Search - Lag

Stecat94 said:
Ansom said: lag/bad connection

if one person has a good connection with no lag, no one will have lag unless their own internet is slow:it take only one good connection to eliminate lag for new people. the more people have a given "file" or in this case "map" the faster everyone else will be.



Isn't the opposite? Since everyone need to be synchronized, everyone will have lag/velocity equal to the worst connection. Everyone need to interchange data at the same speed and quantity...
4y ago
Samsung Galaxy S22 Ultra
Game version 1.22 (also happened with 1.21 and 1.20)
Earth Region
Map size small

Adding ONE "Simulated Nanite Factory" to a small map causes the game to basically become extremely choppy and lag. Small map tested. Other buildings, 1 Arcology, 1 Adv. Cloning lab (disabled), 1 Nanite education building. Population ~680. I can spawn 60+ regular Nanite Factories on a small map and have no issues.

Adding more than EIGHT "Resource Converters" to a small map causes the same extreme choppiness and lag. It slows down considerably the more that are added.

When disabling the above buildings, game returns to normal speed and can be played with no issues. Enabling the buildings returns it to the same choppy / lag behavior reported.

I have a map with over 500 of the "Helium Nanomine" and it runs fine. Not sure if this is related to buildings with jobs or not.

Defining choppy / lag for this report.
Scrolling resource bar on top of screen only updates every second or two.
Attempting to scroll map by dragging screen takes two to three seconds to update and then is not responsive while attempting to render movement. Movement is very small compared to other maps.
Vehicles take one to two second to traverse each square (aluminum road)
2y ago
Background:
Have been playing this great game for days without issues regarding lag times or slowdowns until today.

Problem:
The game was running just fine, I saved then closed the game. When I start the game a few hours later there is a continuous lag lasting about 5-6 seconds. The numbers refresh and another lag making it completely unplayable.

Details:
Charter Code - 2kfzwY5e (Tetra, Bikini Bottom)

Let me know if further info is needed.
7y ago
Lag
Web version 0.81.0

I know this is a very broad topic, and one that is pretty hard to fix. However, bast has said that he will try to fix a few bugs in the coming updates instead of new content and I'd like him to take a look at this particular instance of lag.

I can say with certainty that everyone who plays has lag specifically when constructing, not before or after but always during. Of course I don't really know how it all works, my theory is that it calculates every tic from every bot while constructing instead of grouping the number of bots at once or slowing how often the game updates the construction costs or something. I understand this might be tough to fix, but building stuff is most of what the game is and it's super laggy during the process.

I'm not talking about overly extravagant numbers of bots making it lag either, just a modest amount like 25-50 can slow things to a crawl if the building takes any significant amount of time to build. Anyways, since the focus lately has been on fixing bugs I was wondering if you could take another look at it and see if it can be improved please?
5y ago
Ansom said: lag/bad connection

if one person has a good connection with no lag, no one will have lag unless their own internet is slow:it take only one good connection to eliminate lag for new people. the more people have a given "file" or in this case "map" the faster everyone else will be.
4y ago
Hi you all,

So the issue i'm having right now is the absolutely terrible lag that occurs while harvesting crystalline for some reason.
when the bots don't have to harvest any crystalline i don't any lag at all. But as soon as i tell even 1 to start harvesting the game lags like hell. It gets even worse if more bots harvest.
This wasn't happening 2 days ago.
Any idea anyone?
7y ago
It is hard to tell if there is something special with your colony or what is causing the lag. My largest colony is 96k people and it runs like butter. In theory, after 2k colonists, colonists no longer cause any noticeable lag as they are virtualized.

One thing that causes the most lag is if you have expanded your map size several times, especially if it was already large to begin with, as the pathfinding algorithms get exponentially slower as you increase the size of your map (I even put a performance warning on the 'annex land' policy because of this).

