Search - Convert

I like the idea of adding a unique resource for each type of planet, but what about this as an option.

Each type of planet has 1 resource that is exceptionally abundant, such as rust or iron on a mars type planet. But then also have a building that can convert that unique resource to other types. Maybe giving you the option to choose what you convert to, such as a building that converts iron to steel or to ore. That way if you are mid game and short on a primary resource, you can convert your local abundant resource to something that you lack.
4y ago
dominusprime said:I love the idea of a military aspect in this game but... I think your ideas on it will convert it into a war game.
I've given it a lot of thought (obviously so have you.) and think it would be cool to build military units and have the option to attack alien planets in order to expand your empire or to defend from alien. Attacks but in order to prevent this from turning into a war game pvp should not be part of that aspect.


My ideas wouldn't really convert it into a war game. Since the majority of players are colonies, military would be of little importance to them.
7y ago
This post is about My Colony downloaded from the Windows Store. It does not impact the desktop Native Client downloaded from the Ape Market.

This spring when Microsoft releases the "Redstone 4" update to Windows 10, My Colony will switch from being a completely packaged 'Universal Windows' app to a 'Hosted Web App,' or Progressive Web App. Most end users should notice very little difference, other than the slide-out menu and popup dialogs looking a bit different than before.

This change reduces the Windows 10 app package from over 200mb to about 1.5mb. It also speeds up development time, as repackaging the app for Windows 10 will no longer have to be done for every release, and end users will receive the latest updates without even having to download an app update.

Most users of the Windows 10 app probably do not even realize that the app had been a Hosted Web App from its first release all the way up to v0.40.0 which was released just a few months ago (in August). For those who do not know, a Hosted Web App is essentially just a web browser window linked to the Web version of My Colony. What makes it different than just using the web browser is that Hosted Web Apps also have access to native Windows API's, such as the ability to save games to the local file-system, making them a bit more capable than just playing the game through a normal browser. The Hosted Web App container also theoretically has less overhead than a full web browser.

The reason I switched away from using the Hosted Web App model last fall was because I wanted the Windows client to be more stable than the Web client during updates. As many players on the Web know, things can get messed up during the few days that an update is taking place. In addition, the Hosted Web App would not always work properly when the user did not have a good internet connection.

So why switch back? The next major release of Windows (Redstone 4) brings support for Service Workers, one of the key components of Progressive Web Apps. Service Workers, among other things, allow a website to cache data in a way that makes them 100% usable whether there is an internet connection or not, just like an app downloaded from the store. Chrome already supports Service Workers which are active on the Web version of My Colony (which is why Web users need to do a 'Hard Reload' any time changes are made during development cycles). Also, I have recently made changes to Ape Web Apps which will allow me to keep the Hosted Windows version of the app back on the current stable version until the in-development update is ready for release.

Finally, a major factor in the decision comes down to the future of the "Universal Windows Platform" (UWP) itself. Truthfully, not too many people download My Colony from the Windows Store. Many organizations have been ditching their Windows Store apps recently, and it is easy to see why. Now that Microsoft has totally abandoned the Windows Phone, the UWP platform really doesn't make much sense any longer, particularly considering how gimped the UWP API is compared to traditional Windows Desktop applications. The difference in capabilities between a UWP app and a Web App are minor, and a game like My Colony really does not benefit much from being packaged as a full UWP app anyway. Given this and just the time and effort it takes to package, compile, and submit a new UWP release of My Colony every week, it just makes more sense to convert this game back to a Hosted Web App like it was before.

I actually think that Progressive Web Apps are going to be the future for a lot of things anyway. I am also looking into turning the iPhone version of My Colony into a Hosted Web App at some point, as the game's usage on iPhone is also fairly low. Android will probably not be switched over though, since it accounts for about 90% of My Colony players and I don't want to nuke the server. The Native Client desktop versions will also not be converted at any time. I feel like those are the versions that will still be around in 20 years when all of the app stores and mobile platforms are history.

