- UI: You can now collapse the objectives as you can with the recommendations. - Balance: Increased the time it takes for colonists' needs to reach the next stage from 5→8. - Misc: Removed names from zones, carriages and depots. It was mostly cluttering the UI. Animals and colonists still have names of course. :) - Misc: Donations are now disabled for the campaign mode. Getting random items can be confusing for newer players as it messes up the intended progression. They are still available for custom maps. - Misc: Clarified and corrected the actor state tooltip regarding decorations and social buildings. - Modding: MineableInfo→SpawnOnRemove can now be a comma-separated list of things. - Modding: Added WorkshopRecipeInfo→AnimationOverride. Use this to have different workshop animations for different output products. (Experimental/untested) - Fixed: Double foundations when building piers. - Fixed: Removed the automatic smelter target from story mission 4. - Fixed: Tooltip & encyclopaedia entry for items like logs that are obtained from plants. - Fixed: You can no longer deconstruct your starting ship.
Cumulative update 31.5.2021 - 15.6.2021
Early Access 15.6.2021 - Audio: Fixed a number of audio/mixing related issues. - Audio: Added selection sounds for many things. - Misc: Added some recommendations to unload the building materials from previous tiers to get started on a new island. - Content: Added the drone factory and drones (faster version of zeppelins). - Tutorials/Campaign: Included many objectives from the basic tutorial to the first campaign mission so that new players don't need to play the tutorial first. - UI: Buildings under construction that can also be upgraded now show the construction UI. - Gameplay: "use as stockpile" no longer needs to be active for depots to request from the shipping port. - Fixed: A few bugs related to the elemental monuments. - Fixed: Double arrows from shipping ports. - Fixed: No more warning on shipping port when logistics mode is activated. - Fixed: Main campaign not selected by default. - Fixed: Selection sounds not playing. - Fixed: Updated the horse tutorial. - Fixed: Updated the shipping port tutorial. - Fixed: Updated the auto-workshop tutorial and added an additional step. - Fixed: Updated the shipping logistics tutorial. - Fixed: Train and horse carriage sounds not working correctly.
Early Access 14.6.2021 - Gameplay: You can now connect shipping ports to the logistics system! Just connect everything up and the port will automatically import things that are required on your island. - Tutorial: Added a new tutorial to demonstrate how to connect the shipping port to the logistics system. - Gameplay: The monuments in mission 8 now need to be charged over time. Added the "charge"-functionality to workshops and a "charge"-objective. - Misc: When selecting an exit hopper, the game now suggests the item types accepted by the containing depot. - Balance: Changed the elemental extractor to have 6 inputs and adapted the recipes accordingly. That way, you can use a 3x3 depot or zeppelin station to load them. - UI: The encyclopedia now shows the ingredients used to construct a selected building. - Misc/UI: Since they are no longer connected, the zone color overlay no longer activates when selecting boats/bonfires. - Misc: When placing an instabuild-building like an inserter, items on the tile are now displaced. - Fixed: Colonists and robots no longer spawn under your ship. - Fixed: Click collision boxes not centered on some objects. - Fixed: When restarting a campaign map, the cargo should no longer disappear. - Fixed: Depot cranes delivering things to other stations when a logistics job is present. - Fixed: Issue where horse carriages would get stuck in an invalid job.
Early Access 7.6.2021 - Content: Added sounds for many animals. - Content: Added sounds for many buildings. - Content: Added sounds for enemies and robots. - Content: Added sounds to horse carriages and trains. - Content: Added tier 4 modern house. Also fixed the housing priorities/values for the other houses. - Content: Added the slot machine and the mini golf place (social buildings). - Content: Added the bonsai plant and the water fountain (decorations). - Gameplay: When you place a conveyor belt, the items on the tiles are now automatically displaced. - UI: When placing a shipping port, the overlay now shows spots in yellow where you could fit a port in a different rotation. - Balance/Fixed: Upgrading a tool workshop to an advanced tool workshop no longer requires an IronBlock. - Fixed: Transparency & Glow not working correctly when something is constructed. - Misc/Fixed: Fixed ambience audio volume in small maps.