Is your map in Online mode of Offline mode?
6y ago
I'm looking forward to it too. Maybe we wouldn't need virtual avatars anymore and some problems would be evaded, but still it's complicated as it's still needed to simulate the production of the other districts and therefore it would always create some lag if there are a lot of districts
Edit: also, it can be hard to simulate accurately the production of the other districts without some lag
Yes, and 50 bots take absolutely forever to build anything, especially for highly progressed colonies like mine where we build crazy amounts of everything. We normally do end up using more bots despite the lag as it does end up being faster for me personally, but when I test stuff out its around 50 ish bots when the game starts to get noticeable lag when building.
5y ago
Hi guys,

Anyone got some tips how to import people on large map without causing the massive lag?

I got around 350k pop now.
Whenever i try to expand, the game lags like crazy and can stay like that for 1-2h.

The only solution to decrease the lag is to import 2,000 at a time.
But even that makes the game run really slow.

I have removed the majority of my advanced cloning facilities.
Currently i can only have 2 running without breaking the game compleatly.

All my buildings, housing etc are of course connected to roads.
The new colonists does not have a far way either to travel to their new home.

Best regards,
JenzZeN
5y ago
The lag can have different cause. The vehicles grp is wonderful for construction, but is inefficient for harvest, because the bot will don't work in parallel, and sadly they will work serially.

In any case, very big colony can suffer lag, massive population increment can cause lag, massive map same music.

Some time, single map become unplayable.
5y ago
@Invincible is a common problem for every game/software, with elevate interaction with the system.

In offline game is easy to create a world where player can interact with everything.

But in online game.. is a living hell. Every change need to be communicated to every player active.

Some online game with openworld, they use to have very few interaction outside, and many interaction in dungeon or closed instance.

If Player A place an house in 1:9:10 (coordinate), Players B/C/D need to receive the information.

But... if Player B have a crap connection with severe lag (i can even have 5-10s lag...), i see the 1:9:10 with free space, and i place a road.. so.. the server need to wait my response, and will be lag for everybody in some situation.

For this reason, Bast can't handle a server where player could interact in the same map, at the same map. Will be require a google Data center.... :D
4y ago
Ansom said:everyone will have lag
no only the information from the slow person will lag: example: if Lag makes building x at 1200 server time, but that information is not synced until 1210 someone else might have built something else there. but this is true regardless of p2p or centralized server.
4y ago
(All is for Human races only)(United Earth & League of Independent States)



First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.



Do I need to get rid of Trash and limit the amount of Atmosphere I have?

Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)


Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.



Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.



Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.



Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.



What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.



What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.



How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.



How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)



What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)



Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.

Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.



Why is Mobile so errr poor quality in some ways?

Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.

If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.



What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.



What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.



Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.



How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.



What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.



Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.



Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!



Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.

I hope this answers some questions you may have!

​If you have any other questions, please comment below and I will do my best to answer!

Posted 11-30-2020 (30th of November)

Update Version: 1.10.0
The game don't simulate each colonists independently anymore. Now is "house" based. An house with 6 colonists, or 16k, don't make much difference.

I have several medium city (region map) with 1 million colonists running without any problem or lag.

I have lag only from making bots (thousands), or when i ungroup large bots grp, es 10k stacks.

You play with the last version? 1.11
3y ago
As I noted last week, I will now be providing weekly version bumps to the My Colony 2 development builds so that users on either the Ape Apps Launcher or those who have installed My Colony 2 on their device as a Progressive Web App are able to receive the latest updates without having to uninstall/reinstall the application. As such, today marks another version update, to v0.3.0.


If you've been playing and force-updating the game throughout the week, then you probably already know what all of the changes are. If not, I will just touch on some of the larger items here.

Firstly, it is now possible to create/distribute/use 3rd party mods, right from within My Colony 2. If interested or you want to see an example of the capabilities, head over to this thread where I talk about the feature and provide a download for a small mod that I made in under 10 minutes that completely transforms the game using assets from My Empire. The takeaway is that pretty much everything in My Colony 2 is user-moddable (is that a word?).

All current planet types are now at least somewhat playable, although some changes to the different worlds are to be expected in the coming weeks. As it stands though, you should be able to at least start a base on each available world. Currently, the Lunar map provides the highest absolute number of building options.

The engine can now utilize .vpp models that are precompiled using the current beta release of Voxel Paint. I detailed the process over in this thread, but the new precompiling feature allowed me to reduce the loading time of one of @GeneralWadaling large .vpp models from almost a minute down to under a second. I plan to release v1.7.0 of Voxel Paint later this week, which will include the new precompiling feature.