Now maybe someday when My Colony is a mature game and I am not making such frequent updates, I will convert it back to a full packaged UWP app. But right now when I am updating the game every week, it just takes a lot of time to be constantly updating the game on every platform.
6y ago
If we use the launcher, will it convert them automatically or will we still need to uninstall any/all apps to 'convert' them to the new style?
6y ago
It would be a nice premium feature if you could convert existing cities into regions, with that one city being a part of the new region.
5y ago
Hello everyone!
Do you miss Sandbox from My Colony 1? Well then miss no further! This mod is just for you.
NEW VERSION- UPDATED FOR 0.7.0!
DOWNLOAD (1.1.1/newest):

Features:
- All buildings cost 0 resources (free)
- Storage buildings now store 9,999,999 of their resource
- Really cool logo
- Rovers move insanely fast
Known Issues:
- No resources are being given to the player at game start (Engine bug/not necessary/will fix later)
Usage terms:
Use how you want. It's up to you. Credit me if you'd like, it's appreciated.



CHANGELOG

V1.0 (Release) - 23 Mar 2021


V1.0.1 (Hotfix) - 23 Mar 2021
+ Added the Ore Fracking Operation (Removed by accident)
* All production buildings now produce 9,999,999 resources per 1 tick
* All conversion buildings now convert 1 input resource into 9,999,999 output resources per 1 tick
* 9,999,999 of every resource is given to the player when game starts


V1.0.2 (Hotfix) - 23 Mar 2021
- All conversion and production buildings now produce or convert resources at the vanilla rate
+ Fixed bug where rovers would be stuck extracting 9,999,999 resources from a deposit


V1.0.3 (Hotfix) - 23 Mar 2021
+ Raw Materials Depot now costs 0 ore as opposed to 25 (Thanks @Vanguard )


V1.1.0 (My Colony 2 0.5.0) - 26 Mar 2021
* With the addition of new Utilities, buildings now require 0 Utilities. This means that you could need at least 1 Utility generated to make sure that the buildings work.
* All new buildings now cost 0 materials

V1.1.1 (My Colony 2 0.7.0) - 20 May 2021
* Updated all buildings to 0 cost and 9,999,999 storage.
3y ago
One issue I find is managing my atmosphere.

Maybe there could be an advance atmospheric scrubber where it turns on when the atmospheric pressure hits a value that the player can set. That way, we dont have to worry about managing atmosphere. It can use up resources like software and water to keep the electronics of the building running.

Another thing that I think would be cool is adding nuclear waste as a material. Reactors can produce this after using up uranium, and the uranium refineries can be used to convert the waste back into useful product.

Another idea is a fusion reactor. It can produce lots of energy from using helium 3 as fuel and lots of water for cooling. It can produce small amounts of uranium, gold and aluminium as a byproduct of the fusion process, but to balance it out, it can be a very big building and also use up microchips and robots due to the reactor needing to be serviced a lot. It could be upgraded so that it incorporates alien technology to create a something like an artificial small star reactor that uses less materials to run, but needs ancient instructions, nanites and artifacts.

And my final idea is cyborgs. There can be a building which can convert people into cyborgs, meaning that they no longer need food, water and do not age, however, they now need lots of power to keep them alive.
2y ago
It's still a really hard planet to play. The synthetic crystalline is supposed to regenerate, but (at least for me), it isn't as of now. The problem this creates is that you'll run out of crystals, and then run out of regolith, and you unless you've been extremely careful you won't be able to regenerate enough synthetic crystal to keep your regolith furnaces burning.

Thankfully, I've finally gotten past that point. You have to be EXTREMELY conservative with resources, especially regolith (don't build too many furnaces, or if you do make sure you deactivate surplus, and don't convert too much into ore, you can always do it later). But if you prioritize research early on, you can eventually get a nuclear reactor. At which point you can move on without worrying about running out of fuel for your power stations. My colony is up to 330 now.
7y ago
I love the idea of a military aspect in this game but... I think your ideas on it will convert it into a war game.
I've given it a lot of thought (obviously so have you.) and think it would be cool to build military units and have the option to attack alien planets in order to expand your empire or to defend from alien. Attacks but in order to prevent this from turning into a war game pvp should not be part of that aspect.
7y ago
Wardog said:
My ideas wouldn't really convert it into a war game. Since the majority of players are colonies, military would be of little importance to them.

