause bugs when used in certain situations, so use carefully. - UI: Cloning a depot, zeppelin depot etc. now clones the type filter as well. - UI: Fixed icon and text for custom recipe names (like "rubble sorting") in production UI. - UI: Removed the priority panel from the shipping port and re-added the price panels. - UI: Right-clicking a building in the build menu now opens the corresponding ency page. - UI: The depot type filter now prefers to show things delivered by inserters from connected workshops. - UI: The initial cursor for the road and conveyor layers is now a multi-directional arrow as the rotation does not really matter. - UI: The shipping port now shows a warning when you try to export a good that cannot be exported. - UI: The shipping port now shows a warning when you try to import a good that cannot be imported. - UI: When a energy network has no constructed producers, they now show a warning. - UI: You can no longer make conveyor distributors with the conveyor belt tool. Instead, you select an existing belt and toggle it to be a distributor or not. - Visual: Further improved the look of the conveyor ramps. - Visual: Improved the look of conveyor ramps. - Visual: Items unloaded from ships should now be rotated correctly by the crane.
[ 2021-08-30 20:21:11 CET ] [ Original post ]
Welcome to the latest Kubi progress report! [previewyoutube=AERTn6oaeuc;full][/previewyoutube] In this episode: 1) Top 10 new Kubi features 1.1) Progress on campaign 1.2) Mid-game balancing and gold exporting 1.3) Building without unloading 1.4) Integrating boat & cargo into logistics network 1.5) Improved trains 1.6) Late-game balancing, rubble processing & more 1.7) More & better sound effects 1.8) Tier 4 houses, decorations & more 1.9) New user interface skin 1.10) Unified & improved user interface, windows etc. 2) Coming soon 3) Update on planned release Enjoy! :)
[ 2021-08-23 11:27:29 CET ] [ Original post ]
- Balance: Expanded/rebalanced the goods that can be requested by enemy camps. - Balance: Fruit trees now give way more fruit and less wood. - Balance: Goods requested by enemy camps are now always one tier below the terrain tier. (or 1) Also reduced the requested amount by 50%. Removed tools from the things that can be requested but added a few others. - Balance: Increased cargo ship speed. - Balance: Iron, copper and gold now also spawn in ice mountains. - Balance: Made trains about 50% faster and increased their acceleration. - Balance: Reduced the frequency of enemy camps. - Balance: The construction of most buildings now requires the tools corresponding to that tier (stone2, copper3, steel4) - Balance: Three plums from plum trees. Plum trees give three plums. "Three plum"-plum trees. - Balance: You can now import goods produced in the previous tier (-1). (before: tier -2) - Campaign: Added an objective to make steel tools to mission 6. - Campaign: The campaign now focuses on the peaceful play-style. Enemy camps appear later on, but you "defeat" them by buying them out. I'll elaborate a bit on the motivation of this change in the next progress report. - Campaign: The map seeds for the campaign are now hand-picked to ensure a smooth experience (vs e.g. starting next to a huge mountain). - Fixed: Accidentally selecting an island on the world map when closing the loading screen. - Fixed: Arrows on manual workshop after last patch. - Fixed: Buggy mission objectives in bonus missions 2+3. - Fixed: Camera not NE-aligned on start. - Fixed: Camera not moving / zooming while game is paused. - Fixed: Conveyor belt connectors (visual) disappearing when other connectors are created. - Fixed: Deprecated tools showing up in tooltip. - Fixed: Empty enemy camps staying on the map in peaceful mode. - Fixed: Environment particle colors on multi-biome maps. - Fixed: Glitchy zoomed out camera on some maps after last patch. - Fixed: Grassland foundations too high. - Fixed: Incorrect counting of substitute buildings, e.g. counting tier 1 houses for tier 2 house objective.c - Fixed: Island shape on world map not matching the actual island. - Fixed: Layout on world map exit confirmation dialog. - Fixed: Objectives not shown as optional when no intro text was provided. - Fixed: On the world map tooltips should no longer show while the loading screen is visible. - Fixed: Right clicking on type opening ency but immediately closing it. - Fixed: Some minor bug fixes. - Fixed: The auto-assign feature now assigns logistics and power to everyone. - Fixed: The game running too fast at framerates above 60. - Fixed: Track/Conveyor preview not visible when - Fixed: Trains set to stop now actually do so. - Fixed: Weird visual glitches when in map zoom mode. - Fixed: You can no longer assign train stations under construction to a train's schedule. - Gameplay/Modding: You can customize the amount of goods loaded in a train wagon and their position. So you can easily make super high capacity train wagons. - Gameplay: Colonists now avoid food/drinks that are linked to the logistics system. - Gameplay: Groves and farms are now treated with the same priority. I.e., a high priority grove will now get tended to before a low priority farm. - Gameplay: If a depot has a type set to accepted, added exits now take on that type as default. - Gameplay: Increased the road, track and conveyor layer ranges by a lot. - Gameplay: Items will no longer get automatically added to an exit's filter if the depot is receiving from the logistics network. - Gameplay: Train wagons now hold two items each! So a normal train now carries 8 items, making it essential for transporting large amounts of goods. - Gameplay: When you buy out an enemy camp the enemies now get on little rafts and drift away into the sunset. :) - Misc: Added an option to show & set production limits for all goods (and not just robot workshops). - Misc: General code cleanup. - Misc: You can now alt-click a track to start laying tracks. - Performance: Fixed lag when marking a big area to be mined. - Performance: Made several late game performance improvements. - Performance: Made the road, track and conveyor layers much faster. - Performance: Removed a number of expensive sorting operations. - Performance: Voxel models uvs are now buffered on load, not on first use during play time. - Streamdeck: I updated the StreamDeck support to work with the new icons. Have a look at - UI: Cleaned up the train UI. Also, clicking on a wagon should now show the train UI. - UI: Made the colonist management screen much prettier. There are now guiding lines and the explanation text is moved to the tooltips. The assist buttons have been moved to the top right. - UI: Many more tooltips from the info panel now appear at a fixed position. - UI: The enemy buy land UI now highlights the resources that are missing. Also, the buy-button is greyed out when you are missing something. - UI: The fighter-button in the top is now hidden on maps where combat is disabled (e.g. in the campaign).
[ 2021-08-18 07:02:39 CET ] [ Original post ]
- Balance: Electric components and water extract now require oil. - Balance: In the claim territory-objective you now only need 80% of the tiles. (before 90%) - Balance: Made drones a bit slower. - Balance: You now need MinedCarbonate to build an oil pump (oil wells only exist on tier 4+). - Campaign: Added a bonus objective to mission 5 encouraging the player to automate charcoal production. - Campaign: Added additional objectives to mission 5 to lead you to the required materials for the ship construction. - Campaign: Rebalanced mission 6 and made the combat robot production optional (you can now also buy the enemy territory). - Campaign: The objective asking you to gather/produce food now only require one item each. - Combat: The healing robots heal a random friendly injured unit in range with a higher amount. (before it was an aura effect) - Combat: When sending your robots into enemy territory, they will now stop and fight when an enemy comes into range. Especially relevant for things like the catapult. Clicking on friendly/neutral ground will result in a regular move-command. - Content: Added a cute 2x2 depot. - Content: Added music for tier 4. - Content: Added/replaced a bunch of new descriptions. - Fixed/Campaign: Removed the malachite block objective from main mission 6. - Fixed: Bug when depot tries to clear a tile but depot is full. - Fixed: Centrifuge and ore crusher now use energy. - Fixed: Colonists ignoring tile limit when unloading after last patch. - Fixed: Double arrows from ship/cargo port to stockpiles etc. - Fixed: Error in missing ingredient warning. - Fixed: Game adding (invisible) extra foundations to zones after saving/loading. - Fixed: Height of buildings placed on foundations. - Fixed: Height of shipping port. - Fixed: Logistics & Power not enabled for gorillas. - Fixed: Made sure that you can find enough ancient building parts in mission 8. - Fixed: Made the game a bit more lenient with certain errors in mods. - Fixed: Mouse clicks in the lower part of the screen sometimes not registering. - Fixed: Possibly fixed a bug that could lock the game when you clone a building that is being destroyed. - Fixed: Problem where inserters would not serve an automatic workshop when some of the ingredients are already served. - Fixed: Reservation issue with unloading from boat in the last patch. - Fixed: Robots counting towards colonist limit. - Fixed: Selecting your boat no longer gives you a type filter panel. - Fixed: Settlement text in colonist screen is now in orange when there is a problem. - Fixed: Workshops no longer get a warning for being under construction. - Fixed: You can no longer build disabled buildings via the encyclopaedia. Also added a temporary dialogue to mission 7 to tell you what's going on. - Fixed: Zone colors partially resetting when loading. - Gameplay: At the beginning of a map, when assisted mode is enabled, colonists will automatically unload and equip tools from the ship. - Gameplay: Colonists can now bring fuel to power generators. To do so, link an input stockpile (as you would do with an automated workshop). Also added a warning when the generator is neither served by an inserter, nor a stockpile. - Gameplay: Colonists now avoid food/drinks that are linked to a workshop, e.g. milk used to make chocolate milk. They will still consume it when there is nothing else though. (This replaces the former 'forbid consumption' feature.) - Gameplay: Depot exit hoppers now accept all goods by default. - Gameplay: When an item on an exit hopper is no longer accepted by that hopper, it is now brought back into the depot. - Gameplay: You can now "centrifuge" rubble to get iron, copper or gold. - Gameplay: You can now build train tracks and conveyor belts using cargo from your ship. - Gameplay: You can now crush rocks into rubble. - Gameplay: You can now instabuild things like inserters using cargo from your ship. - Gameplay: You can now unload goods from your ship to the logistics system! - Misc: Automated workshops don't start a new production job when the priority is set to pause. - Misc: Changed the bug report button icon. - Misc: Made the loading process with mods a bit more forgiving when expected types are missing. - Misc: Rearranged the workshops so that every building fits on the same page. Automated workshops now all have a "(a)". - Misc: Removed some recommendations from campaign missions. - Misc: Removed the lightning effects when playing at fast game speed. - Misc: The quarry now gives you rocks and clay with equal probability. - Misc: Tier 2-Sprinklers are now upgraded from tier 1-sprinklers. - Misc: When a type is added in a depot, depot exits of that depot will now accept that type as well, unless they are already set to accept something. - Misc: Wild animals are now more likely to stay outside of your area. - Misc: You can now place a shipping port over minables (like the other buildings). - Misc: You can now zoom out the camera further. - Misc: Zooming the camera now feels less 'floaty'. - UI: Added a hint message when you've reached maximum zoom. - UI: Added a toggle button to the encyclopaedia that hides/shows things like wild animals, rocks etc. that are not usually what you are looking for. - UI: Added inserters to the hopper-building panel. - UI: Added item prices to encyclopaedia. - UI: Added output arrows to auto farms/groves. - UI: Redesigned the cargo port ui panel. - UI: Right-clicking on an item in a type filter now takes you to the corresponding encyclopaedia entry. - UI: Some layout improvements for the encyclopaedia. - UI: The attack-enemy-camp button is now highlighted when an attack is in progress. - UI: When alt-clicking a combat robot, the game now selects all bots of the same type. - Visual: Depots now lift items to the correct target height. - Visual: Depots should now rotate items correctly in many cases. - Visual: Fixed items floating slightly in stockpiles built on foundations. - Visual: Foundations are no longer built under shipping ports. - Visual: Horse carriages now idle by going to random other stations, not the nearest one.
[ 2021-08-06 18:18:15 CET ] [ Original post ]
- Balance: Harvesting lotus now gives you flowers. - Balance: Increased the prices for gold blocks. Crafting and exporting them is now a good source of income. - Balance: Increased the saturation Kubis get from eating/drinking processed food. - Balance: Reduced growing time for desert crops & trees. - Balance: Reduced spawn frequency for small/tiny maps by 20%. - Content/UI: Made a new UI theme! - Content: Added a number of new icons. - Content: Added enemies for tier 4. - Fixed: Construction jobs no longer show a warning when an ingredient can be fetched from the boat. - Fixed: Fixed UI for selected combat robots. - Fixed: Fixed some UI issues for charging buildings. - Fixed: Inactive text not visible with new UI. - Fixed: Input/Output arrows when building auto workshops pointing in the wrong direction in some cases. - Fixed: Numerous smaller issues and improvements. - Fixed: Objective panel size not updating when group is completed or victory message shown. - Fixed: Removed type filter UI on shipping ports. - Fixed: Removed victory message when playing a bonus mission. - Gameplay: Animals no longer count towards the colonist limit. You can take as many as you like on your boat. - Gameplay: Buildings that are buildable using the items on your ship are now automatically unlocked. - Gameplay: Colonists will now take items from the ship for construction when required. - Gameplay: Hoppers can now also be placed in a depot under construction. - Gameplay: Mission objectives of type "own" now count the cargo on your ship as well. - Gameplay: The trade caravan no longer spawns on every map. When it does, it comes with a small 3x3 depot in which the received goods are stored. (Until you run out of space). - Gameplay: When expanding your territory, the game now guesses the color for the new area (instead of just defaulting to red). - Gameplay: When laying consecutive conveyor belts, the following belts now start on the tile where the last belt ended (and not on the tile after that). - Gameplay: YOu can now upgrade buildings using materials from the boat. - Misc: Removed SteelBlock objective from bonus mission. - Misc: Removed several old assets that were deprecated in 04/21 or earlier. - Misc: Removed the "Unload tier x resources" recommendations. Now that colonists can just take building materials from the ship, they are not as needed any more. - Misc: The game no longer auto-saves on tutorial maps. - Performance: Combined the materials for several things, might improve GPU performance. - UI: A number of smaller UI improvements and fixes. - UI: Added a warning to automatic workshops which don't have all required inputs connected. - UI: Changed the message panel to have one background panel. - UI: Changed the objective panel to have one unified background panel. - UI: Clicking on a colonist limit objective now takes you to the colonist management screen where you can fix it. - UI: Fixed UI when selecting zones. - UI: Improved the look of the inventory panel. Cargo on the ship is now always included in the number. - UI: Made the UI info panels much more uniform and changed their general look. - UI: Made the tooltips one-column and tweaked their content. - UI: Redesigned the look of the buttons. - UI: Removed the "disable building" panel from buildings that also have a selectable priority (which can be set to pause). - UI: Removed the import/export buttons from the shipping port UI and made it more compact. Linking import/export stockpiles is now enough and you don't get a warning any more. - UI: Some panels are now hidden while a building is under construction. - UI: The "show all types" button is now right of the filter text field. - UI: The conveyor mode button is now integrated with the type filter panel. - UI: The idle colonist tooltip now shows how many colonists are active/idle in each zone. - UI: The place hopper panel is now also shown when selecting a depot under construction. - UI: Unified the look and feel of icon/text buttons.
[ 2021-07-15 17:28:49 CET ] [ Original post ]
- UI: You can now collapse the objectives as you can with the recommendations. - Balance: Increased the time it takes for colonists' needs to reach the next stage from 58. - Misc: Removed names from zones, carriages and depots. It was mostly cluttering the UI. Animals and colonists still have names of course. :) - Misc: Donations are now disabled for the campaign mode. Getting random items can be confusing for newer players as it messes up the intended progression. They are still available for custom maps. - Misc: Clarified and corrected the actor state tooltip regarding decorations and social buildings. - Modding: MineableInfoSpawnOnRemove can now be a comma-separated list of things. - Modding: Added WorkshopRecipeInfoAnimationOverride. Use this to have different workshop animations for different output products. (Experimental/untested) - Fixed: Double foundations when building piers. - Fixed: Removed the automatic smelter target from story mission 4. - Fixed: Tooltip & encyclopaedia entry for items like logs that are obtained from plants. - Fixed: You can no longer deconstruct your starting ship.
[ 2021-06-21 11:09:43 CET ] [ Original post ]
Early Access 15.6.2021 - Audio: Fixed a number of audio/mixing related issues. - Audio: Added selection sounds for many things. - Misc: Added some recommendations to unload the building materials from previous tiers to get started on a new island. - Content: Added the drone factory and drones (faster version of zeppelins). - Tutorials/Campaign: Included many objectives from the basic tutorial to the first campaign mission so that new players don't need to play the tutorial first. - UI: Buildings under construction that can also be upgraded now show the construction UI. - Gameplay: "use as stockpile" no longer needs to be active for depots to request from the shipping port. - Fixed: A few bugs related to the elemental monuments. - Fixed: Double arrows from shipping ports. - Fixed: No more warning on shipping port when logistics mode is activated. - Fixed: Main campaign not selected by default. - Fixed: Selection sounds not playing. - Fixed: Updated the horse tutorial. - Fixed: Updated the shipping port tutorial. - Fixed: Updated the auto-workshop tutorial and added an additional step. - Fixed: Updated the shipping logistics tutorial. - Fixed: Train and horse carriage sounds not working correctly. Early Access 14.6.2021 - Gameplay: You can now connect shipping ports to the logistics system! Just connect everything up and the port will automatically import things that are required on your island. - Tutorial: Added a new tutorial to demonstrate how to connect the shipping port to the logistics system. - Gameplay: The monuments in mission 8 now need to be charged over time. Added the "charge"-functionality to workshops and a "charge"-objective. - Misc: When selecting an exit hopper, the game now suggests the item types accepted by the containing depot. - Balance: Changed the elemental extractor to have 6 inputs and adapted the recipes accordingly. That way, you can use a 3x3 depot or zeppelin station to load them. - UI: The encyclopedia now shows the ingredients used to construct a selected building. - Misc/UI: Since they are no longer connected, the zone color overlay no longer activates when selecting boats/bonfires. - Misc: When placing an instabuild-building like an inserter, items on the tile are now displaced. - Fixed: Colonists and robots no longer spawn under your ship. - Fixed: Click collision boxes not centered on some objects. - Fixed: When restarting a campaign map, the cargo should no longer disappear. - Fixed: Depot cranes delivering things to other stations when a logistics job is present. - Fixed: Issue where horse carriages would get stuck in an invalid job. Early Access 7.6.2021 - Content: Added sounds for many animals. - Content: Added sounds for many buildings. - Content: Added sounds for enemies and robots. - Content: Added sounds to horse carriages and trains. - Content: Added tier 4 modern house. Also fixed the housing priorities/values for the other houses. - Content: Added the slot machine and the mini golf place (social buildings). - Content: Added the bonsai plant and the water fountain (decorations). - Gameplay: When you place a conveyor belt, the items on the tiles are now automatically displaced. - UI: When placing a shipping port, the overlay now shows spots in yellow where you could fit a port in a different rotation. - Balance/Fixed: Upgrading a tool workshop to an advanced tool workshop no longer requires an IronBlock. - Fixed: Transparency & Glow not working correctly when something is constructed. - Misc/Fixed: Fixed ambience audio volume in small maps. Early Access 31.5.2021 - Balance: Reduced the number of SteelBlocks required to make SteelBeams. - Balance: Removed SteelBlocks - instead you can directly craft SteelBeams. - Balance: Simplified the steel production. You can now use CrushedBornite to create SteelBlocks instead of going through the centrifuging step. - Misc: Added a foundation for the ice biome. - Misc/Modding: Added EnemyClaimInfoPurchaseCostMultiplier. - Misc/Modding: Added EnemyClaimInfoCanDefeatViaCombat and EnemyClaimInfoCanDefeatViaPurchase. - Fixed: Minable-tooltip suggesting tools that are deprecated/removed. - Fixed: Horse carriages getting stuck in place after loading. - Fixed: Horse carriages getting stuck in unloading state after loading. - Fixed: Horse carriages "losing their job" after loading. - Fixed: Missing description when loading a campaign game. - Fixed: Issue resuming games from campaign maps. - Fixed: Layout issue with confirmation box in main menu. - Fixed: The logs mined from trees in groves with multiple products are now correctly brought to the connected output stockpiles. - Misc: Upgraded to Unity 2019.4.27.
[ 2021-06-18 11:39:35 CET ] [ Original post ]
- Content: Added missions to the three optional islands in the campaign. They are mostly about gathering and hoarding resources for the upcoming islands. They can be left at any time. Some story dialogue might come later. - Misc: The terrain generator now creates more detailed/flat terrain in the lower/higher tiers. Modders: Have a look at TerrainInfoTerrainEqualization. - Misc: Unfortunately, the MacOS version can no longer be updated. Have a look here for the full story and what options you have as a Mac user: https://steamcommunity.com/app/898720/discussions/0/5879990700797987185/ - Fixed: Ingredients and source building not consumed when using UpgradeableBuildingInfoInstaBuild from last patch. - Fixed: Removed iron tools from tool workshop. - Fixed: Enemy camps should no longer demand (higher subtier) goods you cannot produce yet. - Fixed: Conveyor belts not connecting correctly in some cases after getting built. - Fixed: Conveyor belts remaining reserved when an adjacent belt is removed. - Fixed: Items getting stolen from elemental extractor. - Content: Added four elemental temples for the final story mission (incl. building phases). - Gameplay: Removed the zone color effects of bonfires. To change the color of zones/create zones, use the zone color tool. - Gameplay: When stockpiling items, colonists now prioritize stockpiles near the item. - Misc: Increased the base camera rotation speed. - UI: When loading a save game while in a game, there is now a confirmation prompt. - UI: Added the "Lock cursor" setting for multi-screen setups. (Please let me know if it does the trick as I have no way of testing it.) - Misc/Modding: Added UpgradeableBuildingInfoInstaBuild to allow instabuilding building upgrades. - Fixed: When removing a conveyor belt, the items it carried should no longer float. - Fixed: The preview of how much rocks you need to build a road no longer counts tiles that already have a road. - Fixed: Zone colors not being saved. - Fixed: "Use as stockpile" getting reset after loading.
[ 2021-05-24 07:11:11 CET ] [ Original post ]
- Content: Added descriptions and names to a number of new objects. - UI: There is now a dedicated upgrade-objective. Clicking on the objective will take you to a building you can upgrade. - Misc/Modding: Added ActorInfoVisionRange. - Fixed: Ore crushing tutorial not completing. - Fixed: Custom map screen too big in 5:4 resolution. - Fixed: Make-Happy objective triggering too early in some cases. - Fixed: Buildings that are only supposed to be created via upgrading being buildable via the encyclopaedia. - Fixed: Buildings that have not been unlocked yet being buildable via the encyclopaedia. - Fixed: Removed date milkshake from mission 3. - Fixed: There is now at least one reindeer on ice biomes.
