- Minor update 11.7.2022 - 14 August 2022
- Fixed: Loading screen sometimes not showing "press any key" at the end.
- Patches, Improvements & Bonus DLC time! - 28 June 2022
Since its release in December, Kubi has seen a lot of patches, improvements and added content! We have improved the user interface based on player feedback, both eliminating things that were needlessly confusing to new players and adding more help and warnings to prevent common problems. We improved the game's balance and tweaked many gameplay mechanics to provide a smoother experience. We expanded modding support for the game, allowing both mods with more content as well as more options to change the game in general. We have fixed all the bugs and glitches that came up after release and improved the game's overall performance. Finally, to celebrate six months of Kubi and the warm days of summer, we bring you some bonus content! :) Summer Bonus DLC time! This patch adds more buildings, decorations and options for your colonists to relax and regenerate on a warm summer day. - Content: Ad…
- Update notes for 28.6.2022 - Summer Bonus DLC time! :) - 28 June 2022
Summer Bonus DLC time! This patch adds more buildings, decorations and options for your colonists to relax and regenerate on a warm summer day. :) - Content: Added lavender and sunflowers to the grassland terrain. - Content: Added the comfy bench, the flower arch bench and the summer patio. - Content: Added the tropical bar. - Content: Added potted sunflowers, a potted cactus and a mermaid statue. - Fixed/Modding: Crops removed via DeleteObjectsInfo still showing up in the tile info panel. - Fixed: Toggling pause via spacebar not working after loading a save game from the main scene. - Fixed: Wording in the horse carriage tutorial. - Fixed: The production time shown in a workshop's encyclopaedia entry and tooltips now takes efficiency into account (e.g. for the autokiln). - Fixed: Pressing a key at the end of the loading screen no longer triggers the corresponding hotkey action. - Misc:…
- Update notes for 17.5.2022 - 17 May 2022
- Modding: You can now increase the texture atlas size in the settings. Use this, if you encounter texture issues when adding content to the game via modding. - Modding: You can now change the type of cargo ship that delivers to a port. You can use this to add your own cargo ships that have different looks or stats (e.g. speed). - Modding: Added a debug menu option that advances all plants by one growth stage. - Modding: Added AutomaticWorkshopInfo→CheckOutputStockpiles. Set it to false to suppress warnings regarding output stockpiles. - Modding: Added BuildingRecipeInfo→MakeTransparentOnPlacement. Set it to false if you don't want the blueprint to be transparent. - Modding: Added BuildingRecipeInfo→BuildProgressOnPlacement. Set it to a value >=0 to change the model used when placed. - Modding: Added the live spawner functionality which can spawn objects over time. Have a look at the tr…
- Update notes for 20.4.2022 - 20 April 2022
- UI: The combat robot UI now uses the drawn icons rather than the generated ones. - UI: Added a suggested buildings panel to greenhouses. - UI: You can now shift-click-transfer the products from farms and groves as well as auto-farms etc. to stockpiles and depots. - Fixed: Hotkey "O" for following objects not working. - Fixed: Hotkey "L" for opening the message log not working. - Fixed: "double recruitable colonist count" modifier shown as modifier group. - Fixed: Tamed polar bears can now carry things and use treadmills. - Fixed: Outdated tooltip suggesting that people become haulers when you disable all task groups. - Modding: Added an example that shows how dioramas can be added via modding.
- Update notes for 29.3.2022 - 29 March 2022
- UI: Added a suggested buildings panel to automated groves and farms. - Fixed: When deconstructing a shipping port, items on the shipping port tiles are now unreserved. - Fixed: Some strings being too long in the settings screen. - Fixed: Outdated tooltip for color zone assignment. - Fixed: Some fixes in the French localization. - Fixed: Weird behaviour resulting when an item is cleaned from an exit hopper and transported away at the same time. - Fixed: Your colonists should no longer demand slot machines or television places to be happy in mission 7. - Engine: Upgraded from Unity 2019.4.30 → 2019.4.37
- Somamint's Japan Mod is now available in the Workshop - 22 March 2022
While there are a number of cool mods for Kubi in the Workshop, Somamint's Japan Mod really stands out when it comes to the sheer amount of content. It includes a new campaign, new biomes, many new resources and products to discover as well as changes to the game mechanics. The mod is still in beta at the moment but it is already really playable and fun. :) You can find the full mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2478958712
- Update notes for 22.2.2022 - 22 February 2022
- Misc: The caravan depot now has a crane and you can build depot exits/entries in it. - UI: When in expert mode, there is now also a button for 4x speed. - Fixed: When building a road using the "drag-method", the game now correctly places foundations when required. - Fixed: When deselecting a building with visible input/output arrows, the arrows now disappear. - Fixed: Lag while placing foundations. - Fixed/Misc: Toggling a conveyor belt into a distributor and vice versa now displaces items that are currently on the belt. This prevents items from getting stuck.
