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colbya said:Nice as i see 3 hours running all that is colonists influx and building time all of it .
No, build a city take some minutes, is pretty fast to build 144 adv shipyard with 10-15k turbo drone. Most of the time i don't touch anything.
colbya said:and yep I can do that my self so what is your point ?
you have ask to do a similar test, you don't remember?
colbya said:as for 5 million in one city lord you must have a NASA super computer lol .
No, this is the 1.0.0 big change, colonists/worker don't take much computer power anymore.
colbya said:Now let THAT city fill STOP building and let it just RUN in city 3 hours .
Like i have already said, this is my modus operandi. Build everything, and wait until the GDP stop growing. I don't touch the game meanwhile, i don't build house all the time...
colbya said:FACT stats go up During BUILDING so it is quite easy to get a tempery 95 % rating and it WILL stay stable as LONG as you Build and add more housing .
Nop, only if you use a bad setup.
colbya said:The effects dont cause a problem until you idle the game in city . and fact is you want FULL income from resources Idling IN city or a single city you MUST do .
You sure are not getting 6 billion ore in 3 hours lol .
Again, all aging part, approval rating.. regard colonists, if the city don't have colonists, you won't have any change, don't matter if you idle for 5min or 5 weeks.
colbya said:you dont show how many colonist the city has .
Around 19-20k, now i'm making new adv shipyards map.
colbya said:But lets say there are 300 k you will have 30 k babies a hour lol .
really come on FACT babies FACT 30 k homes that DONT excist Fact now you have 30 k homeless .
Nop, few weeks ago i have create a new inv bank map, total pop around 600k, 5k total birth (and 5k death) in 4h game play. pls use real number and not number from your imagination.
colbya said:PS FACT once stats drop its darn near impossible to get them backup .
You have done it? Or is just a hypotheses?
Because i have done an hard test in my beta map, for test the aging population. After few day all building have stop functioning ( pop was to young or to old, 90% was to old for work, very few baby). Solution? i have deported all, and start again. the map was full operation in few hours. And was before the aging final tuning.
colbya said:Besides FACT for some reason Homes will randomly show zero stats THIS IS A KNOWN BUG i posted .
You have only posted 2 random screenshot. You don't have posted any real info regard the houses stats, you don't even have posted a screenshot about the houses stats. I only see 2 maps with a bad setup.
Can appen if you place 2 or more houses and you don't place the utility at the right distance. An house can use the utility placed for an other houses, and the other houses won't have anymore utility with free slots. Isn't a bug, can be easy solved with a correct city setup.
colbya said:still enjoy the game and think bast is a cool guy and think the game is fairly priced and bast is honest .
For a 4-5$? yes, the price seems honest. And for a one-man-army, is a tremendous guy... :P
You should try a game, when the devs offend players and delete any post/topic with some critics.
colbya said:this is not ment to be a rant its ment to a point of how the effects mess up game play Bast knows all of this already its been posted already before i made this post .
No, is a post from someone still don't understood the 1.0.0 changes, and how the game work now.
The game Is perfect? Of course no. Have some bug? yes, but on pc side nothing to ugly (i don't play on mobile).
colbya said:I am just a old school programmer and wont link my stuff here and Bugs well bug me lol
You know what a bug is? when something should do A, and sometime will do B, or C, or LKHJOLJDLKFJD and crash. If something should do A, and do A, isn't a bug, but i you don't like A, is a bad implementation.
In this day, on the last version (1.3.0), most "problem" aren't bug, but bad/primitive implementation. For example, now for having a map with all building 100% worker, we need to have at least 15-20% more pop, for cover the hole all the time. Is a bug? of course no.
If you wanna try some bug, try to do a draconian lava world...
.51 Chrome When a resource gets filled and bots are still harvesting the games resources stop counting and many types of bots frezz .
Stopping the bots from harvesting and the game once again works .
This is a critical bug as a new colony will have very limited water storage and when water storage gets full the bug happens but stopping the water bots from harvesting is a bad option as a few k storage empty's quickly .
BOTS can NOT IDLE harvest - full storage causes this bug but water bots need to be able to harvest .
Try and see start a new colony put in 2 water storage build a few water bots fill teh storage and watch and bots mining ore the ore will show no ingress any bots building say solar cells will still build BUT again show no ore usage .
and like i say it also causes bots to frezz mainly the higher lv bots every thing above the green bot frezzes .
PS TO the MOD the programmer needs to know of the bug if you delete Real bug post he may not know of the bug .
Stopping the bots from harvesting and the game once again works .
This is a critical bug as a new colony will have very limited water storage and when water storage gets full the bug happens but stopping the water bots from harvesting is a bad option as a few k storage empty's quickly .
BOTS can NOT IDLE harvest - full storage causes this bug but water bots need to be able to harvest .
Try and see start a new colony put in 2 water storage build a few water bots fill teh storage and watch and bots mining ore the ore will show no ingress any bots building say solar cells will still build BUT again show no ore usage .
and like i say it also causes bots to frezz mainly the higher lv bots every thing above the green bot frezzes .
PS TO the MOD the programmer needs to know of the bug if you delete Real bug post he may not know of the bug .
This is a KNOW bug -This post is a way to deal with the bug until its fixed ty. What happens is when you place a building it cause all buildings to -
1 louse employ's
2 show employ's as unemployed wile acutely in the building .
A Simply reload resets this problem But if it persist then a Hard reload will correct the bug for sure .
To do a hard reload (( CTRL F5 )) keys when on main game page .
Verified many many times (was hoping it had been fixed yesterday but bug is still in effect .
I strongly recommend this .
Letting the game to run this way can cause food and water shortages as the buildings lose employ's .
To say nothing of the resources your producing decreasing inflow .
Ps update still shows .45 ( chrome ) But I know for a fact the game and my version was updated yesterday as I now have the new arts on bug world along with the rest of the new stuff .
Just to add this bug does not show up every time buildings are placed but I probably had it happen 7 times in the last 24 hours . Just be sure check your resource income offton .
1 louse employ's
2 show employ's as unemployed wile acutely in the building .
A Simply reload resets this problem But if it persist then a Hard reload will correct the bug for sure .
To do a hard reload (( CTRL F5 )) keys when on main game page .
Verified many many times (was hoping it had been fixed yesterday but bug is still in effect .
I strongly recommend this .
Letting the game to run this way can cause food and water shortages as the buildings lose employ's .
To say nothing of the resources your producing decreasing inflow .
Ps update still shows .45 ( chrome ) But I know for a fact the game and my version was updated yesterday as I now have the new arts on bug world along with the rest of the new stuff .
Just to add this bug does not show up every time buildings are placed but I probably had it happen 7 times in the last 24 hours . Just be sure check your resource income offton .
Referring the Bug to this form as no Bug forms on Antiq hopefully the mode will Understand .
version 1.3.0 Chrome
Bug 1 The game does no save when clicking save it just cycles never saving .
Bug 2 When clicking on Your own adverts for your games ( on the bottom left )
the game pages starts loading then crashes Chrome ( 3 out of 4 tries 4th time game loaded )
may not be relivent game in question is mash party .
If the mod deletes ill repost In Antiquitas But as that form is just post by post this is the best way to ensure this is seen thank you .
Ps I am aware the update was done sometime today and as such the programmer may already be aware of both these bugs But having no way of knowing for a fact the programmer knows I am posting this .
I am also aware Chrome is described as live development and again the programmer may be aware of the bug and may at this time be fixing the bugs And again Not knowing if he knows of it or not I am posting .
I post this in hopes Of helping the programmer improve the game so the games stay as liked as they are .
version 1.3.0 Chrome
Bug 1 The game does no save when clicking save it just cycles never saving .
Bug 2 When clicking on Your own adverts for your games ( on the bottom left )
the game pages starts loading then crashes Chrome ( 3 out of 4 tries 4th time game loaded )
may not be relivent game in question is mash party .
If the mod deletes ill repost In Antiquitas But as that form is just post by post this is the best way to ensure this is seen thank you .
Ps I am aware the update was done sometime today and as such the programmer may already be aware of both these bugs But having no way of knowing for a fact the programmer knows I am posting this .
I am also aware Chrome is described as live development and again the programmer may be aware of the bug and may at this time be fixing the bugs And again Not knowing if he knows of it or not I am posting .
I post this in hopes Of helping the programmer improve the game so the games stay as liked as they are .
yea I reported the bug ages agaio .
Good news There is a work around .
First if your losing 300 k every time the game computes resources Goto stats and resources and see what city is the one losing that money .
See what happens if your massive building say alien arts MINES they cost 10 k each and with mass building you can spend 300 k in mints thing is the game counts this as a ON GOING city effect JUST the same as say a resource the city has as income so when you leave the city the game keeps deleting the same 300 k you spent over and over .
The ONE and ONLY fix is go back into the effected city and PLACE Buildings that bring in income preferably the BUILDING thats eels Diamonds as It has no coin cost building it . All you need is a pluse income of around 50 to 70 k to OFF set the Error of the 300 k being taken .
The SAME effect can be from mass building alien arts MINES with CIVIC points as each mine cost 10 k civic points to build and again teh game Deducts the SAME civic points once you leave mass Building over a FULL cycle causes THIS effect and again the solution is BUILD buildings that produce civic points to counter the lose from that city in THE same CITY effected Using stats and resource check Which city is losing MASS coins or civic points goto said city and Rebuild to cause a work around fix .
I am sre many resources get this Bug BUT most just dont effect game play to such a large extent .
as for Bast fixing this he knows of it and well Unless we make a mass protest will iggy it when HE first added regions I found the bug and told him but as people rarely notice it he iggys it .
Me I jsut know the work around so when it happen I know the fix and also buildng More SLOWLY makes it much rarer DONT mass build stuff that take 10 k coins per building nore mass build stuff taht take ten k civic points to build .
ps atmosphere does the same thing turning off the building taht makes it has NO effect on production BUT you can balance it with scrubbers Its not easy though lol .
It was this very thing that showed me the bug .
ON a finial NOTE I never tried deleting the city with the BUG if you try deleting teh city producing the extra stufff or deleting the extra stuff let us know if it works .
Good news There is a work around .
First if your losing 300 k every time the game computes resources Goto stats and resources and see what city is the one losing that money .