What about the independent/colonies that wishes to not get attacked and remain peaceful/neutral?(aka, to Not get involved)
7y ago
So, my idea is about a planet that start off at a high atmosphere and forces the player to survive in harsh environments until they lower the atmosphere to below 15 million. The pictures below are for the UE game style, I will include LIS later, but my pictures and description below should be good enough for bast to just plop everything into place in case he happens to like my idea enough to include it in the game.

Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.

This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.

Here are the playing styles for LIS and UE:

UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.

The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.

Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.


As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
7y ago
Is there a way to convert my offline save into an online save? I'm quite advanced in my offline save and I don't feel like starting from the beginning.
7y ago
bastecklein said:
How do you deal with every other resource in the game that has storage requirements? The existing storage options should provide ample space for a reasonable amount of resources. There is no purpose in having billions of any particular resource. You would have the same numbers of everything else if they didn't have storage requirements either, but nobody ever thought that was an issue.


Something changed in your attitude since we last discussed about the hack. I agree something needed to be done and some changes could have been done better.

I have a zolarg colony and just discovered antaura. It is common for a zolarg colony to easily have 1-2m aluminum in my opinion as compared to other races. I maxed out my storage and could only have 800k+ storage for aluminum. Previously can convert excess ant paste and antanium to aluminum. Now it seems you imposed aluminum is reasonable only if it is btw 1-2m. If that is the case rather than cap it with storage limit and decay why not impose an Emperor tax to bring these levels down and remove it from the economy. I think most players would have appreciated if by imposing these restrictions you give them a heads up and chance to realistically improve their storage capacity. Else might as well carte blanche tax the resources to a level you deem proper as there is no way to store. I am ok with the 2b tax hit as it was amassed thru aluminum trading, just feel zolarg should have a bigger aluminum storage as they are the only race atm able to mass produce it.

Also, for new players, there isnt any incentive to watch the propaganda ads anymore since it might give me something which I have no storage for it and just decay until I have the storage for it.

As for regulating GBT trade, increased civics is a hidden cost. It invariably drives up the prices as players would factor that in. Until the prices rises to a point most players feel worthwhile they would not trade. New players are the ones with the greatest need to trade as they need money and resources. With a depleted pool and high cost, it would deter players from entering the market. Requesting to buy/sell 50k essentials like water and food should not cost 5k civics.

I will hold on from going into my other colony until I figure the changes out first and plan my solution to the recent changes.

Thats all for now. Give it time and everything would work itself out as everyone used to say
7y ago
First off, agreed that this website is eye piercing at night, there really needs to be a darker colour scheme that you can possibly choose in settings.

Sending messages is pretty bad I have to agree. 120 characters is not much and usually ends with splitting up your message into several mails where it could have been said in just the one. However I don't believe the solution is lengthening the character limit. I would like to see a building added to the game where you can open chatrooms with people you know the charter code of, similar to your commonwealth chat option. That would made communicating much easier if you just have a building with a bunch of names of colonies you know the charter code to and when you click it there's your conversation. Extending the character limit to 200 wouldn't hurt either, but could just be used for smaller messages. If the chatroom building isn't added (which I don't think it would be, at least for a while) the character limit does need to be changed and its not terribly difficult to change the value.
Also, while having your mail come directly to your account instead of your colonies could be a good idea if done correctly. For instance the mail would have to say which colony it was meant for or you wouldn't know the context of the mail. But the main problem I see with this is that you only go online when you enter your colony, if you are just on the main screen you aren't really online.
Just FYI premium users have no additional benefits regarding the messages, Vac.

About your trade section, you gain access to larger trading sizes later. The largest comes from the hall of congress which gives you the ability to trade 500 million of anything (but the hall of congress is the most expensive building in the game). Your trading resources directly with other places is already a feature, it is called the Galactic Board of Trade (GBT). However the GBT only trades resources for money, it could be interesting to trade any resource for another amount of resource. But that sounds very hard to actually set up because everything would be in different units. It's just easier to convert everything to the same units, aka money. You can sell something, get the money for it and use that money to buy other resources on the market. Not that hard to do.

