Search - forest world
This post is a collection of a lot of ideas and features I think need to be added. Some of these have been requested by other people but I am putting it all in a big collection and explaining how it would work together. I will be working on this post for a few days so expect to see edits adding new ideas. I will make the textures, with help from a friend, if this post becomes popular enough. Considering the amount of ideas here, this will take a while. I understand all this could be an unrealistic amount of additions but I am doing my best to make it reuse all of the existing code to the fullest. Thank you for still reading, a lot of people would have left by now!.
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
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.
Today I am releasing the 0.40.0 update to My Colony 2. Let's get right into it!
I had a lot of technical issues with this update that I will not bore you with, but I will just say that I think going forward, my update ambitions need to be broken into smaller chunks so that I don't end up destroying the entire engine each release.
I have a goal for MC2 of merging the new (as of the previous update) title screen with the actual game play, sort of connecting everything together as one universe that you can sandbox your way through in Player mode. In order for this to work, I needed to merge the title screen rendering with the gameplay rendering into the same Scroll 3D graphics context. In my head this was going to be a small change, but it ended up being a nightmare, although I do believe I have woken up from it now.
The main reason this change was necessary is because I plan to have all modes of MC2 fully playable in VR mode, and you cannot switch from one graphics context to another in VR without leaving immersion mode, which sort of ruins the whole thing. As the engine worked before, walking your player through a star gate would have pushed the player out of VR mode and forced them to go back into it once the next planet loaded. Not acceptable.
So anyway, I got that fixed. It's one of those changes that takes a week to work on and that most people will not even notice that anything is different. Oh well!
Moving on, you may have noticed a different map type in the main post screenshot. I have added Forest World to the game. @therealchromedino had posted a model for a forest world planet, and I was thinking that, it's going to be fall here soon (at least in northern hemisphere), maybe it would be neat to have the forest world be sort of fall colors as well, so a lot of the trees are red/orange/yellow colors. I thought it would look better than it turned out, I am not 100% satisified with it, but you guys can let me know. Maybe we need a larger variety of tree species? If anyone wants to make some tree models, feel free!
I also thought it would be cool to have some sort of hostile AI "ewok" type species on the forest world, so I might add something of that nature as well.
The Forest World right now brings back the old Potato Patch as a unique world structure. I have not come up with a unique world resource yet, but I will in time.
Moving on, @GeneralWadaling posted a batch with a bunch of reskinned structures, and I have implemented 22 of them so far in this release. There are more that I will probably add soon as well, I was just getting tired of swapping out all of the models so I took a break from it for the time being. Look around though, as a lot of buildings got a graphical makeover in this release!
I have also added two new buildings, the City Hall and the Sports Stadium from @spamdude and @seabass13 respectively. The Sports Stadium now becomes the top entertainment structure, but you can only build it on worlds with an atmosphere. The City Hall is going to unlock city (settlement) management options in the stats window, just as soon as I figure out what those options should be. You can leave suggestions if you have ideas.
I have also added a 6th settlement level tier, since we are getting a lot of level 5 settlements already. I will add the 7th if people start unlocking tier 6. I am thinking that once your settlement level is high enough, you will be able to build some sort of Congress building (model suggestions welcome), and that building will allow you to start the independence process that will lead to the Nations feature. At least that is the rough outline of what I have in mind.
The engine should now support an option for structures that are only allowed one per settlement, or one per world. The City Hall is a one per settlement building. I also thought it would be cool to have "Wonders" or super buildings that can only be built one per world, so the first person to build it gets to have that landmark for the world. So again, if you have any ideas for Wonder/Landmark/Superstructures, let me know!
Finally, I spent a fair bit of time on performance optimizations in this update, both for rendering and for saving/loading. It should be better, but then again I always think it's better when I'm testing, so let me know how it runs "in the real world." In addition, local saves (games that are on the filesystem, not cloud sync or internal app storage) are no longer compressed, which should vastly speed up their saving and loading times.
That is it for this update, you should be able to try it basically now, or at least real soon. Let me know what issues you have, and stay tuned for more!
#mycolony2
I had a lot of technical issues with this update that I will not bore you with, but I will just say that I think going forward, my update ambitions need to be broken into smaller chunks so that I don't end up destroying the entire engine each release.
I have a goal for MC2 of merging the new (as of the previous update) title screen with the actual game play, sort of connecting everything together as one universe that you can sandbox your way through in Player mode. In order for this to work, I needed to merge the title screen rendering with the gameplay rendering into the same Scroll 3D graphics context. In my head this was going to be a small change, but it ended up being a nightmare, although I do believe I have woken up from it now.
The main reason this change was necessary is because I plan to have all modes of MC2 fully playable in VR mode, and you cannot switch from one graphics context to another in VR without leaving immersion mode, which sort of ruins the whole thing. As the engine worked before, walking your player through a star gate would have pushed the player out of VR mode and forced them to go back into it once the next planet loaded. Not acceptable.
So anyway, I got that fixed. It's one of those changes that takes a week to work on and that most people will not even notice that anything is different. Oh well!
Moving on, you may have noticed a different map type in the main post screenshot. I have added Forest World to the game. @therealchromedino had posted a model for a forest world planet, and I was thinking that, it's going to be fall here soon (at least in northern hemisphere), maybe it would be neat to have the forest world be sort of fall colors as well, so a lot of the trees are red/orange/yellow colors. I thought it would look better than it turned out, I am not 100% satisified with it, but you guys can let me know. Maybe we need a larger variety of tree species? If anyone wants to make some tree models, feel free!
I also thought it would be cool to have some sort of hostile AI "ewok" type species on the forest world, so I might add something of that nature as well.
The Forest World right now brings back the old Potato Patch as a unique world structure. I have not come up with a unique world resource yet, but I will in time.
Moving on, @GeneralWadaling posted a batch with a bunch of reskinned structures, and I have implemented 22 of them so far in this release. There are more that I will probably add soon as well, I was just getting tired of swapping out all of the models so I took a break from it for the time being. Look around though, as a lot of buildings got a graphical makeover in this release!
I have also added two new buildings, the City Hall and the Sports Stadium from @spamdude and @seabass13 respectively. The Sports Stadium now becomes the top entertainment structure, but you can only build it on worlds with an atmosphere. The City Hall is going to unlock city (settlement) management options in the stats window, just as soon as I figure out what those options should be. You can leave suggestions if you have ideas.
I have also added a 6th settlement level tier, since we are getting a lot of level 5 settlements already. I will add the 7th if people start unlocking tier 6. I am thinking that once your settlement level is high enough, you will be able to build some sort of Congress building (model suggestions welcome), and that building will allow you to start the independence process that will lead to the Nations feature. At least that is the rough outline of what I have in mind.
The engine should now support an option for structures that are only allowed one per settlement, or one per world. The City Hall is a one per settlement building. I also thought it would be cool to have "Wonders" or super buildings that can only be built one per world, so the first person to build it gets to have that landmark for the world. So again, if you have any ideas for Wonder/Landmark/Superstructures, let me know!
Finally, I spent a fair bit of time on performance optimizations in this update, both for rendering and for saving/loading. It should be better, but then again I always think it's better when I'm testing, so let me know how it runs "in the real world." In addition, local saves (games that are on the filesystem, not cloud sync or internal app storage) are no longer compressed, which should vastly speed up their saving and loading times.
That is it for this update, you should be able to try it basically now, or at least real soon. Let me know what issues you have, and stay tuned for more!
#mycolony2
Hello @bastecklein! I have noticed that you have forgotten to add seasonal changes to Forest World, so I have decided to voxel seasonal changes in Forest World. I will add to this page as I voxel more of the trees to the appropriate season.
Spring:
Autumn:
Winter:
Spring:
Autumn:
Winter:
Hello! For those of you who don't know who I am, I am therealchromedino. I have been sitting on these models for quite some time now. Now that I have some freetime, I decided to make those models come into fruition, and patch them together into a Forest World. I have made it a .c2m to make bast's life easier, since I have done the work of implementing them in. I have also playtested it, and I believe it is ready to go!
Some new buildings:
Living Flowers!
Are you tired of fake flowers? Well, I brought the solution to you! *Disclaimer, living flowers require an atmosphere.*
The final new building is the Charcoal Power Plant! Nuclear Reactors beware, as this Charcoal beast provides 2,500 power!
Not to forget to mention the main attraction of this new potential world type: The Forest Trees! These trees come in many sizes and shapes.
Here is the normal forest tree:
You can even plant these trees! Here is the sapling:
Did you think that this sapling will grow to that big tree in an instant? No, there are different stages of growth!
Stage 1:
And Stage 2:
After the sapling goes through these stages, it becomes an adult tree!
Speaking of big trees, here are two trees that you can't grow, but can find around the Forest World!
The Big Tree
And last but not least: The Elder Tree
Some new buildings:
Living Flowers!
Are you tired of fake flowers? Well, I brought the solution to you! *Disclaimer, living flowers require an atmosphere.*
The final new building is the Charcoal Power Plant! Nuclear Reactors beware, as this Charcoal beast provides 2,500 power!
Not to forget to mention the main attraction of this new potential world type: The Forest Trees! These trees come in many sizes and shapes.
Here is the normal forest tree:
You can even plant these trees! Here is the sapling:
Did you think that this sapling will grow to that big tree in an instant? No, there are different stages of growth!
Stage 1:
And Stage 2:
After the sapling goes through these stages, it becomes an adult tree!
Speaking of big trees, here are two trees that you can't grow, but can find around the Forest World!
The Big Tree
And last but not least: The Elder Tree
I will now be introducing the World Resources and PvE now. Stay tuned till the end!
==World Resources==
World Resources are an kind of resource that is each special to every world. They are produced by their respective production buildings, and are stored in the Warehouse. You earn them by gaining some when the Lander or Warehouse is destroyed, purchasing from the trader, requesting from commonwealthmates or by production. You can use them to hire mercenaries to fight alongside, trade the standard resources with other players, donate mercenaries to commonwealthmates or to craft Bottles. Bottles are simply items that can have beneficial effects. You can use them in your base, or in battle. However, some do carry along disadvantages. Be aware of this. Bottles only last for a few days. You need 1, 2 or 3 (Hero HP/ATK/Shield) world resources to craft tham. There will be the following exclusive world resources to each world:
Red Planet: Ice
Lunar World: Regolith
Water World: Fish/Salt Water
Forest World: Wood
Abandoned World: Ether/Regolith
Asteroid: Regolith
Ice World: Crystalline
Lava World: Obsidian/Cobalt
==PvE==
PvE missions are in against 3 seperate factions. You will unlock LIS first (50 stages), after LIS stage 25 Zolarg (75), and after Zolarg stage 50 Draconians (100). You will have to withstand some hard maps at the later levels. LIS campaign are the easy missions (-50% building health and defense damage), Zolarg campaign is normal (no buffs or nerfs), and Draconian campaign is hard (opposite of LIS). If you have unlocked the Zolarg Empire or the Alpha Draconians, PvE bases will attack each other, especially your base. You are responsible for attacking and defending your base in PvE. You can watch your base being attacked, but you cannot watch PvE factions attack another base (no resources on the other PvE map are stolen). However, you will lose your resources after one of these enemy attacks your base. This therefore happens in a cross-quadrilateral pattern.
Alright, that is the end of this part of the concept! I hope you like it!