See what happens if your massive building say alien arts MINES they cost 10 k each and with mass building you can spend 300 k in mints thing is the game counts this as a ON GOING city effect JUST the same as say a resource the city has as income so when you leave the city the game keeps deleting the same 300 k you spent over and over .
The ONE and ONLY fix is go back into the effected city and PLACE Buildings that bring in income preferably the BUILDING thats eels Diamonds as It has no coin cost building it . All you need is a pluse income of around 50 to 70 k to OFF set the Error of the 300 k being taken .
The SAME effect can be from mass building alien arts MINES with CIVIC points as each mine cost 10 k civic points to build and again teh game Deducts the SAME civic points once you leave mass Building over a FULL cycle causes THIS effect and again the solution is BUILD buildings that produce civic points to counter the lose from that city in THE same CITY effected Using stats and resource check Which city is losing MASS coins or civic points goto said city and Rebuild to cause a work around fix .
I am sre many resources get this Bug BUT most just dont effect game play to such a large extent .
as for Bast fixing this he knows of it and well Unless we make a mass protest will iggy it when HE first added regions I found the bug and told him but as people rarely notice it he iggys it .
Me I jsut know the work around so when it happen I know the fix and also buildng More SLOWLY makes it much rarer DONT mass build stuff that take 10 k coins per building nore mass build stuff taht take ten k civic points to build .
ps atmosphere does the same thing turning off the building taht makes it has NO effect on production BUT you can balance it with scrubbers Its not easy though lol .
It was this very thing that showed me the bug .
ON a finial NOTE I never tried deleting the city with the BUG if you try deleting teh city producing the extra stufff or deleting the extra stuff let us know if it works .
I have made some changes to the Bug Reporting sections for both My Colony and My Colony 2 to hopefully make it a bit easier to track bugs and their progress. This was done by making a new "Bug Tracker" page type, which looks like this:
New bugs can be created by any user, and the author of the bug (or a page moderator) has the ability to mark issues as closed or to re open them. Anyway, it's fairly simplistic at the moment, but it might be expanded later on, so if you have suggestions on things I should add to the new bug tracker sections, feel free to reply to this post and let me know!
New bugs can be created by any user, and the author of the bug (or a page moderator) has the ability to mark issues as closed or to re open them. Anyway, it's fairly simplistic at the moment, but it might be expanded later on, so if you have suggestions on things I should add to the new bug tracker sections, feel free to reply to this post and let me know!
Hi all...
the reference page that some of you already knows has been updated.
https://www.my-colony.com/reference/index.html
Update 0.4.1 (201711113)
-Responsive design for mobiles.
-New top menu instead of side one for large widths.
-Items names on tables are clickable now to open descriptions.
-Tech trees are zoomable now.
Update 0.4.0 (20171031)
-sort the lists of links in alphabetical order.
-new table for storages
-reordered the resources in tables in same order than in game.
-add can import / export informations for buildings
-new lists collected in/imported by/exported by for resources
-retractable sidemenu to allow bigger table/item description area
-sidebar menu hightlights the current page
-added informations about IQ requests/ IQ provide and educate
-new homepage with a little presentation...thanks to Núñez for that text...
Update 0.3.9 (20171020)
-new values per minutes added.
-added ratios beside the link lists "Produced by" and "Consumed by" for resources.
-added storage amounts beside the link list "Stored by" for resources.
-New table with production and consumption values per tick.
-New table with production and consumption values per minute.
Update 0.3.8 (20171017)
-Mainly bug fixes...
Update 0.3.7 (20171016)
-reordered almost all code in seperate modules, to easily implement new features later.
-added in-game description strings.
-added for maps: which civ can play this map & what deposits are present.
-added for races: which civs are available for this race.
-added informations for special buildings (consulate/capitol/embassy/trade depot/comms hub/healing).
-reorganized the different links in item description.
Update 0.3.6 (20171013)
-Modified the calling of game.js thru a new "Easy to update" file. (for Bast Only)
-added provided resource on deposit characteristics.
-fixed the scaling of item icons
-fixed indentifying items function on links
-added planet types (infos: difficulty /starting techs / starting buildings)
-added races (infos: starting techs / narcotics)
-added factions (infos: race / starting colonists / available maps / starting techs / starting building / starting vehicles)
Update 0.3.5 (20171010)
-Fixed a display bug on "Produced by" links for resources.(ex: Antanium)
-Fixed a display bug on "Consumed by" links for resources.(ex: Antanium)
-Fixed glitch when smeltObj exist without Output (appeared in 0.46 with atmosphere scrubber)
-Use now the tiles objects in the game.js to find the good icon for all buildings. (ex: Flower Gardens)
-Added "Deposit" Type with capacity and Spread Rate informations.
Update 0.3.4 (20171006)
-Home is now showing a new "General Table" with all game items.
-Old table kept as "Cost to Build / Unlock Table".
-Added missing resources on the "Cost to Build / Unlock Table".
-Fixed a bug that was preventing Aluminum Cost to be displayed on the "Cost to Build / Unlock Table".
-Added resources in the "General Table".
-Added resource description details (infos: limited storage or not / Base Price / Toxic Rate).
-Added Unskilled occupation information on "Item descriptions".
-Modified enumeration of smelt inputs in case of several items (see Advanced Synthetic Oil Lab)
-Modified enumeration of smelt outputs in case of several items (see Black Bazaar Market)
-Modified enumeration of Utilities to operate in case of several items (see: Alien Enrichment Facility)
-List of buildings that stores the resource on the resource Description.
-List of the vehicles that harvests the resource on the resource Description.
-Links everywhere in all "Items Descriptions" for resources (smelt/store/refine/generate/harvest areas)
-New pages with Tech Trees (clickable pictures that point to the technologies descriptions).
-Fixed a Bug that was preventing to open the " Green House" Description.
-Divided the Vehicle Type into 2 new ones: "Human Vehicle" & "Zolarg Worker".
Please give your feedback and/or ideas for the next updates.
the reference page that some of you already knows has been updated.
https://www.my-colony.com/reference/index.html
Update 0.4.1 (201711113)
-Responsive design for mobiles.
-New top menu instead of side one for large widths.
-Items names on tables are clickable now to open descriptions.
-Tech trees are zoomable now.
Update 0.4.0 (20171031)
-sort the lists of links in alphabetical order.
-new table for storages
-reordered the resources in tables in same order than in game.
-add can import / export informations for buildings
-new lists collected in/imported by/exported by for resources
-retractable sidemenu to allow bigger table/item description area
-sidebar menu hightlights the current page
-added informations about IQ requests/ IQ provide and educate
-new homepage with a little presentation...thanks to Núñez for that text...
Update 0.3.9 (20171020)
-new values per minutes added.
-added ratios beside the link lists "Produced by" and "Consumed by" for resources.
-added storage amounts beside the link list "Stored by" for resources.
-New table with production and consumption values per tick.
-New table with production and consumption values per minute.
Update 0.3.8 (20171017)
-Mainly bug fixes...
Update 0.3.7 (20171016)
-reordered almost all code in seperate modules, to easily implement new features later.
-added in-game description strings.
-added for maps: which civ can play this map & what deposits are present.
-added for races: which civs are available for this race.
-added informations for special buildings (consulate/capitol/embassy/trade depot/comms hub/healing).
-reorganized the different links in item description.
Update 0.3.6 (20171013)
-Modified the calling of game.js thru a new "Easy to update" file. (for Bast Only)
-added provided resource on deposit characteristics.
-fixed the scaling of item icons
-fixed indentifying items function on links
-added planet types (infos: difficulty /starting techs / starting buildings)
-added races (infos: starting techs / narcotics)
-added factions (infos: race / starting colonists / available maps / starting techs / starting building / starting vehicles)
Update 0.3.5 (20171010)
-Fixed a display bug on "Produced by" links for resources.(ex: Antanium)
-Fixed a display bug on "Consumed by" links for resources.(ex: Antanium)
-Fixed glitch when smeltObj exist without Output (appeared in 0.46 with atmosphere scrubber)
-Use now the tiles objects in the game.js to find the good icon for all buildings. (ex: Flower Gardens)
-Added "Deposit" Type with capacity and Spread Rate informations.
Update 0.3.4 (20171006)
-Home is now showing a new "General Table" with all game items.
-Old table kept as "Cost to Build / Unlock Table".
-Added missing resources on the "Cost to Build / Unlock Table".
-Fixed a bug that was preventing Aluminum Cost to be displayed on the "Cost to Build / Unlock Table".
-Added resources in the "General Table".
-Added resource description details (infos: limited storage or not / Base Price / Toxic Rate).
-Added Unskilled occupation information on "Item descriptions".
-Modified enumeration of smelt inputs in case of several items (see Advanced Synthetic Oil Lab)
-Modified enumeration of smelt outputs in case of several items (see Black Bazaar Market)
-Modified enumeration of Utilities to operate in case of several items (see: Alien Enrichment Facility)
-List of buildings that stores the resource on the resource Description.
-List of the vehicles that harvests the resource on the resource Description.
-Links everywhere in all "Items Descriptions" for resources (smelt/store/refine/generate/harvest areas)
-New pages with Tech Trees (clickable pictures that point to the technologies descriptions).
-Fixed a Bug that was preventing to open the " Green House" Description.
-Divided the Vehicle Type into 2 new ones: "Human Vehicle" & "Zolarg Worker".
Please give your feedback and/or ideas for the next updates.
Ok this is a bug you will needed to use what I post exactly to see .
Thing is this bug drastically reduces resource income as it is a workers working bug .
so first be sure your jobs and pop are even or close .
now try this build stuff like the alien arts dig site or UR plant that take alot of workers and housing for the new colonists coming in .
now as the new colonists arrive let the new buildings mostly fill then click on them and you will see how many are working and how many off ,
thing is these new colonists and new jobs will show MOST if not all colonists OFF work .
BUT then do this click on the stats for that building then CLICK on Show workers then close and recheck the how many on work how many off work and you will see the on work JUMP from one or two to almost all .
so the building DOES not register new workers as working UNTIL stats - show workers is clicked .
eventually ( which can be hours it sorts its self out but in the wate the building runs at 1 to 10 % capacity drastically reducing resource income .
so its ether wate hours for the problem to sort its self ( BTW even hours or days later it can still be there . OR click each building stats show workers .
anyway you say the next few updates will be bug fixes and this kind of thing would be a good one to fix .
