Search - EZ Calendar delete multiple entries
I don't see this posted anywhere, so I'm posting it as a possible bug.
A detailed description of your issue:
Messages require multiple entries to delete, if you do anything besides read the message.
Steps to replicate the issue you are having.
Open message to read it. Click 'send message'. Send the message. Hit Delete -- nothing happens. Hit 'Nevermind'. Go back into the message. Hit 'Delete'. Message deletes.
The platform for your game
Win10
Version of My Colony (this can be found on the title screen)
.43, .44
A detailed description of your issue:
Messages require multiple entries to delete, if you do anything besides read the message.
Steps to replicate the issue you are having.
Open message to read it. Click 'send message'. Send the message. Hit Delete -- nothing happens. Hit 'Nevermind'. Go back into the message. Hit 'Delete'. Message deletes.
The platform for your game
Win10
Version of My Colony (this can be found on the title screen)
.43, .44
EZ Diary sorts by latest entry.
Can I sort it by diary date?
I am adding some entries from 2021, so now the list of entries on the screen is not in date order.
Can I sort it by diary date?
I am adding some entries from 2021, so now the list of entries on the screen is not in date order.
Why am I not able to print a background image on the month of the calendar from my andriod phone?
Some users on Windows 10/11 have been reporting that EZ Diary entries are missing after the recent update. I am not sure of the cause yet, but you have be able to find them using the current steps.
First open the file manager and navigate to the C:\Users folder. In Users, there should be a folder that is named after your Windows account username. Open that up, and in there you want to open a folder called AppData. This folder is hidden by default, so if you can't find it, you need to go to Folder Options -> View -> and Show Hidden Files.
You then browse to the Local folder, then the Packages folder. In there should be a folder called 61083ApeApps.EZDiary_d2yynnfvsn014f or something similar. Open that up, and then there is a folder called LocalState. That would be the location where Windows stored your EZ Diary files if they are still there. The entire path looks like this:
If your Diary files are in there (they will have a .ezj file extension), just copy them out of that folder and put them somewhere you will remember. You can then open them by going to the Folder icon and Open Diary within the EZ Diary app.
Hope this helps someone!
#ezdiary
First open the file manager and navigate to the C:\Users folder. In Users, there should be a folder that is named after your Windows account username. Open that up, and in there you want to open a folder called AppData. This folder is hidden by default, so if you can't find it, you need to go to Folder Options -> View -> and Show Hidden Files.
You then browse to the Local folder, then the Packages folder. In there should be a folder called 61083ApeApps.EZDiary_d2yynnfvsn014f or something similar. Open that up, and then there is a folder called LocalState. That would be the location where Windows stored your EZ Diary files if they are still there. The entire path looks like this:
C:\Users\YOUR USER NAME\AppData\Local\Packages\61083ApeApps.EZDiary_SOME RANDOM CHARS\LocalState
If your Diary files are in there (they will have a .ezj file extension), just copy them out of that folder and put them somewhere you will remember. You can then open them by going to the Folder icon and Open Diary within the EZ Diary app.
Hope this helps someone!
#ezdiary
Hi,
Every time I start my EZ Calendar Maker all the labels are shifted to a day earlier (on both versions Android and Windows).
This has messed up all Birthdays.
Has anyone a solution?
Thanks in advance
Luigi
Every time I start my EZ Calendar Maker all the labels are shifted to a day earlier (on both versions Android and Windows).
This has messed up all Birthdays.
Has anyone a solution?
Thanks in advance
Luigi
1: In the main statistics menu there should be an option at the bottom to allow you to switch between offline and online mode. http://prntscr.com/lzmntv (In offline mode it should replace local with online) but be careful as this resets all your resources.
2. In the top right corner of the screen there is some icons. If you click (or equivalent) on the bulldozer and then on a building or path you will delete it (This doesn't give you any resources, unlike selling). You can also click (or equivalent) on the building and click the statistics menu (paths automatically open this menu when clicked) there is an option to delete the building or delete all buildings of the same type.
3. There might be some way to change the save location in the options, I'm not sure. Saves are located in My Documents/My Colony, you can also back up the saves ingame and choose where they go. I would recommend using backups instead of copying the save files because the game might think you're cheating. You can back up saves by (in the main menu) clicking 'More Options', 'Game Data' and then you can delete, restore, and backup your saves.
2. In the top right corner of the screen there is some icons. If you click (or equivalent) on the bulldozer and then on a building or path you will delete it (This doesn't give you any resources, unlike selling). You can also click (or equivalent) on the building and click the statistics menu (paths automatically open this menu when clicked) there is an option to delete the building or delete all buildings of the same type.
3. There might be some way to change the save location in the options, I'm not sure. Saves are located in My Documents/My Colony, you can also back up the saves ingame and choose where they go. I would recommend using backups instead of copying the save files because the game might think you're cheating. You can back up saves by (in the main menu) clicking 'More Options', 'Game Data' and then you can delete, restore, and backup your saves.
Site owners are able to customize how their forum or website looks and behaves when accessed under Forum Fiend. This is an overview on the customization options available to site owners and developers.
Firstly, if absolutely no site owner action is taken at all, Forum Fiend will still attempt to derive your site's name, icon, and theme color from the meta data of your website. These items are taken from your site's title tag, it's favicon, and the theme-color meta tag.
High-Level Configuration
The easiest way to customize a site under Forum Fiend, one which requires no development experience whatsoever, is to upload a forumfiend.json file to the root directory of your site. Any site that is accessed by a fair number of users through Forum Fiend should take the time to include this simple file. The forumfiend.json file allows you to set high level parameters for your site, as well as branding logos and theme customizations. Creating the file should take no more than a couple of minutes, and you can see a complete guide in the following thread:
Complete forumfiend.json Reference
Access Methods
Forum Fiend can display a forum using either the Tapatalk API or through a custom WebView interface. Tapatalk access is based on the outdated open source version of the Tapatalk API and is no longer maintained. If your forum already uses Tapatalk, it may work just fine under Forum Fiend, and you are encouraged to test it out to be sure. Note that the Tapatalk interface has not been updated since 2014 and will not be receiving support or updates in the future, as newer versions of the API are no longer open source.
The Forum Fiend WebView
Forum developers or site owners with JavaScript experience can further customize their site under Forum Fiend using the custom WebView API interface methods. Site owners who have Tapatalk installed on their system but prefer to use the custom WebView under Forum Fiend can do so by setting the disable_api to "1" in their forumfiend.json file.
The Forum Fiend WebView has a user agent string of ForumViewerCore. Developers can check the user agent to determine if their site is being accessed under Forum Fiend. Some implementations may want to alter UI or Stylesheets based on the presence of Forum Fiend.
Forum Fiend will also add a global ForumViewerCoreInterface JavaScript object to your site for accessing WebView API methods. Thus, the presence of Forum Fiend can also be detected in JavaScript by checking for the existence of the window.ForumViewerCoreInterface object.
setProperty Interface
Forum Fiend will add a window.ForumViewerCoreInterface.setProperty(key,value) function to your website that will allow you to customize several aspects of the Forum Fiend interface. Below is a reference to things you can do with the setProperty function, as well as some code examples. All keys and values must be text strings.
