Search - crystalline
Crystalline can only be found on Ice Worlds which only LIS and Zolarg factions can be on. The world is also really tough aswell, resulting in micro-managing, or aka: Treating the game as an Idle game, only building one mound, enough water and food production ot cover it, and then one of every resource producer. Then you wait until you get to reneable ore/gold.
Crystalline can only be mined through natural deposits, or placing synthetic crystalline, but I think it should be more like a Synthetic Crystalline farm.
Or the patches you can place can regenerate as well as grow. Think Tiberium. If you could place a patch and the synthetic variety could regen, and do so up to a higher maximum than you can ever get by merely building it initially, say... it could regen slowly up to 2000 units of crystalline per patch, that would actually be really good, since as Zolarg, it's your ONLY source of sugar materials. Because nobody sells any on the market, and nothing lets you artificially buy it as Zolarg as well. Even if you could, it likely would be under quantities of 5K, which is more or less insignificant to be under it for artificial purchases of highly needed resources.
Zolarg has the Ore Enrichment facility, they could have the Crystalline Pit, which is about 3x3 but produces crystalline at the cost of rum, since based on material costs, it seems Crystalline uses alcohol as a growth catalyst.
Here's some ballpark cost numbers.
2000 Rum
500 Crystalline
1000 civics
400 antanium
10-20 Worker (dunno a good number, probly even 30?)
3x3, or 4x4.
Then the LIS have the Regolith Compactor to produce Ore, and then the next level of it (dunno, haven't played LIS since two patches ago) so let's have a Crystalline Synthesis lab. That could work as the United Earth's version, maybe just a Crystalline Farm? Unsure. Not too aware of the LIS naming and structure design scheme. Could just be a Crystalline factory.
It would probly cost some of every resource up to that point, I'm unsure where Crystalline is used in the LIS tech tree. IF anything though, it would probly be a large building as IMO, the Zolarg are alot better at turning things into metals that realistically make no sense, but are alot more simple as a result as well. Since the Zolarg are able to digest Crystalline into Sugar, and turn ore into a compound that jsut makes food way more beneficial.
Maybe there'll be an Antuara-using unholy structure that'd create artiifical Crystalline from atmosphere or some other really unused resource? Then again, such a building could probly just turn copious amounts of energy into Crystalline, after all, Unholy Power Spires make so much energy, that if you do it right for energy management (Aka using Money Pits intsead of Elder Mounds, which Money pits do more, and WAY better too), you barely need any. Like... a Huge-sized colony probly only need about 50 of the things at absolute maximum. A small Colony can easily get by with 10 if every square is used up.
Crystalline can only be mined through natural deposits, or placing synthetic crystalline, but I think it should be more like a Synthetic Crystalline farm.
Or the patches you can place can regenerate as well as grow. Think Tiberium. If you could place a patch and the synthetic variety could regen, and do so up to a higher maximum than you can ever get by merely building it initially, say... it could regen slowly up to 2000 units of crystalline per patch, that would actually be really good, since as Zolarg, it's your ONLY source of sugar materials. Because nobody sells any on the market, and nothing lets you artificially buy it as Zolarg as well. Even if you could, it likely would be under quantities of 5K, which is more or less insignificant to be under it for artificial purchases of highly needed resources.
Zolarg has the Ore Enrichment facility, they could have the Crystalline Pit, which is about 3x3 but produces crystalline at the cost of rum, since based on material costs, it seems Crystalline uses alcohol as a growth catalyst.
Here's some ballpark cost numbers.
2000 Rum
500 Crystalline
1000 civics
400 antanium
10-20 Worker (dunno a good number, probly even 30?)
3x3, or 4x4.
Then the LIS have the Regolith Compactor to produce Ore, and then the next level of it (dunno, haven't played LIS since two patches ago) so let's have a Crystalline Synthesis lab. That could work as the United Earth's version, maybe just a Crystalline Farm? Unsure. Not too aware of the LIS naming and structure design scheme. Could just be a Crystalline factory.
It would probly cost some of every resource up to that point, I'm unsure where Crystalline is used in the LIS tech tree. IF anything though, it would probly be a large building as IMO, the Zolarg are alot better at turning things into metals that realistically make no sense, but are alot more simple as a result as well. Since the Zolarg are able to digest Crystalline into Sugar, and turn ore into a compound that jsut makes food way more beneficial.
Maybe there'll be an Antuara-using unholy structure that'd create artiifical Crystalline from atmosphere or some other really unused resource? Then again, such a building could probly just turn copious amounts of energy into Crystalline, after all, Unholy Power Spires make so much energy, that if you do it right for energy management (Aka using Money Pits intsead of Elder Mounds, which Money pits do more, and WAY better too), you barely need any. Like... a Huge-sized colony probly only need about 50 of the things at absolute maximum. A small Colony can easily get by with 10 if every square is used up.
So, my idea is about a planet that start off at a high atmosphere and forces the player to survive in harsh environments until they lower the atmosphere to below 15 million. The pictures below are for the UE game style, I will include LIS later, but my pictures and description below should be good enough for bast to just plop everything into place in case he happens to like my idea enough to include it in the game.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
I'm sorta not a good person to ask that, but It depends on your faction.
LIS on the Ice World is the hardest experience you're likely to have in the game so far. Crystalline needs to be processed for power, your only source of it for a LONG time. Crystalline will later run out, when you also need a decent Rum production line to plant more crystalline to keep the lights on.
Zolarg on the Ice World, on the other hand, is a bit tougher, since Crystalline is used to make sugar, which will eventually run out also if you also don't make more rum production to plant more crystalline so you don't starve all your people to death by accident.
Granted, this can easily be circumvented by sending 3 million food via a capitol or consulate equal to level 5.
This can make Zolarg easier than the LIS hands down as at the end of the day, if you do it right, you shouldn't need to import food for a long while, unless you started with anything less than a Small+ or Abundant resource world and wasted time in not rushing the tech tree as quickly as possible.
It DOES however make it very hard to get overzealous with expansion compared to the easier worlds where over-expanding isn't as heavily punished.
