Search - bus

My inpiration for this suggestion comes from the following problem. No matter how good I treat my colonists there is one stat that ALWAYS causes them to dislike their Overlord: Fatigue. Long distances to their workplace (even though it is not that far in my opinion) will get them tired. So what if you could just shorten the distance?
This is why I thought of the following ideas:
+Infrastructure: Unlocks the 8x speed roads. Cost: 2.000 Research. Requirement: Advanced Small Scale Construction
+Public Transportation:
Unlocks Bus Depot(Building), Bus(Vehicle) and Bus Stop(Road). Cost: 10.000 Research. Requirement: Large Scale Construction
+Regional Travel(Premium feature): Allows Space Elevator to transport colonists between cities with a Space elevator in a region. Cost: 25.000 Research. Requirement: Tall Construction.
-Bus Depot: A building in which 10 buses are maintained and built. You can't build more than 10 Buses at one Bus Depot. Cost: 10.000 Ore, 3.500 Steel, 200 Gold, 2.500 Aluminum, 250 Power, 20 Colonists(blue collar)
-Bus: A vehicle that can be build at the Bus Depot. Transports up to 200 Colonists. You can set between which Bus Stops it will travel. Cost: 100 Ore, 70 Steel, 10 Gold, 30 Aluminum, 8 Wheels
-Bus Stop: A road that acts as stops for the Bus. Only at Bus Stops can Colonists enter/leave a Bus. Comes in all road types and has a neat sign. Maximum of 5 assigned Buses per Bus Stop. Cost: Initial cost of the road type, 5 Steel, 1 Aluminum

This is just a cool idea I had and wanted it in the game. I have absolute confidence that realizing this idea will be extremly difficult as you have to keep track of all Colonists in the Bus. Especially complicated is the travel between cities of the same region, as you would have to keep track of all the colonists in these cities. So realistically speaking this is only a good idea in theory. Would be still helpful if this would get realized in some form. 😃
Thanks for reading. 💖
5y ago
Today I am putting the final touches on My Colony v1.5.0 which should be going out to all platforms soon. This release is more of a quality of life and engine improvement update, which are generally my least favorite to work on because they take forever to get done and at the end it doesn't look like you've really accomplished anything. This is as opposed to a content update where I just spend a day drawing 10 new buildings and then everybody thinks I made a huge update!

Still though, there was important work needing to be done to the My Colony engine, and it received quite a bit. I have been promising Mass Transit for a while now, and I started working on it for this release, although it ended up being just a little more complicated than it was when I was mapping it out in my head. I have implemented a small part of it in this update to see how it works in the wild, and if it doesn't screw everything up it will be greatly expanded in the updates ahead. Don't worry, if it does screw something up, from my testing, the screw up will be in the favor of the player, but I will talk about Mass Transit more a bit later. First let's take a look at what's been added since the last release!

First of all, @Sobeirannovaocc a while ago had provided me with an initial batch of Chinese language translations for the game that I have finally added in, which I believe were worked on by @GeneralWadaling and perhaps others (maybe one of them will elaborate in the comments who all provided the work), and I know a lot of people are going to be grateful to have these new translations in the game. So a big thank you to everybody who worked on the Chinese translations for this release!

If you play on a desktop class device using a mouse, the Display Mode popup has been replaced by a smaller context menu, which I felt was more appropriate on a desktop device.


Likewise, right-clicking on an option in the build sidebar now gives you a new "Bookmark" option, which allows you to add your favorite buildings to a new Bookmarks list, which will appear as an option in your build categories dropdown. This way you can create your own custom list of buildings that you like best. Bookmarks are saved on a per-city basis.


I know there is an issue , recently reiterated to me by @Electrogamer1943 , where iPhones can not bring up the long-press context menus in the game, due to their 3D Force Touch gesture. I put in a little code that might mitigate the issue, but at the time of this writing I did not have an iPhone on hand to test it out yet, so I give it a 50/50 chance of being fixed. If it's not, I will just have to switch to a double-tap style gesture for iPhones.

Moving right along. Ever since Regions were created, there has been an issue where people can not back up Region save files, since behind the scenes a Region is broken out into multiple save files, and the existing backup utility would only export the regional overview map, making it impossible to backup a region on most devices. This issue has now been addressed, and I have now added two new ways to backup your game files in this update.