This release includes a handful of French translations provided by @Sobeirannovaocc and @Freedmoon which represents the first test of the games translation functions. I haven't tested it myself, but if your device language is set to French, then by all means give it a try and see if it works!

When I first bumped the version to v0.2.0, there is a fair bit of lag related to Rover movement in multiplayer games. This lag has now been reduced significantly. In my testing it is almost unnoticeable in a game with 5 players and a fair amount of rovers active. That said, I do have a fiber internet connection, so please give multiplayer a try and let me know how the lag is on your connections.

A few more structures and units have been added to the game, and there are obviously a lot more to add. I saw that @itsLiseczeq has gotten into the model creation game as well, which I am happy to see. Anybody who wants to try their hand at creating 3d models for the game is absolutely welcome to do so! In fact, if anybody could put together a good looking Microchip Factory, I would be extremely happy.....

Anyway, thank you to everyone who has given feedback and content to the game, as well as those of you who have helped test. Several people have joined my testing games over the past week and have left valuable feedback, so thank you to all, let me know how the game is going for you, and stay tuned for a whole lot more to come!
3y ago
The reason for this is simple - I suspect it often causes extreme lag.
With the new bulldozer tool it has really gotten on my nerves. Everytime a new building/better version of an old building is implemented in the game you have to get rid of the old buildings. Sometimes it's a few dozens, other times it's hundreds of buildings. The more you remove in a short time the worse the lag.

Maybe it'll help improve performance if there was an option to turn of all animations, including the building animations.



\\Edit because of redundancy in the very first sentence
7y ago
I am having the same issue. The game runs fine with all my other bots doing their thing but the moment I try to harvest crystalline, I get really bad lag. For me it's only when I set two or three bots to harvest. Note: I have a large patch of synthetic crystalline that was taking over the map so there's a wall around it and I have a few "doors" in the wall (sections that are road instead of wall) so they can get in.
7y ago
If either of your games are in 'offline' mode, you can export your map and send it to support@ape-apps.com so I can try to debug the lag
7y ago
So, I build over 100 buildings a day easily and iv'e already expanded over 5 time but is there a way that I can grow even bigger without so much lag iv'e got every thing on minimal to save CPU on the core game but it isn't helping anymore and it is almost impossible to play the game because the frame rate it is only comparable to a slide show on physics for a collage class that takes half the year to finish. Furthermore, i like this game iv'e been playing this game since May 26th of this year and that feels like a long time ago, but if anyone knows a good way to reduce lag more than just changing the engine settings to the optimal state for my CPU.
7y ago
bastecklein said:I wonder if I can come up with a (non-performance killing) way to do this in the engine without having to draw hundreds of new tiles. To have shorelines with every ground type in the game would require a ton of artwork to be added, but if one shoreline "mask" could be made and then the engine would automatically blend the two textures at runtime, then the game could support shorelines with an infinite number of ground/water type combinations.


I may not even know what I'm talking about, but I am somewhat familiar with the concepts of game coding and I think I understand what you were referring to, but maybe not.

So by mask, are you talking about an over-layer that randomly generates rivers and shorelines during the loading phase of the game and then edits each appropriate ground tile texture to have different shapes/shades of water on it? If so, that would definitely save performance because you wouldn't have to have to do it during runtime. You would, however, have to re-render the ground/water combinations every time a colony passes a certain atmospheric stage(both on the way up and on the way down) and the ground changes, but it might only cause a short spike of lag instead of constant lag.