In Ice Worlds, if you run out of Crystalline at any point and can't mine anymore, you are completely done for. That planet will never progress further. Ever.
If there was a loss condition, that'd be it for Ice Worlds, since you can't buy Crystalline in any capacity, and I'm actually unsure if you can gift it to others.
In short: No other planet-type even holds a candle to Ice Worlds for difficulty and it's all due to the lack of being able to trade Crystalline.
LIS on the Ice World is the hardest experience you're likely to have in the game so far. Crystalline needs to be processed for power, your only source of it for a LONG time. Crystalline will later run out, when you also need a decent Rum production line to plant more crystalline to keep the lights on.
Zolarg on the Ice World, on the other hand, is a bit tougher, since Crystalline is used to make sugar, which will eventually run out also if you also don't make more rum production to plant more crystalline so you don't starve all your people to death by accident.
Granted, this can easily be circumvented by sending 3 million food via a capitol or consulate equal to level 5.
This can make Zolarg easier than the LIS hands down as at the end of the day, if you do it right, you shouldn't need to import food for a long while, unless you started with anything less than a Small+ or Abundant resource world and wasted time in not rushing the tech tree as quickly as possible.
It DOES however make it very hard to get overzealous with expansion compared to the easier worlds where over-expanding isn't as heavily punished.
In Ice Worlds, if you run out of Crystalline at any point and can't mine anymore, you are completely done for. That planet will never progress further. Ever.
If there was a loss condition, that'd be it for Ice Worlds, since you can't buy Crystalline in any capacity, and I'm actually unsure if you can gift it to others.
In short: No other planet-type even holds a candle to Ice Worlds for difficulty and it's all due to the lack of being able to trade Crystalline.
I have a question and after searching to see if it has already been asked, for about an hour and a half, I guess I'll start a new question. Gods I hope this is in the right area. Ok, so I'm playing offline (I never play my colony online) and I'm playing the humans (the United earth ) and I'm on an earth like planet, and it gives me the new option to spend research points and 100 crystalline to learn to grow synthetic crystalline. I don't think there is any way to get crystalline , except as a reward for watching a video , so if I do got some, and I spend the research and crystalline, what do I need to build synthetic crystalline? I really want to, but as of last year, only certain planets had the ability to grow crystalline. So, will it even be possible to grow synthetic crystalline on an earth like planet, and if so......what do I need to do to grow it if I ever get some real stuff to spend on the Research? I've been playing this game for over a full year, I even have an older version still on my pc with the lottery ticket glitch in it that allows you to charge anything for lottery tickets and still sell a ton....I play that when I'm not in the mood for a challenge , and just want to enjoy the game for the sake of playing. Any help at all would be most appreciated.
GeneralWadaling said:MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D
Yes, but the only problem is if you want to play offline, honestly i feel like needing crystalline to be able to make crystalline is a bit ridiculous (playing as offline UE), make it something with maybe 500 Alien artifacts or maybe even what is produced via center of aritificial learning, acient alien instructions, but just something other than crystalline please
Right now the ice world is semi playable, but crystalline is impossible to renew. Before the update is finished it would be great if something to make more crystalline was added. This is a concept that I came up with, but i am awful at inkscape so I have no picture.
Crystalline centrifuge:
Costs:
2000 regolith
200 helium-3
100 steel
Tile area: 2x2
Converts regolith and helium-3 into crystalline
Production speed: Same as steel refinery but with crystalline as the output.
Crystalline centrifuge:
Costs:
2000 regolith
200 helium-3
100 steel
Tile area: 2x2
Converts regolith and helium-3 into crystalline
Production speed: Same as steel refinery but with crystalline as the output.
This is for those that are having a problem harvesting enough Crystalline.
So.
In order to get crystalline faster first you need to plan ahead and not use it immediately for the micro mines.
The fastest way to get it is to continuously build regolith furnaces near crystalline deposits.
We all know however that you only have a limited amount (very big on a mega world but still limited).
The trick is in the Synthetic crystalline.
The synthetic deposits actually do spread albeit slow (I sadly can't tell you the time it takes though). The best way to farm it is to build the deposit in a place where the rovers can't reach (preferably the corner of the map or in a square completely surrounded with walls).
Then you just need patience.
If you build about 5-9 initially, after about 30 min. you will notice a big change. The deposits actually slowly create new ones overtime.
So if you wait long enough you will have a never ending supply of crystalline.
I hope I helped someone with this :-)
So.
In order to get crystalline faster first you need to plan ahead and not use it immediately for the micro mines.
The fastest way to get it is to continuously build regolith furnaces near crystalline deposits.
We all know however that you only have a limited amount (very big on a mega world but still limited).
The trick is in the Synthetic crystalline.
The synthetic deposits actually do spread albeit slow (I sadly can't tell you the time it takes though). The best way to farm it is to build the deposit in a place where the rovers can't reach (preferably the corner of the map or in a square completely surrounded with walls).
Then you just need patience.
If you build about 5-9 initially, after about 30 min. you will notice a big change. The deposits actually slowly create new ones overtime.
So if you wait long enough you will have a never ending supply of crystalline.
I hope I helped someone with this :-)
Just wanted to bring this up incase Bast forgot, or maybe has as a different idea to implement later, buuuuut...
United Earth cannot build Tundra Rovers, the only human builder capable of building Synthetic Crystalline Deposits.
Or the flaw is the fact United Earth can even research the tech to allow Synthetic Crystalline to begin with.
To be totally honest, I wouldn't mind if the tech was moved FAR up the tech tree near Next-Gen energy generators, and to have United Earth build structures that can fabricate Crystalline, though at a somewhat slow rate, versus say... an equivalent building for the Zolarg, Reptilians, and/or LIS, while on a planet Crystalline is native to.
United Earth cannot build Tundra Rovers, the only human builder capable of building Synthetic Crystalline Deposits.
Or the flaw is the fact United Earth can even research the tech to allow Synthetic Crystalline to begin with.
To be totally honest, I wouldn't mind if the tech was moved FAR up the tech tree near Next-Gen energy generators, and to have United Earth build structures that can fabricate Crystalline, though at a somewhat slow rate, versus say... an equivalent building for the Zolarg, Reptilians, and/or LIS, while on a planet Crystalline is native to.