The first new method is in the Game Statistics screen, down in the Game Data tab. You will see a new "Backup Copy" option at the bottom which will export a backup of your save file to your computer or device. If you are in a region, you must do this from the Region Overview map. Once you have your backup, you can re-import it into the game from the Game Data menu on the title screen.

Now if you are playing on a tablet or desktop, there is another new interface for managing your game data. When you click on Load Colony at the title screen, you will be presented with the new Load Colony window.


From this window, you can manage all of your saved files, see detailed information about each, conduct backups and delete old games. You also have hyperlink access to your colony's websites on both my-colony.com and on Coloniae. Keep in mind that the extended information for your save files will not show up until you have opened them at least once using v1.5.0 or newer.

Next up, the Auto Trade feature has been completely reworked in this release, and is no longer directly tied to the Galactic Board of Trade. Auto Trade now conducts resource Imports and Exports, at the prices you would normally get from buildings like the Galactic Freight or the Star Gate. While on the surface this does make it a worse deal as the Import/Export features come with massive fees and penalties, for many resources it will actually be better for the player, as a large percentage of the Auto Trade contracts on the GBT had previously gone unsold.

This will also go a long way towards cleaning up the GBT, since it has become so loaded with Auto Trade contracts set in unusual quantities, that it was difficult to find anything real.

Switching Auto Trade to the Import/Export facility did bring another change though, in the form of Global Resource Pools on the My Colony server. This facility is largely invisible to the player, but does have an impact on the overall resource price. Whenever a resource is exported in the game, the quantity is added to the Global Resource Pool on the server. Likewise, an import reduces the quantity of the global pool. The server watches the levels of these new global pools and uses that information to calculate the demand of various resources, and can make pricing adjustments accordingly. The server also has the ability to purchase contracts on the GBT if a resource pool is empty, although to prevent gaming of the system it will not purchase any contracts that are not priced in a range that the server sees as reasonable.

The new trading system might potentially have a large impact on the GBT and on pricing in general (hopefully a positive impact) so I will be monitoring it over the coming days/weeks to see what tweaks are needed. This new system can largely be tweaked from the server, so any fix should be able to be implemented without requiring a game update.

To go along with this change, the Import/Export feature has been added directly to the GBT, and as long as you have a GBT building you can now import and export resources at maximum quantity from one centralized location.


Now let's talk a bit more about Mass Transit. The ultimate goal is to have transit capabilities within a city and across a region. For this update, I have started with the Regional transit first, as it has the larger implication to the game engine and requires the most work.

For this first release of the feature, Human colonies get a new structure called the Regional Busing Authority, which is unlocked with the new Public Transportation technology. As of this update, you can build this structure on a non-region game, but it won't really do anything. On a region game though, each bus stop adds to your city's regional transit capacity (in this case, each stop adds 250). This capacity allows your citizens to travel between neighboring cities on the regional map for work. So if you have a transit capacity of 250 in your city, it means that 250 citizens can work in a different city, and also 250 citizens can work in your city from a neighboring city. Note that it is 250 both ways in separate pools, so the total citizens moving back and forth can be 500.

When the game decided what jobs are going to be filled, they all go to local residents first, the same as it has always worked. However, when jobs are left unfilled, for whatever reason, the game looks at which neighboring cities have unemployed workers available. If unemployed workers are available, the jobs will fill up from those available workers, up to the point that your transit capacity is used up, provided there are bus stops in range of your worksites. Likewise, if you have unemployed workers, they will look at the jobs available in neighboring cities and fill them up to the point that your outgoing transit capacity is used up, provided there are bus stops in range of their houses.

Right now the bus stop range is super high, so I think one bus stop pretty much covers any small or medium sized map, which is all you have in a region. I don't expect it to stay like that though, so bus stops should ideally be placed throughout the city.

The Economy tab on the Game Statistics window will give you some idea of what is going on with your mass transit. Under the number of total unemployed, you will now see a Remote Workers stat, which tells you how many of your people are working in neighboring cities. Likewise, in the pie graph below, the number of filled jobs is now broken down into Local Workers and Foreign Commuters, telling you how many of your jobs are being filled by workers from neighboring cities.


There is still a lot of work to be done on the Mass Transit, but it actually has pretty big implications for the way Region games are played, as it is now possible to separate out your housing from your industry. It still needs to be refined, and I need to add the ability for colonists to actually migrate from one city to the next, and that is coming soon.

To go along with Mass Transit, I have added the capability for buildings to add non-player Decorative Units to the game. You can see this when you build a bus stop, you will now see small bus rovers driving around your town.