Early Access 31.5.2021 - Balance: Reduced the number of SteelBlocks required to make SteelBeams. - Balance: Removed SteelBlocks - instead you can directly craft SteelBeams. - Balance: Simplified the steel production. You can now use CrushedBornite to create SteelBlocks instead of going through the centrifuging step. - Misc: Added a foundation for the ice biome. - Misc/Modding: Added EnemyClaimInfo→PurchaseCostMultiplier. - Misc/Modding: Added EnemyClaimInfo→CanDefeatViaCombat and EnemyClaimInfo→CanDefeatViaPurchase. - Fixed: Minable-tooltip suggesting tools that are deprecated/removed. - Fixed: Horse carriages getting stuck in place after loading. - Fixed: Horse carriages getting stuck in unloading state after loading. - Fixed: Horse carriages "losing their job" after loading. - Fixed: Missing description when loading a campaign game. - Fixed: Issue resuming games from campaign maps. - Fixed: Layout issue with confirmation box in main menu. - Fixed: The logs mined from trees in groves with multiple products are now correctly brought to the connected output stockpiles. - Misc: Upgraded to Unity 2019.4.27.
Update notes 10.5.2021 + 18.5.2021
- Content: Added missions to the three optional islands in the campaign. They are mostly about gathering and hoarding resources for the upcoming islands. They can be left at any time. Some story dialogue might come later. - Misc: The terrain generator now creates more detailed/flat terrain in the lower/higher tiers. Modders: Have a look at TerrainInfo→TerrainEqualization. - Misc: Unfortunately, the MacOS version can no longer be updated. Have a look here for the full story and what options you have as a Mac user: https://steamcommunity.com/app/898720/discussions/0/5879990700797987185/ - Fixed: Ingredients and source building not consumed when using UpgradeableBuildingInfo→InstaBuild from last patch. - Fixed: Removed iron tools from tool workshop. - Fixed: Enemy camps should no longer demand (higher subtier) goods you cannot produce yet. - Fixed: Conveyor belts not connecting correctly in some cases after getting built. - Fixed: Conveyor belts remaining reserved when an adjacent belt is removed. - Fixed: Items getting stolen from elemental extractor. - Content: Added four elemental temples for the final story mission (incl. building phases). - Gameplay: Removed the zone color effects of bonfires. To change the color of zones/create zones, use the zone color tool. - Gameplay: When stockpiling items, colonists now prioritize stockpiles near the item. - Misc: Increased the base camera rotation speed. - UI: When loading a save game while in a game, there is now a confirmation prompt. - UI: Added the "Lock cursor" setting for multi-screen setups. (Please let me know if it does the trick as I have no way of testing it.) - Misc/Modding: Added UpgradeableBuildingInfo→InstaBuild to allow instabuilding building upgrades. - Fixed: When removing a conveyor belt, the items it carried should no longer float. - Fixed: The preview of how much rocks you need to build a road no longer counts tiles that already have a road. - Fixed: Zone colors not being saved. - Fixed: "Use as stockpile" getting reset after loading.
Update notes for 4.5.2021
- Content: Added descriptions and names to a number of new objects. - UI: There is now a dedicated upgrade-objective. Clicking on the objective will take you to a building you can upgrade. - Misc/Modding: Added ActorInfo→VisionRange. - Fixed: Ore crushing tutorial not completing. - Fixed: Custom map screen too big in 5:4 resolution. - Fixed: Make-Happy objective triggering too early in some cases. - Fixed: Buildings that are only supposed to be created via upgrading being buildable via the encyclopaedia. - Fixed: Buildings that have not been unlocked yet being buildable via the encyclopaedia. - Fixed: Removed date milkshake from mission 3. - Fixed: There is now at least one reindeer on ice biomes.
Kubifaktorium Progress Report #14
I have created a new progress report for you to enjoy! :)
[previewyoutube="DMdTtZjVxmU;full"]
In this report I talk about the Tier 4 terrain, Gameplay, Balancing, UI and what will come next.