Planet Type: Shadow
Orbits around: black hole
day/night cycle: eternal night, but darker, solar energy non-existent.
Atmosphere: 2.5 million
Solid terrain features: a dark, almost featureless surface, very disorienting to look at.
Liquid terrain: Black water - a mixture of water and dark matter. Non-trade-able. Can be used as a crude heat source, but not for drinking. It tends to heat up quickly when in motion as dark matter tends to create pure energy when it's particles collide.
surface resources: gold, uranium, aluminum, glowing purple crystalline, ice
surface plant-life: luminous trees that provide small amount of light and lumber
Planet specific resource: Dark matter - a very powerful energy source once it is separated from black water. It's every civ's final energy source and can be used to power a large fraction of a region, but is very costly and would be very difficult to keep in stock. Dark matter is also healing to insectoids. They soak it up like a sponge and can gain powerful abilities from it, such as higher intelligence and more control over antaura.
Other features: This planet is darker than regular night, with barely any ambient light coming from the black hole's accretion disk. The player must rely on lights to be able to see their colony in order to manage it.
Races to inhabit this planet: Insectoids only.
Progression:
- a portable altar is built from crystalline. It provides only one job.
- water from ice patches is sacrificed on the altar(s) to produce a small amount of antuara.
- A black bug collects black water from black water bodies.
- An enlightenment chamber uses antaura to purify the water to render it drinkable, but the dark matter is absorbed by the insectoids, raising their IQ's, so it vanishes.
- crystalline is used to dig for ore.
- ore is used to make black water furnaces. A black water furnace mixes black water to create heat. That heat is in turn used to melt crystalline into sugar.
- subterranean sugar farms are built that automate sugar using water, requiring more enlightenment chambers and portable altars.
- After the player starts to build mining projects, then they are back on the regular insectoid's tech path, although they won't have another source of drinking water until they start to mass produce antaura, as black water is in the ground as well, so no wet mounds or cones. For mid game, another building called the dark altar can be used to separate black water into pure water and dark matter, although not all of the dark matter is preserved. The amount of water that is produced is much more than the enlightenment chamber.
- The player now has a small supply of dark matter. They can either chose to sell it, or they can use it in a couple of different ways. It can be used in new medical buildings as it is healing to insectoids, it could also be used for new research buildings that would study the strange material, or maybe it could have some entertainment and tourism uses.
- In later game, a shadow temple would be used to mass produce dark matter and water while consuming tons of antaura.
- Finally, a building called a spire of darkness would be the insectoid's best source of power. Except on this planet, they have an unlimited amount of dark matter. For other colonies, getting this level of power will come at a cost.
Other info:
I was thinking that since this planet would be darker than night, insectoids needs some new lighting. The insectoid glow lights are cool, but perhaps they could do with some better ones. Perhaps crystalline or ether could be used to make good lights. I'm suggesting a new crystalline steet lamp that could come in three different colors: blue(to fit in with ice world) red(for lava world), and purple(for shadow world)
Orbits around: black hole
day/night cycle: eternal night, but darker, solar energy non-existent.
Atmosphere: 2.5 million
Solid terrain features: a dark, almost featureless surface, very disorienting to look at.
Liquid terrain: Black water - a mixture of water and dark matter. Non-trade-able. Can be used as a crude heat source, but not for drinking. It tends to heat up quickly when in motion as dark matter tends to create pure energy when it's particles collide.
surface resources: gold, uranium, aluminum, glowing purple crystalline, ice
surface plant-life: luminous trees that provide small amount of light and lumber
Planet specific resource: Dark matter - a very powerful energy source once it is separated from black water. It's every civ's final energy source and can be used to power a large fraction of a region, but is very costly and would be very difficult to keep in stock. Dark matter is also healing to insectoids. They soak it up like a sponge and can gain powerful abilities from it, such as higher intelligence and more control over antaura.
Other features: This planet is darker than regular night, with barely any ambient light coming from the black hole's accretion disk. The player must rely on lights to be able to see their colony in order to manage it.
Races to inhabit this planet: Insectoids only.
Progression:
- a portable altar is built from crystalline. It provides only one job.
- water from ice patches is sacrificed on the altar(s) to produce a small amount of antuara.
- A black bug collects black water from black water bodies.
- An enlightenment chamber uses antaura to purify the water to render it drinkable, but the dark matter is absorbed by the insectoids, raising their IQ's, so it vanishes.
- crystalline is used to dig for ore.
- ore is used to make black water furnaces. A black water furnace mixes black water to create heat. That heat is in turn used to melt crystalline into sugar.
- subterranean sugar farms are built that automate sugar using water, requiring more enlightenment chambers and portable altars.
- After the player starts to build mining projects, then they are back on the regular insectoid's tech path, although they won't have another source of drinking water until they start to mass produce antaura, as black water is in the ground as well, so no wet mounds or cones. For mid game, another building called the dark altar can be used to separate black water into pure water and dark matter, although not all of the dark matter is preserved. The amount of water that is produced is much more than the enlightenment chamber.
- The player now has a small supply of dark matter. They can either chose to sell it, or they can use it in a couple of different ways. It can be used in new medical buildings as it is healing to insectoids, it could also be used for new research buildings that would study the strange material, or maybe it could have some entertainment and tourism uses.
- In later game, a shadow temple would be used to mass produce dark matter and water while consuming tons of antaura.
- Finally, a building called a spire of darkness would be the insectoid's best source of power. Except on this planet, they have an unlimited amount of dark matter. For other colonies, getting this level of power will come at a cost.
Other info:
I was thinking that since this planet would be darker than night, insectoids needs some new lighting. The insectoid glow lights are cool, but perhaps they could do with some better ones. Perhaps crystalline or ether could be used to make good lights. I'm suggesting a new crystalline steet lamp that could come in three different colors: blue(to fit in with ice world) red(for lava world), and purple(for shadow world)
In time for the weekend, My Colony 2 has just been updated to v0.27.0 and should be hitting all platforms shortly! This update has a critical fix that might actually end up killing some existing colonies, so you are going to want to read on to find out what's new!