These units do not actually do anything, they just serve to make your city look more alive. I plan on adding other kinds of decorative units soon, such as police cars and ambulances.

So that about wraps it up for this release. The next update will continue to build out the Mass Transit, bringing it to other races and making it work within a city itself. Beyond that, I also need to do a complete overhaul of Multiplayer Regions, which are barely functional at the moment. This is the next item on the list after I finish Mass Transit.

Thank you all for playing the game, keep the suggestions coming, and let me know what issues you find in this release!
4y ago
I have started to implement Public Transportation in My Colony v1.5.0 Beta, but it will probably take a few updates to get it all right. The initial implementation is going to be transportation between regional cities, allowing colonists to live and work in different cities. To accommodate this, I have created a new bus stop building that introduces another new engine feature called Decorative Vehicles.

All public transit is simulated by the engine, but I thought it would be neat to see little buses driving around your city when you have transit built up. So now, each building class can provide your city with a certain number of decorative vehicles, vehicles that do not actually do anything except randomly drive around your colony. The first of these is the bus rover.


For each bus stop you have in the city, you will get this little bus driving around acting like it's doing something important. It really has no relationship to what the actual transit engine is doing behind the scenes, it's only there to look neat.

The whole purpose of the feature is to make your city look more alive as it grows. I plan to add similar decorative vehicles to the police stations and hospitals as well, and perhaps the Star Port will also give you an occasional star ship flying overhead.

Anyway, I wanted to put this information out there because I know there will be questions about why the bus is going to certain buildings and not others, etc. The bus is not actually doing anything real.

As for the transit, this next update is going to be testing the waters with city-to-city transit, which will probably take a couple of updates to get right (knowing me). The goal is to be able to have a dedicated industrial city on a Region map, with nice clean dedicated housing cities nearby, with colonists taking the bus to work and back every day. This will also allow you to spin up a new region city and have workers ready to go right from the start, busing in from neighboring cities ready for employment. The only requirement is that each city will need to have adequate busing capacity.
4y ago
Today the v0.46.0 update to My Colony 2 has gone live, and it adds some exciting new content, featuring the first new playable civilization in the game (thanks to the world of @therealchromedino ), the Alpha Draconians! Let's take a look.


To begin, the bug where none of the drop down menus were working has been corrected. This issue was introduced in-between updates, due to a change in the ADL UI Library used on most Ape Apps. It's fixed now though, so all is good!

@therealchromedino submitted a massive data file with the Alpha Draconian civilization from MC1 ported to and improved for MC2, including over 70 new data objects and accompanying changes to over 30 existing data objects. This is an amazing undertaking on behalf of the community, so please show your appreciation for what @therealchromedino has given to all of us!

Along with the Alpha Draconians, two new resources are introduced in this update, which are Ant Paste and Antanium. These should now be available to trade on the GBT, although to store them as the United Earth civilization, you will need to have the Quantum Warehouse, which has been updated with storage for the new resources.

Moving along, I often times have gotten the request to re-introduce the drop-down sidebar filter that was present in My Colony 1, so in this update, I have brought it back to My Colony 2. It only appears in the larger sized expanded sidebar, and is hidden when the sidebar is in "compact" mode.


The Investment Bank has gotten an updated model thanks to @spamdude and the Lander and Outpost structures have been updated with slightly increased Spare Parts storage. The speed rating on the Dark Solar Road has also been increased.

Both sized blood bank structures received premium "gold" editions provided by @therealchromedino and there is a new expanded Water Extraction Plant, also from @therealchromedino. @spamdude provides a new super-fast road, the Alien Hexpath and @RekEm1999 provides a Quantum Ether Tank upgrade.

There were a lot more structures available that I could have added, but the feature I am about to mention next took up so much time to get working that I just didn't get to anything else.

There is now engine support in My Colony 2 for Player Mode Public Transit, but it was super hard to get working and it is still a bit glitchy. I don't need to get too much into the technical details, but the way the engine itself and the player mode stuff in particular were designed did not lend themselves very well to this, but a ton of changes were made in this update, after much trial and error, to get it to the "working" state that it's in now.

The system works with the new Regional Bus Station structure (from @spamdude ) which is unlocked by the new Public Transportation tech and requires a Megabot to build. Once you build a Regional Bus Station, you can give it a name (like you can do for a sign) and a custom color. Then in Player Mode, a character can walk up to the Bus Station and press the "E" key (or A on a gamepad) to bring up a list of all other Bus Stations on the planet. He will then be picked up by the new SkyBus unit (from @spamdude ) and flown to the other bus station.

