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

Kubifaktorium

Update 22.2.2021 adds more content, fixes bugs & more.

Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals.

Gameplay
- Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter.
- Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused.
- Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains.
- Gameplay/UI: You can now limit the number of robots to be produced in the production selection panel.
- Gameplay: Higher-tier enemies and robots now have armor, which is subtracted from damage. This makes lower tier robots less effective in the later game.
- Gameplay: You can now assign rally points to the robot workshop. To do so select the workshop and, you guessed it, right-click on the tile where you want the produced robots to go.
- Gameplay: Colonists will now carry items out of a stockpile which don't match the type filter.
- Gameplay: When selecting a train that has been stuck for a while, you now have the option to ignore signals. (Trains can get stuck in some cases after reloading a game.)
- Gameplay: Unlocking buildings in a campaign mode map now keeps them unlocked when you go to other maps.
- Gameplay: Colonists & Robots now avoid walking through enemy/neutral territory whenever possible.
- Gameplay: The "earn money"-objective now only counts the money earned via exporting or recommendations. Money from previous maps is not counted and neither is the money your previous colonies send you.
- Gameplay: Combat robots no longer count towards colonists that you can take onto your ship.
- Gameplay: Deprecated the robot modes (eco etc.). They made the ui more confusing without really adding any interesting choices.
- Gameplay: All robots (even damaged combat robots) can now be deconstructed using the wrecking ball icon in the info panel. Doing so returns the original ingredients of the robot.

Campaign
- Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions.
- Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign.
- Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign.

Content
- Content: Added the catapult robot (tier 2) which fires projectiles at enemies.
- Content: Added the healing robot (tier 3).
- Content: Added 3 new music tracks for the dark biome.
- Content: Added many new animals.
- Content: Added some more tree stump types.
- Content: Added many new flying birds to all three biomes.
- Content: Added many more crumble animations.
- Content: Added some more icons.
- Content: Started to add "crumble" animations to resources that get mined. Thanks to Screech for the inspiration!
- Story/Modding: Added CampaignLoadoutInfo→FixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands.
- Story: Added support for story/dialog based missions. It is still very early in development, but you can now add dialog between characters to your mission. Of course it's also available for mods. Have a look at kubi.example.mission for some of the best screen-writing you've seen in ages. :)

Balancing
- Balancing: Spawn modifiers now effect minimum spawns as well.
- Balancing: Spawn modifiers now effect the content of minable things like geodes.
- Balancing: Spawn modifiers now effect if something can be imported via the shipping port.
- Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet).
- Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have...
- no sheep and no clay (tier 1)
- no iron ore (tier 2)
- no carbonate (tier 3)
Changed the recipes of some buildings to adjust to this.
- Balancing: The basic house no longer requires fabric to build. It now requires a wooden building part and a stone block.
- Balance: Increased the size of the fertile land around the desert oasis.
- Balance: Made the fertile area in the dark terrain bigger and moved cacao trees there.
- Balance: The auto basic workshop, auto mason and electronics factory now need power.
- Balance: Increased the base mining speed by 33%.

User interface
- UI: The tooltip in the building panel now shows the buildings' power consumption. Also fixed the energy units.
- UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list.
- UI: When selecting an automated workshop that does not use power, the UI no longer shows the energy panel. (This might have confused newer players).
- UI/Gameplay: You can now freely assign color zones using the new zone color tool in the tool bar! Doing so will override the color assigned by the closest bonfire. Changing the color of the bonfire will reset the color of the surrounding tiles to the color of the bonfire.
- UI: If you open the build menu and right-click (or control-left-click) instead of placing a building, the camera will move to an instance of that building (if it exists). Click again to cycle through all buildings of that type.
- UI: Added an error message when a game could not be saved because there was an IO error.
- UI: Made the overlay showing areas covered by energy etc. more visible.
- UI: Buildings marked for upgrade now show a warning if they are missing the required goods. Clicking on them shows the missing ingredient in the info panel.
- UI: You can now rebind keys again! To do so, start a game, open the menu (e.g. escape) and experience the new "Rebind keys" menu. :) (There are probably a number of new bugs related to this.)
- UI: You can now rebind the keys for camera rotation.

Miscellaneous
- Misc: Improved the animation of both inserters.
- Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues.
- Misc: Added more debugging info to eliminate the last remaining reservation conflicts.
- Misc: Big update to Br/Portuguese translation thanks to HarD!
- Misc: You can now zoom the camera out a lot more.
- Misc: Deprecated the strawberry donut.
- Misc: Replaced one of the music tracks in the game with a newer version.
- Misc: The achievement Be our Mayor now only requires 30 colonists.
- Misc: Trains now run at the same time resolution as the rest.
- Misc: Searching in the product encyclopedia does not match the start of a word any more, e.g. searching for "place" will also show "workplace" now.
- Performance: Greatly improved lags when building / deserializing big amounts of conveyor belts.
- Performance: Made a number of other performance improvements.
- Performance: Greatly improved lags when pathing in big train networks.
- Modding/Misc: You can now change the image used in the loading screen.
- Performance: The system caches are now cleared before starting a map. This should fix an issue where the game would slow down slightly with each subsequent map without restarting the game.
- Performance: Searching in the build menu is now much more responsive.
- Performance: When looking for ingredients to produce a thing, the colonists no longer search for the nearest items. This was a big performance bottleneck in the late game. Use input stockpiles or zones to prevent your guys from running across the island to make a wooden board.
- Performance: The time required to look for ingredients is now much shorter.
- Performance: A few more instances of costly checks are now buffered.
- Performance: Made a number of other smaller improvements.
- Performance: Reduced memory allocation for several routine things.
- Performance: Made a number of smaller improvements.
- Modding: Added WorkshopRecipeInfo→CraftingMaximum to limit the maximum number of items that can be produced. Leave at -1 for unlimited. Note that this only applies to manual workshops and does not prevent the player from 'overcrafting' by using multiple workshops at the same time.
- Modding: Added ModelInfo→SelectionBoxHeight. Change the height scale of the selection box. Note that this value is not in tiles but relative to the default selection box.
- Engine: Updated to 2019.4.17.

