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Update 1.6.2020 replaces dark biome visuals, adds more audio effects and more.

Gameplay - Content: Completely redesigned the dark biome with new tiles, scenery etc.. - Content: Added the garbage dump. It's basically a depot that converts everything you load into it into garbage that decomposes over time. - Content: (Re-)Added the centrifuge and the ore crusher. Added bornite, carbonate, vanadinite, vimonite, azurite and malachite ores to the game. They are not used yet but will be in the future. - Content: Added the map goal "make your colonists happy". - Gameplay: You can now have unlimited trains per factory. Instead, trains now cost money (which gets refunded when you destroy the train). - Gameplay: When upgrading a building, the building now stays operational until all necessary upgrade ingredients are brought. - Gameplay: You can now change the number of recommendations that are displayed simultaneously in the settings (1-5, default=2). - Gameplay: Added support for stochastic workshop outputs. The centrifuge is the first instance of this. (Recipes will be changed in the future) - Gameplay: Colonists no longer require drinks/food of higher tiers to be happy. Also nice housing and decoration are only active in tier 2 and higher. - Gameplay: When checking if a favorite food/drink etc. is fulfilled, the game now only checks if it exists somewhere on the map, not if it was actually consumed. - Gameplay: More islands on the world map are now multi-biome-maps. - Gameplay: Added some new recommendations and changed some existing ones. - Balance: Made inserters faster. - Balance: Increased the speed of the depot/train station/shipping port cranes. The high capacity depot is even faster now. - Balance: Moved the brewery and its products to tier 2. - Balance: You now get 2 strawberry donuts per job. - Balance: Automation buildings now use RefinedBuildingPart instead of WoodenBuildingPart. - Balance: Increased bonfire ranges. - Balance: Reduced combat robot health from 400200. - Balance: Vastly increased the growth time for most crops and trees. Visuals - Visual: Added a spider nest. Thank you to Screech for the model! - Visual: Ships now turn around when leaving. - Visual: Improved layout of embedded icons. - Visual: Added new tool models. Thanks to Screech for providing the new models! - Visual: When inserters drop items onto belts, they now rotate them on the way. - Visual: Manual workshops can now have multiple interaction spots. Colonists will go through the different spots during the production process. Currently, this is only implemented for the well, but more buildings will follow. - Visual: Replaced the models for the well and the water bucket. Thanks to Screech for supplying the models! - Visual: The post-processing effects now adapt based on your camera position on multi-biome maps. - Visual: The color temperature now changes based on the biome. Audio - Audio: Added sounds for hippos, spiders, scarabs, ostriches, snakes, turtles, fennecs, mummies, scorpions, slimes and zombies. - Audio: Added sounds for smelters, kilns, robot workshops, bakeries, breweries and wells. - Audio: Added sounds for the different quarries etc. - Audio: Added sounds for the colonists :) UI - UI: Removing a track now also removes signals on top. - UI: Recommendations can now have custom titles (like "Build a water supply"). - UI: When placing things like foundations, you now get a preview of the required resources. - UI: Selecting a trade caravan now shows a timer for when its offers will change. - UI: When the offers of the trade caravan change, the UI is automatically updated. - UI: You can now use WASD to scroll the world map. - UI: Added a remove/deconstruct button to the top of the info panel of buildings. - UI: The building upgrade tooltip now also shows the number of required resources. - UI: The tooltip when hovering over a recipe now shows short information on the input and output goods. (Instead of the full tooltip for the primary output). - UI: Robot/enemy health is now only shown when <100%. - UI: The types of goods on your ship are now only updated when you reselect it. This prevents misclicks when things disappear. - UI: Message on construction is only shown when the building has at least 3 ingredients. - UI: Removed messages for defeated enemies. - UI: Clicking on a recommended building now lets you place it right away. - UI: You can now alt-click on roads to clone them. - UI: Improved layout of the encyclopedia. - UI: The input section of the encyclopedia can now be scrolled. - UI: Completed recommendations are now shown on the victory screen. - UI: Added a happiness indicator to the top bar. Hover over it with your mouse to see what you need to provide to make your people happy. Performance - Performance: Improved object repository. - Performance: Transformed UV positions are now stored instead of recalculated at runtime. - Performance: Improved efficiency of animation cycling. - Performance: Removed slow log output. - Performance: Removed inefficient check for construction job availability. - Performance: Reduced wind system registration overhead. - Performance: Reduced message display overhead. Fixes - Fixed: Work particles not showing after some time. - Fixed: The game should now continue running when focus is lost (when auto-pause is disabled). - Fixed: You can no longer deconstruct tracks in stations. - Fixed: You can no longer place signals on tracks in stations. - Fixed: Combat robots should no longer drink. - Fixed: Recommendations should