This is where there are some visual glitches, I don't know why the SkyBus is so jumpy while it's flying. Also, your character is supposed to go invisible at that point but instead is shown hanging (for dear life) to the bottom of the SkyBus. I will fix those things eventually, but it got to the point where I was sinking so many hours into getting this stupid SkyBus working that I started falling behind on everything else, so for now it is what it is.


Anyway, for future player mode stuff, I think the Sky Bus system is going to be essential, since it would otherwise take a character forever to walk between maps. That said, I have also laid the groundwork in this update for units (such as the player character, but other units too) to be able to go inside other units, which can lead to things like APC units for example, or player controlled units, such as a personal car.

Eventually I will have the star gates working for travel between different servers. I think for settlement design then, it would make sense for people with a Star Gate in their settlement to also have a Bus Station near by.

Anyway, that is all for today. Thanks for playing the game, thank you so much to all of the contributors, and stay tuned for more!

#mycolony2
5mo ago
Earth based once i realized traveling between city's is in the game for earth as well as any others i decided to try it out .
so using a new region get chips and bus teck then made a city with 3800 colonists and Only 480 jobs and bus stations in 5 places one in middle and 4 on each map edge then made a second city right next to it .
put in a few bus stops then 10 advanced steel plants and all bus stops filled with 2 colonists each and 3 steel plants filled for a total of 24 colonists coming in from the other city and nothing seams to change that number .

when i noticed in one of my high colonys there were 3 or 400 k colonists and quite alot of buildings got filled on that map But strange thing was I did not have extra colonists .
anyway It does work some what but looks like it will take a wile to make it work fully .
Oddly i just built 5 more bus station in a row and they filled wile only 3 steel plants filled I could probly make the whole city of bus stations that have employment but ovesly it would need to work for regular buildings that well
4y ago
Hello guys!
The name is Wadaling.

When you are looking into details and stats of a colonist, you'll see one of the stats showing Commute Length. I'm not sure whether it's related to happiness of a colonist, but I'm very sure that nobody wants long commutes all on foot. (and in my active colony, most of my people got "too-long" commute length, ranging from 24-45 for those I've checked) I would like to have my ideas about commutes and transports here.

Basic mechanism of transport
How do transport system run, according to my idea. There would be new buildings that will help people travel to various locations, such as, home, workplace, entertainment facility, and medical facility. When colonists (actually I want to include tourists as well) enter this buildings (only when the predicted shortest commute route length is over 20), they will use the service to 'warp' to their desired destination (right into the building), this greatly reduces commute length (on foot). transporting needs time, and time length for transport depends on the building. Better buildings usually has faster transport speed. Meanwhile, to limit its ability (other than time), each transport building has its capacity, means, it serves a limited amount of passengers in the same time.
Note transport facility only do one-way transport only. If the colonist wanted to return home far away from the workplace, you may need another transport facility near the workplace as well.
(P.S. this might gives wheels another use)

My ideas about transports (Buildings)

Human race

1. Light bus depot
The most basic form of public transport. Serves at most 25 colonists in the same time. Slow transport speed, but it is much faster than walking. Consumes wheels during the run.

2. Bus depot
A direct upgrade of light bus depot. Still slow as the light bus but it serves a lot more colonists up to 300.

3. Metro access
You can't call your colony a 'city' if you don't have a mass transit system like this. A faster transport station than buses, serves 100 people, and it occupies less space. However requires steel and wheels for maintenance.

4. Tube transit access
You can actually go to every destination very quickly (just within seconds!) with the vacuum tube, although it serves up to 180 people only and consumes lots of power, however, it is better that its efficiency is way higher than the buses.

5. Local portal
You should be happy about you can get access to any facilities in a instant!


Insectnoid race

1. Wormriders mound
Take a ride on this huge worm and it will take you to the destination.

2. Roadroller
Don't get confused with the human roadwork vehicle, it is just a bus for insectnoids.

3. Underground shortcut tunnels access
These secret paths has secrets to get to a destination quickly. You might think it is insectnoid magic, but actually it is just slick metal tunnel.

4. 'worm'hole
Yeah, it is a wormhole, but it is a Worm-Hole. Okay?