Bug fixes
- Fixed: Opening the settings screen multiple times no longer adds the rebind message over and over again.
- Fixed: Removed SteelBlock from ModernBuildingPart recipe.
- Fixed: Deactivating mods in the mod screen having no effect.
- Fixed: Camera rotation keys not being locked in menus.
- Fixed: Lag every few seconds due to donation receiver process not getting terminated.
- Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data.
- Fixed: AutomatedBasicWorkplace having no recipes.
- Fixed: Player longer able to assign output stockpiles after last patch.
- Fixed: A number of smaller fixes.
- Fixed: When recommendations are disabled (e.g. on tutorial maps), you no longer get rewards on completing the invisible recommendations.
- Fixed: Key bindings not working on subsequent maps in some cases.
- Fixed: Zone color overlay not deactivating correctly after deselecting a bonfire.
- Fixed: When an empty folder is found, the game no longer fails to start. This may have caused problems when a folder was moved/deleted in the master build, but Steam would only delete the files in the folder but not the folder itself on client/player computers.
- Fixed: Possibly fixed a bug involving items getting stolen while waiting in an inserter.
- Fixed: If you add replace the campaign loadouts, they will now really be selected by default instead of just pretending that they are. :)
- Fixed: Error in serialization of carriages. Also some other smaller fixes.
- Fixed: Power buildings in construction no longer connect to their neighbors when you select them.
- Fixed: Advanced water sprinkler showing incorrect area in overlay.
- Fixed: Recruited domestic animals behaving weirdly, e.g. picking up multiple goods and not dropping them.
- Fixed: You can no longer build extraction buildings that you have not unlocked using the "vein-panel".
- Fixed: Maybe fixed disappearing key bindings.
- Fixed: Some more smaller issues.
- Fixed: Fixed a number of smaller issues and added more debug infos to others.
- Fixed: UI for zones not showing after last patch.
- Fixed: Missing tooltip for upgradable buildings.
- Fixed: Solar cells giving energy while under construction.
- Fixed: Warning when connected energy network does not generate energy.
- Fixed: Possible errors after selecting an object that just gets destroyed.
- Fixed: Possible errors after removing a construction site while it is getting built.
- Fixed: Ordering issue when constructing things.
- Fixed: A number of smaller fixes.
- Fixed: Made it less likely to not get certain ore veins.
- Fixed: Pasture animals counted towards your cargo limit.
- Fixed: Hotkeys are now unregistered correctly when leaving a map. This might have caused some keybinding issues.
- Fixed: Error when a ship reaches a port that has been deleted.
- Fixed: Power pole animation freezing after being selected in some cases.
- Fixed: Possible timing issue when deserializing ore in mountains.
- Fixed: Possible issue after loading/saving when assigned workshops are destroyed.
- Fixed: Some possible errors/crashes when leaving a map.
- Fixed: Some other smaller issues.
- Fixed: Solar cell's power connector blocking tiles in some orientations.
- Fixed: Items remaining reserved after getting "emergency dropped".
- Fixed: Colonists not eating/drinking after last patch.
- Fixed: You can no longer deconstruct your starting ship.
- Fixed: The clone-button should no longer be active for buildings that cannot be cloned.
- Fixed: Your buildings should now unlock correctly after loading a save game.
- Fixed: "?"-message when completing a map after loading a save.
- Fixed: When a shipping port can no longer find the target tile for a good, it is now brought to an arbitrary tile in an output stockpile. It's a mess but gets the port unstuck. Also added some debug output to find the root cause.
- Fixed: Items freezing on conveyor belts when the next belt is reserved by an incorrect item after deserialization.
- Fixed: Items freezing on conveyor belts when on high belts/ramps after deserialization.
- Fixed: Achievement "Dr. Dolittle" not working.
- Fixed: Camera rotation should now work while the game is paused.
- Fixed: Improved WASD-scrolling at high framerates.
- Fixed: Seagulls not showing.
- Fixed: Birds and fish collecting over your ship like in a Hitchcock movie. Also while flying backwards. :)
- Fixed: Debug menu not opened on F7.
- Fixed: Colonists should no longer deconstruct buildings that are currently in use and produce in buildings that are being deconstructed.
- Fixed: Glowing effects not attached to the correct building after reloading. Might fix "power pole ufo rings" too.
- Fixed: Treadmills now need WoodenBuildingPart instead of RefinedBuildingPart.
- Fixed: Some smaller issues.
- Fixed: Treadmills and power poles now require copper blocks instead of coils.
- Fixed: Fixed a timing problem that could lead to conflicting reservations.
- Fixed: Maybe fixed a bug showing a false "no energy"-warning in some cases.
- Fixed: Farm zones/groves now show a warning if not all products are accepted by connected stockpiles (e.g. logs and plums for plum trees).
- Fixed: Possibly fixed a freezing issue when loading the world map.
- Fixed: Bug in the updating of conveyor belts when output belts are removed.
- Fixed: A number of other smaller and bigger fixes.
- Fixed: UI issues in 5:4 aspect ratio resolutions.
- Fixed: Achievements Be our Mayor and Belt world mixed up in some languages.
- Fixed: Construction sites of auto farms/groves not cleared of items.
- Fixed: Conveyor distributors should now keep their look when reloading.
- Fixed: Bug causing trains to stop before fully entering stations in certain cases.
- Fixed: You can no longer select combat robots in the colonist screen.
- Fixed: Train signal positions at wrong height.
- Fixed: Recipes appearing multiple times in encyclopedia.
- Fixed: Some reservation issues after loading tasks.
- Fixed: A number of smaller issues.
- Fixed: Building material reservations remaining in some cases when a building task is cancelled.

Misc. changes

Note: This patch changes how the campaign map generation works in preparation for the story. Existing campaign saves should still work but you might encounter some glitches like incorrect map goals.

- Misc: Improved the animation of both inserters.
- Fixed: Removed SteelBlock from ModernBuildingPart recipe.
- Fixed: Deactivating mods in the mod screen having no effect.
- Fixed: Camera rotation keys not being locked in menus.
- Fixed: Lag every few seconds due to donation receiver process not getting terminated.
- Campaign: World map size is now deprecated. Instead, the size of the worldmap is given by the campaign. The player can adjust the time it takes to complete the campaign by playing or passing on optional side missions.
- Campaign/Modding: You can now create your own campaigns! Have a look at kubi.example.campaign.
- Campaign/Modding: Loadouts have been moved to CampaignInfo. The loadout is now tied to the campaign.
- Content: Added the catapult robot (tier 2) which fires projectiles at enemies.
- Content: Added the healing robot (tier 3).
- Content: Added 3 new music tracks for the dark biome.
- UI: In the farm/grove crop selection menu, the things that you can actually plant are now in the top of the scroll list.
- Balancing: Expanded the use of the basic resources modifier(s). The first maps of each tier in the campaign now have...
- no sheep and no clay (tier 1)
- no iron ore (tier 2)
- no carbonate (tier 3)
Changed the recipes of some buildings to adjust to this.
- Balancing: Spawn modifiers now effect minimum spawns as well.
- Balancing: Spawn modifiers now effect the content of minable things like geodes.
- Balancing: Spawn modifiers now effect if something can be imported via the shipping port.
- Balancing: Spawn modifiers now effect if some recommendations are displayed (to prevent recommendations for things that cannot be built yet).
- Fixed: Added a workaround for items that are stuck on a shipping port because they have somehow lost their reservation data.
- Gameplay: Inserters serving automated workshops now only grab full sets of input goods. This prevents workshops from locking up because the inputs arrive at the wrong tile/inserter.
- Gameplay: When inserters deliver to an automated workshop, they default to have all goods set to refused.
- Gameplay: When inserters deliver to an automated workshop, they will no longer grab items to keep them in the middle when the output is occupied. This should prevent many deadlocks in automated production chains.
- Story/Modding: Added CampaignLoadoutInfo→FixedCharacters. This allows the creation of story characters which have a given name and cannot be settled down on islands.
- Misc: The simulation loop is no longer executed while the game is loading. This might have caused some issues.
- Fixed: AutomatedBasicWorkplace having no recipes.
- Fixed: Player longer able to assign output stockpiles after last patch.
- Fixed: A number of smaller fixes.

Minor patch

- Gameplay/UI: You can now limit the number of robots to be produced in the production selection panel.
- Gameplay: Higher-tier enemies and robots now have armor, which is subtracted from damage. This makes lower tier robots less effective in the later game.
- Gameplay: You can now assign rally points to the robot workshop. To do so select the workshop and, you guessed it, right-click on the tile where you want the produced robots to go.
- Balancing: The basic house no longer requires fabric to build. It now requires a wooden building part and a stone block.
- Fixed: When recommendations are disabled (e.g. on tutorial maps), you no longer get rewards on completing the invisible recommendations.
- UI: When selecting an automated workshop that does not use power, the UI no longer shows the energy panel. (This might have confused newer players).
- Modding/Misc: You can now change the image used in the loading screen.
- Fixed: Key bindings not working on subsequent maps in some cases.

Kubifaktorium Progress Report #13

Welcome to the latest Kubi progress report!
[previewyoutube="ErgZyKLqFG8;full"]


In this report:
- Tier 3 content complete
- Workshops, quarries etc.
- Animals & scenery
- Items, food & drink
- Descriptions and names
- Performance & Bug fixes, →Unity 2019
- Plan for 2021
- Bonus book recommendation

Website: kubifaktorium.com
Facebook: www.facebook.com/Kubifaktorium
Discord server: https://discord.gg/kubifaktorium
Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map

Update 2.11.2020 adds a ton of tier 3 content and improves overall gameplay!