[ 2021-05-04 08:17:17 CET ] [ Original post ]
I have created a new progress report for you to enjoy! :) [previewyoutube=DMdTtZjVxmU;full][/previewyoutube] In this report I talk about the Tier 4 terrain, Gameplay, Balancing, UI and what will come next.
[ 2021-05-04 07:52:21 CET ] [ Original post ]
Content - Content: Added a 3x3 version of the depot. - Content: Added a bunch of content for the ice biome. - Content: Added a few plants, rocks and geodes to the ice terrain. - Content: Added a first draft of the tier 4 terrain including many new animals. :) - Content: Added glow effects to a number of buildings. - Content: Added more birds and some mushrooms. - Content: Added more variations to neutral colonist camps. - Content: Added the automated 3x3 horse station. Use this to connect your carriage network to automated factories. - Content: Added the preliminary main campaign to the game and removed the random campaign. The missions are still not entirely balanced and the dialogue is not implemented yet, but you can already try some of the missions. - Content: Peaceful capitalist enemies! :) Instead of killing enemies in their camps, you can now pay resources to buy the land instead. The price depends on the tier and the strength of the camp. - Content: Removed the long train stations/factories from the vanilla game. They are still supported and you can easily add them again via modding. - Content: Replaced iron tools with copper tools (iron and steel were hard to tell apart). Added copper and steel blanks. - Content: Replaced many item models with prettier models. - Tutorial: Changed the basic colony tutorial to teach you to link your starting ship to a stockpile to unload it. The old way of clicking on things to unload them may become deprecated in the future as it leads to a micromanagement-intensive and clunky mess later on. - Tutorials: In the campaign mode, the game now recommends specific tutorials for each mission. You can play those recommended tutorials directly from the world map, you no longer need to go back to the main menu to do so. So new players can now start the campaign without going through all the tutorials first. Gameplay - Gameplay: At the beginning of each island colonists only need basic items to be happy. Every few days their needs advance to the next tier. - Gameplay: Colonists should no longer wish for things that you cannot build on the same island, e.g. clay things on the first island. - Gameplay: Horse carriages no longer have schedules. They work like the zeppelins now. You only need to build and link the horse stations and the carriages will automatically go where needed. (Or randomly wander around when not needed.) - Gameplay: The auto-assign button in the colonist menu now also assigns the colonists to zone colors. Larger zones will get more colonists. - Gameplay: You can now place buildings on low ground/sand. The game will automatically place the foundations for you. - Gameplay: You can now place buildings on mineable objects like rocks or scenery. The objects underneath the blueprint will be mined with high priority before the building is build. - Gameplay: You can now place roads/tracks&belts on low ground/sand. The game will automatically place the foundations for you. - Gameplay: You can now send your robots to all visible tiles. User interface - UI: Added a construct building button to encyclopaedia pages of buildings. - UI: Added a hint to the ship panel that 99 resources of each type are automatically loaded onto the ship. - UI: Added a loading screen to the campaign. Modding: The image and text can be changed via LoadingScreenInfo and CampaignInfoLoadingScreenText. - UI: Added a tool-tooltip to the top panel. - UI: Build buttons in each category are now always sorted. - UI: Building categories are now always sorted. - UI: Changed how the number of unhappy/neutral/happy colonists is displayed in the top bar. - UI: Clicking on a produce/construct-objective now takes you to the corresponding encyclopaedia page. - UI: Made the objective & recommendation panels 20% smaller. - UI: Removed the "propagate to output" and "forbid usage" buttons. I think they are not really useful in many cases and make the UI more complicated than it needs to be. - UI: Removed the 4x speed option from the UI. You can still access 4x speed by holding shift while clicking on the button or using the corresponding key. - UI: Reversed the "forbid stockpiling" button. - UI: The building buttons in each category are now sorted by sub-category and no longer just alphabetically, e.g. all houses are now grouped and in order. - UI: The food and drink tooltips in the top no longer show food that is not available on the current tier. Also, the rate of change is no longer displayed. (It is still shown in the inventory) - UI: The items in the type filter - UI: The spawn hopper panel as well as the conveyor belt option are no longer displayed for "crane-less" buildings like horse stations. - UI: The tooltip for crops now shows the farm land where it can be grown. - UI: Used to construct... now includes building upgrades. - UI: When a building is marked for an upgrade, there is now an arrow on top of it. - UI: When placing a power pole the game now highlights buildings that would be reached by it. - UI: When placing a power pole, the area covered by other poles under construction is now also highlighted. - UI: When selecting a depot/stockpile that is the input to a workshop, the UI now suggests types that fit the selected recipes. - UI: You can now click on the (un)happy colonist count to cycle through the corresponding colonists. - UI: You can now hold ctrl, shift or alt while selecting a zone color for a colonist to deactivate the other colors. - UI: You can now place farms/groves/stockpiles over items. The items that are in the way will be carried away by your colonists. Balance - Balance: Added a minimum spawn amount for cows. - Balance: Changed the building recipes for a number of buildings. - Balance: Changed the spawning rates for the third biome. - Balance: Charcoal now only requires one wooden board. - Balance: Colonists now get tired faster when carrying items. The heavier the item, the stronger the effect. - Balance: Combat robots are now faster. Healing and catapult robots are a bit slower than the melee bots, so they will tend to stay behind. - Balance: Doubled power plant fuel conversion efficiency. - Balance: Doubled the horse carriage speed. - Balance: Enemy camps are now farther away on big maps. - Balance: Extended claim and vision range of starting ship and bonfire. - Balance: Foundations are now free. - Balance: Increased horse speed by another 50%. - Balance: Increased the amount of logs/tree. Decreased the time to mine rocks. - Balance: Made zeppelins faster. Also removed the zeppelin station (without crane). Instead, you can now build the zeppelin depot station earlier. - Balance: Making butter and yoghurt and the food based on them now require reindeer milk, which is available on tier 4. Also moved the lunch box to the kitchen. - Balance: Mining soil now gives a rock. - Balance: Moved carbonate and the resulting malachite to tier 4. TrackParts and ModernBuildingParts now require SteelBeams instead. - Balance: Moved electronic components to tier 4. Modern building parts no longer require them. The TV-place is now in tier 4. - Balance: Moved oil wells, pumps, mining and transport robots to tier 4. - Balance: Moved the oil well and pump to tier 3. - Balance: Moved zeppelins to tier 2 (they now require copper blocks) and trains to tier 3 (they now require steel beams). - Balance: Planting and harvesting crops is now faster. Also, date and cacao trees grow faster. - Balance: Reduced the amount of money you get from recommendations by around 50%. - Balance: Reduced the scenery density in the higher tier terrains. - Balance: Reduced the size of small and normal maps a bit. - Balance: RefinedBuildingPart now requires WoodenBuildingPart,IronBlock,CopperBlock - Balance: Removed clay spawns in higher tier terrains. - Balance: Stone blocks now require 2 rocks again. - Balance: The big sand geode now only needs a wooden pickaxe to mine. - Balance: The recruit colonist objective now has 6 colonists (instead of 4). - Balance: The smelter now needs MinedCopper instead of MinedIron. - Balance: Tier 1 crops now grow faster. - Balance: Treadmills now require an iron block. - Balance: Tweaked the spawning rate/clusters of many resources. - Balance: You ship's cargo is now limited to construction materials and tools. Miscellaneous - Misc/Modding: Added DisableBuildingsInfo, which allows you to prevent the player from building a certain building in a given mission. Also prevents recommendations containing the building from showing up. - Misc/Modding: Added the possibility to add hidden objective groups, e.g. if you want to add in-between dialogue (ObjectiveGroupInfoHidden). - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfoHidden). - Misc/Modding: ObjectiveGroupInfoWaitFor can now be a list of multiple groups. - Misc/Modding: You can now set the (sort of) exact position where something spawns with CustomSpawnInfoPreferredX and Y. - Misc: Added IslandInfoOptional for bonus missions. - Misc: Automatic workshops that are served by at least one inserter no longer have their inputs cleared by colonists. - Misc: Carriages without a home station (spawned by the horse barn) are now set to manual mode. - Misc: Changed the order of recommendations for higher tiers. - Misc: Changed the order of the tutorials so that the three train example scenes are now at the end. - Misc: Changed the tier 3 domestic animal from the tortoise to the monkey. - Misc: Depots are now set to not act as stockpiles by default. - Misc: Implemented mini-pets (Kickstarter reward). - Misc: Increased the range of the road layer. - Misc: Power generators can now connect to multiple networks. - Misc: Recommendations for lower tiers are no longer shown in higher tiers. - Misc: Reduced the size of the tiny map to 64. - Misc: Save games are now compressed. As a result, they are much smaller, typically by a factor of around 15. Older non-compressed saves should still load correctly. - Misc: The auto-assign option now assigns the top 60% colonists to each task (previously it was the top 30%). - Misc: The estimated combat difficulty now takes armor into account. - Misc: The money you get from settling down colonists is now fixed and no longer based on their XP. - Misc: Upgraded to Unity 2019.4.21. - Misc: When cloning a building, its rotation is now preserved. - Misc: When linking an automated workshop to an output stockpile, the filter is now updated like with manual workshops. - Misc: When placing a bonfire or attacking an enemy camp, the terrain is now revealed instantly. - Misc: When using the conveyor belt tool to connect the end of a belt, it is no longer replaced with a distributor. - Misc: You can no longer place exit/entry hoppers on buildings without cranes like horse stations. - Misc: You can now build elevated tracks and conveyor belts over water and other non-buildable terrain. - Misc: You can now set production limits for the tool workshop. - Modding: Added ActorInfoSettleDownDefault. - Modding: Added AutoFarmInfoReserveOnHarvest. - Modding: Added BuildingRecipeInfoCanBuildOnWater so that you can make buildings that are placed in the ocean. Make sure to use InstaBuild because colonists can't get there. Note that even if you add a foundation to water, it won't expand the nav-mesh for the colonists. - Modding: Added DialogInfoBackgroundImage which you can use to have custom backgrounds for your story dialogue. - Modding: Added TerrainInfoRequireConsistentLandMass. By disabling it you can make the game generate islands that cannot be reached by walking. - Modding: You can now replace in-game images like portraits by adding an image with the same name. - Performance: Reduced number of smoke particles. - Performance: The health bars are now only visible when actors are hurt or robots are selected. - Settings: Added an option to disable particle effects. Believe it or not, the transparent particles from the smoke effects cost a lot of time to render. Bug fixes - Fixed: A conveyor distributor no longer outputs to inputting belts in some cases. - Fixed: Added missing recipe for rail crossing. - Fixed: All mountains looking like they contain ore after last patch. - Fixed: Ambiance volume is now set correctly on startup. - Fixed: Colonists getting stuck when approaching an item that got stuck in the air for some reason. - Fixed: Colonists performing pasture related tasks showing up as idle. - Fixed: Construction objective counting buildings that are still under construction. - Fixed: Depots etc. not getting used for stockpiling when not enabled for logistics. - Fixed: Dialog text fade-in also paused when the game is paused. - Fixed: Infinite heart-cloud when recruiting after reloading. - Fixed: Issue with energy system after reloading in some cases. - Fixed: Items that are outside your territory are no longer counted by the "have..."-objective. - Fixed: Main menu looking weird on ultra-widescreen resolutions. - Fixed: Missing strings in custom map screen. Modifiers are also sorted alphabetically now. - Fixed: Mods that are disabled in the game would no longer show up after reloading. - Fixed: Mountains and other minables getting stuck in "shrunk" state after being mined once. - Fixed: Mountaintops looking the same after reloading. - Fixed: Plants in their early stage being unclickable. - Fixed: Possible crash caused by powering action. - Fixed: Possible crash occuring when loading a saved game caused by weird Unity glitch. - Fixed: Possible crashes when resuming save games due to incorrect serialization. - Fixed: Possibly fixed reservation problem caused by cranes. - Fixed: Power plant not getting animated correctly. - Fixed: Powerpole no longer needs tool level 3 - Fixed: Problems caused when workshops have the same recipe multiple times. - Fixed: Recipes for ranged combat and healing robots. - Fixed: Road preview looking broken in some cases after rotating a building. - Fixed: Scroll bars in colonist management screen sometimes not showing after changing the filter. - Fixed: Some more crashes due to incorrect serialization. - Fixed: Some recipes being shown multiple times in the encyclopaedia. - Fixed: SpawnerInfoExactSpawnNumber not always working. - Fixed: Start of search text field getting cut off. - Fixed: Text shown red in housing info even when enough housing is supplied. - Fixed: Text when an actor is gathering resources from animals. - Fixed: The cargo not being limited to 99 per item for construction materials. - Fixed: The recommendation system now accepts substitutes, e.g. - Fixed: The shape of roads is now correctly updated when a building is placed or removed nearby. - Fixed: Things possibly being in a wrong animation state after reloading. - Fixed: Unclickable trees after reloading. - Fixed: When cloning a belt or track, the UI should now be in the "correct mode". - Fixed: When mining animations are disabled, the resource no longer gets stuck in the "hit state". - Fixed: When upgrading workshops, input/output stockpiles and production limits are now preserved. - Fixed: You can no longer add or remove stations to carriages that are on auto-mode. - Fixed: You can no longer mine plants in auto farms/groves.
[ 2021-04-29 16:27:04 CET ] [ Original post ]
Early Access 22.3.2021 - Gameplay: Horse carriages no longer have schedules. They work like the zeppelins now. You only need to build and link the horse stations and the carriages will automatically go where needed. (Or randomly wander around when not needed.) - Content: Added a bunch of content for the ice biome. - UI: When selecting a depot/stockpile that is the input to a workshop, the UI now suggests types that fit the selected recipes. - UI: Made the objective & recommendation panels 20% smaller. - Balance: Extended claim and vision range of starting ship and bonfire. - Balance: Planting and harvesting crops is now faster. Also, date and cacao trees grow faster. - Balance: The recruit colonist objective now has 6 colonists (instead of 4). - Balance: Added a minimum spawn amount for cows. - Balance: Charcoal now only requires one wooden board. - Balance: Made zeppelins faster. Also removed the zeppelin station (without crane). Instead, you can now build the zeppelin depot station earlier. - Balance: Moved zeppelins to tier 2 (they now require copper blocks) and trains to tier 3 (they now require steel beams). - Balance: Moved the oil well and pump to tier 3. - Balance: Reduced the amount of money you get from recommendations by around 50%. - Balance: Reduced the size of small and normal maps a bit. - Misc: Carriages without a home station (spawned by the horse barn) are now set to manual mode. - Fixed: All mountains looking like they contain ore after last patch. - Fixed: The shape of roads is now correctly updated when a building is placed or removed nearby. Early Access 22.3.2021 - Balance: Increased horse speed by another 50%. - Balance: Tweaked the spawning rate/clusters of many resources. - Balance: You ship's cargo is now limited to construction materials and tools. - Balance: Tier 1 crops now grow faster. - Balance: Mining soil now gives a rock. - UI: When placing a power pole, the area covered by other poles under construction is now also highlighted. - UI: Added a loading screen to the campaign. Modding: The image and text can be changed via LoadingScreenInfo and CampaignInfoLoadingScreenText. - Tutorial: Changed the basic colony tutorial to teach you to link your starting ship to a stockpile to unload it. The old way of clicking on things to unload them may become deprecated in the future as it leads to a micromanagement-intensive and clunky mess later on. - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfoHidden). - Misc/Modding: Added the possibility to add hidden objective groups, e.g. if you want to add in-between dialogue (ObjectiveGroupInfoHidden). - Misc: The auto-assign option now assigns the top 60% colonists to each task (previously it was the top 30%). - Misc: When cloning a building, its rotation is now preserved. - Misc: Reduced the size of the tiny map to 64. - Misc: You can now build elevated tracks and conveyor belts over water and other non-buildable terrain. - Fixed: When cloning a belt or track, the UI should now be in the "correct mode". - Fixed: Dialog text fade-in also paused when the game is paused. - Fixed: Plants in their early stage being unclickable. - Fixed: Added missing recipe for rail crossing.
[ 2021-04-08 09:20:42 CET ] [ Original post ]
- Misc: Save games are now compressed. As a result, they are much smaller, typically by a factor of around 15. Older non-compressed saves should still load correctly. - Fixed: Issue with energy system after reloading in some cases. - Fixed: Some more crashes due to incorrect serialization. - Fixed: Scroll bars in colonist management screen sometimes not showing after changing the filter.
[ 2021-03-02 12:37:30 CET ] [ Original post ]
- Misc: Implemented mini-pets (Kickstarter reward). - Misc: Upgraded to Unity 2019.4.21. - Fixed: Construction objective counting buildings that are still under construction. - Fixed: Problems caused when workshops have the same recipe multiple times. - Fixed: Recipes for ranged combat and healing robots. - Fixed: Possible crash caused by powering action. - Fixed: Possible crash occuring when loading a saved game caused by weird Unity glitch. - Fixed: Possible crashes when resuming save games due to incorrect serialization.
[ 2021-03-01 17:17:42 CET ] [ Original post ]
Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals. Gameplay - Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter. - Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused. - Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains. - Gameplay/UI: You can now limit the number of robots to be produced in the production selection panel. - Gameplay: Higher-tier enemies and robots now have armor, which is subtracted from damage. This makes lower tier robots less effective in the later game. - Gameplay: You can now assign rally points to the robot workshop. To do so select the workshop and, you guessed it, right-click on the tile where you want the produced robots to go. - Gameplay: Colonists will now carry items out of a stockpile which don't match the type filter. - Gameplay: When selecting a train that has been stuck for a while, you now have the option to ignore signals. (Trains can get stuck in some cases after reloading a game.) - Gameplay: Unlocking buildings in a campaign mode map now keeps them unlocked when you go to other maps. - Gameplay: Colonists & Robots now avoid walking through enemy/neutral territory whenever possible. - Gameplay: The "earn money"-objective now only counts the money earned via exporting or recommendations. Money from previous maps is not counted and neither is the money your previous colonies send you. - Gameplay: Combat robots no longer count towards colonists that you can take onto your ship. - Gameplay: Deprecated the robot modes (eco etc.). They made the ui more confusing without really adding any interesting choices. - Gameplay: All robots (even damaged combat robots) can now be deconstructed using the wrecking ball icon in the info panel. Doing so returns the original ingredients of the robot. Campaign - Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions. - Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign. - Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign. Content - Content: Added the catapult robot (tier 2) which fires projectiles at enemies. - Content: Added the healing robot (tier 3). - Content: Added 3 new music tracks for the dark biome. - Content: Added many new animals. - Content: Added some more tree stump types. - Content: Added many new flying birds to all three biomes. - Content: Added many more crumble animations. - Content: Added some more icons. - Content: Started to add "crumble" animations to resources that get mined. Thanks to Screech for the inspiration! - Story/Modding: Added CampaignLoadoutInfoFixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands. - Story: Added support for story/dialog based missions. It is still very early in development, but you can now add dialog between characters to your mission. Of course it's also available for mods. Have a look at kubi.example.mission for some of the best screen-writing you've seen in ages. :) Balancing - Balancing: Spawn modifiers now effect minimum spawns as well. - Balancing: Spawn modifiers now effect the content of minable things like geodes. - Balancing: Spawn modifiers now effect if something can be imported via the shipping port. - Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet). - Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have... - no sheep and no clay (tier 1) - no iron ore (tier 2) - no carbonate (tier 3) Changed the recipes of some buildings to adjust to this. - Balancing: The basic house no longer requires fabric to build. It now requires a wooden building part and a stone block. - Balance: Increased the size of the fertile land around the desert oasis. - Balance: Made the fertile area in the dark terrain bigger and moved cacao trees there. - Balance: The auto basic workshop, auto mason and electronics factory now need power. - Balance: Increased the base mining speed by 33%. User interface - UI: The tooltip in the building panel now shows the buildings' power consumption. Also fixed the energy units. - UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list. - UI: When selecting an automated workshop that does not use power, the UI no longer shows the energy panel. (This might have confused newer players). - UI/Gameplay: You can now freely assign color zones using the new zone color tool in the tool bar! Doing so will override the color assigned by the closest bonfire. Changing the color of the bonfire will reset the color of the surrounding tiles to the color of the bonfire. - UI: If you open the build menu and right-click (or control-left-click) instead of placing a building, the camera will move to an instance of that building (if it exists). Click again to cycle through all buildings of that type. - UI: Added an error message when a game could not be saved because there was an IO error. - UI: Made the overlay showing areas covered by energy etc. more visible. - UI: Buildings marked for upgrade now show a warning if they are missing the required goods. Clicking on them shows the missing ingredient in the info panel. - UI: You can now rebind keys again! To do so, start a game, open the menu (e.g. escape) and experience the new "Rebind keys" menu. :) (There are probably a number of new bugs related to this.) - UI: You can now rebind the keys for camera rotation. Miscellaneous - Misc: Improved the animation of both inserters. - Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues. - Misc: Added more debugging info to eliminate the last remaining reservation conflicts. - Misc: Big update to Br/Portuguese translation thanks to HarD! - Misc: You can now zoom the camera out a lot more. - Misc: Deprecated the strawberry donut. - Misc: Replaced one of the music tracks in the game with a newer version. - Misc: The achievement Be our Mayor now only requires 30 colonists. - Misc: Trains now run at the same time resolution as the rest. - Misc: Searching in the product encyclopedia does not match the start of a word any more, e.g. searching for "place" will also show "workplace" now. - Performance: Greatly improved lags when building / deserializing big amounts of conveyor belts. - Performance: Made a number of other performance improvements. - Performance: Greatly improved lags when pathing in big train networks. - Modding/Misc: You can now change the image used in the loading screen. - Performance: The system caches are now cleared before starting a map. This should fix an issue where the game would slow down slightly with each subsequent map without restarting the game. - Performance: Searching in the build menu is now much more responsive. - Performance: When looking for ingredients to produce a thing, the colonists no longer search for the nearest items. This was a big performance bottleneck in the late game. Use input stockpiles or zones to prevent your guys from running across the island to make a wooden board. - Performance: The time required to look for ingredients is now much shorter. - Performance: A few more instances of costly checks are now buffered. - Performance: Made a number of other smaller improvements. - Performance: Reduced memory allocation for several routine things. - Performance: Made a number of smaller improvements. - Modding: Added WorkshopRecipeInfoCraftingMaximum to limit the maximum number of items that can be produced. Leave at -1 for unlimited. Note that this only applies to manual workshops and does not prevent the player from 'overcrafting' by using multiple workshops at the same time. - Modding: Added ModelInfoSelectionBoxHeight. Change the height scale of the selection box. Note that this value is not in tiles but relative to the default selection box. - Engine: Updated to 2019.4.17. Bug fixes - Fixed: Opening the settings screen multiple times no longer adds the rebind message over and over again. - Fixed: Removed SteelBlock from ModernBuildingPart recipe. - Fixed: Deactivating mods in the mod screen having no effect. - Fixed: Camera rotation keys not being locked in menus. - Fixed: Lag every few seconds due to donation receiver process not getting terminated. - Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data. - Fixed: AutomatedBasicWorkplace having no recipes. - Fixed: Player longer able to assign output stockpiles after last patch. - Fixed: A number of smaller fixes. - Fixed: When recommendations are disabled (e.g. on tutorial maps), you no longer get rewards on completing the invisible recommendations. - Fixed: Key bindings not working on subsequent maps in some cases. - Fixed: Zone color overlay not deactivating correctly after deselecting a bonfire. - Fixed: When an empty folder is found, the game no longer fails to start. This may have caused problems when a folder was moved/deleted in the master build, but Steam would only delete the files in the folder but not the folder itself on client/player computers. - Fixed: Possibly fixed a bug involving items getting stolen while waiting in an inserter. - Fixed: If you add replace the campaign loadouts, they will now really be selected by default instead of just pretending that they are. :) - Fixed: Error in serialization of carriages. Also some other smaller fixes. - Fixed: Power buildings in construction no longer connect to their neighbors when you select them. - Fixed: Advanced water sprinkler showing incorrect area in overlay. - Fixed: Recruited domestic animals behaving weirdly, e.g. picking up multiple goods and not dropping them. - Fixed: You can no longer build extraction buildings that you have not unlocked using the "vein-panel". - Fixed: Maybe fixed disappearing key bindings. - Fixed: Some more smaller issues. - Fixed: Fixed a number of smaller issues and added more debug infos to others. - Fixed: UI for zones not showing after last patch. - Fixed: Missing tooltip for upgradable buildings. - Fixed: Solar cells giving energy while under construction. - Fixed: Warning when connected energy network does not generate energy. - Fixed: Possible errors after selecting an object that just gets destroyed. - Fixed: Possible errors after removing a construction site while it is getting built. - Fixed: Ordering issue when constructing things. - Fixed: A number of smaller fixes. - Fixed: Made it less likely to not get certain ore veins. - Fixed: Pasture animals counted towards your cargo limit. - Fixed: Hotkeys are now unregistered correctly when leaving a map. This might have caused some keybinding issues. - Fixed: Error when a ship reaches a port that has been deleted. - Fixed: Power pole animation freezing after being selected in some cases. - Fixed: Possible timing issue when deserializing ore in mountains. - Fixed: Possible issue after loading/saving when assigned workshops are destroyed. - Fixed: Some possible errors/crashes when leaving a map. - Fixed: Some other smaller issues. - Fixed: Solar cell's power connector blocking tiles in some orientations. - Fixed: Items remaining reserved after getting "emergency dropped". - Fixed: Colonists not eating/drinking after last patch. - Fixed: You can no longer deconstruct your starting ship. - Fixed: The clone-button should no longer be active for buildings that cannot be cloned. - Fixed: Your buildings should now unlock correctly after loading a save game. - Fixed: "?"-message when completing a map after loading a save. - Fixed: When a shipping port can no longer find the target tile for a good, it is now brought to an arbitrary tile in an output stockpile. It's a mess but gets the port unstuck. Also added some debug output to find the root cause. - Fixed: Items freezing on conveyor belts when the next belt is reserved by an incorrect item after deserialization. - Fixed: Items freezing on conveyor belts when on high belts/ramps after deserialization. - Fixed: Achievement "Dr. Dolittle" not working. - Fixed: Camera rotation should now work while the game is paused. - Fixed: Improved WASD-scrolling at high framerates. - Fixed: Seagulls not showing. - Fixed: Birds and fish collecting over your ship like in a Hitchcock movie. Also while flying backwards. :) - Fixed: Debug menu not opened on F7. - Fixed: Colonists should no longer deconstruct buildings that are currently in use and produce in buildings that are being deconstructed. - Fixed: Glowing effects not attached to the correct building after reloading. Might fix "power pole ufo rings" too. - Fixed: Treadmills now need WoodenBuildingPart instead of RefinedBuildingPart. - Fixed: Some smaller issues. - Fixed: Treadmills and power poles now require copper blocks instead of coils. - Fixed: Fixed a timing problem that could lead to conflicting reservations. - Fixed: Maybe fixed a bug showing a false "no energy"-warning in some cases. - Fixed: Farm zones/groves now show a warning if not all products are accepted by connected stockpiles (e.g. logs and plums for plum trees). - Fixed: Possibly fixed a freezing issue when loading the world map. - Fixed: Bug in the updating of conveyor belts when output belts are removed. - Fixed: A number of other smaller and bigger fixes. - Fixed: UI issues in 5:4 aspect ratio resolutions. - Fixed: Achievements Be our Mayor and Belt world mixed up in some languages. - Fixed: Construction sites of auto farms/groves not cleared of items. - Fixed: Conveyor distributors should now keep their look when reloading. - Fixed: Bug causing trains to stop before fully entering stations in certain cases. - Fixed: You can no longer select combat robots in the colonist screen. - Fixed: Train signal positions at wrong height. - Fixed: Recipes appearing multiple times in encyclopedia. - Fixed: Some reservation issues after loading tasks. - Fixed: A number of smaller issues. - Fixed: Building material reservations remaining in some cases when a building task is cancelled.