More ideas?
Further suggestions?
Comments please!
5y ago
So here are some ideas for new jobs buildings
New Stats:
Crimes stats. Sometimes when your people are desperate they will try to steal from you. (The police station prevents this!)
New Jobs:
Police Officer: A police officer for police HQ and police stations!

Civil Officer: Works in government buildings not. Different from politicians and diplomats tho

Medical Officer or Docter: Works in more advanced medical facilities.

Journalist: Works on publishing fake news to keep the people of your colony happy. Works in The Times building and the propaganda HQ. Can travel to colonies that have an embassy with you via embassy. They are virtually tourists when in another colony. If the journalist is killed when in another colony. The offender must pay 100k refusing is not an option. If refused (Maybe the PVP bast was suggesting!?)

Retired Volunteer: Works in propaganda HQ

Buildings
Police Station: A building to monitor your people and catch illegal immigrants
Immigration Customs Allows star ports space elevators and so to allow more people in at a time! Only one can be built at a time
Police HeadQuarters: Upgraded Version of police station. Only one can be made at a time! Keeps track of you people and produces a heap of civics
Deportation Office: When illegal immigrants or caught. Or if you want to deport a citizen here's the place!
Immigrant Camp: When you have too many immigrants they go the immigrant camp until there is space for them to become a citizen of your glorious colony
The Times building: Can name the building/newspaper The [Insert Name] Times!: A new building to keep your people informed on matters that don't exist! Boosts morale and keeps people happy! Also provides entertainment
The Propaganda HQ: Keeps all you people informed on the happenings in the universe boosts moral provides entertainment and makes money. Employs people in retirement and takes their money. Taking them out of retirement and conscripting them (Only one can be built at a time)
Airport: Tourists will come from it as well as new immigrants. Not as fast as the Stargate. It also allows emigration and uses a really small amount of spaceships. Produces a ton of money due to people paying to use your planes. Maybe cheap imports...
Gas Station: For refueling cars/buses. Provides lots of oil storage and uses a small amount of oil. Cars and buses can be parked there
Car Dealership: You can buy cars and buses using this. Produces wheels.
Bus station: Small and can be placed anywhere. It shows the bus the route it should be taking. People get on buses at the bus station if it makes they transit more convenient. Also helps with tourism
Train station: Uses oil and provides transportation. This is the only part of the rail which is aboveground. Connects to the subway system! It is the main hub of your train network. Produces money. Only one can be built at a time.
Subway Station: Parts of your railway line that connect to the above ground. (Only the exits of the station can be seen!) It helps your colonists get to their jobs more efficiently thus reducing fatigue. Provides entertainment. Part of your railway network uses oil and helps tourism. Produces money
Parking Lot: Provides parking for your colonist's cars. Pretty big. Because rovers are big.
Huge Parking complex. A thin building which is mostly underground and provides huge amounts of parking for your colonist's cars. Produces atmosphere.
New Rovers:
Bus: Transports large amounts of people to work. Uses oil but keeps your colonies fatigue down!
Car: 4 man transport to work or school. Reduces fatigue but has carbon emissions!
Silly Ideas:
Illegal Immigrant torture booth: Torture you illegal immigrants to the happiness of all! (Except the recipient)

I hope you like my ideas I also hope they will be implemented in game! Please vote :D
Note: I will keep adding things that I think would be awesome to be implemented in game! If this gets enough attention the ideas might be implemented so guys comment and share your ideas :)
Disclaimer: I did not think of this all on my own. I borrowed some of this from other people on the website who I would like to thank! I compiled them to make a petition of awesome stuff that I think a lot of people would love to see in game
5y ago
Hello guys! (•ω•)

Public transit would sound like the next civil service to be added into My Colony...
If I guessed right.

Besides some ideas for the public transit, I also have some thoughts on something similar - Logistics network, which is essential for flow of materials and goods, especially important for industrial supply lines.

Furthermore, it’ll give your wheels more purpose other than assembling rovers.

Here we go.

Notes: different colour of the texts represents they are from different civilizations. As follows: Humans (includes both United Earth and League of Independent States), Zolarg Empire, Alpha Draconains.

