


Gameplay
- Gameplay: Improved the taming/recruitment system for animals. There are now two types of animals:
1) Pasture animals (like cows & sheep) are kept on a pasture and yield items (like milk & wool). You can tame them by building a pasture as before. Pasture animals will stay on an island when you leave.
2) Domestic animals (like pigs) will act like colonists, i.e. carry things and perform simple jobs. To recruit a "wild domestic" animal, you select it and click on recruit. Domestic animals will come with you when you leave the island.
- Gameplay: High quality food and drinks can now saturate your colonists above 100%. That way, your colonists will have to pause less often. Modders: You can find this in ItemInfoFoodValue.
- Gameplay: You can now upgrade existing buildings! Much more convenient than doing it manually. Currently it is available for the 3 houses, as well as DepotHC-Depot. The building is unusable during the upgrade process. Will probably cause some new bugs, let me know if you encounter any. Modders: The upgraded building should have the same size (in tiles) as the base building, otherwise a variety of bugs can occur.
- Gameplay: Higher quality mountains and geodes now require tools to mine. Also applies to palm and cacao trees. Doing it by hand isn't going to cut it anymore. See what I did there? :) Maybe a bit counter-intuitively, you need high quality shovels to harvest mine or harvest trees, but not to till the soil.
- Gameplay: Higher tier buildings require higher tier hammers to construct (but not deconstruct). As a general rule, the current mid-tier things like zeppelins require wooden tools, most things involving automation require iron tools.
Content
- Content: Added the "No Water" terrain shape option.
- Content: Added the watch tower which is cheap to build and expands your vision range by a lot. Thanks to Screech for the model! :)
User interface
- UI: Added a filter function to the colonist management screen. Finally, you can more easily discriminate by gender or species. ;)
- UI: Buttons that are active now have a visible background and a highlighted frame, which makes them much easier to tell apart. And less green.
- UI: Text buttons you can click now get underlined when you hover over them.
- UI: The required tool levels have been added to the mining panel and the building tooltip.
- UI: Added a warning flag to buildings that cannot be built because no colonist has the appropriate hammer.
- UI: Added a warning flag to farms & groves that cannot be harvested because no colonist has the appropriate shovel.
- UI: You can now set the zoom mode to be instant in the settings (as opposed to the default smooth transition).
- UI: Default hotkeys for actions are now shown in the tooltips. Note that these only show the default hotkeys - if you rebind them, they are not updated. This is a (really dumb) restriction of the Unity input manager.
- UI: Added new hotkeys for a number of actions.
Miscellaneous
- Misc: Depot exits and entries no longer require ingredients and are now built instantly. Modders: You can get this behaviour via BuildingRecipeInfoInstaBuild. This is only supported when the building requires no ingredients.
- Misc: The HC depot can now only be built by upgrading an existing depot. Modders: To get this behaviour, use BaseInfoCannotBuildDirectly.
- Misc: You can now build stuff on desert oasis tiles.
- Visual: Depot cranes now rotate items into the proper orientation while moving. Which looks nice. :)
- Visual: Reduced the objects' smoothness/glossiness.
Modding
- Modding: You can now mod how the fences of stockpiles, farms, groves and pastures look. Have a look at ObjectType/fences/....
- Modding: The info.xsd files of the example mods should now be automatically updated with the latest version in each build.
- Modding: The default cargo loadout is no longer hard-coded. Instead, you can set how many items you start off with in ItemInfoDefaultCargo.
Fixes
- Fixed: Colonists importing things into the corner of the map.
- Fixed: Autofarms/groves not animated correctly. I'm disabling the batching from a few patches ago as it causes many unexpected issues.
- Fixed: Fences not getting correctly removed when resizing/deleting a zone after previous patch.
- Fixed: (Probably) fixed a bug causing adjacent zones to get expanded
- Fixed: Mountains not properly animated when mined.
- Fixed: UI being too large on ultra wide resolutions when UI scale is set to >=100%.
- Fixed: Resuming a game should no longer trigger the job-auto-assignment.
- Fixed: Items in transit via the logistics system should no longer get stockpiled.
- Fixed: Forbid consumption and similar buttons not showing when selected.
- Fixed: Colonist management screen not working correctly on world map after filter addition.
- Fixed: Train wagons seemingly not moving after loading after one of the previous patches.
- Fixed: Changed the default hotkey for the road layer to H. (R conflicted with rotate)
- Fixed: Depots not picking up from entries after one of the previous patches.
- Fixed: Visual glitch preventing depot cranes from visually moving under certain circumstances. Modders: If you made custom depots/stations, please add BaseInfo
[ 2020-02-05 08:05:16 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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