


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 ]
- 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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