With your aid idea, you can already do that. If some base is starving and they tell you about it you can send food to them. It's not going to kill you to help out, although most of the time you only see colonies with problems in your own commonwealth. Sending population would speed up the game, the game is already a good speed if you know what you are doing. I feel like being able to send people would kind of break the game. The first thing I would do is make a new base, send a bunch of resources from my main base and then have another base filled with landing pads so it can effectively send infinite people and your new base would never need to wait for anything. Breaks the pace of the game. The colonists you would send have no reason to leave that colony off the edge of their map, there's nothing but that base on that planet.

What I, personally, would like to see is multiple people inhabiting the same planet, which could be either cooperation in building the same colony or two individual colonies in separate places but can interact. You can open trade routes between you and the other colonies, grow your colony large enough to eventually meet with them. I know bast doesn't want any sort of war, so we will only get peaceful options with our fellow planet colonists. Anyways, just a thought.

6y ago
Well, this is good and bad. It would be nice to be able to just set the game down and generate resources for a while and come back to a monstrous amount of it. However, later in the game you cannot gain all resources on a single map (unless you are LIS) but you still have buildings that use those resources you cannot use. If you leave the game running offline you run the risk of running out of those resources you can only import. Atmosphere is also a problem, this is because after you max out the categories of atmosphere (15 million) it is your job to maintain a healthy atmosphere level. When you are generating and consuming tens of thousands of atmosphere at any given time its almost impossible to find a balance where your atmosphere doesn't really move. So either you would leave your game off, generating unhealthy amounts of atmosphere causing your colonists to get sick and die, or you consume all of your atmosphere leaving you with no atmosphere to convert to water causing your colonists to die. No thank you I'm fine with the colony stopping everything when I go offline. Also my base seems to create problems where there are none and just randomly start rioting and killing each other even though I have all the necessary parts to a successful base. 750k population just bugs the game out I guess o.o

At best, make offline production optional and to use at their own risk. But that's a lot of unnecessary work for not a widely used feature.
6y ago
Who said that it would be easy to mass produce set materials. I would love to get a machine that will convert ore whit alien artefacts in to regolith.
6y ago
Would have to work opposite most resources, since it's supposed to be a negative, but that would be a cool world to set up, one where you import garbage for money and convert to plastic and sell for more money.
6y ago
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.

Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.

More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.

Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!

Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.

Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!

Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.

Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.

Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.

Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!

Purpose: Hovers, lets you harvest Aluminum after eruptions.

Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.

Purpose: Hovers, can Harvest gold in lava fields.

Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.

Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...

Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.

Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.

Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.

Water Pools resist Eruptions

I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.

Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.

Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!

Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.

Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.

Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.

Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.

Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.

Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.

However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.

Pits would spawn like massive rivers to begin with.

The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.

If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.

Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.

Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.

Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D

Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3

Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.

It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.

Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.

You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.

Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.

Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;

Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.

Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.

Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.

Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.

That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
6y ago
My Starship has just been updated to v0.7.0, the full changelog of which you can see in the original post for this thread.

This update adds critical infrastructure to the game, and because of work completed with this release, the game is about to get a lot more exciting in the coming versions.

My Starship v0.7.0 adds the concept of Factories, and the critical new resource Starship Parts. These two new features, when combined, are going to allow for some of the most requested additions to the game in the coming updates, namely ship upgrades and the purchase and sell of starships.

The Factories also add a new dynamic, as planets begin to convert raw materials like Ore and Gold into manufactured materials like Steel, Microchips, and Starship Parts. This alters the mix of which resources are needed at each planet, opening up new pricing structures and trade opportunities, when a player learns which resources are needed at which planets.

