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Kubifaktorium - Colony Building, Automation & Exploration

Created by Dr. Mirko Seithe

Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master.

Latest Updates from Our Project:

Kubifaktorium Progress Report #5
about 5 years ago – Mon, Feb 25, 2019 at 03:26:58 PM

 Hello there! In today's update I bring you the latest Kubifaktorium progress report:

- Multi-Biomes & Sub-Biomes
- Advanced tooltips.
- Tutorials and sample scenes.
- Automated workshops, Ore-crushing scene
- Train signals, bridges and networks. 

Road Map 2019
about 5 years ago – Tue, Feb 05, 2019 at 10:48:16 AM

 In this short video I show you my plans for 2019 and what you can expect to see in the upcoming months leading up to the Early Access release in summer. 

https://youtu.be/QAZbs9oOX0M 

Hope you like it! :)

Kubifaktorium Progress Report #4
over 5 years ago – Thu, Jan 10, 2019 at 01:29:59 AM

Hello there! In today's update I bring you the latest 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=LxOQPMPRK6I&feature=youtu.be 

Navigation

- Buildings are now obstacles! Colonists will no longer walk through houses and workshops or on top of bonfires. Colonists will also avoid to trample on your planted crops. :)
- Improved the way the collision is handled for rocks and other environment objects.
- Your colonists will now go on top of the platform in train stations instead of clipping through them.
- Gameplay: Houses now have an entrance parameter and colonists will (try to) go there when they claim or enter a house. Colonists now sleep "inside" of buildings.  

Upgrade system

- Tool UI
- Gameplay: All items now start at poor quality when produced.
- Gameplay: Added the upgrade workshop. In the upgrade workshop your colonists can combine two items of a given quality to obtain one item of the next quality level.
- Gameplay: There is now a failure chance for most tasks. The base level is 50% and it decreases depending on the tool in use.
- Gameplay: There is now a critical success chance. A critical hit in combat does +50% damage. A crit in mining gives you a bonus item. A crit in crafting creates tools of quality 2 instead of 1.   

Theme

- UI: Changed the general theme. Windows, panels and tool bars now have a slight frame around them and a slight drop shadow.
- UI: Opening a modal panel now creates a dark background layer below the panel. 

Ease of life

- You can now place buildings on top of items. Before construction begins, your colonists will move the offending items to free tiles.
- You can now build farms and groves on top of items. Before tilling and planting begins, your colonists will move the offending items to free tiles. 

Features

- UI/Gameplay: You can now filter items based on their quality. (This affects tools and weapons.)
- UI: You can now see which colonists are idle in the colonist management screen.
- UI: Tools and colonists carrying a tool now share the same UI.
- UI: The mod selection screen now supports multiple pages of mods.
- UI: The custom map screen now supports multiple pages of scenarios and modifiers.
- UI: Clicking on a tile will now select the corresponding claim flag.
- UI: Made it easier to right-click-link stockpiles.
- UI: You can now deselect using right-click.  

Under the hood

- Upgraded to Unity 2018.3.0 and C# 7.2.
- Upgraded to Post Processing Stack v2.
- Upgraded to new TextMesh.
- Replaced the bug report tool with the new Unity user reporting. Reports now automatically include a save game which might help me find issues. 

Presentation

- Visual: When you expand your territory, your new area spawns happy little particles.
- Visual: Added particle effects and "animation" to building deconstruction.
- Music: Added 2 new daytime tracks and 3 new nighttime tracks.
- Audio: Added several new sounds. 

Modding

- Modding: You can now add sound effects via modding! I've added the kubi.example.coastwaves example mod
- Added DiscordID, SteamID and Role to UserModAuthor.
- Added support for reskinning! Mods can now replace the voxel models that are in the game. (Note that icons might not get updated unless you clear them in the cache (Kubifaktorium/IconCache).)
- Modding: Mods can now overwrite parts of existing objects. This allows you to rebalance parts of the game if you so desire. Added the "massive sheep", "speedy colonist" and "stone bakery" examples.
- Modding: You can now enable or disable mods in the user mods screen. Only active mods are processed.
- Modding: Mods (can) now have a priority which can be set to influence their loading/processing order.
- Modding: Added a lot of documentation and added it to the XSD-file. So, if you use an XML-editor, you now get information on all available elements and how to use them.  

Performance (separate video)

- Huge performance improvement: I've added simplified shadow meshes to many models. This reduces the vertices having to be rendered a lot. On my pc. this reduced rendering time from ~11ms to about ~7ms per frame. Combined with the changes from the last patch, you will probably get around 50 to 100% more FPS now.
- Shadow casters
- Profiling
- Huge performance at startup: The processed voxel models are now cached and saved on the drive. Subsequent starts are much faster as existing models do not need to be reloaded. When it messes up, you can purge the cache here: Kubifaktorium/ModelCache.
- Vergleich Ladezeiten
- Performance (CPU): Drastically reduced the number of backend callbacks.
- Performance (CPU): Disabled the automatic physics simulation. It is now only triggered when required for raycasts.
- Performance (CPU): Removed an unnecessary tile enumerations.
- Performance (generation): Improved performance and memory footprint of tile generation.
- Performance (generation): Reduced the number of dependency injection calls.
- Performance (generation): Removed overhangs from meta object repository (eliminates lag at end of map generation) and improved their creation process.
- Performance (generation): Mesh combination is now done in smaller batches.
- Performance (generation): Changed AudioInfo to combine multiple audio clips.
- Performance (rendering): Made some voxel models a bit more performant. 

Blog: www.kubifaktorium.com
Facebook: www.facebook.com/Kubifaktorium
Discord channel: https://discord.gg/dyzzGUp
Steam: https://store.steampowered.com/dev/mirkostudio 

Kubifaktorium Progress Report #3
over 5 years ago – Mon, Dec 03, 2018 at 01:38:35 AM

Hello there! In today's update I bring you the third Kubifaktorium progress report. Let me know what you think! :)

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.

Kubifaktorium Progress Report #2
over 5 years ago – Tue, Oct 16, 2018 at 12:25:53 AM

Hello there! In today's update I bring you the second Kubifaktorium progress report. Progress reports are 10m videos which showcase the new features I've been working on as well as my road map for the near future.


Major new features:
- Serialization (Loading / Saving).
- Smooth conveyor belts.
- Mini inventory.
- Credits screen & Names.
- Updated info panels.
- Nicer recruitment camps and scenery.
- More happiness factors.
- Ships and cargo ports.
- Train stations (buggy).
- Quarries.
- Diorama mod support.
- Map modifier mod support.