Thing is this bug drastically reduces resource income as it is a workers working bug .
so first be sure your jobs and pop are even or close .
now try this build stuff like the alien arts dig site or UR plant that take alot of workers and housing for the new colonists coming in .
now as the new colonists arrive let the new buildings mostly fill then click on them and you will see how many are working and how many off ,
thing is these new colonists and new jobs will show MOST if not all colonists OFF work .
BUT then do this click on the stats for that building then CLICK on Show workers then close and recheck the how many on work how many off work and you will see the on work JUMP from one or two to almost all .
so the building DOES not register new workers as working UNTIL stats - show workers is clicked .
eventually ( which can be hours it sorts its self out but in the wate the building runs at 1 to 10 % capacity drastically reducing resource income .
so its ether wate hours for the problem to sort its self ( BTW even hours or days later it can still be there . OR click each building stats show workers .
anyway you say the next few updates will be bug fixes and this kind of thing would be a good one to fix .
Happy Friday to everyone here, and it's time for another My Colony patch, v0.82.0! This update continues the bug fix series that I have been doing while I work on Colony Wars, but I've also added a couple of features that you will hopefully find helpful. Let's dive in and take a look.
Firstly on the bug fix front, every issue that had been tracked to the automatic bug tracker from both My Colony v0.81.0 and Antiquitas v1.22.0 has been resolved, along with a few other issues that I noticed while digging through the code.
One of the biggest issues in My Colony deals with corrupt save files. While working on this update, I noticed that ever since I implemented Regions way back in September, the game was no longer saving backup copies properly for single city maps or region overview maps. This means that besides for sub-city files, no backup saves (the *.mcb files) were being done properly.
For those who are not aware, when you save a game in My Colony, it creates the compressed (if compression is turned on) *.mcz save (that also syncs to the cloud if you have cloud sync turned on), and also an uncompressed *.mcb file that saves only to the local device. When you go to load your colony, it first tries to load the *.mcz cloud save, then the *.mcz local save, and if those do not work, it tries for the uncompressed *.mcb backup save.
What was happening in the code is that first it was saving the uncompressed backup save as a *.mcz file, and then saving over it with the final compressed *.mcz file. So there was no backup. This means if that there was an error in the compression for some reason, there was no uncompressed backup to fall back on.
It also means that if there is an old backup *.mcb file saved somewhere on your device from before the error occurred, opening a file could potentially restore that old backup and override everything you had done in the meantime.
I also noticed that a majority of the save corruptions seemed to be happening on Windows 10, Android, and Desktop. These also happen to be the three platforms where save compression was turned off by default. I had it turned off because compression can cause memory issues when saving cities that have been expanded multiple times and have millions of citizens. Since I am more moving towards Regions being the default play mode though, I decided to turn the compression on by default on all platforms to see if it helps. You can still turn it off on a per-colony basis if you want to.
Next up, I made it so that importing and exporting goods through the Mass Driver/Star Gate (etc) type buildings no longer has to be done in fixed lot sizes. Now when you go to make a trade using these buildings, you will be presented with a slider dialog that lets you make trades up to the max that the structure supports.
I still need to make improvements to the dialog, but it should make some of the buildings with the ultra-large capacities a little more useful.
Next, I have also made changes to the in-game notifications and especially that chat, which should hopefully make them more useful. First, if you are using the "Desktop" style interface (the one with all of the build options appearing in the right-side sidebar), in-game notifications will now show up in a notification area at the bottom right of the screen, instead of popping up in the bottom middle. When you have notifications there, there will be a new red x icon in the bottom right corner that lets you clear all notification messages at once.
The other change is that all chat messages now show up in the notification area. This only works when you are signed in to the chat server, but now once you sign into the chat server for a colony at least once manually, you will automatically be signed in each subsequent time that you open your colony. That way, if you are playing your colony and somebody is trying to talk to you on chat, you will know it without actually having the chat window open. You will also get livestream chat notifications, and notifications when somebody decides to watch your livestream.
On mobile (or if you are not using the "Desktop" interface), you will still get new chat notifications, but they will pop up in the same way notifications currently work, in the bottom-middle of the screen. As always, you can turn off all notifications in the engine settings menu.
Finally, the Russian language translations by Anton zlo have been expanded in this release, and a full set of French translations has now been provided by @Sobeirannovaocc and @Freedmoon ! This is great news for players using Russian and French, so please be sure to show your appreciation for their hard work and efforts.
Just a few final words before I go here. I plan on doing another episode of the My Colony Podcast soon, probably at the beginning of next week. People seem to be enjoying the show, so I will be making it a regular thing again. If you haven't checked it out yet, please do! Next, I plan to have a multiplayer beta for Colony Wars soon(ish). I wanted it to be done by the end of this month, but coding the AI is taking a bit longer than I had planned. I've got it now to where the AI will build their base, but they are still a bit too stupid at it. The beta will be coming before long though, and it is going to include the map editor, as well as multiplayer, supporting LAN/Online/ and AI skirmish. I hope to have the multiplayer matchmaking server running by the end of next week, so that I can get some people online to test the multiplayer out.
Anyway, that is all for today's My Colony update. It should be hitting all platforms throughout the weekend here. I plan on starting the next My Colony update (v0.83.0) on March 1 (I am actually half way planning things now), so get those bug reports filed before then. I know a lot of people think I do not read the reports since I do not post replies, but that is not the case. I just do not see the need to post "Ok" or "Thanks" at the end of each bug report.
Stay tuned for more, and thanks for playing the game!!
Firstly on the bug fix front, every issue that had been tracked to the automatic bug tracker from both My Colony v0.81.0 and Antiquitas v1.22.0 has been resolved, along with a few other issues that I noticed while digging through the code.
One of the biggest issues in My Colony deals with corrupt save files. While working on this update, I noticed that ever since I implemented Regions way back in September, the game was no longer saving backup copies properly for single city maps or region overview maps. This means that besides for sub-city files, no backup saves (the *.mcb files) were being done properly.
For those who are not aware, when you save a game in My Colony, it creates the compressed (if compression is turned on) *.mcz save (that also syncs to the cloud if you have cloud sync turned on), and also an uncompressed *.mcb file that saves only to the local device. When you go to load your colony, it first tries to load the *.mcz cloud save, then the *.mcz local save, and if those do not work, it tries for the uncompressed *.mcb backup save.
What was happening in the code is that first it was saving the uncompressed backup save as a *.mcz file, and then saving over it with the final compressed *.mcz file. So there was no backup. This means if that there was an error in the compression for some reason, there was no uncompressed backup to fall back on.
It also means that if there is an old backup *.mcb file saved somewhere on your device from before the error occurred, opening a file could potentially restore that old backup and override everything you had done in the meantime.
I also noticed that a majority of the save corruptions seemed to be happening on Windows 10, Android, and Desktop. These also happen to be the three platforms where save compression was turned off by default. I had it turned off because compression can cause memory issues when saving cities that have been expanded multiple times and have millions of citizens. Since I am more moving towards Regions being the default play mode though, I decided to turn the compression on by default on all platforms to see if it helps. You can still turn it off on a per-colony basis if you want to.
Next up, I made it so that importing and exporting goods through the Mass Driver/Star Gate (etc) type buildings no longer has to be done in fixed lot sizes. Now when you go to make a trade using these buildings, you will be presented with a slider dialog that lets you make trades up to the max that the structure supports.
I still need to make improvements to the dialog, but it should make some of the buildings with the ultra-large capacities a little more useful.
Next, I have also made changes to the in-game notifications and especially that chat, which should hopefully make them more useful. First, if you are using the "Desktop" style interface (the one with all of the build options appearing in the right-side sidebar), in-game notifications will now show up in a notification area at the bottom right of the screen, instead of popping up in the bottom middle. When you have notifications there, there will be a new red x icon in the bottom right corner that lets you clear all notification messages at once.
The other change is that all chat messages now show up in the notification area. This only works when you are signed in to the chat server, but now once you sign into the chat server for a colony at least once manually, you will automatically be signed in each subsequent time that you open your colony. That way, if you are playing your colony and somebody is trying to talk to you on chat, you will know it without actually having the chat window open. You will also get livestream chat notifications, and notifications when somebody decides to watch your livestream.
On mobile (or if you are not using the "Desktop" interface), you will still get new chat notifications, but they will pop up in the same way notifications currently work, in the bottom-middle of the screen. As always, you can turn off all notifications in the engine settings menu.
Finally, the Russian language translations by Anton zlo have been expanded in this release, and a full set of French translations has now been provided by @Sobeirannovaocc and @Freedmoon ! This is great news for players using Russian and French, so please be sure to show your appreciation for their hard work and efforts.
Just a few final words before I go here. I plan on doing another episode of the My Colony Podcast soon, probably at the beginning of next week. People seem to be enjoying the show, so I will be making it a regular thing again. If you haven't checked it out yet, please do! Next, I plan to have a multiplayer beta for Colony Wars soon(ish). I wanted it to be done by the end of this month, but coding the AI is taking a bit longer than I had planned. I've got it now to where the AI will build their base, but they are still a bit too stupid at it. The beta will be coming before long though, and it is going to include the map editor, as well as multiplayer, supporting LAN/Online/ and AI skirmish. I hope to have the multiplayer matchmaking server running by the end of next week, so that I can get some people online to test the multiplayer out.
Anyway, that is all for today's My Colony update. It should be hitting all platforms throughout the weekend here. I plan on starting the next My Colony update (v0.83.0) on March 1 (I am actually half way planning things now), so get those bug reports filed before then. I know a lot of people think I do not read the reports since I do not post replies, but that is not the case. I just do not see the need to post "Ok" or "Thanks" at the end of each bug report.
Stay tuned for more, and thanks for playing the game!!
Good evening to everybody! I was at a conference earlier this week and I didn't have a ton of time to work on My Colony, but there was a laundry list of bugs which needed to be addressed, so I wanted to get an update out tonight before I head out of town for another meeting this weekend. And while this update may be small in scale, it is none the less big at heart. So what's new with v0.88.0? Let's take a look!