==World Resources==
World Resources are an kind of resource that is each special to every world. They are produced by their respective production buildings, and are stored in the Warehouse. You earn them by gaining some when the Lander or Warehouse is destroyed, purchasing from the trader, requesting from commonwealthmates or by production. You can use them to hire mercenaries to fight alongside, trade the standard resources with other players, donate mercenaries to commonwealthmates or to craft Bottles. Bottles are simply items that can have beneficial effects. You can use them in your base, or in battle. However, some do carry along disadvantages. Be aware of this. Bottles only last for a few days. You need 1, 2 or 3 (Hero HP/ATK/Shield) world resources to craft tham. There will be the following exclusive world resources to each world:
Red Planet: Ice
Lunar World: Regolith
Water World: Fish/Salt Water
Forest World: Wood
Abandoned World: Ether/Regolith
Asteroid: Regolith
Ice World: Crystalline
Lava World: Obsidian/Cobalt
==PvE==
PvE missions are in against 3 seperate factions. You will unlock LIS first (50 stages), after LIS stage 25 Zolarg (75), and after Zolarg stage 50 Draconians (100). You will have to withstand some hard maps at the later levels. LIS campaign are the easy missions (-50% building health and defense damage), Zolarg campaign is normal (no buffs or nerfs), and Draconian campaign is hard (opposite of LIS). If you have unlocked the Zolarg Empire or the Alpha Draconians, PvE bases will attack each other, especially your base. You are responsible for attacking and defending your base in PvE. You can watch your base being attacked, but you cannot watch PvE factions attack another base (no resources on the other PvE map are stolen). However, you will lose your resources after one of these enemy attacks your base. This therefore happens in a cross-quadrilateral pattern.
Alright, that is the end of this part of the concept! I hope you like it!
Wow, thanks for this info. Those wall layouts look intimidating since I don't have much drawing experience. I have done some 3D drawings before though, mainly for building ideas for mc. And I've also done a lot of 2D sprites regarding resources to one of my games several years ago.
I'll put my ideas for each biome in another post, but as for the halfway biomes, I like it. would be neat if you could make it so that large clusters of rooms are the same biome and that a transition biome occurs on all maps at the edges of those clusters. Instead of having transition biomes that connect two different biomes though , what if you made each transition biome it's own unique biome. Here's what I mean:
- dry grasslands/savannah: connects grasslands and desert, this map could have some grassy parts, and some clusters of sandy tiles with cacti and other arid plants. Acacia trees could dot the landscape.
- mesa: doesn't really connect anything, but where clusters of deserts are generated, there could be a random chance that each room that would become a dessert would actually become a mesa. You most likely know what a mesa looks like so I won't describe it. I have some ideas of how you can pull this off, but I'll include it in that post I was going to make about biomes, and it'll be under the mountainous biome.
- taiga: connects tundra and forest, spruce or pine trees abound here, and some of the trees that you have shown above could be dotted around the map, and some splotches of snow can be seen all around the map. Would be a good place to get spruce wood. If you plan to add some complex food recipes, one of the ingregients could be maple syrup, which could be gathered from spruce trees using a treee tap.
- shrublands: connects grasslands and forest and grassland and jungle. Berry bushes are dotted across the map along with trees.
wet forest: connects either forest and jungle or forest and swamp, or grasslands and swamp. more water than normal would occur on the map, but shouldn't be more abundant than in swamp biome, still, trees should abound here. It's here where you can find larger amounts of mud and clay and yet still have room to build a house. A swamp should have little room to build anything, which means you would have to leave at night and come back.
but those are just examples of sub-biomes that could exist between your main, garden variety biomes like desert, grassland, forest, tundra, ocean, swamp, etc. I personally think that each of these sub-biomes should give players reasons to visit them just like the main biomes would. I don't think it should be hard to get the items that you need to craft things, other than the items that only drop from bosses and stuff, but I do think that finding the items to progress should take time and lot's of exploration.
Everything you said regarding rpg is good. especially if the enemies get harder the further down you go. I wonder though, most games make you farm enemies until you find armor and weapons that work for your class/combat stats. If we can just mine for materials and make our armor, where's the challenge? I think that maybe we should be able to easily craft each armor set as long as you have the materials, but I think that each tool, armor piece and weapon should have a random number of slots for gems or essences that add stats to it, and enemies can drop these instead of weapons and armor. then the higher your crafting level, the more chances of you crafting an armor or weapon that has more sockets. And maybe you could have a way to craft these gems/essences yourself later in the game, albeit with some challenge and resource hunting.
I think it would be cool to take a page out of starbound's book and build your own settlements. Then as inhabitants start to come in, they'll randomly start to give you random quests that direct you to other rooms to fight mini-bosses, precure items, and rescue npc's. You could probably assign them to specific jobs based on what their personality is like, and based on what profession you give them, they may generate certain types of quests and be open to buy and sell specific items. Rimworld also uses good settlement features, especially being a top-down kind of game just like this one, but I wouldn't get nearly as in-depth into colony building in this game as rimworld is. This is an rpg adventure game, not a city builder.
But anyway, that's what I think. I'll be sure to post my biome ideas soon.
I'll put my ideas for each biome in another post, but as for the halfway biomes, I like it. would be neat if you could make it so that large clusters of rooms are the same biome and that a transition biome occurs on all maps at the edges of those clusters. Instead of having transition biomes that connect two different biomes though , what if you made each transition biome it's own unique biome. Here's what I mean:
- dry grasslands/savannah: connects grasslands and desert, this map could have some grassy parts, and some clusters of sandy tiles with cacti and other arid plants. Acacia trees could dot the landscape.
- mesa: doesn't really connect anything, but where clusters of deserts are generated, there could be a random chance that each room that would become a dessert would actually become a mesa. You most likely know what a mesa looks like so I won't describe it. I have some ideas of how you can pull this off, but I'll include it in that post I was going to make about biomes, and it'll be under the mountainous biome.
- taiga: connects tundra and forest, spruce or pine trees abound here, and some of the trees that you have shown above could be dotted around the map, and some splotches of snow can be seen all around the map. Would be a good place to get spruce wood. If you plan to add some complex food recipes, one of the ingregients could be maple syrup, which could be gathered from spruce trees using a treee tap.
- shrublands: connects grasslands and forest and grassland and jungle. Berry bushes are dotted across the map along with trees.
wet forest: connects either forest and jungle or forest and swamp, or grasslands and swamp. more water than normal would occur on the map, but shouldn't be more abundant than in swamp biome, still, trees should abound here. It's here where you can find larger amounts of mud and clay and yet still have room to build a house. A swamp should have little room to build anything, which means you would have to leave at night and come back.
but those are just examples of sub-biomes that could exist between your main, garden variety biomes like desert, grassland, forest, tundra, ocean, swamp, etc. I personally think that each of these sub-biomes should give players reasons to visit them just like the main biomes would. I don't think it should be hard to get the items that you need to craft things, other than the items that only drop from bosses and stuff, but I do think that finding the items to progress should take time and lot's of exploration.
Everything you said regarding rpg is good. especially if the enemies get harder the further down you go. I wonder though, most games make you farm enemies until you find armor and weapons that work for your class/combat stats. If we can just mine for materials and make our armor, where's the challenge? I think that maybe we should be able to easily craft each armor set as long as you have the materials, but I think that each tool, armor piece and weapon should have a random number of slots for gems or essences that add stats to it, and enemies can drop these instead of weapons and armor. then the higher your crafting level, the more chances of you crafting an armor or weapon that has more sockets. And maybe you could have a way to craft these gems/essences yourself later in the game, albeit with some challenge and resource hunting.
I think it would be cool to take a page out of starbound's book and build your own settlements. Then as inhabitants start to come in, they'll randomly start to give you random quests that direct you to other rooms to fight mini-bosses, precure items, and rescue npc's. You could probably assign them to specific jobs based on what their personality is like, and based on what profession you give them, they may generate certain types of quests and be open to buy and sell specific items. Rimworld also uses good settlement features, especially being a top-down kind of game just like this one, but I wouldn't get nearly as in-depth into colony building in this game as rimworld is. This is an rpg adventure game, not a city builder.
But anyway, that's what I think. I'll be sure to post my biome ideas soon.
I made a post about this a while back concerning generating ore on a Moon world. It is awesome that we now have the 1x1 building that can replace fields of the regolith compactors with only a few buildings.
But...
There is no equivalent building for the Forest world? Granted it has been a while since I played a Forest world and I only just started on one, but I have reached the point where I unlocked the Gold Generator and Atmo Condenser, which was where the Ore Lab for regolith is, and so far no such ore generation building.
So, if I have somehow missed it or just haven't reached it yet, oh well. But if I am correct and there is no Forest World ore generation above the coal compactor, there probably should be. With the amounts of ore you have to use late game, the greater part of my colony will be coal factories and coal compactors.
But...
There is no equivalent building for the Forest world? Granted it has been a while since I played a Forest world and I only just started on one, but I have reached the point where I unlocked the Gold Generator and Atmo Condenser, which was where the Ore Lab for regolith is, and so far no such ore generation building.
So, if I have somehow missed it or just haven't reached it yet, oh well. But if I am correct and there is no Forest World ore generation above the coal compactor, there probably should be. With the amounts of ore you have to use late game, the greater part of my colony will be coal factories and coal compactors.
Beginning with My Colony 2 v0.21.0, the game has a built-in stat reporting service that developers are free to take advantage of if they wish. This thread will stay updated as features are added and changes made to how stat reporting works.
MC2 players can easily opt in to a third party stat reporting service by opening the Statistics window of their game. The World section will provide an input box where players can enter a URL (or comma separated series of URL) endpoint for game stat collection.
Once set, the endpoints selected by the user will periodically receive JSON encoded game statistics via HTTP post. It is up to the endpoint maintainer to ensure that their URL can receive cross origin HTTP requests. Endpoints can be built with whatever technology the maintainer wishes.
To help get you started with developing a stat reporting endpoint, here are some code samples in both PHP and Python:
PHP: /viewpage.php?p=43258#p43308
Python: /viewpage.php?p=43258#p43308
The base JSON data that will be sent to the endpoint via HTTP post looks like this:
Every post will be formatted as above and contain those seven fields, event, sid, ses, cli, gid, aun and data, data generally being an object containing further data. The data object will differ depending on the event code. The rest of the fields are as follows:
Every post sent to the logging endpoint will contain the above fields, so you should be able to count on them when designing endpoint logic.
The data field will be different (or even blank) depending on the event code associated with the request. Below is a reference for the data currently sent with each endpoint. You may bookmark this page for reference, as it will be updated when new data points are added.
Event: serverConnected
Event: serverDisconnected
Event: statReport
Object: statReport.players
This post will continue to be updated and maintained as changes are features are added to the reporting function. Please use this thread for questions/comments/suggestions/requests, etc.
MC2 players can easily opt in to a third party stat reporting service by opening the Statistics window of their game. The World section will provide an input box where players can enter a URL (or comma separated series of URL) endpoint for game stat collection.
Once set, the endpoints selected by the user will periodically receive JSON encoded game statistics via HTTP post. It is up to the endpoint maintainer to ensure that their URL can receive cross origin HTTP requests. Endpoints can be built with whatever technology the maintainer wishes.
To help get you started with developing a stat reporting endpoint, here are some code samples in both PHP and Python:
PHP: /viewpage.php?p=43258#p43308
Python: /viewpage.php?p=43258#p43308
The base JSON data that will be sent to the endpoint via HTTP post looks like this:
{
event: "eventCode",
sid: "server-uuid",
ses: "session-uuid",
cli: "client-uuid",
gid: "game-uuid",
aun: "ape apps username",
data: {}
}
Every post will be formatted as above and contain those seven fields, event, sid, ses, cli, gid, aun and data, data generally being an object containing further data. The data object will differ depending on the event code. The rest of the fields are as follows:
field | info |
---|---|
event | current possible event codes: serverConnected, serverDisconnected, statReport |
sid | server id: a unique id for the current world (aka, save game). The server ID is also visible to the player as seen in the screenshot above, meaning an endpoint operator could theoretically use it as an authentication key if they wanted to. |
ses | session id: every time the user opens MC2, they are assigned a new session id. can be used to track how many unique times the player has opened the game |
cli | client id: assigned the first time a player opens MC2 on a device and is retained. can be used to help identify multiple worlds from the same player |
gid | game identifier: For stock My Colony 2, the game identifier will always be a999fe76-ff1c-5935-e365-755089ba8982 If a total conversion mod author knows what he/she is doing, their mod should have a different identifier from the base game (this can be set in the Metadata section of the game editor). This can be used to organize data based on mod (or to easily support future games based on the MC2 engine), but it does require that the mod author properly changed the game identifier on their mod. |
aun | ape apps username: if the player is signed in and authenticated with their Ape Apps Account, this field will be set with their username. |
Every post sent to the logging endpoint will contain the above fields, so you should be able to count on them when designing endpoint logic.