First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!
How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.
Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!
It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.
Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!
As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.
Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.
Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.
Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.
Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.
Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!
Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.
The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.
Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.
Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.
Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.
A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?
Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.
You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.
Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...
My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.
I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.
Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.
So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.
Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!
How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.
Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!
It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.
Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!
As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.
Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.
Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.
Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.
Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.
Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!
Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.
The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.
Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.
Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.
Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.
A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?
Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.
You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.
Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...
My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.
I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.
Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.
So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.
Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
The new Water World map coming in v0.77.0 is the first map to be available to every civ in the game, and was designed to be fully playable by every civ. By far the hardest to get started though will be the Reptilians, as Crystalline is a vital Reptilian resource, and it is not present on the Water World map. That said, it is still possible to get a Reptilian colony up and running on Water World, but it will take careful planning and resource management at the beginning in order to get the colony off the ground.
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D
Hello guys!
As what @bastecklein have announced about, nanotech and the nanites will be introduced to other civs as well in the later update.
(reference post: https://www.ape-apps.com/viewpage.php?p=36234)
When nanotech meets Insectoids. What will be the result combinition?
At least these would be innovations.
Here are my ideas, hopyfully you guys liked it :D
Insectnoid Robotics (tech)
¯\_(ツ)_/¯ I don’t know how they imagined that lol
Robotics knowledge should help them to learn how to build nanites :)
Automaton Assembling Yard
The recipe for insectnoid robot is microchip + antanium + aluminium + software + ant paste + wheels.
Nanocrafts Workshop
Nanite production facility for Insectoids. Needs robots to run, as well multiple ingredients including microchips and crystalline.
Nano-Infirmary Hive
Upgrade of Infirmary hive (from Part 1 of the series).
Nano-bloodletting Station
In case Bast just want something simple as that.
Unholy Nano-Nerve Stimulator
Ultimate (right now) education facility for any Zolarg colony.
Nano Ether Juicer
Finally we can have something that automatically creates ether. Yay?
Ohh, almost forgotten. It does not hire workers, the job is get done by the automatons (robots). You know the dangerous radioactivity.
Insectoid Nano-Bioreactor
Bioreactors can be useful...
Nanocircuit Foundry
An ordinary example to utilize nanotech in electronics.
Nanobakery
Humm... Now I’m imagining how it would taste like...
Nanite Paste Hive
An upgrade of the Paste Hive from Part 2 of the series.
Nano-Crystalline Farm
(I’m still try to churn out something useful)
Nano-Alchemy Hive
Ignore cobalt if nothing the insectoids can utilize the cobalt.
Upgrade of the Unholy Alchemy Hive from Part 2 of the series.
As what @bastecklein have announced about, nanotech and the nanites will be introduced to other civs as well in the later update.
(reference post: https://www.ape-apps.com/viewpage.php?p=36234)
When nanotech meets Insectoids. What will be the result combinition?
At least these would be innovations.
Here are my ideas, hopyfully you guys liked it :D
Insectnoid Robotics (tech)
Wondered how Insectnoids have come over with the ideas of, Robotics?
¯\_(ツ)_/¯ I don’t know how they imagined that lol
Robotics knowledge should help them to learn how to build nanites :)
Automaton Assembling Yard
A workshop where the skilled insectnoids put all the pieces together to build automatons, one kind of crude yet functional robots that can get the job done.
The recipe for insectnoid robot is microchip + antanium + aluminium + software + ant paste + wheels.
Nanocrafts Workshop
Only the smartest and most skillful craftsbugs are capable of crafting one of the finest things in the world - the nanites. This workshop has every tool and automatons needed for creating these tiny nanotech products.
Nanite production facility for Insectoids. Needs robots to run, as well multiple ingredients including microchips and crystalline.
Nano-Infirmary Hive
Make use of nanites to deliver medicine accuately, this high tech infirmary hive can cure almost all diseases that an Insectoid would have.
Upgrade of Infirmary hive (from Part 1 of the series).
Nano-bloodletting Station
Enhanced using nanites, this clinic in insectoid fashion will terminate all diseases an Insectoid would experience in their life.
In case Bast just want something simple as that.
Unholy Nano-Nerve Stimulator
Once it was impossible to inject Antaura into any Insectoid indivdual. But now with nanites, we can directly inject Antaura-carrying nanites to stimulate and turn the tiny brains of Insectoids into... Super-smart brains. Notes: You have been warned about some potential permanent side effects, including evil personalities.
Ultimate (right now) education facility for any Zolarg colony.
Nano Ether Juicer
Tired of collecting Ether all by yourself? Here, I’ll introduce you the Insectoid innovation that nobody ever seen - an ether symthesizing device nicknamed ‘Ether Juicer’. By reacting crystalline, uranium and helium-3 in ant paste under strong electricity, mixed with from nanites and Antaura, a small stream of Ether is created, and tapped into barrels.
Finally we can have something that automatically creates ether. Yay?
Ohh, almost forgotten. It does not hire workers, the job is get done by the automatons (robots). You know the dangerous radioactivity.
Insectoid Nano-Bioreactor
When you have water and some ores, as well some nanites and tons of power, you can literally create any biomass in the galaxy, from food to lumbers, from wools to ant pastes.
Bioreactors can be useful...
Nanocircuit Foundry
By utilizing the nanotech advances, you can create thousands of circuit boards in this Nanocircuit Foundry in a minute.
An ordinary example to utilize nanotech in electronics.
Nanobakery
Nobody ever imagined nanites can be used for processing more nutritous food that way, even the Insectoids themselves. Just dump barrels of sugar and ant paste, mixed with some raw food, into the reactor. In a few minutes, the nanites casts magic onto these ingredients, creating one of the most innovative food, Nanocakes.
Don’t worry, nanites won’t left in the nanocakes, it’s 100% safe to eat.
Humm... Now I’m imagining how it would taste like...
Nanite Paste Hive
Creating ant pastes now won’t need any labor. The nanites will do the job for you - more productive than the old methods.
An upgrade of the Paste Hive from Part 2 of the series.
Nano-Crystalline Farm
If you think the Crystalline Growth Chamber isn’t fast enough at producing crystallines, this nanite-operated Nano-Crystalline Farm will satisify your wish.
