Multi Cursor / Copy & Paste
It’s now possible to have more than one
Structure as cursor.
Simply select multiple
Structures and either press
Ctrl+C or the new
Copy Selected button.
You can now rotate or place your cursor’s
- When removing selected
Structures, they are now set as your cursor (basically the ‘cut’ operation)
Influenceare always placed first to ensure other
Structures are placed successfully
- You can move the cursor
Structures relatively to your cursor via
Ctrl+WASD/ArrowKeys. This can be helpful when placing large patterns
- When placing
Structures it places ‘as much as possible’. If you e.g. have
50 Beltin your inventory and try to place
100 Beltit will place half of them (which ones it picks is pretty much undefined for the player)
Same is true if other
Structures or terrain are in the way
Turning Structures On And Off
It’s now possible to turn
Structures on and off. They’ll stop operating and won’t consume or produce any energy.
There’s a new cursor and hotkey (
O) to toggle a single
Structure on and off. It’s also possible to turn selected
Structures on or off.
Structures that have an
Influence can’t be turned off.
Below an image of turned off
Structures and the new buttons:
I added a new view that shows your factory’s production stats of the last minute.
For now the production stats aren’t serialized. Due to that you have to wait for one minute after loading until the values displayed are up-to-date (‘Production of last minute since loading’).
In the future I might serialize the production stats and add historical charts.
The ‘Stats Overlay’ button was moved to the render settings, and I updated the icon to represent a bar chart.
Below an image of the new view:
Setting More Structure Limits
0.4.0 introduced the ability to set an
Item spawn limit for
This release now also makes it possible to set a limit for:
Launch Pad=> If limit is reached, the ship is launched early
Sink=> Won’t accept any more
Items when limit reached (see more in Module improvements)
Chest=> Won’t accept this
Chestalready contains limit count of it
Provider=> Won’t accept this
Itemif planet inventory already contains limit count of it
This is very useful since you can now easily control production in your factory (e.g. “Only craft
RT1if there are
100 Belts available”)
Note that limits are considered ‘per item’ and not in ‘total’.
There have been many improvements to the
Module system in this release.
Belt Versions Of Source And Sink
I added new versions of
Sink that behave like
Belts. With them it’s not required to use
Arms anymore to feed
Modules or to grab their output. You can just connect them to a system of
The new versions are called
BeltLike while the previous ones are now called
Since the new versions are better, they’re locked behind a new technology and cost more than their less powerful variants.
Below an image of the old and new
Rework Of Modularize Logic
Since it’s now possible to also set an
Item limit for
Sinks I changed the stop condition ‘all sinks having items’ to ‘all sinks reached their limit’.
In combination with the
Source limit, you can now setup your
Module to for example create exactly
10 Belt from
20 Iron Plate.
In previous versions the game would try to find the greatest common divisor for your
Module‘s inputs, outputs and tick time and divide those values by it.
This does not happen anymore and instead you can now choose this value yourself via the new
Modularize Divisor button.
By for example multiplying all limits by
10 and also setting the divisor to
10 you can greatly reduce the ’lost time’ of your
Module due to its warmup phase.
To prevent cheating, good values (output counts) are rounded down, while bad values (input counts, duration) are rounded up.
With the above changes you can now define
Modules that waste no resources and run as quickly as possible.
Due to that I removed the ‘give back’ logic that was running during the
Modularize step to prevent
Unmodularize Rotated Modules
For the new multi cursor I had to implement rotation of a
Structure group. Due to that, it’s now also possible to unmodularize rotated
New Structures Overflow And Underflow
This release contains the new
They both behave similarly to
Splitter but either prioritize the front for output (
Overflow) or the sides (
They are great for setting up priorities for certain parts of a factory.
I also added a new technology to unlock them.
Progress Instead Of Cooldown
I reworked the entire ‘cooldown system’ to now track a progress instead.
Structures still have a cooldown that defines how quickly they perform an action,
but their current state is now tracked as progress.
This should now be way less confusing than the previous system.
Burning / Smelting Rework
Furnaces would simply convert
1 Coal + 1 Ore => 1 Plate, while
Burner Power would generate energy for some time after accepting
I reworked this system to be more flexible:
Itemcan now have a
Thermal Energythat is released when burning it (Only
Coalhas it for now)
Ores now require a
Smelt Energyto be turned into
Plates (For now same value for all
Ores and equal to
Coal’s thermal energy)
Furnacenow have a
Smelt Speedthat defines how much of that energy they can use / convert per tick
Electric Furnacerequires more
Smelt Speed. It has therefore a non-optimal energy efficiency
I also heavily nerfed the
Electric Furnace by increasing its energy usage.
Note that above changes barely changed the behavior since I tweaked most values to yield the same results as before.
But now it’s possible to add more energy sources besides
Coal and for example make some
Ores way harder to smelt than others.
This release contains some improvements for the
- Addition of more description texts in general
- Improving existing texts regarding formatting and wording
- Limit values are now shown in the
- All technologies are now described
The previous version introduced logic for the
InfoBox such that it will only show when the cursor hasn’t moved for a while.
Some players didn’t like that change. I therefore added behavior modes for the
Smartthe previous behavior, visible after cursor stop
Alwaysvisible whenever there’s any information present
You can change the behavior from the render settings or by pressing
In case of
Never I added a warning when starting a game to make sure players don’t accidentally lose the
Burner Power Tiers
I added higher tiers for the
Burner Power which convert energy faster.
Lab to only hold one of each
Research Token. Due to that and the progress changes the
Lab’s behavior should now be more transparent.
I added some logic to the tech tree’s layouting to reduce the length of dependency connections. It’s still not perfect, but better than before.
There have been additional, minor improvements:
- If there’s a
Beltat the cursor, it now also correctly uses the low-res version
InfoBoxicon was remade
- I changed the default selection mode to
Setand changed the order of modes when iterating them
Starterinfluence range now matches that of 3
Minernow always mines the resource right below it even if there’s a higher count of something else in its range
I changed multiple recipes to not require the previous
Mk. The changes follow this example:
Crossing Mk2 requires
Crossing Mk1 and
Crossing Mk2 requires
4 Belt Mk2 and
In addition to that I increased the cost of
There have been some bugfixes in this release:
- The cooldown / progress and other overlays are now rendered correctly for
- Times are now displayed correctly in case of a
- Fix the description texts of selection modes
Please note that multiplayer is HIGHLY experimental and might never make it into the release version of
Combine And Conquer. It’s possible that issues are found that just can’t be fixed, causing me to drop multiplayer entirely.
Also please don’t purchase
Combine And Conquer expecting multiplayer at some point. Consider it a singleplayer-only game.
This release only contains some multiplayer features so I can start with internal tests.
Many months ago I had a working server for
Combine And Conquer and stopped maintaining it. Previous to this release I got it to work again.
Combine And Conquer client is now able to connect to a server, but the public release does not contain the server executable. For now I’ll be the only ‘host’ of games until things stabilized.
If you want to take part in multiplayer tests, please join the Discord. I might organize something there.