The data field will be different (or even blank) depending on the event code associated with the request. Below is a reference for the data currently sent with each endpoint. You may bookmark this page for reference, as it will be updated when new data points are added.
Event: serverConnected
field | info |
---|---|
gameData | This is a hashed checksum of all of the game data objects loaded for the current world. This will be the exact same hash for all players playing the same version of stock My Colony 2, and will be different when mods/addons are activated. This is useful if you are developing rankings/leaderboards and want to verify that all users are playing on an even field. |
worldTypeId | This is the uuid for the game data object associated with the current world (eg Red Planet, Water World, etc). |
worldTypeName | The readable name for the current world type above, as set in the game data object (not translated). |
worldName | The name of this world (the save game, not the planet type). ex Strange New World, or whatever the player chose. |
gameVersion | The host version of My Colony 2 that this session is on (ex v0.21.0) |
created | Timestamp of server first creation |
hostOS | What operating system this session is running under (ex windows, android, ios, etc) |
gameSession | Differing from the top level ses session id, the gameSession id is unique every time the game file is loaded. Can be used to link stats from connection to disconnection. |
universe | the universe code this world is connected to |
Event: serverDisconnected
field | info |
---|---|
gameSession | Differing from the top level ses session id, the gameSession id is unique every time the game file is loaded. Can be used to link stats from connection to disconnection. |
Event: statReport
field | info |
---|---|
bannedPlayers | Total number of players currently banned from this game. |
exploredChunks | How many chunks have been generated (aka "explored") on this world. |
players | Objects containing extended information for each player in the game (detailed in below table) |
settledChunks | Number of chunks that contain player built structures |
settlements | Objects containing extended information for each settlement in the game (detailed in below table) |
totalGDP | quick reference containing the sum of all settlement GDPs in world |
totalMoney | quick reference containing the sum of all player money balances in world |
totalPlayers | quick reference containing the sum of all players in world |
totalPlaytime | total time in minutes that this server has had at least 1 player connected and playing |
totalPopulation | quick reference containing the sum of all settlement populations in world |
utilities | Objects containing total utility output and consumption in world |
Object: statReport.players
field | info |
---|---|
admin | boolean, is this player an admin |
civ | data object id for the civilization this player is playing as |
color | player color hex code |
id | server assigned unique player id |
joined | timestamp for when player first joined server |
level | player's level |
mod | boolean, is this player a moderator |
money | players current balance of money |
playTime | how many minutes this player has been connected and active |
research | how much research the player currently has |
username | if signed in to Ape Apps Account, this is their username. Otherwise, null |
This post will continue to be updated and maintained as changes are features are added to the reporting function. Please use this thread for questions/comments/suggestions/requests, etc.
I like the idea, but it needs to be thought out further. Since we don't want every planet to provide every natural resource, some planets would need to be limited on how many Biomes that they have.
To do this, we would need to group the biomes into certain categories based on temperature and atmosphere level. Here is a rough categorization:
temperate:
forest
ocean
river
grasslands
mountains(if bast ever adds multilevel terrain)
hot:
desert
Savanna
swamp
mesa
sandy river
sandy mountains
jungle
jungle river
tropical beach
tropical ocean
Cold:
tundra
tiaga
cold bog
snowy river
snowy mountains
cold beach
cold ocean
no atmosphere:
red desert(default red planet terrrain, can become any flat biome when terraformed. Will explain further below)
red mesa(becomes mesa once terraformed)
red mountains(can become sandy, cold, or regular mountains once terraformed)
red riverbed(becomes either sandy, cold, or regular river once terraformed)
red seafloor(becomes any type of ocean once terraformed)
icy plains(default ice planet terrain)^
icy mountains^
icy riverbed^
icy seafloor^
lunar plains(default lunar terrain)^
lunar mountains^
lunar crack(becomes any kind of river once terraformed)
lunar mega crater(the water in the crater is ocean water and can become any type of ocean when terraformed)
asteroid plains(default asteroid terrain)^
asteroid mountains^
asteroid crack^
asteroid mega crater^
Too Much Atmosphere:
lava plains(default lava terrain)^
lava mountains^
lava riverbed^
lava sea floor^
abandoned world:
ether river
ether ocean
dark dessert(a desert on the abandoned world, but containing dark purple sands)
dark mesa(a mesa with cliffs that contain layers of sediment. The layers are all different shades of purple)
Something like that would work. At the creation of a region, the region generates hot, cold, and temperate zones. These zones won't change even when the planet is terraformed. Lava world will always have only hot zones, and ice world will always have only cold zones.
Planets that start out with no atmosphere start off with their own set of biomes, but once the planet is terraformed, the map regenerates the biome map with earthlike biomes based on the heat zones and former biome types. Certain planets will require exceptions, but most planets would generate all of the earth like biomes once created or terraformed. Forest world, for example, would only generate biomes that contain lots of trees, like forest, tiaga, and jungle(along with rivers and oceans), and abandoned world would use the biomes in the abandoned world section in place of some of the earthlike biomes. Desert planets would of course only have hot zones and only use desert biomes like desert and mesa(pretty boring of you ask me).
I think that covers my idea. Let me know what you think.
To do this, we would need to group the biomes into certain categories based on temperature and atmosphere level. Here is a rough categorization:
temperate:
forest
ocean
river
grasslands
mountains(if bast ever adds multilevel terrain)
hot:
desert
Savanna
swamp
mesa
sandy river
sandy mountains
jungle
jungle river
tropical beach
tropical ocean
Cold:
tundra
tiaga
cold bog
snowy river
snowy mountains
cold beach
cold ocean
no atmosphere:
red desert(default red planet terrrain, can become any flat biome when terraformed. Will explain further below)
red mesa(becomes mesa once terraformed)
red mountains(can become sandy, cold, or regular mountains once terraformed)
red riverbed(becomes either sandy, cold, or regular river once terraformed)
red seafloor(becomes any type of ocean once terraformed)
icy plains(default ice planet terrain)^
icy mountains^
icy riverbed^
icy seafloor^
lunar plains(default lunar terrain)^
lunar mountains^
lunar crack(becomes any kind of river once terraformed)
lunar mega crater(the water in the crater is ocean water and can become any type of ocean when terraformed)
asteroid plains(default asteroid terrain)^
asteroid mountains^
asteroid crack^
asteroid mega crater^
Too Much Atmosphere:
lava plains(default lava terrain)^
lava mountains^
lava riverbed^
lava sea floor^
abandoned world:
ether river
ether ocean
dark dessert(a desert on the abandoned world, but containing dark purple sands)
dark mesa(a mesa with cliffs that contain layers of sediment. The layers are all different shades of purple)
Something like that would work. At the creation of a region, the region generates hot, cold, and temperate zones. These zones won't change even when the planet is terraformed. Lava world will always have only hot zones, and ice world will always have only cold zones.
Planets that start out with no atmosphere start off with their own set of biomes, but once the planet is terraformed, the map regenerates the biome map with earthlike biomes based on the heat zones and former biome types. Certain planets will require exceptions, but most planets would generate all of the earth like biomes once created or terraformed. Forest world, for example, would only generate biomes that contain lots of trees, like forest, tiaga, and jungle(along with rivers and oceans), and abandoned world would use the biomes in the abandoned world section in place of some of the earthlike biomes. Desert planets would of course only have hot zones and only use desert biomes like desert and mesa(pretty boring of you ask me).
I think that covers my idea. Let me know what you think.
Hello again! I realize that maybe my old forest world suggestion was made obsolete by the latest update, which overhauled the menu. I have decided to start by making a Forest World planet model! Credits to @GeneralWadaling for nailing the planet shape, and of course credits to me for making the Forest World model.
So just want to say that I'm enjoying the new lava world and it's a real challenge to keep a colony going long enough to reduce the atmosphere to below 15 mil in this planet type. I appreciate bast using some of my suggestions and incorporating them into his scheme of things, and I think that with a few tweaks, this planet could be even more awesome and attract more people to it. So here are a bunch of my ideas for how this world could be amped up.
1.) Since it would make sense that a flying object would not be affected by anything that happens on the ground, I would love to see that same rule be put in place by my colony. This way, you can have queens in the air at all times in case an eruption goes off and kills all of your mounds. Then you have a guarantee to start over and not lose the game. then, if someone loses their mounds with no queens in the air, it's on them for not taking precautions.
2.) eruptions stop when the atmosphere is under 50 million, but lava still spreads until the atmosphere gets under 1 million atmosphere. Once the atmosphere is at optimum range, the player should attempt to put the lava out of it's misery since they would have idea number 3.
3.) Obsidian extractors. The lava planet is just awash in lava, and has been like that since it was formed. Therefore, layers of obsidian deposited by lava flows over time are buried beneath the planets surface and can be harvested via an obsidian extractor once the atmosphere is under 15 mil. This is optional, because yes, the obsidian is supposed to be a hard-to-get resource. However, if a player survives long enough to reduce the atmosphere all the way down from 500 to below 15 million, I would think that they deserve a safe supply of obsidian.
4.) sugar furnaces. These would be made from obsidian and would burn sugar hotter and produces as much power as a power spire. Small amounts of obsidian are constantly consumed, since some obsidian is mixed with the sugar to maintain a high temperature burn. Use this idea if wood is not going to be a viable resource on the lava world, which I doubt it is.
5. Dark versions of all of the buildings that require wood if wood isn't going to be an acquirable resource on this world. obsidian can take the place of the wood requirement in many advanced buildings if you make dark versions that resemble obsidian.
6. Dynamic planetary response to atmosphere level. It would be nice to make the lava world turn into an earth-like world when it reaches optimum atmosphere level, and crystal deposits could turn purple or green or some other color that's not being implemented right now. And then it would be nice to see the planet change from an earth-like world to an ice world once the atmosphere is below 1 mil atmosphere, at which no more lava flows and the crystals turn blue. What do yall think, wouldn't that make it more interesting? In fact, you could make all planets turn into a lava world and cause lava to spread once the planet gains too much atmosphere in my opinion. And then you can make them turn to ice worlds or red planet-like worlds when the atmosphere gets too low. Those would be the ultimate penalties for not managing your atmosphere correctly. I would still only allow obsidian extractors on worlds that began as lava worlds though.
7.) obsidian made structures are resistant to lava, but not lava proof. Obsidian structures that are contacted by lava will sustain constant and mild to moderate damage. More advanced buildings will be more resistant to lava, and some may even be impervious depending on their function. This could be another function of obsidian, since, if bast were to follow my idea of replacing the wood requirement with obsidian, then lots of buildings would have dark versions that have obsidian in place of wood, and wouldn't ya think that obsidian would have a natural resistance to lava. Anything that is made even of a little bit of obsidian should have at least a small resistance to lava.
8.) Lava world for humans. Since one of my ideas was to make all planets turn into lava worlds when they become shrouded in dense atmosphere, it would be fitting to give humans a crack at the lava world as well. I mean, they have more advanced technology than zolarg, so if zolarg can do it, why can't humans do it?
Well, those are my ideas, hope yall like them. Again, I'm very grateful for how the lava world turned out and these are not complaints, I just want to give some ideas that would do the lava world some justice.
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1.) Since it would make sense that a flying object would not be affected by anything that happens on the ground, I would love to see that same rule be put in place by my colony. This way, you can have queens in the air at all times in case an eruption goes off and kills all of your mounds. Then you have a guarantee to start over and not lose the game. then, if someone loses their mounds with no queens in the air, it's on them for not taking precautions.
2.) eruptions stop when the atmosphere is under 50 million, but lava still spreads until the atmosphere gets under 1 million atmosphere. Once the atmosphere is at optimum range, the player should attempt to put the lava out of it's misery since they would have idea number 3.
3.) Obsidian extractors. The lava planet is just awash in lava, and has been like that since it was formed. Therefore, layers of obsidian deposited by lava flows over time are buried beneath the planets surface and can be harvested via an obsidian extractor once the atmosphere is under 15 mil. This is optional, because yes, the obsidian is supposed to be a hard-to-get resource. However, if a player survives long enough to reduce the atmosphere all the way down from 500 to below 15 million, I would think that they deserve a safe supply of obsidian.