(I’m still try to churn out something useful)
Nano-Alchemy Hive
The power of nanotechnology will elevate Insectoid alchemy to another level - Not just tonnes aluminium and gold can be created, it also creates uranium (and cobalt).
Ignore cobalt if nothing the insectoids can utilize the cobalt.
Upgrade of the Unholy Alchemy Hive from Part 2 of the series.
Draconian Automatic Market
Randomly consumes a little amount of a resource, it’ll produce another random resource and money.
Draconian Construction Yard
Floating Constructor (Unit)
Larger Automated Hydroponics Lab
Serves as the modest upgrade for the Automated hydroponics lab.
Draconain Crystalline Refinery
This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.
Global Raw Material Extractor
Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...
Ether Crystal Farm
Better crystal farm - Which the automations makes it possible to yield more than before!
Interstellar Starship Relay Station
Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.
Greater Shipworks
Where the Draconains can bring their things to exchange something else they need in this automatic market. But of course, the exchange ratio is always unfair. Never underesyimate the trickness of business runs under reptilians!
Randomly consumes a little amount of a resource, it’ll produce another random resource and money.
Draconian Construction Yard
The construction yard is the basic structure for managing and planning any larger construction in any Reptilian colonies - It is the only place you can build Floating Constructor, the bigger brother of construction probe.
Floating Constructor (Unit)
The Floating Constructor has larger construction capability than any average construction probe, which they are able to create massive, amazing structures for Alpha Draconain colonies.
Larger Automated Hydroponics Lab
A larger, multi-deck hydroponoics lab for growing more food for larger populations.
Serves as the modest upgrade for the Automated hydroponics lab.
Draconain Crystalline Refinery
An all-in one automatic facility, combinding gold grower, aluminium grower, crystalline enrichment, e.t.c, which will harness the power of crystals to bring you a wide range of minerals! Requires robot to operate and tinker the machines.
This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.
Global Raw Material Extractor
Known to be the most powerful experimental class mining drill in the world, nothing in underground will escape the awesome power of thr Global Drill. This thing can hollow any minerals inside a large asteroid within weeks. However because it’s too powerful that it may destroy the entire planet, it still requires some control measures, so it hires robots inside it.
Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...
Ether Crystal Farm
Ether can help crystalline grow even faster under extreme radiation. With this machine you’ll be difficult to use up the amount crystalline it produces. However because ether is unstable with unknown reactions under the condition which the Farm works, it needs 24 hour control under the frequently-updated softwares and robots.
Better crystal farm - Which the automations makes it possible to yield more than before!
Interstellar Starship Relay Station
The logistic network is always the important lifeline of any large commonwealths, because you’ll always need to transport important materials and human resources around. Where the important colony is, where this facility lies to resupply the transport vessels. Robots are hired to ensure high task efficiency.
Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.
Greater Shipworks
Here, harness the power of automations, everything in this shipworks are totally automated. Enjoy the high efficiency it brings.
Today My Colony v0.43.0 has been submitted to all platforms and should be arriving on your respective device shortly. I am still working on getting the bugs from the big engine overhaul worked out, and they are getting better for the most part, but the primary focus in this release was on new content. It had been quite a while since a new content release was made, and this is one of the largest ones ever. So without further delay, here are the release notes!
My Colony v0.43.0 Changelog
New Stuff
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.
The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.
In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.
Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.
One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.
So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
My Colony v0.43.0 Changelog
New Stuff
- New Map Type: Ice World (LIS and Zolarg)
- New Resource: Crystalline
- New Structures: Fantasy Land Arcology, Ore Synthesis Lab, Big Playhouse, Micromine, Regolith Furnace, Compacted Snow Path, Diamond Crystal Reactor, Alien Enrichment Facility, Crystalmound, Ore Tunnel, Synthetic Crystalline, Independence Hall Level 2
- New Vehicles: Tundra Rover, Tundrabug
- New Techs: Next Gen Power Production, Crystalline Synthesis
- New Premium Content: Monument of Heroes, Blue Residential Complex
- A new Center Map option has been added for buildings, allowing you to select the new "center" location of the map.
- There is a new build options screen on road tiles, with a slightly revamped upgrade flow. A similar experience might be coming for Structures too, if people like how the new one looks.
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.
The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.
In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.
Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.
One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.
So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
Although I can harvest synthetic crystalline, since it started spreading, I can't clear even a single square of it. I had a part of my map set up as a sort of crystalline farm (pic attached). No number of tundra rovers can make a dent in it, and the problem has coincided with a significant amount of lag. If I delete a road or wall adjacent to crystalline, it is almost immediately filled in with spreading crystal.
I'd guess that this can be replicated by creating a large area of synthetic crystalline surrounded by roads and\or walls.
I'd guess that this can be replicated by creating a large area of synthetic crystalline surrounded by roads and\or walls.
oops, guess i know why this comes up...right Bast...
thing is you should have renamed the terrain feature object to "Synthetic Crystalline" and not the building object to "Synthetic Crystalline Deposit". It would keep the naming method as for the mines for example. Plus the Synthetic Crystalline isn't a deposit, there is already the "Crystalline Deposit" which is distributed on the ice world map...
thing is you should have renamed the terrain feature object to "Synthetic Crystalline" and not the building object to "Synthetic Crystalline Deposit". It would keep the naming method as for the mines for example. Plus the Synthetic Crystalline isn't a deposit, there is already the "Crystalline Deposit" which is distributed on the ice world map...
Client: Win10
Version: 0.50
Attached save file.
I'm pretty sure this is due to large crystalline formations. If my storage for crystalline is full, the game runs slow but playable. Once I use up any crystalline and they go to harvest more, the game locks up.
I would go and delete some crystalline but it would take a very long time one tile at a time.
Version: 0.50
Attached save file.
I'm pretty sure this is due to large crystalline formations. If my storage for crystalline is full, the game runs slow but playable. Once I use up any crystalline and they go to harvest more, the game locks up.
I would go and delete some crystalline but it would take a very long time one tile at a time.