Content
- Content: Added the television place (tier 3 leisure building).
- Content: Added plums.
- Content: Added a vast number of new descriptions to animals and items.
- Content: Added a number of new possible names to animals. Much less Lissy now. :)
- Content: Added some new icons and a huge margherita pizza. :)
- Content: Added bornite and carbonate quarries and the corresponding veins.
- Content: Added a bunch of new foods and drinks.
- Content: Added plum trees. (plums will come soon)
- Content: Added crocodiles to the desert.
- Content: Added lizards as new tier 3 enemies.
- Content: Added lanterns (tier 3 bonfire).
- Content: Added the kitchen (tier 3). (no recipes yet)
- Content: Added the automated well (tier 3).
- Content: Added scorpions and scorpion nests (tier 3).
- Content: Added cobras and cobra nests (tier 2).
- Content: Added frogs and snails. :)
- Content: Added bats.
- Content: Added mules (tier 2) and tortoises (tier 3) as new domestic animals.
- Content: Added camels (tier 2) and zebus (tier 3) as new pasture animals.
- Content: Added a bunch of new recommendations for tiers 2 and 3.
- Content: Added a tier 3 house.
- Visual: Updated the models for the houses.
- Visual: Replaced the model for the basic workshop.
- Visual: Replaced the model for the scarab.
- Visual: Replaced the model of the bakery.
- Visual: Improved the models for pigs, cows, sheep and horses.
- Visual: Replaced the model for the brewery.
- Visual: When a network runs out of energy, there is no longer a flicker-fest.
- Visual: Added glow effects for many buildings.
- Visual: Automated farms now have a little water sprinkler in the middle.


Gameplay/Balance
- Gameplay: You can now load/grab items on/from up-going conveyor belts.
- Gameplay: Recommendations now only show up when you have unlocked the buildings in question.
- Gameplay: Substitutes should now count towards recommendations (e.g. the 3x3 horse station for the basic one).
- Gameplay: Buildings you unlock on a map should now remain unlocked when you go to the next island.
- Gameplay: Disabling an automatic production building will now also pause its progress (and not just prevent it from generating new jobs).
- Gameplay: Increased map sizes to increase land mass by about 50%: Tiny=64²→75²,Small=80²→100²,Normal=100²→125²,Big=112²→150²,Huge=136²→175²
- Gameplay: Shipping ports set to automated import will now balance the different goods it imports. If you have 2 exit hoppers set to accept 2 different goods, the port will now fill at most 50% of its storage with either good.
- Gameplay: When you select a mining/transport robot, you can now disassemble it by pressing the wrecking-ball icon in the panel on the right.
- Gameplay: Every actor now has a strength (default 1). If an item is heavier, then the actor will get slowed down while carrying it.
- Balance: Reduced the scaling on the import/export prices. Modern building parts no longer sell for 900 coins. :)
- Balance: Reduced the number of harvested dates per date tree 2→1.
- Balance: You now start with 6 clay in your cargo.
- Balance: Doubled the output rate of "useful stuff" from breaking down crushed bornite and carbonate.
- Balance: Added 4 harvested wheat to the starting cargo.
- Balance: Reduced the amount of ocean by ca. 1/3.
- Balance: Reduced the density of enemy camps by ca. 1/3.
- Balance: Slightly increased the radius of enemy camps.
- Balance: Made the big enemies a bit stronger and decreased the overall number of enemies.
- Balance: Beer now requires barley instead of wheat.


Miscellaneous
- Engine: Upgraded from Unity 2018 to 2019.4.10
- Misc: Tweaked the camera/map dragging movement a bit.
- Misc: Disabling the UI now disables health bars.
- Misc: Hiding the UI with F11 now also prevents thought bubbles and warning flags from showing up.
- Misc: Added an ego-camera mode to the debug menu. It's not intended for actual play but you can use it for screenshots, video footage etc..
- Misc: Added three new warnings regarding shipping ports and automation mode.
- Misc: Holding shift or control while changing a workshop job now suppresses the automatic filter update in connected stockpiles. (Alternatively you can disable assist mode in the settings)
- Misc: The keys 0-3 now change the game speed (and no longer open the build menu). "B" is now the new hotkey for the build menu.
- Misc: The debug remove function now also deletes items and betanium.
- Modding/misc: When an object has multiple variations, the additional spawns will now get the same variations as the main spawn.
- Modding: Deprecated some fields that were no longer used to avoid confusion: ItemInfo→AssistUnload, HitpointInfo→RegenPerSecond, CanOverlap→BuildingInfo, DepotInfo→TileLimitPerLogisticsTarget, WaveInfo, WorkshopRecipeInfo→RequiredToolLevel (use ManualWorkshopInfo→RequiredToolLevel).
- Modding: You can now add parts that glow in the dark! The don't technically emit light onto other objects but they are unlit, meaning that they will shine at night. You can use this to add glowing windows to houses etc.. To do so you need to make a separate model and set its MaterialID to 2. Have a look at Lantern and LanternGlow as an example.
- Modding: Removed a limitation that required every model frame to have at least one voxel.
- Modding: AdditionalSpawns are now animated together with the main model during workshop production. Useful if parts of your production progress are glowing or transparent. (e.g. the smelter)
- Modding: You can now set TerrainInfo→PositionInWorld to a negative value to prevent that biome from spawning.
- Modding: Added BuildingRecipeInfo→UnlockWhenIngredientsNotPresent for research systems.
- Modding: Added BuildingRecipeInfo→BlueprintItems. In contrast to ingredients, blueprints are required to build something but will not be transported or consumed in the process. Use this if you want to make something like a building research system.
- Modding: Added the CenterStack stacking option for the huge pizza.
- Modding: You can now add job generation processes for custom tasks. Use this if you want to have fishermen or zen masters. Have a look at TaskGroupInfo→AddJobGenerationProcess. Note: This can also be used to make the existing tasks more general or specific, e.g. by making a dedicated tree-planting task group.
- Modding: Added ActorInfo→AddTaskGroupsFromMods and TaskGroupInfo→AddToDefaultColonists. Use these to add a task to vanilla colonists.
- Settings: Added an option to disable lightning effects e.g. for players who are prone to visual-based seizures.
- Settings: Added an option to disable warning flags, e.g. if you want to make warning-less screenshots.


User interface
- UI/Misc: Overly long description texts are now truncated in the info panel (you still get the full text in the tooltip).
- UI: Added a confirmation dialog and a tooltip to removing ore veins/wells.
- UI: Added a "place matching extraction building" to the vein/well panel.
- UI: The combat task is no longer shown in the actor panel.
- UI: Added the option "Don't use as stockpile" to stockpiles. Use this if you only want to use the stockpile as an output for a workshop.
- UI: When placing a building with a range, the area covered by the new building is now easier to see.
- UI: Added a hint to the build menu when you have not unloaded any building materials yet.
- UI: Encyclopedia: Hovering over a workshop recipe, a "used to produce" or "produced in" section now shows a tooltip with the corresponding inputs/outputs/time.
- UI: When selecting a building that produces/consumes energy, there is now a panel that informs you about this.
- UI: Added a resolution selection screen to the game. Unfortunately the previous launcher that allowed you to change resolution & keybindings got removed by Unity. If something goes wrong with the new settings, you can always delete or modify the resolution.ini file in your save game folder.
- UI: High money amounts should are now shown as #.#k or #k coins.


