


Gameplay - Gameplay: Simplified the job system. All workshops are now summarized under the "crafting" job. Experience from one workshop now carries over to other workshops. This simplifies the UI a lot and makes the game a lot easier to understand for new player. - Gameplay: Colonists should now prefer closer social buildings. - Gameplay: Colonists should now prefer closer stockpiles (given equal priorities). - Gameplay: Health below 75% now causes colonists to be unhappy and try to sleep. - Gameplay: You can now integrate conveyor belts into the logistics system! To do so, select the beginning depot and activate "Conveyor mode". The depot will now automatically pick up items requested by connected logistics clients. (still wip) - Gameplay: You can now give your colonists high priority tasks/workshops! As the name implies, they will only do normal priority tasks when no high priority tasks are available. - Gameplay: You can now place farms and groves on top of foundations. - Gameplay: Simplified the decoration system. Decorations no longer differ in beauty value, they now only differ in effect range. Modders: DecorationInfoValue has been deprecated. - Gameplay: In order to get the "happy" state, colonists now need decoration. - Gameplay: You can now assign jobs to automatic workshops similar to manual workshops. Changed the tutorials correspondingly. - Gameplay: Items that do not fit to an automatic workshop's selected recipe are now carried away by your colonists. Remove all recipes to have all input boxes cleared. - Gameplay: Colonists are now much more likely to use roads. - Gameplay: Carriages should now speed up when they are on roads. - Content: Added trading hubs! Trade excess items for resources at the trading hub. Should spawn on most maps. - Content: Added a tutorial for using the conveyor belts in the logistics system. User interface - UI: Removed the hitpoint panel. (The hitpoints are also shown in the happiness-panel) - UI: Removed inventory targets, production time and stack height from item tooltips. - UI: Moved the link to the production encyclopedia to the bar in the top right and removed it from the main menu. - UI: You can now click on an item in the inventory screen to open it in the product encyclopedia. - UI: Added forward/backward buttons to the product encyclopedia. - UI: Cloning a road (e.g. using alt-click) now starts the road layer from the given position. - UI: You can no longer select a crop/tree that cannot be grown on a selected farm. - UI: When removing objects from a range of tiles, foundations are only removed when no other object is found. - UI: Enhanced the UI to allow for high priority tasks. To make a task or workshop high priority, hold the shift or control key while clicking on the corresponding button. - UI: The plant tooltip now shows the tools that can be used to harvest it. - UI: The filter UI for the depots now shows the number of stored items. - UI: The colonist that is currently selected is now highlighted in the colonist management screen. - UI: Added a "return to world map"-button to the menu. You keep the resources you currently have and restart the current island or choose a different one. - UI: When opening a load game dialog, the game no longer suggests a new name but instead selects the last save game by default. - UI: Added a warning when a carriage is assigned to a station but the station is not connected to the logistics system. Miscellaneous - Visual: Colonists now have carry-animations! The position of carried items are adjusted appropriately. Modders: If you want to have this for your character models, duplicate the first 4 animation frames, add them to the end and make the little arms stick out. Have a look at SettlerMale/Female for examples. - Visual: Conveyor belts now connect visually with receiving belts. Modders: If you make conveyor belts, the straight variant now needs 2 extra models which are used when extending to the next tile. - Misc: Deprecated the recipe 2*log charcoal. - Misc: Veins no longer spawn under mountains. - Misc: Reduced the spawn ratios in the dark terrain. - Misc: The hotkey for screenshots is now Ctrl-F12 or Shift-F12. - Misc: Renamed "lonely/had interaction" to "bored/entertained". - Misc: Level-Ups no longer spawn particles. - Misc: Defeating an enemy can now spawn loot of lower tiers. - Misc: Freed colonists now have all zones activated by default. - Misc: You can now open the bug report screen with Ctrl-Q. Bug fixes - Fixed: Working farms are now shown as "operational", not "idle". - Fixed: You can now deconstruct a building by clicking on any covered tile (not just the center tile). - Fixed: Placing a bonfire blueprint should no longer spawn an "area expanded" message. - Fixed: Improved early game recommendations. - Fixed: Sitting position on benches. - Fixed: Placing a building over a farm should now destroy the plants below. - Fixed: You can no longer remove the trading hub. - Fixed: When deconstructing a building over water, the ingredients should no longer be placed in water. - Fixed: A few bugs in the new conveyor/logistics connection. - Fixed: Removed "harvested" from multiple item's name to make it more consistent. - Fixed: Incorrectly formatted hotkeys showing on inventory and message log titles. - Fixed: Distributors not working correctly after last patch. - Fixed: Colonists transporting goods between zeppelin stations after last patch. - Fixed: Depots wrongly picking up things intended for the logistics system. - Fixed: Conveyor belts misbehaving after a connected belt gets destroyed. - Fixed: "Unable to resolve 'BehavioursProduction' while building object with type 'Profession'" - Fixed: Ore veins should now be much less likely to spawn in intersecting positions that don't allow you to build extraction devices on top. - Fixed: Nice / bad housing effect reversed. - Fixed: Icons for colonists not showing when starting the game for the first time. - Fixed: Possible rare crash. - Fixed: Rally flags should now be much less likely to spawn in positions where combatants get stuck. - Fixed: Colonists not having a preference for hammers when only construction is selected. - Fixed: Some more errors are now correctly attributed to mods. - Fixed: You can no longer build shipping ports in a way that causes ships to drive through another port. - Fixed: Fixed texts for the carriage UI. - Performance: The buttons in the build menu are now buffered which should reduce lags and memory leakage.
[ 2020-03-12 09:36:01 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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