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Update 22.2.2021 adds more content, fixes bugs & more.

Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals. Gameplay - Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter. - Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused. - Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains. - Gameplay/UI: You can now limit the number of robots to be produced in the production selection panel. - Gameplay: Higher-tier enemies and robots now have armor, which is subtracted from damage. This makes lower tier robots less effective in the later game. - Gameplay: You can now assign rally points to the robot workshop. To do so select the workshop and, you guessed it, right-click on the tile where you want the produced robots to go. - Gameplay: Colonists will now carry items out of a stockpile which don't match the type filter. - Gameplay: When selecting a train that has been stuck for a while, you now have the option to ignore signals. (Trains can get stuck in some cases after reloading a game.) - Gameplay: Unlocking buildings in a campaign mode map now keeps them unlocked when you go to other maps. - Gameplay: Colonists & Robots now avoid walking through enemy/neutral territory whenever possible. - Gameplay: The "earn money"-objective now only counts the money earned via exporting or recommendations. Money from previous maps is not counted and neither is the money your previous colonies send you. - Gameplay: Combat robots no longer count towards colonists that you can take onto your ship. - Gameplay: Deprecated the robot modes (eco etc.). They made the ui more confusing without really adding any interesting choices. - Gameplay: All robots (even damaged combat robots) can now be deconstructed using the wrecking ball icon in the info panel. Doing so returns the original ingredients of the robot. Campaign - Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions. - Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign. - Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign. Content - Content: Added the catapult robot (tier 2) which fires projectiles at enemies. - Content: Added the healing robot (tier 3). - Content: Added 3 new music tracks for the dark biome. - Content: Added many new animals. - Content: Added some more tree stump types. - Content: Added many new flying birds to all three biomes. - Content: Added many more crumble animations. - Content: Added some more icons. - Content: Started to add "crumble" animations to resources that get mined. Thanks to Screech for the inspiration! - Story/Modding: Added CampaignLoadoutInfoFixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands. - Story: Added support for story/dialog based missions. It is still very early in development, but you can now add dialog between characters to your mission. Of course it's also available for mods. Have a look at kubi.example.mission for some of the best screen-writing you've seen in ages. :) Balancing - Balancing: Spawn modifiers now effect minimum spawns as well. - Balancing: Spawn modifiers now effect the content of minable things like geodes. - Balancing: Spawn modifiers now effect if something can be imported via the shipping port. - Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet). - Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have... - no sheep and no clay (tier 1) - no iron ore (tier 2) - no carbonate (tier 3) Changed the recipes of some buildings to adjust to this. - Balancing: The basic house no longer requires fabric to build. It now requires a wooden building part and a stone block. - Balance: Increased the size of the fertile land around the desert oasis. - Balance: Made the fertile area in the dark terrain bigger and moved cacao trees there. - Balance: The auto basic workshop, auto mason and electronics factory now need power. - Balance: Increased the base mining speed by 33%. User interface - UI: The tooltip in the building panel now shows the buildings' power consumption. Also fixed the energy units. - UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list. - UI: When selecting an automated workshop that does not use power, the UI no longer shows the energy panel. (This might have confused newer players). - UI/Gameplay: You can now freely assign color zones using the new zone color tool in the tool bar! Doing so will override the color assigned by the closest bonfire. Changing the color of the bonfire will reset the color of the surrounding tiles to the color of the bonfire. - UI: If you open the build menu and right-click (or control-left-click) instead of placing a building, the camera will move to an instance of that building (if it exists). Click again to cycle through all buildings of that type. - UI: Added an error message when a game could not be saved because there was an IO error. - UI: Made the overlay showing areas covered by energy etc. more visible. - UI: Buildings marked for upgrade now show a warning if they are missing the required goods. Clicking on them shows the missing ingredient in the info panel. - UI: You can now rebind keys again! To do so, start a game, open the menu (e.g. escape) and experience the new "Rebind keys" menu. :) (There are probably a number of new bugs related to this.) - UI: You can now rebind the keys for camera rotation. Miscellaneous - Misc: Improved the animation of both inserters. - Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues. - Misc: Added more debugging info to eliminate the last remaining reservation conflicts. - Misc: Big update to Br/Portuguese translation thanks to HarD! - Misc: You can now zoom the camera out a lot more. - Misc: Deprecated the strawberry donut. - Misc: Replaced one of the music tracks in the game with a newer version. - Misc: The achievement Be our Mayor now only requires 30 colonists. - Misc: Trains now run at the same time resolution as the rest. - Misc: Searching in the product encyclopedia does not match the start of a word any more, e.g. searching for "place" will also show "workplace" now. - Performance: Greatly improved lags when building / deserializing big amounts of conveyor belts. - Performance: Made a number of other performance improvements. - Performance: Greatly improved lags when pathing in big train networks. - Modding/Misc: You can now change the image used in the loading screen. - Performance: The system caches are now cleared before starting a map. This should fix an issue where the game would slow down slightly with each subsequent map without restarting the game. - Performance: Searching in the build menu is now much more responsive. - Performance: When looking for ingredients to produce a thing, the colonists no longer search for the nearest items. This was a big performance bottleneck in the late game. Use input stockpiles or zones to prevent your guys from running across the island to make a wooden board. - Performance: The time required to look for ingredients