


Content - Content: Added a 3x3 version of the depot. - Content: Added a bunch of content for the ice biome. - Content: Added a few plants, rocks and geodes to the ice terrain. - Content: Added a first draft of the tier 4 terrain including many new animals. :) - Content: Added glow effects to a number of buildings. - Content: Added more birds and some mushrooms. - Content: Added more variations to neutral colonist camps. - Content: Added the automated 3x3 horse station. Use this to connect your carriage network to automated factories. - Content: Added the preliminary main campaign to the game and removed the random campaign. The missions are still not entirely balanced and the dialogue is not implemented yet, but you can already try some of the missions. - Content: Peaceful capitalist enemies! :) Instead of killing enemies in their camps, you can now pay resources to buy the land instead. The price depends on the tier and the strength of the camp. - Content: Removed the long train stations/factories from the vanilla game. They are still supported and you can easily add them again via modding. - Content: Replaced iron tools with copper tools (iron and steel were hard to tell apart). Added copper and steel blanks. - Content: Replaced many item models with prettier models. - Tutorial: Changed the basic colony tutorial to teach you to link your starting ship to a stockpile to unload it. The old way of clicking on things to unload them may become deprecated in the future as it leads to a micromanagement-intensive and clunky mess later on. - Tutorials: In the campaign mode, the game now recommends specific tutorials for each mission. You can play those recommended tutorials directly from the world map, you no longer need to go back to the main menu to do so. So new players can now start the campaign without going through all the tutorials first. Gameplay - Gameplay: At the beginning of each island colonists only need basic items to be happy. Every few days their needs advance to the next tier. - Gameplay: Colonists should no longer wish for things that you cannot build on the same island, e.g. clay things on the first island. - Gameplay: Horse carriages no longer have schedules. They work like the zeppelins now. You only need to build and link the horse stations and the carriages will automatically go where needed. (Or randomly wander around when not needed.) - Gameplay: The auto-assign button in the colonist menu now also assigns the colonists to zone colors. Larger zones will get more colonists. - Gameplay: You can now place buildings on low ground/sand. The game will automatically place the foundations for you. - Gameplay: You can now place buildings on mineable objects like rocks or scenery. The objects underneath the blueprint will be mined with high priority before the building is build. - Gameplay: You can now place roads/tracks&belts on low ground/sand. The game will automatically place the foundations for you. - Gameplay: You can now send your robots to all visible tiles. User interface - UI: Added a construct building button to encyclopaedia pages of buildings. - UI: Added a hint to the ship panel that 99 resources of each type are automatically loaded onto the ship. - UI: Added a loading screen to the campaign. Modding: The image and text can be changed via LoadingScreenInfo and CampaignInfoLoadingScreenText. - UI: Added a tool-tooltip to the top panel. - UI: Build buttons in each category are now always sorted. - UI: Building categories are now always sorted. - UI: Changed how the number of unhappy/neutral/happy colonists is displayed in the top bar. - UI: Clicking on a produce/construct-objective now takes you to the corresponding encyclopaedia page. - UI: Made the objective & recommendation panels 20% smaller. - UI: Removed the "propagate to output" and "forbid usage" buttons. I think they are not really useful in many cases and make the UI more complicated than it needs to be. - UI: Removed the 4x speed option from the UI. You can still access 4x speed by holding shift while clicking on the button or using the corresponding key. - UI: Reversed the "forbid stockpiling" button. - UI: The building buttons in each category are now sorted by sub-category and no longer just alphabetically, e.g. all houses are now grouped and in order. - UI: The food and drink tooltips in the top no longer show food that is not available on the current tier. Also, the rate of change is no longer displayed. (It is still shown in the inventory) - UI: The items in the type filter - UI: The spawn hopper panel as well as the conveyor belt option are no longer displayed for "crane-less" buildings like horse stations. - UI: The tooltip for crops now shows the farm land where it can be grown. - UI: Used to construct... now includes building upgrades. - UI: When a building is marked for an upgrade, there is now an arrow on top of it. - UI: When placing a power pole the game now highlights buildings that would be reached by it. - UI: When placing a power pole, the area covered by other poles under construction is now also highlighted. - UI: When selecting a depot/stockpile that is the input to a workshop, the UI now suggests types that fit the selected recipes. - UI: You can now click on the (un)happy colonist count to cycle through the corresponding colonists. - UI: You can now hold ctrl, shift or alt while selecting a zone color for a colonist to deactivate the other colors. - UI: You can now place farms/groves/stockpiles over items. The items that are in the way will be carried away by your colonists. Balance - Balance: Added a minimum spawn amount for cows. - Balance: Changed the building recipes for a number of buildings. - Balance: Changed the spawning rates for the third biome. - Balance: Charcoal now only requires one wooden board. - Balance: Colonists now get tired faster when carrying items. The heavier the item, the stronger the effect. - Balance: Combat robots are now faster. Healing and catapult robots are a bit slower than the melee bots, so they will tend to stay behind. - Balance: Doubled power plant fuel conversion efficiency. - Balance: Doubled the horse carriage speed. - Balance: Enemy camps are now farther away on big maps. - Balance: Extended claim and vision range of starting ship and bonfire. - Balance: Foundations are now free. - Balance: Increased horse speed by another 50%. - Balance: Increased the amount of logs/tree. Decreased the time to mine rocks. - Balance: Made zeppelins faster. Also removed the zeppelin station (without crane). Instead, you can now build the zeppelin depot station earlier. - Balance: Making butter and yoghurt and the food based on them now require reindeer milk, which is available on tier 4. Also moved the lunch box to the kitchen. - Balance: Mining soil now gives a rock. - Balance: Moved carbonate and the resulting malachite to tier 4. TrackParts and ModernBuildingParts now require SteelBeams instead. - Balance: Moved electronic components to tier 4. Modern building parts no longer require them. The TV-place is now in tier 4. - Balance: Moved oil wells, pumps, mining and transport robots to tier 4. - Balance: Moved the oil well and pump to tier 3. - Balance: Moved zeppelins to tier 2 (they now require copper blocks) and trains to tier 3 (they now require steel beams). - Balance: Planting and harvesting crops is now faster. Also, date and cacao trees grow faster. - Balance: Reduced the amount of money you get from recommendations by around 50%. - Balance: Reduced the scenery density in the higher tier terrains. - Balance: Reduced the size of small and normal maps a bit. - Balance: RefinedBuildingPart now requires WoodenBuildingPart,IronBlock,CopperBlock - Balance: Removed clay spawns in higher tier terrains. - Balance: Stone blocks now require 2 rocks again. - Balance: The big sand geode now only needs a wooden pickaxe to mine. - Balance: The recruit colonist objective now has 6 colonists (instead of 4). - Balance: The smelter now needs MinedCopper instead of MinedIron. - Balance: Tier 1 crops now grow faster. - Balance: Treadmills now require an iron block. - Balance: Tweaked the spawning rate/clusters of many resources. - Balance: You ship's cargo is now limited to construction materials and tools. Miscellaneous - Misc/Modding: Added DisableBuildingsInfo, which allows you to prevent the player from building a certain building in a given mission. Also prevents recommendations containing the building from showing up. - Misc/Modding: Added the possibility to add hidden objective groups, e.g. if you want to add in-between dialogue (ObjectiveGroupInfoHidden). - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfoHidden). - Misc/Modding: ObjectiveGroupInfoWaitFor can now be a list of multiple groups. - Misc/Modding: You can now set the (sort of) exact position where something spawns with CustomSpawnInfoPreferredX and Y. - Misc: Added IslandInfoOptional for bonus missions. - Misc: Automatic workshops that are served by at least one inserter no longer have their inputs cleared by colonists. - Misc: Carriages without a home station (spawned by the horse barn) are now set to manual mode. - Misc: Changed the order of recommendations for higher tiers. - Misc: Changed the order of the tutorials so that the three train example scenes are now at the end. - Misc: Changed the tier 3 domestic animal from the tortoise to the monkey. - Misc: Depots are now set to not act as stockpiles by default. - Misc: Implemented mini-pets (Kickstarter reward). - Misc: Increased the range of the road layer. - Misc: Power generators can now connect to multiple networks. - Misc: Recommendations for lower tiers are no longer shown in higher tiers. - Misc: Reduced the size of the tiny map to 64. - Misc: Save games are now compressed. As a result, they are much smaller, typically by a factor of around 15. Older non-compressed saves should still load correctly. - Misc: The auto-assign option now assigns the top 60% colonists to each task (previously it was the top 30%). - Misc: The estimated combat difficulty now takes armor into account. - Misc: The money you get from settling down colonists is now fixed and no longer