- Update Notes for 7.2.2022 - 7 February 2022
- Gameplay: In expert mode, production limits now also apply to automatic workshops. - Misc: You can now adjust the speed with which dialogue text appears in the settings. - Misc: Debug mode is no longer enabled by default. - Misc: Added a hint that related building count toward the building limit, e.g. zeppelin+drone factories. - Misc: The speed of scrolling the camera using the border or arrow keys or wasd keys should now be the same horizontally and vertically in ultra wide resolutions. - Fixed: Linking a shipping port to a stockpile, selecting an invalid import good, then removing the stockpile will no longer lead to a perpetual warning. - Fixed: Searching in encyclopaedia and build menu not working correctly, when you type past the "hyphenation-point". - Fixed: Made some more changes to hopefully fix inserters getting stuck.
- Update notes for 24.1.2022 - 24 January 2022
- Modding/Fixed: DisableRecipeInfo not working in some cases. - Modding/Fixed: DisableRecipeInfo not affecting encyclopaedia and tooltips. - Modding: DisableRecipeInfo not also allows/requires you to specify the inputs of a recipe. - Modding: Added kubi.example.changerecipe which shows how to replace an existing recipe. - Misc: The tooltip for expert mode now says which mechanics are included. - Modding: Added FuelBasedPowerGeneratorInfo→SpecificFuel which allows you to limit which fuel can be burned. - Misc: Power plants no longer burn things that have no fuel value. - Misc: Disabled the donation system for now. On some systems/maps it could lead to game freezes. - Fixed: Descriptions for flowers. - Fixed: Tiles staying reserved when using the logistics import mode on the cargo port (expert mode).
- Update notes for 10.1.2022 - 10 January 2022
- Misc: Moved game speed 3/4 to expert mode. - UI: If you hold a modifier key (shift, ctrl, alt) while pressing H, the game will now build stone roads (as opposed to mud roads). - Gameplay: When placing an inserter to put things in a garbage dump, the arrow is now green and a depot entry will be placed automatically. - Gameplay: When you place a deconstruct order on a garbage dump, it will be executed only when there is no garbage remaining in it. (Otherwise the garbage would just remain forever) - Modding: Added LockButtonInfo→ApplyOnReload which you can use to disable a function/button for a map permanently. - Fixed: Not being able to place entry hoppers in garbage dumps after last patch. - Fixed/Misc: The Color-Coding achievement is now given as soon as you create a new color zone using the zone tool. - Modding: Added DisableRecipeInfo to do just that. :)
- Update notes for 31.12.2021 - 4.1.2022 - 4 January 2022
- Gameplay: When a cargo port is set to pause, it will now also prevent the port and colonists from exporting things. - Gameplay: You can no longer build hoppers in garbage dumps. - UI: Tooltips are now also visible for disabled buttons. - Misc: Added an iron ore vein to story mission 8. - Fixed: Misleading description of zeppelin factory. - Fixed: Road layer starting when you press the "h"-key in a text box after last patch.
- Update notes for 29.12.2021 - 30 December 2021
- Misc: Pressing the road hotkey (H by default) now starts laying the cheapest road, rather than opening the road panel. - Misc: You can no longer place buildings like the portals from the campaign via the encyclopaedia. - UI: The limit text in the production selection panel now updates automatically and not only when you select it. - Fixed: Tiles staying reserved after an inserter is destroyed. - Fixed: Penguins having no names. - Fixed: UI scaling in ultra wide resolutions (3.55:1 and higher). - Fixed: Removed the conveyor logistics tutorial (the functionality was changed a few months ago but the tutorial was still there).
