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Genre: Simulator, Strategy, Indie

Kubifaktorium

Update 14.4.2020 redesigns the combat and recommendation systems.


Gameplay
- Gameplay: Replaced the combat system.
- Colonists can no longer fight. Instead you can now build combat robots which can get destroyed (model & animation will be replaced in the future). More robot types and tiers will be added in the future.
- You can select multiple combat robots by drag-selecting them. Then, you can send them somewhere close to your territory by right-clicking. If you enter an enemy area, your robots will fight the enemies.
- You can now build combat robots in the robot workshop, which has been moved to tier 1.
- Health is no longer a need. Also, things no longer heal over time.
- Swords and training dummies are deprecated.
- Combat robots and enemies have little health bars on top of them.
- Updated the combat tutorial.
- Gameplay: Redesigned the recommendation system. It is now much more like the system in Prison Architect. You get tasks, like "setup a well and produce water" and receive a small cash reward on completion. These tasks guide you along your way in the tech tree. Modders: Have a look at RecommendationInfo to add this functionality to your own mods.
- Gameplay: Attacking an enemy camp now reveals the tiles covered by it.
- Gameplay: When sending robots outside of your territory's range, they now go to the nearest tile where they can go.
- Gameplay: Readded the "Attack" button to the enemy claim panel. Note that using using it is not always optimal as positioning/rallying your robots before the fight might be advantageous.
- Gameplay: Deprecated the middle-tier-house. You now have the basic house with low quality and capacity 4 and can upgrade it to a high quality capacity 2 house.
- Gameplay: When you link an output stockpile, it no longer sets it to accept products that are already accepted by existing stockpiles.
- Gameplay: The inventory targets are no longer the only objective. As such, they have been simplified. Modders: If you want to have your own products show up as targets, set an amount in ItemInfo→ProductionTargetAmount.
- Gameplay: New objective: Clear all enemy camps.
- Gameplay: New objective: Earn money (via exporting).
- Gameplay: New objective: Claim land.
- Gameplay: In order to move on to the next tier on the world map it is now sufficient to visit half the islands of the previous tier.
- Gameplay: Carriages can now operate in automatic mode. It's active by default and eliminates the need to set a schedule for simple setups. (Note: Does not work with saves from older versions)
- Gameplay: The available trade opportunities at the trading hub now change every day at 6:00.
- Gameplay: Foundations are now unified. Placing a foundation will select the model appropriate for the type of the tile.


User Interface
- UI: Added a hint text to some of the actions, e.g. that you can cycle between objects while deconstructing.
- UI: Added your current money amount to the top info panel and removed it from the cargo port.
- UI: When selecting multiple combat robots, there is now an info panel showing all of them.
- UI: Hovering over the smily in the colonist management screen now shows a tooltip.
- UI: When searching for a type by typing, the relevance filter is disabled when no type would be shown with it.
- UI: The game version number is now shown on the menu screen.
- UI: Colonist happiness is now next to the needs in the panel.
- UI: Added a happiness column to the colonist management screen. Also removed swords from the colonist panels as they are deprecated.
- UI: You can now disable inserters.
- UI: When making a logistics connection, hold ctrl, alt or shift to create a two-way-connection.
- UI: When placing decorations, the construction overlay now also highlights tiles for which decorations currently under construction will have an effect.
- UI: The decoration overlay now also considers decorations currently under construction.

Balance / Misc
- Balance: Reduced the money required for the money-goal.
- Balance: Reduced the cost of the auto-grove and the auto-kiln and moved them to tier 2.
- Balance: Made the combat robot stronger.
- Balance: A stone block now only requires one rock.
- Misc: You can now grow wheat on regular grass tiles, not just on dry grass.
- Misc: Added SpawnerInfo→ExactSpawnNumber.
- Audio: You can now change the volume of work-related sounds relative to the rest of the audio.
- Visual: Zeppelins now rotate to match an item's rotation on pickup.
- Visual: Zeppelins now rotate to match the rotation an item will have when dropping.
- Visual: Changed the icons for mined clay/iron and iron blocks to make them more distinguishable.
- Misc: Having no zone selected no longer counts as "all zones".