For users playing an existing game, existing planets will construct new factories as the necessary resources become available. That said, it is suggested that you start a new game with this release, as planets will begin with several factories right at the start, greatly speeding up the time required to get the new resource production mechanisms up and running.
6y ago
@Gothis , glad you like the game. Like most of my stuff, it is not really feasible to just throw it to GitHub and make it open source. I use shared libraries across nearly everything, and the way things are so intertwined, you can't really take Death 3d as it is written and run it outside of the apewebapps.com environment. Same applies to all of my games on here. It would actually be a significant undertaking akin to just rewriting the game from scratch in order to completely decouple it from the rest of Ape Apps.

If you want to make an old school Doom clone, your time may be better spent writing your own. There are many tutorials on Ray Casting, which is the principal I used in Death 3d. I actually got the idea to make Death 3d when I was searching the web one day for something unrelated and found this tutorial:

https://dev.opera.com/articles/3d-games-with-canvas-and-raycasting-part-1/
https://dev.opera.com/articles/3d-games-with-canvas-and-raycasting-part-2/

His code renders everything using the DOM, but it was trivial to convert it all to using the Canvas instead, which allows for much higher resolutions and faster performance.

There is another article here where a guy made a simple JS ray caster with 265 lines of code:

http://www.playfuljs.com/a-first-person-engine-in-265-lines/

I used some of the concepts in this article when working on the code for the floors and ceilings:

https://lodev.org/cgtutor/raycasting2.html

Finally, many sources on the net regard the following article as the best introduction to the raycasting concept. You should read through all of it to begin with:

https://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/

Good luck!
6y ago
Hi,

Ore-Refinery makes sense. There is ore and there is steel. The Ore-Refinery converts the ore into steel.

But what are gold-refinery and aluminium-refinery doing? There is not gold ore or aliminium ore resources. or golden steel or aliuminium steel. So nothing to convert.

But what are gold-refinery and aluminium-refinery doing? I didnt understand it yet. But playing the game now only for two days or so.
6y ago
It would convert installed apps automatically.
6y ago
Ah ok, so in that case only the launcher would need a reinstall to convert it or will it be automatic too?
6y ago
No, I think you are right, basically aluminum and gold refineries just store them, they don't really convert them. For instance, I've been able to collect and build with aluminim without ever building an Al refinery. The gold refinery is early game tech (for humans, at least) so maybe it has to be built before you can get the mint? Not sure. You raise a good point.
6y ago
@builderbot - as colbya said, it could take an hour or longer to fully convert/update.
5y ago
It would be nice if you could convert any road type to any other road type when you open up a road menu. Even if it is for full price. The reason is that I would like to have all aluminum roads at this point in the game but I have so many roads zig zagging all over the place it would take forever to delete roads by hand and re pave them. Seeing as how you dont really have a choice on which roads you can build early on in the game (due to lack of aluminum until you can increase production much later)
5y ago
The resources are going to be Ore and Gold, but they both just convert into Money. Gold just brings in more money per unit.
5y ago
if you double click or hold finger press on one on phone it selects all bots of same type, so you can make them all harvest.
and there is an option to fix everything, but it's in your consulate/capitol, under policies there is "repair infrastructure" one that fixes all the buildings.

Also, nunez, if you convert the res value into cash it's never cheaper to rebuild than fix, also, takes forever to get to state where they'd break anyway and it would be mega annoying since super easy to miss that one random building is missing.
5y ago
Will it ever be possible to convert existing singleplayer maps to a regions subcity? I really don't want to start over but regions sounds really efficient.
5y ago
There is a life form out in space that threatens to devour the entire universe. Inspired by the infectious Phazon planets in the metroid prime series, I give you the "living planet". It's sole purpose is to grow giant spores that travel to other planets and infect them, slowly turning the entire planet into another living planet.

The most basic material that makes up all of the living planet is, for now we'll call it "corruption," but I'm sure bast could think of a better name. This corruption can exist in many forms and eats rock and metal alike to produce more corruption. This is how a planet is converted eventually. Any living thing that comes into contact with this material will ether quickly be consumed by it, or in some rare cases, transformed by it into horribly mutated, feral creatures, also known as the "turned". These creatures will then attempt to drag colonists away and expose them to corruption. Corruption also can't be stored in containers made of anything but plastic or Steel, as both aren't natural materials and can't be broken down by corruption.