User Account
To personalize your forum or site for your Forum Fiend users, you can display their logged account username and avatar on the main forum listing screen. Use the following two properties to set the user's details.
Pagination Bar
Forum Fiend can provide a pagination bar at the bottom of the screen with controls for first/last/next/previous page. The following table lists the pagination related properties, followed by a code example.
Colors and Theme
There are several properties related to the appearance of the site under Forum Fiend.
Slide-Out Menu
The left-hand slide-out menu can be customized using the window.ForumViewerCoreInterface.addMenuItem(name,icon,url,color) function. The following lists the parameter values expected for the function.
Application Toolbar
The top actionbar/toolbar of the Forum Fiend app can also be customized using the window.ForumViewerCoreInterface.addToolbarItem(name,url,icon,secondary) function.
Named Icons
Here is a list of available named icons you can try out. These can be used for both Toolbar and Menu items, but toolbar items require a named icon (menu icons can be a URL).
Firstly, if absolutely no site owner action is taken at all, Forum Fiend will still attempt to derive your site's name, icon, and theme color from the meta data of your website. These items are taken from your site's title tag, it's favicon, and the theme-color meta tag.
High-Level Configuration
The easiest way to customize a site under Forum Fiend, one which requires no development experience whatsoever, is to upload a forumfiend.json file to the root directory of your site. Any site that is accessed by a fair number of users through Forum Fiend should take the time to include this simple file. The forumfiend.json file allows you to set high level parameters for your site, as well as branding logos and theme customizations. Creating the file should take no more than a couple of minutes, and you can see a complete guide in the following thread:
Complete forumfiend.json Reference
Access Methods
Forum Fiend can display a forum using either the Tapatalk API or through a custom WebView interface. Tapatalk access is based on the outdated open source version of the Tapatalk API and is no longer maintained. If your forum already uses Tapatalk, it may work just fine under Forum Fiend, and you are encouraged to test it out to be sure. Note that the Tapatalk interface has not been updated since 2014 and will not be receiving support or updates in the future, as newer versions of the API are no longer open source.
The Forum Fiend WebView
Forum developers or site owners with JavaScript experience can further customize their site under Forum Fiend using the custom WebView API interface methods. Site owners who have Tapatalk installed on their system but prefer to use the custom WebView under Forum Fiend can do so by setting the disable_api to "1" in their forumfiend.json file.
The Forum Fiend WebView has a user agent string of ForumViewerCore. Developers can check the user agent to determine if their site is being accessed under Forum Fiend. Some implementations may want to alter UI or Stylesheets based on the presence of Forum Fiend.
Forum Fiend will also add a global ForumViewerCoreInterface JavaScript object to your site for accessing WebView API methods. Thus, the presence of Forum Fiend can also be detected in JavaScript by checking for the existence of the window.ForumViewerCoreInterface object.
setProperty Interface
Forum Fiend will add a window.ForumViewerCoreInterface.setProperty(key,value) function to your website that will allow you to customize several aspects of the Forum Fiend interface. Below is a reference to things you can do with the setProperty function, as well as some code examples. All keys and values must be text strings.
User Account
To personalize your forum or site for your Forum Fiend users, you can display their logged account username and avatar on the main forum listing screen. Use the following two properties to set the user's details.
key | values |
---|---|
fvc-logged-username | username or "0" for not logged in |
fvc-logged-avatar | full URL to avatar image file (png,jpg,gif supported) or "0" for no avatar |
window.ForumViewerCoreInterface.setProperty("fvc-logged-username","little bobby");
window.ForumViewerCoreInterface.setProperty("fvc-logged-avatar","https://mysite.com/avatar-bobby.png");
Pagination Bar
Forum Fiend can provide a pagination bar at the bottom of the screen with controls for first/last/next/previous page. The following table lists the pagination related properties, followed by a code example.
key | values |
---|---|
fvc-show-pagination | "true" or "false" |
fvc-pagination-pagedisp | ex: "5 of 10" |
fvc-pagination-first | url: "https://mysite.com/viewpage?p=1&pg=1" |
fvc-pagination-last | url: "https://mysite.com/viewpage?p=1&pg=10" |
fvc-pagination-next | url: "https://mysite.com/viewpage?p=1&pg=6" |
fvc-pagination-previous | url: "https://mysite.com/viewpage?p=1&pg=4" |
window.ForumViewerCoreInterface.setProperty("fvc-show-pagination","true");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-pagedisp","5 of 10");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-first","https://mysite.com/viewpage?p=1&pg=1");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-last","https://mysite.com/viewpage?p=1&pg=10");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-next","https://mysite.com/viewpage?p=1&pg=6");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-previous","https://mysite.com/viewpage?p=1&pg=4");
Colors and Theme
There are several properties related to the appearance of the site under Forum Fiend.
key | values |
---|---|
fvc-theme | Title/Status Bar Colors, hex string |
fvc-page-foreground | general foreground (text) color, hex string |
fvc-page-background | general background color, hex string |
window.ForumViewerCoreInterface.setProperty("fvc-theme","#2196F3");
window.ForumViewerCoreInterface.setProperty("fvc-foreground","#212121");
window.ForumViewerCoreInterface.setProperty("fvc-background","#CFD8DC");
Slide-Out Menu
The left-hand slide-out menu can be customized using the window.ForumViewerCoreInterface.addMenuItem(name,icon,url,color) function. The following lists the parameter values expected for the function.
parameter | description |
---|---|
name | The name of the menu item. If set to "CLEARMENU" will reset all custom menu items. |
icon | absolute url to a png icon for the menu item |
url | absolute url to navigate to when the menu item is selected |
color | optional hex color mask for the icon, or null |
window.ForumViewerCoreInterface.addMenuItem("CLEARMENU",null,null,null);
window.ForumViewerCoreInterface.addMenuItem("Latest Posts","https://mysite.com/latest-icon.png","https://mysite.com/latest.php",null);
window.ForumViewerCoreInterface.addMenuItem("Exciting Section","https://mysite.com/exciting-icon.png","https://mysite.com/viewpage.php?p=50",null);
Application Toolbar
The top actionbar/toolbar of the Forum Fiend app can also be customized using the window.ForumViewerCoreInterface.addToolbarItem(name,url,icon,secondary) function.
parameter | description |
---|---|
name | The name of the menu item. If set to "CLEARTOOLBAR" will reset all custom menu items. |
url | absolute url to navigate to when the menu item is selected |
icon | a named icon, reference below, ex "back" or "chat" |
secondary | boolean value, if true will force the toolbar item into the drop down menu |
window.ForumViewerCoreInterface.addToolbarItem("CLEARTOOLBAR",null,null,null);
window.ForumViewerCoreInterface.addToolbarItem("New Post","https://mysite.com/newpost.php","add",false);
window.ForumViewerCoreInterface.addToolbarItem("Sign Out","https://mysite.com/signout.php",null,true);
Named Icons
Here is a list of available named icons you can try out. These can be used for both Toolbar and Menu items, but toolbar items require a named icon (menu icons can be a URL).