[ 2021-03-01 11:15:53 CET ] [ Original post ]
Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals. - Misc: Improved the animation of both inserters. - Fixed: Removed SteelBlock from ModernBuildingPart recipe. - Fixed: Deactivating mods in the mod screen having no effect. - Fixed: Camera rotation keys not being locked in menus. - Fixed: Lag every few seconds due to donation receiver process not getting terminated. - Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions. - Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign. - Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign. - Content: Added the catapult robot (tier 2) which fires projectiles at enemies. - Content: Added the healing robot (tier 3). - Content: Added 3 new music tracks for the dark biome. - UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list. - Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have... - no sheep and no clay (tier 1) - no iron ore (tier 2) - no carbonate (tier 3) Changed the recipes of some buildings to adjust to this. - Balancing: Spawn modifiers now effect minimum spawns as well. - Balancing: Spawn modifiers now effect the content of minable things like geodes. - Balancing: Spawn modifiers now effect if something can be imported via the shipping port. - Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet). - Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data. - Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter. - Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused. - Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains. - Story/Modding: Added CampaignLoadoutInfoFixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands. - Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues. - Fixed: AutomatedBasicWorkplace having no recipes. - Fixed: Player longer able to assign output stockpiles after last patch. - Fixed: A number of smaller fixes.
[ 2021-03-01 11:04:01 CET ] [ Original post ]
- Gameplay/UI: You can now limit the number of robots to be produced in the production selection panel. - Gameplay: Higher-tier enemies and robots now have armor, which is subtracted from damage. This makes lower tier robots less effective in the later game. - Gameplay: You can now assign rally points to the robot workshop. To do so select the workshop and, you guessed it, right-click on the tile where you want the produced robots to go. - Balancing: The basic house no longer requires fabric to build. It now requires a wooden building part and a stone block. - Fixed: When recommendations are disabled (e.g. on tutorial maps), you no longer get rewards on completing the invisible recommendations. - UI: When selecting an automated workshop that does not use power, the UI no longer shows the energy panel. (This might have confused newer players). - Modding/Misc: You can now change the image used in the loading screen. - Fixed: Key bindings not working on subsequent maps in some cases.
[ 2021-02-04 10:43:13 CET ] [ Original post ]
Welcome to the latest Kubi progress report! [previewyoutube=ErgZyKLqFG8;full][/previewyoutube] In this report: - Tier 3 content complete - Workshops, quarries etc. - Animals & scenery - Items, food & drink - Descriptions and names - Performance & Bug fixes, Unity 2019 - Plan for 2021 - Bonus book recommendation Website: kubifaktorium.com Facebook: www.facebook.com/Kubifaktorium Discord server: https://discord.gg/kubifaktorium Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map
[ 2021-01-06 21:34:37 CET ] [ Original post ]
Content - Content: Added the television place (tier 3 leisure building). - Content: Added plums. - Content: Added a vast number of new descriptions to animals and items. - Content: Added a number of new possible names to animals. Much less Lissy now. :) - Content: Added some new icons and a huge margherita pizza. :) - Content: Added bornite and carbonate quarries and the corresponding veins. - Content: Added a bunch of new foods and drinks. - Content: Added plum trees. (plums will come soon) - Content: Added crocodiles to the desert. - Content: Added lizards as new tier 3 enemies. - Content: Added lanterns (tier 3 bonfire). - Content: Added the kitchen (tier 3). (no recipes yet) - Content: Added the automated well (tier 3). - Content: Added scorpions and scorpion nests (tier 3). - Content: Added cobras and cobra nests (tier 2). - Content: Added frogs and snails. :) - Content: Added bats. - Content: Added mules (tier 2) and tortoises (tier 3) as new domestic animals. - Content: Added camels (tier 2) and zebus (tier 3) as new pasture animals. - Content: Added a bunch of new recommendations for tiers 2 and 3. - Content: Added a tier 3 house. - Visual: Updated the models for the houses. - Visual: Replaced the model for the basic workshop. - Visual: Replaced the model for the scarab. - Visual: Replaced the model of the bakery. - Visual: Improved the models for pigs, cows, sheep and horses. - Visual: Replaced the model for the brewery. - Visual: When a network runs out of energy, there is no longer a flicker-fest. - Visual: Added glow effects for many buildings. - Visual: Automated farms now have a little water sprinkler in the middle. Gameplay/Balance - Gameplay: You can now load/grab items on/from up-going conveyor belts. - Gameplay: Recommendations now only show up when you have unlocked the buildings in question. - Gameplay: Substitutes should now count towards recommendations (e.g. the 3x3 horse station for the basic one). - Gameplay: Buildings you unlock on a map should now remain unlocked when you go to the next island. - Gameplay: Disabling an automatic production building will now also pause its progress (and not just prevent it from generating new jobs). - Gameplay: Increased map sizes to increase land mass by about 50%: Tiny=6475,Small=80100,Normal=100125,Big=112150,Huge=136175 - Gameplay: Shipping ports set to automated import will now balance the different goods it imports. If you have 2 exit hoppers set to accept 2 different goods, the port will now fill at most 50% of its storage with either good. - Gameplay: When you select a mining/transport robot, you can now disassemble it by pressing the wrecking-ball icon in the panel on the right. - Gameplay: Every actor now has a strength (default 1). If an item is heavier, then the actor will get slowed down while carrying it. - Balance: Reduced the scaling on the import/export prices. Modern building parts no longer sell for 900 coins. :) - Balance: Reduced the number of harvested dates per date tree 21. - Balance: You now start with 6 clay in your cargo. - Balance: Doubled the output rate of "useful stuff" from breaking down crushed bornite and carbonate. - Balance: Added 4 harvested wheat to the starting cargo. - Balance: Reduced the amount of ocean by ca. 1/3. - Balance: Reduced the density of enemy camps by ca. 1/3. - Balance: Slightly increased the radius of enemy camps. - Balance: Made the big enemies a bit stronger and decreased the overall number of enemies. - Balance: Beer now requires barley instead of wheat. Miscellaneous - Engine: Upgraded from Unity 2018 to 2019.4.10 - Misc: Tweaked the camera/map dragging movement a bit. - Misc: Disabling the UI now disables health bars. - Misc: Hiding the UI with F11 now also prevents thought bubbles and warning flags from showing up. - Misc: Added an ego-camera mode to the debug menu. It's not intended for actual play but you can use it for screenshots, video footage etc.. - Misc: Added three new warnings regarding shipping ports and automation mode. - Misc: Holding shift or control while changing a workshop job now suppresses the automatic filter update in connected stockpiles. (Alternatively you can disable assist mode in the settings) - Misc: The keys 0-3 now change the game speed (and no longer open the build menu). "B" is now the new hotkey for the build menu. - Misc: The debug remove function now also deletes items and betanium. - Modding/misc: When an object has multiple variations, the additional spawns will now get the same variations as the main spawn. - Modding: Deprecated some fields that were no longer used to avoid confusion: ItemInfoAssistUnload, HitpointInfoRegenPerSecond, CanOverlapBuildingInfo, DepotInfoTileLimitPerLogisticsTarget, WaveInfo, WorkshopRecipeInfoRequiredToolLevel (use ManualWorkshopInfoRequiredToolLevel). - Modding: You can now add parts that glow in the dark! The don't technically emit light onto other objects but they are unlit, meaning that they will shine at night. You can use this to add glowing windows to houses etc.. To do so you need to make a separate model and set its MaterialID to 2. Have a look at Lantern and LanternGlow as an example. - Modding: Removed a limitation that required every model frame to have at least one voxel. - Modding: AdditionalSpawns are now animated together with the main model during workshop production. Useful if parts of your production progress are glowing or transparent. (e.g. the smelter) - Modding: You can now set TerrainInfoPositionInWorld to a negative value to prevent that biome from spawning. - Modding: Added BuildingRecipeInfoUnlockWhenIngredientsNotPresent for research systems. - Modding: Added BuildingRecipeInfoBlueprintItems. In contrast to ingredients, blueprints are required to build something but will not be transported or consumed in the process. Use this if you want to make something like a building research system. - Modding: Added the CenterStack stacking option for the huge pizza. - Modding: You can now add job generation processes for custom tasks. Use this if you want to have fishermen or zen masters. Have a look at TaskGroupInfoAddJobGenerationProcess. Note: This can also be used to make the existing tasks more general or specific, e.g. by making a dedicated tree-planting task group. - Modding: Added ActorInfoAddTaskGroupsFromMods and TaskGroupInfoAddToDefaultColonists. Use these to add a task to vanilla colonists. - Settings: Added an option to disable lightning effects e.g. for players who are prone to visual-based seizures. - Settings: Added an option to disable warning flags, e.g. if you want to make warning-less screenshots. User interface - UI/Misc: Overly long description texts are now truncated in the info panel (you still get the full text in the tooltip). - UI: Added a confirmation dialog and a tooltip to removing ore veins/wells. - UI: Added a "place matching extraction building" to the vein/well panel. - UI: The combat task is no longer shown in the actor panel. - UI: Added the option "Don't use as stockpile" to stockpiles. Use this if you only want to use the stockpile as an output for a workshop. - UI: When placing a building with a range, the area covered by the new building is now easier to see. - UI: Added a hint to the build menu when you have not unloaded any building materials yet. - UI: Encyclopedia: Hovering over a workshop recipe, a "used to produce" or "produced in" section now shows a tooltip with the corresponding inputs/outputs/time. - UI: When selecting a building that produces/consumes energy, there is now a panel that informs you about this. - UI: Added a resolution selection screen to the game. Unfortunately the previous launcher that allowed you to change resolution & keybindings got removed by Unity. If something goes wrong with the new settings, you can always delete or modify the resolution.ini file in your save game folder. - UI: High money amounts should are now shown as #.#k or #k coins. Performance - Performance: Migrated the wind system to ECS. - Performance: Migrated the nav graph height adaptation to ECS. - Performance: Migrated the bird/fish behaviour to ECS. - Performance: Fixed things getting costly shadows even if they should not. - Performance: Removed empty space from some voxel models. (Should decrease startup time) - Performance: Some achievements are no longer checked after you achieved them. - Performance: Improved the performance of the stockpiling task. - Performance: Improved tile availability / stacking checks. - Performance: Improved equipment check. - Performance: Removed some costly (and hopefully obsolete) null checks. - Performance: Laying roads is now less laggy. - Performance: Improved performance of some achievements. (could cause lag spikes) - Performance: Improved performance of recommendation system. (could cause lag spikes) - Performance: Improved performance of animation system. - Performance: Moved the wind, animation, bird and height systems back from ECS. Unfortunately ECS does not seem as optimized as promised so I removed it again. :( Bug fixes - Fixed: Changing the DoF setting now applies the change instantly. - Fixed: Colonists getting a bit crazy at 4x speed. - Fixed: Layout bug in recommendations. - Fixed: When an auto-workshop was served by inserters that are then removed, the input boxes should now get cleared. - Fixed: When a conveyor distributor is set to prioritize an output that is then destroyed, it reverts back to default mode. - Fixed: Items being brought to the wrong stockpile when mining from things like plum trees that have multiple output types. - Fixed: Issues with train pre-signals. - Fixed: Lanterns not getting built correctly. - Fixed: Error in serialization of glow effects. - Fixed: Colonists visually sinking into the ground in shipping ports (and other buildings). - Fixed: Error in serialization of additional spawns which could lead to wrong reservations. - Fixed: Selection arrow not showing when a zone is selected. - Fixed: Inconsistent maximum range of power poles. - Fixed: Inconsistent icon colors in settings screen before/after you click a setting. - Fixed: Achievements are no longer granted during tutorials. (Except the two tutorial-related ones) - Fixed: Save games should now be sorted by last write date. - Fixed: Automatic workshops assigning all possible outputs to connected output stockpiles. - Fixed: Trains getting stuck in certain signal setups like in the tutorial. The downside is that they can now overlap at times but I guess it's much better than a deadlock for now. - Fixed: When assigning a colonist to a workshop, the arrow is now shown instantly. - Fixed: Trees are now planted in grove zones placed on foundations. - Fixed: Enemies not engaging in combat in rare cases. - Fixed: Bug causing production tasks to not get queued in some cases. - Fixed: Lumberjack achievement. - Fixed: You can no longer place bonfires under the fog of war. - Fixed: Goods imported at a shipping port in automation mode should no longer get exported from that port. - Fixed: Colonists dumping stockpile contents into the sea when resuming a save from a <8/10 old version. - Fixed: Link to road map in patch notes. - Fixed: "x" in resolution screen not working. - Fixed: Made scroll wheel scrolling faster in resolution screen. - Fixed: Bug causing production to halt in rare cases. - Fixed: Fuel based power generators stalling when the energy network changes. - Fixed: Horse barns not destructable. - Fixed: Changed the recipe for the MalachiteBlock to use CrushedMalachite. - Fixed: Unlocked buildings now reset when you leave the game. - Fixed/Modding: You can now modify existing map modifiers via modding. - Fixed/Modding: You can now make invisible types like the conveyor belts visible via modding. - Fixed/Modding: You can now modify existing arrays (e.g. terrain frequencies) via modding. - Fixed: Automatic workshops halting production when their energy network changes during production. - Fixed: Colonists should now stick to the height of the interaction spots while manual crafting. - Fixed: Horses spawning from the horse barn while it is still under construction. - Fixed: Icons in tooltips not showing correctly after upgrade to Unity 2019. - Fixed/Modding: Automated workshops continually producing even if output tiles are full when no output boxes are placed. - Fixed: The building destruction and cloning icons on the info panel are now disabled in certain tutorials. - Fixed: Items not being stuck in input boxes in some automated workshops. - Fixed: Recommendations not showing up after resuming a saved game. - Fixed: Foundations now correctly influence the height of actors walking on them. - Fixed: Pressing the cinematic camera key a second time now stops the animation. - Fixed: A few unhandled exceptions in the donation server. - Fixed: Flying items when a zeppelin is carrying something and its depot is destroyed and then you save/reload the game. - Fixed: Position of even-sized buildings when upgraded. - Fixed: Garbage dumps not accepting items after loading/saving while an item is on an entry spot. - Fixed: Garbage not decomposing after saving/loading. - Fixed: When an autofarm/grove is deconstructed, items reserved by the farm are now freed. - Fixed: There should be no more "enemy camp defeated" messages when you resume a save game. - Fixed: Maybe fixed automatic workshops randomly stopping production. - Fixed: Incorrect click boxes for load/save buttons. - Fixed: The jingles now only play (at most) once per second. - Fixed: Achievement Lumberjack not triggering. - Fixed: Achievement "reach day 50" triggering on day 51. :) - Fixed: Unlocking message for the nice house when you don't have all ingredients necessary to upgrade to one. - Fixed: Probably fixed a bug leading to incorrect tile registrations with certain buildings. - Fixed: Looked at the money goal again and added some exceptions/tests. - Fixed: Added a routine that clears null reservations every 5 seconds. A simple and dirty fix for mysterious bugs beyond human comprehension. - Fixed: You can now place buildings over non-reserved items again. - Fixed: The electronics factory no longer requires a refined building part (circular dependency).
