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Update 18.12.2019 fixes most known bugs, adds sea critters and a new tutorial!

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 ]

Kubifaktorium
Mirko Seithe Developer
Mirko Seithe Publisher
2019-07-03 Release
Game News Posts: 94
🎹🖱️Keyboard + Mouse
Mostly Positive (684 reviews)
Public Linux Depots:
  • 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.

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.
GAMEBILLET

[ 5974 ]

12.89$ (14%)
16.79$ (16%)
61.54$ (12%)
8.59$ (14%)
52.74$ (12%)
17.19$ (14%)
16.96$ (15%)
17.19$ (14%)
40.04$ (11%)
25.79$ (14%)
2.47$ (17%)
12.74$ (15%)
13.19$ (18%)
12.42$ (17%)
8.27$ (17%)
8.47$ (15%)
8.39$ (16%)
18.99$ (24%)
25.79$ (14%)
17.19$ (14%)
25.47$ (15%)
3.55$ (11%)
33.96$ (15%)
33.59$ (16%)
8.47$ (15%)
13.34$ (11%)
26.09$ (13%)
33.97$ (15%)
2.54$ (15%)
33.17$ (17%)
GAMERSGATE

[ 1567 ]

4.5$ (85%)
1.5$ (81%)
2.25$ (89%)
0.58$ (92%)
2.0$ (90%)
0.37$ (63%)
4.75$ (81%)
1.0$ (90%)
8.0$ (60%)
0.7$ (90%)
3.0$ (62%)
1.05$ (85%)
0.56$ (81%)
13.5$ (77%)
1.8$ (90%)
0.5$ (90%)
0.94$ (81%)
9.37$ (63%)
11.24$ (55%)
4.5$ (85%)
2.4$ (84%)
3.75$ (75%)
2.0$ (90%)
0.9$ (92%)
2.0$ (80%)
6.75$ (73%)
4.5$ (85%)
5.0$ (50%)
15.93$ (36%)
0.68$ (89%)
MacGamestore

[ 1755 ]

17.99$ (10%)
43.89$ (12%)
38.49$ (23%)
49.99$ (17%)
11.99$ (20%)
16.99$ (15%)
78.99$ (12%)
17.99$ (10%)
2.48$ (83%)
3.29$ (34%)
1.19$ (87%)
5.09$ (15%)
3.99$ (69%)
42.99$ (14%)
0.74$ (85%)
23.99$ (20%)
8.19$ (18%)
60.69$ (24%)
45.99$ (23%)
26.99$ (10%)
13.12$ (12%)
18.19$ (9%)
1.19$ (76%)
34.99$ (30%)
34.99$ (13%)
1.98$ (80%)
16.99$ (15%)
26.69$ (11%)
59.49$ (8%)
23.89$ (4%)

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