I've worked a little bit with randomized grid layering before, and I was able to create a generator that would create a basic grid with islands with beaches, but I never worked with rivers and shorelines. I wonder how that would turn out. Would be pretty interesting to see my colony with randomly generated water patches,. In fact, having a sea level indicator where the water slowly rises and spreads and destroys whatever it touches when sea level is increased would be fun. But you would have to make an elevation value for each ground tile and generate that at random and anything below a certain elevation(sea level) value be painted with water, and that might kill performance.
7y ago
nothing to do with flipping buildings necesarely. happened to me out of the blue a few times in 0.48 version that was released just now.

luckily my computer is a monster and it went away after a few secs.

i also noticed very massive lag every now and then. apparently the secret to get out of it is to right click on your toolbar (yeah..the windows toolbar..) and hover your mouse over it. for some reason it seems to fix both the lag and the black screen issue. for me it does at least. hope it helps
7y ago
My UE and LIS maps run fine. But my zolarg map has massive amounts of lag on it, its almost unplayably laggy.
Its the smallest map as well! Anyone have any thoughts?
7y ago
My Colony v0.48.0 - Web client (Chrome 62.0.3202.62 on Windows)

Buildings in the sidebar that become affordable when their resource requirements are met take ~20 seconds to actually become clickable. They stay red during this time, as if the sidebar has a 20-second lag before updating and realizing that the building can now be built.

When this happens, the building can be built from the Build menu of the appropriate Builder; it's only disabled in the sidebar interface.

This is on a Medium map on a Windows 10 PC with 8 GB RAM, an i5-4670k and a GTX 780... the rest of the game never lags.
7y ago
It used to check more frequently but it was causing problems and lag. Author had to separate the update functions so that things worked better.

To get around it you can also select the bots that build the item you want and probably start a build quicker.
7y ago
bots really should cause too much lag at this point, but the zoom-out lag is harder to avoid. the game only draws the buildings that are in the viewport range, and when you zoom out it has to draw the entire map. i might reduce the FPS when the game is zoomed out at some point, since when everything is small you really don't need frequent renders.
7y ago
nonobosss said:
Cyberkayu said:
BestColony11 said:doesn't your game lag a lot if you have so many bots?


mine still works fine, running on android 7.0


Mine lags a lot when I zoom out (500 pop and 300*300 map) using android 7.0 (samsung s8+)


I am using Huawei Mate9, yup as per bast post above, i dont always see the whole map, tat will be slightly lag but just a few seconds for me to find what I want to and zoom in again.
7y ago
Get rid of those trees.. use lumberbots or bulldoze them.. i prefer the former though.. it will lag as hell but the more trees you cut, less lag.. Scatter the lumber camps to reduce drop offs distances. Good luck.
6y ago
Hello,

since rivers have unlimited water, it is very easy to position water tower 1 block away and have water bots gathering at the max speed. However - will that cause more lag than just having bunch of condensers? Since 1 bot is 1k water, I am talking about 100-500 of bots gathering :)
6y ago
The system still has to account for 100+ rovers in the same spot gathering a lot of resources. You will experience lag.
6y ago

when one has a colony that becomes very large the camera lag enormously would it be possible to remedy this?

my colony version game on google chrome windows 7
it does it on all my colony on all pc and android
6y ago
Instead of Annex making the map bigger, you would have it add a new random map based on the world you started on. It would only show one district at a time. This way, a colony could get big without having large amounts of lag. For example, if you started a colony on red planet, the next section would also be red planet. Each district would start like the beginning map, i.e. lander/mound at the center and the resources scattered around the map. Like Annex, it would require Independence. You could add a setting called "Switch District" on the settings menu. With it you could also add an option "Add District". You could have the ability to name the district what you want. You could keep annex and make it so it would make each district larger. All the resources produced and stored would be accessible across the districts. Let's say you have two districts. For brevity, we will call these 1 and 2. District 1 is the starting district. Let's say you are in District 1 and go into policies with a government building. The policies, such as Annex, would only apply at that district. So if you increased wages from default in District 1, in District 2 they would still be default. Technically, it is like a bunch of small colonies producing and sharing resources in a commonwealth, only that the "commonwealth" would be a colony. The bottom line is, it would have one smaller district loaded at a time, and instead of making maps bigger, you just add more.

Thoughtfully, Equinox0
6y ago
@bastecklein
any more thought to this? my map is starting to lag again lol
also some more thoughts on it
-allow naming of sectors
-allow deleting of said sectors
-maybe allow some sort of liquidation for all of the buildings that way you get some back (maybe 10% of what you put into it?)
-choose the size of the sector
-for already established maps have some sort of one time cookie cutter like or drag-able crop tool to select districts
6y ago
I have just completed work on My Colony v0.72.0, which should be going out to all platforms over the next few days. This release contains a whole slew of general bug fixes, both region and non-region related, as well as a few new structures and a new change to unemployment.

