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Update 14.4.2020 redesigns the combat and recommendation systems.

Gameplay - Gameplay: Replaced the combat system. - Colonists can no longer fight. Instead you can now build combat robots which can get destroyed (model & animation will be replaced in the future). More robot types and tiers will be added in the future. - You can select multiple combat robots by drag-selecting them. Then, you can send them somewhere close to your territory by right-clicking. If you enter an enemy area, your robots will fight the enemies. - You can now build combat robots in the robot workshop, which has been moved to tier 1. - Health is no longer a need. Also, things no longer heal over time. - Swords and training dummies are deprecated. - Combat robots and enemies have little health bars on top of them. - Updated the combat tutorial. - Gameplay: Redesigned the recommendation system. It is now much more like the system in Prison Architect. You get tasks, like "setup a well and produce water" and receive a small cash reward on completion. These tasks guide you along your way in the tech tree. Modders: Have a look at RecommendationInfo to add this functionality to your own mods. - Gameplay: Attacking an enemy camp now reveals the tiles covered by it. - Gameplay: When sending robots outside of your territory's range, they now go to the nearest tile where they can go. - Gameplay: Readded the "Attack" button to the enemy claim panel. Note that using using it is not always optimal as positioning/rallying your robots before the fight might be advantageous. - Gameplay: Deprecated the middle-tier-house. You now have the basic house with low quality and capacity 4 and can upgrade it to a high quality capacity 2 house. - Gameplay: When you link an output stockpile, it no longer sets it to accept products that are already accepted by existing stockpiles. - Gameplay: The inventory targets are no longer the only objective. As such, they have been simplified. Modders: If you want to have your own products show up as targets, set an amount in ItemInfoProductionTargetAmount. - Gameplay: New objective: Clear all enemy camps. - Gameplay: New objective: Earn money (via exporting). - Gameplay: New objective: Claim land. - Gameplay: In order to move on to the next tier on the world map it is now sufficient to visit half the islands of the previous tier. - Gameplay: Carriages can now operate in automatic mode. It's active by default and eliminates the need to set a schedule for simple setups. (Note: Does not work with saves from older versions) - Gameplay: The available trade opportunities at the trading hub now change every day at 6:00. - Gameplay: Foundations are now unified. Placing a foundation will select the model appropriate for the type of the tile. User Interface - UI: Added a hint text to some of the actions, e.g. that you can cycle between objects while deconstructing. - UI: Added your current money amount to the top info panel and removed it from the cargo port. - UI: When selecting multiple combat robots, there is now an info panel showing all of them. - UI: Hovering over the smily in the colonist management screen now shows a tooltip. - UI: When searching for a type by typing, the relevance filter is disabled when no type would be shown with it. - UI: The game version number is now shown on the menu screen. - UI: Colonist happiness is now next to the needs in the panel. - UI: Added a happiness column to the colonist management screen. Also removed swords from the colonist panels as they are deprecated. - UI: You can now disable inserters. - UI: When making a logistics connection, hold ctrl, alt or shift to create a two-way-connection. - UI: When placing decorations, the construction overlay now also highlights tiles for which decorations currently under construction will have an effect. - UI: The decoration overlay now also considers decorations currently under construction. Balance / Misc - Balance: Reduced the money required for the money-goal. - Balance: Reduced the cost of the auto-grove and the auto-kiln and moved them to tier 2. - Balance: Made the combat robot stronger. - Balance: A stone block now only requires one rock. - Misc: You can now grow wheat on regular grass tiles, not just on dry grass. - Misc: Added SpawnerInfoExactSpawnNumber. - Audio: You can now change the volume of work-related sounds relative to the rest of the audio. - Visual: Zeppelins now rotate to match an item's rotation on pickup. - Visual: Zeppelins now rotate to match the rotation an item will have when dropping. - Visual: Changed the icons for mined clay/iron and iron blocks to make them more distinguishable. - Misc: Having no zone selected no longer counts as "all zones". Bug fixes - Fixed: Goto-Timeout not getting serialized correctly. - Fixed: Recommendations are now deleted when a required object is deleted (e.g. through a mod). - Fixed: Being able to build shipping ports over trees etc.. - Fixed: Changing a bonfire's color executing a claim while still under construction. - Fixed: Objectives like earn money should no longer get duplicated when reloading a game. - Fixed: Deconstructing a belt should no longer keep outgoing items reserved. - Fixed: You can no longer place buildings on tiles where reserved items lie. - Fixed: Added goals to the mockup-scenarios. - Fixed: Layout bug with cover vein panel. - Fixed: When multiple enemy claims overlap, you now only pull enemies from the closest camp. - Fixed: Enemies now only follow you for a maximum of 30 seconds. - Fixed: Possible incompatibility with previous save games. - Fixed: The save screen now shows file write times, not creation times. - Fixed: Swords can no longer be produced. - Fixed: Deprecated houses are no longer shown in the list. - Fixed: Setting up a carriage station before it is built will trigger the schedule generation when complete. - Fixed: Wheat not growing on tiles where a mountain was mined. - Fixed: Minor bug when leaving maps related to thought bubbles. - Fixed: Deconstructing a nice house now yields the correct ingredients. - Fixed: Multiple text issues on the custom map screen. - Fixed: Several smaller fixes. - Fixed: Layout bug when opening/closing the recommendation window. - Fixed: Combat robots are no longer counted as idle colonists. - Fixed: You can no longer build shipping ports outside of your territory. - Fixed: Production status string in UI. - Fixed: The date in the save game view not always matching the actual save time. - Fixed: You can now prevent certain enemy camp spawns by using DeleteObjectsInfo. - Fixed: Error loading save games using the earn money objective. - Fixed: Roads are no longer covered by the oasis. - Fixed: Playing on a map without objectives no longer opens a victory screen. - Fixed: Colonists with only "Construction" assigned will now pick up hammers. - Fixed: Transparent objects becoming opaque when animated. - Fixed: Objectives not saved/loaded correctly (e.g. when saving during a tutorial). - Fixed: Colonists drinking/eating too much after being recruited. - Fixed: Even-sized buildings like wells getting placed in a different spot than their blueprint indicates when rotated. - Fixed: Ingredients brought to semi-automatic workshops should no longer get stolen. - Fixed: In-game date/time not correctly loaded. - Fixed: Added a final (wait) step to the logistics and carriage tutorials. - Fixed: Having no house now counts as poor housing quality as well. (Has no effect, just makes more sense.) - Fixed: Some smaller fixes. - Fixed: When upgrading depots, the contained items are no longer cleared before construction. - Fixed: When upgrading depots, existing entry/exit hoppers are now correctly registered to the depot. - Fixed: Conveyor model not updated when a neighboring belt is built. - Fixed: Conveyors built on top of each other are now "joined". - Fixed: Hyperactive animations. - Fixed: Trees moving in different directions when the wind blows. - Fixed: Groves/farms should now get harvested correctly if they are in multiple zones at the same time. - Fixed: Colonists no longer execute logistics jobs which would lead them out of their designated zones. - Fixed: In the train tutorial, gold blocks should no longer get stockpiled to sp5. - Fixed: Recruiting colonists should no longer cause your existing colonists' preferences to change. - Fixed: Removing zones should no longer remove foundations underneath. - Performance: The camera is no longer rendering while the map is loaded/generated. - Performance: Fixed lags caused by dynamic font generation. - Performance: Improved performance of health bar UI rendering. - Performance: Improved performance of thought bubble UI rendering. - Performance: Improved performance on maps with many enemies.


[ 2020-04-14 11:15:06 CET ] [ Original post ]

Kubifaktorium
Mirko Seithe Developer
Mirko Seithe Publisher
2019-07-03 Release
Game News Posts: 94
🎹🖱️Keyboard + Mouse
Mostly Positive (683 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

[ 6109 ]

4.08$ (59%)
16.97$ (15%)
13.34$ (11%)
43.94$ (12%)
12.44$ (17%)
2.40$ (84%)
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42.47$ (15%)
23.99$ (20%)
GAMERSGATE

[ 1104 ]

5.31$ (79%)
0.43$ (91%)
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2.55$ (91%)
0.58$ (92%)
14.23$ (43%)
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