Bug fixes
- Fixed: Goto-Timeout not getting serialized correctly.
- Fixed: Recommendations are now deleted when a required object is deleted (e.g. through a mod).
- Fixed: Being able to build shipping ports over trees etc..
- Fixed: Changing a bonfire's color executing a claim while still under construction.
- Fixed: Objectives like earn money should no longer get duplicated when reloading a game.
- Fixed: Deconstructing a belt should no longer keep outgoing items reserved.
- Fixed: You can no longer place buildings on tiles where reserved items lie.
- Fixed: Added goals to the mockup-scenarios.
- Fixed: Layout bug with cover vein panel.
- Fixed: When multiple enemy claims overlap, you now only pull enemies from the closest camp.
- Fixed: Enemies now only follow you for a maximum of 30 seconds.
- Fixed: Possible incompatibility with previous save games.
- Fixed: The save screen now shows file write times, not creation times.
- Fixed: Swords can no longer be produced.
- Fixed: Deprecated houses are no longer shown in the list.
- Fixed: Setting up a carriage station before it is built will trigger the schedule generation when complete.
- Fixed: Wheat not growing on tiles where a mountain was mined.
- Fixed: Minor bug when leaving maps related to thought bubbles.
- Fixed: Deconstructing a nice house now yields the correct ingredients.
- Fixed: Multiple text issues on the custom map screen.
- Fixed: Several smaller fixes.
- Fixed: Layout bug when opening/closing the recommendation window.
- Fixed: Combat robots are no longer counted as idle colonists.
- Fixed: You can no longer build shipping ports outside of your territory.
- Fixed: Production status string in UI.
- Fixed: The date in the save game view not always matching the actual save time.
- Fixed: You can now prevent certain enemy camp spawns by using DeleteObjectsInfo.
- Fixed: Error loading save games using the earn money objective.
- Fixed: Roads are no longer covered by the oasis.
- Fixed: Playing on a map without objectives no longer opens a victory screen.
- Fixed: Colonists with only "Construction" assigned will now pick up hammers.
- Fixed: Transparent objects becoming opaque when animated.
- Fixed: Objectives not saved/loaded correctly (e.g. when saving during a tutorial).
- Fixed: Colonists drinking/eating too much after being recruited.
- Fixed: Even-sized buildings like wells getting placed in a different spot than their blueprint indicates when rotated.
- Fixed: Ingredients brought to semi-automatic workshops should no longer get stolen.
- Fixed: In-game date/time not correctly loaded.
- Fixed: Added a final (wait) step to the logistics and carriage tutorials.
- Fixed: Having no house now counts as poor housing quality as well. (Has no effect, just makes more sense.)
- Fixed: Some smaller fixes.
- Fixed: When upgrading depots, the contained items are no longer cleared before construction.
- Fixed: When upgrading depots, existing entry/exit hoppers are now correctly registered to the depot.
- Fixed: Conveyor model not updated when a neighboring belt is built.
- Fixed: Conveyors built on top of each other are now "joined".
- Fixed: Hyperactive animations.
- Fixed: Trees moving in different directions when the wind blows.
- Fixed: Groves/farms should now get harvested correctly if they are in multiple zones at the same time.
- Fixed: Colonists no longer execute logistics jobs which would lead them out of their designated zones.
- Fixed: In the train tutorial, gold blocks should no longer get stockpiled to sp5.
- Fixed: Recruiting colonists should no longer cause your existing colonists' preferences to change.
- Fixed: Removing zones should no longer remove foundations underneath.
- Performance: The camera is no longer rendering while the map is loaded/generated.
- Performance: Fixed lags caused by dynamic font generation.
- Performance: Improved performance of health bar UI rendering.
- Performance: Improved performance of thought bubble UI rendering.
- Performance: Improved performance on maps with many enemies.

Update 12.3.2020 improves the job system, adds "belt logistics" and much more!

Gameplay
- Gameplay: Simplified the job system. All workshops are now summarized under the "crafting" job. Experience from one workshop now carries over to other workshops. This simplifies the UI a lot and makes the game a lot easier to understand for new player.
- Gameplay: Colonists should now prefer closer social buildings.
- Gameplay: Colonists should now prefer closer stockpiles (given equal priorities).
- Gameplay: Health below 75% now causes colonists to be unhappy and try to sleep.
- Gameplay: You can now integrate conveyor belts into the logistics system! To do so, select the beginning depot and activate "Conveyor mode". The depot will now automatically pick up items requested by connected logistics clients. (still wip)
- Gameplay: You can now give your colonists high priority tasks/workshops! As the name implies, they will only do normal priority tasks when no high priority tasks are available.
- Gameplay: You can now place farms and groves on top of foundations.
- Gameplay: Simplified the decoration system. Decorations no longer differ in beauty value, they now only differ in effect range. Modders: DecorationInfo→Value has been deprecated.
- Gameplay: In order to get the "happy" state, colonists now need decoration.
- Gameplay: You can now assign jobs to automatic workshops similar to manual workshops. Changed the tutorials correspondingly.
- Gameplay: Items that do not fit to an automatic workshop's selected recipe are now carried away by your colonists. Remove all recipes to have all input boxes cleared.
- Gameplay: Colonists are now much more likely to use roads.
- Gameplay: Carriages should now speed up when they are on roads.
- Content: Added trading hubs! Trade excess items for resources at the trading hub. Should spawn on most maps.
- Content: Added a tutorial for using the conveyor belts in the logistics system.