selectall,stopwatch,sort,relationship,ruler,pdf,chat,build,search,feedback,merge,envelope,allapps,viewall,filter,threedotshoriz,calendar,system,yescheck,nocheck,font,record,location,nolocation,movie,notes,description,bookmark,notifications,gavel,home,person,unlock,directions,print,undo,rss,showresults,personalize,share,sponsor,fanmail,premium,achievements,scores,import,movetofolder,page,back,add,delete,export,new,save,open,send,clear,emoji2,play,rename,volume,info,contactinfo,important,library,zerobars,help,people,emoji,shop,money,audio,fourbars,sync,switch,like,refresh,list,calculator,map,savelocal,copy,camera,fullscreen,flag,highlight,color,preview,previewlink,settings,rotatecamera,crop,backtowindow,lock,skull,microphone,video
@bastecklein
OK, I got to thinking and have a large suggestion... a settings menu. What got me started on this was the fact that the app only seems to check for updates when it loads initially and never again. Having the update options would be good for those with a variety of connections types for flexibility and not needing to reload the app everytime you push an update for an app we play since it has to stay running due to sharing the core engine.
My other suggestion has to do with allowing multiple sign-ins. This could allow multiple accounts to be stored in the app (maybe only the user name?) for people with multiple accounts or a PC that has multiple users.
It would be good to have a settings menu accessible either by its own icon in the upper left/right or using the title or sign-in name location(s).
Menu could be something like this:
checking for updates
OK, I got to thinking and have a large suggestion... a settings menu. What got me started on this was the fact that the app only seems to check for updates when it loads initially and never again. Having the update options would be good for those with a variety of connections types for flexibility and not needing to reload the app everytime you push an update for an app we play since it has to stay running due to sharing the core engine.
My other suggestion has to do with allowing multiple sign-ins. This could allow multiple accounts to be stored in the app (maybe only the user name?) for people with multiple accounts or a PC that has multiple users.
It would be good to have a settings menu accessible either by its own icon in the upper left/right or using the title or sign-in name location(s).
Menu could be something like this:
checking for updates
- never
- daily
- weekly
- custom (time and frequency configurable)
- check only
- download only
- download and install
I like EZ Database! Thanks for making it.
Can you add many-to-one support in the relationship field type so that a record with a foreign key to another table can multi-select values from the foreign table and have those multiple values displayed separated by semicolons?
This would make lookup tables more functional.
For example, I’d like to use EZ Database to make a migraine headache log. One table is for the log, and another table is to hold medicines taken, and yet another table is for triggers. One Log entry can have multiple values from medicines and from Triggers. But to do that in the current version, I’d have to add multiple lookup fields to support something like “medicine taken 1”, “medicine taken 2”, etc. it would be much better to have a single “Medicines Taken” field that referenced multiple records in the Medicines table, with each medicine listed in the log separated by semicolons.
Can you add many-to-one support in the relationship field type so that a record with a foreign key to another table can multi-select values from the foreign table and have those multiple values displayed separated by semicolons?
This would make lookup tables more functional.
For example, I’d like to use EZ Database to make a migraine headache log. One table is for the log, and another table is to hold medicines taken, and yet another table is for triggers. One Log entry can have multiple values from medicines and from Triggers. But to do that in the current version, I’d have to add multiple lookup fields to support something like “medicine taken 1”, “medicine taken 2”, etc. it would be much better to have a single “Medicines Taken” field that referenced multiple records in the Medicines table, with each medicine listed in the log separated by semicolons.
The online chat software that is embedded into this website (among others) and in many of my games has just gotten a large update. If you are using the embedded version of chat, you will not notice much of a difference, but if you detach the chat or go to the chat server directly at https://chat.ape-apps.com you will notice some welcome changes.
There is a new sidebar on the left side of the chat window that will show all of the chat channels you have joined, and you can now connect to as many channels at the same time as you wish. You can create or join new channels by typing their channel name into the add channel bar above the channel listing area. If you are connected to multiple channels, the hashtag indicator will light up green if new messages come through on a channel that is currently running in the background.
There are a few more features that I will be adding soon that are pretty much ready to go on the server, but the client needs updated yet. Each channel can now have an owner and multiple moderators, can set privacy settings, and can be made invite-only. When a user creates a new channel and they are the first user in that channel, they will become the moderator and have control over it. This feature is not yet live, so if you have a channel name in mind that you want to be in control of, you should probably keep it to yourself for now, since they are first come/first serve. At some point I can retroactively add channel moderators to existing channels if there is a need.
Each channel also now has its own private settings, ban lists, etc. I will have more to say on that stuff when the client code is finished.
When that functionality is done, some of the auto-generated channels (like the My Colony channels) will automatically have their proper owners assigned to them.
Anyway, that is today's update for the chat. This new setup should make it easy for users who are in multiple chats, for instance, if you run multiple My Colony commonwealths. Let me know what issues you have or what suggestions and ideas you have to make chat better in the updates to come!
There is a new sidebar on the left side of the chat window that will show all of the chat channels you have joined, and you can now connect to as many channels at the same time as you wish. You can create or join new channels by typing their channel name into the add channel bar above the channel listing area. If you are connected to multiple channels, the hashtag indicator will light up green if new messages come through on a channel that is currently running in the background.
There are a few more features that I will be adding soon that are pretty much ready to go on the server, but the client needs updated yet. Each channel can now have an owner and multiple moderators, can set privacy settings, and can be made invite-only. When a user creates a new channel and they are the first user in that channel, they will become the moderator and have control over it. This feature is not yet live, so if you have a channel name in mind that you want to be in control of, you should probably keep it to yourself for now, since they are first come/first serve. At some point I can retroactively add channel moderators to existing channels if there is a need.
Each channel also now has its own private settings, ban lists, etc. I will have more to say on that stuff when the client code is finished.
When that functionality is done, some of the auto-generated channels (like the My Colony channels) will automatically have their proper owners assigned to them.
Anyway, that is today's update for the chat. This new setup should make it easy for users who are in multiple chats, for instance, if you run multiple My Colony commonwealths. Let me know what issues you have or what suggestions and ideas you have to make chat better in the updates to come!
I have the latest version, 2.7.7 [paid]; I only use Linux; all my computers are networked (using samba...long story), and on the same Wi-Fi network as all my Android devices.
At various times, spanning multiple Android devices/versions, Network Browser has been unreliable in connecting to my computers. For brevity, I'll only refer to two of them: a System76 laptop and a Compaq desktop; their respective, static IP addresses are 192.168.1.123 and 192.168.1.108. I've shared each one's root directory, /, so everything is accessible from any device connecting to them. My naming convention for shares looks like this: system76All, compaqAll, etc.
