Kubifaktorium Feature 11: Modding tomatoes.

Kubifaktorium is built to be mod friendly. This special videos shows the steps required to add tomato plants to the game and allow your colonists to harvest and eat them.

The first step consists in creating the voxel models for the harvested tomato item and the tomato plant, which has 6 growth stages (done in MagicaVoxel).

In the second step we create two corresponding XML-data files (done in Visual Studio Code). The data files contain information like the item’s name, description, type and weight, where the tomatoes can grow and what happens when colonists try to harvest and eat them.

All items, buildings, monsters, animals, plants, terrain types, map modifiers etc. are added to the game like this and can thus be easily modified or added. I’m looking forward to see the ideas you come up with once the game is out. πŸ™‚

#indiedev #indiegame #gamedev

3 Comments Add yours

  1. Keeper Artemus says:

    You are absolutely right. As someone who has never modded or created any assets for a game it was incredibly easy to do. I downloaded MagicaVoxel and Visual Studio Code and created the ‘Corn’ crop in the game complete with six stages of growth. I also created a more organic looking ‘Mud Road’ but soon realized the grass I incorporated into it would not work in other biomes. Oops. It was a lot of fun and I look forward to creating more in the future. Album showing corn crop and roads here: https://imgur.com/a/Jjb5WBv

    1. Very nice! If you like you can share your corn crop on our Discord server (https://discord.gg/dyzzGUp) so that other players can play with it. πŸ™‚

      1. Keeper Artemus says:

        Sounds good. I’m currently on a weeklong holiday but I’m actually excited to get home and dive back into the game.

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