4.) sugar furnaces. These would be made from obsidian and would burn sugar hotter and produces as much power as a power spire. Small amounts of obsidian are constantly consumed, since some obsidian is mixed with the sugar to maintain a high temperature burn. Use this idea if wood is not going to be a viable resource on the lava world, which I doubt it is.
5. Dark versions of all of the buildings that require wood if wood isn't going to be an acquirable resource on this world. obsidian can take the place of the wood requirement in many advanced buildings if you make dark versions that resemble obsidian.
6. Dynamic planetary response to atmosphere level. It would be nice to make the lava world turn into an earth-like world when it reaches optimum atmosphere level, and crystal deposits could turn purple or green or some other color that's not being implemented right now. And then it would be nice to see the planet change from an earth-like world to an ice world once the atmosphere is below 1 mil atmosphere, at which no more lava flows and the crystals turn blue. What do yall think, wouldn't that make it more interesting? In fact, you could make all planets turn into a lava world and cause lava to spread once the planet gains too much atmosphere in my opinion. And then you can make them turn to ice worlds or red planet-like worlds when the atmosphere gets too low. Those would be the ultimate penalties for not managing your atmosphere correctly. I would still only allow obsidian extractors on worlds that began as lava worlds though.
7.) obsidian made structures are resistant to lava, but not lava proof. Obsidian structures that are contacted by lava will sustain constant and mild to moderate damage. More advanced buildings will be more resistant to lava, and some may even be impervious depending on their function. This could be another function of obsidian, since, if bast were to follow my idea of replacing the wood requirement with obsidian, then lots of buildings would have dark versions that have obsidian in place of wood, and wouldn't ya think that obsidian would have a natural resistance to lava. Anything that is made even of a little bit of obsidian should have at least a small resistance to lava.
8.) Lava world for humans. Since one of my ideas was to make all planets turn into lava worlds when they become shrouded in dense atmosphere, it would be fitting to give humans a crack at the lava world as well. I mean, they have more advanced technology than zolarg, so if zolarg can do it, why can't humans do it?
Well, those are my ideas, hope yall like them. Again, I'm very grateful for how the lava world turned out and these are not complaints, I just want to give some ideas that would do the lava world some justice.
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This episode is both a part two to the previous episode (The Lunar World: https://podcasts.ape-apps.com/my-colony-podcast/ep3/ ), as well as the update episode for the upcoming 0.23.0 update to My Colony, which is a somewhat minor release.
Full release notes for the Forest World update can be found here: http://forum.ape-apps.com/showthread.php?tid=1956
After discussing the new Forest Map, discussion turns to the yet-to-be-released v0.23.0 update, which includes mainly bug fixes, usability improvements, and new policies that can be set from the Capitol or the Consulate buildings.
Finally, we offer a preview of a upcoming new feature involving Tourism. See the primary thread about tourism here: http://forum.ape-apps.com/showthread.php?tid=1736
As always, if you want to be a part of the My Colony podcast, get yourself subscribed to the official My Colony channel on Discord: https://discord.gg/ps4mHFe
Thanks for listening!
Full release notes for the Forest World update can be found here: http://forum.ape-apps.com/showthread.php?tid=1956
After discussing the new Forest Map, discussion turns to the yet-to-be-released v0.23.0 update, which includes mainly bug fixes, usability improvements, and new policies that can be set from the Capitol or the Consulate buildings.
Finally, we offer a preview of a upcoming new feature involving Tourism. See the primary thread about tourism here: http://forum.ape-apps.com/showthread.php?tid=1736
As always, if you want to be a part of the My Colony podcast, get yourself subscribed to the official My Colony channel on Discord: https://discord.gg/ps4mHFe
Thanks for listening!
Today I have finished Epic Adventure v0.14.0 which should be hitting all platforms over the coming days. This update adds Charcoal which can be created by smelting a Log in the furnace. Also, pretty much all wooden items can now be used as furnace fuel. This update also vastly increases the speed at which logging/mining/attacking occurs.
Beyond that though, I wanted to discuss the future of Epic Adventure a bit. The truth is, there are a lot of really good ideas and things I want to do with this game, but they are all sort of hampered by some stupid design decisions that I made from the very beginning of development, making it exceedingly difficult and time consuming to add new features and content to the game.
Even the graphics are a hassle, as simple as they look. For instance, I have been wanting to add more walls to the game beyond the simple wooden wall that exists. However, each wall object in the game requires 48 different images which all need to line up together so that all possible configurations of creating a wall will properly connect. The same goes for rocks in caves and other terrain elements. This is a very annoying and time consuming process in and of itself.
The game world is split into chunks, which is fine, but I originally implemented this is having each chunk be a totally separate map, whose processing and entities are completely disconnected from the rest of the game world. What is happening in one chunk has no relation or impact on what is happening on the chunk next door, and changing this requires a complete reworking of the server side code.
For rendering, Epic Adventure uses the Scroll2d engine that I originally created for My Land. This engine does not lend itself particularly well to the chunk layout of the game, as it works on an x:y coordinate system that cannot go below 0:0, meaning negative numbers are not possible. This is why in My Colony 1, the map could only be expanded East and South when using the annex land option, and not to the North and West. This is an issue in Epic Adventure because I would like to make game "look like" it is not broken up into chunks, even though it technically is, similar to My Colony 2.
Because of this, I have determined to consider Epic Adventure a proof-of-concept or a tech-demo for a brand new game engine that I will be switching to, and to end development of the game at this point. I will be taking the best parts of Epic Adventure and reusing a lot of it's code, but pushing it into a brand new open-world RPG engine that I can use across several games, including Gone Rogue 2, as well as whatever will be the spiritual successor to Epic Adventure, which I am thinking about calling My World or something to that effect, in tradition of keeping with the "My" series of games.
So for the purpose of the rest of this post, I will be referring to the continued development of what is now Epic Adventure as My World, however there is no guarantee that My World will be the final name. But I need to use something to talk about what will be changing in the new engine, and what will be carried over from Epic Adventure.
To start with, the My World engine will probably straight-copy the game HUD/UI from Epic Adventure, including the crafting/smelting menu, as well as the "belt" inventory and so on. Not that these things don't need improvement, but copying what is already there will give a big boost to the development.
For rendering, I will be replacing the Scroll2d engine with the Scroll3d engine that is currently being used in My Colony 2. Scroll3d is vastly more advanced than Scroll2d and renders faster on more devices thanks to using WebGL instead of software rendering. My World .png artwork will be replaced with Voxel Paint graphics like in My Colony 2, and player characters will still use My Tokens characters thanks to the new Mini Voxel Tokens introduced in the latest My Tokens release.
The reason for this change is that it simply makes it way faster and easier to create graphics and assets for the game. For instance, I said that a wall in Epic Adventure requires 48 different images. In My World, it could be made with either 1 or 2 images, one for the sides, and optionally a different one for the top. Scroll3d was also build with chunk-type worlds in mind right from the beginning, again look at My Colony 2 for reference.
My Colony 2 has a complete game-editor and modding platform built in, and I want My World to have the same thing. Not only does this allow other users to create content for the game, but it allows me to work on the game from a web browser from anywhere. For instance, if we spend two weeks with family, I can take my laptop and still work on My Colony 2, because I have the game and Voxel Paint in my web browser wherever I'm at. It would be nice to be able to do that here as well.
I mentioned that I want this engine to also support Gone Rogue 2, which I've been wanting to make for a while now. This means support for other RPG style elements. It will need a full dungeon generator, as well as support for NPC's, shops, dialogs, etc. A lot of these things I was planning to add to Epic Adventure anyway, because I was originally going to use the Epic Adventure engine to make the Gone Rogue sequel. But to have this in the new engine, along with the game editor built right into the game, will actually give players the ability to create their own RPG adventure games as My World mods. There are a lot of possibilities here.
Anyway, this is a long term project. What I want to do is take what I've learned about crafting games from Epic Adventure, what I've learned about modding/endless worlds from My Colony 2, and what I've learned about multiplayer from a whole host of games, and merge them into a new Open World/Adventure Game engine. It might be called My World, and the first version will be pretty similar to the current release of Epic Adventure, except in 3d. It will be a lot like when I originally converted My Empire from Scroll2d to Scroll3d, except this requires more substantial changes than that one did. But for the first release, I plan to have everything that the current Epic Adventure has, and then move forward from there.
So there it is, I hope that this doesn't disappoint anyone, but I think that the new game has potential to really shine in ways that it would be hard to make Epic Adventure do so. But let me know what you think, and stay tuned for more!
Beyond that though, I wanted to discuss the future of Epic Adventure a bit. The truth is, there are a lot of really good ideas and things I want to do with this game, but they are all sort of hampered by some stupid design decisions that I made from the very beginning of development, making it exceedingly difficult and time consuming to add new features and content to the game.
Even the graphics are a hassle, as simple as they look. For instance, I have been wanting to add more walls to the game beyond the simple wooden wall that exists. However, each wall object in the game requires 48 different images which all need to line up together so that all possible configurations of creating a wall will properly connect. The same goes for rocks in caves and other terrain elements. This is a very annoying and time consuming process in and of itself.
The game world is split into chunks, which is fine, but I originally implemented this is having each chunk be a totally separate map, whose processing and entities are completely disconnected from the rest of the game world. What is happening in one chunk has no relation or impact on what is happening on the chunk next door, and changing this requires a complete reworking of the server side code.
For rendering, Epic Adventure uses the Scroll2d engine that I originally created for My Land. This engine does not lend itself particularly well to the chunk layout of the game, as it works on an x:y coordinate system that cannot go below 0:0, meaning negative numbers are not possible. This is why in My Colony 1, the map could only be expanded East and South when using the annex land option, and not to the North and West. This is an issue in Epic Adventure because I would like to make game "look like" it is not broken up into chunks, even though it technically is, similar to My Colony 2.
Because of this, I have determined to consider Epic Adventure a proof-of-concept or a tech-demo for a brand new game engine that I will be switching to, and to end development of the game at this point. I will be taking the best parts of Epic Adventure and reusing a lot of it's code, but pushing it into a brand new open-world RPG engine that I can use across several games, including Gone Rogue 2, as well as whatever will be the spiritual successor to Epic Adventure, which I am thinking about calling My World or something to that effect, in tradition of keeping with the "My" series of games.
So for the purpose of the rest of this post, I will be referring to the continued development of what is now Epic Adventure as My World, however there is no guarantee that My World will be the final name. But I need to use something to talk about what will be changing in the new engine, and what will be carried over from Epic Adventure.
To start with, the My World engine will probably straight-copy the game HUD/UI from Epic Adventure, including the crafting/smelting menu, as well as the "belt" inventory and so on. Not that these things don't need improvement, but copying what is already there will give a big boost to the development.
For rendering, I will be replacing the Scroll2d engine with the Scroll3d engine that is currently being used in My Colony 2. Scroll3d is vastly more advanced than Scroll2d and renders faster on more devices thanks to using WebGL instead of software rendering. My World .png artwork will be replaced with Voxel Paint graphics like in My Colony 2, and player characters will still use My Tokens characters thanks to the new Mini Voxel Tokens introduced in the latest My Tokens release.
The reason for this change is that it simply makes it way faster and easier to create graphics and assets for the game. For instance, I said that a wall in Epic Adventure requires 48 different images. In My World, it could be made with either 1 or 2 images, one for the sides, and optionally a different one for the top. Scroll3d was also build with chunk-type worlds in mind right from the beginning, again look at My Colony 2 for reference.
My Colony 2 has a complete game-editor and modding platform built in, and I want My World to have the same thing. Not only does this allow other users to create content for the game, but it allows me to work on the game from a web browser from anywhere. For instance, if we spend two weeks with family, I can take my laptop and still work on My Colony 2, because I have the game and Voxel Paint in my web browser wherever I'm at. It would be nice to be able to do that here as well.