At one point I was able to manually add the laptop to NB, naming the connection 'System76' and [somehow] supplying its share name in its NB settings.
When NB scans for networked computers, it finds both, listing them as:
192.168.1.108
Server
and
System76
Server (192.168.1.123/)
As you can see, the latter -looks- like my manually-created entry; however, selecting it brings up a list of entries, including networked printers and system76All--I have to select that to actually get to the laptop. I don't want that extra step.
But the bigger problem is the other entry, 192.168.1.108. Selecting it opens a 'new connection' window. I fill it out as completely--and 100% accurately--as I can, considering it doesn't allow me to enter its share name. (I tried 192.168.1.108/compaqAll and got 'invalid IP address'--this is why I said 'somehow' regarding the manual connection I made, called System76; I don't know now how/where I entered its share name, because I definitely can't do it now!) Selecting this entry after filling out its info always yields a 'connection failure,' saying it couldn't connect using the settings I provided. What's up with that? As I said, I've provided its -correct- info, but it fails...always.
All my other Android apps that can access networked computers, such as file managers and image-related stuff, connect using the exact same credentials except, as noted, there's no way to specify its share name in NB.
Sorry for the extraordinarily long post, but I wanted to be thorough! As it is right now, NB is essentially useless, and considering that I paid for it, I'd like to be able to use it, you know?
If screenshots would help, please let me know.
ETA: Updated today, 11/02/19, to v2.7.8--same results.
At various times, spanning multiple Android devices/versions, Network Browser has been unreliable in connecting to my computers. For brevity, I'll only refer to two of them: a System76 laptop and a Compaq desktop; their respective, static IP addresses are 192.168.1.123 and 192.168.1.108. I've shared each one's root directory, /, so everything is accessible from any device connecting to them. My naming convention for shares looks like this: system76All, compaqAll, etc.
At one point I was able to manually add the laptop to NB, naming the connection 'System76' and [somehow] supplying its share name in its NB settings.
When NB scans for networked computers, it finds both, listing them as:
192.168.1.108
Server
and
System76
Server (192.168.1.123/)
As you can see, the latter -looks- like my manually-created entry; however, selecting it brings up a list of entries, including networked printers and system76All--I have to select that to actually get to the laptop. I don't want that extra step.
But the bigger problem is the other entry, 192.168.1.108. Selecting it opens a 'new connection' window. I fill it out as completely--and 100% accurately--as I can, considering it doesn't allow me to enter its share name. (I tried 192.168.1.108/compaqAll and got 'invalid IP address'--this is why I said 'somehow' regarding the manual connection I made, called System76; I don't know now how/where I entered its share name, because I definitely can't do it now!) Selecting this entry after filling out its info always yields a 'connection failure,' saying it couldn't connect using the settings I provided. What's up with that? As I said, I've provided its -correct- info, but it fails...always.
All my other Android apps that can access networked computers, such as file managers and image-related stuff, connect using the exact same credentials except, as noted, there's no way to specify its share name in NB.
Sorry for the extraordinarily long post, but I wanted to be thorough! As it is right now, NB is essentially useless, and considering that I paid for it, I'd like to be able to use it, you know?
If screenshots would help, please let me know.
ETA: Updated today, 11/02/19, to v2.7.8--same results.
Is there a way to enter multiple lines for a date?
The Mod is extremely picky about how a post is formatted if your post was deleted it may not have conformed to his satisfaction .
But I am unsure He can even delete a post yet as I made a post in error and the delete post does not delete .
On the other hand the mod has access to tools we do not .
But I am unsure He can even delete a post yet as I made a post in error and the delete post does not delete .
On the other hand the mod has access to tools we do not .
colbya said:The Mod is extremely picky about how a post is formatted if your post was deleted it may not have conformed to his satisfaction .
But I am unsure He can even delete a post yet as I made a post in error and the delete post does not delete .
On the other hand the mod has access to tools we do not .
I'm only picky about bug reports, and that is because too many times I've seen people post, "this doesn't work" with no further information that is helpful to the developer to troubleshoot the issue. And you are correct, I have access to tools that you do not.
I tried to delete a post on this forum but the "delete post" button would not work.
Chrome 32 bit version .50 . Well with this new update I believe ill just make a new main .
Thing is i went to the main game page to delete a bunch of unnecessary colony's
So clicked game data and noting comes up no way to delete old colonys or do a hard save and with Browser a hard save is nessery as browser chach must be deleted from time to time .
Thing is i went to the main game page to delete a bunch of unnecessary colony's
So clicked game data and noting comes up no way to delete old colonys or do a hard save and with Browser a hard save is nessery as browser chach must be deleted from time to time .
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.
There are times when I want to remove a whole area of buildings or a bunch of paths but it takes forever to do so... What if there was a click and drag delete system where you can select a bunch of things to delete. (Important) And if you accidentally select something, you should either be able to go back and undo the selection. Or have a confirm button like the confirm building button.
If you have any better delete ideas, please reply.
Charter code: TUx0xgVi
Galactic Men, thank you.
If you have any better delete ideas, please reply.
Charter code: TUx0xgVi
Galactic Men, thank you.
I currently have a colony i dont want anymore and want to delete it but there is no delete button so i would love it if you could add one
From the main My Colony splash page:
1) Click More Options
2) Click Game Data
3) Click Delete files
4) Delete the colony you want gone
5) Confirm your choice.
1) Click More Options
2) Click Game Data
3) Click Delete files
4) Delete the colony you want gone
5) Confirm your choice.
Main game screen The one that says My colony in huge letters .
Click more options
click game data on the slid out bar
click delete files and delete which ever colony you dont want .
Be carfull as it is unrevesrable .
Click more options
click game data on the slid out bar
click delete files and delete which ever colony you dont want .
Be carfull as it is unrevesrable .
In a region colony, if you make a new City using the name of a city that already exists: crash the game, copy in the new city the old city map (without increasing population or GDP), you will just have a duplicate visual. But.. If you delete the new "copy", you will delete the original city too.
I usualy create new city in order, but i don't have realized one city was.. shifted. So i have create a new city using a name already in the map.. and delete around 130 Ship yard... sigh..
ps. i have the .mcb file, is it possible to restore the old city somehow?
I usualy create new city in order, but i don't have realized one city was.. shifted. So i have create a new city using a name already in the map.. and delete around 130 Ship yard... sigh..
ps. i have the .mcb file, is it possible to restore the old city somehow?
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
I am (re-)playing your game since a couple of days and I saw there is interesting updates. So, good work, I wish you good luck with the next updates. Howether, I am playing in region mode and I have problems with this mode again. I precise that I am playing on a mobile phone.
So I propose to do a group shot with all the technical concerns that I could find (and I allow myself a few suggestions at the same time).
1-Corrupted save and region management :
First of all, I got a corrupt save file again. But at the difference of the last time, it's not during the game, but when I created the region that the problem occurs. This is probably due to a manipulation problem on my part, because having placed the region in the wrong place, I had to press the cancel button to try to abandon my action. However, the problem remains the same. And not only is the (large) region still in the wrong place, but I can no longer access it (see the blue part in the picture).