- Update notes for 27.12.2021 - 27 December 2021
- Balance: Made the need progression slower (3→4 days per tier). - Fixed: Some entries not showing in encyclopaedia after last patch. - Misc: When you hover over the power icon, the game now - Misc: Screen positions (F1-F4) are now saved when you save a game. - Misc: Added a tooltip to the enemy camp hint text.
- Update notes 21.12.2021-24.12.2021 - 24 December 2021
- Fixed: "Unlocked buildings" staying unlocked when you start a new map. - Fixed: Birds should no longer freeze on the edge of the screen in ultra-wide resolution, unless you zoom really far out. - Fixed: Outdated & misleading "work in progress" text in French localization. - Fixed: Sprinklers already operating while under construction. - Fixed: Tutorial numbers (10 was not visible without expert mode). - Fixed: You can no longer place multiple train signals / semaphores on top of each other. - Gameplay: Overflow exits/entries now use strict > and = and 64. Huge stockpiles can lead to performance issues and are generally not what you want.
- Update notes 15.12.2021-20.12.2021 - 20 December 2021
- Balance: Added more trees to the starting area of mission 1. - Fixed/Performance: Buttons in the build menu getting created twice when you open the menu. - Fixed/Performance: When you search using the text box in the build menu, the game now only refreshes the content of the panel only once per frame. Otherwise you could get stored inputs leading to long delays. - Fixed: Colonists not considering the priority of output stockpiles when deciding where to place a crafted item. - Fixed: The volume of some sounds not being affected by the settings. - Fixed: The warning count is now updated every 5 seconds. Before stale warnings of removed buildings might have caused the count to show warnings for buildings that were removed since. - Misc: The robot workshop is no longer hidden in the all-the-needs-scenario. - Misc: Water usage is no longer shown for trees. - Visual/Performance: Added shado…
- Colony building, automation and logistics galore in Kubifaktorium out now - 18 December 2021
Kubifaktorium isn't as well known as a number of other building sims but it's certainly an interesting one and now it has left Early Access as a finished game. Read the full article here: https://www.gamingonlinux.com/2021/12/colony-building-automation-and-logistics-galore-in-kubifaktorium-out-now
- Update notes for 14.12.2021 - 14 December 2021
- Balance: Reduced the amount of clay in mountains by 25%. - Misc: Production limits are now disabled by default. - Fixed: Animals etc. not being clickable while sleeping. - Fixed: Tier 3 social buildings showing up in tier 4 as well in huge map. - Fixed: When alt-clicking on upgrade, buildings currently under construction will no longer be toggled. - Fixed: Enemy camp display after the camp has been bought.
- Release stream with Wally1169 & dev! - 14 December 2021
The time has come for Kubifaktorium's full release! Join our launch stream in which Wally1169 will take you through the start of the game. The game's developer will join mid-stream to answer your questions and talk about the game and its development. Date: Thursday, December 16th Time: 10:00 PT, 13:00 ET, 19:00 CET You can find more content from Wally1169 here: https://www.youtube.com/wally1169 https://www.twitch.tv/wally1169 https://discord.com/invite/yvFKW2R
- Update notes 7.12.2021-13.12.2021 - 13 December 2021
- Achievements: Added 9 new achievements for the (main) story missions. - Expert mode: Moved piers, manually building foundations and the railway crossing to expert mode. - Fixed: Fabric not being exportable. - Fixed: Fixed a bug causing the game to create additional auto-saves where stockpiles and other zones are missing when you've played multiple maps in the same session. Huge kudos to the player sending the bug report with the vital hint, that it is related to auto-saves. - Fixed: Items getting stuck on conveyor distributors in some cases. - Fixed: Layout bug in trade caravan panel when buying something and then selecting it again after new goods are available. - Fixed: Maybe fixed an issue causing buildings to not build in some cases. - Fixed: Some fixes for the French localization. - Fixed: When an item gets displaced from a belt when it is built, it no longer stays reserved. - Fi…