Firstly, the bug fixes. Most of the bugs in this release were related to either Entertainment or Multiplayer Regions. Entertainment had a whole bunch of small issues, including one where a colonist visiting an entertainment facility would immediately be drained of the entire contents of their wallet! Good for your treasury, but not so good for your citizens.
In addition to the bug fixes, there is a new Guests readout chart on the Building Statistics screen (when you click on a building and then click on the graph icon). You can now see how much seating is available, and get a list of all of the colonists who are currently patronizing your business.
Another minor addition is at the top of the building statistics screen, where I have added a quick link to the in-game Encyclopedia article for that particular building. Also, I have added a "Fire All Workers" button to each building, in case you want to clear out a specific structure for whatever reason.
In this update, I have also more clearly defined the Poverty Line, which is now set at around 5% of the retirement savings cutoff, and you can see the stat on the Economy section of the main Stats window.
The Poverty stat has always been in the game, but previously you had no way of knowing what the level was, so that if people were complaining about Poverty, you did not know what exact adjustments to make. Now you know the amount of savings that they need in order to stop complaining about poverty.
I have slightly changed the rate that Entertainment structures provide happiness. It has been sped up from it's previous level, since I felt like colonists were spending way to many hours at the bar.
Next up is a handful of changes in fixes related to Regions. In particular Multiplayer Regions, but regular Regions are also impacted at some level.
Firstly, you can now properly delete one of your Multiplayer Region maps.
Next, on the main Region Overview map for a Multiplayer Region, there is a new menu option added to the main slide-out menu to view and share your regional charter code.
The next change applies to both regular and multiplayer Regions. Now when you are inside of a regional subcity, there is a new "Policy" option on the slide out menu that opens up the Government Policies window (like Fire Drill and money shower). This applies to cities that may not have a consulate or capitol, but are connected to another city that does. Now they have access to the policy menu as well.
Next up for Multiplayer Regions, cities by different players can now share in the same technology and resource pool. In the last update notes, I described how multiplayer regions are split up into "Metro Areas" that share technology and resources, while the overall planet as a whole shared Atmosphere. Metro Areas were previously made of adjacent cities from the same player, but now you have the option to make your metro area public on the general statistics window.
If your metro area is open, when another player starts a new city adjacent to your metro area, they will become a member of that area also, sharing in the same resources, power and technology. As you can see on the screenshot above, you can now also change the name of your metro area. The first player to create a city in a metro area is the "Owner" of that area, but being the owner only gives you the ability to change the name right now. I might expand this at some point, perhaps with some sort of voting rights for each member city.
When a metro area has multiple people online at once, resources are synced between the colonies every minute or so. I could not make them update in real time, because it just took too much bandwidth on the server. So every minute or so you may see your resource levels jump or shrink a bit. I realize that this may cause annoyances at the early stages of a city, for instance if somebody uses up all of the power or food early on, but it should not be too much of an issue on larger colonies.
Unlike resources though, when you unlock a new technology, it is immediately unlocked on all online colonies in the metro area.
I am sure that there will be some tweaking needing to be done on this, but I know with my work and your feedback, we will get it running smooth over the coming updates 🙂
Finally, I added a new building for Zolarg in this update, the Subterranean Sugar Farm.
When I was fixing a bug related to starting a non-human colony on a multiplayer region, I realized that it was basically impossible to get food as Zolarg on the Red Planet and probably other maps as well. So this new structure is a small bug mound where sugarcane is slowly grown underground. The process is slower than regular sugar harvesting and requires a constant inflow of water, but it does allow you to play Zolarg on more map types.
So anyway, there are probably more changes in this update, but I did half of it last weekend before I left town and I don't remember everything I changed, so you can let everybody know if you find something I forgot to write about. Next week I plan to work on Colony Wars and My Land, and if there are no major bugs in this My Colony release, I will be porting the engine changes over to Antiquitas as well, so be on the lookout for all of that. Then it will be back to My Colony again, so keep the feedback, suggestions and bug reports coming. And as always, thank you for playing My Colony!
Firstly, the bug fixes. Most of the bugs in this release were related to either Entertainment or Multiplayer Regions. Entertainment had a whole bunch of small issues, including one where a colonist visiting an entertainment facility would immediately be drained of the entire contents of their wallet! Good for your treasury, but not so good for your citizens.
In addition to the bug fixes, there is a new Guests readout chart on the Building Statistics screen (when you click on a building and then click on the graph icon). You can now see how much seating is available, and get a list of all of the colonists who are currently patronizing your business.
Another minor addition is at the top of the building statistics screen, where I have added a quick link to the in-game Encyclopedia article for that particular building. Also, I have added a "Fire All Workers" button to each building, in case you want to clear out a specific structure for whatever reason.
In this update, I have also more clearly defined the Poverty Line, which is now set at around 5% of the retirement savings cutoff, and you can see the stat on the Economy section of the main Stats window.
The Poverty stat has always been in the game, but previously you had no way of knowing what the level was, so that if people were complaining about Poverty, you did not know what exact adjustments to make. Now you know the amount of savings that they need in order to stop complaining about poverty.
I have slightly changed the rate that Entertainment structures provide happiness. It has been sped up from it's previous level, since I felt like colonists were spending way to many hours at the bar.
Next up is a handful of changes in fixes related to Regions. In particular Multiplayer Regions, but regular Regions are also impacted at some level.
Firstly, you can now properly delete one of your Multiplayer Region maps.
Next, on the main Region Overview map for a Multiplayer Region, there is a new menu option added to the main slide-out menu to view and share your regional charter code.
The next change applies to both regular and multiplayer Regions. Now when you are inside of a regional subcity, there is a new "Policy" option on the slide out menu that opens up the Government Policies window (like Fire Drill and money shower). This applies to cities that may not have a consulate or capitol, but are connected to another city that does. Now they have access to the policy menu as well.
Next up for Multiplayer Regions, cities by different players can now share in the same technology and resource pool. In the last update notes, I described how multiplayer regions are split up into "Metro Areas" that share technology and resources, while the overall planet as a whole shared Atmosphere. Metro Areas were previously made of adjacent cities from the same player, but now you have the option to make your metro area public on the general statistics window.
If your metro area is open, when another player starts a new city adjacent to your metro area, they will become a member of that area also, sharing in the same resources, power and technology. As you can see on the screenshot above, you can now also change the name of your metro area. The first player to create a city in a metro area is the "Owner" of that area, but being the owner only gives you the ability to change the name right now. I might expand this at some point, perhaps with some sort of voting rights for each member city.
When a metro area has multiple people online at once, resources are synced between the colonies every minute or so. I could not make them update in real time, because it just took too much bandwidth on the server. So every minute or so you may see your resource levels jump or shrink a bit. I realize that this may cause annoyances at the early stages of a city, for instance if somebody uses up all of the power or food early on, but it should not be too much of an issue on larger colonies.
Unlike resources though, when you unlock a new technology, it is immediately unlocked on all online colonies in the metro area.
I am sure that there will be some tweaking needing to be done on this, but I know with my work and your feedback, we will get it running smooth over the coming updates 🙂
Finally, I added a new building for Zolarg in this update, the Subterranean Sugar Farm.
When I was fixing a bug related to starting a non-human colony on a multiplayer region, I realized that it was basically impossible to get food as Zolarg on the Red Planet and probably other maps as well. So this new structure is a small bug mound where sugarcane is slowly grown underground. The process is slower than regular sugar harvesting and requires a constant inflow of water, but it does allow you to play Zolarg on more map types.
So anyway, there are probably more changes in this update, but I did half of it last weekend before I left town and I don't remember everything I changed, so you can let everybody know if you find something I forgot to write about. Next week I plan to work on Colony Wars and My Land, and if there are no major bugs in this My Colony release, I will be porting the engine changes over to Antiquitas as well, so be on the lookout for all of that. Then it will be back to My Colony again, so keep the feedback, suggestions and bug reports coming. And as always, thank you for playing My Colony!
Switched to using off line mode BUT off line you can not get ether Game does NOT regnise even other offline colonys on other devices so no way to gift or trade
Right now I GO ONLINE with a colony SIGN IN ( WHICH requires a internet connection .try to go into my colony and get the you need to be online to use a online colony .
Ovesly I am online as the game lets me sign in .
Of corse every time you close chrome and reopen the game it will show your signed in BUT request you to sing in .
in other words the game does NOT remember your sing in even though it shows it does .
All these bug I have posted and have been in game for well over a year .
BUT I and YOU just igged them as long as i could find a way to get resources .
BUT unless you have another server issue that is no longer possible .
To be honest even if you had said at the get go that alot of the programing you put in you would not n=bother to have work right i would have still bought it .
The NO way to gift off line only worked once Heck i wrote you and posted the bug ages agaio .
the not remember your sing in has aloways been a bug a small bug as just resigning in solves it but a bug .
PS WHY DID the forms site just ask to access my camra ???
Right now I GO ONLINE with a colony SIGN IN ( WHICH requires a internet connection .try to go into my colony and get the you need to be online to use a online colony .
Ovesly I am online as the game lets me sign in .
Of corse every time you close chrome and reopen the game it will show your signed in BUT request you to sing in .
in other words the game does NOT remember your sing in even though it shows it does .
All these bug I have posted and have been in game for well over a year .
BUT I and YOU just igged them as long as i could find a way to get resources .
BUT unless you have another server issue that is no longer possible .
To be honest even if you had said at the get go that alot of the programing you put in you would not n=bother to have work right i would have still bought it .
The NO way to gift off line only worked once Heck i wrote you and posted the bug ages agaio .
the not remember your sing in has aloways been a bug a small bug as just resigning in solves it but a bug .
PS WHY DID the forms site just ask to access my camra ???
Not much point to posting but look at this photo
ONLY ONE out of the 3 Housing buildings show stats for health education and entertainment
the one that does shows 100 % on all NOW look at the buildings I placed
I called this Bug city and Built it in a way TO prove beyond any dought this is a massive bug once you activate crime the Bug will just get worse .
This BUG causes Massive protesting massive health issues so much so out of 20 k colonists there will be 5 k sick and another 2 k that will refuse to work .
Cant blame my computer game runs just fine cant blame lak of health buildings of lak of entertainment or lak of education buildings .