User interface
- UI: Removed the hitpoint panel. (The hitpoints are also shown in the happiness-panel)
- UI: Removed inventory targets, production time and stack height from item tooltips.
- UI: Moved the link to the production encyclopedia to the bar in the top right and removed it from the main menu.
- UI: You can now click on an item in the inventory screen to open it in the product encyclopedia.
- UI: Added forward/backward buttons to the product encyclopedia.
- UI: Cloning a road (e.g. using alt-click) now starts the road layer from the given position.
- UI: You can no longer select a crop/tree that cannot be grown on a selected farm.
- UI: When removing objects from a range of tiles, foundations are only removed when no other object is found.
- UI: Enhanced the UI to allow for high priority tasks. To make a task or workshop high priority, hold the shift or control key while clicking on the corresponding button.
- UI: The plant tooltip now shows the tools that can be used to harvest it.
- UI: The filter UI for the depots now shows the number of stored items.
- UI: The colonist that is currently selected is now highlighted in the colonist management screen.
- UI: Added a "return to world map"-button to the menu. You keep the resources you currently have and restart the current island or choose a different one.
- UI: When opening a load game dialog, the game no longer suggests a new name but instead selects the last save game by default.
- UI: Added a warning when a carriage is assigned to a station but the station is not connected to the logistics system.


Miscellaneous
- Visual: Colonists now have carry-animations! The position of carried items are adjusted appropriately. Modders: If you want to have this for your character models, duplicate the first 4 animation frames, add them to the end and make the little arms stick out. Have a look at SettlerMale/Female for examples.
- Visual: Conveyor belts now connect visually with receiving belts. Modders: If you make conveyor belts, the straight variant now needs 2 extra models which are used when extending to the next tile.
- Misc: Deprecated the recipe 2*log → charcoal.
- Misc: Veins no longer spawn under mountains.
- Misc: Reduced the spawn ratios in the dark terrain.
- Misc: The hotkey for screenshots is now Ctrl-F12 or Shift-F12.
- Misc: Renamed "lonely/had interaction" to "bored/entertained".
- Misc: Level-Ups no longer spawn particles.
- Misc: Defeating an enemy can now spawn loot of lower tiers.
- Misc: Freed colonists now have all zones activated by default.
- Misc: You can now open the bug report screen with Ctrl-Q.


Bug fixes
- Fixed: Working farms are now shown as "operational", not "idle".
- Fixed: You can now deconstruct a building by clicking on any covered tile (not just the center tile).
- Fixed: Placing a bonfire blueprint should no longer spawn an "area expanded" message.
- Fixed: Improved early game recommendations.
- Fixed: Sitting position on benches.
- Fixed: Placing a building over a farm should now destroy the plants below.
- Fixed: You can no longer remove the trading hub.
- Fixed: When deconstructing a building over water, the ingredients should no longer be placed in water.
- Fixed: A few bugs in the new conveyor/logistics connection.
- Fixed: Removed "harvested" from multiple item's name to make it more consistent.
- Fixed: Incorrectly formatted hotkeys showing on inventory and message log titles.
- Fixed: Distributors not working correctly after last patch.
- Fixed: Colonists transporting goods between zeppelin stations after last patch.
- Fixed: Depots wrongly picking up things intended for the logistics system.
- Fixed: Conveyor belts misbehaving after a connected belt gets destroyed.
- Fixed: "Unable to resolve 'BehavioursProduction' while building object with type 'Profession'"
- Fixed: Ore veins should now be much less likely to spawn in intersecting positions that don't allow you to build extraction devices on top.
- Fixed: Nice / bad housing effect reversed.
- Fixed: Icons for colonists not showing when starting the game for the first time.
- Fixed: Possible rare crash.
- Fixed: Rally flags should now be much less likely to spawn in positions where combatants get stuck.
- Fixed: Colonists not having a preference for hammers when only construction is selected.
- Fixed: Some more errors are now correctly attributed to mods.
- Fixed: You can no longer build shipping ports in a way that causes ships to drive through another port.
- Fixed: Fixed texts for the carriage UI.
- Performance: The buttons in the build menu are now buffered which should reduce lags and memory leakage.

Update 23.2.2020 simplifies the happiness system and adds multiple tool usage.

Warning: This patch might cause slight problems with save files from previous versions due to the new tool system.


