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

Kubifaktorium

Patch 21.7.2019 adds more Content, Fixes and Performance Improvements.



Note: If your icons look strange or misaligned after the update, please delete the IconCache folder from your save game directory (AppData\LocalLow\MirkoStudio\Kubifaktorium\...). Thanks!

Content and gameplay
- Content: Added decorational piers for your colonists to walk on. There is a normal version to be placed on the coast and a high version that can be placed on shallow water.
- Content: Added two variations of fallen trees.
- Content: Added fennecs.
- Content: Added more cactuses, joshua trees (can be planted in the desert) and ostriches.
- Gameplay: Upgrade workshops now have priorities.
- Gameplay: Some produced items like water are no longer exportable.
- Gameplay: When you decrease the size of a pasture, excess animals leave the pasture.
- Gameplay: The game now prevents you from deconstructing your only bonfire. :)
- AI: Colonists should now prioritize farms of the same priority based on the fill state of the output stockpiles.
- AI: Workshops should now prioritize production based on the fill state of the output stockpiles.
- Visual/Modding: The position of the warning flags for buildings can now be specified via to prevent them from spawning inside buildings.
- Visual: Replaced the icon when failing a task with a facepalm. You're welcome. :)
- Misc: Audio should now stop playing when the game loses focus.
- Misc: Replaced the game icon.

User interface
- UI: You can now assign priorities to farms / groves.
- UI: Hovering over the house icon in the top now shows you the capacity / usage of your houses.
- UI: Hovering over the food/drink icon in the top now shows you your food stock.
- UI: You can now destroy ore veins.
- UI: You can now disable logistics tasks for your colonists.
- UI: The size of the colonist management screen now adapts to the number of workshops (max=20).
- UI: Arrows now have different colors based on whether the link goes in or out of a workshop.
- UI: Added a 'propagate output' button to stockpiles, depots etc.
- UI: The build menu now has a search bar.
- UI: You can now name horse carriages and trains.

Performance
- Performance: Kubi no longer generates icons for things that are not visible in the UI.
- Performance: Model textures are now correctly discarded after the texture atlas is created.
- Performance: Eliminated lag & memory usage when placing shipping ports.
- Performance: Decreased memory allocation and loading times.
- Performance: Did some major refactoring to remove dependency injection from object and component creation.
- Performance: Remove dependency injection from task deserialization.
- Performance: Localization template generation is now tied to whether localization help is enabled.
- Performance: Actor mood calculation is now buffered.
- Performance: Reduced memory usage of different calculations.
- Performance: Improved performance of stockpile job generation.
- Performance: Improved performance of recommendation system.
- Performance: Improved performance of autofarm job generation.

Fixes
- Fixed: Tile placement issues.
- Fixed: Blueprints still shown after cancelling build menu in some cases.
- Fixed: You can no longer circumvent the tutorial restrictions by using hotkeys.
- Fixed: Colonists now leave houses when the can no longer access them.
- Fixed: Pigs sinking into treadmills.
- Fixed: Your boat can no longer be in the fog of war.
- Fixed: Colonists not healing when loaded in an injured state.
- Fixed: Translation change not getting applied.
- Fixed: You can now plant cacao and joshua trees in the desert.
- Fixed: You can now import into depots, zeppelin stations etc..
- Fixed: All trees set to the same base rotation.
- Fixed: Links between workshops and depots not serialized.
- Fixed: You can no longer cheat the game and yourself by planting wheat on grass by changing the production last-second.
- Fixed: Random empty recruiting flags spawning on some maps.
- Fixed: Main menu initialisation continuing before all icons are created.
- Fixed: The game objects no longer serialize their type attributes. This should fix things like non-rancher colonists or no-wool-sheep.
- Fixed: Tooltips should no longer cover items on settings screen.
- Fixed: Tooltip for social buildings.
- Fixed: Upgrade workshop panel not updating when switching between multiple upgrade workshops.
- Fixed: Tools of high quality stored on your ship now count towards your inventory target.

Patch 14.7.2019 improves Performance, adds new Tutorial & new Production Chains



Content
- Tutorial: Added a tutorial to explain the shipping port.
- Content: Added wool (from sheep, might need to be imported in save games), cotton (can be grown in dry desert), fabric and the new textile workshop. (Models licensed from SkelliBoi)
- Content: Added cacao trees (can be grown in dry desert), beans and chocolate milk. (Models licensed from SkelliBoi)
- Languages: Added Chinese (traditional and simplified), Korean, Japanese, Hungarian and Portuguese to the game. Huge thanks to all the players who made the translations happen!

Performance
- Performance: The logistics system now skips checks for unrequested types and spreads its job generation over multiple frames.
- Performance: Fixed possible memory leak related to task pools.
- Performance: Price and export status are now buffered.
- Performance: Removed updating of stockpile panel content for now.
- Performance: Removed dependency injection from some performance critical parts.