Performance
- Performance: Migrated the wind system to ECS.
- Performance: Migrated the nav graph height adaptation to ECS.
- Performance: Migrated the bird/fish behaviour to ECS.
- Performance: Fixed things getting costly shadows even if they should not.
- Performance: Removed empty space from some voxel models. (Should decrease startup time)
- Performance: Some achievements are no longer checked after you achieved them.
- Performance: Improved the performance of the stockpiling task.
- Performance: Improved tile availability / stacking checks.
- Performance: Improved equipment check.
- Performance: Removed some costly (and hopefully obsolete) null checks.
- Performance: Laying roads is now less laggy.
- Performance: Improved performance of some achievements. (could cause lag spikes)
- Performance: Improved performance of recommendation system. (could cause lag spikes)
- Performance: Improved performance of animation system.
- Performance: Moved the wind, animation, bird and height systems back from ECS. Unfortunately ECS does not seem as optimized as promised so I removed it again. :(


Bug fixes
- Fixed: Changing the DoF setting now applies the change instantly.
- Fixed: Colonists getting a bit crazy at 4x speed.
- Fixed: Layout bug in recommendations.
- Fixed: When an auto-workshop was served by inserters that are then removed, the input boxes should now get cleared.
- Fixed: When a conveyor distributor is set to prioritize an output that is then destroyed, it reverts back to default mode.
- Fixed: Items being brought to the wrong stockpile when mining from things like plum trees that have multiple output types.
- Fixed: Issues with train pre-signals.
- Fixed: Lanterns not getting built correctly.
- Fixed: Error in serialization of glow effects.
- Fixed: Colonists visually sinking into the ground in shipping ports (and other buildings).
- Fixed: Error in serialization of additional spawns which could lead to wrong reservations.
- Fixed: Selection arrow not showing when a zone is selected.
- Fixed: Inconsistent maximum range of power poles.
- Fixed: Inconsistent icon colors in settings screen before/after you click a setting.
- Fixed: Achievements are no longer granted during tutorials. (Except the two tutorial-related ones)
- Fixed: Save games should now be sorted by last write date.
- Fixed: Automatic workshops assigning all possible outputs to connected output stockpiles.
- Fixed: Trains getting stuck in certain signal setups like in the tutorial. The downside is that they can now overlap at times but I guess it's much better than a deadlock for now.
- Fixed: When assigning a colonist to a workshop, the arrow is now shown instantly.
- Fixed: Trees are now planted in grove zones placed on foundations.
- Fixed: Enemies not engaging in combat in rare cases.
- Fixed: Bug causing production tasks to not get queued in some cases.
- Fixed: Lumberjack achievement.
- Fixed: You can no longer place bonfires under the fog of war.
- Fixed: Goods imported at a shipping port in automation mode should no longer get exported from that port.
- Fixed: Colonists dumping stockpile contents into the sea when resuming a save from a <8/10 old version.
- Fixed: Link to road map in patch notes.
- Fixed: "x" in resolution screen not working.
- Fixed: Made scroll wheel scrolling faster in resolution screen.
- Fixed: Bug causing production to halt in rare cases.
- Fixed: Fuel based power generators stalling when the energy network changes.
- Fixed: Horse barns not destructable.
- Fixed: Changed the recipe for the MalachiteBlock to use CrushedMalachite.
- Fixed: Unlocked buildings now reset when you leave the game.
- Fixed/Modding: You can now modify existing map modifiers via modding.
- Fixed/Modding: You can now make invisible types like the conveyor belts visible via modding.
- Fixed/Modding: You can now modify existing arrays (e.g. terrain frequencies) via modding.
- Fixed: Automatic workshops halting production when their energy network changes during production.
- Fixed: Colonists should now stick to the height of the interaction spots while manual crafting.
- Fixed: Horses spawning from the horse barn while it is still under construction.
- Fixed: Icons in tooltips not showing correctly after upgrade to Unity 2019.
- Fixed/Modding: Automated workshops continually producing even if output tiles are full when no output boxes are placed.
- Fixed: The building destruction and cloning icons on the info panel are now disabled in certain tutorials.
- Fixed: Items not being stuck in input boxes in some automated workshops.
- Fixed: Recommendations not showing up after resuming a saved game.
- Fixed: Foundations now correctly influence the height of actors walking on them.
- Fixed: Pressing the cinematic camera key a second time now stops the animation.
- Fixed: A few unhandled exceptions in the donation server.
- Fixed: Flying items when a zeppelin is carrying something and its depot is destroyed and then you save/reload the game.
- Fixed: Position of even-sized buildings when upgraded.
- Fixed: Garbage dumps not accepting items after loading/saving while an item is on an entry spot.
- Fixed: Garbage not decomposing after saving/loading.
- Fixed: When an autofarm/grove is deconstructed, items reserved by the farm are now freed.
- Fixed: There should be no more "enemy camp defeated" messages when you resume a save game.
- Fixed: Maybe fixed automatic workshops randomly stopping production.
- Fixed: Incorrect click boxes for load/save buttons.
- Fixed: The jingles now only play (at most) once per second.
- Fixed: Achievement Lumberjack not triggering.
- Fixed: Achievement "reach day 50" triggering on day 51. :)
- Fixed: Unlocking message for the nice house when you don't have all ingredients necessary to upgrade to one.
- Fixed: Probably fixed a bug leading to incorrect tile registrations with certain buildings.
- Fixed: Looked at the money goal again and added some exceptions/tests.
- Fixed: Added a routine that clears null reservations every 5 seconds. A simple and dirty fix for mysterious bugs beyond human comprehension.
- Fixed: You can now place buildings over non-reserved items again.
- Fixed: The electronics factory no longer requires a refined building part (circular dependency).

Update 11.9.2020 adds Power System, Steam Achievements and much more!

Welcome to probably the biggest patch in Kubi history! :D

Content
- Added Steam achievements: Animal lover, Ashen world, Automation, Be our mayor!, Belt world, Better than water, Brew master, Cargo fleet, Color Coding, Dr. Dolittle, Fast transport, Good old times, Hard edge, Hard workers, Heretic, Industrial revolution, King Of The Air, Kubi ready, KubiCrafting, Living Off The Land, Lumberjack, Making It Home, Making Money, Master chef, More land, Neigh problem, New Oasis, One here, one there..., Protectors, Route 66, Stone age, The glorious 3, Upward mobility, Well that helps, Where's the dentist?, Wood shop. Thank you to Screech & LRider for the achievement ideas!
- Content: Added steel tools which will be required in tier 4.
- Content: Added potatoes, maize, barley and turned palm trees into date palm trees.
- Content: Added robots for the tiers 2 & 3. Balancing is preliminary.
- Content: Added the copper coils, electronic components, modern building parts and steel beams.
- Content: Added the electronics factory.
- Content: Added the big water sprinkler which covers a 7x7 area.
- Content: Added icons for all the achievements.
- Content: Added the horse barn which spawns 3 horses for your carriage network.
- Content: The power plant now has building and animation frames.
- Content: Added the graveyard enemy camp.
- Content: Implemented the donation system! You can now donate items by selecting them and clicking on the angel-icon. A random other player will then receive it on a random map. So, with the click of a button you can now send a random kubi a beer. :)
- Content: Added the fuel based power plant. It can be fuelled using logs, boards, coal and oil. Animations will come later. Will be tier 3 later.
- Content: Added the solar cell which generates energy without fuel. Will be tier 4 later.
- Content: Added a 3x3 version of the horse station.
- Content: Added the overflow exit hopper that only operates when the depot is more than 75% full.
- Tutorial: Added a tutorial that shows how to use the new fixed-rate distributors.