Non of this has ever worked correctly and as you keep adding more it just gets worse and worse .
now really stats are pointless education is pointless entertainment is pointless IT only effects the game making it run poorly .
its been two years from when you started adding these effects in all that time they never worked correctly my advice is LEAVE the NUmbers and fancy graphs and get ride of the effects base the graphs on number of BUILDING needed for each stat to show 100 % instead of colonists as it just dont work .
ONLY ONE out of the 3 Housing buildings show stats for health education and entertainment
the one that does shows 100 % on all NOW look at the buildings I placed
I called this Bug city and Built it in a way TO prove beyond any dought this is a massive bug once you activate crime the Bug will just get worse .
This BUG causes Massive protesting massive health issues so much so out of 20 k colonists there will be 5 k sick and another 2 k that will refuse to work .
Cant blame my computer game runs just fine cant blame lak of health buildings of lak of entertainment or lak of education buildings .
Non of this has ever worked correctly and as you keep adding more it just gets worse and worse .
now really stats are pointless education is pointless entertainment is pointless IT only effects the game making it run poorly .
its been two years from when you started adding these effects in all that time they never worked correctly my advice is LEAVE the NUmbers and fancy graphs and get ride of the effects base the graphs on number of BUILDING needed for each stat to show 100 % instead of colonists as it just dont work .
Today I have released the 0.44.0 update to My Colony to all platforms. This update is another mixture of bug fixes and content updates, including the all new concept of waste management. Here are the details, with commentary to follow.
My Colony v0.44.0 Changelog
New Stuff
I will discuss some of the additions and changes in a bit, but first I wanted to briefly mention some of the bug fixes that have been introduced. So I think that everybody knows the rover path-finding has been an issue for the last few updates, and it may well still be an issue now, but I think I have finally gotten it reduced to a manageable level. Please still issue bug reports on it though, because this one is a real pain.
I saw in the logs that most of the path finding errors were related to the path finding worker thread running out of memory. Several changes were made to address this. First, the engine's collision map is now only updated when new structures are either added or removed, whereas before it was being updated on a regular interval.
In addition, now when a rover (or colonist) decides to move from tile A to tile B, instead of going through the normal path finding routine, it will first check if both the starting and ending points are currently visible to the player. If the answer is no, then instead of going through full path finding, the game will just quickly check if there are any obstacles blocking the units path. If the path seems clear, the unit will become invisible for a simulated amount of time based on the distance between the two points, and then reappear at the destination. If its not obvious that the path is clear, the regular path finding will be used. Commonly used paths are now also saved and reused by rovers instead of going back to the path finder. For instance, if you are harvesting Clay, the game remembers the path from the clay mine to the warehouse and will keep reusing it until an obstacle appears in the way.
These changes greatly reduce the number of times the engine has to call up the path finder thread, providing both performance improvements and memory usage reductions.
I have also added a cap on how much immigration and colony statistics data that your game file will retain. Before it was unlimited, which could lead to large save files with colonies that have been operating for a long time. This change should reduce file sizes a bit, along with compression and save times.
There were also bug fixes added that related to lottery, taxation, and the amount of money the game assigned to new colonists. A glitch had arisen where there would be colonists walking around with trillions of dollars in their wallets. A change has been made to where this will no longer happen for new colonists, but if you have existing ultra-rich colonists, they will still be ultra rich.
Now on to the addition of Trash. Human residential structures now generate Trash, and it is up to the user to manage it. Right now there are no negative side effects, so colonies have a change to get on top of the situation. This will be changing soon though. Trash buildup will soon impact the health of the colonists, based on a ratio of trash per colonist. The threshold will be fairly low on trash too, although don't ask me what it is yet, as I will figure out the balancing at the time of implementation.
In a similar way, excess atmosphere will start causing colonist health issues. Once atmosphere surpasses the 15 million mark, colonists will begin getting sick. Unlike trash, the effect is much more subtle, so if you are worried about balancing trash vs atmosphere, I would advise that trash is the larger concern by far. Again, the exact numbers are unknown still, but I will figure out the balancing during implementation.
There were other changes and fixes in there which I don't remember off of the top of my head.
Moving on, I want to talk about what is coming next for My Colony. I already mentioned the changes related to Trash and Atmosphere. I planned on adding a lot more Zolarg this time, but I didn't get around to it. Next time I plan to implement most of the suggestions for Zolarg as found in this thread by @IIIStrife: https://www.ape-apps.com/viewpage.php?p=800
Also, for Premium players, I will be adding a new Creative Mode (offline only). It will basically just be a sandbox mode where everything is free and unlocked, and you can just build whatever you want.
So anyway, that's all I've got for now. Enjoy the update, report the bugs, and have fun!
My Colony v0.44.0 Changelog
New Stuff
- New Resource: Trash
- New Structures: Microincinerator, Incinerator, Small Trash Pit, Landfill, Small Recycling Center, Medium Recycling Center, Conference Hall, Advanced Medical Research Center, Unholy Brew Pit
- New Premium Content: Blue Residential Tower
- Warehouses (of all sizes) now store Crystalline.
- Canceling building construction mid-way now returns all resources back to the player.
- New Galactic Emperor one-time windfall profits tax for online colonies.
I will discuss some of the additions and changes in a bit, but first I wanted to briefly mention some of the bug fixes that have been introduced. So I think that everybody knows the rover path-finding has been an issue for the last few updates, and it may well still be an issue now, but I think I have finally gotten it reduced to a manageable level. Please still issue bug reports on it though, because this one is a real pain.
I saw in the logs that most of the path finding errors were related to the path finding worker thread running out of memory. Several changes were made to address this. First, the engine's collision map is now only updated when new structures are either added or removed, whereas before it was being updated on a regular interval.
In addition, now when a rover (or colonist) decides to move from tile A to tile B, instead of going through the normal path finding routine, it will first check if both the starting and ending points are currently visible to the player. If the answer is no, then instead of going through full path finding, the game will just quickly check if there are any obstacles blocking the units path. If the path seems clear, the unit will become invisible for a simulated amount of time based on the distance between the two points, and then reappear at the destination. If its not obvious that the path is clear, the regular path finding will be used. Commonly used paths are now also saved and reused by rovers instead of going back to the path finder. For instance, if you are harvesting Clay, the game remembers the path from the clay mine to the warehouse and will keep reusing it until an obstacle appears in the way.
These changes greatly reduce the number of times the engine has to call up the path finder thread, providing both performance improvements and memory usage reductions.
I have also added a cap on how much immigration and colony statistics data that your game file will retain. Before it was unlimited, which could lead to large save files with colonies that have been operating for a long time. This change should reduce file sizes a bit, along with compression and save times.
There were also bug fixes added that related to lottery, taxation, and the amount of money the game assigned to new colonists. A glitch had arisen where there would be colonists walking around with trillions of dollars in their wallets. A change has been made to where this will no longer happen for new colonists, but if you have existing ultra-rich colonists, they will still be ultra rich.
Now on to the addition of Trash. Human residential structures now generate Trash, and it is up to the user to manage it. Right now there are no negative side effects, so colonies have a change to get on top of the situation. This will be changing soon though. Trash buildup will soon impact the health of the colonists, based on a ratio of trash per colonist. The threshold will be fairly low on trash too, although don't ask me what it is yet, as I will figure out the balancing at the time of implementation.
In a similar way, excess atmosphere will start causing colonist health issues. Once atmosphere surpasses the 15 million mark, colonists will begin getting sick. Unlike trash, the effect is much more subtle, so if you are worried about balancing trash vs atmosphere, I would advise that trash is the larger concern by far. Again, the exact numbers are unknown still, but I will figure out the balancing during implementation.
There were other changes and fixes in there which I don't remember off of the top of my head.
Moving on, I want to talk about what is coming next for My Colony. I already mentioned the changes related to Trash and Atmosphere. I planned on adding a lot more Zolarg this time, but I didn't get around to it. Next time I plan to implement most of the suggestions for Zolarg as found in this thread by @IIIStrife: https://www.ape-apps.com/viewpage.php?p=800
Also, for Premium players, I will be adding a new Creative Mode (offline only). It will basically just be a sandbox mode where everything is free and unlocked, and you can just build whatever you want.
So anyway, that's all I've got for now. Enjoy the update, report the bugs, and have fun!
I'm using Native Client on Windows with Build v0.46.0.
There's no real steps to replicate this as it just happens.
Bug 1:
Many times I click on a building's worker list and find less people working there then listed.
Example: A building listed as 40/40 workers when clicked will only show 3/40 workers and the listed number is updated.
This is quite annoying and hurts production. I can't find a real fix as I have enough unemployed people to fill in all the jobs. Sometimes the employee list will have some people listed as "Unemployed" even though they're on an employee list.
Bug 2:
At random almost all of the production buildings stopped working properly even though they had workers and 100% condition. The buildings produce much slower then they're supposed to or not producing at all. Clicking on the employee list will fix it temporarily, but they can still glitch again. This only fixes individual buildings and this a massive issue for larger colonies who have a lot of these buildings.
This bug can also be combined with Bug 1 above, meaning a building not working could have you click on the worker list and find the building not having the amount of workers as listed.
Edit: Apparently this has been happening to at least a few people. I would like to point out that this can be considered game breaking as these can top production of vital colony resources(Food and water) and can lead to a colony failing.
There's no real steps to replicate this as it just happens.
Bug 1:
Many times I click on a building's worker list and find less people working there then listed.
Example: A building listed as 40/40 workers when clicked will only show 3/40 workers and the listed number is updated.
This is quite annoying and hurts production. I can't find a real fix as I have enough unemployed people to fill in all the jobs. Sometimes the employee list will have some people listed as "Unemployed" even though they're on an employee list.
Bug 2:
At random almost all of the production buildings stopped working properly even though they had workers and 100% condition. The buildings produce much slower then they're supposed to or not producing at all. Clicking on the employee list will fix it temporarily, but they can still glitch again. This only fixes individual buildings and this a massive issue for larger colonies who have a lot of these buildings.
This bug can also be combined with Bug 1 above, meaning a building not working could have you click on the worker list and find the building not having the amount of workers as listed.
Edit: Apparently this has been happening to at least a few people. I would like to point out that this can be considered game breaking as these can top production of vital colony resources(Food and water) and can lead to a colony failing.