I mentioned that I want this engine to also support Gone Rogue 2, which I've been wanting to make for a while now. This means support for other RPG style elements. It will need a full dungeon generator, as well as support for NPC's, shops, dialogs, etc. A lot of these things I was planning to add to Epic Adventure anyway, because I was originally going to use the Epic Adventure engine to make the Gone Rogue sequel. But to have this in the new engine, along with the game editor built right into the game, will actually give players the ability to create their own RPG adventure games as My World mods. There are a lot of possibilities here.
Anyway, this is a long term project. What I want to do is take what I've learned about crafting games from Epic Adventure, what I've learned about modding/endless worlds from My Colony 2, and what I've learned about multiplayer from a whole host of games, and merge them into a new Open World/Adventure Game engine. It might be called My World, and the first version will be pretty similar to the current release of Epic Adventure, except in 3d. It will be a lot like when I originally converted My Empire from Scroll2d to Scroll3d, except this requires more substantial changes than that one did. But for the first release, I plan to have everything that the current Epic Adventure has, and then move forward from there.
So there it is, I hope that this doesn't disappoint anyone, but I think that the new game has potential to really shine in ways that it would be hard to make Epic Adventure do so. But let me know what you think, and stay tuned for more!
every world without atmosphere is a desert world Ice world is a desert world .
A desert is defined as a area that has a hard time supporting life . Like Antarctica which is ovesly very very cold .
If little of nothing can grow or live it is a desert regardless of how hot or cold .
Red planet with no atmosphere = desert world ice planets all types = desert worlds
lava world semi desert as you can grow trees but have a fight keeping them alive when a eruption happens .
ovesly he plans on adding lawyers opps -politicians - opps again Reptilians to lava world .
and will surly give them two other worlds one being a desert ( maybe he will use a recolored red map )
the third world well ice and them dont work lol so could be something new or just a tropical forest type world
A desert is defined as a area that has a hard time supporting life . Like Antarctica which is ovesly very very cold .
If little of nothing can grow or live it is a desert regardless of how hot or cold .
Red planet with no atmosphere = desert world ice planets all types = desert worlds
lava world semi desert as you can grow trees but have a fight keeping them alive when a eruption happens .
ovesly he plans on adding lawyers opps -politicians - opps again Reptilians to lava world .
and will surly give them two other worlds one being a desert ( maybe he will use a recolored red map )
the third world well ice and them dont work lol so could be something new or just a tropical forest type world
Here are all of my ideas for a dessert type world, if bast were to make one:
Race: human(for now)
Difficulty: hard
Atmosphere: 2.5 million
Salt flats: Every good dessert has salt flats. Since bast is trying to implement multiple terrain types, this could be one of them. The flats would be generated randomly like rivers. The player would have to build salt mines in order to mine salt, and these mines would only be place-able on the salt flat tiles. Regular units would be able to walk on the salt flat tiles as well, it would just be a good decoration and serve as the designated salt mine area.
Salt: Salt in the dessert has many purposes. Since it almost never rains in the dessert, salt can be used as a building material, and it is actually used in real life to build houses in some dessert villages around the world where it never rains. On all other planets, however, salt would obviously be involved with food production. You could change the food processing plant to require small but constant amounts of salt along with sugar to produce massive amounts of food. Bast could also enable non-dessert colonies to produce small amounts of salt by implementing desalination plants that need to be placed next to a river and would produce clean water and tiny amounts of salt. Salt is also used in cattle fields, since cows don't usually get a good amount of electrolytes from eating grass. So if livestock farms were added, salt could play a role in maintaining them.
Alien fruit Cacti: In the dessert planets, cacti would prove to be a viable source of wood/fiber and food. Cacti isn't really wooden, but lets say that there are alien cacti that are hard enough to be a substitute for wood and it's fibers could be woven into ropes. The problem is that cacti grow incredibly slow, so the player would have to be more frugal with their wood supplies than in forest environments. The player can place individual cacti using a dessert rover, albeit with a very high cost to water, and no trees or tree farms are allowed on this map, since the soil is too arid, no matter how advanced the colony becomes. The player would be able to build farms that cultivate cacti for food and wood, but these farms would be very slow at producing both, which means that the player would have to save a very wide area for these farms in order to support an early stage colony. Later in the game, the player should be given acccess to a mega cactus farm
Oil deposits: lot's of oil can be found under the dessert.
Ore: ore is obtained via charcoal compactors, the same as on the forest world.
gold: gold will be obtainable earlier in the game. gold mines are made from wood and salt and would allow the player to generate and store gold earlier in the game than ore. The gold can be used earlier in the game, in combination with wood and salt, to make basic entertainment, research, economic, and governmental structures used for forming a small community without ore. Once ore production is stabilized, these buildings can be upgraded to their regular forms.
immigration: I would implement a rudimentary landing zone that is basically a symbal marked in the ground for landing. It would produce one colonist for every 2 colonists produced by a regular landing pad, but it wouldn't require any power.
Gameplay: Salt and cactus fibers(wood) would be used to make the most basic structures in the dessert environment, and the need for the cactus fibers would prove to be a big hindrance at the beginning of the game until the player builds enough fruit cactus farms to produce a good amount of wood. The player would have to create tons of wells in order to produce enough water to support their colonists and operate the many cactus farms that will need to be built. Wells, in turn, require wood and salt to build. Salt has a small storage cap at first, and salt storage buildings also require wood, water, and salt to build, so you can see how the bottleneck would work if bast were to implement these ideas. Once the player gains an extra 300 wood, they will be able to built the usual charcoal hut, and then a charcoal burner to provid for more power once they get more wood and charcoal. From there, the gameplay is almost identical to the forest map aside from there being no tree farms or trees available for building. Basically, the player would have a long time to wait before they can produce ore, and by the time that the player gains ore production, they will have built an entire community out of salt blocks, gold, and cactus fibers. Bast might also want to add an entertainment building made out of wood and salt so that citizens can still be satisfied during the long wait for ore.
Advantages to map: The most outstanding advantages of the dessert map would be a local supply of oil and salt, but the biggest is the ability to gain gold, research, and civics earlier in the game. Wood storage will be higher on this map since every cactus fruit farm will add to food and wood storage, and so would the mega cactus farm.
Disadvantages: It will be hard to feed and quench your colonists near the beginning of the game. Wood will be scarce for a long time because it grows slow and you will need it to make ore and build important beginning structures. Water is inherently scarce and will be needed to make certain important structures and to keep colonists alive. Salt will have a small cap, so having a big enough supply to make a bunch of buildings at any given point will be hard to do until you manage to build a bunch of salt depots. All in all a very slow growing map.
I hope you all enjoy this idea and please vote for it to be put in the game if you like the ideas. Hopefully bast does decide to implement a dessert planet for at least one of the races, even if he doesn't implement all of the ideas that I've included here.
Race: human(for now)
Difficulty: hard
Atmosphere: 2.5 million
Salt flats: Every good dessert has salt flats. Since bast is trying to implement multiple terrain types, this could be one of them. The flats would be generated randomly like rivers. The player would have to build salt mines in order to mine salt, and these mines would only be place-able on the salt flat tiles. Regular units would be able to walk on the salt flat tiles as well, it would just be a good decoration and serve as the designated salt mine area.
Salt: Salt in the dessert has many purposes. Since it almost never rains in the dessert, salt can be used as a building material, and it is actually used in real life to build houses in some dessert villages around the world where it never rains. On all other planets, however, salt would obviously be involved with food production. You could change the food processing plant to require small but constant amounts of salt along with sugar to produce massive amounts of food. Bast could also enable non-dessert colonies to produce small amounts of salt by implementing desalination plants that need to be placed next to a river and would produce clean water and tiny amounts of salt. Salt is also used in cattle fields, since cows don't usually get a good amount of electrolytes from eating grass. So if livestock farms were added, salt could play a role in maintaining them.
Alien fruit Cacti: In the dessert planets, cacti would prove to be a viable source of wood/fiber and food. Cacti isn't really wooden, but lets say that there are alien cacti that are hard enough to be a substitute for wood and it's fibers could be woven into ropes. The problem is that cacti grow incredibly slow, so the player would have to be more frugal with their wood supplies than in forest environments. The player can place individual cacti using a dessert rover, albeit with a very high cost to water, and no trees or tree farms are allowed on this map, since the soil is too arid, no matter how advanced the colony becomes. The player would be able to build farms that cultivate cacti for food and wood, but these farms would be very slow at producing both, which means that the player would have to save a very wide area for these farms in order to support an early stage colony. Later in the game, the player should be given acccess to a mega cactus farm
Oil deposits: lot's of oil can be found under the dessert.
Ore: ore is obtained via charcoal compactors, the same as on the forest world.
gold: gold will be obtainable earlier in the game. gold mines are made from wood and salt and would allow the player to generate and store gold earlier in the game than ore. The gold can be used earlier in the game, in combination with wood and salt, to make basic entertainment, research, economic, and governmental structures used for forming a small community without ore. Once ore production is stabilized, these buildings can be upgraded to their regular forms.
immigration: I would implement a rudimentary landing zone that is basically a symbal marked in the ground for landing. It would produce one colonist for every 2 colonists produced by a regular landing pad, but it wouldn't require any power.
Gameplay: Salt and cactus fibers(wood) would be used to make the most basic structures in the dessert environment, and the need for the cactus fibers would prove to be a big hindrance at the beginning of the game until the player builds enough fruit cactus farms to produce a good amount of wood. The player would have to create tons of wells in order to produce enough water to support their colonists and operate the many cactus farms that will need to be built. Wells, in turn, require wood and salt to build. Salt has a small storage cap at first, and salt storage buildings also require wood, water, and salt to build, so you can see how the bottleneck would work if bast were to implement these ideas. Once the player gains an extra 300 wood, they will be able to built the usual charcoal hut, and then a charcoal burner to provid for more power once they get more wood and charcoal. From there, the gameplay is almost identical to the forest map aside from there being no tree farms or trees available for building. Basically, the player would have a long time to wait before they can produce ore, and by the time that the player gains ore production, they will have built an entire community out of salt blocks, gold, and cactus fibers. Bast might also want to add an entertainment building made out of wood and salt so that citizens can still be satisfied during the long wait for ore.
Advantages to map: The most outstanding advantages of the dessert map would be a local supply of oil and salt, but the biggest is the ability to gain gold, research, and civics earlier in the game. Wood storage will be higher on this map since every cactus fruit farm will add to food and wood storage, and so would the mega cactus farm.
Disadvantages: It will be hard to feed and quench your colonists near the beginning of the game. Wood will be scarce for a long time because it grows slow and you will need it to make ore and build important beginning structures. Water is inherently scarce and will be needed to make certain important structures and to keep colonists alive. Salt will have a small cap, so having a big enough supply to make a bunch of buildings at any given point will be hard to do until you manage to build a bunch of salt depots. All in all a very slow growing map.
I hope you all enjoy this idea and please vote for it to be put in the game if you like the ideas. Hopefully bast does decide to implement a dessert planet for at least one of the races, even if he doesn't implement all of the ideas that I've included here.
I like this idea, you could also have an even more powerful synthetic rubber plant, that still uses rubber as a precursor but requires forest world soil or magnetosphere or whatever to keep it exclusive to forest world.
you could also have an ether rubber tree farm allowing for an interesting combination of exclusive world resources
you could also have an ether rubber tree farm allowing for an interesting combination of exclusive world resources
All planets should be choose-able by all nation types. Each type would present, certain bonuses or challenges to a race of course. For example, humans would enjoy the earth like planets and the sugarland planets. Populations there would be more happy and relaxed. While lava worlds would make no one happy, affecting each civilization negatively at its own rate.
Technologies specific to a world type would be auto unlocked within a grouped thing based on the planet a civilization is on. E.G. Humans would be able to adapt to all planets, especially the league. Using geothermal generators on lava worlds while having sugar factories on sugar worlds, using wood on earth like planets.
Exporting planet specific resources to another world that doesn't have those resources should allow certain structures as well. Such as taking wood from an Earth Like, and sending it to an Ice World, would allow wood structures once the atmosphere reaches a specific point.
-----------------------------------
Earth Like: Beginner
10% improved approval ratings across all species.
100% solar panel efficiency.
