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 .
- Modding: You can now disable the hit animation for specific workshops with 0.
- Modding: You can now prevent objects from spawning in sub-biomes (and in general) by adding 1 to the base info.
Miscellaneous
- Camera: You can now rotate the camera while the game is paused. Surprisingly tricky.
- Camera: The map overview no longer mixes with the other camera modes, thus fixing some weird camera angles.
- Logistics: The system now removes queued jobs when you remove existing logistics connections.
- UI: Removed the icons from the tooltips and fixed some icon positions.
- Misc: Added the demo to the Steam page.
Fixes
- Fixed: Items being stacked incorrectly after loading a save game. (Does not affect existing saves)
- Fixed: Trains not finding paths when tracks are built using the track laying tool.
- Fixed: Track segment still showing as reserved after a train is deleted.
- Fixed: Colonists not taking care of a balanced diet as intended.
- Fixed: Height of mountain tile in dark biome + overhang.
- Fixed: Spawning of iron veins.
- Fixed: Removed output stockpile warning for robot workshops.
- Fixed: Possibly fixed some crash issues.
- Fixed: Mods not able to set attributes to default values.
- Fixed: Zone size preview font size now scales with resolution.
- Fixed: Treadmills used while still under construction.
- Fixed: Size and output position and animation of oil wells and pumps.
- Fixed: Items brought to shipping port while it is still under construction.
- Fixed: Objectives are now updated while the game is paused.
- Fixed: Cargo ship serialization while exporting.
- Fixed: Cargo ship importing extra items when saving during unload.
- Fixed: Bug in carriage destruction handling.
- Fixed: Possible crash related to zeppelin serialization.
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.