Gameplay:
- Gameplay: Simplified the happiness system: There are now only 3 states, happy (+40% speed), unhappy (-33% speed) and neutral. In order to reach neutral you need to satisfy hunger, thirst, housing and sleep. In order to get the 40% bonus you need to have nice houses and provide the colonists'...
- Gameplay: favorite food / drink! Every colonist has them. They are picked at random from the set of drinkable / edible things. Colonists should prefer eating / drinking them when possible.
- Gameplay: Simplified the housing qualities to "low" and "high". The 2nd tier house now has low quality but one more capacity than the basic house.
- Gameplay: Removing a farm/grove no longer kills the plant that is on top of it.
- Gameplay: Colonists can now carry multiple tools. This replaces the not very intuitive system where they had a "tool preference". So, basically, if someone if set to fight and mine, she'll grab both a sword and a pickaxe. Easy.
- Content: Added icons for more items.


User interface:
- UI: When selecting an actor, there is now a happiness text line. Hover over it to learn more about the current state.
- UI: The filter for robots and domestic animals is no longer active by default. Also, the buttons are now sorted.
- UI: You can now select a train by clicking on any wagon (not just the locomotive).
- UI: Adapted the colonist management screen to work with the new system. Every tool type (4) is now a column and shows the equipped tool. An X indicates that he/she would like to pick one up but cannot.


Fixes & Misc.
- Fixed: Maps with multiple biomes not working.
- Fixed: The boat should no longer spawn in lakes.
- Fixed: Multiple messages when defeating an enemy camp. Probably.
- Fixed: Robots only shown in colonist screen when loaded or debug-spawning.
- Fixed: Flickering when desert oasis hits ocean.
- Fixed: Errors in the logistics system caused when a client is deleted. This affected both the job generation and the handling of existing jobs, which would persist. Probably fixes a number of logistics system issues.
- Fixed: You can no longer clone buildings that can only be built via upgrading.
- Fixed: Maybe fixed a rare crash at game start.
- Fixed: Auto-assign button not assigning workshops.
- Fixed: Robots not showing up in colonist management screen.
- Fixed: Weird artifact after building a stone road via dragging.
- Fixed: Stone roads requiring rocks but not consuming them when built via dragging.
- Fixed: Colonists not unequipping tools unless they get a new one.
- Fixed: You can no longer upgrade buildings that are under construction.
- Fixed: Not being able to build train signals.
- Fixed: Resetting all tasks on the colonist management screen causing colonists to no longer work in workshops.
- Fixed: Link to Road Map.
- Misc: Changed the early access warning to mention the importance of the shipping port to get mid/late game resources.
- Translations: Added a LocalizationHelp.txt to provide a cheat sheet for where the strings are used in-game.

Update 2.2.2020 adds "domestic animals", building upgrades, tool effects & more

Gameplay
- Gameplay: Improved the taming/recruitment system for animals. There are now two types of animals:
1) Pasture animals (like cows & sheep) are kept on a pasture and yield items (like milk & wool). You can tame them by building a pasture as before. Pasture animals will stay on an island when you leave.
2) Domestic animals (like pigs) will act like colonists, i.e. carry things and perform simple jobs. To recruit a "wild domestic" animal, you select it and click on recruit. Domestic animals will come with you when you leave the island.
- Gameplay: High quality food and drinks can now saturate your colonists above 100%. That way, your colonists will have to pause less often. Modders: You can find this in ItemInfo→FoodValue.
- Gameplay: You can now upgrade existing buildings! Much more convenient than doing it manually. Currently it is available for the 3 houses, as well as Depot→HC-Depot. The building is unusable during the upgrade process. Will probably cause some new bugs, let me know if you encounter any. Modders: The upgraded building should have the same size (in tiles) as the base building, otherwise a variety of bugs can occur.
- Gameplay: Higher quality mountains and geodes now require tools to mine. Also applies to palm and cacao trees. Doing it by hand isn't going to cut it anymore. See what I did there? :) Maybe a bit counter-intuitively, you need high quality shovels to harvest mine or harvest trees, but not to till the soil.
- Gameplay: Higher tier buildings require higher tier hammers to construct (but not deconstruct). As a general rule, the current mid-tier things like zeppelins require wooden tools, most things involving automation require iron tools.

Content
- Content: Added the "No Water" terrain shape option.
- Content: Added the watch tower which is cheap to build and expands your vision range by a lot. Thanks to Screech for the model! :)

User interface
- UI: Added a filter function to the colonist management screen. Finally, you can more easily discriminate by gender or species. ;)
- UI: Buttons that are active now have a visible background and a highlighted frame, which makes them much easier to tell apart. And less green.
- UI: Text buttons you can click now get underlined when you hover over them.
- UI: The required tool levels have been added to the mining panel and the building tooltip.
- UI: Added a warning flag to buildings that cannot be built because no colonist has the appropriate hammer.
- UI: Added a warning flag to farms & groves that cannot be harvested because no colonist has the appropriate shovel.
- UI: You can now set the zoom mode to be instant in the settings (as opposed to the default smooth transition).
- UI: Default hotkeys for actions are now shown in the tooltips. Note that these only show the default hotkeys - if you rebind them, they are not updated. This is a (really dumb) restriction of the Unity input manager.
- UI: Added new hotkeys for a number of actions.