0.47.0 chrome First bug ice world has lost the syntho crystal it is no longer on the building bar -Report in another post
when you bulldoze a sugar burner power plant the plant can still be seen until you delete another one by hand .
lastly The tundra bug no longer has any build minu pop at all
when you bulldoze a sugar burner power plant the plant can still be seen until you delete another one by hand .
lastly The tundra bug no longer has any build minu pop at all
Wardog said:I'm using Native Client on Windows with Build v0.46.0.
There's no real steps to replicate this as it just happens.
Bug 1:
Many times I click on a building's worker list and find less people working there then listed.
Example: A building listed as 40/40 workers when clicked will only show 3/40 workers and the listed number is updated.
This is quite annoying and hurts production. I can't find a real fix as I have enough unemployed people to fill in all the jobs. Sometimes the employee list will have some people listed as "Unemployed" even though they're on an employee list.
Bug 2:
At random almost all of the production buildings stopped working properly even though they had workers and 100% condition. The buildings produce much slower then they're supposed to or not producing at all. Clicking on the employee list will fix it temporarily, but they can still glitch again. This only fixes individual buildings and this a massive issue for larger colonies who have a lot of these buildings.
This bug can also be combined with Bug 1 above, meaning a building not working could have you click on the worker list and find the building not having the amount of workers as listed.
Edit: Apparently this has been happening to at least a few people. I would like to point out that this can be considered game breaking as these can top production of vital colony resources(Food and water) and can lead to a colony failing.
I am having the same problem with my note 8. I love this game but these issues make it unplayable. Please fix!
Bast the mods have always made it so hard for you to receive bug reports as the pick and choose what reports they alow posted and delete others .
if we forget to ad in platform they delete it if we forget to add in version they delete it .
Please ask the mod to alest send a message to the poster First before he deletes Critical bug reports and
The mods are making it Harder for you bast as you fail to get many critical bug reports.
So, like a lot of people, I'm getting the bug that's keeping my buildings from producing. They will have employed workers with nobody on duty, and I can click "show workers" and it will fix it for that individual building, but it's obviously a huge pain when you have hundreds of buildings you would need to fix to get things going, plus a lot of times the bug comes right back in a few minutes anyway so it's pointless. I was really enjoying the game before that started happening. Is there anything I can do other than wait for a fix? Is it possible to play an older version of the game and not update it until a fix comes? Has anyone found a way to more easily work around this bug?
Followed your instructions ( Chrome appchach-internals ) Delete Confirmed
Using developer tools ( then right clicking browser reload to do a hard reload ( right click Shows hard reload .
Done .
Bug still present
Update Bug now is also Auto save as well ---The auto save that happens once in a wile when it happens the save will not finish ether requiring a browser refresh to reload game .
but again the game does save .
The only way now to avoid this is to TURN off auto save all together and use Compressed save Only .
Then the game runs normal and saves normal in game and when leaving to main screen .
To reaffirm This failing to Complete a save in game is with normal Uncompressed save And auto save .
And I have verified it across 3 different devices each using chrome ( as long as it is any other version the game is fine .
Please I would rather Live with the bug then have Chrome removed from platforms as I us it 90 % of the time and the game ( both run so well on chrome ) I would hate losing chrome to run ether game .
Using developer tools ( then right clicking browser reload to do a hard reload ( right click Shows hard reload .
Done .
Bug still present
Update Bug now is also Auto save as well ---The auto save that happens once in a wile when it happens the save will not finish ether requiring a browser refresh to reload game .
but again the game does save .
The only way now to avoid this is to TURN off auto save all together and use Compressed save Only .
Then the game runs normal and saves normal in game and when leaving to main screen .
To reaffirm This failing to Complete a save in game is with normal Uncompressed save And auto save .
And I have verified it across 3 different devices each using chrome ( as long as it is any other version the game is fine .
Please I would rather Live with the bug then have Chrome removed from platforms as I us it 90 % of the time and the game ( both run so well on chrome ) I would hate losing chrome to run ether game .
I play on steam, here is my engine settings:
http://prntscr.com/m1kin2 http://prntscr.com/m1kipa http://prntscr.com/m1kirz
I'm still experiencing the bug with multithreaded pathing off.
On 0.78 I can join my region but as soon as I go into any city it corrupts my save file so I can't say if it fixes the bug.
The bug happens on cities created during and before 0.77
EDIT: Oh and I tried to join the web version a while ago with my steam region and I got save file corrupted aswell so maybe the web version doesn't like steam? (0.76)
EDIT 2: I can get into new cities in my region fine (ones that I make on the web) but not pre existing ones. Didn't seem to get the bug on the new cities though I only tested for about 5 minutes.
http://prntscr.com/m1kin2 http://prntscr.com/m1kipa http://prntscr.com/m1kirz
I'm still experiencing the bug with multithreaded pathing off.
On 0.78 I can join my region but as soon as I go into any city it corrupts my save file so I can't say if it fixes the bug.
The bug happens on cities created during and before 0.77
EDIT: Oh and I tried to join the web version a while ago with my steam region and I got save file corrupted aswell so maybe the web version doesn't like steam? (0.76)
EDIT 2: I can get into new cities in my region fine (ones that I make on the web) but not pre existing ones. Didn't seem to get the bug on the new cities though I only tested for about 5 minutes.
I found a bug whereby entertainment buildings will lose all their entertainment slots for colonists, while tourist slots are kept. The entertainment data in Statistics page will also display a negative number (vacant slots: - xx). This will then cause approval rating to start dropping significantly, as I presume the game is seeing that there isn't any available entertainment.
I play in web browser version from the My Colony site.
A few observations :
- Reloading the game fixes it but only temporarily. After some seemingly random amount of time (sometimes only after a few minutes, sometimes hours), the bug returns.
- Tried reloading an earlier save, about 10-15 play-hours before, and the bug eventually returns after a few hours.
Based on what entertainment buildings I have, this affects most such as pubs, hipster bars, pyramids, parks, green domes, stadium. Surprisingly Arcade Center and Colonimulation Hub don't seem to be affected, but building a few of them didn't seem to improve the approval rating from dropping.
Somebody else on the general chat was also affected similarly as well.
Edit : Arcade Center and Colonimulation Hub are affected as well.
I play in web browser version from the My Colony site.
A few observations :
- Reloading the game fixes it but only temporarily. After some seemingly random amount of time (sometimes only after a few minutes, sometimes hours), the bug returns.
- Tried reloading an earlier save, about 10-15 play-hours before, and the bug eventually returns after a few hours.
Based on what entertainment buildings I have, this affects most such as pubs, hipster bars, pyramids, parks, green domes, stadium. Surprisingly Arcade Center and Colonimulation Hub don't seem to be affected, but building a few of them didn't seem to improve the approval rating from dropping.
Somebody else on the general chat was also affected similarly as well.
Edit : Arcade Center and Colonimulation Hub are affected as well.
Found nothing on the topic in forums or missed it.
I am not entirely sure if this is a bug, but everyone I asked about gate limits said they were not sure.
I am having huge spikes on immigrants like 10k+ in less than 10 min from one medium range gate, I thought it was a bug between multiple gates at first cause I had 5 of them. However I am currently having another spike with one gate.
I am playing on Abandoned World so i did expect getting more people than i have housing for. However when I start the game this evening I had huge frame drop from start. Later on I noticed my pop went from 1.6k to 25k. Graph shows it happened pretty much instantly or in one day.
Again not sure if this is a bug as it could be due to high emigration from another colony. Every time this has happened, the colony frankfort was 100% immigration and also the only colony on the immigration list.
When pop starts going down frankfort is off the list. This makes it seem like frankfort is very big since all other colonies are removed when frankfort is on. This would result in huge immigration from one colony if that colony is overpopulated. So from a numbers perspective it makes sense. However not sure if gates have a limit or not.
Again not sure if this is a bug and asked around to confirm if this could maybe be due to the gate not having a limit on number of immi-emigration.
I tried to deal with the prob first time. Vince said frame drop could be due to education, so I taxed them into provery, which resulted in frame recovery. From there on I focused on killing of the extra pop, best way was to turn off all facilities, I just turned of the power hehe. This help and people started dying faster. Went from 30k at its max down to 13k during that time. However just got hit with huge spike again taking it back to 28k. Was afk for few min so noticed it to late.
I am not entirely sure if this is a bug, but everyone I asked about gate limits said they were not sure.
I am having huge spikes on immigrants like 10k+ in less than 10 min from one medium range gate, I thought it was a bug between multiple gates at first cause I had 5 of them. However I am currently having another spike with one gate.
I am playing on Abandoned World so i did expect getting more people than i have housing for. However when I start the game this evening I had huge frame drop from start. Later on I noticed my pop went from 1.6k to 25k. Graph shows it happened pretty much instantly or in one day.
Again not sure if this is a bug as it could be due to high emigration from another colony. Every time this has happened, the colony frankfort was 100% immigration and also the only colony on the immigration list.
When pop starts going down frankfort is off the list. This makes it seem like frankfort is very big since all other colonies are removed when frankfort is on. This would result in huge immigration from one colony if that colony is overpopulated. So from a numbers perspective it makes sense. However not sure if gates have a limit or not.
Again not sure if this is a bug and asked around to confirm if this could maybe be due to the gate not having a limit on number of immi-emigration.
I tried to deal with the prob first time. Vince said frame drop could be due to education, so I taxed them into provery, which resulted in frame recovery. From there on I focused on killing of the extra pop, best way was to turn off all facilities, I just turned of the power hehe. This help and people started dying faster. Went from 30k at its max down to 13k during that time. However just got hit with huge spike again taking it back to 28k. Was afk for few min so noticed it to late.
After several weeks of work and dealing with a suspension from Google Play, My Colony is back with patch v0.98.0, the Zolarg Update! The Zolarg have long lagged behind the Human races in terms of content, and they are still behind with this patch, but the gap is closing, and will continue to close in the months ahead. But this is a good step in the right direction, as this update adds 20 new structures to the Zolarg lineup, as well as a couple of new techs and units, and access to the Abandoned World map. There are a couple of other goodies thrown into the mix as well, so let's take a look at what is new!
Firstly, My Colony is now available to players on the Kongregate platform, which you can find by clicking here. So if you get a new commonwealth member who plays on Kongregate, be sure to welcome them to the My Colony family!