no longer appear in the tutorials. - Fixed: Goto-Timeout not getting serialized correctly. - Fixed: Some objectives getting regenerated while loading. - Fixed: "?" in objective panel after loading. - Fixed: Layout bug with upgrade panel. - Fixed: Smoke position for basic house. - Fixed: You can no longer enable conveyor mode for auto farms and groves (for which it is not intended). - Fixed: Ugly resolution for Russian font generation. - Fixed: Robot mode not getting stored correctly. - Fixed: Some smaller fixes. - Fixed: Upgrade materials consumed twice. - Fixed: Upgrading no longer requires tools. - Fixed: "55-FPS" text in main menu settings panel. - Fixed: When mouse border scrolling is disabled in the settings, it will no longer work in the world map. - Fixed: Tooltip for exit-button in world map screen. - Fixed: When building foundations, the material requirement text now only count tiles where foundations can be built. - Fixed: The exit-confirmation dialog in the world map screen is now above other modal dialogs. - Fixed: The goal for the first map on the world map should now always be to earn money. (Since there are never enemies on the first map) - Fixed: Shipping port cranes possibly picking up reserved goods. - Fixed: Colonists should no longer pick up items that are on conveyor belts. This should fix a number of problems related to inserters getting stuck etc.. - Fixed: Proper display of recommendation rewards for custom titles. - Fixed: Overlapping icons in the campaign loadout screen. - Fixed: Items sometimes not getting unreserved when a belt is deleted. - Fixed: Another reservation issue that could cause inserters to get stuck. - Fixed: Layout bug when victory panel and recommendations are visible. - Fixed: Tools are no longer visible while colonists are sleeping. - Fixed: Items on high conveyor belts should no longer block lower belts from getting served. - Fixed: Tooltip for zone color selection. - Fixed: Trees not getting planted on groves on foundations. - Fixed: When supplying a semi-automatic workshops, your colonists now respect the recipes you actually selected. - Fixed: When an inappropriate good is in an input box of an semi-automatic workshop, now all goods are carried away correctly. - Fixed: The map generation algorithm should no longer create pockets of plain land inside of mountains. - Fixed: Mountain tiles sometimes getting mined "through" other mountains. - Fixed: Shipping ports in automation mode should no longer import goods for storage tiles which are still occupied with items. - Fixed: Robots&Enemies sometimes not attacking after moving in range of their enemy. - Fixed: Probably fixed an issue involving items on ships getting used on their way out. - Fixed: Items unloaded in the shipping port during automation mode should no longer get stuck when disabling and reenabling automation mode. - Fixed: Multiple inserters dropping on the same tile at the same time. - Fixed: Items can now have additional (transparent) parts that are correctly carried moved around. - Fixed: Way too many ore spawns on multi-biome-maps. - Fixed: Construction jobs should no longer fail when carrying items takes to long. - Fixed: Sun shadows not visible. - Fixed: Depot exits/entries not selectable after upgrading the depot. - Fixed: Similar looking tiles like sand should no longer appear twice in the plant tooltips. - Fixed: Layout on confirmation dialog. - Fixed: Recommendations should no longer be fulfilled while a building is still under construction. - Fixed: Leisure/decoration preferences should no longer be fulfilled while a building is still under construction. - Fixed: Bonfires & torches having no lighting effect and no shadows. - Fixed: Dark biome colors on world map. - Fixed: Trading hub message showing up too often. - Fixed: Small text fields in menu in some languages. - Fixed: Colonists should no longer desire food etc. that is InvisibleToUser. - Fixed: Recommendation objects shown as complete while they are still under construction. - Fixed: Weird layout on confirmation dialog after previous patch. - Misc: Deprecated AbstractWorkshopInfoPriority. - Misc: Removed the old fog effects. They were performance intensive and did not work with multi-biome maps. - Misc: Added money to the train tutorials. - Misc: Moved all "hard-coded" audio tracks to the new system and removed the legacy audio clip system. Some volume levels are likely off because of this, they will be fixed in upcoming patches. - Misc: In the conveyor logistics tutorial, the colonist is now restricted to the NE quadrant of the map. - Misc: Removed the failure chance for building construction. Instead, colonist skill now influences the build time. - Misc: You can now build the bench. - Misc: Added a few combat robots to the mockup higher tier cargo loadouts. - Misc: The bench you can build has no snow on it. - Modding: You should now be able to add & mod ambient audio tracks (like the waves near the coast). - Modding: Deprecated BaseInfoIgnoreTileHeight. It basically had no effect, use ModelInfoHeightOverride instead. - Modding: You can now replace the vanilla loadouts. Have a look at CampaignLoadoutInfoPriority or the NewLoadout example in the example mod folder. - Modding: You can now add items that are used to water fields. Have a look at ItemInfoIsWater. - Modding: Added RecommendationInfoPriority which allows you to override the order in which recommendations show up. - Modding: Deprecated ShaderinfoFogDay+FogNight+VoidRadius+FogPreset, ModelInfoHasPBRColorHints, ModelInfoAlpha (use MaterialID=1 for transparency)