[ 2020-11-02 09:21:41 CET ] [ Original post ]
Welcome to probably the biggest patch in Kubi history! :D Content - Added Steam achievements: Animal lover, Ashen world, Automation, Be our mayor!, Belt world, Better than water, Brew master, Cargo fleet, Color Coding, Dr. Dolittle, Fast transport, Good old times, Hard edge, Hard workers, Heretic, Industrial revolution, King Of The Air, Kubi ready, KubiCrafting, Living Off The Land, Lumberjack, Making It Home, Making Money, Master chef, More land, Neigh problem, New Oasis, One here, one there..., Protectors, Route 66, Stone age, The glorious 3, Upward mobility, Well that helps, Where's the dentist?, Wood shop. Thank you to Screech & LRider for the achievement ideas! - Content: Added steel tools which will be required in tier 4. - Content: Added potatoes, maize, barley and turned palm trees into date palm trees. - Content: Added robots for the tiers 2 & 3. Balancing is preliminary. - Content: Added the copper coils, electronic components, modern building parts and steel beams. - Content: Added the electronics factory. - Content: Added the big water sprinkler which covers a 7x7 area. - Content: Added icons for all the achievements. - Content: Added the horse barn which spawns 3 horses for your carriage network. - Content: The power plant now has building and animation frames. - Content: Added the graveyard enemy camp. - Content: Implemented the donation system! You can now donate items by selecting them and clicking on the angel-icon. A random other player will then receive it on a random map. So, with the click of a button you can now send a random kubi a beer. :) - Content: Added the fuel based power plant. It can be fuelled using logs, boards, coal and oil. Animations will come later. Will be tier 3 later. - Content: Added the solar cell which generates energy without fuel. Will be tier 4 later. - Content: Added a 3x3 version of the horse station. - Content: Added the overflow exit hopper that only operates when the depot is more than 75% full. - Tutorial: Added a tutorial that shows how to use the new fixed-rate distributors. Gameplay - Gameplay: Housing quality is now bound to tiers. The basic house is now considered high quality until you get to tier 3. There it will be considered low quality and you need the nice house. Houses for tiers 1 & 4 will be added later. - Gameplay: If an automatic workshop is served by inserters, selecting a recipe will now automatically set appropriate type filters for the inserters. - Gameplay: Automatic workshops now only allow one recipe to be produced at the same time. (Manual workshops can still do multiple at the same time). - Gameplay: You can no longer donate crushed things and garbage. - Gameplay: When a conveyor belt has multiple inputs, it will also turn into a distributor now. When it does, you can set it to fixed ratio mode. Doing so will make sure that all incoming goods are distributed equally. This is one way of supplying automatic workshops which require multiple goods (e.g. merge 2 belts supplying ore and one belt supplying coal). A corresponding tutorial will be added in the future. - Gameplay: You can now cover oil wells (like veins). - Gameplay: Robots that settle down now only give 1 coin, regardless of their skill. - Gameplay: Rewrote a part of the logistics system. Logistic jobs now reserve the target tiles before something is transported. This prevents situations where intermediate stations get stuck with products they cannot deliver. The tradeoff is that tiles in intermediate stations may stay empty for some time while waiting for a good, but that's probably way better than the risk of a complete deadlock. - Gameplay: You can now assign colonists to specific workshops. Do so by selecting them and right-clicking on the workshop. Note that the colonist will still do other job types like farming unless you deactivate them. - Gameplay: When multiple inserters want to grab from the same conveyor belt, they now take turns like a Sir. - Gameplay: The power consumption is now live, i.e. automated workshops will stop working when they have no energy. - Gameplay: Added a navigation penalty to walk over shallow water. So colonists should avoid it whenever possible. - Gameplay: Crops/trees harvested in autofarms/groves now stay reserved until brought to the exit tile. - Gameplay: You can now import produced goods that are 2 tiers below, e.g. wooden boards in the dark biome. - Gameplay: You can now only take 99 of each item to the next island. Excess items will be automatically sold and you will get 50% of what you would have gotten from solling via the shipping port. This will also sell items that you cannot normally export like raw resources. - Gameplay: Your ship can only carry a limited number of colonists to the next island. Colonists that are left behind will settle down and send money to your future colonies. The limit increases with your campaign progress. You can set who settles down in the colonist management screen. - Gameplay: You can now select different output priorities for conveyor distributors. Do do so, just click on them to cycle through all possibilities. - Gameplay: Pausing a depot entry/exit hopper now causes the depot to no longer pick up/deliver items from/to that tile. - Gameplay: Some automated workshops will require energy to work in the next patch. The sawmill is the first workshop to do so. Balance - Balance: Fabric is now used to construct zeppelin factories and nice houses. - Balance: HarvestedFlower and WoodenBoard is now used to construct flower pots. - Balance: Moved bakery and brewery to tier 2 (the products were >= tier 2 anyways). - Balance: The construction materials for many buildings have been updated to use the new construction materials. - Balance: Decreased the exponential growth of the money goals. - Balancing: Reduced the rate at which your colonists get hungry and thirsty. User interface - UI/Gameplay: The build panel now only shows buildings that you can build. Getting new materials will add more items to the panel. Applies to both vanilla and modded buildings. - UI: Added a button to each recommendation that lets you skip it and get a new one. - UI: When selecting something, there is now a selection box that closes around the thing you select. - UI: In the victory screen, the leave button is now inactive when you an invalid colonist count. In addition, there is now a button that takes you directly to the colonist management screen. - UI: The power pole placement overlay now includes the pole currently getting built. - UI: When you select a conveyor distributor, there is now a new panel that lets you select the desired mode. Selecting the distributor no longer changes the mode by itself. - UI: When a job is not working because it is lacking an input/output stockpile, it is now highlighted in orange in the selection panel. - UI: Selecting a fuel based power plant now shows all available fuel types. - UI: Made a new building category for energy related stuff. - UI: You can now enable/disable downloaded mods in the mod screen. Doing so requires a restart of the game to take effect. - UI: Added a warning to workshops that have no energy supplied to them but need it. - UI/Modding/Translation: If you like, you can now use colors/formatting for your localized text. Have a look here for the syntax: http://digitalnativestudios.com/textmeshpro/docs/rich-text/#color Miscellaneous - Visual: Replaced the model for the basic combat robot. - Visual: Animals in pastures should now be less likely to move through fences. - Visual: Colonists & robots now stick to the ground. When walking through shallow water, they now sink in a bit. - Visual: There is now a small ship on the world map indicating where you currently are. There are also some tiny houses on the islands you visited previously. :) - Visual: Power poles and connectors now have a color indicating the currently stored energy. - Modding: Added AbstractWorkshopInfoMakeInputsInvisibleOnAnimation. Useful if the animation of the workshops includes the ingredients wandering around. - Modding: Added ManualWorkshopInfoRequiredToolType and ManualWorkshopInfoRequiredToolLevel. This should allow you to add things like a fishing pier that requires a fishing task to be set and a fishing rod to be equipped. [It's untested as of yet, if you encounter issues please let me know and I'll fix them!] - Modding: Added ModelInfoParticleEmissionSpeed if you want to make a particle effect go further (e.g. for the water sprinkler effect). - Modding: Added PowerPoleInfoSlackiness to allow you to make power lines more or less slacky. - Modding: Added UserModInfoUseSubfoldersForObjects in case you want to organise your objects in subfolders. Note that if you use this option, all objects need to be in subfolder. Have a look at kubi.example.greentomato.multifolders. Keep in mind that mods using this will only work on the beta branch until default catches up. - Modding: Added an additional cache for importing models up to 128x128x64. These should load faster now. - Modding: Added ItemInfoCanDropAsLoot and ItemInfoCanDropFromChests if you don't want your item to, you know, drop as loot or from chests. :) - Modding: You can now give workshops a general speed boost via WorkshopInfoEfficiency. E.g. a slower sawmill or a faster smelter. Should work for manual and automatic workshops. - Misc: The tooltips in the debug build panel now show the raw object name. - Misc: Made the debug build panel a bit less wide. - Misc: Foundations now look a bit different from normal tiles so that they are harder to mistake for fertile normal ground. - Misc: Replaced the model for the refined building part. - Misc: Alt-clicking on the encyclopedia button in the panel deletes an object. Shift-clicking on the item now clears reservations for the item. Note that this is only a workaround for certain bugs, it is usually likely to cause other problems later on. - Misc: In the trading hub UI you can now hold alt or control while clicking on an offer to execute 5 or 10 trades at once. - Misc: Enemy camps now spawn around a building (like spider nests) which despawns when you defeat the enemies. - Misc: The job generation for depots now happens more often. - Misc: When a map has multiple tiers, you will get recommendations out of all the tiers now. - Misc: When selecting "Perfectly flat terrain", you will no longer get subbiomes. Performance and bug fixes - Performance: Fixed a lag spike when trains look for a new path in a complex network. - Performance: Added an accelerated way of deleting items. - Performance: Added an accelerated way of unregistering/registering items. - Performance: Slightly improved efficiency of conveyor belts. - Performance: Removed the zeppelin repulsion as it scaled badly with many zeppelins. - Performance: Made height adaptation more efficient. - Performance: Made tile item check more efficient. - Performance: Fixed performance spike caused by one achievement. - Performance: Several power network functions are now cached. - Performance: Serving inserters are now cached in tiles. - Performance: Improved the performance of the train signals. - Performance: Depots etc. now generate jobs when things are brought to the depot, i.e. no longer on a regular basis. This should cause faster reactions and less calculation time overall. - Performance: Made the production resolution much faster. - Performance: The resolution calculation for recommendations is now buffered. This combined with the above improvement should eliminate a big recurring lag spike. - Performance: Improved performance of power pole placement overlay. - Performance: Improved performance of train network recalculation. - Performance: The train network is no longer recalculated every second. This might lead to some bugs which I'll tackle soon. If this happens, you can use "Invalidate train network" from the debug menu to try to get the trains unstuck. - Tutorials: Adapted some of the tutorials that needed energy generation. - Fixed: Small rocks spawning in the middle of the lava lakes in tier 3. - Fixed: Reserved items getting donated despite the warning. - Fixed: Added a warning when you are trying to donate items from mods. - Fixed: Shrine overlapping solar cell in tutorial. - Fixed: Road buttons having no icons. - Fixed: Depot hoppers having no icons. - Fixed: All-the-biomes button always leading to the exact same map. - Fixed: Resuming from pre-7.8.-patch save games not working. - Fixed: Bug that could lead to infinite item stacks on train stations. - Fixed: Many bugs involving locking trains should now be fixed. - Fixed: Semaphores and railway crossings should now point in the correct direction on reloading. - Fixed: Trains now only look if the segment in front of them is reserved. This should solve some issues where trains get stuck. - Fixed: Getting donations when loading a save file. - Fixed: A number of bugs relating to tile reservations. - Fixed: Concurrency issue with loading/saving and logistic jobs. - Fixed: Position of workshop particles. - Fixed: Bug in garbage dump decomposition. - Fixed: Delay when opening colonist management screen. - Fixed: Multiple colonists operating the same workshop when assigned. - Fixed: Exit confirmation in world map not blocking. - Fixed: Numerous smaller bug and UI fixes. - Fixed: Models not getting overwritten by mods when using the subfolder-option. - Fixed: Added some automated tests to detect tier inconsistencies and fixed some as a result. - Fixed: Changed the building materials for the electronics factory to remove a circular dependency. - Fixed: "55FPS" showing in objectives when you play multiple maps in the same session. - Fixed: Animation frames not playing correctly for combat. - Fixed: Donations arriving on tutorial maps. - Fixed: Made tutorial selection screen bigger. - Fixed: Some things remaining invisible when using the debug map-revealer. - Fixed: Some issues when you remove a power pole and the stored energy exceeds the diminished capacity. - Fixed: The victory screen showing after loading a game even when there are still open objectives to do. - Fixed: Cargo ports should no longer export items they just imported. - Fixed: Missing error handling in donation server. - Fixed: Water decoration not spawning. - Fixed: When there are multiple warnings for a given object, it should no longer be counted multiple times for the warning counter. - Fixed: "Invisible" goods like garbage getting activated in a stockpile/depot when you click "accept all". - Fixed: Every five seconds depots will now check if there is something to do that slipped passed the job generation system. - Fixed: Bonfires of different colors expanding instantly on cloning. - Fixed: Changing bonfire colors now instantly updates the zone color overlay. - Fixed: Enemy claim text display when all robots or enemies are dead. - Fixed: Your ship disappearing when you set the claim color to something else than blue. :) - Fixed: Depots now look for jobs when you change an exit hopper filter. - Fixed: Production status display for automatic workshops with multiple frames. - Fixed: Drag-building roads will now only consume ingredients for tiles where something is built. - Fixed: Some smaller bugs. - Fixed: Some construction based achievements not triggering. - Fixed: Layout bug with conveyor status panel. - Fixed: Overflow exit hoppers now work correctly in relay jobs. - Fixed: Exit hoppers that are paused now work correctly in relay jobs. - Fixed: When leaving a campaign map, the game now ensures that you have at least 3 colonists (and not just robots). - Fixed: Debug remove reservation function not working. - Fixed: "Hard workers" achievement given before colonists spawn. - Fixed: Added a workaround for bugs caused by items registered to a wrong tile. - Fixed: Probably fixed items getting stuck mid-air when saving/loading while climbing. Does not affect saves with items stuck mid-air. - Fixed: Hidden items no longer visible in world map inventory screen. - Fixed: UI layout bug when objective panel disappears. - Fixed: Some smaller bugs. - Fixed: Some smaller UI issues. - Fixed: Still being able to WASD-scroll while the save screen is open in the world map. - Fixed: A few bugs regarding power line generation. - Fixed: Power line recalculation. - Fixed: Energy in a network should now be preserved on recalculation. - Fixed: Energy in a network should now be preserved on saving/reloading. - Fixes: Localization strings can now contain the '='-character. - Fixed: Trade caravan recipes that could give 0 items in return. - Fixed: Steam achievement not getting unlocked. (Probably) - Fixed: Soil debris should now disappear even when not in view. - Fixed: When removing a building during construction using the deconstruction icon in the info panel, it is now instantly removed and you get no materials from it. - Fixed: Tutorials not getting marked as completed. - Fixed: When an outgoing connection on a distributor is removed, the output preference is now reset. - Fixed: Job completion display on automatic workshops should now be correct when building was lacking power during production. - Fixed: Disabling an inserter should now unreserve it from an adjacent belt.
[ 2020-09-14 09:10:55 CET ] [ Original post ]
Welcome to the latest Kubi progress report! [previewyoutube=kpSpkxuxtVk;full][/previewyoutube] In this report: - Settling down colonists - Power system - Steam achievements - Donation system - New recommendation system - New map goals - Dark biome graphics & assets - More products, workshops, plants & audio effects, bug fixes & performance Website: kubifaktorium.com Facebook: www.facebook.com/Kubifaktorium Discord server: https://discord.gg/kubifaktorium Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map
[ 2020-09-01 09:56:13 CET ] [ Original post ]
Content & Gameplay - Content: Added the automated metal workplace. - Content: Added building frames for a couple of buildings. - Content: Added the metal mixing furnace. - Content: Added the automatic basic workplace. - Content: Added the copper vein. - Content: Added some more building icons. - Content: Added the copper quarry (copper vein will come later). - Content: Added the advanced tool workshop where you can now produce iron tools. You can build it directly or upgrade an existing tool workshop. Thank you to Screech for providing the model! - Content: Replaced the model for the iron quarry. - Content: Added tea shrubs and leaves. - Content: Added trees for the dark biome. - Content: Added sorghum and harvested sorghum. - Content: Added icons for some buildings. - Audio: Added combat sound. - Gameplay / Content: Added power poles that form power grids. - Gameplay: Treadmills now generate energy. Also, they will not be used when the network can store no more energy. (Energy is not used yet. More energy generation options will come in the future.) - Gameplay: Vision and borders now extend around your starting ship. This prevents awkward situations at the start of the game. :) - Gameplay: When upgrading a workshop like the tool workshop, it will now keep its active jobs. - Gameplay: In order to transport something to a depot, the target must now accept the item. It is no longer sufficient to have an exit hopper that does. The tutorials have been changed accordingly. - Gameplay: Inserters can now pickup items from ending downward conveyor ramps. - Gameplay: Shipping ports now have an automation mode for export. When active, you will no longer get a warning when you have no connected export stockpiles. Instead, you will get a warning if you have no entry hopper. - Tutorial: Added a dummy stage to the ore crushing tutorial that waits until an iron block is produced. UI - UI: Added overlay for power poles. - UI: Added info panel for buildings that connect to the power grid. - UI: Added some tooltips for power poles and generators. - UI: The build menu is now focussed on icons. Some buildings have been assigned to different categories. - UI: You can now collapse the recommendation panel. - UI: The shipping port panel now also has the tool for adding hoppers. - UI: Added a panel with shortcuts to place depot exits and entries including some updated tooltips. - UI: Wild animals that can be domesticated are now easier to spot. :) - UI: When selecting an enemy camp, you now get a simple estimation of the enemies' strength compared to yours. - UI: When placing conveyor belts, the last belt is now oriented like the previous one (and no longer uses the mouse bias method). - UI: When placing a water sprinkler, the game now highlights the tiles that will be sprinkled. Misc & Engine - Engine: Upgraded from 2018.4.14 2018.4.24f1 - Misc: Added EnemyCampInfoSpawnClusterExtent. - Misc/Modding: Changed the cluster spawning algorithm to favor closer spawns. Double SpawnerInfoSpawnClusterExtent to get back to the previous behaviour. - Misc: Removed one layer of high frequency noise from terrain generation. Smoother terrain and lower probability of generating messy pockets. - Misc: Auto saves are now disabled for tutorials. - Misc: Replaced the model for the combat robot. Thank you to Screech for providing it! - Misc: Removed clay quarry and clay veins. - Misc: Oil wells can now also spawn on main land (not just the coast area). - Modding: Renamed FogColor1&2 ParticleColor1&2, because it can be used for more particle systems. - Modding: You can now add new task groups. - Modding: The vertex count check now looks at the last frame, not the first one. So you might now get some warnings for models that were not there previously. If you get a warning, consider making a shadow mesh for the animation frames. The building frames usually don't need shadow meshes. Fixes, Balance & Performance - Balance: Doubled the garbage dump decomposition speed. - Balance (combat): Moved spiders to tier 3 and made them much stronger - so there are now enemies in tier 3. (more enemies will get added later). If you have spiders on your tier 1 island, please use the debug remove function (activate debug mode in settings, hold alt+click on the remove/deconstruct tool, then drag a box around the spiders) to get rid of them. :) - Balance (combat): Made big slime weaker so that it will actually spawn. - Balance (combat): Moved zombies/mummies to tier 2 and made them slightly stronger. - Balance: Enemies are now a bit further away from your spawn. - Balance: Building train tracks is now free! You only need track parts to build stations. (test) - Fixed: Bug caused by the recent optimization round causing objects on conveyor belts to be teleported to the origin of the map, freezing them. To fix existing saves, go to the origin corner of the map. There should be a bunch of items in the water. Remove them using the debug functions. Your belts should now function normally again. - Fixed: Robots are no longer counted towards the happiness targets. Also, they will no longer show their happiness in the colonist management screen. - Fixed: Rocks/branches spawning in the middle of an oasis. - Fixed: Multiple colonists equipping the same tool, leading to all kinds of weirdness. - Fixed: Removed pitch variation from message sounds. - Fixed/Gameplay: When a zeppelin factory is destroyed, the zeppelins now finish their current job before disappearing. - Fixed: Enemy strength display when enemies or robots are dead. - Fixed: Farm crops & trees appearing as fully grown upon placement. - Fixed: Bug on picking up tools after reloading. - Fixed: Small shrubs in desert not mineable. - Fixed: (Possibly) colonists dropping tools on invalid tiles. - Fixed: (Possibly) bug in carriage auto schedule generation when stations are removed. - Fixed: Some smaller things. - Fixed: (Probably) Tools appearing in the corner of the map upon unequipping. - Fixed: Upgrading a building now shows the correct building type in the message. - Fixed: Constructing something now shows more than 5 building frames (if a model supports it). - Fixed: Shipping port placement overlay not updated upon rotation. - Fixed: Items removed via modding still showing up in the encyclopedia in multiple places. - Fixed: Placing conveyor crossings possibly resulting in conveyor parts "getting lost". - Fixed: The automatic workshop inserter warning now considers if the selected recipes don't require all input boxes. - Fixed: Items visually disappearing when saved/loaded while on high conveyor belt. - Fixed: Items "falling down" when saved/loaded while on high conveyor belt. - Fixed: Layout getting messed up when reopening recommendation panel. - Fixed: Added hopper placement UI to the garbage dump. - Fixed: Hoppers can now be placed on the garbage dump. - Fixed: Construction items that are placed in water will now be moved to solid ground when the construction job is cancelled. - Fixed: Items outside your territory should no longer be used for construction etc.. - Fixed: A series of cases where items could be stolen from belts, logistics jobs etc.. - Fixed: (Maybe) fixed the game freezing when leaving while paused on some systems. - Fixed: Really small trees after reloading. :) - Fixed: Depot filter not preserved after upgrading to HC depot. - Fixed: Depot not selectable after upgrading to HC depot. - Fixed: Wrong food preferences showing after resuming a saved game. - Fixed: Added required money to the automated train tutorial. - Fixed: When attacking, the actors now reconsider their targets more often. - Fixed: Track parts still spawning when deconstructing tracks. - Fixed: Terrain generation failing on huge maps. - Fixed: Some smaller fixes. - Fixed: Conveyor parts not unreserving subtiles on deconstruction. - Fixed: Zone colors in UI. - Fixed: Building icon positions in text. - Fixed: Combat animation for combat robots. - Fixed: Tool animation for tools that are equipped but not currently used. - Fixed: Restarting a custom map should no longer give you extra resources. - Fixed: Track elevated track curve model. - Fixed: Semaphores not getting placed at the correct height when placed on bridges in certain cases. - Fixed: Reservation issue when depots get destroyed while carrying something. - Fixed: Boat not spawning after last patch. - Fixed: Combat animation frames. - Fixed: Bug that could cause unreachable terrain to form. - Fixed: Revealed enemy camps should now remain revealed after reloading. - Fixed: When a valid spawn position can not be found for a thing, it is no longer spawned. - Fixed: Bug causing random objects or items to spawn in certain cases. - Performance: Improved depot exit job generation. - Performance: Improved bird movement. - Performance: Improved equipment job generation. - Performance: Zone center positions are now buffered. - Performance: Checking for logistics jobs is now replaced by a dictionary. - Performance: Increased the performance of the eating/drinking job generation for robots etc. when you have many items. - Performance: Improved job generation performance when you have many inserters and automated workshops. - Performance: Improved job generation performance for clearing automated workshop inputs. - Performance: Improved job generation performance for stockpiling when you have many depots. - Performance: Improved depot entry/exit job performance. - Performance: Improved conveyor belt performance.
