Mirko Seithe, the developer of Kubifaktorium, recently released a new update that introduced the donation system. The donation system allows you to select an item and send it to a random player that is selected by the system. The new update also received the addition of a fuel-based power plant that can be fueled using logs, boards, coal, and oil. If you aren’t interested in using fuel-based power, you can always use the solar cell, which generates energy using sunlight.
Kubifaktorium Update 11.9.2020 Patch Notes
You can find the patch notes below:
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 fueled 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.