Suggestion : First of all, I propose to add a validation screen, before creating a new region, which avoids errors, as I did, by choosing for example a large region. Second, I suggest adding the option to delete a region. This allows in particular to delete part of the map, if it is corrupted, but not the rest of the map.
By doing this, there is a problem with resources. Cause delete and recreate a map can lead to infinite resources. You can choose to ignore it (cause the resources in the region mode are almost unlimited). Or we can make it so that recreating a new region on a section that has already served will only allow us to create empty maps.
2-Display bug :
Now, it's just a glitch concerning residential complex. Maybe due to their format (2x1). I precise that I have these configs : check the rendering distance:true (so I guess it's not related to that), render fpc cap:medium, update frequency:rare.
3-Salary :
I don't know if it's a bug, but when I am on a region map, the salary requested is that of the region where we are. So with a region with two inhabitants and a region with 1000, if it only takes into account the salary of the first region, it makes a little difference.
Salary management (in political choices) also seems to be managed by region (instead of being global), since the data recorded for one region is not valid for another. This can be defended. Still, I find it strange ...
P.S.: I mixed the two image files in one, cause I had problems attaching two different images.
So I propose to do a group shot with all the technical concerns that I could find (and I allow myself a few suggestions at the same time).
1-Corrupted save and region management :
First of all, I got a corrupt save file again. But at the difference of the last time, it's not during the game, but when I created the region that the problem occurs. This is probably due to a manipulation problem on my part, because having placed the region in the wrong place, I had to press the cancel button to try to abandon my action. However, the problem remains the same. And not only is the (large) region still in the wrong place, but I can no longer access it (see the blue part in the picture).
Suggestion : First of all, I propose to add a validation screen, before creating a new region, which avoids errors, as I did, by choosing for example a large region. Second, I suggest adding the option to delete a region. This allows in particular to delete part of the map, if it is corrupted, but not the rest of the map.
By doing this, there is a problem with resources. Cause delete and recreate a map can lead to infinite resources. You can choose to ignore it (cause the resources in the region mode are almost unlimited). Or we can make it so that recreating a new region on a section that has already served will only allow us to create empty maps.
2-Display bug :
Now, it's just a glitch concerning residential complex. Maybe due to their format (2x1). I precise that I have these configs : check the rendering distance:true (so I guess it's not related to that), render fpc cap:medium, update frequency:rare.
3-Salary :
I don't know if it's a bug, but when I am on a region map, the salary requested is that of the region where we are. So with a region with two inhabitants and a region with 1000, if it only takes into account the salary of the first region, it makes a little difference.
Salary management (in political choices) also seems to be managed by region (instead of being global), since the data recorded for one region is not valid for another. This can be defended. Still, I find it strange ...
P.S.: I mixed the two image files in one, cause I had problems attaching two different images.
Ricobelo said:Thanks for the great effort for this new version
I am trying to get around this new version
I have not yet found how to delete an existing connection.
Also how to delete a tab . I.e an active connection or failed connection
Creating a tab when the connection is failed does not seem to be the write approach as you end up adding a tab for each connection attempt.
I am looking forward future updates.
Thanks
You should be able to delete an existing connection by long-pressing on it on the "Home" tab and choosing Remove Connection, and tabs should close by pressing the X button on the tab.
You are right though that a failed connection should not be creating a new tab, I will look into that.
Hey Everyone,
Is there a way to delete/sell entire rows of buildings?
I have hundreds of water extractors I want to remove and replace with wooden wells.
I feel like shift clicking should allow me to select all to sell, or under the bulldozer shift click to get rid of a row of things.
Is there a way to delete/sell entire rows of buildings?
I have hundreds of water extractors I want to remove and replace with wooden wells.
I feel like shift clicking should allow me to select all to sell, or under the bulldozer shift click to get rid of a row of things.
This is needed for sure, and I think Bast knows that - it has been requested a number of times.
I will say, it's better than it used to be. You used to not even have a bulldozer, you had to manually go into each building and click sell or delete and repeat.
So it's not ideal, but it has been improved over the past, and hopefully will be improved again in the future.
(Another option could be the click and drag for a box option like when you select multiple units, except for a bulldozer, and be able to delete everything in the box).
I will say, it's better than it used to be. You used to not even have a bulldozer, you had to manually go into each building and click sell or delete and repeat.
So it's not ideal, but it has been improved over the past, and hopefully will be improved again in the future.
(Another option could be the click and drag for a box option like when you select multiple units, except for a bulldozer, and be able to delete everything in the box).
I would like to see a multiple building sell button. I know that there is a delete all buildings, but instead of selling one building at a time, if there could be a sell all button instead of delete all.
I have become addicted to the Region. It solved a lot of issues. However, due to the bugs I have multiple "Dead" regions that are corrupted by one city in the region. If I could DELETE CITY, I may be able to recover the region. Why is there no DELETE CITY function?
Today Voxel Paint is receiving a major upgrade to v2.0.0, which brings about major performance improvements, new features, and a new URL. This update represents a substantial rewrite of many parts of the application, so let's take a look at what is new!
The first major change is the fact that, like Voxel Playground did the other day, Voxel Paint has now moved to the voxelpaint.online domain. If you have the previous Ape Web Apps version of Voxel Paint installed on your device as a Progressive Web App ( PWA ), then you should uninstall/delete it and install the new version from the following URL:
https://voxelpaint.online/
Over the coming days, I will be updating this website to render uploaded .vpp files using the new version of the application.
There have also been massive performance improvements made with this version of the app, which should be particularly felt when working on large and complex VPP files.
The performance improvements are thanks to the fact that I have largely rewritten the application under the hood. Voxel Paint was the very first project I created with the Scroll3D engine, and my knowledge of working with WebGL has increased a little bit over the last couple of years, so the fruits of that knowledge should be felt in this Voxel Paint update.
Now, since I did basically rewrite the entire app, there are probably bugs that I missed in testing. For this reason, I am only releasing v2.0.0 on the Web (and the Ape Apps Launcher), at least until I am sure that it is functioning properly. The Android and iOS releases will remain on the previous version for the time being.
Moving on, Voxel Paint can now actually import paintings made by it's 2D sister application Pixel Paint. When you click on the Import menu and select Model, the file chooser should now let you select to import either a VPP, VOX, or PPP file. Importing a Pixel Paint file converts it into a standing 3D model.
Nex up, custom user defined variables can now be embedded into .vpp files from within the app. There is a new Variable Editor included in the Edit menu where you can append any number of name/value pairs to your model, which can be utilized by various engines or applications. As of now, I am using the new system to store some meta data about the .vpp files, such as create/edit time stamps, the scene lighting color, etc. But I kept it generic and user-definable enough so that it can be easily used and expanded for multiple uses in the future.
I added a new feature to the context menu that appears when you right-click on a voxel called Select All Above.
