Kubifaktorium

Kubifaktorium 27.7.2019

Version
27.7.2019
Version Date
July 31, 2019
Links

Patch Notes

Patch 27.7.2019 improves the logistics system and fixes more bugs.



Logistics System
Major rework of the logistics system.
- The system now only reserves the next segment, not the whole way.
- Stations restrict the number of tiles they offer for transit based on the number of targets to avoid deadlocks.
- Paths are now prioritized based on distance (number of hops).
- Carriages now prefer to pick from the smaller stack.

User Interface
- Camera: F1-F4 are now initialized to your starting position.
- Content/UI: Added (non-functional) stone walls. If you select them from the build menu, the game will place them in a connected way like roads.
- UI: Added a confirmation dialog to quick loading exiting.
- UI: By default, selecting something now only displays the arrows directly related to the thing. Hold alt to show all arrows.
- UI: When placing a decoration building, the game now highlights the tiles that will be affected.
- UI: Hovering over the idle colonist counter now shows what jobs are assigned and how many people are currently doing them.
- UI: Simplified the way recipes are displayed. Input icons are only shown for ambiguous recipes. The tooltip now contains information on inputs and extra outputs.
- UI: Disabled propagate to all for robot workshops.

Bug Fixes
- Gameplay: Colonist now sleep until fully healed.
- Performance: Improved performance of the upgrade workshop job generation.
- Engine: Disabled dynamic batching and some other setting which may have led to crashes on some systems.
- Fixed: Serialization of tool/weapon equip tasks.
- Fixed: Produced robots not drinking oil and getting no drink value from it.
- Fixed: Produced robots not belonging to your colony.
- Fixed: Pathfinding bug related to foundations. This should fix a number of "x not getting built/produced" issues.
- Fixed: Bug causing things to not get stockpiled in some cases.
- Fixed: Modded scenarios disappearing after returning to the main menu. Also added the MockupTier123 scenario to the modding examples.
- Fixed: Objects not correctly unreserved when a mining job is cancelled.
- Fixed: Probably fixed black screen when zooming all the way out on huge maps.
- Fixed: Deconstructing an inserter now frees the item it transports.
- Fixed: Probably fixed an issue preventing colonists from returning after combat.
- Fixed: Campaign save games should now correctly store the targets for a given island.
- Fixed: Robot workshop not producing robots.
- Fixed: Language settings having no effect after returning to the main menu.
- Fixed: Audio volume setting not applied while the game is paused.