Update 27.4.2021 adds ice biome and improves gameplay and balancing.
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 CampaignInfo→LoadingScreenText. - 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 (ObjectiveGroupInfo→Hidden). - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfo→Hidden). - Misc/Modding: ObjectiveGroupInfo→WaitFor can now be a list of multiple groups. - Misc/Modding: You can now set the (sort of) exact position where something spawns with CustomSpawnInfo→PreferredX and Y. - Misc: Added IslandInfo→Optional 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 64². - 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 ActorInfo→SettleDownDefault. - Modding: Added AutoFarmInfo→ReserveOnHarvest. - Modding: Added BuildingRecipeInfo→CanBuildOnWater 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 DialogInfo→BackgroundImage which you can use to have custom backgrounds for your story dialogue. - Modding: Added TerrainInfo→RequireConsistentLandMass. 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: SpawnerInfo→ExactSpawnNumber 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.
Cumulative update up to 27.4.2021
Full patch notes coming soon.
Update notes 22. & 29..3.2021
Early Access 22.3.2021 - 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.) - Content: Added a bunch of content for the ice biome. - UI: When selecting a depot/stockpile that is the input to a workshop, the UI now suggests types that fit the selected recipes. - UI: Made the objective & recommendation panels 20% smaller. - Balance: Extended claim and vision range of starting ship and bonfire. - Balance: Planting and harvesting crops is now faster. Also, date and cacao trees grow faster. - Balance: The recruit colonist objective now has 6 colonists (instead of 4). - Balance: Added a minimum spawn amount for cows. - Balance: Charcoal now only requires one wooden board. - Balance: Made zeppelins faster. Also removed the zeppelin station (without crane). Instead, you can now build the zeppelin depot station earlier. - Balance: Moved zeppelins to tier 2 (they now require copper blocks) and trains to tier 3 (they now require steel beams). - Balance: Moved the oil well and pump to tier 3. - Balance: Reduced the amount of money you get from recommendations by around 50%. - Balance: Reduced the size of small and normal maps a bit. - Misc: Carriages without a home station (spawned by the horse barn) are now set to manual mode. - Fixed: All mountains looking like they contain ore after last patch. - Fixed: The shape of roads is now correctly updated when a building is placed or removed nearby.
Early Access 22.3.2021 - Balance: Increased horse speed by another 50%. - Balance: Tweaked the spawning rate/clusters of many resources. - Balance: You ship's cargo is now limited to construction materials and tools. - Balance: Tier 1 crops now grow faster. - Balance: Mining soil now gives a rock. - UI: When placing a power pole, the area covered by other poles under construction is now also highlighted. - UI: Added a loading screen to the campaign. Modding: The image and text can be changed via LoadingScreenInfo and CampaignInfo→LoadingScreenText. - 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. - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfo→Hidden). - Misc/Modding: Added the possibility to add hidden objective groups, e.g. if you want to add in-between dialogue (ObjectiveGroupInfo→Hidden). - Misc: The auto-assign option now assigns the top 60% colonists to each task (previously it was the top 30%). - Misc: When cloning a building, its rotation is now preserved. - Misc: Reduced the size of the tiny map to 64². - Misc: You can now build elevated tracks and conveyor belts over water and other non-buildable terrain. - Fixed: When cloning a belt or track, the UI should now be in the "correct mode". - Fixed: Dialog text fade-in also paused when the game is paused. - Fixed: Plants in their early stage being unclickable. - Fixed: Added missing recipe for rail crossing.
Update notes for 2.3.2021
- 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. - Fixed: Issue with energy system after reloading in some cases. - Fixed: Some more crashes due to incorrect serialization. - Fixed: Scroll bars in colonist management screen sometimes not showing after changing the filter.
1.3.2021 Misc. bug fixes
- Misc: Implemented mini-pets (Kickstarter reward). - Misc: Upgraded to Unity 2019.4.21. - Fixed: Construction objective counting buildings that are still under construction. - Fixed: Problems caused when workshops have the same recipe multiple times. - Fixed: Recipes for ranged combat and healing robots. - 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.