Crystalline is used for a few things, but was mainly used on ice type maps to supplement Ore as it was much harder to get that.
Here is a link for all things Crystalline tho: https://www.my-colony.com/reference/general.html#Crystalline
Here is a link for all things Crystalline tho: https://www.my-colony.com/reference/general.html#Crystalline
As of now, U.E players can build synthetic crystalline through a crystalbot. However, building crystalline now requires research into both the crystalline tech and xenomaterials research, which requires alien artifacts (i think)
So I bought the Synthetic Crystalline tech, bought some crystalline and built the Synthetic Crystalline Deposit and have some Crystallbots, when I send them to harvest, they immediately switch to Idle and don't harvest. I have 76K max storage. Does anybody know where the problem could be? Thanks in advance.
SeducedKnight said:You can make nice self-replenishing crystalline "farms"...
Layout like this.
R R R R R R R R R
R F C C W C C F R
R C C W C W C C R
R C W C C C W C R
R W C C C C C W R
R C W C C C W C R
R C C W C W C C R
R F C C W C C F R
R R R R R R R R R
where:
F = Regolith Furnace
C = Crystalinne
W = Wall
R = Road
The harvesters can freely get to the outside ones by the furnaces and some of the inside ones diagonally, but not all, your "seed" in the center will be safe.
They might sometimes glitch to inside the wall but if you go off screen a bit they'll come out again(without cleaning out your "seed"). Layout a few of theses for the harvesters to move between and crystalline won't be an issue anymore.
I tried this and for some reason it did not work. The rovers would be stuck on trying to get the crystalline inside the walls...
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
The Alpha Draconians are always requiring crystalline for maintaining there control over the insectoids. What better way to do that then using antaura?
A great Draconian scientist discovered traces of crystalline in the insectoids treasured Antaura. They used the natural solvent, Ether, to separate the crystalline before the Ether is evaporated off to leave the pure crystalline.
This structure consumes research, ether and antaura with a high power demand and lots of scientists.
Let me know what you think and if you have any suggestions to improve it.
A great Draconian scientist discovered traces of crystalline in the insectoids treasured Antaura. They used the natural solvent, Ether, to separate the crystalline before the Ether is evaporated off to leave the pure crystalline.
This structure consumes research, ether and antaura with a high power demand and lots of scientists.
Let me know what you think and if you have any suggestions to improve it.
H3110 guys!
I’m finding more possibilities using nuclear technology for performing wierd and crazy means of production.
And yup, I’m pretty crazy now.
Before talking my main ideas:
Credits!
Nuclear waste idea redeveloped from @Luker124’s post: https://www.ape-apps.com/viewpage.php?p=32487
Starship fuel idea takes reference from @Totillity1’s idea from his post: https://www.ape-apps.com/viewpage.php?p=32592#p32651 ; and also the game developed by Bast - My Starship.
Okay here it begins!
NEW RESOURCES
• Nuclear waste (nw) -These radioactive and harmful waste are produced from nuclear reactors and alien class productions using uranium (except enrichments). Toxic level is 500, so you have better keep an eye on its quantity.
• Starship fuel (sf) - Ordinary fuels like oil are not strong enough to achieve faster than light travel. Something stronger has to be used. Its life can be lengthened with uranium.
NEW BUILDINGS!
Notes: green building names indicates the building produces nuclear waste.
• Ether Refinery - Refining oil with some uranium and crystalline will give one of the most expensive resource (as ether market is dominated by the evil Alpha Draconians) in the galaxy - Ether.
• Crystalline Plant - Here’s the way you can obtain crystalline without bothering your rovers - You can actually grow crystals in a lab emviornment, which radiation used for catalysing the growth. Consumes rum and crystalline with some uranium.
• Nuclear Waste Radioactive Decay Chamber - A lead-sealed chamber, which gives the standard (and the slowest) way to dispose nuclear waste safely.
• Nuclear Fuel Regeneration Facility - Bring uranium back by fusion reactions using helium-3 and nuclear wastes.
• Starship Fuel Refinery - A large refinery, which are specialized for synthesizing starship fuels using ether, uranium and helium-3.
• Radioactive Food Enrichment Facility - It sounds evil and mad, but the food produced are safe as strict de-radiation process is performed and ensure there’s no harmful radiation left. Produces more food using nuclear waste and sugar.
• Nuclear Decay Reactor - Decay of nuclear wastes also releases some energy. Make use of it to kill two birds with one stone by disposing nuclear waste and generate electricity.
• Radiotherapy Centre
• 2nd Generation Alien Uranium Enrichment Facility - Make use of quantum technology and complicated quantum computing, to obtain much more uranium, while also converts nuclear wastes. (to know what’s 2nd Generation Alien Tech, please have a look in this post: https://www.ape-apps.com/viewpage.php?p=32444 )
• MegaFood Lab - Make use of radiation to mutate crops into gigantic plants, which increases food productivity by at least 50 times! (P.S. food safety may not be secured) Consumes water and uranium.
• Mutation Lab (Alpha Draconians) - (warning: evilness included) A secret facility, it looks like a spa centre, but actually it is a lab for performing mutation experiements. Consumes uranium to generate research.
More ideas are coming!
Promotion here, @Totillity1 has some awesome ideas about blackhole technology and more. Read his post here: https://www.ape-apps.com/viewpage.php?p=32652
I’m finding more possibilities using nuclear technology for performing wierd and crazy means of production.
And yup, I’m pretty crazy now.
Before talking my main ideas:
Credits!
Nuclear waste idea redeveloped from @Luker124’s post: https://www.ape-apps.com/viewpage.php?p=32487
Starship fuel idea takes reference from @Totillity1’s idea from his post: https://www.ape-apps.com/viewpage.php?p=32592#p32651 ; and also the game developed by Bast - My Starship.
Okay here it begins!
NEW RESOURCES
• Nuclear waste (nw) -These radioactive and harmful waste are produced from nuclear reactors and alien class productions using uranium (except enrichments). Toxic level is 500, so you have better keep an eye on its quantity.
• Starship fuel (sf) - Ordinary fuels like oil are not strong enough to achieve faster than light travel. Something stronger has to be used. Its life can be lengthened with uranium.