Fixes
- Balance: You can now import resources that can also be mined from quarries like (late-game) clay.
- Balance: Reduced the XP-gain from combat training.
- UI: Save games are now ordered by modification date.
- Fixed: Items remain reserved when a construction job is cancelled.
- Fixed: Animal navigation trying to 'avoid' pasture zones.
- Fixed: Loading a mod which modifies a missing object no longer freezes the game.
- Fixed: Stockpiling issues with tools of higher quality levels.
- Fixed: Some other smaller fixes.

Note: When resuming a pre-patch save game, you might not be able to produce some of the required goods. In that case, please use the shipping port to import what you need or spawn it in using the debug menu.

Patch 10.7.2019 adds pastures and fixes bugs.

Important: Because of the added ranch jobs, you might run into problems when resuming pre-patch save files. I try to avoid save-game incompatibility, unfortunately it is sometimes unavoidable that this happens. If you do run into problems, you can switch to the branch "6.7.2019" to resume your save game. Thank you!



Content
- Pastures! You can tame wild animals (currently cows, pigs, horses and sheep) and bring them into pastures. Cows can be milked, the other animals don't do anything yet.
- Content: Added the big bonfire, which has a larger claim and vision range.

Miscellaneous
- Gameplay: Vision now extends around rally flags.
- UI: The game now prevents you from removing tracks, train stations and factories while a train is driving on them.
- UI: You can now see how long it takes until an animal can be "harvested".
- UI: The ship panel now shows big numbers correctly, e.g. "1.2k" or "26k".
- UI: New hotkeys: home/end = zoom in/out, F5 = open colonist management screen, Numpad 0-3 = Game speed, 1-5 = Open build menu tabs.
- Modding: Fixed xml scheme to no longer show errors when elements are out of order.
- Visual: You can now see which mountains contain something. Deprecated the mountain content display.
- Help: When you cancel a construction job, ingredients that were carried outside of your territory are now returned.
- Modding: Fixed the missing end line in the scheme file.
- Gameplay: The colonists now only fill 8 of the 10 shipping port tiles to prevent deadlocks.
- Gameplay: Vision is now spread around bonfires, not colonists. (Saves performance when you have many people)
- Misc: House entrances can now be exact positions.

Performance
- Performance: Overlays are no longer updated when invisible.
- Performance: Improved performance of bonfire build preview.
- Performance: Added some debug outputs to find the performance issues after longer play times. If the game starts to lag, please send a short bug report, the performance data will be sent with the bug report.

Fixes
- Fixed: Infinite cow milking. :)
- Fixed: Colonists stealing from automated workshops.
- Fixed: Some side-effect issues regarding autofarms and automated workshops.
- Fixed: The game is now more tolerant when it cannot find a type (e.g. when a mod was removed).
- Fixed: The map generation algorithm now ensures that there are no inaccessible tiles which caused all sorts of problems.
- Fixed: Production targets for custom maps getting lost after load/save
- Fixed: Trading tier for cargo ports should now remain after load/save.
- Fixed: Endless loop when a building produces items it is built from.
- Fixed: Roads under construction are not cancelled when removed.
- Fixed: Roads under construction are now displayed as transparent.
- Fixed: Position of automatic workshop outputs with even size.
- Fixed: Shipping port can no longer be built on other buildings.
- Fixed: Ugly shadow bias of production buildings.
- Fixed: Several errors related to modding and the new pastures.
- Fixed: Greenhouse planting on wrong tiles.
- Fixed: Games saved with pre-8.7.-version not loading.
- Fixed: People not sleeping in houses.
- Fixed: Incorrect number in stockpile displayed for tools/weapons.
- Fixed: Zone fences invisible after loading. Probably.
- Fixes: Some smaller fixes.
- Fixed: Starting position under FoW.
- Fixed: Camera rotation is no longer tied to game speed. Unfortunately rotating while paused is not possible with Cinemachine. :(
- Fixed: Cargo ships no longer arrive while the shipping port is under construction.
- Fixed: Cargo ships now disappear when the shipping port is removed.
- Fixed: Deconstruction a station / stockpile now removes the associated logistics jobs.
- Fixed: Selected language not saved.

Patch 6.7.2019 live.

Patch 6.7.2019 is now live in the main branch, fixes a number of problems and extends mod support!

Hint: Switch to the beta branch to always get the latest updates. :)

6.7.
- Gameplay: Items which can not be exported are no longer taken to the shipping port.
- MacOS: Disabled the Metal rendering path which was apparently causing trouble on Nvidia cards.
- Performance: Increased performance for cases where a lot of unstockpiled stuff is laying around.
- Modding: You can now specify the tags of mods. To do so, set UserModInfo→Tags. It is a ,-separated list of these possible tags: [Item, Animal, Gameplay, Workshop, Vehicle, Terrain, Diorama, Building, Other]. They will be updated on Steam the next time the game you update your mod.
- Modding: There is now a text field showing the current state of the upload. Also, the Steam overlay now opens also when updating a mod.
- Modding: You can now edit TaskGroups and NeedTypes, e.g. to increase the priority of farming or make your people really thirsty. Have a look at kubi.example.datatest.
- Fixed: Buttons locked in tutorial 1 after save/load.
- Fixed: Inventory targets getting messed up in tutorial 1 after save/load.
- Fixed: Loading a game with missing objects (e.g. removed mods) no longer freezes the game.
- Steam: Added Steam cloud sync for save games.