[ 2020-06-01 11:28:58 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

[ 5973 ]

15.29$ (15%)
4.21$ (16%)
14.40$ (15%)
8.27$ (17%)
16.99$ (15%)
26.69$ (11%)
21.20$ (15%)
5.07$ (15%)
26.69$ (11%)
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38.21$ (15%)
4.00$ (80%)
4.19$ (16%)
25.47$ (15%)
8.45$ (15%)
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33.96$ (15%)
29.56$ (16%)
8.59$ (14%)
12.72$ (15%)
5.87$ (16%)
49.77$ (17%)
35.14$ (12%)
31.87$ (20%)
9.95$ (17%)
1.69$ (15%)
16.59$ (17%)
13.34$ (11%)
8.49$ (15%)
GAMERSGATE

[ 1644 ]

6.6$ (67%)
5.0$ (75%)
0.9$ (92%)
3.0$ (85%)
5.0$ (75%)
2.25$ (91%)
20.0$ (50%)
8.99$ (55%)
3.28$ (78%)
4.73$ (68%)
0.63$ (87%)
9.9$ (67%)
7.0$ (65%)
9.4$ (53%)
5.0$ (50%)
0.56$ (81%)
0.61$ (85%)
21.8$ (38%)
0.75$ (85%)
1.5$ (90%)
5.0$ (80%)
20.0$ (50%)
16.99$ (15%)
13.2$ (67%)
3.0$ (62%)
0.94$ (81%)
2.5$ (75%)
9.99$ (50%)
0.6$ (70%)
0.75$ (85%)
MacGamestore

[ 1805 ]

33.59$ (16%)
42.99$ (14%)
1.19$ (88%)
27.99$ (7%)
12.49$ (50%)
1.19$ (88%)
1.19$ (85%)
14.49$ (28%)
19.49$ (72%)
2.49$ (88%)
49.99$ (17%)
1.69$ (83%)
36.49$ (27%)
61.49$ (23%)
32.99$ (18%)
1.99$ (87%)
2.29$ (85%)
1.19$ (60%)
20.99$ (16%)
52.99$ (12%)
49.99$ (17%)
49.99$ (17%)
11.99$ (20%)
230.39$ (10%)
55.49$ (8%)
0.99$ (80%)
16.49$ (45%)
1.19$ (70%)
25.89$ (14%)
54.99$ (8%)

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