Default Ore: Ore
Red Planet: Easy
15% improved approval ratings for Draconians.
80% solar panel efficiency.
Default Ore: Ore
Lunar: Medium
5% improved approval ratings for: Humans
75% solar panel efficiency.
Default Ore: Regolith
Max of low atmosphere. (no ability to go helmetless)
Forest World: Hard
15% improved approval ratings for: Humans
100% solar panel efficiency
Default Ore: Ore
Asteroid: Hard
No improvement on approval ratings.
50% solar panel efficiency.
Default Ore: Regolith
No night time.
No atmosphere.
Abandoned World: Hard
10% improved approval ratings for: Zolarg
5% imprved approval ratings for: Humans, Draconians
75% solar panel efficiency
Default Ore: Ore
Repairs costs doubled.
Ice World: Brutal
5% reduced approval ratings for: Humans.
15% reduced approval ratings for: Zolarg
5% solar panel efficiency
Default Ore: Regolith/Crystal/Ice
Repair costs doubled.
Immigration speed 75% reduced.
Rare Resource: Crystal
Always Night
Sugarland: Medium
15% improved approval ratings for: Zolarg
5% reduced approval ratings for: Humans (too many ants!)
80% solar panel efficiency
Default Ore: Ore
Lava World: Death
20% reduced approval ratings for all species
125% solar panel efficiency (closer to star)
Default Ore: Regolith
Repair costs tripled.
Immigration speed 90% reduced.
Rare Resource: Obsidian
Special Tech: Geothermal Power
Tech Removal: No water obtaining (trade only)
Desert World: Medium
15% improved approval ratings for: Draconian
10% reduced approval ratings for: Humans, Zolarg
105% solar panel efficiency (clearer atmo and closer to star)
Default Ore: Regolith
Tech Hindered: Water obtaining is reduced in efficiency by 80%
-----------------------------------
Now when I say modify approval ratings, these ratings start out higher or lower by that much, and every action that changes approval ratings is amplified by that amount.
Solar power will be different based on distance to the star, if you're on one planet with bad solar efficiency, obviously it would be better to build something else instead.
On hot planets, its either harder to get water, or impossible. Requiring trade to get it. If lava world, colony would start out with additional water supplies to get them through the research that would get them the ability to trade and import water. Or rather, a colony would only start on this planet, if they have another colony that promised to send them aid.
Planets that default to Regolith, will need to process Regolith into Ore based on that species regolith to ore conversion ratio (mentioned in another topic of mine).
Planets with rare resources are hard, but have a valuable resource that can be exported or used for special features.
Certain choices, are just too small, with gravity making it impossible to sustain an atmosphere. One possible fix, is to add end game research on these planets that allows an expensive dome to be built around the planet through a single structure called a Dome Controller that takes far longer than anything else in the game to build and would allow an atmosphere within these environments.
Technologies specific to a world type would be auto unlocked within a grouped thing based on the planet a civilization is on. E.G. Humans would be able to adapt to all planets, especially the league. Using geothermal generators on lava worlds while having sugar factories on sugar worlds, using wood on earth like planets.
Exporting planet specific resources to another world that doesn't have those resources should allow certain structures as well. Such as taking wood from an Earth Like, and sending it to an Ice World, would allow wood structures once the atmosphere reaches a specific point.
-----------------------------------
Earth Like: Beginner
10% improved approval ratings across all species.
100% solar panel efficiency.
Default Ore: Ore
Red Planet: Easy
15% improved approval ratings for Draconians.
80% solar panel efficiency.
Default Ore: Ore
Lunar: Medium
5% improved approval ratings for: Humans
75% solar panel efficiency.
Default Ore: Regolith
Max of low atmosphere. (no ability to go helmetless)
Forest World: Hard
15% improved approval ratings for: Humans
100% solar panel efficiency
Default Ore: Ore
Asteroid: Hard
No improvement on approval ratings.
50% solar panel efficiency.
Default Ore: Regolith
No night time.
No atmosphere.
Abandoned World: Hard
10% improved approval ratings for: Zolarg
5% imprved approval ratings for: Humans, Draconians
75% solar panel efficiency
Default Ore: Ore
Repairs costs doubled.
Ice World: Brutal
5% reduced approval ratings for: Humans.
15% reduced approval ratings for: Zolarg
5% solar panel efficiency
Default Ore: Regolith/Crystal/Ice
Repair costs doubled.
Immigration speed 75% reduced.
Rare Resource: Crystal
Always Night
Sugarland: Medium
15% improved approval ratings for: Zolarg
5% reduced approval ratings for: Humans (too many ants!)
80% solar panel efficiency
Default Ore: Ore
Lava World: Death
20% reduced approval ratings for all species
125% solar panel efficiency (closer to star)
Default Ore: Regolith
Repair costs tripled.
Immigration speed 90% reduced.
Rare Resource: Obsidian
Special Tech: Geothermal Power
Tech Removal: No water obtaining (trade only)
Desert World: Medium
15% improved approval ratings for: Draconian
10% reduced approval ratings for: Humans, Zolarg
105% solar panel efficiency (clearer atmo and closer to star)
Default Ore: Regolith
Tech Hindered: Water obtaining is reduced in efficiency by 80%
-----------------------------------
Now when I say modify approval ratings, these ratings start out higher or lower by that much, and every action that changes approval ratings is amplified by that amount.
Solar power will be different based on distance to the star, if you're on one planet with bad solar efficiency, obviously it would be better to build something else instead.
On hot planets, its either harder to get water, or impossible. Requiring trade to get it. If lava world, colony would start out with additional water supplies to get them through the research that would get them the ability to trade and import water. Or rather, a colony would only start on this planet, if they have another colony that promised to send them aid.
Planets that default to Regolith, will need to process Regolith into Ore based on that species regolith to ore conversion ratio (mentioned in another topic of mine).
Planets with rare resources are hard, but have a valuable resource that can be exported or used for special features.
Certain choices, are just too small, with gravity making it impossible to sustain an atmosphere. One possible fix, is to add end game research on these planets that allows an expensive dome to be built around the planet through a single structure called a Dome Controller that takes far longer than anything else in the game to build and would allow an atmosphere within these environments.
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
- Advanced Robotics Factory
- Ether Reactor (art by rahtdrgn)
- Ancient Alien Gold Synthesis Lab (art by therealchromedino)
- Star Gate
- Advanced Microchip Factory (art by GeneralWadaling)
- Advanced Plastic Factory
- Underground Drop Room (art by spamdude)
- Spice Drilling Operation (art by therealchromedino)
- Advanced Spice Silo (art by therealchromedino)
- Quantum Spice Silo (art by therealchromedino)
- Quantum Oil Tank (art by therealchromedino)
- Advanced Regolith Synthesis Lab (art by spamdude)
- Quantum Offshore Drill
- Advanced Vocational Training Center
- Spice Den
- Galactic Trade Authority Office
- Ether Crystal Reactor
- Plaza Mosaic Tile
- Investment Bank
- Advanced Helium 3 Extractor
- Black and White Checkered Pavement
- Street Sign
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
Hello guys!
Some times ago I was thinking about minor civilizations and other races in the galaxy. One of the things in my mind is an aquatic civilization. Taking a bit reference from the legendary Atlantis, this gave me an idea - The Atlanians.
<Origins>
The Atlanians have a very long history, longer than that of Humans, but not old as Alpha Draconians. Their civilization was born some millenniums after the disappearance of the Ancients, on a planet in the Blue Clusters lying just at the rim of the central Galaxy.
Originally, the Atlanians were just fishes in the deep ocean, only dwells in the deep abysses of this oceanic planet. There's a myth telling how Atlanians touched the lands and the air of their planet for the first time:
Still, in human perspectives, it is a result of evolution. There are fossil records found that resembles intermediate of primitive aquatic creatures and Atlanians.
<History>
In a very long time of Atlanian history, Atlanians organizes themselves as kingdoms since their civilization begin to form.
Atlanians are relatively peaceful when compared to other mainstream civilizations in the galaxy. Some said peace is their nature, but more (non-Atlanian) people believe their peace is a result of culture and history. Rarely they have conflicts within or with other civilizations in their history, but still, one of the wars has taken a big part forming their ideology of peace, balance and coexistence. This legend is recorded in their ancient literature:
Their peaceful ideologies impacted their history a lot which has promoted the prosperity and stability of their civilization. Several generations later, they begin marching into the space and established many colonies, and eventually new kingdoms, in the Blue Clusters. All these kingdoms collectively formed a confederate to maintain their common vision of their harmonious civilization - the Confederate of Atlanian Kingdoms.
Due to their neutrality, and their relative powerful strength as a minor civilization in the Galaxy, they seldom have problems facing diplomatic or military pressure from any other nations, their civilization remained very peaceful for many years while remained cooperation with many other nations and civilizations. However, the recent invasion by the New Galactic Empire is the turning point in their history which their peaceful stance is not being respected. Fearing it would become the demise of their civilization, they accepted the offers of Alpha Draconians for a cooperation against the aggression of the New Galactic Empire, first time breaking their neutrality.
<Territories>
Since the birth of their civilization, the Blue Clusters is the home for these Atlanians. Besides the Blue Clusters, they also have many colonies across the Galaxy, mainly on aquatic planets.
<Political Structure>
As a confederate, Atlanian Kingdoms are composed of many member kingdoms of Atlanian origins, which includes those in Blue Clusters and their exclaves.
The Assembly of Kings is the legislation and executive institution of the Atlanian Kingdoms, each meeting hold at regular intervals of 10 years and usually lasts around a month. A meeting begins with every kingdom reporting their overall situation and welcome new kings and queens if there is any. And then the kingdoms will discuss any submitted issues of Atlanian importance (such as external trade and diplomacy), making decisions on collective principle, by those kingdoms who are considered involved into.
If not considering the collective policies, each kingdoms are governed on their own without common restrictions. The constitutional structure might varies from kingdom to kingdom as each might has their own roles, however in every kingdom, the King or the Queen is the representative and the highest leader of his or her kingdom.
<Culture>
Culturally, Atlanians are well known not only because of their pacifism, but they are well mannered, they have pursuit of sophistication and perfection, and especially their unique artistic values. When you look into their architecture, you won't feel a large contrast, but they combine pretty well into the atmosphere and the surrounding environment, in the same time they are amazing with fine details. When you look into their outfits, they might look simple, but actually created with many fine details, while it is comfortable to wear and durable. That's the art of Atlanians: Extraordinary, but in a harmonious, non-aggressive way that makes you feel comfortable.
<Technology>
Many technologies used in Atlanian Kingdoms are directly or derived from those of United Earth and Alpha Draconian origins, acquired from trading agreements. Yet Atlanians are not without their unique wisdom, especially they are the largest aquatic civilization in the galaxy - a master of aquatic technologies. Their technologies are not limited by oceans, they can be used on land and space and are highly adaptable to many environments, except those extreme. Most importantly, they are environmentally friendly. :)
<Economy>
A large proportion of Atlanian economy is driven by external trades, mainly between United Earth and Alpha Draconians.
Domestically, they have some unique industries.
One of their famous industries is fish herding, they breed fishes in a natural way but still supported by their technologies to achieve high yield. The fish meat produced are in high quality, and you can get the most original taste of it compared to the GM fishes which is common in United Earth. The silk produced by a deep sea dwelling Silk-cod is a good material for making fine sheets of fabric.
Another of their unique industries is the deep sea quarrying, one of the major supplier of the beautiful but rare Atlanian Yellow Marble in the Galaxy. These marbles are primarily for constructions in Atlanian cities.
<Military>
Atlanian military was never used for invading others, purely for self-defense. The majority of their military are garrisons on the planets, while the remaining are mobile response forces operating in Blue Clusters or in the exclaves of Atlanian Kingdoms.
Their military focuses on quality over quantity. This is reflected by their strict military standards - to be enlisted as a soldier, first you'll need to spend 5 years in military academy learning combat skills, martial arts, military doctrines and basic tactics. And then you'll face your first test. Once you've passed the test, you'll have to spend another 10 years mastering your techniques and all relevant knowledge as a soldier in practical scenarios. And then comes the last test. Failing any one of the tests, you'll start over. Despite the low pass rate of the tests, every successfully enlisted soldier are the finest who can take on many enemies with ease. These soldiers are highly respected in the society.
