Kubifaktorium

Kubifaktorium 14.10.2019

Version
14.10.2019
Version Date
Oct. 16, 2019
Links

Patch Notes

Update 14.10.2019 adds new music, long trains, new modding tutorial and more.

I made a new modding tutorial. It covers 1) Shadow meshes, 2) Model variations, 3) Dioramas and 4) Biomes / Terrain. You can find it at: https://youtu.be/KsIkqH4kTts

Content
- Music: Added new music tracks to the game! They are specific to the desert biome, enjoy :).
- Content: Added a high capacity depot that allows you to stack things higher. Probably still buggy for a number of goods. :)
- Content: Added the automated stonecutter to the game.
- Content: Added the long train factory where you can build trains with 6 wagons.
- Content: Added the long train station (7x5).

Gameplay
- Gameplay: Made some more items high-stackable.
- Gameplay: Ships can now be loaded during the unload phase. Should solve some deadlock issues. (Partially not compatible with previous saves)
- Gameplay: You can now place groves & farms over existing trees.
- Misc: Added a Turkish translation to the game!
- Gameplay: Building recommendations now understand the concept of building substitutes. I.e., it will count outpost bonfires as bonfires.
- Gameplay: Trains now have different properties. Also, empty trains are now lighter / faster than loaded trains.
- Gameplay: You can now forbid consumption for depots/stations etc.
- Gameplay: Changed the train code to account for cases when trains that are too long enter a station.
- Balance: Your loadout now includes 3 machine parts. So you can now build your first 3 factories without having iron etc.

Miscellaneous
- UI: When linking good containers like stockpiles (a→b), container b now gets the accepted items of a as recommended items.
- UI: Changed the scaling to work better on extremely wide resolutions. You can still fine tune it in the settings.
- Visual: Added a particle effect to pasture animal taming.
- Visual: Switched to the standard shader which offers some nice PBR effects.
- Visual: Objects can now have different material properties, e.g. metallic effects for metals.
- Visual: Made water sprinkler particles prettier.
- Visual: When taming an animal, ranchers now follow the animal around.
- Modding: When your model has an excessive number of vertices (and when you should add a shadow mesh, see 2nd mod tutorial), you will now get a warning in the errors.txt.
- Modding: Added a diorama example to the mod folder.
- Modding: Voxel models can now be larger than 70x70x40. Note that this comes at a performance cost when starting the game.
- Misc: Made some changes to the shipping tutorial.

Engine
- Engine: Upgraded to the latest Zenject version.
- Engine: Replaced the deprecated signal system with the new signal bus.
- Misc: Separated the test code from the main code base.

Bug fixes
- Fixed: You can now build hoppers in the shipping port.
- Fixed: Issues after changing a bonfire color.
- Fixed: Farm zones / groves should no longer be operated when set to disabled.
- Fixed: Workshop priority is now cloned correctly.
- Fixed: Pasture animals should no longer leave the pasture to sleep. :)
- Fixed: Speed buttons not getting updated when game is paused.
- Fixed: Non-graceful handling of some deserialization parts.
- Fixed: Timing issue on conveyor belt deserialization.
- Fixed: Items being imported are now reserved until they are brought to their target stockpile.
- Fixed: Bug in ship tile reservation.
- Fixed: Pathing issue with houses.
- Fixed: Bug in the deserialization of logistics jobs.
- Fixed: Odd behavior of shipping port when a good was in transit while saving/loading.
- Fixed: Height of items on hoppers in shipping ports.
- Fixed: Fixed overhangs to look correct after mining mountain tiles.
- Fixed: Environment leaf particle colors for multi-biome maps.
- Fixed: Layout bug when enabling/disabling recommendations.
- Fixed: Some smaller issues.
- Fixed: Rotating the camera via Q/E not working while paused.
- Fixed: Hotkeys not working after closing the build menu with ESC.
- Fixed: Stone roads not requiring stone and some other road related bugs.
- Fixed: Roads having an effect when not constructed.
- Fixed: Entry/Exit hoppers not working on shipping ports.
- Fixed: Entry/Exit hoppers not getting correctly unregistered upon deconstruction.
- Fixed: Dioramas now save and restore the rotation of objects.
- Fixed: Stockpile tiles becoming unusable after being imported to once.
- Fixed: Adapted two tutorials to the automatic zone assignment.

- Fixed: Zeppelins freezing when an item to be transported gets consumed.
- Fixed: When a zeppelin cancels a job for some reason, it now unreserves the item and target tile.
- Fixed: Duplicated reservation after loading.
- Performance: Non-player animals no longer search for equipment. :)