Public Transit
Basically like the medical and security services, they serve the colonists around them, which increases the commute length rating of residential buildings around.
  • <Bus Depot>
    Standard form of public transit, carrying colonists around your colony. Requires wheels to keep running.
    Ignore the bus stations, a bus depot is enough to bring your buses under service.
  • <Taxi Depot>
    Taxis can serve as a very early stage public transport... with limited passnager capacity. Also consumes wheels as bus depots do, but at a relatively less amount.
  • <Metro Entry>
    The difference with the previous two public transits is, now it requires no wheels, but demands more electricity.
  • <VaccumExpress Station>
    VaccumExpress is a new kind of maglev train, which it runs inside vaccum tubes to minimalize air resistance, allowing travelling at a very high speed.
  • <Relay Post>
    Take a ride on the large beetles and it’ll take you to the destination.
  • <Shortcut Tunnel Network Entry>
    You don’t have to take land routes all the time. Now you have underground shortcuts, accessing to anywhere quickly.
  • <Portal Control Hub>
    Alpha Draconains even utilizes global-range portals to teleport themselves between local locations - every den and slum are installed with at least one portal. Of course, to teleport colonists safely and accuately, you’ll need a control centre.

Logistic Network
Logistic network is a supply utility. These networks are needed by heavy duty or large industrial buildings in order to operate smoothly.
  • <Logistics Centre>
    A fleet of transport trucks will provide logistic support to heavy duty industries. Consumes a large amount of wheels.
  • <Industrial Metro Depot>
    Make use of metro system to transport goods around the industrial areas.
  • <Transit Tube Cluster>
    Transit tubes does not require many technicians to operate, but it is a very fast mean of logistic transport.

What do you think about these ideas?
Regional Bus Station with SkyBus 4.0

No-frills platforms servicing the proprietary SkyBus aerial transport, Regional Bus Stations are all that's needed to connect settlements across the planet!

Now with 27% less fatalities!


Wait, this actually has a really low seating capacity. Either that or the scaling's off.
models

Empty station
Station with SkyBus
Flying SkyBus
Landed SkyBus (for landings outside of bus stations)

(P.S. @bastecklein do you think you could implement something like "garrisoning" units into buildings where the building shows an alternate model when it's holding a unit? It'd work really well for landing pads in general.)
5mo ago
Hello everyone! Today I will be publishing My Colony v1.7.0 to all platforms. This is a somewhat minor(ish) update, but includes some bug fixes that needed to go out sooner rather than later as they were impacting one of my servers somewhat substantially and causing issues not only for My Colony, but other games as well. There are some changes here and there that you will notice though, so let's take a peek at what's new in this release!

Firstly, I have completely removed the option for synchronous path finding, and now all path finding operations take place in the off-thread asynchronous routine. For whatever reason, the synchronous pathfinding was causing rovers and colonists to jump around the map and walk in strange directions, and I didn't want to waste a bunch of time figuring out. I decided that since most of the problems with the off-thread pathfinder have already been solved long ago and it has been the default setting for months, I would just make it official and remove the synchronous pathfinder from the game completely. I don't expect and negative issues from this, but if you find something then let me know!

Colonists will start protesting again in this update if your approval gets low enough. The mechanics and levels are similar to what they were before, except now the protests start more gradually and a little earlier on. You will notice the protestors outside of your capitol building if you have colonist rendering enabled.

Similar to the transit bus that was added in v1.5, there are now two new decorative units that you will see driving around your colony, the Ambulance and the Squad Car. These come from the hospitals and security stations, respectively. As of now their movements are random like the bus, but I thought it would be neat eventually to have at least the squad cars primarily drive around high-crime areas, as sort of a quick way to see where problems are without digging into stats. I also thought it would be neat to have the squad cars arrive at protests, and maybe have some building damage and fires caused by the protests, but I need to make a fire department before I can do any of that...

Insectoids now get to join their human and reptilian "friends" in the cross-regional mass transit game with their new Subterranean Transit Node. It works just like the bus station for Humans and it allows Insectoids to live and work in different regional cities.

Multiplayer regions have been completely dead in the game, and they should now be working again to a level that they were before. I think I might work on a complete upgrade and overhaul of the Multiplayer Region feature over the coming updates, so if you have big ideas and suggestions for this feature, then now is probably the time, because they are probably going to be next on the agenda.

Finally, I introduced two new share URI formats that the My Colony client can read and launch from. You can now easily share your charter code by creating a link like this: web+mycolony://join_sjlK2GZ9 (where sjlK2GZ9 is your charter), or a multiplayer region like this: web+mycolony://joinmp_u9rRFvyR (again, where u9rRFvyR is the charter). When someone clicks the link, the My Colony app should start and launch right into the join charter flow. Haven't tested it completely yet, but I'm pretty sure it works...