Gameplay
- Gameplay: Housing quality is now bound to tiers. The basic house is now considered high quality until you get to tier 3. There it will be considered low quality and you need the nice house. Houses for tiers 1 & 4 will be added later.
- Gameplay: If an automatic workshop is served by inserters, selecting a recipe will now automatically set appropriate type filters for the inserters.
- Gameplay: Automatic workshops now only allow one recipe to be produced at the same time. (Manual workshops can still do multiple at the same time).
- Gameplay: You can no longer donate crushed things and garbage.
- Gameplay: When a conveyor belt has multiple inputs, it will also turn into a distributor now. When it does, you can set it to fixed ratio mode. Doing so will make sure that all incoming goods are distributed equally. This is one way of supplying automatic workshops which require multiple goods (e.g. merge 2 belts supplying ore and one belt supplying coal). A corresponding tutorial will be added in the future.
- Gameplay: You can now cover oil wells (like veins).
- Gameplay: Robots that settle down now only give 1 coin, regardless of their skill.
- Gameplay: Rewrote a part of the logistics system. Logistic jobs now reserve the target tiles before something is transported. This prevents situations where intermediate stations get stuck with products they cannot deliver. The tradeoff is that tiles in intermediate stations may stay empty for some time while waiting for a good, but that's probably way better than the risk of a complete deadlock.
- Gameplay: You can now assign colonists to specific workshops. Do so by selecting them and right-clicking on the workshop. Note that the colonist will still do other job types like farming unless you deactivate them.
- Gameplay: When multiple inserters want to grab from the same conveyor belt, they now take turns like a Sir.
- Gameplay: The power consumption is now live, i.e. automated workshops will stop working when they have no energy.
- Gameplay: Added a navigation penalty to walk over shallow water. So colonists should avoid it whenever possible.
- Gameplay: Crops/trees harvested in autofarms/groves now stay reserved until brought to the exit tile.
- Gameplay: You can now import produced goods that are 2 tiers below, e.g. wooden boards in the dark biome.
- Gameplay: You can now only take 99 of each item to the next island. Excess items will be automatically sold and you will get 50% of what you would have gotten from solling via the shipping port. This will also sell items that you cannot normally export like raw resources.
- Gameplay: Your ship can only carry a limited number of colonists to the next island. Colonists that are left behind will settle down and send money to your future colonies. The limit increases with your campaign progress. You can set who settles down in the colonist management screen.
- Gameplay: You can now select different output priorities for conveyor distributors. Do do so, just click on them to cycle through all possibilities.
- Gameplay: Pausing a depot entry/exit hopper now causes the depot to no longer pick up/deliver items from/to that tile.
- Gameplay: Some automated workshops will require energy to work in the next patch. The sawmill is the first workshop to do so.


Balance
- Balance: Fabric is now used to construct zeppelin factories and nice houses.
- Balance: HarvestedFlower and WoodenBoard is now used to construct flower pots.
- Balance: Moved bakery and brewery to tier 2 (the products were >= tier 2 anyways).
- Balance: The construction materials for many buildings have been updated to use the new construction materials.
- Balance: Decreased the exponential growth of the money goals.
- Balancing: Reduced the rate at which your colonists get hungry and thirsty.


User interface
- UI/Gameplay: The build panel now only shows buildings that you can build. Getting new materials will add more items to the panel. Applies to both vanilla and modded buildings.
- UI: Added a button to each recommendation that lets you skip it and get a new one.
- UI: When selecting something, there is now a selection box that closes around the thing you select.
- UI: In the victory screen, the leave button is now inactive when you an invalid colonist count. In addition, there is now a button that takes you directly to the colonist management screen.
- UI: The power pole placement overlay now includes the pole currently getting built.
- UI: When you select a conveyor distributor, there is now a new panel that lets you select the desired mode. Selecting the distributor no longer changes the mode by itself.
- UI: When a job is not working because it is lacking an input/output stockpile, it is now highlighted in orange in the selection panel.
- UI: Selecting a fuel based power plant now shows all available fuel types.
- UI: Made a new building category for energy related stuff.
- UI: You can now enable/disable downloaded mods in the mod screen. Doing so requires a restart of the game to take effect.
- UI: Added a warning to workshops that have no energy supplied to them but need it.
- UI/Modding/Translation: If you like, you can now use colors/formatting for your localized text. Have a look here for the syntax: http://digitalnativestudios.com/textmeshpro/docs/rich-text/#color


Miscellaneous
- Visual: Replaced the model for the basic combat robot.
- Visual: Animals in pastures should now be less likely to move through fences.
- Visual: Colonists & robots now stick to the ground. When walking through shallow water, they now sink in a bit.
- Visual: There is now a small ship on the world map indicating where you currently are. There are also some tiny houses on the islands you visited previously. :)
- Visual: Power poles and connectors now have a color indicating the currently stored energy.
- Modding: Added AbstractWorkshopInfo→MakeInputsInvisibleOnAnimation. Useful if the animation of the workshops includes the ingredients wandering around.
- Modding: Added ManualWorkshopInfo→RequiredToolType and ManualWorkshopInfo→RequiredToolLevel. This should allow you to add things like a fishing pier that requires a fishing task to be set and a fishing rod to be equipped. [It's untested as of yet, if you encounter issues please let me know and I'll fix them!]
- Modding: Added ModelInfo→ParticleEmissionSpeed if you want to make a particle effect go further (e.g. for the water sprinkler effect).
- Modding: Added PowerPoleInfo→Slackiness to allow you to make power lines more or less slacky.
- Modding: Added UserModInfo→UseSubfoldersForObjects in case you want to organise your objects in subfolders. Note that if you use this option, all objects need to be in subfolder. Have a look at kubi.example.greentomato.multifolders. Keep in mind that mods using this will only work on the beta branch until default catches up.
- Modding: Added an additional cache for importing models up to 128x128x64. These should load faster now.
- Modding: Added ItemInfo→CanDropAsLoot and ItemInfo→CanDropFromChests if you don't want your item to, you know, drop as loot or from chests. :)
- Modding: You can now give workshops a general speed boost via WorkshopInfo→Efficiency. E.g. a slower sawmill or a faster smelter. Should work for manual and automatic workshops.
- Misc: The tooltips in the debug build panel now show the raw object name.
- Misc: Made the debug build panel a bit less wide.
- Misc: Foundations now look a bit different from normal tiles so that they are harder to mistake for fertile normal ground.
- Misc: Replaced the model for the refined building part.
- Misc: Alt-clicking on the encyclopedia button in the panel deletes an object. Shift-clicking on the item now clears reservations for the item. Note that this is only a workaround for certain bugs, it is usually likely to cause other problems later on.
- Misc: In the trading hub UI you can now hold alt or control while clicking on an offer to execute 5 or 10 trades at once.
- Misc: Enemy camps now spawn around a building (like spider nests) which despawns when you defeat the enemies.
- Misc: The job generation for depots now happens more often.
- Misc: When a map has multiple tiers, you will get recommendations out of all the tiers now.
- Misc: When selecting "Perfectly flat terrain", you will no longer get subbiomes.