is now much shorter. - Performance: A few more instances of costly checks are now buffered. - Performance: Made a number of other smaller improvements. - Performance: Reduced memory allocation for several routine things. - Performance: Made a number of smaller improvements. - Modding: Added WorkshopRecipeInfoCraftingMaximum to limit the maximum number of items that can be produced. Leave at -1 for unlimited. Note that this only applies to manual workshops and does not prevent the player from 'overcrafting' by using multiple workshops at the same time. - Modding: Added ModelInfoSelectionBoxHeight. Change the height scale of the selection box. Note that this value is not in tiles but relative to the default selection box. - Engine: Updated to 2019.4.17. Bug fixes - Fixed: Opening the settings screen multiple times no longer adds the rebind message over and over again. - Fixed: Removed SteelBlock from ModernBuildingPart recipe. - Fixed: Deactivating mods in the mod screen having no effect. - Fixed: Camera rotation keys not being locked in menus. - Fixed: Lag every few seconds due to donation receiver process not getting terminated. - Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data. - Fixed: AutomatedBasicWorkplace having no recipes. - Fixed: Player longer able to assign output stockpiles after last patch. - Fixed: A number of smaller fixes. - Fixed: When recommendations are disabled (e.g. on tutorial maps), you no longer get rewards on completing the invisible recommendations. - Fixed: Key bindings not working on subsequent maps in some cases. - Fixed: Zone color overlay not deactivating correctly after deselecting a bonfire. - Fixed: When an empty folder is found, the game no longer fails to start. This may have caused problems when a folder was moved/deleted in the master build, but Steam would only delete the files in the folder but not the folder itself on client/player computers. - Fixed: Possibly fixed a bug involving items getting stolen while waiting in an inserter. - Fixed: If you add replace the campaign loadouts, they will now really be selected by default instead of just pretending that they are. :) - Fixed: Error in serialization of carriages. Also some other smaller fixes. - Fixed: Power buildings in construction no longer connect to their neighbors when you select them. - Fixed: Advanced water sprinkler showing incorrect area in overlay. - Fixed: Recruited domestic animals behaving weirdly, e.g. picking up multiple goods and not dropping them. - Fixed: You can no longer build extraction buildings that you have not unlocked using the "vein-panel". - Fixed: Maybe fixed disappearing key bindings. - Fixed: Some more smaller issues. - Fixed: Fixed a number of smaller issues and added more debug infos to others. - Fixed: UI for zones not showing after last patch. - Fixed: Missing tooltip for upgradable buildings. - Fixed: Solar cells giving energy while under construction. - Fixed: Warning when connected energy network does not generate energy. - Fixed: Possible errors after selecting an object that just gets destroyed. - Fixed: Possible errors after removing a construction site while it is getting built. - Fixed: Ordering issue when constructing things. - Fixed: A number of smaller fixes. - Fixed: Made it less likely to not get certain ore veins. - Fixed: Pasture animals counted towards your cargo limit. - Fixed: Hotkeys are now unregistered correctly when leaving a map. This might have caused some keybinding issues. - Fixed: Error when a ship reaches a port that has been deleted. - Fixed: Power pole animation freezing after being selected in some cases. - Fixed: Possible timing issue when deserializing ore in mountains. - Fixed: Possible issue after loading/saving when assigned workshops are destroyed. - Fixed: Some possible errors/crashes when leaving a map. - Fixed: Some other smaller issues. - Fixed: Solar cell's power connector blocking tiles in some orientations. - Fixed: Items remaining reserved after getting "emergency dropped". - Fixed: Colonists not eating/drinking after last patch. - Fixed: You can no longer deconstruct your starting ship. - Fixed: The clone-button should no longer be active for buildings that cannot be cloned. - Fixed: Your buildings should now unlock correctly after loading a save game. - Fixed: "?"-message when completing a map after loading a save. - Fixed: When a shipping port can no longer find the target tile for a good, it is now brought to an arbitrary tile in an output stockpile. It's a mess but gets the port unstuck. Also added some debug output to find the root cause. - Fixed: Items freezing on conveyor belts when the next belt is reserved by an incorrect item after deserialization. - Fixed: Items freezing on conveyor belts when on high belts/ramps after deserialization. - Fixed: Achievement "Dr. Dolittle" not working. - Fixed: Camera rotation should now work while the game is paused. - Fixed: Improved WASD-scrolling at high framerates. - Fixed: Seagulls not showing. - Fixed: Birds and fish collecting over your ship like in a Hitchcock movie. Also while flying backwards. :) - Fixed: Debug menu not opened on F7. - Fixed: Colonists should no longer deconstruct buildings that are currently in use and produce in buildings that are being deconstructed. - Fixed: Glowing effects not attached to the correct building after reloading. Might fix "power pole ufo rings" too. - Fixed: Treadmills now need WoodenBuildingPart instead of RefinedBuildingPart. - Fixed: Some smaller issues. - Fixed: Treadmills and power poles now require copper blocks instead of coils. - Fixed: Fixed a timing problem that could lead to conflicting reservations. - Fixed: Maybe fixed a bug showing a false "no energy"-warning in some cases. - Fixed: Farm zones/groves now show a warning if not all products are accepted by connected stockpiles (e.g. logs and plums for plum trees). - Fixed: Possibly fixed a freezing issue when loading the world map. - Fixed: Bug in the updating of conveyor belts when output belts are removed. - Fixed: A number of other smaller and bigger fixes. - Fixed: UI issues in 5:4 aspect ratio resolutions. - Fixed: Achievements Be our Mayor and Belt world mixed up in some languages. - Fixed: Construction sites of auto farms/groves not cleared of items. - Fixed: Conveyor distributors should now keep their look when reloading. - Fixed: Bug causing trains to stop before fully entering stations in certain cases. - Fixed: You can no longer select combat robots in the colonist screen. - Fixed: Train signal positions at wrong height. - Fixed: Recipes appearing multiple times in encyclopedia. - Fixed: Some reservation issues after loading tasks. - Fixed: A number of smaller issues. - Fixed: Building material reservations remaining in some cases when a building task is cancelled.


[ 2021-03-01 11:15:53 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.
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