Anyway, that's all for today. Updates will be going out within the next few days here so be on the lookout, thanks for playing, and stay tuned for more!
4y ago
bastecklein said:I think the cap is based on number of bus stations if I remember right. So to increase the number of people using the system, you need to build more bus stops


Unfortunately i don't think that's the case, after building 5 more bus stops in both the main city and the neighbouring one its still 950 remote workers despite the available jobs
2y ago
💡💡💡 My colony needs a mass transit system.
Such as a bus station that maybe serves a designated radius.
could be added tax for operational costs💡💡💡
a bus station would add jobs, assist with tourism, and help with the protesters who complain about the commute length. i have trouble with those people. may also add pollution also.
5y ago
Just a thought for a building, which produces buses and bus routes (depending on the road types). Can be used by colonists, to reduce fatigue, and and tourists to be able to get around your planet better. Could be rendered off, like colonists and tourists.
5y ago
To help with the colonist's commute add some form of bus like rover that the player can set the route and stops. Maybe have a bus station of some form that employs drives.
4y ago
I'm running into the same thing. I have one city in my region with 3 bus stops that is for housing my colonists and right next to it I have another city with 3 bus stops that has 12 advanced steel factories but only 2 of them have people actually working on them. I should have enough people to fill those jobs.(red planet)
@bastecklein is there going to be a fix for the regional bus system? Currently remote workers are capped at 950 regardless of population, and most of those remote workers do not end up being accounted for in neighbouring cities (e.g. jobs are still not being taken up). I've tried raising wages in peripheral cities twice or thrice that of the origin city, but it seems that colonists in the origin city would rather endure way lower wages and sky high unemployment rates than work in other cities

My origin city has at least 3 bus authority buildings beside every housing district, and there are road that directly connect to the adjacent city
2y ago
I think the cap is based on number of bus stations if I remember right. So to increase the number of people using the system, you need to build more bus stops
2y ago
I think it might be cool to add city buses and subways to the game for the colonists/tourists. They pay 1$ and they're able to get to their workplace.

This would introduce two new technologies: Public transportation and Tunneling.

With the buses, they'll go along the roads to bus stops, a 1x1 OR (1x2 or 2x1) building and go along a customizable path (all one path). while the subways will travel in along pre-made tunnels (that don't interfere with buildings) along a customizable path of subway entrances, a 1x1 OR (1x2 or 2x1) building.
7y ago
There should be some sort of mass transportation buildings (ie bus stations, metros, giant suction tubes) to help reduce fatigue from travel to work and to keep buildings from going stagnant while waiting for people to get to work
6y ago
Installing mass transit systems like: Subway stations, train stations, Mass Transit Bus Stations, Taxi Services, Light Rail, Uber, Etc could provide a conduit for decreasing unhappiness due to long walks to work. You could also incorporate repair or maintenance facilities to support these public utilities as well for blue collar jobs.

Greater incorporation of the concept could also lead to building/installing and maintaining the actual train tracks/subways tunnels as well.

Each station could have a zone of influence and maximum impact once the asset is saturated with population density that would represent 100% utilization of that asset.
6y ago
Just a simple idea. set up a hyperloop station or bus stops so colonists won't have to walk as much. Could lower fatigue.
It would be nice to have a new type of problem that can occur between colonists as added realism. Loneliness.

Think about it, colonists mailing other people (and spending money while doing it) by just giving it to a mail rover. And people working in a mail office or something like that using paper, which could be a new material made from wood, and putting it in a postal office to be bought by colonists.

There could also be cars in the game. They would be cheap and simple. As fast as a rover but can transport a colonist anywhere, or multiple colonists in a bus or van, without them getting tired.