Here is a use case example. You can select all voxels above a point, and then use the up arrow button on your keyboard to shift all of the selected voxels upwards. This could potentially be used for doing things like making a building taller...
There have also been some smaller changes here and there. Obviously the theme is changed a little and the menus are reorganized a bit, but all of the options are still there. Clicking twice on the "selection mode" tool will now do a select-all function, and clicking on the eraser tool when you have voxels selected will now bulk delete them, two functions that were previously impossible on touch screen devices.
Anyway, update your PWA installs and your bookmarks to the new release of Voxel Paint, and do let me know in the forums here what issues you find. I did change a considerable amount of code in this update, so it is likely that there are some things I missed, so try it out, let me know, let me know what else you want added to the app, and stay tuned for more!
#voxelpaint
The first major change is the fact that, like Voxel Playground did the other day, Voxel Paint has now moved to the voxelpaint.online domain. If you have the previous Ape Web Apps version of Voxel Paint installed on your device as a Progressive Web App ( PWA ), then you should uninstall/delete it and install the new version from the following URL:
https://voxelpaint.online/
Over the coming days, I will be updating this website to render uploaded .vpp files using the new version of the application.
There have also been massive performance improvements made with this version of the app, which should be particularly felt when working on large and complex VPP files.
The performance improvements are thanks to the fact that I have largely rewritten the application under the hood. Voxel Paint was the very first project I created with the Scroll3D engine, and my knowledge of working with WebGL has increased a little bit over the last couple of years, so the fruits of that knowledge should be felt in this Voxel Paint update.
Now, since I did basically rewrite the entire app, there are probably bugs that I missed in testing. For this reason, I am only releasing v2.0.0 on the Web (and the Ape Apps Launcher), at least until I am sure that it is functioning properly. The Android and iOS releases will remain on the previous version for the time being.
Moving on, Voxel Paint can now actually import paintings made by it's 2D sister application Pixel Paint. When you click on the Import menu and select Model, the file chooser should now let you select to import either a VPP, VOX, or PPP file. Importing a Pixel Paint file converts it into a standing 3D model.
Nex up, custom user defined variables can now be embedded into .vpp files from within the app. There is a new Variable Editor included in the Edit menu where you can append any number of name/value pairs to your model, which can be utilized by various engines or applications. As of now, I am using the new system to store some meta data about the .vpp files, such as create/edit time stamps, the scene lighting color, etc. But I kept it generic and user-definable enough so that it can be easily used and expanded for multiple uses in the future.
I added a new feature to the context menu that appears when you right-click on a voxel called Select All Above.
Here is a use case example. You can select all voxels above a point, and then use the up arrow button on your keyboard to shift all of the selected voxels upwards. This could potentially be used for doing things like making a building taller...
There have also been some smaller changes here and there. Obviously the theme is changed a little and the menus are reorganized a bit, but all of the options are still there. Clicking twice on the "selection mode" tool will now do a select-all function, and clicking on the eraser tool when you have voxels selected will now bulk delete them, two functions that were previously impossible on touch screen devices.
Anyway, update your PWA installs and your bookmarks to the new release of Voxel Paint, and do let me know in the forums here what issues you find. I did change a considerable amount of code in this update, so it is likely that there are some things I missed, so try it out, let me know, let me know what else you want added to the app, and stay tuned for more!
#voxelpaint
is there a way to delete, sell, bulldoze multiple structures, mostly roads im wondering about.
New release of My Colony has just been pushed out and should be heading out to all devices over the next couple of days. This is a minor update, as with the weather warming up I have been pretty busy with yard work and landscaping around the house over the last few weeks. Still though, there are some important changes, so let's take a look at what is new!
My Colony v0.64.0 Changelog
New Stuff
As you can see, this update primarily focuses on cleaning up existing content and a complete rewrite of the texture modding system. If people utilize the new Texture Mod upload/download server, I will expand the feature allowing for in-app screenshots before downloading, and user ratings for the mods so you know what you are getting ahead of time.
I am thinking of implementing an entire in-game complete modding system, allowing the modder to start with a completely blank slate game file and build their own My Colony like game from scratch, defining their own civs, graphics, structures, and all related content. More information on that will be forthcoming.
Anyway, next update will probably be back to content again, unless something major comes up. Let me know if you have any issues with the new texture mod system, as I did rewrite the entire thing from scratch to allow for multiple mods to be activated at once.
That's all for today everyone. Much more to come - enjoy!
My Colony v0.64.0 Changelog
New Stuff
- Added a Delete All button to the building stats screen. Use with caution!
- New Research build category added
- Added new in-game texture mod downloader
- The in-game commonwealth chat now shows which colony each user represents
- Players on the Xbox One console can no longer play online 😕 (Microsoft requirement, nothing I can do about it)
- Added wheel storage to the Gravitational Compression Warehouse
- Increased Crystalling, Ore, Regolith, and Charcoal storage capacities for the Zolarg Mound
- LIS colonies can now build the Hall of Congress
- On Android and Windows 10, lighting effects are now turned Off by default, for performance reasons. Can be changed back in the Engine Settings screen
- Slightly improved Starship construction time
- Starships and Wheels have been added to the GBT
- Multiple texture mods can now be activated at once
- You can now upload your custom texture mods to the My Colony server in-game
As you can see, this update primarily focuses on cleaning up existing content and a complete rewrite of the texture modding system. If people utilize the new Texture Mod upload/download server, I will expand the feature allowing for in-app screenshots before downloading, and user ratings for the mods so you know what you are getting ahead of time.
I am thinking of implementing an entire in-game complete modding system, allowing the modder to start with a completely blank slate game file and build their own My Colony like game from scratch, defining their own civs, graphics, structures, and all related content. More information on that will be forthcoming.
Anyway, next update will probably be back to content again, unless something major comes up. Let me know if you have any issues with the new texture mod system, as I did rewrite the entire thing from scratch to allow for multiple mods to be activated at once.
That's all for today everyone. Much more to come - enjoy!
While yall may be wondering "what use would a campaign mode be, there's no war or conflict in my colony, so what would be the purpose," I assure you there would be a really big purpose for a campaign mode without involving any war or conflict elements at all.
Campaign mode would put the player into different scenarios that challenge their strategy skills and resourcefulness, would be a very fun adventure and storyline, and would teach newcomers how to play the game online. Honestly, I don't think that a campaign mode would be hard to make, I just think that it would take a lot of time to create and implement all of the content that is required for this to happen and I definitely don't expect this to be implemented anytime soon. Let me repeat that, I definitely don't expect this to be implemented anytime soon. @bastecklein is working on the rest of antiquitas and there are some features not yet but soon to be put in the game that would be required to make this happen. So if this does get implemented, I imagine it would be far into the future.
