


- Balance: All quarries are now tier 3 and can be built as soon as steel beams are available. - Balance: Clay patches in mountains now also appear in higher tier biomes. They are less frequent than the other veins but you should have at least one on every map. - Balance: Crushing bornite & carbonate only gives one crushed unit as a result. At the same time increased the crushing speed. - Balance: Dark geodes now require copper pickaxes to mine. - Balance: Harvesting higher tier crops now requires the corresponding shovels. - Balance: Increased the effect range of the decoration buildings by a lot. - Balance: Increased the speed of rock crushing. - Balance: Made the mining times a bit more uniform. Most things that give resources now take a base time of 20s. Scenery like branches or flowers is 10s. - Balance: More bornite from dark geodes. - Balance: Moved the auto mason, auto farm & auto grove to tier 3. - Balance: Moved the auto smelter to the end of tier 2 - you can now automate the whole ore smelting process before moving to tier 3. - Balance: On multi-biome maps, trade caravans can now also request items from the lower biome tier. - Balance: The malachite ingot now requires CrushedAzurite. - Balance: The modern building part now requires CrushedVanadium. - Balance: You can now also produce copper coils and machine parts in the metal workshop. The electronics factory now requires copper coils and machine parts. - Balance: You can now only execute a trade with the caravan once - afterwards it disappears. - Campaign: Adapted missions 4 and 5 to the new production tree. - Campaign: Island 10 is now 50% grassland. - Campaign: The lookout tower is now disabled in the campaign. It is still available in other game modes. - Fixed: A shipping port in automation mode should no longer export goods accepted by its exit hoppers. - Fixed: Arrow indication of track layer not rotating when pressing the rotate-key. - Fixed: Being able to "click through" the confirmation dialog backdrop on the world map. - Fixed: Bug in the distance calculation causing colonist to not bring items to the nearest depot/stockpile. - Fixed: Deconstructing a hopper while a depot is under construction no longer cancels the construction job. - Fixed: Enemies leaving getting stuck when reloading while they are on thier way to the raft. - Fixed: Enemies leaving getting stuck when reloading while they float away. - Fixed: Error loading tutorial maps with no ship. - Fixed: Export/import price info shown in encyclopaedia for buildings etc.. - Fixed: Fixed map seeds on world map changing after reloading. - Fixed: Heart cloud not disappearing when recruiting after loading a save. - Fixed: Height of hoppers placed on train stations. - Fixed: Invisible clone and follow buttons. - Fixed: Items are now rearranged when a depot entry/exit is removed. - Fixed: Items getting stacked oddly after an item is unloaded from a cargo ship. - Fixed: Items getting stuck in mid-air when unloaded from ships. - Fixed: Items in transfer to a belt that is deleted are now properly unreserved. - Fixed: Items loaded by inserters to auto workshops are now properly placed. - Fixed: Not being able to set priority on cargo port. - Fixed: Power pole colors not matching the energy state in some cases. - Fixed: Preview invisible in some cases. - Fixed: Some conveyor layer weirdness involving transitions from highlow (and reverse). - Fixed: Some weirdness connecting consecutive roads. - Fixed: Weirdness related to conveyor laying starting on the last tile, not the next tile. - Fixed: You can no longer clone the galleon in mission 5 and the monuments/portal in mission 8. - Fixed: Zooming no longer possible after toggling the ego camera. - Gameplay: Colonists should no longer take items from depot entries. - Gameplay: Inserters no longer put items on tiles with ongoing construction going on. - Gameplay: Instabuild-buildings can no longer be placed over minables. - Gameplay: Items brought to exit hoppers now stay reserved. This prevents colonists from taking the items away. - Gameplay: Power poles are now instabuild and require a copper coil. Also increased the range to 12. - Gameplay: Starting in mission 5, the cargo space of the ship is increased to 200. - Gameplay: The metal mixing furnace now consumes energy. - Gameplay: When an upgrade job is cancelled while a Kubi is already executing it, it will be stopped before it is finished. - Gameplay: When changing the recipe in an automatic workshop, the game automatically adds the corresponding types to input & exit depots as well as exit hoppers. [in assist mode] - Gameplay: You can no place buildings over items that are reserved. - Misc: After laying a road, you can immediately start a new road starting from the last tile. - Misc: Cargo ports in automation mode can now directly unload onto an exit hopper. - Misc: Colonists should now prioritise nearby stockpiles. - Misc: The auto-color assignment function will now make the colonist with the best hammers "global builders". - Misc: The high capacity depot is now disabled in the campaign. It is still available in other game modes. - Misc: When cloning a track, the game no longer tries to extend the current track but opens the lay track tool. Trying to extend an existing track is often ambiguous and confusing for the player when it goes wrong. - Misc: When placing an inserter an a depot is in range, the game automatically places entry or exit hoppers (when assist mode is enabled). - Misc: When unloading a ship, the crane now unloads piles fully before going to the next pile. - Tutorials: The tutorials will be adapted to assume that you have assist mode on and give you a warning if you do not. - UI/Gameplay: When selecting an item, there is now a "X"-button that allows you to displace the item. Useful to manually clear "wrong" items from conveyor belts or inserters. May cause bugs when used in certain situations, so use carefully. - UI: Cloning a depot, zeppelin depot etc. now clones the type filter as well. - UI: Fixed icon and text for custom recipe names (like "rubble sorting") in production UI. - UI: Removed the priority panel from the shipping port and re-added the price panels. - UI: Right-clicking a building in the build menu now opens the corresponding ency page. - UI: The depot type filter now prefers to show things delivered by inserters from connected workshops. - UI: The initial cursor for the road and conveyor layers is now a multi-directional arrow as the rotation does not really matter. - UI: The shipping port now shows a warning when you try to export a good that cannot be exported. - UI: The shipping port now shows a warning when you try to import a good that cannot be imported. - UI: When a energy network has no constructed producers, they now show a warning. - UI: You can no longer make conveyor distributors with the conveyor belt tool. Instead, you select an existing belt and toggle it to be a distributor or not. - Visual: Further improved the look of the conveyor ramps. - Visual: Improved the look of conveyor ramps. - Visual: Items unloaded from ships should now be rotated correctly by the crane.
[ 2021-08-30 20:21:11 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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