Next up, there has been a long-standing bug related to Entertainment, Medical, and Education stats on certain buildings. This was only reported by certain players, but after finally isolating the bug, I believe more people were probably experiencing the issue, even if they did not realize it. Essentially, a certain condition would lead to a routine in the code that was supposed to check if a building had more guests/students/patients than the building allows, and instead of a greater than symbol in the code, I had accidentally typed an equals sign, which was altering the in-memory game definition for the building class in question, changing the number of guests/students/patients that the game thought the building allowed. This would actually have far reaching effects throughout the entire colony, making entertainment buildings think they did not accept guests, and so on. The game would be fine again once the game definitions were reloaded from memory, but would get messed up again during gameplay.
So anyway, that bug is now fixed. Things like that are easy to miss when there are tens of thousands of lines of code to deal with! Really though, the impact should have been pretty deep on most colonies, so do not be surprised if there are changes to the way the simulation runs now going forward.
I have made a tweak to the existing Zolarg Customs Processing structure, increasing the rate that it receives tourists by about 2.5x. It was just taking forever for new Tourists to arrive on Zolarg maps, and there was no real reason why the building needed to be so slow to begin with.
So now we move on to the new Zolarg content. Since there is so much, I am just going to list everything out and then offer an overview in the following commentary.
New Techs
New Units
New Structures
This brings the Zolarg gift capacity up to 500,000,000, which I believe is reasonably sufficient for any colony. Likewise with storage, Zolarg get another large boost with the upgraded Unholy Tower of Stuff, which has a capacity of 3,500,000 for most goods.
For power generation, Zolarg gain two new power plants, the upgraded Smart Power Spire and the new Ether Powertube. The Ether Powertube is the most powerful, offering 12,000 power generation, but it requires Ether to operate. This is no problem on the Abandoned World map which the Zolarg can now populate, but the structure will otherwise require receiving a gift of Ether or purchasing it from the GBT. There will be more Ether specific structures coming to the other civs as well, and I plan on adding other map-specific resources to other planets too, as I have previously outlined a few months ago.
For those who can't get Ether though, the also-new Smart Power Spire still offers 3,500 power generation, making it no slouch either. Realistically, it would only take a handful of Smart Power Spires to run a full medium sized map.
Zolarg can now be played on the Abandoned World map, which required the addition of the new Regobug and Etherbug, as well as the ability to convert Regolith into Ore using the new Regolith Incinerator.
Now I would rate a Zolarg Abandoned World as "not for beginners," as without proper management, you will quickly run into shortages of Food, Water, and Sugar right off the bat. Ore production is also expensive in terms of Sugar and Regolith, at least until you unlock other Ore generation methods. It is the only map though where Ether can be obtained (for any civ), and it should be fully playable once you get past the initial stages.
Zolarg Alien Tech gets a boost in this update, with much needed "quantum" upgrades for several existing structures. Zolarg also gain Pottery production, automated Wood harvesting (through the new Labor Camp), and automated Crystalline generation (through the Crystalline Growth Chamber). All of these changes make running a Zolarg resource farm a lot less of a chore than it was before.
Obviously there is still a lot more to do with Zolarg, but this update does make it a lot better. Once Zolarg are up to speed on most of the resource generating buildings, they will also need to be filled out with regular diversity type buildings. Things Humans have that make a colony not look so uniform and bland, multiple ways to create and use resources in different combinations. This will all come, it just takes a bit of time!
So there is still a lot more coming for Zolarg in the future, but not in the next update. v0.99.0 will be focusing on the Reptilians, and they will be getting a similar "shot in the arm" that the Zolarg just got in this release. Following that, My Colony will finally be hitting v1.0.0, and I am going to finally stop calling it Beta. I figure after 100 feature updates and countless platform-specific bug updates (152 on Android alone), the game can finally be referred to as 1.0, lol.
To celebrate the 100th feature release of My Colony, I plan on doing a special public edition of the My Colony podcast, where anybody in the community will be free to join me for the recording session, as we discuss the past 3 1/2 years of My Colony and talk about the future! I am either going to use Discord for the recording, or embed recording and group voice capabilities into the My Colony streaming mechanism and record the Podcast while I stream gameplay. I haven't decided yet, but after research, I think adding the capabilities to the site would be trivial. It's just a matter of whether or not I want to take the time to implement them :-/
So anyway, that is all for today's update. It should be rolling out to all platforms over the coming days, so be on the lookout! As always, leave your feedback and suggestions, and stay tuned, because there is a whole lot more My Colony to come!
Firstly, My Colony is now available to players on the Kongregate platform, which you can find by clicking here. So if you get a new commonwealth member who plays on Kongregate, be sure to welcome them to the My Colony family!
Next up, there has been a long-standing bug related to Entertainment, Medical, and Education stats on certain buildings. This was only reported by certain players, but after finally isolating the bug, I believe more people were probably experiencing the issue, even if they did not realize it. Essentially, a certain condition would lead to a routine in the code that was supposed to check if a building had more guests/students/patients than the building allows, and instead of a greater than symbol in the code, I had accidentally typed an equals sign, which was altering the in-memory game definition for the building class in question, changing the number of guests/students/patients that the game thought the building allowed. This would actually have far reaching effects throughout the entire colony, making entertainment buildings think they did not accept guests, and so on. The game would be fine again once the game definitions were reloaded from memory, but would get messed up again during gameplay.
So anyway, that bug is now fixed. Things like that are easy to miss when there are tens of thousands of lines of code to deal with! Really though, the impact should have been pretty deep on most colonies, so do not be surprised if there are changes to the way the simulation runs now going forward.
I have made a tweak to the existing Zolarg Customs Processing structure, increasing the rate that it receives tourists by about 2.5x. It was just taking forever for new Tourists to arrive on Zolarg maps, and there was no real reason why the building needed to be so slow to begin with.
So now we move on to the new Zolarg content. Since there is so much, I am just going to list everything out and then offer an overview in the following commentary.
New Techs
- Mega Construction
- Insectoid Dominion
New Units
- Regobug
- Etherbug
New Structures
- Polished Water Vats
- House of Running Rum
- Labor Camp
- Megamound
- Potterbug's Mound
- Deluxe Command
- Unholy Tower of Stuff
- Glazed Mound
- Smart Power Spire
- Quantum Slab of Processing
- Quantum Wet Cone
- Quantum Circuit Foundry
- Unholy Gold Grower
- Crystalline Growth Chamber
- Tower of Truth
- Antanium Blast Furnace
- Ether Powertube
- Designated Swim Area
- Regolith Incinerator
- Pot of Ether
This brings the Zolarg gift capacity up to 500,000,000, which I believe is reasonably sufficient for any colony. Likewise with storage, Zolarg get another large boost with the upgraded Unholy Tower of Stuff, which has a capacity of 3,500,000 for most goods.
For power generation, Zolarg gain two new power plants, the upgraded Smart Power Spire and the new Ether Powertube. The Ether Powertube is the most powerful, offering 12,000 power generation, but it requires Ether to operate. This is no problem on the Abandoned World map which the Zolarg can now populate, but the structure will otherwise require receiving a gift of Ether or purchasing it from the GBT. There will be more Ether specific structures coming to the other civs as well, and I plan on adding other map-specific resources to other planets too, as I have previously outlined a few months ago.
For those who can't get Ether though, the also-new Smart Power Spire still offers 3,500 power generation, making it no slouch either. Realistically, it would only take a handful of Smart Power Spires to run a full medium sized map.
Zolarg can now be played on the Abandoned World map, which required the addition of the new Regobug and Etherbug, as well as the ability to convert Regolith into Ore using the new Regolith Incinerator.
Now I would rate a Zolarg Abandoned World as "not for beginners," as without proper management, you will quickly run into shortages of Food, Water, and Sugar right off the bat. Ore production is also expensive in terms of Sugar and Regolith, at least until you unlock other Ore generation methods. It is the only map though where Ether can be obtained (for any civ), and it should be fully playable once you get past the initial stages.
Zolarg Alien Tech gets a boost in this update, with much needed "quantum" upgrades for several existing structures. Zolarg also gain Pottery production, automated Wood harvesting (through the new Labor Camp), and automated Crystalline generation (through the Crystalline Growth Chamber). All of these changes make running a Zolarg resource farm a lot less of a chore than it was before.
Obviously there is still a lot more to do with Zolarg, but this update does make it a lot better. Once Zolarg are up to speed on most of the resource generating buildings, they will also need to be filled out with regular diversity type buildings. Things Humans have that make a colony not look so uniform and bland, multiple ways to create and use resources in different combinations. This will all come, it just takes a bit of time!
So there is still a lot more coming for Zolarg in the future, but not in the next update. v0.99.0 will be focusing on the Reptilians, and they will be getting a similar "shot in the arm" that the Zolarg just got in this release. Following that, My Colony will finally be hitting v1.0.0, and I am going to finally stop calling it Beta. I figure after 100 feature updates and countless platform-specific bug updates (152 on Android alone), the game can finally be referred to as 1.0, lol.
To celebrate the 100th feature release of My Colony, I plan on doing a special public edition of the My Colony podcast, where anybody in the community will be free to join me for the recording session, as we discuss the past 3 1/2 years of My Colony and talk about the future! I am either going to use Discord for the recording, or embed recording and group voice capabilities into the My Colony streaming mechanism and record the Podcast while I stream gameplay. I haven't decided yet, but after research, I think adding the capabilities to the site would be trivial. It's just a matter of whether or not I want to take the time to implement them :-/
So anyway, that is all for today's update. It should be rolling out to all platforms over the coming days, so be on the lookout! As always, leave your feedback and suggestions, and stay tuned, because there is a whole lot more My Colony to come!
I got all tecks except ships no uograded captial no ether bug no ether power or pot i gifted the colony with ether still nothing is showing up. Note i etarted a colony in creat mode ether bug was tgere along with all uogrades and new bug b7ildings and ether bug would harvest. Ps abonded wourld base
The broken "Deport the Elderly" function in my test colony is a bug, the vanish vs death wave, was a bug, but colonists now should die if no healthcare in any case, not a bug.
The only two problem (and again, not a bug, just a not perfect implementation) regard the refresh rate. Every 25-30s the game will update the population/house/work/utility, for the better situation, in theory. House with better rating should fill first, same thing with jobs. The other problem regard the houses/works rating system, at least, i don't know how to maneuver it in my favor, it seems causal. Some time one type of building have problem to get worker.