This can lead to car washes and will cause more loneliness without them because they can't drive to other people's houses or the postal office. And there could be other buildings for community to join together like churches, party houses, maybe even just placing a simple bench by a park for two people to talk.
or make paths that act as bus routs
How do i get the enslaved bus to harvest the obsidian? I have powered storage and plenty of room but i cant get the little guys to harvest for me! any help is greatly appreciated!!
There should be added colonial transportation that functions pretty much like today's public transport (bus, train, etc.) It could be used as solution for fatigue which is very common problem of most colonies.
6y ago
Could you make a natural gas resource that you get from oil or something. And make it so it can be combined with alien artifact to make little hover bus to transport citizens to there jobs or maybe make it so natural gas can fuel rocket so you can mine different mineral from asteroids. Please consider these idea and tell me if you plan to implement any🙂🙃{:-).
6y ago
I agree that colonist should be able to get to job easier later in game. Research a bus stop or something. A place where they have to spend money to buy a bike or something that we make to make there life easier.
5y ago
Any way to chat with devs about the possibility of adding a mass transit system?
Seems silly I can clone humans but not setup a bus route.
5y ago
I do not know if they have already recommended this, but I think that a lot of people, like me, believe that it would be interesting to have a means of transport for the settlers, like a bus or train that had a pre-defined route and that was not changed for him ... as a path that would speed up the locomotion of the settlers, increase the colony's efficiency, and consequently, they would be happy! But of course, that would depend on the higher searches!
5y ago
I agreed with the Upgrade option, the new transport system should be just new roads with different velocity, or just bus stop.

Or better, just add subway, a new layer under the building layer, just for public transport.
4y ago
@KlingonDragon It does not yet do anything on any map, I'm still working on it.

@GeneralWadaling The idea is to have bus stations also expand the distance colonists will go to work within a city, I am just implementing the cross region part first. If I try to do too much at once I will never get any of it done, as many people here well know!
4y ago
I'm not a big rover fan, i very like the game stage in MC1, when human can start to build structure allowing to remove mining bot.

But i don't like "instant" building.

Instead to have "infinite" building rover, or infinite harvesting rover, if you use the future rover like the bus/ambulance?

I like the idea to have only 1-2 bots type, just for moving resources, and having "ghost" rovers just for graphic. Maybe the building velocity can have other variables, like tech, or better "bots".
4y ago
The trains could also replace the need for the regional bus authority! We could have train stations all over so that the population could go back and forth between cities!
4y ago
Quick idea: What if there were some "disputed" planets/solar systems that weren't inhabited that multiple commonwealths or players could try to take over for themselves? This is where the idea of Colony Wars comes in: have multiple players wage out an epic war to gain control of a planet and its resources. The requirements for participation are that you must be independent, and that you must have already colonized your own planet. After the war, to ensure that nobody else takes over your planet, you have to build a DEATH LASER on your home planet. Just kidding. There still should be some sort of mechanism that prevents players from taking over someone else's starting planet. By colonizing a new planet, new buildings and options are unlocked like a (specific) interplanetary teleporter (like the planetary equivalent of the bus station) and resource transfer between planets. Sorry if my ideas are a bit vague, but those are just my thoughts on this.
4y ago
I had originally wanted to do away with units/rovers in MC2 for performance reasons (since the world is now infinite in size, and path-finding is expensive), but I think I have settled on a new strategy that will both allow units and keep the server path-finding to a minimum.

In MC2 there will be two types of units, "global" units, and "tethered" units.

A global unit will work pretty much the same way that a unit in MC1 works. The unit is assigned to a player, and a player can move it around the map as he/she pleases. The unit's pathfinding is controlled by the server, and it's state and location is synced between all connected clients. An example of a unit that will be in the global class for MC2 is the Lander, or any other future type of unit that has the ability to "unpack" into a base structure or outpost.

The other class is the tethered unit, which conceptually did not really exist in MC1 (although the transit bus was similar in some ways), but most of the types of units from MC1 will be turning into the tethered type for MC2.

To explain Tethered units, I will give the example of an ore refinery. In MC1, you would build a refinery, and then you would build Ore Miners. Ore Miners would search the map for ore and bring them back to whatever refinery was closest.

This behavior changes for MC2. Now a building will be able to support X number of "child," or "tethered" units, varying based on the individual structure, and these units will operate within a certain radius of the parent structure.

For example, suppose a hypothetical refinery supports 10 tethered units and has a unit radius of 30 tiles. When you build the refinery, it may come with one free unit, and then you can click on the refinery and build more units up to 10. Those 10 units will harvest any Ore deposit they find within the 30 tile radius. Also, the state and location for those 10 units are unique to the client. On the server side, Ore in the area is simply harvested statistically based on how many tethered units a building has, so there is no server-side path-finding required. On the client, it will look like rovers are driving around doing things, but it will be mainly for show, and they can be disabled in engine settings. The client will only need to do path-finding within the 30 tile radius.

This new system should improve unit performance significantly VS MC1, while still keeping Rovers as an integral part of the game.
3y 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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