The way that we would apply this to My colony is this: Create a map composed of two terrain types, ground, which consists of solid corruption, which isn't harmful to colonists and can be built on, and then for the second terrain, pools of corruption should be generated on the map. This terrain can be traversed but not built on. Corruption can be collected by corruption bots, which can't be harmed by the material, and then that corruption can be converted into regolith(rock), crystalline, gold, aluminum, and uranium. Ore must be obtained via regolith the old fashioned way. Colonists that venture into the pools of corruption are either killed immediately or turned. These turned would then seek out other colonists and drag them into the pools of corruption. The only way to stop colonists from venturing into those pools would be to put up walls around them, but that would also prevent you from harvesting the resource. Even if no colonists become turned, I would still spawn turned creatures on the map from time to time. And I would spawn more depending on the gdp of the colony. as colonists start taking from the planet, it gets angry and sends it's hordes after them(factorio inspired this idea, since you get attacked be biters for polluting the air).

In order to combat the turned, I recommend implementing security turret walls that fire at them, and a mobile bot that fires atthem as well. Bast can decide if the turned could fight back against these and damage them, but I think it would turn that planet into more of a zombie apocalypse map than an mc map if you constantly had to worry about maintaining defense. Stronger versions of the bot and turret could be added for late-gamers as well.

In order to kill corruption efficiently, you must apply ether. Otherwise corruption has to be electrified to convert it back to rock and metal, and the process is very slow. Ether and corruption annihilate each other to produce the rocks and metals once consumed by the corruption. A lot of pure energy is released as well. You can actually terraform the planet into an earth-like planet as well by injecting ether into the planet. The ether would spread towards any corruption left inside the planet and destroy it. But this would require many millions of ether and you wouldn't be able to obtain any more corruption from the planet. Certain buildings could use ether to more efficiently turn corruption into certain resources, and since pure energy is created once the two resources annihilate each other, you could make a pretty potent power plant that uses the two and generates massive amounts of regolith as a biproduct, and this could be done on other planets as well, making corruption and ether high demand resources in gbt.

This map would be a very hard map to play, possibly death level, but maybe just brutal. The most dangerous factor is the turned. If you are building ample security then you should be fine, but the don't think you can just build a huge colony without defending it, because you could get quickly overwhelmed and wiped out. Once the planet is terraformed into an ether planet, the turned die out and rivers of water should replace the pools of corruption.
5y ago
TheSnives said:Will it ever be possible to convert existing singleplayer maps to a regions subcity? I really don't want to start over but regions sounds really efficient.


No. Well, probably not.
5y ago
I am currently putting the finishing touches on My Land v1.26.0, and it should be hitting all platforms within the next couple of days. This update is not necessarily large in terms of new content, but it includes a major conceptual change that will allow the game to move forward over the next coming updates. Also, thanks to the persistence of @DKMK100 , I will be moving My Land up to a more rapid and regular release schedule, closer to the pace of My Colony, while I ramp up the content and add exciting new features to the game engine. So, what has changed in this release? Let's take a look!

For starters, one of the main things that has held My Land back was the fact that the game had only one real resource, money. There were a lot of things I wanted to do in the game, like combine the crops you harvest into other things for instance, but I was unable to since the engine was limited to only one resource type and it was going to be a slight undertaking to change that.

Well, for this update I decided to finally change it, and the game now supports more resources than just Money! In order to accommodate this change, I also introduced the new concept of resource storage to the game, which is indicated by a new HUD meter at the top of the screen.

All resources share the same general storage pool, since I don't want the game to become quite as complicated as My Colony/Antiquitas. You start the game out with 0 storage capacity, and you increase your capacity by building one of this updates' new structures, Silos.

If you have free storage space in your Silos, produce that you harvest will be sent to the silo. Otherwise, it will immediately sell for money like it always has. To indicate this new behavior change, crops that are ready to harvest now show a Scythe icon instead of the previous "bouncing dollar" icon. To manage your storage, there is a new Storage item in the main slide-out menu. From there, you can see everything that you have sitting in your silos, and you can sell it for money if you want. Also, now when you plant new crops, you will first use the seeds that are in your Silo before purchasing new ones for money.

