Kubifaktorium
Mirko Seithe Developer
Mirko Seithe Publisher
2019-07-03 Release
🎹🖱️Keyboard + Mouse
Mostly Positive
(691 reviews)
Public Linux Depots:- Kubifaktorium Linux [274.39 M]
Patch 21.7.2019 adds more Content, Fixes and Performance Improvements.
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 to prevent them from spawning inside buildings.
- Visual: Replaced the icon when failing a task with a facepalm. You're welcome. :)
- Misc: Audio should now stop playing when the game loses focus.
- Misc: Replaced the game icon.
User interface
- UI: You can now assign priorities to farms / groves.
- UI: Hovering over the house icon in the top now shows you the capacity / usage of your houses.
- UI: Hovering over the food/drink icon in the top now shows you your food stock.
- UI: You can now destroy ore veins.
- UI: You can now disable logistics tasks for your colonists.
- UI: The size of the colonist management screen now adapts to the number of workshops (max=20).
- UI: Arrows now have different colors based on whether the link goes in or out of a workshop.
- UI: Added a 'propagate output' button to stockpiles, depots etc.
- UI: The build menu now has a search bar.
- UI: You can now name horse carriages and trains.
Performance
- Performance: Kubi no longer generates icons for things that are not visible in the UI.
- Performance: Model textures are now correctly discarded after the texture atlas is created.
- Performance: Eliminated lag & memory usage when placing shipping ports.
- Performance: Decreased memory allocation and loading times.
- Performance: Did some major refactoring to remove dependency injection from object and component creation.
- Performance: Remove dependency injection from task deserialization.
- Performance: Localization template generation is now tied to whether localization help is enabled.
- Performance: Actor mood calculation is now buffered.
- Performance: Reduced memory usage of different calculations.
- Performance: Improved performance of stockpile job generation.
- Performance: Improved performance of recommendation system.
- Performance: Improved performance of autofarm job generation.
Fixes
- Fixed: Tile placement issues.
- Fixed: Blueprints still shown after cancelling build menu in some cases.
- Fixed: You can no longer circumvent the tutorial restrictions by using hotkeys.
- Fixed: Colonists now leave houses when the can no longer access them.
- Fixed: Pigs sinking into treadmills.
- Fixed: Your boat can no longer be in the fog of war.
- Fixed: Colonists not healing when loaded in an injured state.
- Fixed: Translation change not getting applied.
- Fixed: You can now plant cacao and joshua trees in the desert.
- Fixed: You can now import into depots, zeppelin stations etc..
- Fixed: All trees set to the same base rotation.
- Fixed: Links between workshops and depots not serialized.
- Fixed: You can no longer cheat the game and yourself by planting wheat on grass by changing the production last-second.
- Fixed: Random empty recruiting flags spawning on some maps.
- Fixed: Main menu initialisation continuing before all icons are created.
- Fixed: The game objects no longer serialize their type attributes. This should fix things like non-rancher colonists or no-wool-sheep.
- Fixed: Tooltips should no longer cover items on settings screen.
- Fixed: Tooltip for social buildings.
- Fixed: Upgrade workshop panel not updating when switching between multiple upgrade workshops.
- Fixed: Tools of high quality stored on your ship now count towards your inventory target.
[ 2019-07-22 10:43:02 CET ] [ Original post ] 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.MINIMAL SETUP- 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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