Performance and bug fixes
- Performance: Fixed a lag spike when trains look for a new path in a complex network.
- Performance: Added an accelerated way of deleting items.
- Performance: Added an accelerated way of unregistering/registering items.
- Performance: Slightly improved efficiency of conveyor belts.
- Performance: Removed the zeppelin repulsion as it scaled badly with many zeppelins.
- Performance: Made height adaptation more efficient.
- Performance: Made tile item check more efficient.
- Performance: Fixed performance spike caused by one achievement.
- Performance: Several power network functions are now cached.
- Performance: Serving inserters are now cached in tiles.
- Performance: Improved the performance of the train signals.
- Performance: Depots etc. now generate jobs when things are brought to the depot, i.e. no longer on a regular basis. This should cause faster reactions and less calculation time overall.
- Performance: Made the production resolution much faster.
- Performance: The resolution calculation for recommendations is now buffered. This combined with the above improvement should eliminate a big recurring lag spike.
- Performance: Improved performance of power pole placement overlay.
- Performance: Improved performance of train network recalculation.
- Performance: The train network is no longer recalculated every second. This might lead to some bugs which I'll tackle soon. If this happens, you can use "Invalidate train network" from the debug menu to try to get the trains unstuck.
- Tutorials: Adapted some of the tutorials that needed energy generation.
- Fixed: Small rocks spawning in the middle of the lava lakes in tier 3.
- Fixed: Reserved items getting donated despite the warning.
- Fixed: Added a warning when you are trying to donate items from mods.
- Fixed: Shrine overlapping solar cell in tutorial.
- Fixed: Road buttons having no icons.
- Fixed: Depot hoppers having no icons.
- Fixed: All-the-biomes button always leading to the exact same map.
- Fixed: Resuming from pre-7.8.-patch save games not working.
- Fixed: Bug that could lead to infinite item stacks on train stations.
- Fixed: Many bugs involving locking trains should now be fixed.
- Fixed: Semaphores and railway crossings should now point in the correct direction on reloading.
- Fixed: Trains now only look if the segment in front of them is reserved. This should solve some issues where trains get stuck.
- Fixed: Getting donations when loading a save file.
- Fixed: A number of bugs relating to tile reservations.
- Fixed: Concurrency issue with loading/saving and logistic jobs.
- Fixed: Position of workshop particles.
- Fixed: Bug in garbage dump decomposition.
- Fixed: Delay when opening colonist management screen.
- Fixed: Multiple colonists operating the same workshop when assigned.
- Fixed: Exit confirmation in world map not blocking.
- Fixed: Numerous smaller bug and UI fixes.
- Fixed: Models not getting overwritten by mods when using the subfolder-option.
- Fixed: Added some automated tests to detect tier inconsistencies and fixed some as a result.
- Fixed: Changed the building materials for the electronics factory to remove a circular dependency.
- Fixed: "55FPS" showing in objectives when you play multiple maps in the same session.
- Fixed: Animation frames not playing correctly for combat.
- Fixed: Donations arriving on tutorial maps.
- Fixed: Made tutorial selection screen bigger.
- Fixed: Some things remaining invisible when using the debug map-revealer.
- Fixed: Some issues when you remove a power pole and the stored energy exceeds the diminished capacity.
- Fixed: The victory screen showing after loading a game even when there are still open objectives to do.
- Fixed: Cargo ports should no longer export items they just imported.
- Fixed: Missing error handling in donation server.
- Fixed: Water decoration not spawning.
- Fixed: When there are multiple warnings for a given object, it should no longer be counted multiple times for the warning counter.
- Fixed: "Invisible" goods like garbage getting activated in a stockpile/depot when you click "accept all".
- Fixed: Every five seconds depots will now check if there is something to do that slipped passed the job generation system.
- Fixed: Bonfires of different colors expanding instantly on cloning.
- Fixed: Changing bonfire colors now instantly updates the zone color overlay.
- Fixed: Enemy claim text display when all robots or enemies are dead.
- Fixed: Your ship disappearing when you set the claim color to something else than blue. :)
- Fixed: Depots now look for jobs when you change an exit hopper filter.
- Fixed: Production status display for automatic workshops with multiple frames.
- Fixed: Drag-building roads will now only consume ingredients for tiles where something is built.
- Fixed: Some smaller bugs.
- Fixed: Some construction based achievements not triggering.
- Fixed: Layout bug with conveyor status panel.
- Fixed: Overflow exit hoppers now work correctly in relay jobs.
- Fixed: Exit hoppers that are paused now work correctly in relay jobs.
- Fixed: When leaving a campaign map, the game now ensures that you have at least 3 colonists (and not just robots).
- Fixed: Debug remove reservation function not working.
- Fixed: "Hard workers" achievement given before colonists spawn.
- Fixed: Added a workaround for bugs caused by items registered to a wrong tile.
- Fixed: Probably fixed items getting stuck mid-air when saving/loading while climbing. Does not affect saves with items stuck mid-air.
- Fixed: Hidden items no longer visible in world map inventory screen.
- Fixed: UI layout bug when objective panel disappears.
- Fixed: Some smaller bugs.
- Fixed: Some smaller UI issues.
- Fixed: Still being able to WASD-scroll while the save screen is open in the world map.
- Fixed: A few bugs regarding power line generation.
- Fixed: Power line recalculation.
- Fixed: Energy in a network should now be preserved on recalculation.
- Fixed: Energy in a network should now be preserved on saving/reloading.
- Fixes: Localization strings can now contain the '='-character.
- Fixed: Trade caravan recipes that could give 0 items in return.
- Fixed: Steam achievement not getting unlocked. (Probably)
- Fixed: Soil debris should now disappear even when not in view.
- Fixed: When removing a building during construction using the deconstruction icon in the info panel, it is now instantly removed and you get no materials from it.
- Fixed: Tutorials not getting marked as completed.
- Fixed: When an outgoing connection on a distributor is removed, the output preference is now reset.
- Fixed: Job completion display on automatic workshops should now be correct when building was lacking power during production.
- Fixed: Disabling an inserter should now unreserve it from an adjacent belt.

Kubifaktorium Progress Report #12

Welcome to the latest Kubi progress report!

[previewyoutube="kpSpkxuxtVk;full"]

In this report:
- Settling down colonists
- Power system
- Steam achievements
- Donation system
- New recommendation system
- New map goals
- Dark biome graphics & assets
- More products, workshops, plants & audio effects, bug fixes & performance

Website: kubifaktorium.com
Facebook: www.facebook.com/Kubifaktorium
Discord server: https://discord.gg/kubifaktorium
Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map

Update 24.7.2020 adds more content, fixes many bugs and improves performance.


Content & Gameplay
- Content: Added the automated metal workplace.
- Content: Added building frames for a couple of buildings.
- Content: Added the metal mixing furnace.
- Content: Added the automatic basic workplace.
- Content: Added the copper vein.
- Content: Added some more building icons.
- Content: Added the copper quarry (copper vein will come later).
- Content: Added the advanced tool workshop where you can now produce iron tools. You can build it directly or upgrade an existing tool workshop. Thank you to Screech for providing the model!
- Content: Replaced the model for the iron quarry.
- Content: Added tea shrubs and leaves.
- Content: Added trees for the dark biome.
- Content: Added sorghum and harvested sorghum.
- Content: Added icons for some buildings.
- Audio: Added combat sound.
- Gameplay / Content: Added power poles that form power grids.
- Gameplay: Treadmills now generate energy. Also, they will not be used when the network can store no more energy. (Energy is not used yet. More energy generation options will come in the future.)
- Gameplay: Vision and borders now extend around your starting ship. This prevents awkward situations at the start of the game. :)
- Gameplay: When upgrading a workshop like the tool workshop, it will now keep its active jobs.
- Gameplay: In order to transport something to a depot, the target must now accept the item. It is no longer sufficient to have an exit hopper that does. The tutorials have been changed accordingly.
- Gameplay: Inserters can now pickup items from ending downward conveyor ramps.
- Gameplay: Shipping ports now have an automation mode for export. When active, you will no longer get a warning when you have no connected export stockpiles. Instead, you will get a warning if you have no entry hopper.
- Tutorial: Added a dummy stage to the ore crushing tutorial that waits until an iron block is produced.

UI
- UI: Added overlay for power poles.
- UI: Added info panel for buildings that connect to the power grid.
- UI: Added some tooltips for power poles and generators.
- UI: The build menu is now focussed on icons. Some buildings have been assigned to different categories.
- UI: You can now collapse the recommendation panel.
- UI: The shipping port panel now also has the tool for adding hoppers.
- UI: Added a panel with shortcuts to place depot exits and entries including some updated tooltips.
- UI: Wild animals that can be domesticated are now easier to spot. :)
- UI: When selecting an enemy camp, you now get a simple estimation of the enemies' strength compared to yours.
- UI: When placing conveyor belts, the last belt is now oriented like the previous one (and no longer uses the mouse bias method).
- UI: When placing a water sprinkler, the game now highlights the tiles that will be sprinkled.

Misc & Engine
- Engine: Upgraded from 2018.4.14 → 2018.4.24f1
- Misc: Added EnemyCampInfo→SpawnClusterExtent.
- Misc/Modding: Changed the cluster spawning algorithm to favor closer spawns. Double SpawnerInfo→SpawnClusterExtent to get back to the previous behaviour.
- Misc: Removed one layer of high frequency noise from terrain generation. Smoother terrain and lower probability of generating messy pockets.
- Misc: Auto saves are now disabled for tutorials.
- Misc: Replaced the model for the combat robot. Thank you to Screech for providing it!
- Misc: Removed clay quarry and clay veins.
- Misc: Oil wells can now also spawn on main land (not just the coast area).
- Modding: Renamed FogColor1&2 → ParticleColor1&2, because it can be used for more particle systems.
- Modding: You can now add new task groups.
- Modding: The vertex count check now looks at the last frame, not the first one. So you might now get some warnings for models that were not there previously. If you get a warning, consider making a shadow mesh for the animation frames. The building frames usually don't need shadow meshes.