Firstly, I think that I may have finally solved the long-standing "my rovers wont move" bug, which people have been complaining about for a year or so. Now that I have written this, there may well be 10 comments below proving that I have not solved it, but I am pretty sure that at least it is a lot better now than it was before. The issue is that some time ago, I added code so that the engine would save commonly used paths and re-use them again instead of going through the pathfinder every time, which saved a lot of cpu usage. Somehow though, I forgot to clear out those saved paths whenever new structures or terrain features were added to the map. So if a path was ever created, and then later on, a building got placed somewhere along the path, the game would go back and try to find a new path, but the engine kept giving out the old retained path over and over again. The retained path would eventually be killed if it failed enough times, but this was creating a constant loop where sometimes rovers would just sit there trying the same path over and over again, or if a ton of rovers were moving at once, they would completely lag out the game while they each tried to resolve the same broken path over and over.

So anyway, there is a better than zero chance that this issue is fixed now, but please (and I am sure you will) let me know if I am mistaken.

Next on the list, I have implemented a change in employment reporting. Before, if a colonist did not have a high enough IQ to take a job, they would become a student. If there were no schools available, they would just keep looking for an education until they could find one. This had a couple of effects. One, it could create lag on large colonies where colonists kept looking for schools over and over. Additionally, it created higher rates of unemployment while there will still jobs available. Players would wonder why colonists are not filling jobs when there are so many workers available, when the actual reason is that many of the colonists were too dumb to work in the jobs that were unfilled.

To address these issues, several changes were made. Now if a colonist cannot find a job, they will look for school once. If they can't find it they will either a) go to the bar and drink their woes away (find entertainment instead), or b) lose faith in your government and become a protester. Later on when they have become sufficiently happy again, or tired of protesting, they will retry their search for a job or school.

Next, the way unemployment is calculated has been changed. Before, unemployment was simply the number of colonists minus the number of filled jobs. Pretty simple. The issue was that since the simulated colonists (new colonists created after your population passes 2000) found jobs and lived their lives based on statistics from the non-simulated colonists, the unemployment rate in some cases would be artificially high as it was counting students and retired colonists as workers, and so simulated colonists were not finding jobs since their employment rate was coded to match the rate of the non-simulated population. Now, students and retired workers are no longer counted among the unemployed. These stats are now reflected on the statistics screen.

In addition, the unhappiness stats now account for colonists who cannot find an education. These stats were previously not accounted for, skewing the other statistics higher than they normally would have been.

In the coming updates, I want to add new colonist births, and also accelerate the rate of aging among the population. I then plan to include nonage and dotage into the population, where colonists will not work under the age of 16 or over the age of 70, or some other arbitrary numbers. Perhaps these numbers can be set in a new social policy.

For players of the desktop Native Client, all script errors should now be written to a .log file saved in the ~/Documents/My Colony folder on the device. Key word should.

Finally, the Reptilians got three new structures in this release. They finally have an embassy to establish diplomatic missions, the Foreign Outpost. In terms of regular structures, they get the Potters Den, which is a small housing unit which also creates pottery. Also they get a public housing structure, the Homeless Shelter, which also provides a mediocre education to those who live there.

One last word about the Android crashes before I wrap up here. From the stats I have gathered, it appears that over 90% of the crashes happen in offline games vs online games. I am wondering if this is related to the game scanning WiFi for nearby players to trade resources with. I have added some potential fixes related to the TCP/IP networking, but whether or not that have an impact remains to be seen.

That's all for today's update. Thanks for playing, and stay tuned for more!
6y ago
i too face a sudden lag when am about to pay my workers. honestly, any change related to my population causes a small freeze. i might just be that i have a bit more population. but the lag happens when i pay workers, tax them, gift them and deport them. deportation however had the most significant freeze as far as i have observed. the more number of people you deport, the longer is the freeze duration

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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