0.6.0 is another major release of
Combine And Conquer with many great aditions and large performance improvements.
Note that savegames of previous versions are not supported in
0.6.0. If you’d like to continue working on your factory, please stick to
I also updated nearly all external dependencies. Please let me know if you encounter any bugs related to audio or rendering.
I spent a lot of time greatly improving the simulation performance of
Combine And Conquer.
Depending on your hardware and the layout of your factory you might see gains of up to
Individual planets are now simulated in parallel by splitting them into
100x100tile sized regions that are simulated simultaneously if possible. Depending on the number of your CPU’s cores you’ll notice a huge performance improvement due to that.
The energy values (production, usage, storage) are now computed only once while ticking the simulation. Previously they were computed up to 3 times in addition to the simulation tick.
Running research now has close to no impact on the performance. Previously this triggered another pass of looking at every
The ‘category overview’ you see once you zoom out is now also generated in parallel.
Combine And Conquer now keeps track of all your production and placement counts plus all the energy values and stores them in the savegame.
This data is then used to populate multiple charts of the following ranges:
Last two secondswith the precision of a
Last minutewith the precision of
Last hourwith the precision of a
All timewith the precision of an
You can find the new charts in the
InfoBox by either hovering individual bars in the
Production and Placement Stats view or your energy values at the bottom left of the screen.
Below an image showing the production chart of
Gear. The top-left corner shows the
MIN - MAX range within the time frame or just the value if they’re equal.
It’s now possible to create
Gear Stack for example constains
It’s also possible to create ‘double’
Stacks which effectively contain
25 of the stacked
With this feature you can greatly improve the throughput of your factory.
Structures such as the
Assembler can’t operate with
Stacks it’s also necessary to be able to unstack
For this the following
Structures were introduced:
Stackercan turn any
5 Itemsinto a
Stacker Mk2can also stack already (once) stacked
Itemsto create a ‘double’
Item Stacksback into regular
Stack Gear ->
[Stacker Mk2] ->
Double Stack Gear
Double Stack Gear ->
Stack Gear ->
You can unlock those by researching the newly introduced technologies.
Right now you can transport
Belts, store them in inventories and even burn them.
You can produce them in
Modules and feed them into
Sinks but can’t have
Sources spawn them.
Sources I’d like to support in the future. I didn’t implement it for them since it’s currently not possible to have a
Stack cursor to set the spawned
Item. I might also change where they’re accepted in the future.
Below an image showing both the
Unstacker in action.
Stacker can be fed by up to
Item Stack can then be grabbed via
Unstacker can be fed via a single
Belt to then spread the unstacked output across up to
This release gives you the new
Structure. Per default it just counts the number of
Items ever placed into it.
If you set a limit to it, it will start rejecting
Items once its count reached that limit.
Modules it can be very useful to fine tune the flow of
Below an image of the new
Counter containing an
Arm. It so far accepted
Items and has its limit set to
Planets now have individual cloud and atmosphere colors. I also slightly improved clouds in general, such that small planets don’t have very large clouds.
Modules now have randomly picked, individual background colors to make it more easy to tell them apart.
I also removed the requirement for
Modules to have unique names.
Combine And Conquer now runs in ‘borderless windowed’ mode. You can switch back to the windowed mode via the render settings.
Due to this change I also added a new
Exit Game button and made it possible to exit
Combine And Conquer via
Burner Power Improvements
It’s now possible to use upgrades between different
I also reworked the model to have a larger
Mk indicator and improved the fire animation.
It’s now possible to show the
InfoBox in the top right corner again. Use
TAB or the render setting to cycle through the display modes.
I also tweaked the
Savegame View's margins to cause less overlap with notifications.
Removal Of Selection Rotation
I found a critical bug when using the ‘rotate selected’ feature while testing this version. For now I decided to remove the feature entirely and will hopefully bring back a bug-free version of it in the future.
Other, Minor Improvements
- Selections are now started by left-click-dragging without the need to use the
Shiftkey. Just make sure you have an empty cursor.
- ‘Limit’ is better described within the game
Cargo Shipswere renamed to use the
- Improvements to text formatting in general
Show Recipesetting has been removed, recipes will now always be rendered
- I reordered
Overlayto keep the same order when switching between
- Camera movement now consideres how quickly your game runs and should have the same speed regardless of current
Researchview isn’t closed anymore when starting a new research
- Animations now stop if a
Structureis turned off or outside of
- Animation speeds are now affected by the
There have been some changes regarding balancing of the game:
Smelt Speed has been decreased
- The speed of
Lab has been halved
Influence is now also required for energy production
- You now start with one
Lab in the inventory