Miscellaneous
- Misc: Depot exits and entries no longer require ingredients and are now built instantly. Modders: You can get this behaviour via BuildingRecipeInfo→InstaBuild. This is only supported when the building requires no ingredients.
- Misc: The HC depot can now only be built by upgrading an existing depot. Modders: To get this behaviour, use BaseInfo→CannotBuildDirectly.
- Misc: You can now build stuff on desert oasis tiles.
- Visual: Depot cranes now rotate items into the proper orientation while moving. Which looks nice. :)
- Visual: Reduced the objects' smoothness/glossiness.

Modding
- Modding: You can now mod how the fences of stockpiles, farms, groves and pastures look. Have a look at ObjectType/fences/....
- Modding: The info.xsd files of the example mods should now be automatically updated with the latest version in each build.
- Modding: The default cargo loadout is no longer hard-coded. Instead, you can set how many items you start off with in ItemInfo→DefaultCargo.

Fixes
- Fixed: Colonists importing things into the corner of the map.
- Fixed: Autofarms/groves not animated correctly. I'm disabling the batching from a few patches ago as it causes many unexpected issues.
- Fixed: Fences not getting correctly removed when resizing/deleting a zone after previous patch.
- Fixed: (Probably) fixed a bug causing adjacent zones to get expanded
- Fixed: Mountains not properly animated when mined.
- Fixed: UI being too large on ultra wide resolutions when UI scale is set to >=100%.
- Fixed: Resuming a game should no longer trigger the job-auto-assignment.
- Fixed: Items in transit via the logistics system should no longer get stockpiled.
- Fixed: Forbid consumption and similar buttons not showing when selected.
- Fixed: Colonist management screen not working correctly on world map after filter addition.
- Fixed: Train wagons seemingly not moving after loading after one of the previous patches.
- Fixed: Changed the default hotkey for the road layer to H. (R conflicted with rotate)
- Fixed: Depots not picking up from entries after one of the previous patches.
- Fixed: Visual glitch preventing depot cranes from visually moving under certain circumstances. Modders: If you made custom depots/stations, please add BaseInfo→0 to depots, cranes, hooks and alike.
- Fixed: Veins being so big that you cannot build an inserter to unload a quarry.
- Fixed / Modding: Removed object types should no longer appear in the inventory targets.
- Fixed: Filter inserters no longer block items on belts that they don't want to have.

Update 19.1.2020 improves road/track laying tool and UI + many bug fixes.

Cover image contributed by Somamint. Thanks! :)

Gameplay
- Gameplay: You now need track/conveyor/road ingredients before building them. A preview of the ingredients you need is shown while you plan out the area. Afterwards, the ingredients are consumed instantly and the track/conveyor/road is built instantly.


User interface
- UI: Added warnings to automatic workshops that have no inserters unloading them and also no appropriate output stockpile assigned.
- UI: Added a warning to automatic workshops when one input spot is served by inserters but not all of them are.
- UI: Updated/added more hand-drawn icons.
- UI: Added a warning flag when two conveyor distributors are placed next to each other (this is not supported as it's not clear where the items should go).
- UI: When placing a single building, the selection box now follows along correctly when dragging the mouse. Also, you can no longer accidentally place multiple buildings at once by dragging.
- UI: When placing things like foundations, you can still select multiple tiles at once. The selection box will now have the correct size in this case. A blueprint will not be shown in this case.
- UI: Added a message which is shown when buildings with at least 2 ingredients are built.
- UI: The colonist screen now has a name header. Click on it to sort your colonists by name.
- UI: When an exit hopper is placed on a shipping port, the type filter now suggests types that can be imported.


Miscellaneous
- Misc: Added a final dummy-step to the conveyor tutorial.
- Misc: Newly recruited colonist may now also be assigned jobs when assist mode is on.
- Misc: Conveyor belt parts now require wooden boards and iron blocks (like track parts).
- Modding: You can use UserModInfo→Priority to change the order in which mods are loaded. Lower priority = loaded earlier. If your mod depends on no other mod, leave this at 0. If your mod depends on another mod, make sure your priority number is higher than the other mod's priority.
- Modding: Added SocialBuildingInfo→SatisfiesDrink and SocialBuildingInfo→SatisfiesFood which allow you to make restaurants etc. which satisfy the colonists' food/drink needs. Note that colonists will still look for food when hungry (and not go to the restaurant), so you may want to modify the social need to deplete faster.