In any case, the update 1.0.0 work perfectly for the 99%, given the very tight implementation times, and the numerous radical changes in the game engine, it is a great success. Too bad that many players do not read the forums, or other information and guides. To bad the other 1% can do little genocide all other the place, and collapse maps for the aging, but, specially for region map, isn't hard to work it (at least for map with low population)
Off course the game will need other change for refine, specially the entertainment building, or utility for crazy dense map (like new tower building 2x2 for fun/medical/school/trash, but i will talk it about soon in other topic), but isn't all bad, specially for low pop map.
The only two problem (and again, not a bug, just a not perfect implementation) regard the refresh rate. Every 25-30s the game will update the population/house/work/utility, for the better situation, in theory. House with better rating should fill first, same thing with jobs. The other problem regard the houses/works rating system, at least, i don't know how to maneuver it in my favor, it seems causal. Some time one type of building have problem to get worker.
In any case, the update 1.0.0 work perfectly for the 99%, given the very tight implementation times, and the numerous radical changes in the game engine, it is a great success. Too bad that many players do not read the forums, or other information and guides. To bad the other 1% can do little genocide all other the place, and collapse maps for the aging, but, specially for region map, isn't hard to work it (at least for map with low population)
Off course the game will need other change for refine, specially the entertainment building, or utility for crazy dense map (like new tower building 2x2 for fun/medical/school/trash, but i will talk it about soon in other topic), but isn't all bad, specially for low pop map.
The baby come from colonists, if the city don't have colonists, you won't have any babies....
With the 1.0.0 the game has improved greatly, no more population bug, no more approval bug, no more worker bug.. the files of the city have been reduced greatly in size.. now we can even have a medium city with 5 million colonists.. before was hard to use 700k, with 1 millions population was very easy to collapse the game.. we can setup a city with 200-500-700k worker in relative short time, we don't need to worry about colonists try to living in a house, and work in the other side of the city.
Now schools, clinics, entertainment building have a purpose, not just for aesthetics.
This is my last city... around 3h for reach the GDP
and the approval
once all building are done, approval stable for the rest of the time.
With the 1.0.0 the game has improved greatly, no more population bug, no more approval bug, no more worker bug.. the files of the city have been reduced greatly in size.. now we can even have a medium city with 5 million colonists.. before was hard to use 700k, with 1 millions population was very easy to collapse the game.. we can setup a city with 200-500-700k worker in relative short time, we don't need to worry about colonists try to living in a house, and work in the other side of the city.
Now schools, clinics, entertainment building have a purpose, not just for aesthetics.
This is my last city... around 3h for reach the GDP
and the approval
once all building are done, approval stable for the rest of the time.
I know that many players have been patiently waiting for the next My Colony 2 update, but now the way is finally over as MC2 has just been updated to v0.31.0, and along with the usual bug fixes, this update brings with it a massive new content dump! So what all is inside? Let's take a look!
If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.
To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.
Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.
New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.
In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.
The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.
From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.
The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.
There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.
On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.
There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.
All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.
To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.
Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.
New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.
In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.
The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.
From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.
The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.
There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.
On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.
There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.
All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
Seeing how you can get a few Bugs ( who ever heard of a few bugs ? ) a few million maybe but a few )
Anyway seeing you can get a few bugs it would be cool to have colony's that can have both bug buildings and human .
But seeing it would be silly just mixing them .
maps could have sections some sections are human some sections bug buildings could be built .
Kinda a bug ghetto thing as we all know they would be oppressed .
Or just one world alone were this is possible . After all I would still loved having a world in which ALL resources could be made .
Ps in real life if bugs got smart humans would not stand a chance we are out numbered billions to one .
Fun fact by weight ants out weigh all humans and accutly eat something like ten times the food we do per year .
Anyway seeing you can get a few bugs it would be cool to have colony's that can have both bug buildings and human .
But seeing it would be silly just mixing them .
maps could have sections some sections are human some sections bug buildings could be built .
Kinda a bug ghetto thing as we all know they would be oppressed .
Or just one world alone were this is possible . After all I would still loved having a world in which ALL resources could be made .
Ps in real life if bugs got smart humans would not stand a chance we are out numbered billions to one .
Fun fact by weight ants out weigh all humans and accutly eat something like ten times the food we do per year .
Chrome .0.44.0
Its minor bug but .0.43.0 you click on a building the stats pop up then you click on the next the stats pop up .
TO Confirm it now takes two clicks . Click on a building the stats pop up then click ( JUST ONCE ) on the next Building .Until you Click again the Stats will not pop up .
Like I say its a minor bug very minor . I already just dobble click every time i click on a building .
Its minor bug but .0.43.0 you click on a building the stats pop up then you click on the next the stats pop up .
TO Confirm it now takes two clicks . Click on a building the stats pop up then click ( JUST ONCE ) on the next Building .Until you Click again the Stats will not pop up .
Like I say its a minor bug very minor . I already just dobble click every time i click on a building .
Greetings everyone, it's time for another shiny new version of My Colony, v0.45.0! This update is a lot smaller than I had planned, but there were numerous bug fixed that I wanted to get pushed out, so I rushed it. It's still solid gold though, do don't worry :-) Here is what's new:
My Colony v0.45.0 Changelog
New Stuff
If it seems like this update is rushed, it was. It's ok though. There were a lot of bug fixes made to pathfinding (again), and colonist/vehicle selection. I also found a bug that was making harvesting vehicles request a new path from the path finder almost non-stop, which is now fixed. This should increase performance and help with mobile battery consumption.
Beyond that, this was mostly a Zolarg update. You might notice they have a new alien artifact of their own, the Alien Relic. This comes from the same ancient alien race as the Alien Artifacts on human worlds, and will open up the Zolarg's own alien tech tree in the updates to come. Eventually there will be three classes of ancient alien resources in the game and combining them will allow each team to unlock the ultimate ancient power in the game! But that is a ways off.
Finally, for premium users, a casual Creative Mode has been added. All building options are unlocked and cost nothing to build, so you can make whatever kind of colony you want. Offline only, of course.
One final thing to note, the server that the web version of My Colony is hosted on is acting up right now. I think I am being throttled because I have used up all of my hosting bandwidth for the month. I expect it to be resolved by Oct 1, and it shouldn't impact the Android/iOS/Windows/Mac/Linux versions of the game, only the browser-based version.
That's all for now, much more to come, and thanks for playing!
My Colony v0.45.0 Changelog
New Stuff
- New Structures: Unholy Pit of Stuff, Unholy Mound of Worship, Unholy Core Mine
- New Resource: Alien Relic
- New Premium Content: Creative Mode
- LIS Black Market Bazzar now randomly gives out a random resource in exchange for 1 coin. Goods are always flowing in through the black market.
- Unfinished changes to the 'New Game' flow
If it seems like this update is rushed, it was. It's ok though. There were a lot of bug fixes made to pathfinding (again), and colonist/vehicle selection. I also found a bug that was making harvesting vehicles request a new path from the path finder almost non-stop, which is now fixed. This should increase performance and help with mobile battery consumption.
Beyond that, this was mostly a Zolarg update. You might notice they have a new alien artifact of their own, the Alien Relic. This comes from the same ancient alien race as the Alien Artifacts on human worlds, and will open up the Zolarg's own alien tech tree in the updates to come. Eventually there will be three classes of ancient alien resources in the game and combining them will allow each team to unlock the ultimate ancient power in the game! But that is a ways off.
Finally, for premium users, a casual Creative Mode has been added. All building options are unlocked and cost nothing to build, so you can make whatever kind of colony you want. Offline only, of course.
One final thing to note, the server that the web version of My Colony is hosted on is acting up right now. I think I am being throttled because I have used up all of my hosting bandwidth for the month. I expect it to be resolved by Oct 1, and it shouldn't impact the Android/iOS/Windows/Mac/Linux versions of the game, only the browser-based version.
That's all for now, much more to come, and thanks for playing!
Is there any knowledge on how far the devs are on fixing the bug where employees stop working for no reason at all?
Because until that bug is fixed, this game remains greatly unplayable.
Because until that bug is fixed, this game remains greatly unplayable.
bug bug gets bug this is because it prevents us from producing a lot of resources and therefore to sell and therefore to have aluminum
Many times versions automatically download but not for sometimes days after release. Is there a way I can manually update my build versions. Also do all platforms get updated at once or do certain platforms get updated before others? I have a bug I'm experiencing where many of my buildings aren't producing the materials they're supposed to even though they're full on workers who are currently working there. I want to make an official bug report but my version is still build .45 and I'd like to get the most updated version to make sure it's still there before I make an actual bug report.
So if there a way to manually update the game without deleting any save data? (I don't know how to back up my game saves.)
So if there a way to manually update the game without deleting any save data? (I don't know how to back up my game saves.)
No option missing. If you read the descriptions you'll see.
To create an online colony that is not under another player (UE, LIS, Zolarg) you create an offline colony first then put it in online mode.
Also, I moved this post out of the Bug Reports section since you did not include any of the information required for filing a bug report and due to this not being a bug.
To create an online colony that is not under another player (UE, LIS, Zolarg) you create an offline colony first then put it in online mode.
Also, I moved this post out of the Bug Reports section since you did not include any of the information required for filing a bug report and due to this not being a bug.
lord there was and may still be a rare money bug two accutly .
one that when you leave and reenter the game will take every coin you have .
if you see it right away coins will read NAN then restart at 0 .
the other sometimes the colonists will get sure wealthy having 100 of million of coins each .
the suer wealth bug has probly been fixed the coin lose bug may not be as it is so rare he may not have found the cause yet.
no amount of buildings tax will wipe 3 million coins and you would have to be paying a 100 k over 30 - 50 coins in what ever jobs to hit that kind of payroll .
one that when you leave and reenter the game will take every coin you have .
if you see it right away coins will read NAN then restart at 0 .
the other sometimes the colonists will get sure wealthy having 100 of million of coins each .
the suer wealth bug has probly been fixed the coin lose bug may not be as it is so rare he may not have found the cause yet.
no amount of buildings tax will wipe 3 million coins and you would have to be paying a 100 k over 30 - 50 coins in what ever jobs to hit that kind of payroll .