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Update notes 31.8.-5.9.2021

- Balance/Gameplay: Auto-farms and auto-groves now require energy to function. - Balance: Copper coils now require only one copper block. - Balance: Reduced the energy value of all fuels. Also increased the time it takes a power plant to consume fuel. - Balance: The solar cell now requires ModernBuildingPart and ElectronicComponents. - Balance: Your colonists now level up faster. Also made the effect of higher levels a bit stronger and increased the base speed of executing tasks. - Content: Added the cargo train station. It has only one track and is slower but comes with 20 spots. - Fixed: "No good accepted"-warning when depot is under construction. - Fixed: Autofarms/groves not carrying away harvested stuff in some cases. - Fixed: Boat cargo limit set to 100 when resuming a save from an earlier version. - Fixed: Bug in conveyor/road layer that can block a nearby tile. - Fixed: Cargo on trains not reserved by the train. - Fixed: Construction should no longer get blocked by items that were moved to the construction site via inserters. - Fixed: Conveyor part consumption when you have a part of the parts on the ship, a part on the map. - Fixed: Depot crane sometimes refusing certain exit hoppers after reloading. For reasons. - Fixed: Depot hoppers not clickable after reloading. - Fixed: Displaced items still blocking conveyor belts in some cases. - Fixed: Encyclopaedia sometimes closing after opening it via right-click. - Fixed: Fixed the bug allowing you to click through the confirmation dialog on the world map even harder. :) - Fixed: Food&Drink tooltips no longer show disabled/deprecated items. - Fixed: Hopper heights on shipping ports. - Fixed: Items getting stuck mid-air when high conveyors ore ramps are destroyed. - Fixed: Items in logistics system not carried from train stations to depots. - Fixed: Items on auto-workshop input tiles are now reserved, preventing kubis from taking them away. - Fixed: Items that somehow "disappear" from a depot are no longer brought back by the crane going on an adventure. - Fixed: Maybe fixed items getting stuck mid-air in train stations after reloading. - Fixed: Possible reservation issue related to upgrading buildings. - Fixed: Removed premature duplicate building-complete-message when upgrading. - Fixed: Sitting position and size of arbor bench. - Fixed: Some tiles staying reserved after a shipping port is deconstructed while a ship is arriving. - Fixed: Stockpile status is now copied when cloning a depot. - Fixed: Trains losing their cargo after reloading. - Fixed: Trains potentially getting stuck after skipping a station. - Fixed: When an item is near to its destination while loading, it is now freed from the logistics job. Might fix some occasional weirdness after reloading. - Fixed: When the track to the next station is gone (e.g. when it was deconstructed), the train now searches for a new way. - Fixed: Wrong conveyor belt model chosen when a bridge crosses another belt. - Fixed: You can no longer build trains while the factory is under construction. - Gameplay: Auto-farms and groves now also propagate their output to connected depots [assist mode]. - Gameplay: Colonists now directly equip tools from the ship. - Gameplay: In assist mode, placing an inserter connected to a workshop will now propagate the required/provided goods to connected depots. - Gameplay: The colonists' housing needs are now either 100 or 0 fulfilled, depending on whether they have a house. This is more logical and causes them to look for available houses sooner. - Gameplay: The order in which items are stockpiled is now more balanced. - Gameplay: The order in which items are stockpiled should now be more balanced. - Gameplay: Train stations can now directly unload onto exit hoppers. - Misc: Clarified the tooltip for the happiness effect. - Misc: Deprecated the non-automated 3x3 horse station. Reduced the requirements for the automated version to match the lower version. - Misc: Removed the "wait until full"-option at the train station. It does not work well with the logistics system and can cause trains to wait indefinitely for no (player-)apparent reason. - Misc: Removed the mockup scenarios from the list. - Misc: Set the overflow hopper threshold to 50% which is more useful in most cases. Also, it no longer counts tiles with hoppers. - Misc: When auto-unloading tools, colonists unload high-quality ones first. This should prevent excess tools around the ship. - Misc: When you destroy a train, items it has loaded are now placed on the ground (instead of disappearing). - Misc: Wild animals that get stuck (usually because they run out of territory) now despawn after some time. - Misc: You can now place the blueprints of extraction buildings even if you don't have the necessary resources yet. - Performance: Many different performance optimizations. Should increase late-game FPS by about 15-20%. - UI: Added suggested buildings when selecting auto workshops and farms. - UI: Left-clicking on a construct-objective now puts you in the construct-mode (if possible). Right-clicking opens the encyclopeadia entry. - UI: Reduced the frequency of thought bubbles. - UI: Right-clicking on a production recipe now takes you to the ency-page of the first output. - UI: Self-destroying messages now disappear faster. - UI: The energy panel is no longer shown while a building is under construction. - UI: When selecting an exit hopper, you can now quickly turn it into an overflow hopper (and back). - UI: When the inventory/colonist management/message log are open, you can close them by pressing the respective key again. - UI: When you alt-cancel click on a thing marked to be mined, all objects of that type will now be un-marked. - Visual/Misc: Removed the weird first step of the building upgrade process. - Visual: Fixed the raft enemies use to escape. - Visual: Fog effects are no longer visible through the fog of war. - Visual: Redesigned the input/output boxes of auto-workshops. - Visual: Redesigned the train station. - Visual: Updated the models of the smelter and orecrusher.