based on their XP. - Misc: Upgraded to Unity 2019.4.21. - Misc: When cloning a building, its rotation is now preserved. - Misc: When linking an automated workshop to an output stockpile, the filter is now updated like with manual workshops. - Misc: When placing a bonfire or attacking an enemy camp, the terrain is now revealed instantly. - Misc: When using the conveyor belt tool to connect the end of a belt, it is no longer replaced with a distributor. - Misc: You can no longer place exit/entry hoppers on buildings without cranes like horse stations. - Misc: You can now build elevated tracks and conveyor belts over water and other non-buildable terrain. - Misc: You can now set production limits for the tool workshop. - Modding: Added ActorInfoSettleDownDefault. - Modding: Added AutoFarmInfoReserveOnHarvest. - Modding: Added BuildingRecipeInfoCanBuildOnWater so that you can make buildings that are placed in the ocean. Make sure to use InstaBuild because colonists can't get there. Note that even if you add a foundation to water, it won't expand the nav-mesh for the colonists. - Modding: Added DialogInfoBackgroundImage which you can use to have custom backgrounds for your story dialogue. - Modding: Added TerrainInfoRequireConsistentLandMass. By disabling it you can make the game generate islands that cannot be reached by walking. - Modding: You can now replace in-game images like portraits by adding an image with the same name. - Performance: Reduced number of smoke particles. - Performance: The health bars are now only visible when actors are hurt or robots are selected. - Settings: Added an option to disable particle effects. Believe it or not, the transparent particles from the smoke effects cost a lot of time to render. Bug fixes - Fixed: A conveyor distributor no longer outputs to inputting belts in some cases. - Fixed: Added missing recipe for rail crossing. - Fixed: All mountains looking like they contain ore after last patch. - Fixed: Ambiance volume is now set correctly on startup. - Fixed: Colonists getting stuck when approaching an item that got stuck in the air for some reason. - Fixed: Colonists performing pasture related tasks showing up as idle. - Fixed: Construction objective counting buildings that are still under construction. - Fixed: Depots etc. not getting used for stockpiling when not enabled for logistics. - Fixed: Dialog text fade-in also paused when the game is paused. - Fixed: Infinite heart-cloud when recruiting after reloading. - Fixed: Issue with energy system after reloading in some cases. - Fixed: Items that are outside your territory are no longer counted by the "have..."-objective. - Fixed: Main menu looking weird on ultra-widescreen resolutions. - Fixed: Missing strings in custom map screen. Modifiers are also sorted alphabetically now. - Fixed: Mods that are disabled in the game would no longer show up after reloading. - Fixed: Mountains and other minables getting stuck in "shrunk" state after being mined once. - Fixed: Mountaintops looking the same after reloading. - Fixed: Plants in their early stage being unclickable. - Fixed: Possible crash caused by powering action. - Fixed: Possible crash occuring when loading a saved game caused by weird Unity glitch. - Fixed: Possible crashes when resuming save games due to incorrect serialization. - Fixed: Possibly fixed reservation problem caused by cranes. - Fixed: Power plant not getting animated correctly. - Fixed: Powerpole no longer needs tool level 3 - Fixed: Problems caused when workshops have the same recipe multiple times. - Fixed: Recipes for ranged combat and healing robots. - Fixed: Road preview looking broken in some cases after rotating a building. - Fixed: Scroll bars in colonist management screen sometimes not showing after changing the filter. - Fixed: Some more crashes due to incorrect serialization. - Fixed: Some recipes being shown multiple times in the encyclopaedia. - Fixed: SpawnerInfoExactSpawnNumber not always working. - Fixed: Start of search text field getting cut off. - Fixed: Text shown red in housing info even when enough housing is supplied. - Fixed: Text when an actor is gathering resources from animals. - Fixed: The cargo not being limited to 99 per item for construction materials. - Fixed: The recommendation system now accepts substitutes, e.g. - Fixed: The shape of roads is now correctly updated when a building is placed or removed nearby. - Fixed: Things possibly being in a wrong animation state after reloading. - Fixed: Unclickable trees after reloading. - Fixed: When cloning a belt or track, the UI should now be in the "correct mode". - Fixed: When mining animations are disabled, the resource no longer gets stuck in the "hit state". - Fixed: When upgrading workshops, input/output stockpiles and production limits are now preserved. - Fixed: You can no longer add or remove stations to carriages that are on auto-mode. - Fixed: You can no longer mine plants in auto farms/groves.
[ 2021-04-29 16:27:04 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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