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Hello there! In today's update I bring you the third Kubifaktorium progress report. Progress reports are 10-15m videos which showcase the new features I've been working on as well as my road map for the near future. https://www.youtube.com/watch?v=JPn2eHLsXx4 Main menu - There is now a active modding screen which you can access from the main screen. When there is an error in a mod, the game no longer crashes. Instead, you can mouseover over the erroneous mod (which shows an X as its icon) and read the error message, which should assist in figuring out the problem. If you are making a mod and find issues, please let me know! - Added a tutorial menu to the menu screen. The game now keeps track of tutorials you complete. Gameplay - Added mood thought bubbles which popup when your colonist are unhappy. - You can now rename colonists and animals. Just click on their name in the info panel and start typing. - The colonist info panel now contains a line describing what he/she is doing at the moment. - Colonists are now smart about which ingredients they use for construction/production. First, they'll pick the one that's closest to them, afterwards they pick the ones closest to the production / construction site. - You can no longer build on sand. - Added support for non-square buildings. - When mining a mountain, you now get perfectly usable grassland + some rubble that disappears over time. - Workshops can now have multiple outputs! Task generation, UI, tests etc. have been extended accordingly. The first recipe to take advantage of this is the bread recipe. - Robots can now operate in multiple modes. The mode effects their movement speed as well as their fuel consumption. - Both ambient light and torches are now brighter at night time. - Added monoliths to the game (scenery). UI - Clicking on the idle colonist display in the top now lets you cycle through your idle colonists. - Added a warning flag to logistics system targets that accept nothing. - Added a warning counter to the info bar in the top. Clicking on it will cycle through all objects which have warnings. - You can now drag around the tech/production graph. - The tooltips now have nice icons. Some messages now have nice icons. - When placing a bonfire, the game now highlights the area you would gain. - Added little frames to the skill boxes in the colonist screen. Trains - Added a warning flag to active trains that have less than 2 targets or no valid path. - Added a warning flag to train stations that are not linked to the logistics system properly. - Added a status text label to the train info panel. - Trains now spawn correctly in train factories. - Trains now navigate to the next station on their schedule. - Train stations now work correctly as part of the logistics system. - Goods stored at the train station are now loaded onto the train. - Goods loaded onto a train are now correctly unloaded at the target location. - Trains now turn correctly in a station if their next target is behind them. - Fixed numerous bugs that prevented parts of the transport and logistics systems, as well as their serialization. - Train stations now have names and can be renamed. - Trains now have schedules (which are ineffective for now). The UI is a bit clunky but it works for now. To add a station to the schedule, select the train and right-click the new station. To remove a station, click on its entry in the schedule. - Added the train factory as a proper building and removed the factory button from the track laying UI.
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