[ 2021-09-06 07:58:25 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 ]

6.95$ (13%)
7.11$ (11%)
8.49$ (15%)
12.59$ (16%)
2.92$ (81%)
25.19$ (16%)
6.53$ (18%)
4.19$ (16%)
16.97$ (15%)
16.97$ (15%)
16.95$ (15%)
33.19$ (17%)
16.97$ (15%)
21.99$ (12%)
12.45$ (11%)
8.25$ (17%)
12.71$ (15%)
5.21$ (13%)
34.39$ (-15%)
12.59$ (16%)
8.39$ (16%)
16.52$ (17%)
5.03$ (16%)
21.24$ (15%)
24.79$ (17%)
17.79$ (11%)
16.99$ (15%)
3.35$ (16%)
33.96$ (15%)
22.24$ (11%)
GAMERSGATE

[ 1644 ]

5.0$ (50%)
0.75$ (85%)
1.0$ (90%)
4.73$ (68%)
1.5$ (81%)
3.75$ (62%)
3.0$ (85%)
8.91$ (70%)
0.74$ (63%)
0.89$ (91%)
13.2$ (67%)
1.0$ (80%)
9.37$ (63%)
1.0$ (90%)
6.8$ (66%)
6.0$ (80%)
18.74$ (25%)
1.0$ (90%)
5.63$ (62%)
1.0$ (90%)
0.75$ (81%)
0.9$ (92%)
4.5$ (82%)
14.99$ (50%)
7.5$ (75%)
24.49$ (30%)
3.0$ (70%)
1.58$ (95%)
9.9$ (67%)
7.5$ (50%)
MacGamestore

[ 1805 ]

5.59$ (20%)
73.99$ (8%)
21.99$ (27%)
7.89$ (80%)
13.99$ (13%)
16.99$ (15%)
9.49$ (27%)
32.99$ (18%)
3.29$ (34%)
12.49$ (50%)
7.99$ (20%)
17.48$ (30%)
45.99$ (8%)
37.99$ (22%)
0.74$ (85%)
13.49$ (10%)
17.83$ (11%)
1.99$ (87%)
17.29$ (14%)
19.89$ (10%)
1.99$ (85%)
17.99$ (10%)
78.99$ (12%)
8.99$ (10%)
1.99$ (80%)
9.99$ (60%)
90.99$ (9%)
13.99$ (72%)
13.48$ (10%)
47.99$ (4%)

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