Anyway, here are my ideas for a campaign mode, although if bast makes a campaign mode he might do it differently:
1. Each race and spin-off race has it's own campaign series, starting with UE.
2. Each campaign would be broken into chapters. Each chapter is based on a specific planet related to that race. For instance, UE will have the planet mars(red planet), the earth's moon(lunar), and an exoplanet with alien wildlife(forest), while LIS will have the dwarf planet ceres(asteroid), Titan(ice), and a once inhabited exoplanet(abandoned). Each chapter would be unlocked by completing the one before it.
3. Each planet will have a global map that would show all of the playable locations on that map. Nothing fancy, just a map of the planet with a bunch of coordinates marked. Each of these locations/coordinates, when selected, will load a specific game file incorporated into the game. Once a file is opened, it takes the player to the normal my colony building field, which is pre-made and staged for a particular mission. Once all missions are complete for that location, the player is free to continue on playing the game, building up their colony normally, and trading with other locations on the same planet/chapter that have had their missions completed.
4. Some of those locations will need to be unlocked by completing missions in other locations, and there would be a few side-locations on each planet that don't have any missions but allow the player to build a Colony normally and send resources to the other locations. These side-locations would only be unlocked after the chapter and all missions are complete and after premium is purchased.
5. All locations would have an option to reset progress in case a player wants to replay a certain mission or restart a colony at one of the locations for whatever reason. This deletes the current in-game file that is in use and restores a copy from the backup version that is also integrated in the game.
6. Before adding any of this to the game, multiple terrain types would be needed. This is because if campaign were added now, there wouldn't be much difference between each location on the planet since we only have one terrain type, and it would be boring. Bast said that he is going to add multiple terrain types and a map editor, so I would wait until I created those before I worked on this, which is one of the reasons why I think campaign mode will be far into the future if added at all.
7. Terraforming aspect: Terraforming each planet would be done very slowly and would take multiple colonies/locations to generate or remove the needed amounts of atmosphere. Also, some other aspects and buildings for terraforming that would only exist in campaign mode could be added. For instance, in terraforming, you have to take atmosphere, heat, sea level, and oxygen percentage into consideration. Maybe add aheat aspect and create some buildings that reduce and generate heat based on what the planet needs. Or add a sea level and watch the global map fill up with water as the sea level rises and recede as it falls. You could do a lot of interesting things in campaign mode and it wouldn't impact the online mc universe. It might push the engine to it's limits though.
8. Research: research would be share by all colonies/locations on a given planet/chapter. Either research would be produced much slower or tech would require more research, but we want to make it so that all locations are contributing to the same research pool. Once a player moves to the next chapter though, the research starts at 0 again.
I think that this would be a very worth-while feature to put in the game. If any of you have any more ideas of how a campaign mode could be implemented, please include them here.
Campaign mode would put the player into different scenarios that challenge their strategy skills and resourcefulness, would be a very fun adventure and storyline, and would teach newcomers how to play the game online. Honestly, I don't think that a campaign mode would be hard to make, I just think that it would take a lot of time to create and implement all of the content that is required for this to happen and I definitely don't expect this to be implemented anytime soon. Let me repeat that, I definitely don't expect this to be implemented anytime soon. @bastecklein is working on the rest of antiquitas and there are some features not yet but soon to be put in the game that would be required to make this happen. So if this does get implemented, I imagine it would be far into the future.
Anyway, here are my ideas for a campaign mode, although if bast makes a campaign mode he might do it differently:
1. Each race and spin-off race has it's own campaign series, starting with UE.
2. Each campaign would be broken into chapters. Each chapter is based on a specific planet related to that race. For instance, UE will have the planet mars(red planet), the earth's moon(lunar), and an exoplanet with alien wildlife(forest), while LIS will have the dwarf planet ceres(asteroid), Titan(ice), and a once inhabited exoplanet(abandoned). Each chapter would be unlocked by completing the one before it.
3. Each planet will have a global map that would show all of the playable locations on that map. Nothing fancy, just a map of the planet with a bunch of coordinates marked. Each of these locations/coordinates, when selected, will load a specific game file incorporated into the game. Once a file is opened, it takes the player to the normal my colony building field, which is pre-made and staged for a particular mission. Once all missions are complete for that location, the player is free to continue on playing the game, building up their colony normally, and trading with other locations on the same planet/chapter that have had their missions completed.
4. Some of those locations will need to be unlocked by completing missions in other locations, and there would be a few side-locations on each planet that don't have any missions but allow the player to build a Colony normally and send resources to the other locations. These side-locations would only be unlocked after the chapter and all missions are complete and after premium is purchased.
5. All locations would have an option to reset progress in case a player wants to replay a certain mission or restart a colony at one of the locations for whatever reason. This deletes the current in-game file that is in use and restores a copy from the backup version that is also integrated in the game.
6. Before adding any of this to the game, multiple terrain types would be needed. This is because if campaign were added now, there wouldn't be much difference between each location on the planet since we only have one terrain type, and it would be boring. Bast said that he is going to add multiple terrain types and a map editor, so I would wait until I created those before I worked on this, which is one of the reasons why I think campaign mode will be far into the future if added at all.
7. Terraforming aspect: Terraforming each planet would be done very slowly and would take multiple colonies/locations to generate or remove the needed amounts of atmosphere. Also, some other aspects and buildings for terraforming that would only exist in campaign mode could be added. For instance, in terraforming, you have to take atmosphere, heat, sea level, and oxygen percentage into consideration. Maybe add aheat aspect and create some buildings that reduce and generate heat based on what the planet needs. Or add a sea level and watch the global map fill up with water as the sea level rises and recede as it falls. You could do a lot of interesting things in campaign mode and it wouldn't impact the online mc universe. It might push the engine to it's limits though.
8. Research: research would be share by all colonies/locations on a given planet/chapter. Either research would be produced much slower or tech would require more research, but we want to make it so that all locations are contributing to the same research pool. Once a player moves to the next chapter though, the research starts at 0 again.
I think that this would be a very worth-while feature to put in the game. If any of you have any more ideas of how a campaign mode could be implemented, please include them here.
Here is a list of quirks I noticed
1) Build and harvest
Rover moves to and fro instead of next nearest build order. Example 2 rows of trees A-X, rover sits on R road.
ABCDEFGH
IJKLMNOP
RRRRRRRR
QRSTUVWX
Rover will IJK then swing around to build ABC then move back to continue to build LMN etc. Rover should build along the road as it is the nearest I-P and alternate Q-X and only swing to H-A when at the end. This seems like an inefficient way to build things. Seems rover is following the build place order instead of nearest available build when we mass build by placing I-P, A-H then Q-X.
Harvest problem seem to select inaccessable resource as shown in the pic below. As a result vehicle seem to stall and not move. This could be related to most of reported problem vehicle is not responding. This is the only sample that can prove the problem in the algorithm as others dont show the vehicle path.
Also, rovers will not return to its parking spot if it is on harvest duty and there is still one mine available but inaccessible. Example, you build regolith mine and after finishing harvesting, it will stay stuck on the last mine position and show harvesting while there is a mine out there surrounded by trees. There should be detection if it cannot complete the task it goes back to its parking position.