NEW BUILDINGS!
Notes: green building names indicates the building produces nuclear waste.
• Ether Refinery - Refining oil with some uranium and crystalline will give one of the most expensive resource (as ether market is dominated by the evil Alpha Draconians) in the galaxy - Ether.
• Crystalline Plant - Here’s the way you can obtain crystalline without bothering your rovers - You can actually grow crystals in a lab emviornment, which radiation used for catalysing the growth. Consumes rum and crystalline with some uranium.
• Nuclear Waste Radioactive Decay Chamber - A lead-sealed chamber, which gives the standard (and the slowest) way to dispose nuclear waste safely.
• Nuclear Fuel Regeneration Facility - Bring uranium back by fusion reactions using helium-3 and nuclear wastes.
• Starship Fuel Refinery - A large refinery, which are specialized for synthesizing starship fuels using ether, uranium and helium-3.
• Radioactive Food Enrichment Facility - It sounds evil and mad, but the food produced are safe as strict de-radiation process is performed and ensure there’s no harmful radiation left. Produces more food using nuclear waste and sugar.
• Nuclear Decay Reactor - Decay of nuclear wastes also releases some energy. Make use of it to kill two birds with one stone by disposing nuclear waste and generate electricity.
• Radiotherapy Centre
• 2nd Generation Alien Uranium Enrichment Facility - Make use of quantum technology and complicated quantum computing, to obtain much more uranium, while also converts nuclear wastes. (to know what’s 2nd Generation Alien Tech, please have a look in this post: https://www.ape-apps.com/viewpage.php?p=32444 )
• MegaFood Lab - Make use of radiation to mutate crops into gigantic plants, which increases food productivity by at least 50 times! (P.S. food safety may not be secured) Consumes water and uranium.
• Mutation Lab (Alpha Draconians) - (warning: evilness included) A secret facility, it looks like a spa centre, but actually it is a lab for performing mutation experiements. Consumes uranium to generate research.
More ideas are coming!
Promotion here, @Totillity1 has some awesome ideas about blackhole technology and more. Read his post here: https://www.ape-apps.com/viewpage.php?p=32652
I have been playing a lunar world UE offline and now I can research the Crystalline technology but I have no Crystalline, You should be able to by it at the space elevator. This is very frustrating that I can't by it or make cause the technology takes fillpin Crystalline to research. Let us buy it at the space elevator, high price, low price, any price
Well...that wouldn't help because the synthetic crystal deposits require crystalline too...and I think the crystalbots might need them as well. And Mizar's point that at least there is a point on offline UE when you can get renewable crystalline (outside of research converter, but without the diamond crystal reactor it's hard to reach that point anyway), is better than what offline LIS gets. To me, there's no reason why he couldn't fix both, and allow crystalline to be purchased at the space elevator and the online black market.
Today I am finishing up My Colony 2 v0.29.0, and the update should be hitting all platforms over the coming days. This is a major update to the game, including many core changes to the engine and underlying code, so unfortunately there are probably bugs that I am not foreseeing. But what is new here anyway? Let's take a look!
To begin, this update marks the triumphant return of the Galactic Board of Trade, featuring an excellent voxel model provided by @SPARKY0303 ! This is the only new building in this update, which is accompanied by the new Long Range Communications tech which is required to build it. It also requires a level 3 settlement in order to be built. Once you build the GBT, it will unlock the new Trade tab in the statistics window, provided your camera is currently centered on a settlement that has a GBT.
From there, you are able to post resource contracts, or purchase contracts that have been posted by other players.
The Galactic Board of Trade is still in it's early stages in My Colony 2, and more features will be added as time goes on, but the basic framework is now there and available to use. Keep in mind, that the trade tab will only be available on un-modded games, so if you have mods activated, you will not be able to post trades to the GBT.
Along with the new GBT, this update also brings back the classic Newsfeed ticker from My Colony 1!
The news ticker is also in it's early stages, but has a huge advantage over the ticker found in the original My Colony, in that it now supports custom third party news feeds! Anybody can create their own news feed for My Colony 2, and I have posted information on how to do so in this thread. There are a lot of updates planned to the news ticker as well, so it will be evolving as time goes on. I also plan to let world/server admins create their own news headlines for the ticker, as a way to convey information to the players on their server.
There have been some engine changes that should help performance. On one of my worlds, a synthetic Crystalline deposit got away from one of the players, and ended up covering many chunks in the game, lagging down the server and exploding the file size. Luckily, this was an opportunity to do some heavy performance tuning and make some important changes to resource spreading as well.
Terrain objects like Synthetic Crystalline or Palm Trees now keep track of their "generation," so every time a terrain item spawns a child, it's generation number increases. When a terrain hits generation 6, it can no longer spread and spawn new children. Now, six generations still allows for a good amount of spreading, but it should keep something like Crystalline from destroying an entire world.
In addition, terrains can now no longer spread over roads and structures. They weren't supposed to be able to before, but it was bugged, but now it works, so you can more easily contain crystalline farms with a wall or road.
Now, all of the big changes mentioned above required the creation of a new centralized server for My Colony 2, which is now online and took way more man hours to set up then I expected, but it's capabilities are going to be way greater than those found in the MC1 server long term. Connecting to the MC2 Online server is done automatically behind the scenes, and the server only allows connections from non-modded games. You can tell if you are connected to the MC2 Online server because a My Colony 2 Online tab will show up in your Statistics window.
The tab right now only shows you the top 30 online colonies ordered by GDP, but this is going to be greatly expanded in the future, allowing players to see all sorts of stats, rankings, and even conduct interplanetary trades and diplomacy, so stay tuned for more on that.
The new MC2 Online server also ties into the new news ticker and can give you some important information. For example, if you are playing an online game in World A, but you also have a settlement in World B that is online, and the settlement in World B is suffering from starvation, you will get notices in the news ticker that your settlement in the other world is having starvation, in case you want to log in to the other server and help your people out.
I have really big plans for the centralized server going forward, and I am probably going to do a My Colony Podcast in the coming days to discuss some of them. All of these new features are in their infancy though, and all will be improving as time goes on.
