News Liste Kubifaktorium

Patches, Improvements & Bonus DLC time!
Kubifaktorium
28.06.22 11:51 Community Announcements
Since its release in December, Kubi has seen a lot of patches, improvements and added content!

  • We have improved the user interface based on player feedback, both eliminating things that were needlessly confusing to new players and adding more help and warnings to prevent common problems.
  • We improved the game's balance and tweaked many gameplay mechanics to provide a smoother experience.
  • We expanded modding support for the game, allowing both mods with more content as well as more options to change the game in general.
  • We have fixed all the bugs and glitches that came up after release and improved the game's overall performance.
  • Finally, to celebrate six months of Kubi and the warm days of summer, we bring you some bonus content! :)





Summer Bonus DLC time!
This patch adds more buildings, decorations and options for your colonists to relax and regenerate on a warm summer day.
- Content: Added lavender and sunflowers to the grassland terrain.
- Content: Added the comfy bench, the flower arch bench and the summer patio.
- Content: Added the tropical bar.
- Content: Added potted sunflowers, a potted cactus and a mermaid statue.


Gameplay improvements and balancing
- Balance: Added more trees to the starting area of mission 1.
- Balance: Made the need progression slower (3→4 days per tier).
- Balance: Reduced the amount of clay in mountains by 25%.
- Gameplay: In expert mode, production limits now also apply to automatic workshops.
- Gameplay: Overflow exits/entries now use strict > and < (instead of >= and <=).
- Gameplay: When a cargo port is set to pause, it will now also prevent the port and colonists from exporting things.
- Gameplay: When creating a crafting job, colonists should now prefer goods from higher priority input stockpiles.
- Gameplay: When placing an inserter to put things in a garbage dump, the arrow is now green and a depot entry will be placed automatically.
- Gameplay: When stockpiling items after they have been mined, miners should now ignore stockpiles/depots with the "use for stockpiling" option disabled.
- Gameplay: When two opposing conveyor belts meet, items no longer get moved to an opposing belt.
- Gameplay: When you place a deconstruct order on a garbage dump, it will be executed only when there is no garbage remaining in it. (Otherwise the garbage would just remain forever)
- Gameplay: You can no longer build hoppers in garbage dumps.
- Misc: Added a hint and a tooltip to enemy camps that items need to be available to be traded.
- Misc: Added a hint that related building count toward the building limit, e.g. zeppelin+drone factories.
- Misc: Added a hint to the build menu that you unlock new buildings by mining new resources and crafting stuff.
- Misc: Added a tooltip to the enemy camp hint text.
- Misc: Added an iron ore vein to story mission 8.
- Misc: Added the option to have no stranded colonists to custom maps.
- Misc: Amended the tooltip of the shipping port to give a hint that you can also use exit hoppers for importing.
- Misc: Debug mode is no longer enabled by default.
- Misc: Disabled the donation system for now. On some systems/maps it could lead to game freezes.
- Misc: Moved game speed 3/4 to expert mode.
- Misc: Moved the hotspot of the cursor a bit to the top left.
- Misc: Power plants no longer burn things that have no fuel value.
- Misc: Pressing the road hotkey (H by default) now starts laying the cheapest road, rather than opening the road panel.
- Misc: Production limits are now disabled by default.
- Misc: Reduced the horse carriage collision radius. This fixes rare situations where they clump up and get stuck.
- Misc: Reduced the number of tutorials that need to be completed for the "KubiReady"-achievement to 6.
- Misc: Screen positions (F1-F4) are now saved when you save a game.
- Misc: The caravan depot now has a crane and you can build depot exits/entries in it.
- Misc: The robot workshop is no longer hidden in the all-the-needs-scenario.
- Misc: The speed of scrolling the camera using the border or arrow keys or wasd keys should now be the same horizontally and vertically in ultra wide resolutions.
- Misc: The tooltip for expert mode now says which mechanics are included.
- Misc: Water usage is no longer shown for trees.
- Misc: When you hover over the power icon, the game now
- Misc: You can no longer place a building over a minable object, that cannot be mined because a part of it is outside of your territory.
- Misc: You can no longer place buildings like the portals from the campaign via the encyclopaedia.
- Misc: You can now adjust the speed with which dialogue text appears in the settings.
- Settings: You can now change the volume of the notification sounds.
- Visual/Performance: Added shadow meshes to some models.
- Visual: Made some visual improvements to some models.
- Visual: Replaced the conveyor belt icon.
- Visual: Replaced the loading screen backgrounds.