2) Rover build detection problem
Rover sits on or move into a build square and wont move to avoid building being build and getting stuck.
On large or extra large map, rover seems to have a limit to detection. If rover is on west end, it wont respond to build orders on east end. You either have to manually move it or put down some build orders within its detection range for it to start building before moving to the east end. Common problem if you build crystals on extreme edge of map and then set it to another end of the map.
3) Population resources data mismatch with statistics
I noticed resources data is instantaneous and statistics has a lag time to show accurate details. Population resource can show 0 unemployment but if you check after a few mins it can show 50 unemployed. Putting down more building that requires workers sometimes bring this number down sometimes it doesnt maybe due to range of available workers.
4) Unemployed workers
In the housing you can have unemployed workers but the stat shows it is working somewhere else. Is the system capturing these people as tax paying, employed workers? Hopefully this is just a graphical error. This is evident is large housing like subterranean
5) Where is blue large residential complex?
6) Tourism
On certain maps, tourist seem to come easily with a few space port, some you can have lots of space port and tourist numbers dont move. What are the factors that influence this numbers apart from the number of space port you have.
7) Upgrading and program installation
Why does the program need to access system files? This is the only game I have that flags off my antivirus about system files changes. Is this necessary? Noticed the game will launch 2-3 system processes apart from the main game process.
8) Upgrading building not worth it
Currently upgrading any building do not give you back the sell values. For eg upgrading a tall brickhouse to quantum I am supposed to get back 2000 bricks back but it doesnt. As a result, lots of micromanaging to sell and then rebuilt.
9) Deactivated building
They are showing 0 workers but system seem to be locking the original population from filling jobs elsewhere. I usually plan my population to my jobs numbers. I realise I need to sell these deactivated building for the game to normalise my job numbers meaning if the buildings are still there, my jobs will not be completely filled. It might be the discrepancy is cause by retired workers
10) Undocumented changes
Noticed that 0.48 introduced a 250 civic for zolarg mining building. I started on v0.46 and noticed the changes when I started another zolarg colony on 0.48. Also noticed that there are unexplained food crashes when the game is idled when prod is way much more than consumption. Seems like there is some anti idling measures in place? Something capturing clicks per hour? v0.49 allows multiple command posts to be build but it does not increase civics. Is this intentional? Not to sure abt higher command as gained independence late
11) Stalled workers/rovers
If we manually move workers to build something, workers/rovers will move to the build site and clicking else where will cause the workers to move to the clicked location before returning to the build site. Only way to prevent this is to click on any building and use dismiss (esc) to end move command.
12) Selling items in Space Elevator, Mass Elevator etc
If you click on selling food quickly before the menu has time to refresh somehow you end up selecting all vehicles and need to exit multiple menus opened as a result
13) Building multiple consulates
Atm if you have lvl 5 consulate, lvl-1-4 shows up as a buildable building. You can chain build lvl 4 consulates and then upgrade them to 5 to give civics a boost. Same for the other lvls. Dont think this is an intended feature
1) Build and harvest
Rover moves to and fro instead of next nearest build order. Example 2 rows of trees A-X, rover sits on R road.
ABCDEFGH
IJKLMNOP
RRRRRRRR
QRSTUVWX
Rover will IJK then swing around to build ABC then move back to continue to build LMN etc. Rover should build along the road as it is the nearest I-P and alternate Q-X and only swing to H-A when at the end. This seems like an inefficient way to build things. Seems rover is following the build place order instead of nearest available build when we mass build by placing I-P, A-H then Q-X.
Harvest problem seem to select inaccessable resource as shown in the pic below. As a result vehicle seem to stall and not move. This could be related to most of reported problem vehicle is not responding. This is the only sample that can prove the problem in the algorithm as others dont show the vehicle path.
Also, rovers will not return to its parking spot if it is on harvest duty and there is still one mine available but inaccessible. Example, you build regolith mine and after finishing harvesting, it will stay stuck on the last mine position and show harvesting while there is a mine out there surrounded by trees. There should be detection if it cannot complete the task it goes back to its parking position.
2) Rover build detection problem
Rover sits on or move into a build square and wont move to avoid building being build and getting stuck.
On large or extra large map, rover seems to have a limit to detection. If rover is on west end, it wont respond to build orders on east end. You either have to manually move it or put down some build orders within its detection range for it to start building before moving to the east end. Common problem if you build crystals on extreme edge of map and then set it to another end of the map.
3) Population resources data mismatch with statistics
I noticed resources data is instantaneous and statistics has a lag time to show accurate details. Population resource can show 0 unemployment but if you check after a few mins it can show 50 unemployed. Putting down more building that requires workers sometimes bring this number down sometimes it doesnt maybe due to range of available workers.
4) Unemployed workers
In the housing you can have unemployed workers but the stat shows it is working somewhere else. Is the system capturing these people as tax paying, employed workers? Hopefully this is just a graphical error. This is evident is large housing like subterranean
5) Where is blue large residential complex?
6) Tourism
On certain maps, tourist seem to come easily with a few space port, some you can have lots of space port and tourist numbers dont move. What are the factors that influence this numbers apart from the number of space port you have.
7) Upgrading and program installation
Why does the program need to access system files? This is the only game I have that flags off my antivirus about system files changes. Is this necessary? Noticed the game will launch 2-3 system processes apart from the main game process.
8) Upgrading building not worth it
Currently upgrading any building do not give you back the sell values. For eg upgrading a tall brickhouse to quantum I am supposed to get back 2000 bricks back but it doesnt. As a result, lots of micromanaging to sell and then rebuilt.
9) Deactivated building
They are showing 0 workers but system seem to be locking the original population from filling jobs elsewhere. I usually plan my population to my jobs numbers. I realise I need to sell these deactivated building for the game to normalise my job numbers meaning if the buildings are still there, my jobs will not be completely filled. It might be the discrepancy is cause by retired workers
10) Undocumented changes
Noticed that 0.48 introduced a 250 civic for zolarg mining building. I started on v0.46 and noticed the changes when I started another zolarg colony on 0.48. Also noticed that there are unexplained food crashes when the game is idled when prod is way much more than consumption. Seems like there is some anti idling measures in place? Something capturing clicks per hour? v0.49 allows multiple command posts to be build but it does not increase civics. Is this intentional? Not to sure abt higher command as gained independence late
11) Stalled workers/rovers
If we manually move workers to build something, workers/rovers will move to the build site and clicking else where will cause the workers to move to the clicked location before returning to the build site. Only way to prevent this is to click on any building and use dismiss (esc) to end move command.
12) Selling items in Space Elevator, Mass Elevator etc
If you click on selling food quickly before the menu has time to refresh somehow you end up selecting all vehicles and need to exit multiple menus opened as a result
13) Building multiple consulates
Atm if you have lvl 5 consulate, lvl-1-4 shows up as a buildable building. You can chain build lvl 4 consulates and then upgrade them to 5 to give civics a boost. Same for the other lvls. Dont think this is an intended feature