So that is basically what is up in this update. It should be live right now on the Web, the Launcher, and on Windows Store, and should be hitting Android and iOS sometime this week, so check it out, let me know what you think, let me know what problems you find, and stay tuned for more!
#mycolony2
To begin, this update marks the triumphant return of the Galactic Board of Trade, featuring an excellent voxel model provided by @SPARKY0303 ! This is the only new building in this update, which is accompanied by the new Long Range Communications tech which is required to build it. It also requires a level 3 settlement in order to be built. Once you build the GBT, it will unlock the new Trade tab in the statistics window, provided your camera is currently centered on a settlement that has a GBT.
From there, you are able to post resource contracts, or purchase contracts that have been posted by other players.
The Galactic Board of Trade is still in it's early stages in My Colony 2, and more features will be added as time goes on, but the basic framework is now there and available to use. Keep in mind, that the trade tab will only be available on un-modded games, so if you have mods activated, you will not be able to post trades to the GBT.
Along with the new GBT, this update also brings back the classic Newsfeed ticker from My Colony 1!
The news ticker is also in it's early stages, but has a huge advantage over the ticker found in the original My Colony, in that it now supports custom third party news feeds! Anybody can create their own news feed for My Colony 2, and I have posted information on how to do so in this thread. There are a lot of updates planned to the news ticker as well, so it will be evolving as time goes on. I also plan to let world/server admins create their own news headlines for the ticker, as a way to convey information to the players on their server.
There have been some engine changes that should help performance. On one of my worlds, a synthetic Crystalline deposit got away from one of the players, and ended up covering many chunks in the game, lagging down the server and exploding the file size. Luckily, this was an opportunity to do some heavy performance tuning and make some important changes to resource spreading as well.
Terrain objects like Synthetic Crystalline or Palm Trees now keep track of their "generation," so every time a terrain item spawns a child, it's generation number increases. When a terrain hits generation 6, it can no longer spread and spawn new children. Now, six generations still allows for a good amount of spreading, but it should keep something like Crystalline from destroying an entire world.
In addition, terrains can now no longer spread over roads and structures. They weren't supposed to be able to before, but it was bugged, but now it works, so you can more easily contain crystalline farms with a wall or road.
Now, all of the big changes mentioned above required the creation of a new centralized server for My Colony 2, which is now online and took way more man hours to set up then I expected, but it's capabilities are going to be way greater than those found in the MC1 server long term. Connecting to the MC2 Online server is done automatically behind the scenes, and the server only allows connections from non-modded games. You can tell if you are connected to the MC2 Online server because a My Colony 2 Online tab will show up in your Statistics window.
The tab right now only shows you the top 30 online colonies ordered by GDP, but this is going to be greatly expanded in the future, allowing players to see all sorts of stats, rankings, and even conduct interplanetary trades and diplomacy, so stay tuned for more on that.
The new MC2 Online server also ties into the new news ticker and can give you some important information. For example, if you are playing an online game in World A, but you also have a settlement in World B that is online, and the settlement in World B is suffering from starvation, you will get notices in the news ticker that your settlement in the other world is having starvation, in case you want to log in to the other server and help your people out.
I have really big plans for the centralized server going forward, and I am probably going to do a My Colony Podcast in the coming days to discuss some of them. All of these new features are in their infancy though, and all will be improving as time goes on.
So that is basically what is up in this update. It should be live right now on the Web, the Launcher, and on Windows Store, and should be hitting Android and iOS sometime this week, so check it out, let me know what you think, let me know what problems you find, and stay tuned for more!
#mycolony2
Struggling with the same thing here. In the description for synthetic cyrstalline, it says "be careful because it spreads," but I have a few synthetic crystalline deposits sitting there and they don't seem to spread, or regenerate after being partially harvested.
Best I've come up with so far is keeping my colony tiny, prioritizing research early then shutting everything down except a bunch of distilleries (use rum to make synthetic crystalline, but it takes forever) and a microchip factory (also taking forever). next step is to get an aluminum refinery, then a nuclear powerplant, at which point I'll be able to generate power without burning regolith, turn all my buildings back on, and harvest all the very-tradeable uranium on the map.
what screwed me the first time- too many regolith compactors, you don't need much ore and any excess is coming out of the regolith you need to keep your furnaces burning. any unnecessary construction.
Also, any extra furnaces above what you need for power (if you're like me you're used to building solar panels ten at a time) are going to eat into your resources with no gain. Turn off any buildings you don't need at that moment, and any regolith furnaces you've freed up as well.
Even if this works, it's going to take at least a day running to get the 200 microchips needed for an aluminum refinery and 450 for a nuclear reactor. possibly several days.
Best I've come up with so far is keeping my colony tiny, prioritizing research early then shutting everything down except a bunch of distilleries (use rum to make synthetic crystalline, but it takes forever) and a microchip factory (also taking forever). next step is to get an aluminum refinery, then a nuclear powerplant, at which point I'll be able to generate power without burning regolith, turn all my buildings back on, and harvest all the very-tradeable uranium on the map.
what screwed me the first time- too many regolith compactors, you don't need much ore and any excess is coming out of the regolith you need to keep your furnaces burning. any unnecessary construction.
Also, any extra furnaces above what you need for power (if you're like me you're used to building solar panels ten at a time) are going to eat into your resources with no gain. Turn off any buildings you don't need at that moment, and any regolith furnaces you've freed up as well.
Even if this works, it's going to take at least a day running to get the 200 microchips needed for an aluminum refinery and 450 for a nuclear reactor. possibly several days.
jova said:Playing the LIS faction on Ice World. I even think, that we need a structure to manage production of crystalline like a Crystalline Synthesizer using rum, regolith and helium 3 to grow crystallines
Nice! Love the barrel of rum outside the door.
Regolith Furnaces also increase Crystalline storage. By 150 per furnace.
But I do agree Zolarg is still far easier, atleast there you've get unholy power spires before crystalline shortages are a real thing beyond replanting crystalline patches.
But I do agree Zolarg is still far easier, atleast there you've get unholy power spires before crystalline shortages are a real thing beyond replanting crystalline patches.