Bug fixes
- Fixed: Interaction spots on social buildings not rotated correctly.
- Fixed: Blueprints not visible in debug build mode.
- Fixed: You can no longer place exit/entry hoppers where trains and ships are supposed to be. This was never intended and led to megastacks when done anyways. :)
- Fixed: Colonists should no longer eat/drink food from belts. Doing so might have led to some bugs with items getting stuck.
- Fixed: Possibly fixed bug causing depot arms to go across the map.
- Fixed: Probably fixed a bizarre crash that could occur when loading saves with active inserters.
- Fixed: Rare issue with item storages.
- Fixed: Inserters no longer get stuck when "their" item disappears.
- Fixed: Objects changing their look when loading/saving. Amazingly, it took half a year for someone to notice that colonists etc. look totally different after loading. :)
- Fixed: (Maybe) fixed game continuing to run in the background after losing focus. (This might be a Unity issue.)
- Fixed: Foundations not consuming ingredients. There is also now an error message if you place them without having enough materials.
- Fixed: Building a road over an existing road (e.g. a crossroad) no longer consumes extra materials.
- Fixed: When pathing fails for whatever reason, the colonist is now teleported to his/her destination rahter than forever failing.
- Fixed: Missing workshop warnings when output stockpiles get de-zoned.
- Fixed: Incorrect exposure on non-default brightness settings after lightning.
- Fixed: When colonists move into a better house, they now correctly vacate their last house.
- Fixed: Custom map generation failing when you have a big seed number.
- Fixed: Workshops assigned via assist mode not shown in colonist management screen.
- Fixed: The game saved message now also shows when saving manually.
- Fixed: Not enough money in shipping port.
- Fixed: You can now remove foundations.

Kubifaktorium Progress Report #10

Welcome to the latest Kubifaktorium progress report! Progress reports are ~10m videos in which I update you on the current state of the game, new features and my plans for the near future. Enjoy :)

[previewyoutube="WDcMTQJXcN8;full"]

In this report:
- New content
- Improved user interface
- Bug and performance fixes
- Miscellaneous
- Modding tutorial 2: https://www.youtube.com/watch?v=KsIkqH4kTts
- Mods highlight video: https://www.youtube.com/watch?v=v5PHnhqPo_s
- Plans for 2020
- Road map: https://trello.com/b/whMFjy8S/kubifaktorium-road-map

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

Update 18.12.2019 fixes most known bugs, adds sea critters and a new tutorial!

Content & Gameplay
- Content: Added decorative rays, fish and seaweed to the game. Thanks to MoeGraph.
- Tutorial: Replaced and added the ore processing example scene.
- Gameplay: Since most automation mechanics are now much more mature, I'm removing betanium from the game. Quarries, conveyor belts etc. no longer require it and it will no longer spawn.
- Gameplay: Adjusted the map generation parameters. Maps are a bit bigger but there is more ocean. Also the islands are biased to be a bit more square. In effect, cases where the land (almost) touches the edge of the map are reduced and more of the map is buildable.
- Gameplay: Shipping ports can now operate in "automation mode". While in automation mode, the shipping port will ignore import stockpiles. Instead, it will import what exit hoppers placed on the port want. Forever. Added two new warnings to help explain how it works and prevent problems.
- Gameplay: Inserters no longer deliver to tiles where something is being constructed.
- Audio: Added more sound effects. Also, ambient noises from animals are now less loud.


Misc
- Modding: Added the no-production-target map modifier.
- Modding: You can now overwrite existing localization strings via modding.
- Modding: Added the parameters SpawnerInfo→FixedRotation, BirdInfo→NextTargetMaxDistance and BirdInfo→RecalculationThreshold.
- UI: Made the mod list in the main menu scrollable.
- UI: Added indication arrows which show where inserters pick up and drop stuff. Also applying it to a couple of other objects like depot hoppers.
- Misc: You can now debug-remove single items by holding alt while clicking on the encyclopedia button in the info panel.
- Misc: Updated to Unity 2018.4.14f1.
- Misc: Added some more helpful error messages and metrics.