User interface
- UI: Added a suggested buildings panel to automated groves and farms.
- UI: Added a suggested buildings panel to greenhouses.
- UI: Added a warning to stockpiles that have a size of >64. Huge stockpiles can lead to performance issues and are generally not what you want.
- UI: If you hold a modifier key (shift, ctrl, alt) while pressing H, the game will now build stone roads (as opposed to mud roads).
- UI: The combat robot UI now uses the drawn icons rather than the generated ones.
- UI: The limit text in the production selection panel now updates automatically and not only when you select it.
- UI: Tooltips are now also visible for disabled buttons.
- UI: When a workshop does not produce a) because it reached the production limit or b) because its output stockpiles are full, there is now a corresponding message when you select it.
- UI: When in expert mode, there is now also a button for 4x speed.
- UI: You can now see the name and rename train stations.
- UI: You can now shift-click-transfer the products from farms and groves as well as auto-farms etc. to stockpiles and depots.
- Performance: Searching in the encyclopaedia is now much faster.


Enhanced modding support
- Modding/Fixed: DisableRecipeInfo not affecting encyclopaedia and tooltips.
- Modding/Fixed: DisableRecipeInfo not working in some cases.
- Modding/Fixed: Some things not working correctly when you add properties like e.g. pasture animal behaviour to existing types.
- Modding: Added AutomaticWorkshopInfo→CheckOutputStockpiles. Set it to false to suppress warnings regarding output stockpiles.
- Modding: Added BaseInfo→CanBeFavorite.
- Modding: Added BuildingRecipeInfo→BuildProgressOnPlacement. Set it to a value >=0 to change the model used when placed.
- Modding: Added BuildingRecipeInfo→MakeTransparentOnPlacement. Set it to false if you don't want the blueprint to be transparent.
- Modding: Added DisableRecipeInfo to do just that. :)
- Modding: Added FuelBasedPowerGeneratorInfo→SpecificFuel which allows you to limit which fuel can be burned.
- Modding: Added LockButtonInfo→ApplyOnReload which you can use to disable a function/button for a map permanently.
- Modding: Added a debug menu option that advances all plants by one growth stage.
- Modding: Added a more specific error message when a required xml file is missing.
- Modding: Added an example that shows how dioramas can be added via modding.
- Modding: Added kubi.example.changerecipe which shows how to replace an existing recipe.
- Modding: Added the live spawner functionality which can spawn objects over time. Have a look at the treespawner-example mod.
- Modding: DisableRecipeInfo not also allows/requires you to specify the inputs of a recipe.
- Modding: You can now change the sound something makes while being mined. (MineableInfo→MiningSound)
- Modding: You can now change the type of cargo ship that delivers to a port. You can use this to add your own cargo ships that have different looks or stats (e.g. speed).
- Modding: You can now increase the texture atlas size in the settings. Use this, if you encounter texture issues when adding content to the game via modding.