[ 2020-07-24 09:48:06 CET ] [ Original post ]
Gameplay - Content: Completely redesigned the dark biome with new tiles, scenery etc.. - Content: Added the garbage dump. It's basically a depot that converts everything you load into it into garbage that decomposes over time. - Content: (Re-)Added the centrifuge and the ore crusher. Added bornite, carbonate, vanadinite, vimonite, azurite and malachite ores to the game. They are not used yet but will be in the future. - Content: Added the map goal "make your colonists happy". - Gameplay: You can now have unlimited trains per factory. Instead, trains now cost money (which gets refunded when you destroy the train). - Gameplay: When upgrading a building, the building now stays operational until all necessary upgrade ingredients are brought. - Gameplay: You can now change the number of recommendations that are displayed simultaneously in the settings (1-5, default=2). - Gameplay: Added support for stochastic workshop outputs. The centrifuge is the first instance of this. (Recipes will be changed in the future) - Gameplay: Colonists no longer require drinks/food of higher tiers to be happy. Also nice housing and decoration are only active in tier 2 and higher. - Gameplay: When checking if a favorite food/drink etc. is fulfilled, the game now only checks if it exists somewhere on the map, not if it was actually consumed. - Gameplay: More islands on the world map are now multi-biome-maps. - Gameplay: Added some new recommendations and changed some existing ones. - Balance: Made inserters faster. - Balance: Increased the speed of the depot/train station/shipping port cranes. The high capacity depot is even faster now. - Balance: Moved the brewery and its products to tier 2. - Balance: You now get 2 strawberry donuts per job. - Balance: Automation buildings now use RefinedBuildingPart instead of WoodenBuildingPart. - Balance: Increased bonfire ranges. - Balance: Reduced combat robot health from 400200. - Balance: Vastly increased the growth time for most crops and trees. Visuals - Visual: Added a spider nest. Thank you to Screech for the model! - Visual: Ships now turn around when leaving. - Visual: Improved layout of embedded icons. - Visual: Added new tool models. Thanks to Screech for providing the new models! - Visual: When inserters drop items onto belts, they now rotate them on the way. - Visual: Manual workshops can now have multiple interaction spots. Colonists will go through the different spots during the production process. Currently, this is only implemented for the well, but more buildings will follow. - Visual: Replaced the models for the well and the water bucket. Thanks to Screech for supplying the models! - Visual: The post-processing effects now adapt based on your camera position on multi-biome maps. - Visual: The color temperature now changes based on the biome. Audio - Audio: Added sounds for hippos, spiders, scarabs, ostriches, snakes, turtles, fennecs, mummies, scorpions, slimes and zombies. - Audio: Added sounds for smelters, kilns, robot workshops, bakeries, breweries and wells. - Audio: Added sounds for the different quarries etc. - Audio: Added sounds for the colonists :) UI - UI: Removing a track now also removes signals on top. - UI: Recommendations can now have custom titles (like "Build a water supply"). - UI: When placing things like foundations, you now get a preview of the required resources. - UI: Selecting a trade caravan now shows a timer for when its offers will change. - UI: When the offers of the trade caravan change, the UI is automatically updated. - UI: You can now use WASD to scroll the world map. - UI: Added a remove/deconstruct button to the top of the info panel of buildings. - UI: The building upgrade tooltip now also shows the number of required resources. - UI: The tooltip when hovering over a recipe now shows short information on the input and output goods. (Instead of the full tooltip for the primary output). - UI: Robot/enemy health is now only shown when <100%. - UI: The types of goods on your ship are now only updated when you reselect it. This prevents misclicks when things disappear. - UI: Message on construction is only shown when the building has at least 3 ingredients. - UI: Removed messages for defeated enemies. - UI: Clicking on a recommended building now lets you place it right away. - UI: You can now alt-click on roads to clone them. - UI: Improved layout of the encyclopedia. - UI: The input section of the encyclopedia can now be scrolled. - UI: Completed recommendations are now shown on the victory screen. - UI: Added a happiness indicator to the top bar. Hover over it with your mouse to see what you need to provide to make your people happy. Performance - Performance: Improved object repository. - Performance: Transformed UV positions are now stored instead of recalculated at runtime. - Performance: Improved efficiency of animation cycling. - Performance: Removed slow log output. - Performance: Removed inefficient check for construction job availability. - Performance: Reduced wind system registration overhead. - Performance: Reduced message display overhead. Fixes - Fixed: Work particles not showing after some time. - Fixed: The game should now continue running when focus is lost (when auto-pause is disabled). - Fixed: You can no longer deconstruct tracks in stations. - Fixed: You can no longer place signals on tracks in stations. - Fixed: Combat robots should no longer drink. - Fixed: Recommendations should no longer appear in the tutorials. - Fixed: Goto-Timeout not getting serialized correctly. - Fixed: Some objectives getting regenerated while loading. - Fixed: "?" in objective panel after loading. - Fixed: Layout bug with upgrade panel. - Fixed: Smoke position for basic house. - Fixed: You can no longer enable conveyor mode for auto farms and groves (for which it is not intended). - Fixed: Ugly resolution for Russian font generation. - Fixed: Robot mode not getting stored correctly. - Fixed: Some smaller fixes. - Fixed: Upgrade materials consumed twice. - Fixed: Upgrading no longer requires tools. - Fixed: "55-FPS" text in main menu settings panel. - Fixed: When mouse border scrolling is disabled in the settings, it will no longer work in the world map. - Fixed: Tooltip for exit-button in world map screen. - Fixed: When building foundations, the material requirement text now only count tiles where foundations can be built. - Fixed: The exit-confirmation dialog in the world map screen is now above other modal dialogs. - Fixed: The goal for the first map on the world map should now always be to earn money. (Since there are never enemies on the first map) - Fixed: Shipping port cranes possibly picking up reserved goods. - Fixed: Colonists should no longer pick up items that are on conveyor belts. This should fix a number of problems related to inserters getting stuck etc.. - Fixed: Proper display of recommendation rewards for custom titles. - Fixed: Overlapping icons in the campaign loadout screen. - Fixed: Items sometimes not getting unreserved when a belt is deleted. - Fixed: Another reservation issue that could cause inserters to get stuck. - Fixed: Layout bug when victory panel and recommendations are visible. - Fixed: Tools are no longer visible while colonists are sleeping. - Fixed: Items on high conveyor belts should no longer block lower belts from getting served. - Fixed: Tooltip for zone color selection. - Fixed: Trees not getting planted on groves on foundations. - Fixed: When supplying a semi-automatic workshops, your colonists now respect the recipes you actually selected. - Fixed: When an inappropriate good is in an input box of an semi-automatic workshop, now all goods are carried away correctly. - Fixed: The map generation algorithm should no longer create pockets of plain land inside of mountains. - Fixed: Mountain tiles sometimes getting mined "through" other mountains. - Fixed: Shipping ports in automation mode should no longer import goods for storage tiles which are still occupied with items. - Fixed: Robots&Enemies sometimes not attacking after moving in range of their enemy. - Fixed: Probably fixed an issue involving items on ships getting used on their way out. - Fixed: Items unloaded in the shipping port during automation mode should no longer get stuck when disabling and reenabling automation mode. - Fixed: Multiple inserters dropping on the same tile at the same time. - Fixed: Items can now have additional (transparent) parts that are correctly carried moved around. - Fixed: Way too many ore spawns on multi-biome-maps. - Fixed: Construction jobs should no longer fail when carrying items takes to long. - Fixed: Sun shadows not visible. - Fixed: Depot exits/entries not selectable after upgrading the depot. - Fixed: Similar looking tiles like sand should no longer appear twice in the plant tooltips. - Fixed: Layout on confirmation dialog. - Fixed: Recommendations should no longer be fulfilled while a building is still under construction. - Fixed: Leisure/decoration preferences should no longer be fulfilled while a building is still under construction. - Fixed: Bonfires & torches having no lighting effect and no shadows. - Fixed: Dark biome colors on world map. - Fixed: Trading hub message showing up too often. - Fixed: Small text fields in menu in some languages. - Fixed: Colonists should no longer desire food etc. that is InvisibleToUser. - Fixed: Recommendation objects shown as complete while they are still under construction. - Fixed: Weird layout on confirmation dialog after previous patch. - Misc: Deprecated AbstractWorkshopInfoPriority. - Misc: Removed the old fog effects. They were performance intensive and did not work with multi-biome maps. - Misc: Added money to the train tutorials. - Misc: Moved all "hard-coded" audio tracks to the new system and removed the legacy audio clip system. Some volume levels are likely off because of this, they will be fixed in upcoming patches. - Misc: In the conveyor logistics tutorial, the colonist is now restricted to the NE quadrant of the map. - Misc: Removed the failure chance for building construction. Instead, colonist skill now influences the build time. - Misc: You can now build the bench. - Misc: Added a few combat robots to the mockup higher tier cargo loadouts. - Misc: The bench you can build has no snow on it. - Modding: You should now be able to add & mod ambient audio tracks (like the waves near the coast). - Modding: Deprecated BaseInfoIgnoreTileHeight. It basically had no effect, use ModelInfoHeightOverride instead. - Modding: You can now replace the vanilla loadouts. Have a look at CampaignLoadoutInfoPriority or the NewLoadout example in the example mod folder. - Modding: You can now add items that are used to water fields. Have a look at ItemInfoIsWater. - Modding: Added RecommendationInfoPriority which allows you to override the order in which recommendations show up. - Modding: Deprecated ShaderinfoFogDay+FogNight+VoidRadius+FogPreset, ModelInfoHasPBRColorHints, ModelInfoAlpha (use MaterialID=1 for transparency)
[ 2020-06-01 11:28:58 CET ] [ Original post ]
[previewyoutube=yj_2nWoElhg;full][/previewyoutube] Welcome to the latest Kubi progress report! In this report: - Belts & logistics system - Redesigned systems (combat, jobs/tasks, happiness, tools, animals & recommendations) - Covid-19 & plans - Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map Website: kubifaktorium.com Facebook: www.facebook.com/Kubifaktorium Discord server: https://discord.gg/kubifaktorium
[ 2020-04-21 13:34:04 CET ] [ Original post ]
Gameplay - Gameplay: Replaced the combat system. - Colonists can no longer fight. Instead you can now build combat robots which can get destroyed (model & animation will be replaced in the future). More robot types and tiers will be added in the future. - You can select multiple combat robots by drag-selecting them. Then, you can send them somewhere close to your territory by right-clicking. If you enter an enemy area, your robots will fight the enemies. - You can now build combat robots in the robot workshop, which has been moved to tier 1. - Health is no longer a need. Also, things no longer heal over time. - Swords and training dummies are deprecated. - Combat robots and enemies have little health bars on top of them. - Updated the combat tutorial. - Gameplay: Redesigned the recommendation system. It is now much more like the system in Prison Architect. You get tasks, like "setup a well and produce water" and receive a small cash reward on completion. These tasks guide you along your way in the tech tree. Modders: Have a look at RecommendationInfo to add this functionality to your own mods. - Gameplay: Attacking an enemy camp now reveals the tiles covered by it. - Gameplay: When sending robots outside of your territory's range, they now go to the nearest tile where they can go. - Gameplay: Readded the "Attack" button to the enemy claim panel. Note that using using it is not always optimal as positioning/rallying your robots before the fight might be advantageous. - Gameplay: Deprecated the middle-tier-house. You now have the basic house with low quality and capacity 4 and can upgrade it to a high quality capacity 2 house. - Gameplay: When you link an output stockpile, it no longer sets it to accept products that are already accepted by existing stockpiles. - Gameplay: The inventory targets are no longer the only objective. As such, they have been simplified. Modders: If you want to have your own products show up as targets, set an amount in ItemInfoProductionTargetAmount. - Gameplay: New objective: Clear all enemy camps. - Gameplay: New objective: Earn money (via exporting). - Gameplay: New objective: Claim land. - Gameplay: In order to move on to the next tier on the world map it is now sufficient to visit half the islands of the previous tier. - Gameplay: Carriages can now operate in automatic mode. It's active by default and eliminates the need to set a schedule for simple setups. (Note: Does not work with saves from older versions) - Gameplay: The available trade opportunities at the trading hub now change every day at 6:00. - Gameplay: Foundations are now unified. Placing a foundation will select the model appropriate for the type of the tile. User Interface - UI: Added a hint text to some of the actions, e.g. that you can cycle between objects while deconstructing. - UI: Added your current money amount to the top info panel and removed it from the cargo port. - UI: When selecting multiple combat robots, there is now an info panel showing all of them. - UI: Hovering over the smily in the colonist management screen now shows a tooltip. - UI: When searching for a type by typing, the relevance filter is disabled when no type would be shown with it. - UI: The game version number is now shown on the menu screen. - UI: Colonist happiness is now next to the needs in the panel. - UI: Added a happiness column to the colonist management screen. Also removed swords from the colonist panels as they are deprecated. - UI: You can now disable inserters. - UI: When making a logistics connection, hold ctrl, alt or shift to create a two-way-connection. - UI: When placing decorations, the construction overlay now also highlights tiles for which decorations currently under construction will have an effect. - UI: The decoration overlay now also considers decorations currently under construction. Balance / Misc - Balance: Reduced the money required for the money-goal. - Balance: Reduced the cost of the auto-grove and the auto-kiln and moved them to tier 2. - Balance: Made the combat robot stronger. - Balance: A stone block now only requires one rock. - Misc: You can now grow wheat on regular grass tiles, not just on dry grass. - Misc: Added SpawnerInfoExactSpawnNumber. - Audio: You can now change the volume of work-related sounds relative to the rest of the audio. - Visual: Zeppelins now rotate to match an item's rotation on pickup. - Visual: Zeppelins now rotate to match the rotation an item will have when dropping. - Visual: Changed the icons for mined clay/iron and iron blocks to make them more distinguishable. - Misc: Having no zone selected no longer counts as "all zones". Bug fixes - Fixed: Goto-Timeout not getting serialized correctly. - Fixed: Recommendations are now deleted when a required object is deleted (e.g. through a mod). - Fixed: Being able to build shipping ports over trees etc.. - Fixed: Changing a bonfire's color executing a claim while still under construction. - Fixed: Objectives like earn money should no longer get duplicated when reloading a game. - Fixed: Deconstructing a belt should no longer keep outgoing items reserved. - Fixed: You can no longer place buildings on tiles where reserved items lie. - Fixed: Added goals to the mockup-scenarios. - Fixed: Layout bug with cover vein panel. - Fixed: When multiple enemy claims overlap, you now only pull enemies from the closest camp. - Fixed: Enemies now only follow you for a maximum of 30 seconds. - Fixed: Possible incompatibility with previous save games. - Fixed: The save screen now shows file write times, not creation times. - Fixed: Swords can no longer be produced. - Fixed: Deprecated houses are no longer shown in the list. - Fixed: Setting up a carriage station before it is built will trigger the schedule generation when complete. - Fixed: Wheat not growing on tiles where a mountain was mined. - Fixed: Minor bug when leaving maps related to thought bubbles. - Fixed: Deconstructing a nice house now yields the correct ingredients. - Fixed: Multiple text issues on the custom map screen. - Fixed: Several smaller fixes. - Fixed: Layout bug when opening/closing the recommendation window. - Fixed: Combat robots are no longer counted as idle colonists. - Fixed: You can no longer build shipping ports outside of your territory. - Fixed: Production status string in UI. - Fixed: The date in the save game view not always matching the actual save time. - Fixed: You can now prevent certain enemy camp spawns by using DeleteObjectsInfo. - Fixed: Error loading save games using the earn money objective. - Fixed: Roads are no longer covered by the oasis. - Fixed: Playing on a map without objectives no longer opens a victory screen. - Fixed: Colonists with only "Construction" assigned will now pick up hammers. - Fixed: Transparent objects becoming opaque when animated. - Fixed: Objectives not saved/loaded correctly (e.g. when saving during a tutorial). - Fixed: Colonists drinking/eating too much after being recruited. - Fixed: Even-sized buildings like wells getting placed in a different spot than their blueprint indicates when rotated. - Fixed: Ingredients brought to semi-automatic workshops should no longer get stolen. - Fixed: In-game date/time not correctly loaded. - Fixed: Added a final (wait) step to the logistics and carriage tutorials. - Fixed: Having no house now counts as poor housing quality as well. (Has no effect, just makes more sense.) - Fixed: Some smaller fixes. - Fixed: When upgrading depots, the contained items are no longer cleared before construction. - Fixed: When upgrading depots, existing entry/exit hoppers are now correctly registered to the depot. - Fixed: Conveyor model not updated when a neighboring belt is built. - Fixed: Conveyors built on top of each other are now "joined". - Fixed: Hyperactive animations. - Fixed: Trees moving in different directions when the wind blows. - Fixed: Groves/farms should now get harvested correctly if they are in multiple zones at the same time. - Fixed: Colonists no longer execute logistics jobs which would lead them out of their designated zones. - Fixed: In the train tutorial, gold blocks should no longer get stockpiled to sp5. - Fixed: Recruiting colonists should no longer cause your existing colonists' preferences to change. - Fixed: Removing zones should no longer remove foundations underneath. - Performance: The camera is no longer rendering while the map is loaded/generated. - Performance: Fixed lags caused by dynamic font generation. - Performance: Improved performance of health bar UI rendering. - Performance: Improved performance of thought bubble UI rendering. - Performance: Improved performance on maps with many enemies.
[ 2020-04-14 11:15:06 CET ] [ Original post ]
Gameplay - Gameplay: Simplified the job system. All workshops are now summarized under the "crafting" job. Experience from one workshop now carries over to other workshops. This simplifies the UI a lot and makes the game a lot easier to understand for new player. - Gameplay: Colonists should now prefer closer social buildings. - Gameplay: Colonists should now prefer closer stockpiles (given equal priorities). - Gameplay: Health below 75% now causes colonists to be unhappy and try to sleep. - Gameplay: You can now integrate conveyor belts into the logistics system! To do so, select the beginning depot and activate "Conveyor mode". The depot will now automatically pick up items requested by connected logistics clients. (still wip) - Gameplay: You can now give your colonists high priority tasks/workshops! As the name implies, they will only do normal priority tasks when no high priority tasks are available. - Gameplay: You can now place farms and groves on top of foundations. - Gameplay: Simplified the decoration system. Decorations no longer differ in beauty value, they now only differ in effect range. Modders: DecorationInfoValue has been deprecated. - Gameplay: In order to get the "happy" state, colonists now need decoration. - Gameplay: You can now assign jobs to automatic workshops similar to manual workshops. Changed the tutorials correspondingly. - Gameplay: Items that do not fit to an automatic workshop's selected recipe are now carried away by your colonists. Remove all recipes to have all input boxes cleared. - Gameplay: Colonists are now much more likely to use roads. - Gameplay: Carriages should now speed up when they are on roads. - Content: Added trading hubs! Trade excess items for resources at the trading hub. Should spawn on most maps. - Content: Added a tutorial for using the conveyor belts in the logistics system. User interface - UI: Removed the hitpoint panel. (The hitpoints are also shown in the happiness-panel) - UI: Removed inventory targets, production time and stack height from item tooltips. - UI: Moved the link to the production encyclopedia to the bar in the top right and removed it from the main menu. - UI: You can now click on an item in the inventory screen to open it in the product encyclopedia. - UI: Added forward/backward buttons to the product encyclopedia. - UI: Cloning a road (e.g. using alt-click) now starts the road layer from the given position. - UI: You can no longer select a crop/tree that cannot be grown on a selected farm. - UI: When removing objects from a range of tiles, foundations are only removed when no other object is found. - UI: Enhanced the UI to allow for high priority tasks. To make a task or workshop high priority, hold the shift or control key while clicking on the corresponding button. - UI: The plant tooltip now shows the tools that can be used to harvest it. - UI: The filter UI for the depots now shows the number of stored items. - UI: The colonist that is currently selected is now highlighted in the colonist management screen. - UI: Added a "return to world map"-button to the menu. You keep the resources you currently have and restart the current island or choose a different one. - UI: When opening a load game dialog, the game no longer suggests a new name but instead selects the last save game by default. - UI: Added a warning when a carriage is assigned to a station but the station is not connected to the logistics system. Miscellaneous - Visual: Colonists now have carry-animations! The position of carried items are adjusted appropriately. Modders: If you want to have this for your character models, duplicate the first 4 animation frames, add them to the end and make the little arms stick out. Have a look at SettlerMale/Female for examples. - Visual: Conveyor belts now connect visually with receiving belts. Modders: If you make conveyor belts, the straight variant now needs 2 extra models which are used when extending to the next tile. - Misc: Deprecated the recipe 2*log charcoal. - Misc: Veins no longer spawn under mountains. - Misc: Reduced the spawn ratios in the dark terrain. - Misc: The hotkey for screenshots is now Ctrl-F12 or Shift-F12. - Misc: Renamed "lonely/had interaction" to "bored/entertained". - Misc: Level-Ups no longer spawn particles. - Misc: Defeating an enemy can now spawn loot of lower tiers. - Misc: Freed colonists now have all zones activated by default. - Misc: You can now open the bug report screen with Ctrl-Q. Bug fixes - Fixed: Working farms are now shown as "operational", not "idle". - Fixed: You can now deconstruct a building by clicking on any covered tile (not just the center tile). - Fixed: Placing a bonfire blueprint should no longer spawn an "area expanded" message. - Fixed: Improved early game recommendations. - Fixed: Sitting position on benches. - Fixed: Placing a building over a farm should now destroy the plants below. - Fixed: You can no longer remove the trading hub. - Fixed: When deconstructing a building over water, the ingredients should no longer be placed in water. - Fixed: A few bugs in the new conveyor/logistics connection. - Fixed: Removed "harvested" from multiple item's name to make it more consistent. - Fixed: Incorrectly formatted hotkeys showing on inventory and message log titles. - Fixed: Distributors not working correctly after last patch. - Fixed: Colonists transporting goods between zeppelin stations after last patch. - Fixed: Depots wrongly picking up things intended for the logistics system. - Fixed: Conveyor belts misbehaving after a connected belt gets destroyed. - Fixed: "Unable to resolve 'BehavioursProduction' while building object with type 'Profession'" - Fixed: Ore veins should now be much less likely to spawn in intersecting positions that don't allow you to build extraction devices on top. - Fixed: Nice / bad housing effect reversed. - Fixed: Icons for colonists not showing when starting the game for the first time. - Fixed: Possible rare crash. - Fixed: Rally flags should now be much less likely to spawn in positions where combatants get stuck. - Fixed: Colonists not having a preference for hammers when only construction is selected. - Fixed: Some more errors are now correctly attributed to mods. - Fixed: You can no longer build shipping ports in a way that causes ships to drive through another port. - Fixed: Fixed texts for the carriage UI. - Performance: The buttons in the build menu are now buffered which should reduce lags and memory leakage.