Fixes
- Fixed: Bug causing inserters to get stuck in some cases.
- Fixed: Animals rotating at funny angles when changing their height.
- Fixed: Light staying overexposed after lightning storm in some cases.
- Fixed: Things floating on rough desert terrain.
- Fixed: Colonist icons not updated in the enemy flag panel in some cases.
- Fixed: Conveyor belt effects not being spawned on tutorial maps sometimes.
- Fixed: When a train station etc. is deconstructed, items on that station are now unreserved.
- Fixed: The screenshot message is now delayed which should prevent overlaps with Steam screenshots.
- Fixed: Idle automatic workshops are now shown as idle when selected. Also, the production panel is now updated immediately when the workshop is clicked on.
- Fixed: Colonists and robots trying to supply automatic workshops with no input requirements (like oil wells).
- Fixed: Save game time getting stored in UTC (instead of local time).
- Fixed: Some smaller issues.
- Fixed: Items in high capacity stockpiles moving around after loading/saving. :)
- Fixed: Error when you connect an input stockpile and then remove all tiles from it.
- Fixed: Depot exit/entry hoppers can now be built on sand (as long as it is on a depot/shipping port).
- Fixed: Stone road intersections requiring extra stones.
- Fixed: Bug causing colonists to steal from automatic workshops in some cases.
- Fixed: Stone roads getting built instantly when dragging.
- Fixed: Fun interaction between logistics and inserters allowing colonists to steal, causing really odd bugs.
- Fixed: Item and fence height for high pier foundations.
- Fixed: Pasture animal deserialization trying to restore dezoned pasture zones.
- Fixed: A few reservation/serialization issues.
- Fixed: When an item is on a train and its logistics job becomes invalid, the item is now dumped at the next station.
- Fixed: Possible bug causing colonists to try invalid logistics jobs (when the timing is unlucky).
- Fixed: Bug in depot serialization/deserialization.
- Fixed: Stale track segment reservations after serialization/deserialization.
- Fixed: Reservation conflict with semi-automatic workshops.
- Fixed: Some cases where invalid logistics jobs were not cancelled.
- Performance: Improved the performance of the road laying tool a lot (especially when you have many roads).

Update 3.12.2019 adds a snow sub-biome, more UI improvements and bug fixes.

This is the last major content update for 2019. The upcoming patches will focus on fixing the remaining bugs. A lot more content will come in 2020. :)

Content & Gameplay
- Content: Added a little snowy winter sub-biome to the game, including an icy lake, some trees, benches, presents and a chilly fog effect.
- Gameplay: Enemy camps now contain captured colonists. Defeating the camp will make them join your colony.
- Gameplay: You can now turn importing/exporting off in the shipping port panel. Also added some tooltips.
- Gameplay: Simplified the effect of happiness, tools and skill. Now happiness = speed; skill = success/crit chance; tools = damage. Also, in the future certain tool levels will be required for specific tasks.
- Gameplay: Strongly increased the colonist's preference to use roads. Also increased the movement bonus for mud/stone roads to 50%/100%.
- Misc: Added a Spanish translation to the game. A huge gracias to Isthar for making it! :)
- Misc: Plants are now placed with random rotation.


UI
- UI: Added a button to play the all-the-biomes scenario to the main menu.
- UI: Added warnings to shipping ports that are set to export/import but are not connected to the corresponding stockpiles.
- UI: Added warnings to shipping ports when the connected import/export stockpiles are not set to accept goods that can be imported/exported.
- UI: Pressing the follow-button again now unfollows.
- UI: Tweaked the items displayed in the filter by default.
- UI: Made the shipping port panel scrollable.
- UI: The selection box now extends between the brackets which makes it easier to see.
- UI: Changed the scroll view modes from elastic to clamped.
- UI: The type filter panel now (by default) only shows the types that are relevant in the current context (e.g. things produced by connected workshops). You can change that by clicking the star above.
- UI: Added a confirmation/warning when you delete or overwrite a save file.
- UI: Redesigned the load/save screen. Also, long file names are now truncated.
- UI: The header line of the colonist management screen is now locked in place.
- UI: Started adding some drawn icons to the game. If you want to see them drawn, have a look at and give a follow to https://www.twitch.tv/jujibla.
- UI: The house tooltip (when hovering on the top bar) now shows the number of colonists and animals you have.


Fixes
- Fixed: Save games not loading if people were doing (the deprecated) upgrade tasks.
- Fixed: House counter counting (unusable) houses/barns outside of your territory.
- Fixed: Filter inserters losing their filter settings after reloading.
- Fixed: Items no longer change their position when loading a save game.
- Fixed: Colonists going super fast after the last patch.
- Fixed: Header of the colonist panel being misaligned on ultra-wide resolutions.
- Fixed: Colonists being hurt when recruited and not healing correctly.
- Fixed: Wells and other buildings incorrectly showing the "no input" warning.
- Fixed: The game now prevents you from using invalid characters in file names.
- Fixed: Visual bug when having many building categories.
- Fixed: Issue that could prevent workshop jobs from being updated.
- Fixed: When the game fails during initialization, it should now display an error message on the loading screen.
- Fixed: When no valid spawnpoint is found, e.g. for the boat on the perfectly flat terrain, it is now spawned randomly wherever.
- Fixed: The game now ensures a minimum simulation framerate of 30, thus preventing weird animation artifacts occurring at x4 speed.
- Fixed: Added random crop rotation to auto farms.
- Fixed: Starting a map now sets the speed to 1.
- Fixed: Flickering stone road blueprints on swamp terrain.
- Fixed: Trains no longer break when changing or clearing their schedule. Instead, they will reset and try to go to the first station on their schedule.
- Fixed: Short music clips can now play multiple times.
- Fixed: You can no longer select objects under the fog of war. :)
- Fixed: There is no longer an indication arrow when hovering over things under the fog of war.
- Performance: Reduced CPU load and memory usage for stockpiling when having many depots.