Bug fixes
- Engine: Upgraded from Unity 2019.4.30 → 2019.4.37
- Fixed/Misc: The Color-Coding achievement is now given as soon as you create a new color zone using the zone tool.
- Fixed/Misc: Toggling a conveyor belt into a distributor and vice versa now displaces items that are currently on the belt. This prevents items from getting stuck.
- Fixed/Modding: Crops removed via DeleteObjectsInfo still showing up in the tile info panel.
- Fixed/Modding: Fixed an issue causing black textures when many voxel models are loaded.
- Fixed/Performance: Buttons in the build menu getting created twice when you open the menu.
- Fixed/Performance: When you search using the text box in the build menu, the game now only refreshes the content of the panel only once per frame. Otherwise you could get stored inputs leading to long delays.
- Fixed: "Import stockpile in auto-mode"-warning when input stockpile was removed.
- Fixed: "Unlocked buildings" staying unlocked when you start a new map.
- Fixed: "double recruitable colonist count" modifier shown as modifier group.
- Fixed: 3 possible causes for inserters deciding to not work any more.
- Fixed: Animals etc. not being clickable while sleeping.
- Fixed: Birds should no longer freeze on the edge of the screen in ultra-wide resolution, unless you zoom really far out.
- Fixed: Colonists not considering the priority of output stockpiles when deciding where to place a crafted item.
- Fixed: Descriptions for flowers.
- Fixed: Distributors should no longer connect to ramps.
- Fixed: Enemy camp display after the camp has been bought.
- Fixed: Fabric not being exportable.
- Fixed: Fixed a bug causing the game to create additional auto-saves where stockpiles and other zones are missing when you've played multiple maps in the same session. Huge kudos to the player sending the bug report with the vital hint, that it is related to auto-saves.
- Fixed: Hotkey "L" for opening the message log not working.
- Fixed: Hotkey "O" for following objects not working.
- Fixed: Lag while placing foundations.
- Fixed: Layout bug in trade caravan panel when buying something and then selecting it again after new goods are available.
- Fixed: Linking a shipping port to a stockpile, selecting an invalid import good, then removing the stockpile will no longer lead to a perpetual warning.
- Fixed: Made some more changes to hopefully fix inserters getting stuck.
- Fixed: Maybe fixed an issue causing buildings to not build in some cases.
- Fixed: Misleading description of zeppelin factory.
- Fixed: Not being able to place entry hoppers in garbage dumps after last patch.
- Fixed: Outdated & misleading "work in progress" text in French localization.
- Fixed: Outdated tooltip for color zone assignment.
- Fixed: Outdated tooltip suggesting that people become haulers when you disable all task groups.
- Fixed: Penguins having no names.
- Fixed: Pressing a key at the end of the loading screen no longer triggers the corresponding hotkey action.
- Fixed: Removed the conveyor logistics tutorial (the functionality was changed a few months ago but the tutorial was still there).
- Fixed: Road layer starting when you press the "h"-key in a text box after last patch.
- Fixed: Searching in encyclopaedia and build menu not working correctly, when you type past the "hyphenation-point".
- Fixed: Some entries not showing in encyclopaedia after last patch.
- Fixed: Some fixes for the French localization.
- Fixed: Some fixes in the French localization.
- Fixed: Some strings being too long in the settings screen.
- Fixed: Sprinklers already operating while under construction.
- Fixed: Tamed polar bears can now carry things and use treadmills.
- Fixed: The input stockpiles connected to a fuel based power generator are now correctly saved/restored when saving/reloading the game.
- Fixed: The production time shown in a workshop's encyclopaedia entry and tooltips now takes efficiency into account (e.g. for the autokiln).
- Fixed: The volume of some sounds not being affected by the settings.
- Fixed: The warning count is now updated every 5 seconds. Before stale warnings of removed buildings might have caused the count to show warnings for buildings that were removed since.
- Fixed: Tier 3 social buildings showing up in tier 4 as well in huge map.
- Fixed: Tiles staying reserved after an inserter is destroyed.
- Fixed: Tiles staying reserved when using the logistics import mode on the cargo port (expert mode).
- Fixed: Toggling pause via spacebar not working after loading a save game from the main scene.
- Fixed: Tutorial numbers (10 was not visible without expert mode).
- Fixed: UI scaling in ultra wide resolutions (3.55:1 and higher).
- Fixed: Weird behaviour resulting when an item is cleaned from an exit hopper and transported away at the same time.
- Fixed: When alt-clicking on upgrade, buildings currently under construction will no longer be toggled.
- Fixed: When an automated workshop is built, connected input inserters are no longer set to accept nothing. Instead, when they accept only one input type, e.g. the sawmill, they are set to this.
- Fixed: When an item gets displaced from a belt when it is built, it no longer stays reserved.
- Fixed: When building a road using the "drag-method", the game now correctly places foundations when required.
- Fixed: When deconstructing a shipping port, items on the shipping port tiles are now unreserved.
- Fixed: When deselecting a building with visible input/output arrows, the arrows now disappear.
- Fixed: When placing stone roads over existing roads, the count of required rocks is now displayed correctly.
- Fixed: When you fully upgrade the boat in mission 5 before starting the objective, the game now counts this towards the upgrade objective as well.
- Fixed: Wording in the horse carriage tutorial.
- Fixed: You can no longer place multiple train signals / semaphores on top of each other.
- Fixed: Your colonists no longer demand slot machines or television places to be happy in mission 7.
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Release:03.07.2019 Genre: Simulation Entwickler: MirkoStudio Vertrieb:keine Infos Engine: Unity Kopierschutz:keine Infos Franchise:keine Infos
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