[ 2020-03-12 09:36:01 CET ] [ Original post ]
Warning: This patch might cause slight problems with save files from previous versions due to the new tool system. Gameplay: - Gameplay: Simplified the happiness system: There are now only 3 states, happy (+40% speed), unhappy (-33% speed) and neutral. In order to reach neutral you need to satisfy hunger, thirst, housing and sleep. In order to get the 40% bonus you need to have nice houses and provide the colonists'... - Gameplay: favorite food / drink! Every colonist has them. They are picked at random from the set of drinkable / edible things. Colonists should prefer eating / drinking them when possible. - Gameplay: Simplified the housing qualities to "low" and "high". The 2nd tier house now has low quality but one more capacity than the basic house. - Gameplay: Removing a farm/grove no longer kills the plant that is on top of it. - Gameplay: Colonists can now carry multiple tools. This replaces the not very intuitive system where they had a "tool preference". So, basically, if someone if set to fight and mine, she'll grab both a sword and a pickaxe. Easy. - Content: Added icons for more items. User interface: - UI: When selecting an actor, there is now a happiness text line. Hover over it to learn more about the current state. - UI: The filter for robots and domestic animals is no longer active by default. Also, the buttons are now sorted. - UI: You can now select a train by clicking on any wagon (not just the locomotive). - UI: Adapted the colonist management screen to work with the new system. Every tool type (4) is now a column and shows the equipped tool. An X indicates that he/she would like to pick one up but cannot. Fixes & Misc. - Fixed: Maps with multiple biomes not working. - Fixed: The boat should no longer spawn in lakes. - Fixed: Multiple messages when defeating an enemy camp. Probably. - Fixed: Robots only shown in colonist screen when loaded or debug-spawning. - Fixed: Flickering when desert oasis hits ocean. - Fixed: Errors in the logistics system caused when a client is deleted. This affected both the job generation and the handling of existing jobs, which would persist. Probably fixes a number of logistics system issues. - Fixed: You can no longer clone buildings that can only be built via upgrading. - Fixed: Maybe fixed a rare crash at game start. - Fixed: Auto-assign button not assigning workshops. - Fixed: Robots not showing up in colonist management screen. - Fixed: Weird artifact after building a stone road via dragging. - Fixed: Stone roads requiring rocks but not consuming them when built via dragging. - Fixed: Colonists not unequipping tools unless they get a new one. - Fixed: You can no longer upgrade buildings that are under construction. - Fixed: Not being able to build train signals. - Fixed: Resetting all tasks on the colonist management screen causing colonists to no longer work in workshops. - Fixed: Link to Road Map. - Misc: Changed the early access warning to mention the importance of the shipping port to get mid/late game resources. - Translations: Added a LocalizationHelp.txt to provide a cheat sheet for where the strings are used in-game.
[ 2020-02-25 10:27:12 CET ] [ Original post ]
Gameplay
- Gameplay: Improved the taming/recruitment system for animals. There are now two types of animals:
1) Pasture animals (like cows & sheep) are kept on a pasture and yield items (like milk & wool). You can tame them by building a pasture as before. Pasture animals will stay on an island when you leave.
2) Domestic animals (like pigs) will act like colonists, i.e. carry things and perform simple jobs. To recruit a "wild domestic" animal, you select it and click on recruit. Domestic animals will come with you when you leave the island.
- Gameplay: High quality food and drinks can now saturate your colonists above 100%. That way, your colonists will have to pause less often. Modders: You can find this in ItemInfoFoodValue.
- Gameplay: You can now upgrade existing buildings! Much more convenient than doing it manually. Currently it is available for the 3 houses, as well as DepotHC-Depot. The building is unusable during the upgrade process. Will probably cause some new bugs, let me know if you encounter any. Modders: The upgraded building should have the same size (in tiles) as the base building, otherwise a variety of bugs can occur.
- Gameplay: Higher quality mountains and geodes now require tools to mine. Also applies to palm and cacao trees. Doing it by hand isn't going to cut it anymore. See what I did there? :) Maybe a bit counter-intuitively, you need high quality shovels to harvest mine or harvest trees, but not to till the soil.
- Gameplay: Higher tier buildings require higher tier hammers to construct (but not deconstruct). As a general rule, the current mid-tier things like zeppelins require wooden tools, most things involving automation require iron tools.
Content
- Content: Added the "No Water" terrain shape option.
- Content: Added the watch tower which is cheap to build and expands your vision range by a lot. Thanks to Screech for the model! :)
User interface
- UI: Added a filter function to the colonist management screen. Finally, you can more easily discriminate by gender or species. ;)
- UI: Buttons that are active now have a visible background and a highlighted frame, which makes them much easier to tell apart. And less green.
- UI: Text buttons you can click now get underlined when you hover over them.
- UI: The required tool levels have been added to the mining panel and the building tooltip.
- UI: Added a warning flag to buildings that cannot be built because no colonist has the appropriate hammer.
- UI: Added a warning flag to farms & groves that cannot be harvested because no colonist has the appropriate shovel.
- UI: You can now set the zoom mode to be instant in the settings (as opposed to the default smooth transition).
- UI: Default hotkeys for actions are now shown in the tooltips. Note that these only show the default hotkeys - if you rebind them, they are not updated. This is a (really dumb) restriction of the Unity input manager.
- UI: Added new hotkeys for a number of actions.
Miscellaneous
- Misc: Depot exits and entries no longer require ingredients and are now built instantly. Modders: You can get this behaviour via BuildingRecipeInfoInstaBuild. This is only supported when the building requires no ingredients.
- Misc: The HC depot can now only be built by upgrading an existing depot. Modders: To get this behaviour, use BaseInfoCannotBuildDirectly.
- Misc: You can now build stuff on desert oasis tiles.
- Visual: Depot cranes now rotate items into the proper orientation while moving. Which looks nice. :)
- Visual: Reduced the objects' smoothness/glossiness.
Modding
- Modding: You can now mod how the fences of stockpiles, farms, groves and pastures look. Have a look at ObjectType/fences/....
- Modding: The info.xsd files of the example mods should now be automatically updated with the latest version in each build.
- Modding: The default cargo loadout is no longer hard-coded. Instead, you can set how many items you start off with in ItemInfoDefaultCargo.
Fixes
- Fixed: Colonists importing things into the corner of the map.
- Fixed: Autofarms/groves not animated correctly. I'm disabling the batching from a few patches ago as it causes many unexpected issues.
- Fixed: Fences not getting correctly removed when resizing/deleting a zone after previous patch.
- Fixed: (Probably) fixed a bug causing adjacent zones to get expanded
- Fixed: Mountains not properly animated when mined.
- Fixed: UI being too large on ultra wide resolutions when UI scale is set to >=100%.
- Fixed: Resuming a game should no longer trigger the job-auto-assignment.
- Fixed: Items in transit via the logistics system should no longer get stockpiled.
- Fixed: Forbid consumption and similar buttons not showing when selected.
- Fixed: Colonist management screen not working correctly on world map after filter addition.
- Fixed: Train wagons seemingly not moving after loading after one of the previous patches.
- Fixed: Changed the default hotkey for the road layer to H. (R conflicted with rotate)
- Fixed: Depots not picking up from entries after one of the previous patches.
- Fixed: Visual glitch preventing depot cranes from visually moving under certain circumstances. Modders: If you made custom depots/stations, please add BaseInfo
[ 2020-02-05 08:05:16 CET ] [ Original post ]
Cover image contributed by Somamint. Thanks! :) Gameplay - Gameplay: You now need track/conveyor/road ingredients before building them. A preview of the ingredients you need is shown while you plan out the area. Afterwards, the ingredients are consumed instantly and the track/conveyor/road is built instantly. User interface - UI: Added warnings to automatic workshops that have no inserters unloading them and also no appropriate output stockpile assigned. - UI: Added a warning to automatic workshops when one input spot is served by inserters but not all of them are. - UI: Updated/added more hand-drawn icons. - UI: Added a warning flag when two conveyor distributors are placed next to each other (this is not supported as it's not clear where the items should go). - UI: When placing a single building, the selection box now follows along correctly when dragging the mouse. Also, you can no longer accidentally place multiple buildings at once by dragging. - UI: When placing things like foundations, you can still select multiple tiles at once. The selection box will now have the correct size in this case. A blueprint will not be shown in this case. - UI: Added a message which is shown when buildings with at least 2 ingredients are built. - UI: The colonist screen now has a name header. Click on it to sort your colonists by name. - UI: When an exit hopper is placed on a shipping port, the type filter now suggests types that can be imported. Miscellaneous - Misc: Added a final dummy-step to the conveyor tutorial. - Misc: Newly recruited colonist may now also be assigned jobs when assist mode is on. - Misc: Conveyor belt parts now require wooden boards and iron blocks (like track parts). - Modding: You can use UserModInfoPriority to change the order in which mods are loaded. Lower priority = loaded earlier. If your mod depends on no other mod, leave this at 0. If your mod depends on another mod, make sure your priority number is higher than the other mod's priority. - Modding: Added SocialBuildingInfoSatisfiesDrink and SocialBuildingInfoSatisfiesFood which allow you to make restaurants etc. which satisfy the colonists' food/drink needs. Note that colonists will still look for food when hungry (and not go to the restaurant), so you may want to modify the social need to deplete faster. Bug fixes - Fixed: Interaction spots on social buildings not rotated correctly. - Fixed: Blueprints not visible in debug build mode. - Fixed: You can no longer place exit/entry hoppers where trains and ships are supposed to be. This was never intended and led to megastacks when done anyways. :) - Fixed: Colonists should no longer eat/drink food from belts. Doing so might have led to some bugs with items getting stuck. - Fixed: Possibly fixed bug causing depot arms to go across the map. - Fixed: Probably fixed a bizarre crash that could occur when loading saves with active inserters. - Fixed: Rare issue with item storages. - Fixed: Inserters no longer get stuck when "their" item disappears. - Fixed: Objects changing their look when loading/saving. Amazingly, it took half a year for someone to notice that colonists etc. look totally different after loading. :) - Fixed: (Maybe) fixed game continuing to run in the background after losing focus. (This might be a Unity issue.) - Fixed: Foundations not consuming ingredients. There is also now an error message if you place them without having enough materials. - Fixed: Building a road over an existing road (e.g. a crossroad) no longer consumes extra materials. - Fixed: When pathing fails for whatever reason, the colonist is now teleported to his/her destination rahter than forever failing. - Fixed: Missing workshop warnings when output stockpiles get de-zoned. - Fixed: Incorrect exposure on non-default brightness settings after lightning. - Fixed: When colonists move into a better house, they now correctly vacate their last house. - Fixed: Custom map generation failing when you have a big seed number. - Fixed: Workshops assigned via assist mode not shown in colonist management screen. - Fixed: The game saved message now also shows when saving manually. - Fixed: Not enough money in shipping port. - Fixed: You can now remove foundations.
[ 2020-01-21 14:19:50 CET ] [ Original post ]
Welcome to the latest Kubifaktorium progress report! Progress reports are ~10m videos in which I update you on the current state of the game, new features and my plans for the near future. Enjoy :) [previewyoutube=WDcMTQJXcN8;full][/previewyoutube] In this report: - New content - Improved user interface - Bug and performance fixes - Miscellaneous - Modding tutorial 2: https://www.youtube.com/watch?v=KsIkqH4kTts - Mods highlight video: https://www.youtube.com/watch?v=v5PHnhqPo_s - Plans for 2020 - Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map Website: kubifaktorium.com Facebook: www.facebook.com/Kubifaktorium Discord server: https://discord.gg/kubifaktorium
[ 2020-01-17 17:46:29 CET ] [ Original post ]
Content & Gameplay - Content: Added decorative rays, fish and seaweed to the game. Thanks to MoeGraph. - Tutorial: Replaced and added the ore processing example scene. - Gameplay: Since most automation mechanics are now much more mature, I'm removing betanium from the game. Quarries, conveyor belts etc. no longer require it and it will no longer spawn. - Gameplay: Adjusted the map generation parameters. Maps are a bit bigger but there is more ocean. Also the islands are biased to be a bit more square. In effect, cases where the land (almost) touches the edge of the map are reduced and more of the map is buildable. - Gameplay: Shipping ports can now operate in "automation mode". While in automation mode, the shipping port will ignore import stockpiles. Instead, it will import what exit hoppers placed on the port want. Forever. Added two new warnings to help explain how it works and prevent problems. - Gameplay: Inserters no longer deliver to tiles where something is being constructed. - Audio: Added more sound effects. Also, ambient noises from animals are now less loud. Misc - Modding: Added the no-production-target map modifier. - Modding: You can now overwrite existing localization strings via modding. - Modding: Added the parameters SpawnerInfoFixedRotation, BirdInfoNextTargetMaxDistance and BirdInfoRecalculationThreshold. - UI: Made the mod list in the main menu scrollable. - UI: Added indication arrows which show where inserters pick up and drop stuff. Also applying it to a couple of other objects like depot hoppers. - Misc: You can now debug-remove single items by holding alt while clicking on the encyclopedia button in the info panel. - Misc: Updated to Unity 2018.4.14f1. - Misc: Added some more helpful error messages and metrics. Fixes - Fixed: Bug causing inserters to get stuck in some cases. - Fixed: Animals rotating at funny angles when changing their height. - Fixed: Light staying overexposed after lightning storm in some cases. - Fixed: Things floating on rough desert terrain. - Fixed: Colonist icons not updated in the enemy flag panel in some cases. - Fixed: Conveyor belt effects not being spawned on tutorial maps sometimes. - Fixed: When a train station etc. is deconstructed, items on that station are now unreserved. - Fixed: The screenshot message is now delayed which should prevent overlaps with Steam screenshots. - Fixed: Idle automatic workshops are now shown as idle when selected. Also, the production panel is now updated immediately when the workshop is clicked on. - Fixed: Colonists and robots trying to supply automatic workshops with no input requirements (like oil wells). - Fixed: Save game time getting stored in UTC (instead of local time). - Fixed: Some smaller issues. - Fixed: Items in high capacity stockpiles moving around after loading/saving. :) - Fixed: Error when you connect an input stockpile and then remove all tiles from it. - Fixed: Depot exit/entry hoppers can now be built on sand (as long as it is on a depot/shipping port). - Fixed: Stone road intersections requiring extra stones. - Fixed: Bug causing colonists to steal from automatic workshops in some cases. - Fixed: Stone roads getting built instantly when dragging. - Fixed: Fun interaction between logistics and inserters allowing colonists to steal, causing really odd bugs. - Fixed: Item and fence height for high pier foundations. - Fixed: Pasture animal deserialization trying to restore dezoned pasture zones. - Fixed: A few reservation/serialization issues. - Fixed: When an item is on a train and its logistics job becomes invalid, the item is now dumped at the next station. - Fixed: Possible bug causing colonists to try invalid logistics jobs (when the timing is unlucky). - Fixed: Bug in depot serialization/deserialization. - Fixed: Stale track segment reservations after serialization/deserialization. - Fixed: Reservation conflict with semi-automatic workshops. - Fixed: Some cases where invalid logistics jobs were not cancelled. - Performance: Improved the performance of the road laying tool a lot (especially when you have many roads).
[ 2019-12-18 11:37:29 CET ] [ Original post ]
This is the last major content update for 2019. The upcoming patches will focus on fixing the remaining bugs. A lot more content will come in 2020. :) Content & Gameplay - Content: Added a little snowy winter sub-biome to the game, including an icy lake, some trees, benches, presents and a chilly fog effect. - Gameplay: Enemy camps now contain captured colonists. Defeating the camp will make them join your colony. - Gameplay: You can now turn importing/exporting off in the shipping port panel. Also added some tooltips. - Gameplay: Simplified the effect of happiness, tools and skill. Now happiness = speed; skill = success/crit chance; tools = damage. Also, in the future certain tool levels will be required for specific tasks. - Gameplay: Strongly increased the colonist's preference to use roads. Also increased the movement bonus for mud/stone roads to 50%/100%. - Misc: Added a Spanish translation to the game. A huge gracias to Isthar for making it! :) - Misc: Plants are now placed with random rotation. UI - UI: Added a button to play the all-the-biomes scenario to the main menu. - UI: Added warnings to shipping ports that are set to export/import but are not connected to the corresponding stockpiles. - UI: Added warnings to shipping ports when the connected import/export stockpiles are not set to accept goods that can be imported/exported. - UI: Pressing the follow-button again now unfollows. - UI: Tweaked the items displayed in the filter by default. - UI: Made the shipping port panel scrollable. - UI: The selection box now extends between the brackets which makes it easier to see. - UI: Changed the scroll view modes from elastic to clamped. - UI: The type filter panel now (by default) only shows the types that are relevant in the current context (e.g. things produced by connected workshops). You can change that by clicking the star above. - UI: Added a confirmation/warning when you delete or overwrite a save file. - UI: Redesigned the load/save screen. Also, long file names are now truncated. - UI: The header line of the colonist management screen is now locked in place. - UI: Started adding some drawn icons to the game. If you want to see them drawn, have a look at and give a follow to https://www.twitch.tv/jujibla. - UI: The house tooltip (when hovering on the top bar) now shows the number of colonists and animals you have. Fixes - Fixed: Save games not loading if people were doing (the deprecated) upgrade tasks. - Fixed: House counter counting (unusable) houses/barns outside of your territory. - Fixed: Filter inserters losing their filter settings after reloading. - Fixed: Items no longer change their position when loading a save game. - Fixed: Colonists going super fast after the last patch. - Fixed: Header of the colonist panel being misaligned on ultra-wide resolutions. - Fixed: Colonists being hurt when recruited and not healing correctly. - Fixed: Wells and other buildings incorrectly showing the "no input" warning. - Fixed: The game now prevents you from using invalid characters in file names. - Fixed: Visual bug when having many building categories. - Fixed: Issue that could prevent workshop jobs from being updated. - Fixed: When the game fails during initialization, it should now display an error message on the loading screen. - Fixed: When no valid spawnpoint is found, e.g. for the boat on the perfectly flat terrain, it is now spawned randomly wherever. - Fixed: The game now ensures a minimum simulation framerate of 30, thus preventing weird animation artifacts occurring at x4 speed. - Fixed: Added random crop rotation to auto farms. - Fixed: Starting a map now sets the speed to 1. - Fixed: Flickering stone road blueprints on swamp terrain. - Fixed: Trains no longer break when changing or clearing their schedule. Instead, they will reset and try to go to the first station on their schedule. - Fixed: Short music clips can now play multiple times. - Fixed: You can no longer select objects under the fog of war. :) - Fixed: There is no longer an indication arrow when hovering over things under the fog of war. - Performance: Reduced CPU load and memory usage for stockpiling when having many depots. Modding - Modding: Added an audio debug panel that lets you test included/added sounds in-game. - Modding: You can now replace in-game sounds via modding. To do so, just create sounds with the same names as the in-game sounds in StreamingAssets/AudioClipInfoCollection. More sounds will be moved to this folder in the near future. - Modding: You can now add sounds that will be played when an object is selected (e.g. an animal or a workshop). Have a look at BaseInfoSoundOnSelect. - Modding: You can now add custom icons to your objects and buildings! Have a look at the greentomato-example. Yeah, I'm setting the bar real low here. :) When you don't provide an icon, the game will make one based on the model as before. - Modding: The building panel now supports more than 8 categories. If you plan to add many new ones that is.
[ 2019-12-05 10:06:40 CET ] [ Original post ]
[previewyoutube=v5PHnhqPo_s;full][/previewyoutube] Mods shown in this video Mills+: https://steamcommunity.com/sharedfiles/filedetails/?id=1796993355 Aquatic: https://steamcommunity.com/sharedfiles/filedetails/?id=1821946847 Harvestable: https://steamcommunity.com/sharedfiles/filedetails/?id=1807184034 Guard House: https://steamcommunity.com/sharedfiles/filedetails/?id=1878885933 Vegan: https://steamcommunity.com/sharedfiles/filedetails/?id=1884710759
[ 2019-11-25 13:00:45 CET ] [ Original post ]
Gameplay - Removed tool/weapon upgrading. Once in a while I drop mechanics that add a lot of complexity but don't add much gameplay value. Tool/weapon upgrading is such a mechanic. It was hard to understand what upgrading does and it also created a lot of clutter in the UI. In the future, more/better tools will be available for crafting. Also, the effects of tools will be simplified a bit. - Removed the upgrade workshop. - Added the tool workshop which coincidentally looks a lot like the old upgrade workshop. :) - Moved all tool recipes to the tool workshop. - Gameplay: Horse carriages now wait until they have at least two stations on their schedule. This prevents missing an item on the first run. User interface - UI: You can now add a type to a depot/stockpile's filter by selecting an object of that type and right-clicking on the depot/stockpile. - UI: Increased the scroll speed when using the mouse wheel. - UI: Equipped tools have now a tooltip in the colonist management screen. - UI: You can now use propagate-to-outputs to assign goods to depot exits. - UI: Made the scenario list scrollable. - UI: Made the map modifier list scrollable. - UI: Made the load/save file list scrollable. - UI: Made the message log UI scrollable and prettier and removed the pages. Fixes - Fixed: Combat system not working properly after last patch. - Fixed: Bug allowing you to stockpile buildings. - Fixed: Repickup-issue on stockpile task introduced by 4.11/10.11. - Fixed: Possibly fixed a crash occurring on loading a save game. - Fixed: Enemy bonfires disappearing in dioramas. - Fixed: Panels being to wide on 5:4 aspect ratio resolutions. - Fixed: Depot entry/exit hoppers are no longer functional until built. - Misc: Removed some objects from the production encyclopedia. - Some smaller fixes. - Fixed: Time and date are now stored in save games. - Fixed: Colonist management screen not getting updated. - Fixed: Propagate-to-outputs button not getting activated unless new selection happens. - Fixed: Assigned zones not shown correctly when using assisted mode. - Fixed: Production selection layout. - Fixed: Removed quick save / load from demo. - Fixed: Houses under construction are no longer counted towards capacity. - Fixed: Farms can no longer be placed over trees. - Fixed: The victory screen is now a modal panel. - Fixed: Items not stockpiled correctly under certain circumstances. - Fixed: Production selection panel not getting emptied when selecting a different building. - Fixed: "Birds" (BirdInfo) can now have more (or less) than 4 animation frames. - Fixed: Type filter panel not sorted correctly. - Fixed: Settings taking no effect unless the game is restarted. - Fixed: Some smaller issues. - Fixed: UI scale >100% having no effect. - Fixed: You can now build exit/entry hoppers over items in depots. - Fixed: Visual glitch on world map caused by new water. - Fixed: Fog of war transparency on world map. Performance - Performance: Serialization uses less dependency injection to speed up loading/saving. - Performance: Improved lag when loading games with many plants. - Performance: Simplified the input item check for workshops. - Performance: The inventory target is now only updated every 5th second. - Performance: Item availability is now buffered over multiple seconds.
[ 2019-11-14 18:10:33 CET ] [ Original post ]
Welcome to the next official Kubifaktorium contest! :)
The theme of this one; Fan Art!
Grab your crayons, boot up Photoshop, start writing down lyrics or set your oven on 420 degrees! Whether your thing is drawing, singing, baking or storywriting, we want your fan art! The crme de la crme will win some goodies too! :D
Are you ready to bedazzle everyone with your amazing talents? steamhappy Read on!
Read all of the rules below before you get to work!