Modding
- Modding: Added an audio debug panel that lets you test included/added sounds in-game.
- Modding: You can now replace in-game sounds via modding. To do so, just create sounds with the same names as the in-game sounds in StreamingAssets/AudioClipInfoCollection. More sounds will be moved to this folder in the near future.
- Modding: You can now add sounds that will be played when an object is selected (e.g. an animal or a workshop). Have a look at BaseInfo→SoundOnSelect.
- Modding: You can now add custom icons to your objects and buildings! Have a look at the greentomato-example. Yeah, I'm setting the bar real low here. :) When you don't provide an icon, the game will make one based on the model as before.
- Modding: The building panel now supports more than 8 categories. If you plan to add many new ones that is.

Kubifaktorium Mods Highlight #1

[previewyoutube="v5PHnhqPo_s;full"]

Mods shown in this video
Mills+: https://steamcommunity.com/sharedfiles/filedetails/?id=1796993355
Aquatic: https://steamcommunity.com/sharedfiles/filedetails/?id=1821946847
Harvestable: https://steamcommunity.com/sharedfiles/filedetails/?id=1807184034
Guard House: https://steamcommunity.com/sharedfiles/filedetails/?id=1878885933
Vegan: https://steamcommunity.com/sharedfiles/filedetails/?id=1884710759

Update 13.11.2019 improves the user interface and fixes more bugs.

Gameplay
- Removed tool/weapon upgrading. Once in a while I drop mechanics that add a lot of complexity but don't add much gameplay value. Tool/weapon upgrading is such a mechanic. It was hard to understand what upgrading does and it also created a lot of clutter in the UI. In the future, more/better tools will be available for crafting. Also, the effects of tools will be simplified a bit.
- Removed the upgrade workshop.
- Added the tool workshop which coincidentally looks a lot like the old upgrade workshop. :)
- Moved all tool recipes to the tool workshop.
- Gameplay: Horse carriages now wait until they have at least two stations on their schedule. This prevents missing an item on the first run.

User interface
- UI: You can now add a type to a depot/stockpile's filter by selecting an object of that type and right-clicking on the depot/stockpile.
- UI: Increased the scroll speed when using the mouse wheel.
- UI: Equipped tools have now a tooltip in the colonist management screen.
- UI: You can now use propagate-to-outputs to assign goods to depot exits.
- UI: Made the scenario list scrollable.
- UI: Made the map modifier list scrollable.
- UI: Made the load/save file list scrollable.
- UI: Made the message log UI scrollable and prettier and removed the pages.

Fixes
- Fixed: Combat system not working properly after last patch.
- Fixed: Bug allowing you to stockpile buildings.
- Fixed: Repickup-issue on stockpile task introduced by 4.11/10.11.
- Fixed: Possibly fixed a crash occurring on loading a save game.
- Fixed: Enemy bonfires disappearing in dioramas.
- Fixed: Panels being to wide on 5:4 aspect ratio resolutions.
- Fixed: Depot entry/exit hoppers are no longer functional until built.
- Misc: Removed some objects from the production encyclopedia.
- Some smaller fixes.
- Fixed: Time and date are now stored in save games.
- Fixed: Colonist management screen not getting updated.
- Fixed: Propagate-to-outputs button not getting activated unless new selection happens.
- Fixed: Assigned zones not shown correctly when using assisted mode.
- Fixed: Production selection layout.
- Fixed: Removed quick save / load from demo.
- Fixed: Houses under construction are no longer counted towards capacity.
- Fixed: Farms can no longer be placed over trees.
- Fixed: The victory screen is now a modal panel.
- Fixed: Items not stockpiled correctly under certain circumstances.
- Fixed: Production selection panel not getting emptied when selecting a different building.
- Fixed: "Birds" (BirdInfo) can now have more (or less) than 4 animation frames.
- Fixed: Type filter panel not sorted correctly.
- Fixed: Settings taking no effect unless the game is restarted.
- Fixed: Some smaller issues.
- Fixed: UI scale >100% having no effect.
- Fixed: You can now build exit/entry hoppers over items in depots.
- Fixed: Visual glitch on world map caused by new water.
- Fixed: Fog of war transparency on world map.

Performance
- Performance: Serialization uses less dependency injection to speed up loading/saving.
- Performance: Improved lag when loading games with many plants.
- Performance: Simplified the input item check for workshops.
- Performance: The inventory target is now only updated every 5th second.
- Performance: Item availability is now buffered over multiple seconds.