Fixes, Balance & Performance
- Balance: Doubled the garbage dump decomposition speed.
- Balance (combat): Moved spiders to tier 3 and made them much stronger - so there are now enemies in tier 3. (more enemies will get added later). If you have spiders on your tier 1 island, please use the debug remove function (activate debug mode in settings, hold alt+click on the remove/deconstruct tool, then drag a box around the spiders) to get rid of them. :)
- Balance (combat): Made big slime weaker so that it will actually spawn.
- Balance (combat): Moved zombies/mummies to tier 2 and made them slightly stronger.
- Balance: Enemies are now a bit further away from your spawn.
- Balance: Building train tracks is now free! You only need track parts to build stations. (test)
- Fixed: Bug caused by the recent optimization round causing objects on conveyor belts to be teleported to the origin of the map, freezing them. To fix existing saves, go to the origin corner of the map. There should be a bunch of items in the water. Remove them using the debug functions. Your belts should now function normally again.
- Fixed: Robots are no longer counted towards the happiness targets. Also, they will no longer show their happiness in the colonist management screen.
- Fixed: Rocks/branches spawning in the middle of an oasis.
- Fixed: Multiple colonists equipping the same tool, leading to all kinds of weirdness.
- Fixed: Removed pitch variation from message sounds.
- Fixed/Gameplay: When a zeppelin factory is destroyed, the zeppelins now finish their current job before disappearing.
- Fixed: Enemy strength display when enemies or robots are dead.
- Fixed: Farm crops & trees appearing as fully grown upon placement.
- Fixed: Bug on picking up tools after reloading.
- Fixed: Small shrubs in desert not mineable.
- Fixed: (Possibly) colonists dropping tools on invalid tiles.
- Fixed: (Possibly) bug in carriage auto schedule generation when stations are removed.
- Fixed: Some smaller things.
- Fixed: (Probably) Tools appearing in the corner of the map upon unequipping.
- Fixed: Upgrading a building now shows the correct building type in the message.
- Fixed: Constructing something now shows more than 5 building frames (if a model supports it).
- Fixed: Shipping port placement overlay not updated upon rotation.
- Fixed: Items removed via modding still showing up in the encyclopedia in multiple places.
- Fixed: Placing conveyor crossings possibly resulting in conveyor parts "getting lost".
- Fixed: The automatic workshop inserter warning now considers if the selected recipes don't require all input boxes.
- Fixed: Items visually disappearing when saved/loaded while on high conveyor belt.
- Fixed: Items "falling down" when saved/loaded while on high conveyor belt.
- Fixed: Layout getting messed up when reopening recommendation panel.
- Fixed: Added hopper placement UI to the garbage dump.
- Fixed: Hoppers can now be placed on the garbage dump.
- Fixed: Construction items that are placed in water will now be moved to solid ground when the construction job is cancelled.
- Fixed: Items outside your territory should no longer be used for construction etc..
- Fixed: A series of cases where items could be stolen from belts, logistics jobs etc..
- Fixed: (Maybe) fixed the game freezing when leaving while paused on some systems.
- Fixed: Really small trees after reloading. :)
- Fixed: Depot filter not preserved after upgrading to HC depot.
- Fixed: Depot not selectable after upgrading to HC depot.
- Fixed: Wrong food preferences showing after resuming a saved game.
- Fixed: Added required money to the automated train tutorial.
- Fixed: When attacking, the actors now reconsider their targets more often.
- Fixed: Track parts still spawning when deconstructing tracks.
- Fixed: Terrain generation failing on huge maps.
- Fixed: Some smaller fixes.
- Fixed: Conveyor parts not unreserving subtiles on deconstruction.
- Fixed: Zone colors in UI.
- Fixed: Building icon positions in text.
- Fixed: Combat animation for combat robots.
- Fixed: Tool animation for tools that are equipped but not currently used.
- Fixed: Restarting a custom map should no longer give you extra resources.
- Fixed: Track elevated track curve model.
- Fixed: Semaphores not getting placed at the correct height when placed on bridges in certain cases.
- Fixed: Reservation issue when depots get destroyed while carrying something.
- Fixed: Boat not spawning after last patch.
- Fixed: Combat animation frames.
- Fixed: Bug that could cause unreachable terrain to form.
- Fixed: Revealed enemy camps should now remain revealed after reloading.
- Fixed: When a valid spawn position can not be found for a thing, it is no longer spawned.
- Fixed: Bug causing random objects or items to spawn in certain cases.
- Performance: Improved depot exit job generation.
- Performance: Improved bird movement.
- Performance: Improved equipment job generation.
- Performance: Zone center positions are now buffered.
- Performance: Checking for logistics jobs is now replaced by a dictionary.
- Performance: Increased the performance of the eating/drinking job generation for robots etc. when you have many items.
- Performance: Improved job generation performance when you have many inserters and automated workshops.
- Performance: Improved job generation performance for clearing automated workshop inputs.
- Performance: Improved job generation performance for stockpiling when you have many depots.
- Performance: Improved depot entry/exit job performance.
- Performance: Improved conveyor belt performance.

Update 1.6.2020 replaces dark biome visuals, adds more audio effects and more.

Gameplay
- Content: Completely redesigned the dark biome with new tiles, scenery etc..
- Content: Added the garbage dump. It's basically a depot that converts everything you load into it into garbage that decomposes over time.
- Content: (Re-)Added the centrifuge and the ore crusher. Added bornite, carbonate, vanadinite, vimonite, azurite and malachite ores to the game. They are not used yet but will be in the future.
- Content: Added the map goal "make your colonists happy".
- Gameplay: You can now have unlimited trains per factory. Instead, trains now cost money (which gets refunded when you destroy the train).
- Gameplay: When upgrading a building, the building now stays operational until all necessary upgrade ingredients are brought.
- Gameplay: You can now change the number of recommendations that are displayed simultaneously in the settings (1-5, default=2).
- Gameplay: Added support for stochastic workshop outputs. The centrifuge is the first instance of this. (Recipes will be changed in the future)
- Gameplay: Colonists no longer require drinks/food of higher tiers to be happy. Also nice housing and decoration are only active in tier 2 and higher.
- Gameplay: When checking if a favorite food/drink etc. is fulfilled, the game now only checks if it exists somewhere on the map, not if it was actually consumed.
- Gameplay: More islands on the world map are now multi-biome-maps.
- Gameplay: Added some new recommendations and changed some existing ones.
- Balance: Made inserters faster.
- Balance: Increased the speed of the depot/train station/shipping port cranes. The high capacity depot is even faster now.
- Balance: Moved the brewery and its products to tier 2.
- Balance: You now get 2 strawberry donuts per job.
- Balance: Automation buildings now use RefinedBuildingPart instead of WoodenBuildingPart.
- Balance: Increased bonfire ranges.
- Balance: Reduced combat robot health from 400→200.
- Balance: Vastly increased the growth time for most crops and trees.

Visuals
- Visual: Added a spider nest. Thank you to Screech for the model!
- Visual: Ships now turn around when leaving.
- Visual: Improved layout of embedded icons.
- Visual: Added new tool models. Thanks to Screech for providing the new models!
- Visual: When inserters drop items onto belts, they now rotate them on the way.
- Visual: Manual workshops can now have multiple interaction spots. Colonists will go through the different spots during the production process. Currently, this is only implemented for the well, but more buildings will follow.
- Visual: Replaced the models for the well and the water bucket. Thanks to Screech for supplying the models!
- Visual: The post-processing effects now adapt based on your camera position on multi-biome maps.
- Visual: The color temperature now changes based on the biome.

