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Kubifaktorium Progress Report #3

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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