Their combat vehicles does not require many people to operate, sometimes one pilot is enough to run a tank. Often Atlanian combat vehicles are tailor-made for the pilot, which the pilot can optimally make use of their strengths. However this also means it totally depends on the skills of the pilot.
Moreover, Atlanians is an amphibious race. Their adaptability in both dry land and water makes them even more versatile in battles, they are indeed a formidable force to be reckoned with.
<Other facts about Atlanians>
Hopefully you like this idea!
Some times ago I was thinking about minor civilizations and other races in the galaxy. One of the things in my mind is an aquatic civilization. Taking a bit reference from the legendary Atlantis, this gave me an idea - The Atlanians.
National Emblem: The Moon Aqua and the Trident of Balance
<Origins>
The Atlanians have a very long history, longer than that of Humans, but not old as Alpha Draconians. Their civilization was born some millenniums after the disappearance of the Ancients, on a planet in the Blue Clusters lying just at the rim of the central Galaxy.
Originally, the Atlanians were just fishes in the deep ocean, only dwells in the deep abysses of this oceanic planet. There's a myth telling how Atlanians touched the lands and the air of their planet for the first time:
A fish look at "The Walls", wondered how would the world above the ocean would look like. He swim upper and upper, trying to reach the top of "The Walls". As he reached the borderline between the skies and the ocean, he jumped out from the water with his all efforts. He passed over.
When he wake up, he saw the world above the ocean. He saw the land above "The Walls", he saw a new world, he saw a rising sun on the horizons. When he tried to move, he found out his body was not the same as before - fins becomes limbs, tail becomes legs. In the air, he hears a wisper from the god - A gift for the curious fish.
Still, in human perspectives, it is a result of evolution. There are fossil records found that resembles intermediate of primitive aquatic creatures and Atlanians.
<History>
In a very long time of Atlanian history, Atlanians organizes themselves as kingdoms since their civilization begin to form.
Atlanians are relatively peaceful when compared to other mainstream civilizations in the galaxy. Some said peace is their nature, but more (non-Atlanian) people believe their peace is a result of culture and history. Rarely they have conflicts within or with other civilizations in their history, but still, one of the wars has taken a big part forming their ideology of peace, balance and coexistence. This legend is recorded in their ancient literature:
The war between the Kings spread across the world, the seas are no longer clear as Aquamarine, it is corrupted in bloodbath. A young man, hoped to stop the Kings' rampage, set on his journey to the Moon Aqua, wish to know the way to restore harmony between the Kingdoms......
......After the Trials of the Ocean Gods, he finally reaches the answer he looks for - The Balance. His vision for a harmonious world is clear. The Trident of Balance responds to his will, granting him the power to restore his world, to save his world from chaos.
He spread the words of peace across the world, he shared his vision to the Kings. The Kings, figuring out the destruction have done to the world, eventually withdraw their weapons. They kneeled to the young man, asked the young man to show the path to redeem their sins.
The young man showed them the way of harmony, peace and mercy instead of punishments. He said, Balance is the key for a better world.
Their peaceful ideologies impacted their history a lot which has promoted the prosperity and stability of their civilization. Several generations later, they begin marching into the space and established many colonies, and eventually new kingdoms, in the Blue Clusters. All these kingdoms collectively formed a confederate to maintain their common vision of their harmonious civilization - the Confederate of Atlanian Kingdoms.
Due to their neutrality, and their relative powerful strength as a minor civilization in the Galaxy, they seldom have problems facing diplomatic or military pressure from any other nations, their civilization remained very peaceful for many years while remained cooperation with many other nations and civilizations. However, the recent invasion by the New Galactic Empire is the turning point in their history which their peaceful stance is not being respected. Fearing it would become the demise of their civilization, they accepted the offers of Alpha Draconians for a cooperation against the aggression of the New Galactic Empire, first time breaking their neutrality.
<Territories>
Since the birth of their civilization, the Blue Clusters is the home for these Atlanians. Besides the Blue Clusters, they also have many colonies across the Galaxy, mainly on aquatic planets.
- <Blue Clusters>
The homeworld of Atlanians, the cradle of Atlanian Kingdoms. This region contains numerous oceanic and aquatic planets which makes comfortable homes for these ocean-dwelling people. It is the political capital and cultural center of this civilization. Has the name of Blue Clusters as the stars in this region emit distinctive blue lights. - <Selene System>
This is the economic center of Atlanian Kingdoms. This place has been an important trading port due to its location, it borders United Earth, Alpha Draconians and Blue Clusters. Many colonies of Atlanian Kingdoms are located here. - <Anthea System>
One of the major exclaves of Atlanian Kingdoms, an encalve located inside United Earth. Regarded as one of the best locations for tropical vacations - there are some beautiful tropical planets in this system. - <Larisa Enclaves>
A cluster of Atlanian exclaves are located in the neutral Larisa Stars region.
<Political Structure>
As a confederate, Atlanian Kingdoms are composed of many member kingdoms of Atlanian origins, which includes those in Blue Clusters and their exclaves.
The Assembly of Kings is the legislation and executive institution of the Atlanian Kingdoms, each meeting hold at regular intervals of 10 years and usually lasts around a month. A meeting begins with every kingdom reporting their overall situation and welcome new kings and queens if there is any. And then the kingdoms will discuss any submitted issues of Atlanian importance (such as external trade and diplomacy), making decisions on collective principle, by those kingdoms who are considered involved into.
If not considering the collective policies, each kingdoms are governed on their own without common restrictions. The constitutional structure might varies from kingdom to kingdom as each might has their own roles, however in every kingdom, the King or the Queen is the representative and the highest leader of his or her kingdom.
<Culture>
Culturally, Atlanians are well known not only because of their pacifism, but they are well mannered, they have pursuit of sophistication and perfection, and especially their unique artistic values. When you look into their architecture, you won't feel a large contrast, but they combine pretty well into the atmosphere and the surrounding environment, in the same time they are amazing with fine details. When you look into their outfits, they might look simple, but actually created with many fine details, while it is comfortable to wear and durable. That's the art of Atlanians: Extraordinary, but in a harmonious, non-aggressive way that makes you feel comfortable.
<Technology>
Many technologies used in Atlanian Kingdoms are directly or derived from those of United Earth and Alpha Draconian origins, acquired from trading agreements. Yet Atlanians are not without their unique wisdom, especially they are the largest aquatic civilization in the galaxy - a master of aquatic technologies. Their technologies are not limited by oceans, they can be used on land and space and are highly adaptable to many environments, except those extreme. Most importantly, they are environmentally friendly. :)
<Economy>
A large proportion of Atlanian economy is driven by external trades, mainly between United Earth and Alpha Draconians.
Domestically, they have some unique industries.
One of their famous industries is fish herding, they breed fishes in a natural way but still supported by their technologies to achieve high yield. The fish meat produced are in high quality, and you can get the most original taste of it compared to the GM fishes which is common in United Earth. The silk produced by a deep sea dwelling Silk-cod is a good material for making fine sheets of fabric.
Another of their unique industries is the deep sea quarrying, one of the major supplier of the beautiful but rare Atlanian Yellow Marble in the Galaxy. These marbles are primarily for constructions in Atlanian cities.
<Military>
Atlanian military was never used for invading others, purely for self-defense. The majority of their military are garrisons on the planets, while the remaining are mobile response forces operating in Blue Clusters or in the exclaves of Atlanian Kingdoms.
Their military focuses on quality over quantity. This is reflected by their strict military standards - to be enlisted as a soldier, first you'll need to spend 5 years in military academy learning combat skills, martial arts, military doctrines and basic tactics. And then you'll face your first test. Once you've passed the test, you'll have to spend another 10 years mastering your techniques and all relevant knowledge as a soldier in practical scenarios. And then comes the last test. Failing any one of the tests, you'll start over. Despite the low pass rate of the tests, every successfully enlisted soldier are the finest who can take on many enemies with ease. These soldiers are highly respected in the society.
Their combat vehicles does not require many people to operate, sometimes one pilot is enough to run a tank. Often Atlanian combat vehicles are tailor-made for the pilot, which the pilot can optimally make use of their strengths. However this also means it totally depends on the skills of the pilot.
Moreover, Atlanians is an amphibious race. Their adaptability in both dry land and water makes them even more versatile in battles, they are indeed a formidable force to be reckoned with.
<Other facts about Atlanians>
- Atlanians has one special biological feature is their large variance in size, possibly due to environmental factors. While average Atlanians are at the size close to average humans, some of the Atlanians, especially those dwells in the deep ocean, can grow larger than a whale when mature. These large Atlanians are called Leviathans.
- Atlanians has 2 respiratory systems, one being gills, another being lungs.
- Atlanian Kingdoms remains politically independent even is in "temporary affiliation" with Alpha Draconians.
Hopefully you like this idea!
I'm not sure if this is so much a bug or if it was intended but it is certainly quite annoying.
Due to the prerequisites for certain buildings, I can't build them on the aquatic world. Examples include:
Solar towers
(I have High Density Solar Panels but also need Abandoned World Base or Asteroid Base or United Earth Base)
Black market bazaar
(No regolith on the map and will have to build my colony a long way to be able to make/import it)
Diamonds
(I can't build the miner, I have Diamond Mining but also need Desert World Base or Lava World Base or Ice World Base or Asteroid Base)
Oil
(Same as diamonds have the tech, but not the right world (needs forest))
Due to the prerequisites for certain buildings, I can't build them on the aquatic world. Examples include:
Solar towers
(I have High Density Solar Panels but also need Abandoned World Base or Asteroid Base or United Earth Base)
Black market bazaar
(No regolith on the map and will have to build my colony a long way to be able to make/import it)
Diamonds
(I can't build the miner, I have Diamond Mining but also need Desert World Base or Lava World Base or Ice World Base or Asteroid Base)
Oil
(Same as diamonds have the tech, but not the right world (needs forest))
I am currently putting the finishing touches on My Colony v0.84.0, which should be shipping out to all platforms over the next few days. Here is what to expect!
Firstly, as with every update, I went through and cleaned out all of the reported bugs through the syntax error and crash log databases. The good news is, these errors are becoming fewer and fewer with each update, so I believe that over the last few months the game has gotten a good deal more stable overall.
A just happened to find a mistake in the code while I was cleaning stuff up related to saving unlocked techs for region games... I am praying that this finally puts a nail in this issue that people have been reporting since regions initially came out. Let me know!
Since adding the auto-trading feature to the GBT, some of the resources like Food and Water have been totally flooded with contracts, in many cases causing performance issues when rendering the contracts in the GBT. To address this, whenever a resource has more than 100 contracts available (some have way more than 100 now), the GBT automatically filters some of them out for you. For instance, contracts that you either cannot afford or that are such a bad deal will be hidden, as to not clog your GBT with worthless deals. This only impacts resources that have more than 100 live contracts available.
I still have to make some user-configurable changes to auto-trading, and this will be coming in the future. So far I am pleased with the auto-trade feature, and I think it is particularly helpful for newer users, so I do plan on improving and expanding upon it, I just didn't get to it for this update.
Next up are a couple of minor balancing tweaks. First of all, I have reduced the time it takes for the Landing Pad to bring in new colonists. One of the most commonly occurring complaints in the app store comments from new users is about how long it takes to get new colonists. With this new update, the Landing Pad should now be about twice as fast as it was before. I have also sped up the Cloning Facility a bit as well.
Next up, users can now add a description or notes to a regional subcity, in order to better keep things organized. The note input section can be found on the statistics screen within a subcity, and if you attach a note or description to a city, it will now show up on the mouse-over popup that shows up on the main region view, under the population readout, like this:
Next, I have made a couple changes to some of the maps. The Forest World map now includes a river, and also has some Mega Trees growing on it. This actually makes the map just a bit easier, as there is now a constant supply of water on the map.
The biggest change though, is for the Abandoned World map. The Abandoned World now has sort of a pinkish hue to it and has a river made out of the newest Resource to be added to the game: Ether.
