


Cover image contributed by Somamint. Thanks! :) Gameplay - Gameplay: You now need track/conveyor/road ingredients before building them. A preview of the ingredients you need is shown while you plan out the area. Afterwards, the ingredients are consumed instantly and the track/conveyor/road is built instantly. User interface - UI: Added warnings to automatic workshops that have no inserters unloading them and also no appropriate output stockpile assigned. - UI: Added a warning to automatic workshops when one input spot is served by inserters but not all of them are. - UI: Updated/added more hand-drawn icons. - UI: Added a warning flag when two conveyor distributors are placed next to each other (this is not supported as it's not clear where the items should go). - UI: When placing a single building, the selection box now follows along correctly when dragging the mouse. Also, you can no longer accidentally place multiple buildings at once by dragging. - UI: When placing things like foundations, you can still select multiple tiles at once. The selection box will now have the correct size in this case. A blueprint will not be shown in this case. - UI: Added a message which is shown when buildings with at least 2 ingredients are built. - UI: The colonist screen now has a name header. Click on it to sort your colonists by name. - UI: When an exit hopper is placed on a shipping port, the type filter now suggests types that can be imported. Miscellaneous - Misc: Added a final dummy-step to the conveyor tutorial. - Misc: Newly recruited colonist may now also be assigned jobs when assist mode is on. - Misc: Conveyor belt parts now require wooden boards and iron blocks (like track parts). - Modding: You can use UserModInfoPriority to change the order in which mods are loaded. Lower priority = loaded earlier. If your mod depends on no other mod, leave this at 0. If your mod depends on another mod, make sure your priority number is higher than the other mod's priority. - Modding: Added SocialBuildingInfoSatisfiesDrink and SocialBuildingInfoSatisfiesFood which allow you to make restaurants etc. which satisfy the colonists' food/drink needs. Note that colonists will still look for food when hungry (and not go to the restaurant), so you may want to modify the social need to deplete faster. Bug fixes - Fixed: Interaction spots on social buildings not rotated correctly. - Fixed: Blueprints not visible in debug build mode. - Fixed: You can no longer place exit/entry hoppers where trains and ships are supposed to be. This was never intended and led to megastacks when done anyways. :) - Fixed: Colonists should no longer eat/drink food from belts. Doing so might have led to some bugs with items getting stuck. - Fixed: Possibly fixed bug causing depot arms to go across the map. - Fixed: Probably fixed a bizarre crash that could occur when loading saves with active inserters. - Fixed: Rare issue with item storages. - Fixed: Inserters no longer get stuck when "their" item disappears. - Fixed: Objects changing their look when loading/saving. Amazingly, it took half a year for someone to notice that colonists etc. look totally different after loading. :) - Fixed: (Maybe) fixed game continuing to run in the background after losing focus. (This might be a Unity issue.) - Fixed: Foundations not consuming ingredients. There is also now an error message if you place them without having enough materials. - Fixed: Building a road over an existing road (e.g. a crossroad) no longer consumes extra materials. - Fixed: When pathing fails for whatever reason, the colonist is now teleported to his/her destination rahter than forever failing. - Fixed: Missing workshop warnings when output stockpiles get de-zoned. - Fixed: Incorrect exposure on non-default brightness settings after lightning. - Fixed: When colonists move into a better house, they now correctly vacate their last house. - Fixed: Custom map generation failing when you have a big seed number. - Fixed: Workshops assigned via assist mode not shown in colonist management screen. - Fixed: The game saved message now also shows when saving manually. - Fixed: Not enough money in shipping port. - Fixed: You can now remove foundations.
[ 2020-01-21 14:19:50 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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