


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 ]
- 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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