Audio
- Audio: Added sounds for hippos, spiders, scarabs, ostriches, snakes, turtles, fennecs, mummies, scorpions, slimes and zombies.
- Audio: Added sounds for smelters, kilns, robot workshops, bakeries, breweries and wells.
- Audio: Added sounds for the different quarries etc.
- Audio: Added sounds for the colonists :)

UI
- UI: Removing a track now also removes signals on top.
- UI: Recommendations can now have custom titles (like "Build a water supply").
- UI: When placing things like foundations, you now get a preview of the required resources.
- UI: Selecting a trade caravan now shows a timer for when its offers will change.
- UI: When the offers of the trade caravan change, the UI is automatically updated.
- UI: You can now use WASD to scroll the world map.
- UI: Added a remove/deconstruct button to the top of the info panel of buildings.
- UI: The building upgrade tooltip now also shows the number of required resources.
- UI: The tooltip when hovering over a recipe now shows short information on the input and output goods. (Instead of the full tooltip for the primary output).
- UI: Robot/enemy health is now only shown when <100%.
- UI: The types of goods on your ship are now only updated when you reselect it. This prevents misclicks when things disappear.
- UI: Message on construction is only shown when the building has at least 3 ingredients.
- UI: Removed messages for defeated enemies.
- UI: Clicking on a recommended building now lets you place it right away.
- UI: You can now alt-click on roads to clone them.
- UI: Improved layout of the encyclopedia.
- UI: The input section of the encyclopedia can now be scrolled.
- UI: Completed recommendations are now shown on the victory screen.
- UI: Added a happiness indicator to the top bar. Hover over it with your mouse to see what you need to provide to make your people happy.

Performance
- Performance: Improved object repository.
- Performance: Transformed UV positions are now stored instead of recalculated at runtime.
- Performance: Improved efficiency of animation cycling.
- Performance: Removed slow log output.
- Performance: Removed inefficient check for construction job availability.
- Performance: Reduced wind system registration overhead.
- Performance: Reduced message display overhead.

Fixes
- Fixed: Work particles not showing after some time.
- Fixed: The game should now continue running when focus is lost (when auto-pause is disabled).
- Fixed: You can no longer deconstruct tracks in stations.
- Fixed: You can no longer place signals on tracks in stations.
- Fixed: Combat robots should no longer drink.
- Fixed: Recommendations should no longer appear in the tutorials.
- Fixed: Goto-Timeout not getting serialized correctly.
- Fixed: Some objectives getting regenerated while loading.
- Fixed: "?" in objective panel after loading.
- Fixed: Layout bug with upgrade panel.
- Fixed: Smoke position for basic house.
- Fixed: You can no longer enable conveyor mode for auto farms and groves (for which it is not intended).
- Fixed: Ugly resolution for Russian font generation.
- Fixed: Robot mode not getting stored correctly.
- Fixed: Some smaller fixes.
- Fixed: Upgrade materials consumed twice.
- Fixed: Upgrading no longer requires tools.
- Fixed: "55-FPS" text in main menu settings panel.
- Fixed: When mouse border scrolling is disabled in the settings, it will no longer work in the world map.
- Fixed: Tooltip for exit-button in world map screen.
- Fixed: When building foundations, the material requirement text now only count tiles where foundations can be built.
- Fixed: The exit-confirmation dialog in the world map screen is now above other modal dialogs.
- Fixed: The goal for the first map on the world map should now always be to earn money. (Since there are never enemies on the first map)
- Fixed: Shipping port cranes possibly picking up reserved goods.
- Fixed: Colonists should no longer pick up items that are on conveyor belts. This should fix a number of problems related to inserters getting stuck etc..
- Fixed: Proper display of recommendation rewards for custom titles.
- Fixed: Overlapping icons in the campaign loadout screen.
- Fixed: Items sometimes not getting unreserved when a belt is deleted.
- Fixed: Another reservation issue that could cause inserters to get stuck.
- Fixed: Layout bug when victory panel and recommendations are visible.
- Fixed: Tools are no longer visible while colonists are sleeping.
- Fixed: Items on high conveyor belts should no longer block lower belts from getting served.
- Fixed: Tooltip for zone color selection.
- Fixed: Trees not getting planted on groves on foundations.
- Fixed: When supplying a semi-automatic workshops, your colonists now respect the recipes you actually selected.
- Fixed: When an inappropriate good is in an input box of an semi-automatic workshop, now all goods are carried away correctly.
- Fixed: The map generation algorithm should no longer create pockets of plain land inside of mountains.
- Fixed: Mountain tiles sometimes getting mined "through" other mountains.
- Fixed: Shipping ports in automation mode should no longer import goods for storage tiles which are still occupied with items.
- Fixed: Robots&Enemies sometimes not attacking after moving in range of their enemy.
- Fixed: Probably fixed an issue involving items on ships getting used on their way out.
- Fixed: Items unloaded in the shipping port during automation mode should no longer get stuck when disabling and reenabling automation mode.
- Fixed: Multiple inserters dropping on the same tile at the same time.
- Fixed: Items can now have additional (transparent) parts that are correctly carried moved around.
- Fixed: Way too many ore spawns on multi-biome-maps.
- Fixed: Construction jobs should no longer fail when carrying items takes to long.
- Fixed: Sun shadows not visible.
- Fixed: Depot exits/entries not selectable after upgrading the depot.
- Fixed: Similar looking tiles like sand should no longer appear twice in the plant tooltips.
- Fixed: Layout on confirmation dialog.
- Fixed: Recommendations should no longer be fulfilled while a building is still under construction.
- Fixed: Leisure/decoration preferences should no longer be fulfilled while a building is still under construction.
- Fixed: Bonfires & torches having no lighting effect and no shadows.
- Fixed: Dark biome colors on world map.
- Fixed: Trading hub message showing up too often.
- Fixed: Small text fields in menu in some languages.
- Fixed: Colonists should no longer desire food etc. that is InvisibleToUser.
- Fixed: Recommendation objects shown as complete while they are still under construction.
- Fixed: Weird layout on confirmation dialog after previous patch.
- Misc: Deprecated AbstractWorkshopInfo→Priority.
- Misc: Removed the old fog effects. They were performance intensive and did not work with multi-biome maps.
- Misc: Added money to the train tutorials.
- Misc: Moved all "hard-coded" audio tracks to the new system and removed the legacy audio clip system. Some volume levels are likely off because of this, they will be fixed in upcoming patches.
- Misc: In the conveyor logistics tutorial, the colonist is now restricted to the NE quadrant of the map.
- Misc: Removed the failure chance for building construction. Instead, colonist skill now influences the build time.
- Misc: You can now build the bench.
- Misc: Added a few combat robots to the mockup higher tier cargo loadouts.
- Misc: The bench you can build has no snow on it.
- Modding: You should now be able to add & mod ambient audio tracks (like the waves near the coast).
- Modding: Deprecated BaseInfo→IgnoreTileHeight. It basically had no effect, use ModelInfo→HeightOverride instead.
- Modding: You can now replace the vanilla loadouts. Have a look at CampaignLoadoutInfo→Priority or the NewLoadout example in the example mod folder.
- Modding: You can now add items that are used to water fields. Have a look at ItemInfo→IsWater.
- Modding: Added RecommendationInfo→Priority which allows you to override the order in which recommendations show up.
- Modding: Deprecated Shaderinfo→FogDay+FogNight+VoidRadius+FogPreset, ModelInfo→HasPBRColorHints, ModelInfo→Alpha (use MaterialID=1 for transparency)

Kubifaktorium Progress Report #11

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Welcome to the latest Kubi progress report!

In this report:
- Belts & logistics system
- Redesigned systems (combat, jobs/tasks, happiness, tools, animals & recommendations)
- Covid-19 & plans
- Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map

Website: kubifaktorium.com
Facebook: www.facebook.com/Kubifaktorium
Discord server: https://discord.gg/kubifaktorium