Finally, this update adds one new crop, the yummy delicious Watermelon!

The best part of this update is the new game mechanics that the new storage and resource system will enable. The next thing I plan on adding is a new class of structure that will convert combinations of existing resources into new resources. For example, a mill that turns your wheat into flour, which can further lead to an oven that turns flour into bread, which can further lead to a new bakery tourist attraction. So we are really going to be entering a whole new "era" so to speak, in terms of new My Land content and capabilities. It should be exciting!

As I said before, My Land fans can thank @DKMK100 for catching me on chat and shaming me into blowing the dust off of My Land. The updates are going to be coming a lot faster now, so be on the lookout. I may try to build My Land up to the point where it can be worthy of a Steam release by this fall. For fans of the game though, rest assured that, even with all of the new content and capabilities on the way, I plan to keep the gameplay of My Land similar to how it is now, and I will not be adding a ton of complication like you would find in My Colony. So stay tuned, there is a lot more My Land to come!
5y ago
I am just putting the finishing touches on My Land v1.27.0 and it should be hitting all platforms within the coming days. There are a handful of exciting changes and updates in this release, so let's take a look at what's new!

Firstly, the Harvester has gotten a bit of a boost in this release. Now whenever the Harvester is just sitting there idle, it will automatically seek out crops that are ready to harvest, and then go do the work! It's not perfect, and the pathfinding is a little dumb compared to My Colony as I don't want to bog My Land down with some of the performance problems that pathfinding can cause on My Colony. That said, it does generally work. When you have the Harvester selected, it is automatically switched into manual mode, and goes back to automatic when you deselect it. That way the Harvester does not try to go and do it's own thing when you are trying to use it manually.

Two new storage resources were added in this update, Flour and Bread.

Flour is created at the brand new Flour Mill structure, which you can now also buy. The Flour Mill is a wind powered mill that converts stored Wheat into Flour. If I remember right, I made the ratio 6 Wheats = 1 bag of Flour. This is the first structure which can actually convert one resource into another, and the code added to the engine to make this possible is going to unlock a bunch of fun new stuff in the coming updates.

The other new resource Bread is both created and sold at the also new Bakery structure. The Bakery is a visitor destination structure like the Pizza Stand, except it is also a production facility like the Flour Mill, in that it creates Bread also. The Bakery turns 1 bag of Flour into 5 Breads. When a Visitor walks by your Bakery, they will also purchase a loaf of bread for higher than the price that you can sell it for straight up on the Storage screen (if they have the money). The Bakery also raises your land attraction rating.

In addition to the above mentioned content, there were a handful of minor tweaks and bug fixes added in this release.

The next few updates are going to continue to focus on adding new concepts and capabilities to the engine. Once I get everything how I want it, it will be all content from there on out. Next, I want to add a Shed type of structure that can store your Harvester and Lawn Mower, and maybe also a Barn that animals can go inside of. I also want to add extra options to the animals. For instance, right now you can click on a Cow and get the option to sell. Instead, I want to design a new popup window with options like Sell, Milk (to get a new Milk resource), Slaughter (to get Beef), etc. It will be different for different animals, like you can get Wool from the sheep. These new resources will in turn allow other types of structures. I also want to add a way to expand the size of the farm property, and a way to increase the Visitor limit of the property.

So that is it for today's update. It will be hitting all platforms within the coming days, so be on the lookout, and thanks for playing My Land!
5y ago
Totillity1 said:
By endgame I mean you've unlocked every tech and there isn't really much else to do except grow your colony. Right now, this is pretty hard. Yes, research converter helps, but you can't just build a ton of research converters and supply your whole colony with that. And it'd be nice if there was a specific building to produce each resource. Having maps of converters is sort of ... inelegant.


It's hard only at the begin. After few map, everything become possible. Convert, like the old version "black market", are fantastic for make material even not available for LIS (market) or human.
5y ago
Unfortunately with the amount you can annex for a single city there's no real way to be able to do that
5y ago
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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