Kubifaktorium cover
Kubifaktorium screenshot
Linux PC Steam
Genre: Simulator, Strategy, Indie

Kubifaktorium

Update notes for 10.1.2022

- Misc: Moved game speed 3/4 to expert mode.
- 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).
- 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 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)
- Modding: Added LockButtonInfo→ApplyOnReload which you can use to disable a function/button for a map permanently.
- Fixed: Not being able to place entry hoppers in garbage dumps after last patch.
- Fixed/Misc: The Color-Coding achievement is now given as soon as you create a new color zone using the zone tool.
- Modding: Added DisableRecipeInfo to do just that. :)

Update notes for 31.12.2021 - 4.1.2022

- Gameplay: When a cargo port is set to pause, it will now also prevent the port and colonists from exporting things.
- Gameplay: You can no longer build hoppers in garbage dumps.
- UI: Tooltips are now also visible for disabled buttons.
- Misc: Added an iron ore vein to story mission 8.
- Fixed: Misleading description of zeppelin factory.
- Fixed: Road layer starting when you press the "h"-key in a text box after last patch.

Update notes for 29.12.2021

- Misc: Pressing the road hotkey (H by default) now starts laying the cheapest road, rather than opening the road panel.
- Misc: You can no longer place buildings like the portals from the campaign via the encyclopaedia.
- UI: The limit text in the production selection panel now updates automatically and not only when you select it.
- Fixed: Tiles staying reserved after an inserter is destroyed.
- Fixed: Penguins having no names.
- Fixed: UI scaling in ultra wide resolutions (3.55:1 and higher).
- Fixed: Removed the conveyor logistics tutorial (the functionality was changed a few months ago but the tutorial was still there).

Update notes for 27.12.2021

- Balance: Made the need progression slower (3→4 days per tier).
- Fixed: Some entries not showing in encyclopaedia after last patch.
- Misc: When you hover over the power icon, the game now
- Misc: Screen positions (F1-F4) are now saved when you save a game.
- Misc: Added a tooltip to the enemy camp hint text.

Update notes 21.12.2021-24.12.2021

- Fixed: "Unlocked buildings" staying unlocked when you start a new map.
- Fixed: Birds should no longer freeze on the edge of the screen in ultra-wide resolution, unless you zoom really far out.
- Fixed: Outdated & misleading "work in progress" text in French localization.
- Fixed: Sprinklers already operating while under construction.
- Fixed: Tutorial numbers (10 was not visible without expert mode).
- Fixed: You can no longer place multiple train signals / semaphores on top of each other.
- Gameplay: Overflow exits/entries now use strict > and < (instead of >= and <=).
- Gameplay: When creating a crafting job, colonists should now prefer goods from higher priority input stockpiles.
- Gameplay: When two opposing conveyor belts meet, items no longer get moved to an opposing belt.
- Misc: Added a hint and a tooltip to enemy depots that items need to be available to be traded.
- Misc: Added a hint to the build menu that you unlock new buildings by mining new resources and crafting stuff.
- 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: Moved the hotspot of the cursor a bit to the top left.
- Misc: Reduced the horse carriage collision radius. This fixes rare situations where they clump up and get stuck.
- 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.
- Performance: Searching in the encyclopaedia is now much faster.
- 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.

Update notes 15.12.2021-20.12.2021

- Balance: Added more trees to the starting area of mission 1.
- 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: Colonists not considering the priority of output stockpiles when deciding where to place a crafted item.
- 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.
- Misc: The robot workshop is no longer hidden in the all-the-needs-scenario.
- Misc: Water usage is no longer shown for trees.
- Visual/Performance: Added shadow meshes to some models.
- Visual: Made some visual improvements to some models.

Update notes for 14.12.2021

- Balance: Reduced the amount of clay in mountains by 25%.
- Misc: Production limits are now disabled by default.
- Fixed: Animals etc. not being clickable while sleeping.
- Fixed: Tier 3 social buildings showing up in tier 4 as well in huge map.
- Fixed: When alt-clicking on upgrade, buildings currently under construction will no longer be toggled.
- Fixed: Enemy camp display after the camp has been bought.

Release stream with Wally1169 & dev!

The time has come for Kubifaktorium's full release!

Join our launch stream in which Wally1169 will take you through the start of the game. The game's developer will join mid-stream to answer your questions and talk about the game and its development.

Date: Thursday, December 16th
Time: 10:00 PT, 13:00 ET, 19:00 CET

You can find more content from Wally1169 here:
https://www.youtube.com/wally1169
https://www.twitch.tv/wally1169
https://discord.com/invite/yvFKW2R

Update notes 7.12.2021-13.12.2021

- Achievements: Added 9 new achievements for the (main) story missions.
- Expert mode: Moved piers, manually building foundations and the railway crossing to expert mode.
- 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: Items getting stuck on conveyor distributors in some cases.
- Fixed: Layout bug in trade caravan panel when buying something and then selecting it again after new goods are available.
- Fixed: Maybe fixed an issue causing buildings to not build in some cases.
- Fixed: Some fixes for the French localization.
- Fixed: When an item gets displaced from a belt when it is built, it no longer stays reserved.
- 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.
- Gameplay: When stockpiling items after they have been mined, miners should now ignore stockpiles/depots with the "use for stockpiling" option disabled.
- Gameplay: Zeppelins no longer choose the closest good to transport but the one that's been in transit the longest. This saves performance and distributes the zeppelins better.
- Localization: Finished the French localization.
- Settings: You can now change the volume of the notification sounds.
- UI: The build menu now shows how many instances of each building you've built.
- Visual: Replaced the conveyor belt icon.
- Visual: Replaced the loading screen backgrounds.

Update Notes for 8.12.2021

- Achievements: Added 9 new achievements for the (main) story missions.
- Expert mode: Moved piers, manually building foundations and the railway crossing to expert mode.
- Fixed: Items getting stuck on conveyor distributors in some cases.
- Gameplay: Zeppelins no longer choose the closest good to transport but the one that's been in transit the longest. This saves performance and distributes the zeppelins better.
- Localization: Finished the French localization.
- UI: The build menu now shows how many instances of each building you've built.