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Update notes via Steam Community
- Balance: Geodes now contain more ores.
- Balance: Increased the amount of ores in mountains.
- Balance: Increased the colonist limit in the later campaign.
- Balance: Increased the time it takes for needs to advance by 50%.
- Balance: Made trains faster.
- Balance: Mushies can now also be grown in the tundra. Also, they now grow at night.
- Balance: Oil pumps now have the same building recipe as quarries and require energy.
- Balance: Quarries are now twice as fast.
- Balance: Reduced the energy generation of the treadmill.
- Balance: The monuments, portals and extractors in mission 8 now require electronic components.
- Balance: You can now only import produced goods that are at least 2 tiers lower.
- Campaign: Added the story dialogue for mission 1.
- Campaign: Removed the social buildings part 4 from mission 7 as well as the carbonate resources.
- Content: Added a 1x3 depot. Useful for feeding one ingredient to automated workshops.
- Fixed: Arrows on conveyor distributor pointing in wrong directions when belt is rotated.
- Fixed: Arrows on conveyor distributor with output priority not showing after loading.
- Fixed: Automated farms etc. not disappearing after getting "deconstructed".
- Fixed: Automated workshops no longer show a warning for missing output stockpiles if they produce nothing (e.g. monuments).
- Fixed: Items being loaded on train stations should no longer get stuck mid-air when reloading.
- Fixed: Maybe fixed stockpiles disappearing after reloading in some cases.
- Fixed: When an item is displaced, corresponding logistics jobs are cancelled.
- Misc: Border markers are now consistently in the enemy color when your territory clashes with an enemy camp.
- Misc: Deprecated the ancient building parts.
- Misc: Moved the input boxes for the monuments from the corners to the edges.
- Misc: The monuments in the last mission now have 4 inputs each, so that you can easily connect them regardless of where they spawn on the map.
- Misc: You can now place hoppers on tiles that are in water (for the cargo port).
- Misc: You now get a message when trying to shuffle an enemy camp but have no money.
- Performance: Made inserters and conveyor belts more efficient.
- Performance: Made inserters more efficient.
- Performance: Misc. smaller performance improvements.
- Performance: Possibly fixed an issue causing regular lags after playing for some time.
- Performance: Warning flags are now recalculated only once every 5 seconds.
- UI: Building charge panel no longer shows while building is under construction.
- UI: Changed the look of selected/unselected buttons a bit to make them easier to distinguish.
- UI: In the objective panel there is now a new panel that helps you keep track of nearby enemy camps and their buy out requirements.
- UI: Increased the opacity of the zone color overlay to make them easier to distinguish.
- UI: Made the text in buttons a bit bigger.
- UI: The fan-favorite "forbid consumption"-button is back!
- UI: When placing an inserter, the arrows now appear in red or green if you are placing them in a correct/incorrect position.
- UI: When using the delete tool, hoppers are now prioritized over depots.
- UI: When you place an inserter the wrong way, there is now a warning.
- UI: You can now set priorities to manual power generators (treadmills) and disable them that way.
- UI: You can now sort the inventory by type, name, count and change.
- Visual: Buildings like bonfires are no longer built on foundations.
- Visual: Made the pickup animation of cranes smoother.
- Visual: Power lines are now a bit thinner.
Windows Kubifaktorium Windows Depot 898721
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Linux Kubifaktorium Linux Depot 898722
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