5.7.
- Modding: Added support for multiple train types. You can now add trains via modding and choose which one to build in the train factory.
- Modding: You can now overwrite voxel models of existing objects in mods.
- Localization: Fixed some things not getting updated after changing the language.
- Localization: Changed the way the selected language is saved. May trigger the language being reset to the system locale, but will prevent errors in the future.
- Localization: Decreased the font size for Chinese/Japanese/Korean.
- Localization: The hyphenation warning can now be disabled.
- Localization: Fixed incorrect missing string warning for long keys.
- Misc: Added a "welcome to the world map" message.
- Fixed: Error in conveyor belt destruction on scene unload.

4.7.
- UI: Foundations are no longer clickable.
- UI: Improved world map biome tooltip.
- UI: Selected zones/jobs are now green on the colonist panels.
- Localization: Added Portuguese translation thanks to HarD_BR and Lariro. Awesome work! :)
- Modding: Added Steam Workshop support for uploading mods.
- Modding: Added Steam Workshop support for subscribing / downloading mods.
- Modding: For more information, please have a look at the tutorial I made on YouTube.
- Fixes: Miscellaneous fixes.

Steam Workshop [beta] & Modding Competition!

I have added Steam Workshop support to the game! You can now add items, workshops, animals, terrain, biomes and more to the game and share them with other players. I'm so excited to see what mods you are going to make! :D

In order to celebrate it (and find bugs as fast as possible) I'm announcing a small just-for-fun modding competition running until Sunday the 7th. The mods I like most will be presented in a video.

This 30m video explains how modding works using the example of an apple tree. I think it's quite straightforward and does not require any special knowledge.
https://youtu.be/ZYGBVftaiiA

In order to upload or download mods, please switch to the beta branch of the game (right click on Kubifaktorium in Steam library, go to properties → betas and switch to "beta -"). If you encounter problems, please post them in #modding on discord.gg/kubifaktorium.

Have fun! :)
Mirko

Kubifaktorium is now available on Steam Early Access! :)


Kubifaktorium is now available on Steam Early Access and here is what you need to know:

What is the current state of the Early Access version?


Kubifaktorium has been in closed alpha since its Kickstarter campaign ended in August 2018. The game has improved a lot since then and is now largely bug-free. The early- to mid-game, i.e. tiers 1-2 are quite playable and fairly balanced. The late-game content (tiers 3-4) is for the most part missing or incomplete. There are regular progress report videos and there is also an official roadmap here: https://kubifaktorium.com/assets/roadmap.jpg

If you want to give it some time before deciding to get it, please add it to your wish list to get notified when it leaves Early Access. :)

Will it run on my potato computer?


Maybe. There is a free demo of the game available on itch.io which you can try! If the demo runs fine, the full game will run fine as well.

Where can I learn more?



  • Find more information in the FAQ-thread: https://steamcommunity.com/app/898720/discussions/0/1640915206451004838/
  • Hang out and leave feedback on the official Discord server: https://discord.gg/kubifaktorium
  • And a Facebook page to share and keep track of the game: www.facebook.com/Kubifaktorium


I hope you enjoy the game!
Mirko :)

Kubifaktorium Progress Report #8


https://www.youtube.com/watch?v=iQqVlI8eW7k

Welcome to the latest Kubi progress report!

In this report:
- Horse carriages.
- Shipping ports.
- Fixes and performance.
- Roadmap.

Kubifaktorium Progress Report #7

https://youtu.be/rXiGsiPsp4U

Welcome to the latest Kubi progress report!

In this episode:
- Campaign & World Map.
- Combat system.
- Gameplay.
- Miscellaneous.
- Release Date.

Interview: https://www.youtube.com/watch?v=w_wS2fIfOg0

Kubifaktorium Progress Report #6

Cheers! Enjoy the latest Kubi progress report.

https://youtu.be/cj4trsg_B18

- Improved production tree. (Tiers, split into 3 panels, mouse-over)
- Recommendation system.
- Road construction tool.
- Improved conveyor belts. (tool, distributor, 2 layers)
- Improved track construction. (tool, 2 layers, Auto build mechanic.
- Undo button.
- Farm tiles now need to be watered.

Kubifaktorium Progress Report #5

Hello there! In today's update I bring you the latest Kubifaktorium progress report. Progress reports are short videos which showcase the new features I've been working on as well as my road map for the near future.

- Multi-Biomes & Sub-Biomes
- Advanced tooltips.
- Tutorials and sample scenes.
- Automated workshops, Ore-crushing scene
- Train signals, bridges and networks.

https://youtu.be/6S9nbDLph9c