Create a piece of Kubifaktorium themed art. This can be ANYTHING. Some common examples would be; a drawing (whether on paper or digital), a painting, a piece of music, a dank meme or even a cake!
Join the official Kubifaktorium Discord server [click]!
Share your masterpiece on the #contest-entries-fanart channel - upload an image, or a file that shows off your masterpiece. If it's something physical like a cake, paper-mach or a play-doh figurine, take several picture from several angles to show it off well!
Sit tight & cross your fingers!
The winners will be announced approximately a week after the deadline, to give everyone enough time to submit their entries & for us to pick a winner!
The deadline for entries will be December 1st at midnight EST. Any entries after that deadline will not be considered for the prize.
The content you submit is your property, but you allow us to showcase it anywhere we'd like (such as social media, in-game, etc.)
Your content must be original - no plagiarising or copying art from others. Of course, this is a fan art contest and you're more than welcome to be inspired by any official Kubifaktorium content. :)
Your content must be age-appropriate for Kubifaktorium - it can't contain nudity, extreme violence or any shocking content.
We will be the sole judges of the winners in the end.
Please do not chit-chat in #contest-entries-fanart - save it for submissions. :) If you need to discuss something, use #contest-discussion.
Not respecting these rules may disqualify you from winning.
Awww yiss! The best submissions will receive the following prizes!
starite First Place starite
A Steam key of Kubifaktorium!
A Steam key of Mirko's other title, Boss Constructor!
Shout-out on our social media!
Your name / nickname in the Kubifaktorium credits under "Contest Winners"!
An exclusive Contest Winners Discord role!
starite Second Place starite
A Steam key of Kubifaktorium!
A Steam key of Mirko's other title, Boss Constructor!
Shout-out on our social media!
starite Third Place starite
A Steam key of Mirko's other title, Boss Constructor!
Shout-out on our social media!
So what are you waiting for?! steamhappy If you have any questions, be sure to pop into #contest-discussion on Discord!
[ 2019-11-13 16:46:03 CET ] [ Original post ]
Visual - Visual: Water is now transparent and there is now ground below the water! (Note: Looks weird when loading saves from previous versions. This is not a bug, this is progress! :) ) - Visual: Colonist now sink into the water when they walk on it. Content - Content: Added another music track for the desert terrain. - Content: Added the long inserter. I'll improve the animation / model in the future. Gameplay - Gameplay: When possible, a depot will now directly transport items from entry hoppers to exit hoppers. - Gameplay: The auto smelter and auto kiln no longer require betanium. The auto smelter now has the same recipes as the regular smelter. Also, reduced the amount of mined iron/copper/gold required for a block from 3 to 2. - Gameplay: All inserters have the filter functionality now. The "filter inserter" is now deprecated. - Gameplay: You can now build dark foundations on the coast. User Interface - UI: Added a search bar to the ship panel. - UI: The colonist management screen is now scrollable. - UI: Extended the size of some info panels. - UI: Opening the build menu now clears the previous search. - UI: You can now open the build menu, type what you want and hit return to directly go to placement mode. - UI: Added a confirmation dialog to the world map exit button. - UI: Added a warning flag to workshops when required inputs are missing. - UI: Added a warning flag to workshops when input stockpiles are assigned but they don't accept the required goods. Bug Fixes - Fixed: Keys are no longer blocked when opening the build menu (unless you open it using a key shortcut). - Fixed: Stockpiling not working correctly when you have multiple stockpiles/depots accepting the same good. - Fixed: Stockpile/depot priorities not applying when stockpiling. - Fixed: Some visual terrain glitches. - Fixed: Visual glitch with filter inserters. - Fixed: Fish stuck in animation for some time after getting revealed. - Fixed: Disappearing seagulls. :) - Fixed: Ship UI getting messed up when switching between pages. - Fixed: Foundations being invisible after loading a save game. - Fixed: The search bar in the type filter UI now allows you to search with Capitalized letters. - Fixed: The resume button in the main menu is now disabled if you have nothing to resume. - Fixed: Placement arrow direction for oil pumps. - Fixed: You can no longer place foundations on top of each other. - Fixed: Updated the dioramas to work with the new water. (You can fix your own dioramas by replacing Floor_Water Floor_Sand_Water and Floor_Ocean Floor_Sand_Ocean in the xml-file). - Fixed: More backward compatibility for the last patch. - Fixed: Ship cargo UI overflow when unloading huge amounts of cargo. - Fixed: Data mods triggering a false vertex count warning. - Fixed: Export prices for higher tier items. - Misc: The names of modifiers and scenarios can now be localized. - Performance: The UI is no longer rebuilt whenever an item is unloaded from the ship. - Performance: Picker job generation is now distributed across multiple frames. - Performance: Increased performance of stockpile task generation.
[ 2019-10-28 11:53:47 CET ] [ Original post ]
I made a new modding tutorial. It covers 1) Shadow meshes, 2) Model variations, 3) Dioramas and 4) Biomes / Terrain. You can find it at: https://youtu.be/KsIkqH4kTts Content - Music: Added new music tracks to the game! They are specific to the desert biome, enjoy :). - Content: Added a high capacity depot that allows you to stack things higher. Probably still buggy for a number of goods. :) - Content: Added the automated stonecutter to the game. - Content: Added the long train factory where you can build trains with 6 wagons. - Content: Added the long train station (7x5). Gameplay - Gameplay: Made some more items high-stackable. - Gameplay: Ships can now be loaded during the unload phase. Should solve some deadlock issues. (Partially not compatible with previous saves) - Gameplay: You can now place groves & farms over existing trees. - Misc: Added a Turkish translation to the game! - Gameplay: Building recommendations now understand the concept of building substitutes. I.e., it will count outpost bonfires as bonfires. - Gameplay: Trains now have different properties. Also, empty trains are now lighter / faster than loaded trains. - Gameplay: You can now forbid consumption for depots/stations etc. - Gameplay: Changed the train code to account for cases when trains that are too long enter a station. - Balance: Your loadout now includes 3 machine parts. So you can now build your first 3 factories without having iron etc. Miscellaneous - UI: When linking good containers like stockpiles (ab), container b now gets the accepted items of a as recommended items. - UI: Changed the scaling to work better on extremely wide resolutions. You can still fine tune it in the settings. - Visual: Added a particle effect to pasture animal taming. - Visual: Switched to the standard shader which offers some nice PBR effects. - Visual: Objects can now have different material properties, e.g. metallic effects for metals. - Visual: Made water sprinkler particles prettier. - Visual: When taming an animal, ranchers now follow the animal around. - Modding: When your model has an excessive number of vertices (and when you should add a shadow mesh, see 2nd mod tutorial), you will now get a warning in the errors.txt. - Modding: Added a diorama example to the mod folder. - Modding: Voxel models can now be larger than 70x70x40. Note that this comes at a performance cost when starting the game. - Misc: Made some changes to the shipping tutorial. Engine - Engine: Upgraded to the latest Zenject version. - Engine: Replaced the deprecated signal system with the new signal bus. - Misc: Separated the test code from the main code base. Bug fixes - Fixed: You can now build hoppers in the shipping port. - Fixed: Issues after changing a bonfire color. - Fixed: Farm zones / groves should no longer be operated when set to disabled. - Fixed: Workshop priority is now cloned correctly. - Fixed: Pasture animals should no longer leave the pasture to sleep. :) - Fixed: Speed buttons not getting updated when game is paused. - Fixed: Non-graceful handling of some deserialization parts. - Fixed: Timing issue on conveyor belt deserialization. - Fixed: Items being imported are now reserved until they are brought to their target stockpile. - Fixed: Bug in ship tile reservation. - Fixed: Pathing issue with houses. - Fixed: Bug in the deserialization of logistics jobs. - Fixed: Odd behavior of shipping port when a good was in transit while saving/loading. - Fixed: Height of items on hoppers in shipping ports. - Fixed: Fixed overhangs to look correct after mining mountain tiles. - Fixed: Environment leaf particle colors for multi-biome maps. - Fixed: Layout bug when enabling/disabling recommendations. - Fixed: Some smaller issues. - Fixed: Rotating the camera via Q/E not working while paused. - Fixed: Hotkeys not working after closing the build menu with ESC. - Fixed: Stone roads not requiring stone and some other road related bugs. - Fixed: Roads having an effect when not constructed. - Fixed: Entry/Exit hoppers not working on shipping ports. - Fixed: Entry/Exit hoppers not getting correctly unregistered upon deconstruction. - Fixed: Dioramas now save and restore the rotation of objects. - Fixed: Stockpile tiles becoming unusable after being imported to once. - Fixed: Adapted two tutorials to the automatic zone assignment. - Fixed: Zeppelins freezing when an item to be transported gets consumed. - Fixed: When a zeppelin cancels a job for some reason, it now unreserves the item and target tile. - Fixed: Duplicated reservation after loading. - Performance: Non-player animals no longer search for equipment. :)
[ 2019-10-16 17:19:31 CET ] [ Original post ]
Gameplay - Content: Added automated sawmills to the game. - Automated workshop function update: You can now use automated workshops like the sawmill without inserters. When no inserters are present, colonists with the logistics task will pick up and manually insert the required input goods. You can limit what they bring by assigning input stockpiles (similar to the manual workshop). Colonists will also stockpile produced goods (assuming you have an output stockpile specified). - Gameplay: Entry and exit hoppers now have priorities you can set. - Gameplay: Autofarms can now only grow crops that grow on any of the covered tiles. You can still grow all the things in greenhouses. - Gameplay: When multiple recipes can be produced in a workshop and the stockpile priorities are a tie, the workshop now chooses the most scarce item. - Gameplay: Added inventory targets to the ore crushing and adv. production tutorials. - Scenario: Added a new tutorial which shows three ways how the automatic workshops can be used. - Scenario: Added the "All The Biomes" scenario. Still work in progress, but improving. - Balance: Less water, more land. - Balance: You can now import goods from the next tier as well. So, you can now build trains on the grassland maps if you like. - Balance: Some more ruins are now mineable and yield rocks. User Interface - UI: Hovering over a button now triggers a different color than selection. Also added hover effect to tool and menu buttons. - UI: Added an experimental color blind mode which changes some UI colors to make them easier to distinguish with impaired color vision. I'll improve it further depending on your feedback. - UI: Cancelling the build mode now reopens the build panel. - UI: When taking a screenshot with F12, the game now shows a message including the file's location. - UI: Added a warning flag to output stockpiles that accept more than 5 goods. - UI: Added a warning when no carriage is assigned to a station. - UI: Things that have a priority can now be set to "disabled". Probably a bit buggy, let me know if you find bugs. :) Miscellaneous - Engine: Upgraded from Unity 2018.3 to 2018.4.8 (LTS). - Visual: Changed the color palette of the dark terrain to some warmer tones. - Visual: Changed the way items rotate on the conveyor belts. - Visual: The smoke effect in houses is now disabled when no colonist live there. - Modding: You can now cycle through the dioramas in the main menu with F7. - Modding: You can now add your own icons, e.g. for building categories. Have a look at kubi.example.buildingcategory as an example. - Modding: You can now override item prices using OverridePrice. - Modding: When uploading fails due to thumbnail size, you now get a more specific error message. Bug Fixes - Fixed: Items in depots getting picked up from exit hoppers. - Fixed: Height of shipping port crane. - Fixed: Distance between ore/stone/clay veins and other objects. - Fixed: Limited the number of enemies that can spawn per camp. - Fixed: Minimum spawns on multi-biome maps (Cowpocalypse). - Fixed: Text in credits screen not showing. - Fixed: Duplicates in farm product selection when multiple pages are visible. - Fixed: Some visual glitches with the depot crane. - Fixed: Food always fulfilling both drink and food need. - Fixed: Not being able to assign stockpiles to buildings like shipping ports. - Fixed: Possibly fixed a crash related to conveyor belt initialization. - Fixed: Bug in input stockpile processing. - Fixed: Being able to select railroad tracks and roads. - Fixed: Bug causing output column in encyclopedia to be misaligned sometimes. - Fixed: Limited the number audio clips that play in a second. Might fix audio glitches at 2x/4x speed. - Fixed: Animation of animals on treadmills. - Fixed: Carry position for animals. - Fixed: Selecting things like trains in train stations. - Fixed: Colonists should no longer "steal" items from tiles where inserters can pick them up. - Fixed: Possible endless loop in depot when multiple entries / exits are present. - Fixed: Animation for automatic workshops with build frames. - Fixed: Some smaller issues.
[ 2019-09-23 07:45:54 CET ] [ Original post ]
Welcome to the latest Kubifaktorium progress report! Progress reports are ~10m videos in which I update you on the current state of the game, new features and my plans for the near future. Enjoy :) https://youtu.be/3VkXvXGlMUk In this report:
- Launch, hundreds of fixes and performance improvements.
- Steam Workshop support.
- Additional languages: Chinese (traditional and simplified), Korean, Japanese, Hungarian and Portuguese
- Pastures.
- Product Encyclopedia.
- Kubifaktorium @ Devcom & Gamescom
- Coming soon...
[ 2019-09-10 09:07:46 CET ] [ Original post ]
Thank you for all the bug reports, save games and more! My backlog of bug reports has finally been processed and most of the reported issues have been fixed in this patch. Of course this does not mean that the game is bug free, but future bugs should be fixed reasonably quickly from now on. If you notice something, please report it using the bug report button in the top right of the screen, thanks! :) Miscellaneous - Visual: The conveyor belt distributor now shows connecting parts for incoming belts. - Modding: You can now use PlantInfoOnlyGrowIn to have a plant only grow in a specific auto farm / grove. - Modding: Added DeleteObjectsInfo, which allows you to easily remove multiple vanilla object types. Have a look at kubi.example.removethings. - AI: When multiple workshops deliver to the same stockpile, they will no longer overproduce. - Performance: Decreased lag on conveyor belt initialisation. - Performance: Fixed a big mid/late game performance issue that occurred when you have huge stockpiles in the logistics system. User interface - UI: Added production time to the objects' tooltips. - UI: Middle-mouse-button drag now rotates the camera. Enable RMB-Drag in the settings to enable this behaviour. - UI: When you click on a stockpile, the game now always selects the zone first. - UI: Clicking on depot now selects the depot first (and not items in the depot). - UI: The load game dialog no longer allows you to load saves with missing mods. Hover over the file to see which mods are missing. - UI: World map and island saves now have different icons in the save game dialog. Bug fixes - Fixed: Bug in serializing autofarms while they transport something. Might also affect some other save-game related issues. - Fixed: Border markers not showing on some tiles in specific circumstances. - Fixed: Restarting a map resets your money as well (only affects new games). - Fixed: DeleteObjectsInfo not working in the build menu. - Fixed: Wrong language name in mods not shown as error. - Fixed: Some smaller fixes. - Fixed: A few serialization issues. - Fixed: Deserialization bug for world map saves. Should fix world map saves from previous versions as well. - Fixed: Items being imported by multiple colonists at the same time leading to all sorts of bugs. - Fixed: The assisted mode no longer changes zone/job settings after loading a game or changing islands. - Fixed: Bug after winning a map introduced by last patch. - Fixed: Types deleted via DeleteObjectsInfo should no longer be added to your ship's cargo. - Fixed: Mysterious things happening when high conveyor belts are involved. - Fixed: Ships leaving the shipping port while exporting when a game is loaded. - Fixed: New camera rotation not working while game is paused. - Fixed: Adjusted camera scroll speed when moving horizontally. - Fixed: Bug affecting mining jobs after loading. - Fixed: Export items not correctly reserved after loading a game.
[ 2019-09-06 13:04:11 CET ] [ Original post ]
I was at Devcom and Gamescom last week to show the game. I got a ton of great feedback and met some amazing people. Anyways, here's a new patch! :D
Assisted mode
Simplifies a few mechanics to make the game easier to pick up for newer players. [Optional, on by default]
1) Automatically assigns colonists to all tasks/workshops.
2) Workshop products are automatically assigned to their output stockpiles.
3) Some items like building materials are automatically unloaded from your ship.
4) Adds all colors/zones to all colonists.
-- If you have more ideas, please let me know!
User Interface
- Restricted Stockpiles: You can now prevent colonists from eating/drinking from a selected stockpile.
- UI: The game now shows warnings in the main menu if you haven't played a tutorial before (after this patch). Start any tutorial to remove the message. It is not required to play through the tutorial.
- UI: When scroll on border is enabled, you can now scroll when your mouse is over the UI.
- UI: Added a message to automated workshops when their output boxes are full.
- UI: Probably fixed stacked icons in debug spawn menu.
- UI: Clicking on a good in the inventory target window takes you to its entry in the encyclopedia.
- UI: Replaced some icons.
- UI: When selecting a pasture, you can only choose animals that are available on your island.
- UI: Fixed the position of many tooltips.
- UI: Miscellaneous other text and UI improvements based on player feedback.
- UI: Improved the layout in the encyclopedia.
- UI: Added a scroll bar to the inventory screen.
- UI: Added a scroll bar to the colonist management screen.
- UI: Made icons a bit bigger and more contrasty. Also made the colonists stand up for their photo. :) Delete your iconcache folder for the icons to be regenerated.
Miscellaneous
- Content: Added 2 new variations of trains. Currently they only look different.
- Performance: Added some more statistics. When the game lags for you, please submit a bug report when it happens, thanks! :)
- Modding: InvisibleToUser-Items are no longer shown in the type filter UI.
- Modding: The game now creates an error.txt in your mod file which includes all the errors your mod has.
- Balance: The game now ensures that sheep (etc.) spawn when wool is required.
- Misc: Corrected a lot of English and German strings thanks to MoeGraph.
- Gameplay: When a workshop has multiple output stockpiles, the ones with higher priority (and their corresponding products) will be produced first.
- Modding: You can now add deterministic loot. Have a look at ActorInfoDeterministicLoot
Bug fixes
- Fixed: Placing stone/clay/ore quarries.
- Fixed: UI message when a construction job has been completed.
- Fixed: When there is no enemy in an enemy area, it gets destroyed automatically.
- Fixed: Stacks are now rearranged after a crane picks something up.
- Fixed: Bug in the spawn point generation algorithm.
- Fixed: Building position of oil pumps. Also, fixed being able to build them outside of your territory.
- Fixed: When a single task crashes, the work system is no longer interrupted.
- Fixed: Some smaller fixes.
- Fixed: Icons for floor types.
- Fixed: Buttons remaining highlighted in some cases.
- Fixed: Need status icon colors flashing when hovered over.
- Fixed: You can now build beach chairs on the beach. :)
- Fixed: Selected loadout persisting to custom games.
- Fixed: Items getting stuck on conveyor belts when adding a new part to the network.
- Fixed: Height of items on conveyor belt.
- Fixed: Bug causing depots/stations not to work in the logistics system.
- Fixed: When a map is won and you increase the production target, it should still show as won after reloading the game.
- Fixed: Removing a conveyor belt now places carried items back on the ground.
- Fixed: Possible error regarding destruction of conveyor belts.
- Fixed: Multiple other issues.
- Fixed: Border markers visible under fog of war.
[ 2019-08-26 17:33:31 CET ] [ Original post ]
User interface
- UI: Made icons a bit bigger and more contrasty. Also made the colonists stand up for their photo. :) Delete your iconcache folder for the icons to be regenerated.
- UI: Added a slider bar to the encyclopedia.
- UI: Added a slider bar to the build menus.
- UI: Hovering over a save game now shows you the mods used in the game (will only work correctly with post-patch saves).
- UI: When you have the UI deactivated (F11), pressing ESC now brings it back instead of opening an invisible menu.
Miscellaneous
- Content: Added 2 new variations of trains. Currently they only look different.
- Gameplay: When a workshop has multiple output stockpiles, the ones with higher priority (and their corresponding products) will be produced first.
- Bug reports: You can now add your Discord ID or Mail address to bug reports so that I can get back to you if I have questions. Completely optional.
- Modding: You can now add deterministic loot. Have a look at ActorInfoDeterministicLoot
- Modding: You can now add your own building categories. Have a look at kubi.example.buildingcategory.
- Modding: Changed the default values to match the format you are required to use.
- Modding: Replaced the ModdingAPI.html generation to make it prettier and better structured.
Bug fixes
- Camera: Mid-levels are a bit more zoomed out.
- Fixed: Border markers visible under fog of war.
- Fixed: Needs possibly not working correctly after loading.
- Fixed: Old zone handles remaining in memory after loading a game.
- Fixed: Items should no longer fall off or bug out on conveyor belts.
- Fixed: Depots ignoring type filters when used as storage.
- Fixed: "Ghost ships" from previous games should now disappear.
- Fixed: "Ghost zeppelins" from previous games should now disappear.
- Fixed: Numerous smaller issues.
- Fixed: PreventSpawn now works when enemy camps are spawned.
- Fixed: Importing is now a separate job from stockpiling, which solves a few issues.
- Fixed: Carriages locking up (probably).
- Fixed: Not being able to build farms on mined desert mountain terrain.
[ 2019-08-12 10:10:43 CET ] [ Original post ]
Production Encyclopedia
- New production encyclopedia! Replaced the existing production tree with a more readable and moddable civ-like production encyclopedia.
Modding
- Modding: Added the nocows-example to show how to stop objects from spawning.
- Modding: You can now replace existing workshop recipes with
[ 2019-08-05 08:04:30 CET ] [ Original post ]
Logistics System
Major rework of the logistics system.
- The system now only reserves the next segment, not the whole way.
- Stations restrict the number of tiles they offer for transit based on the number of targets to avoid deadlocks.
- Paths are now prioritized based on distance (number of hops).
- Carriages now prefer to pick from the smaller stack.
User Interface
- Camera: F1-F4 are now initialized to your starting position.
- Content/UI: Added (non-functional) stone walls. If you select them from the build menu, the game will place them in a connected way like roads.
- UI: Added a confirmation dialog to quick loading exiting.
- UI: By default, selecting something now only displays the arrows directly related to the thing. Hold alt to show all arrows.
- UI: When placing a decoration building, the game now highlights the tiles that will be affected.
- UI: Hovering over the idle colonist counter now shows what jobs are assigned and how many people are currently doing them.
- UI: Simplified the way recipes are displayed. Input icons are only shown for ambiguous recipes. The tooltip now contains information on inputs and extra outputs.
- UI: Disabled propagate to all for robot workshops.
Bug Fixes
- Gameplay: Colonist now sleep until fully healed.
- Performance: Improved performance of the upgrade workshop job generation.
- Engine: Disabled dynamic batching and some other setting which may have led to crashes on some systems.
- Fixed: Serialization of tool/weapon equip tasks.
- Fixed: Produced robots not drinking oil and getting no drink value from it.
- Fixed: Produced robots not belonging to your colony.
- Fixed: Pathfinding bug related to foundations. This should fix a number of "x not getting built/produced" issues.
- Fixed: Bug causing things to not get stockpiled in some cases.
- Fixed: Modded scenarios disappearing after returning to the main menu. Also added the MockupTier123 scenario to the modding examples.
- Fixed: Objects not correctly unreserved when a mining job is cancelled.
- Fixed: Probably fixed black screen when zooming all the way out on huge maps.
- Fixed: Deconstructing an inserter now frees the item it transports.
- Fixed: Probably fixed an issue preventing colonists from returning after combat.
- Fixed: Campaign save games should now correctly store the targets for a given island.
- Fixed: Robot workshop not producing robots.
- Fixed: Language settings having no effect after returning to the main menu.
- Fixed: Audio volume setting not applied while the game is paused.
[ 2019-07-31 07:49:41 CET ] [ Original post ]
Note: If your icons look strange or misaligned after the update, please delete the IconCache folder from your save game directory (AppData\LocalLow\MirkoStudio\Kubifaktorium\...). Thanks!
Content and gameplay
- Content: Added decorational piers for your colonists to walk on. There is a normal version to be placed on the coast and a high version that can be placed on shallow water.
- Content: Added two variations of fallen trees.
- Content: Added fennecs.
- Content: Added more cactuses, joshua trees (can be planted in the desert) and ostriches.
- Gameplay: Upgrade workshops now have priorities.
- Gameplay: Some produced items like water are no longer exportable.
- Gameplay: When you decrease the size of a pasture, excess animals leave the pasture.
- Gameplay: The game now prevents you from deconstructing your only bonfire. :)
- AI: Colonists should now prioritize farms of the same priority based on the fill state of the output stockpiles.
- AI: Workshops should now prioritize production based on the fill state of the output stockpiles.
- Visual/Modding: The position of the warning flags for buildings can now be specified via
[ 2019-07-22 10:43:02 CET ] [ Original post ]
Content
- Tutorial: Added a tutorial to explain the shipping port.
- Content: Added wool (from sheep, might need to be imported in save games), cotton (can be grown in dry desert), fabric and the new textile workshop. (Models licensed from SkelliBoi)
- Content: Added cacao trees (can be grown in dry desert), beans and chocolate milk. (Models licensed from SkelliBoi)
- Languages: Added Chinese (traditional and simplified), Korean, Japanese, Hungarian and Portuguese to the game. Huge thanks to all the players who made the translations happen!
Performance
- Performance: The logistics system now skips checks for unrequested types and spreads its job generation over multiple frames.
- Performance: Fixed possible memory leak related to task pools.
- Performance: Price and export status are now buffered.
- Performance: Removed updating of stockpile panel content for now.
- Performance: Removed dependency injection from some performance critical parts.
Fixes
- Balance: You can now import resources that can also be mined from quarries like (late-game) clay.
- Balance: Reduced the XP-gain from combat training.
- UI: Save games are now ordered by modification date.
- Fixed: Items remain reserved when a construction job is cancelled.
- Fixed: Animal navigation trying to 'avoid' pasture zones.
- Fixed: Loading a mod which modifies a missing object no longer freezes the game.
- Fixed: Stockpiling issues with tools of higher quality levels.
- Fixed: Some other smaller fixes.
Note: When resuming a pre-patch save game, you might not be able to produce some of the required goods. In that case, please use the shipping port to import what you need or spawn it in using the debug menu.
[ 2019-07-14 19:31:32 CET ] [ Original post ]
Important: Because of the added ranch jobs, you might run into problems when resuming pre-patch save files. I try to avoid save-game incompatibility, unfortunately it is sometimes unavoidable that this happens. If you do run into problems, you can switch to the branch "6.7.2019" to resume your save game. Thank you!
Content
- Pastures! You can tame wild animals (currently cows, pigs, horses and sheep) and bring them into pastures. Cows can be milked, the other animals don't do anything yet.
- Content: Added the big bonfire, which has a larger claim and vision range.
Miscellaneous
- Gameplay: Vision now extends around rally flags.
- UI: The game now prevents you from removing tracks, train stations and factories while a train is driving on them.
- UI: You can now see how long it takes until an animal can be "harvested".
- UI: The ship panel now shows big numbers correctly, e.g. "1.2k" or "26k".
- UI: New hotkeys: home/end = zoom in/out, F5 = open colonist management screen, Numpad 0-3 = Game speed, 1-5 = Open build menu tabs.
- Modding: Fixed xml scheme to no longer show errors when elements are out of order.
- Visual: You can now see which mountains contain something. Deprecated the mountain content display.
- Help: When you cancel a construction job, ingredients that were carried outside of your territory are now returned.
- Modding: Fixed the missing end line in the scheme file.
- Gameplay: The colonists now only fill 8 of the 10 shipping port tiles to prevent deadlocks.
- Gameplay: Vision is now spread around bonfires, not colonists. (Saves performance when you have many people)
- Misc: House entrances can now be exact positions.
Performance
- Performance: Overlays are no longer updated when invisible.
- Performance: Improved performance of bonfire build preview.
- Performance: Added some debug outputs to find the performance issues after longer play times. If the game starts to lag, please send a short bug report, the performance data will be sent with the bug report.
Fixes
- Fixed: Infinite cow milking. :)
- Fixed: Colonists stealing from automated workshops.
- Fixed: Some side-effect issues regarding autofarms and automated workshops.
- Fixed: The game is now more tolerant when it cannot find a type (e.g. when a mod was removed).
- Fixed: The map generation algorithm now ensures that there are no inaccessible tiles which caused all sorts of problems.
- Fixed: Production targets for custom maps getting lost after load/save
- Fixed: Trading tier for cargo ports should now remain after load/save.
- Fixed: Endless loop when a building produces items it is built from.
- Fixed: Roads under construction are not cancelled when removed.
- Fixed: Roads under construction are now displayed as transparent.
- Fixed: Position of automatic workshop outputs with even size.
- Fixed: Shipping port can no longer be built on other buildings.
- Fixed: Ugly shadow bias of production buildings.
- Fixed: Several errors related to modding and the new pastures.
- Fixed: Greenhouse planting on wrong tiles.
- Fixed: Games saved with pre-8.7.-version not loading.
- Fixed: People not sleeping in houses.
- Fixed: Incorrect number in stockpile displayed for tools/weapons.
- Fixed: Zone fences invisible after loading. Probably.
- Fixes: Some smaller fixes.
- Fixed: Starting position under FoW.
- Fixed: Camera rotation is no longer tied to game speed. Unfortunately rotating while paused is not possible with Cinemachine. :(
- Fixed: Cargo ships no longer arrive while the shipping port is under construction.
- Fixed: Cargo ships now disappear when the shipping port is removed.
- Fixed: Deconstruction a station / stockpile now removes the associated logistics jobs.
- Fixed: Selected language not saved.
[ 2019-07-10 16:47:19 CET ] [ Original post ]
Patch 6.7.2019 is now live in the main branch, fixes a number of problems and extends mod support! Hint: Switch to the beta branch to always get the latest updates. :) 6.7. - Gameplay: Items which can not be exported are no longer taken to the shipping port. - MacOS: Disabled the Metal rendering path which was apparently causing trouble on Nvidia cards. - Performance: Increased performance for cases where a lot of unstockpiled stuff is laying around. - Modding: You can now specify the tags of mods. To do so, set UserModInfoTags. It is a ,-separated list of these possible tags: [Item, Animal, Gameplay, Workshop, Vehicle, Terrain, Diorama, Building, Other]. They will be updated on Steam the next time the game you update your mod. - Modding: There is now a text field showing the current state of the upload. Also, the Steam overlay now opens also when updating a mod. - Modding: You can now edit TaskGroups and NeedTypes, e.g. to increase the priority of farming or make your people really thirsty. Have a look at kubi.example.datatest. - Fixed: Buttons locked in tutorial 1 after save/load. - Fixed: Inventory targets getting messed up in tutorial 1 after save/load. - Fixed: Loading a game with missing objects (e.g. removed mods) no longer freezes the game. - Steam: Added Steam cloud sync for save games. 5.7. - Modding: Added support for multiple train types. You can now add trains via modding and choose which one to build in the train factory. - Modding: You can now overwrite voxel models of existing objects in mods. - Localization: Fixed some things not getting updated after changing the language. - Localization: Changed the way the selected language is saved. May trigger the language being reset to the system locale, but will prevent errors in the future. - Localization: Decreased the font size for Chinese/Japanese/Korean. - Localization: The hyphenation warning can now be disabled. - Localization: Fixed incorrect missing string warning for long keys. - Misc: Added a "welcome to the world map" message. - Fixed: Error in conveyor belt destruction on scene unload. 4.7. - UI: Foundations are no longer clickable. - UI: Improved world map biome tooltip. - UI: Selected zones/jobs are now green on the colonist panels. - Localization: Added Portuguese translation thanks to HarD_BR and Lariro. Awesome work! :) - Modding: Added Steam Workshop support for uploading mods. - Modding: Added Steam Workshop support for subscribing / downloading mods. - Modding: For more information, please have a look at the tutorial I made on YouTube. - Fixes: Miscellaneous fixes.
[ 2019-07-06 17:41:05 CET ] [ Original post ]
I have added Steam Workshop support to the game! You can now add items, workshops, animals, terrain, biomes and more to the game and share them with other players. I'm so excited to see what mods you are going to make! :D In order to celebrate it (and find bugs as fast as possible) I'm announcing a small just-for-fun modding competition running until Sunday the 7th. The mods I like most will be presented in a video. This 30m video explains how modding works using the example of an apple tree. I think it's quite straightforward and does not require any special knowledge. https://youtu.be/ZYGBVftaiiA In order to upload or download mods, please switch to the beta branch of the game (right click on Kubifaktorium in Steam library, go to properties betas and switch to "beta -"). If you encounter problems, please post them in #modding on discord.gg/kubifaktorium. Have fun! :) Mirko
[ 2019-07-04 12:41:49 CET ] [ Original post ]
Kubifaktorium is now available on Steam Early Access and here is what you need to know:
What is the current state of the Early Access version?
Kubifaktorium has been in closed alpha since its Kickstarter campaign ended in August 2018. The game has improved a lot since then and is now largely bug-free. The early- to mid-game, i.e. tiers 1-2 are quite playable and fairly balanced. The late-game content (tiers 3-4) is for the most part missing or incomplete. There are regular progress report videos and there is also an official roadmap here: https://kubifaktorium.com/assets/roadmap.jpg If you want to give it some time before deciding to get it, please add it to your wish list to get notified when it leaves Early Access. :)
Will it run on my potato computer?
Maybe. There is a free demo of the game available on itch.io which you can try! If the demo runs fine, the full game will run fine as well.
Where can I learn more?
- Find more information in the FAQ-thread: https://steamcommunity.com/app/898720/discussions/0/1640915206451004838/
- Hang out and leave feedback on the official Discord server: https://discord.gg/kubifaktorium
- And a Facebook page to share and keep track of the game: www.facebook.com/Kubifaktorium
[ 2019-07-03 17:06:09 CET ] [ Original post ]
https://www.youtube.com/watch?v=iQqVlI8eW7k Welcome to the latest Kubi progress report! In this report: - Horse carriages. - Shipping ports. - Fixes and performance. - Roadmap.
[ 2019-06-27 19:07:58 CET ] [ Original post ]
Welcome to the latest Kubi progress report! In this episode: - Campaign & World Map. - Combat system. - Gameplay. - Miscellaneous. - Release Date. https://youtu.be/rXiGsiPsp4U Interview: https://www.youtube.com/watch?v=w_wS2fIfOg0
[ 2019-05-01 11:09:17 CET ] [ Original post ]
Cheers! Enjoy the latest Kubi progress report. https://youtu.be/cj4trsg_B18 - Improved production tree. (Tiers, split into 3 panels, mouse-over) - Recommendation system. - Road construction tool. - Improved conveyor belts. (tool, distributor, 2 layers) - Improved track construction. (tool, 2 layers, Auto build mechanic. - Undo button. - Farm tiles now need to be watered.
[ 2019-03-13 13:51:10 CET ] [ Original post ]
Hello there! In today's update I bring you the latest Kubifaktorium progress report. Progress reports are short videos which showcase the new features I've been working on as well as my road map for the near future. - Multi-Biomes & Sub-Biomes - Advanced tooltips. - Tutorials and sample scenes. - Automated workshops, Ore-crushing scene - Train signals, bridges and networks. https://youtu.be/6S9nbDLph9c
[ 2019-03-05 15:14:12 CET ] [ Original post ]
Hello there! In today's update I bring you the latest Kubifaktorium progress report. Progress reports are 10-15m videos which showcase the new features I've been working on as well as my road map for the near future. https://www.youtube.com/watch?v=LxOQPMPRK6I Navigation - Buildings are now obstacles! Colonists will no longer walk through houses and workshops or on top of bonfires. Colonists will also avoid to trample on your planted crops. :) - Improved the way the collision is handled for rocks and other environment objects. - Your colonists will now go on top of the platform in train stations instead of clipping through them. - Gameplay: Houses now have an entrance parameter and colonists will (try to) go there when they claim or enter a house. Colonists now sleep "inside" of buildings. Upgrade system - Tool UI - Gameplay: All items now start at poor quality when produced. - Gameplay: Added the upgrade workshop. In the upgrade workshop your colonists can combine two items of a given quality to obtain one item of the next quality level. - Gameplay: There is now a failure chance for most tasks. The base level is 50% and it decreases depending on the tool in use. - Gameplay: There is now a critical success chance. A critical hit in combat does +50% damage. A crit in mining gives you a bonus item. A crit in crafting creates tools of quality 2 instead of 1. Theme - UI: Changed the general theme. Windows, panels and tool bars now have a slight frame around them and a slight drop shadow. - UI: Opening a modal panel now creates a dark background layer below the panel. Ease of life - You can now place buildings on top of items. Before construction begins, your colonists will move the offending items to free tiles. - You can now build farms and groves on top of items. Before tilling and planting begins, your colonists will move the offending items to free tiles. Features - UI/Gameplay: You can now filter items based on their quality. (This affects tools and weapons.) - UI: You can now see which colonists are idle in the colonist management screen. - UI: Tools and colonists carrying a tool now share the same UI. - UI: The mod selection screen now supports multiple pages of mods. - UI: The custom map screen now supports multiple pages of scenarios and modifiers. - UI: Clicking on a tile will now select the corresponding claim flag. - UI: Made it easier to right-click-link stockpiles. - UI: You can now deselect using right-click. Under the hood - Upgraded to Unity 2018.3.0 and C# 7.2. - Upgraded to Post Processing Stack v2. - Upgraded to new TextMesh. - Replaced the bug report tool with the new Unity user reporting. Reports now automatically include a save game which might help me find issues. Presentation - Visual: When you expand your territory, your new area spawns happy little particles. - Visual: Added particle effects and "animation" to building deconstruction. - Music: Added 2 new daytime tracks and 3 new nighttime tracks. - Audio: Added several new sounds. Modding - Modding: You can now add sound effects via modding! I've added the kubi.example.coastwaves example mod - Added DiscordID, SteamID and Role to UserModAuthor. - Added support for reskinning! Mods can now replace the voxel models that are in the game. (Note that icons might not get updated unless you clear them in the cache (Kubifaktorium/IconCache).) - Modding: Mods can now overwrite parts of existing objects. This allows you to rebalance parts of the game if you so desire. Added the "massive sheep", "speedy colonist" and "stone bakery" examples. - Modding: You can now enable or disable mods in the user mods screen. Only active mods are processed. - Modding: Mods (can) now have a priority which can be set to influence their loading/processing order. - Modding: Added a lot of documentation and added it to the XSD-file. So, if you use an XML-editor, you now get information on all available elements and how to use them. Performance (separate video) - Huge performance improvement: I've added simplified shadow meshes to many models. This reduces the vertices having to be rendered a lot. On my pc. this reduced rendering time from ~11ms to about ~7ms per frame. Combined with the changes from the last patch, you will probably get around 50 to 100% more FPS now. - Shadow casters - Profiling - Huge performance at startup: The processed voxel models are now cached and saved on the drive. Subsequent starts are much faster as existing models do not need to be reloaded. When it messes up, you can purge the cache here: Kubifaktorium/ModelCache. - Vergleich Ladezeiten - Performance (CPU): Drastically reduced the number of backend callbacks. - Performance (CPU): Disabled the automatic physics simulation. It is now only triggered when required for raycasts. - Performance (CPU): Removed an unnecessary tile enumerations. - Performance (generation): Improved performance and memory footprint of tile generation. - Performance (generation): Reduced the number of dependency injection calls. - Performance (generation): Removed overhangs from meta object repository (eliminates lag at end of map generation) and improved their creation process. - Performance (generation): Mesh combination is now done in smaller batches. - Performance (generation): Changed AudioInfo to combine multiple audio clips. - Performance (rendering): Made some voxel models a bit more performant.
[ 2019-02-04 08:46:07 CET ] [ Original post ]
Hello there! In today's update I bring you the third Kubifaktorium progress report. Progress reports are 10-15m videos which showcase the new features I've been working on as well as my road map for the near future. https://www.youtube.com/watch?v=JPn2eHLsXx4 Main menu - There is now a active modding screen which you can access from the main screen. When there is an error in a mod, the game no longer crashes. Instead, you can mouseover over the erroneous mod (which shows an X as its icon) and read the error message, which should assist in figuring out the problem. If you are making a mod and find issues, please let me know! - Added a tutorial menu to the menu screen. The game now keeps track of tutorials you complete. Gameplay - Added mood thought bubbles which popup when your colonist are unhappy. - You can now rename colonists and animals. Just click on their name in the info panel and start typing. - The colonist info panel now contains a line describing what he/she is doing at the moment. - Colonists are now smart about which ingredients they use for construction/production. First, they'll pick the one that's closest to them, afterwards they pick the ones closest to the production / construction site. - You can no longer build on sand. - Added support for non-square buildings. - When mining a mountain, you now get perfectly usable grassland + some rubble that disappears over time. - Workshops can now have multiple outputs! Task generation, UI, tests etc. have been extended accordingly. The first recipe to take advantage of this is the bread recipe. - Robots can now operate in multiple modes. The mode effects their movement speed as well as their fuel consumption. - Both ambient light and torches are now brighter at night time. - Added monoliths to the game (scenery). UI - Clicking on the idle colonist display in the top now lets you cycle through your idle colonists. - Added a warning flag to logistics system targets that accept nothing. - Added a warning counter to the info bar in the top. Clicking on it will cycle through all objects which have warnings. - You can now drag around the tech/production graph. - The tooltips now have nice icons. Some messages now have nice icons. - When placing a bonfire, the game now highlights the area you would gain. - Added little frames to the skill boxes in the colonist screen. Trains - Added a warning flag to active trains that have less than 2 targets or no valid path. - Added a warning flag to train stations that are not linked to the logistics system properly. - Added a status text label to the train info panel. - Trains now spawn correctly in train factories. - Trains now navigate to the next station on their schedule. - Train stations now work correctly as part of the logistics system. - Goods stored at the train station are now loaded onto the train. - Goods loaded onto a train are now correctly unloaded at the target location. - Trains now turn correctly in a station if their next target is behind them. - Fixed numerous bugs that prevented parts of the transport and logistics systems, as well as their serialization. - Train stations now have names and can be renamed. - Trains now have schedules (which are ineffective for now). The UI is a bit clunky but it works for now. To add a station to the schedule, select the train and right-click the new station. To remove a station, click on its entry in the schedule. - Added the train factory as a proper building and removed the factory button from the track laying UI.
[ 2019-02-04 08:45:00 CET ] [ Original post ]
Hello there! In today's update I bring you the second Kubifaktorium progress report. Progress reports are 10m videos which showcase the new features I've been working on as well as my road map for the near future. https://www.youtube.com/watch?v=VjxYjXxZKMw&t=2s Major new features: - Serialization (Loading / Saving). - Smooth conveyor belts. - Mini Inventory. - Credits Screes & Names. - Info Panels. - Nicer recruitment camps and scenery. - More happiness factors. - Ships and cargo ports. - Train stations (buggy). - Quarries. - Diorama Mod Support. - Map Modifier Mod Support.
[ 2018-10-22 11:08:08 CET ] [ Original post ]
Hello there! In today's update I bring you the first Kubifaktorium progress report. The progress reports, which I make every 4-6 weeks, showcase the new features I've been working on as well as my road map for the near future. Usually they are around 10m long. This one is a bit longer because there is so much new content. https://www.youtube.com/watch?v=ZBXjv40B-iE
[ 2018-10-22 11:07:35 CET ] [ Original post ]
- Kubifaktorium Linux [274.39 M]
What is Kubifaktorium?
Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master.Colony Building and Management
The heart of your colony consists of loyal colonists who will mine resources, farm crops and craft tools and weapons. Each colonist has a different set of skills which will change based of the jobs he or she performs. Managing your colonists needs and abilities is vital to ensuring your colony's efficiency.Different Biomes
In the course of the campaign you will explore and colonize multiple islands and encounter different biomes. Each biome features new enemies and challenges but also new resources to discover and process.Automation
While your colonists are awesome, their work power is limited. Fortunately, your colonists know how to craft advanced machinery like automated farms and smelters, which you can use to automate more and more of your production.Logistics and Transportation
As your colony grows and your production hums along, transporting the resources you need becomes a bottleneck. Kubifaktorium features a number of transportation systems like trains, conveyor belts, zeppelins and more. Automated depots and inserters are there to help you store, sort and keep track of all your goods.Weapon Crafting, Enemies and Combat
The new lands are inhabited and guarded by mighty enemies and you will need mighty weaponry to defeat them. The game will feature multiple weapon types and multiple quality tiers of each weapon.Mod Support
The game is designed to be mod friendly and will allow players to create anything from new goods and industries to total conversions with new terrains and scenery. Created mods can be published and managed via the Steam Workshop.- OS: Tested on Ubuntu and Arch. should run on the most common distros.
- Processor: Intel Core i5-7600K. AMD Ryzen 5 1400 or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 580. Radeon HD 8970M or higher
- Storage: 300 MB available spaceAdditional Notes: Try the free demo to check how the game performs on your system.
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