Ether is a new resource that can only be found on new Abandoned World maps, and will never be able to be produced synthetically on any other map. The substance is a byproduct of the nuclear disaster that destroyed the Abandoned World civilization many eons ago. It is mostly harmless now, but can be reconstituted into Uranium by the Reptilians using their new Ether Processor facility. For health, entertainment, and tourism, Reptilians now also have a new Ether Baths building at their disposal. Ether can be harvested by Reptilians using their new Ether Extractor drone.
Over the coming updates, Ether usage will be expanded to all civs, but it will only be harvestable from the Abandoned World map. I also need to add more Reptilian structures to make getting an Abandoned World city up and running a bit easier, since it is currently a long and slow undertaking. That will all be coming soon. Ether will be available on the GBT next update. For technical reasons, I can't put it on there yet, since most clients do not have the Ether resource in their game yet.
Ether is the first in a series of new upcoming resources that are going to be locked to a specific planet type, and will not be able to be generated synthetically. I mentioned this in the last episode of the My Colony Podcast, but I realized that if I am going to eventually implement starship trade routes, there actually has to be a purpose and reason to use trade, and I think resources that you can only get on certain planets will help. Although, the GBT might negate the use of trade routes also, so I might instead think of an entirely different purpose of starships. Another idea I had was using starships to add an additional Asteroid landmass to your colony, sort of like the way regional subcities work now, you could also have separate off-planet asteroids or moons that your are mining, and you use starships to transfer resources back and forth. We will see what I come up with. Suggestions are welcome.
So that is it for today's update. Even though I decided to add a bit of content this time, I don't want to give the impression that I am giving up on the crusade against bugs, so keep letting me know what you find. That said, I do think that a lot of progress has been made and I feel more comfortable about adding new structures and units to the game now. So next update will probably expand on Ether, especially for other civs, and I also want to add a series of keyboard shortcuts to the game that were mentioned in this thread, so that might be in next update as well.
Anyway, as always, thanks for playing My Colony, and stay tuned for a whole lot more!
Firstly, as with every update, I went through and cleaned out all of the reported bugs through the syntax error and crash log databases. The good news is, these errors are becoming fewer and fewer with each update, so I believe that over the last few months the game has gotten a good deal more stable overall.
A just happened to find a mistake in the code while I was cleaning stuff up related to saving unlocked techs for region games... I am praying that this finally puts a nail in this issue that people have been reporting since regions initially came out. Let me know!
Since adding the auto-trading feature to the GBT, some of the resources like Food and Water have been totally flooded with contracts, in many cases causing performance issues when rendering the contracts in the GBT. To address this, whenever a resource has more than 100 contracts available (some have way more than 100 now), the GBT automatically filters some of them out for you. For instance, contracts that you either cannot afford or that are such a bad deal will be hidden, as to not clog your GBT with worthless deals. This only impacts resources that have more than 100 live contracts available.
I still have to make some user-configurable changes to auto-trading, and this will be coming in the future. So far I am pleased with the auto-trade feature, and I think it is particularly helpful for newer users, so I do plan on improving and expanding upon it, I just didn't get to it for this update.
Next up are a couple of minor balancing tweaks. First of all, I have reduced the time it takes for the Landing Pad to bring in new colonists. One of the most commonly occurring complaints in the app store comments from new users is about how long it takes to get new colonists. With this new update, the Landing Pad should now be about twice as fast as it was before. I have also sped up the Cloning Facility a bit as well.
Next up, users can now add a description or notes to a regional subcity, in order to better keep things organized. The note input section can be found on the statistics screen within a subcity, and if you attach a note or description to a city, it will now show up on the mouse-over popup that shows up on the main region view, under the population readout, like this:
Next, I have made a couple changes to some of the maps. The Forest World map now includes a river, and also has some Mega Trees growing on it. This actually makes the map just a bit easier, as there is now a constant supply of water on the map.
The biggest change though, is for the Abandoned World map. The Abandoned World now has sort of a pinkish hue to it and has a river made out of the newest Resource to be added to the game: Ether.
Ether is a new resource that can only be found on new Abandoned World maps, and will never be able to be produced synthetically on any other map. The substance is a byproduct of the nuclear disaster that destroyed the Abandoned World civilization many eons ago. It is mostly harmless now, but can be reconstituted into Uranium by the Reptilians using their new Ether Processor facility. For health, entertainment, and tourism, Reptilians now also have a new Ether Baths building at their disposal. Ether can be harvested by Reptilians using their new Ether Extractor drone.
Over the coming updates, Ether usage will be expanded to all civs, but it will only be harvestable from the Abandoned World map. I also need to add more Reptilian structures to make getting an Abandoned World city up and running a bit easier, since it is currently a long and slow undertaking. That will all be coming soon. Ether will be available on the GBT next update. For technical reasons, I can't put it on there yet, since most clients do not have the Ether resource in their game yet.
Ether is the first in a series of new upcoming resources that are going to be locked to a specific planet type, and will not be able to be generated synthetically. I mentioned this in the last episode of the My Colony Podcast, but I realized that if I am going to eventually implement starship trade routes, there actually has to be a purpose and reason to use trade, and I think resources that you can only get on certain planets will help. Although, the GBT might negate the use of trade routes also, so I might instead think of an entirely different purpose of starships. Another idea I had was using starships to add an additional Asteroid landmass to your colony, sort of like the way regional subcities work now, you could also have separate off-planet asteroids or moons that your are mining, and you use starships to transfer resources back and forth. We will see what I come up with. Suggestions are welcome.
So that is it for today's update. Even though I decided to add a bit of content this time, I don't want to give the impression that I am giving up on the crusade against bugs, so keep letting me know what you find. That said, I do think that a lot of progress has been made and I feel more comfortable about adding new structures and units to the game now. So next update will probably expand on Ether, especially for other civs, and I also want to add a series of keyboard shortcuts to the game that were mentioned in this thread, so that might be in next update as well.
Anyway, as always, thanks for playing My Colony, and stay tuned for a whole lot more!
That’s a good list you have there. Here are my thoughts:
Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.
For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.
Here are some examples of planet based resources:
Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.
Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.
Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.
Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.
Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.
Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.
Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.
Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,
These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.
For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.
Here are some examples of planet based resources:
Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.
Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.
Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.
Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.
Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.
Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.
Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.
Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,
These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
Here is some information on the new Lava World which will be available in the upcoming v0.52.0 update to My Colony!
The Lava World is by far the hardest map type in the game so far. When you are first starting out, it will not seem like this is the case. It plays similar to the Ice World, except there is also Ore available, in some ways making starting out even easier than the Ice World.
What makes the map harder are two main things:
Lava Rivers
The Lava Rivers are constantly shifting. Areas of the map you were once able to build on will eventually be consumed by Lava. You can slow the flow of the lava by building Paste Path 'walls' in order to contain the spread, but that will only help you to an extent, because of reason number two:
Volcanic Eruptions
The Lava World is the first map type to feature natural disasters. The Volcanic Eruptions can happen any time without warning, spewing fresh lava across the land and destroying any structure or unit that happens to be in their wake. You will have to plan ahead to make sure your colony can survive if 20% of it were suddenly wiped out by a volcano. It will be wise to build multiple Mounds.
Speaking of mounds, you can no longer build them the old way, and you no longer start with one. Now on all Insectoid colonies, you start with a Queen insectoid, who you can fly around until you find a food nesting place. The Queen then turns into the mound. You can build new Queens at the Mound for colony expansion, but if your Mound gets taken out by a volcano before you build a fresh Queen, you will be in trouble. So make sure you build a new Queen as soon as you can!
So why would anybody want to start a Lava map?
It is the only map type that has access to a new resource: Obsidian. Obsidian is left behind as the rivers of Lava shift across the landscape. Once a Lava River has moved to a new area, you will have to fly a Queen into the old one and get the Obsidian left behind before new Lava arrives!
Obsidian will by exportable on the GBT and Humans and other Insectoid colonies (as well as Reptilians) will be getting new Obsidian structures.
Also, when a Volcano erupts, it leaves behind other rare elements that are not originally found on the Volcano map, such as Gold, Uranium, and Diamonds.
Conclusion
That is the new Lava World in a nutshell. It makes heavier use of the particle and lighting effects than any other map, so if it degrades performance, both can be turned off completely in the Engine Settings menu.
If you like to have a big permanent settlement with a large Commonwealth attached, the Lava World will not be for you. It is a micromanage map best suited for Obsidian mining and exporting, and you can expect large portions of your Colony to be destroyed without warning. Players who have been wanting disasters in the game might enjoy the extra challenge.
As a side note, the Lava World will also be one of the playable maps for the upcoming Reptilians, which will be coming in v0.53.0.
Enjoy! The update should be done by the end of the week or early next week.
The Lava World is by far the hardest map type in the game so far. When you are first starting out, it will not seem like this is the case. It plays similar to the Ice World, except there is also Ore available, in some ways making starting out even easier than the Ice World.
What makes the map harder are two main things:
Lava Rivers
The Lava Rivers are constantly shifting. Areas of the map you were once able to build on will eventually be consumed by Lava. You can slow the flow of the lava by building Paste Path 'walls' in order to contain the spread, but that will only help you to an extent, because of reason number two:
Volcanic Eruptions
The Lava World is the first map type to feature natural disasters. The Volcanic Eruptions can happen any time without warning, spewing fresh lava across the land and destroying any structure or unit that happens to be in their wake. You will have to plan ahead to make sure your colony can survive if 20% of it were suddenly wiped out by a volcano. It will be wise to build multiple Mounds.
Speaking of mounds, you can no longer build them the old way, and you no longer start with one. Now on all Insectoid colonies, you start with a Queen insectoid, who you can fly around until you find a food nesting place. The Queen then turns into the mound. You can build new Queens at the Mound for colony expansion, but if your Mound gets taken out by a volcano before you build a fresh Queen, you will be in trouble. So make sure you build a new Queen as soon as you can!
So why would anybody want to start a Lava map?
It is the only map type that has access to a new resource: Obsidian. Obsidian is left behind as the rivers of Lava shift across the landscape. Once a Lava River has moved to a new area, you will have to fly a Queen into the old one and get the Obsidian left behind before new Lava arrives!
Obsidian will by exportable on the GBT and Humans and other Insectoid colonies (as well as Reptilians) will be getting new Obsidian structures.
Also, when a Volcano erupts, it leaves behind other rare elements that are not originally found on the Volcano map, such as Gold, Uranium, and Diamonds.
Conclusion
That is the new Lava World in a nutshell. It makes heavier use of the particle and lighting effects than any other map, so if it degrades performance, both can be turned off completely in the Engine Settings menu.
If you like to have a big permanent settlement with a large Commonwealth attached, the Lava World will not be for you. It is a micromanage map best suited for Obsidian mining and exporting, and you can expect large portions of your Colony to be destroyed without warning. Players who have been wanting disasters in the game might enjoy the extra challenge.
As a side note, the Lava World will also be one of the playable maps for the upcoming Reptilians, which will be coming in v0.53.0.
Enjoy! The update should be done by the end of the week or early next week.
Today I am putting the finishing touches on the v0.95.0 patch for My Colony, and it should be hitting all platforms within the coming days. I've actually got a fairly big update in store for you guys today, so I hope you enjoy it. Let's take a look at what's new!
First let's start with the small stuff. In this release I have added 40 new flag logos that you can add to your colony flags, including all letters of the alphabet. I have also fixed issues on a couple of the logos that did not let you adjust their color properly.
Next up, I have made stat adjustments/tweaks to a few of the maps and buildings in the game. The Star Gate, Star Port, and Medium Range Star Gate can now all import and export Software. The Antaura production has been increased on the Interstellar Pad of Thought. Newly created Water World maps will no longer contain the Fresh Water deposits on the map, as they making getting Water way too easy. The Crudebot can now be constructed on Water World and Desert World maps, and the Diamond Miner can now be build on the Water World. Finally, the Center for Artificial Learning has been slightly nerfed, and the Research Converter now requires a little more research to operate.
A number of UI tweaks have been made in this update. Now when you are in building mode (as in, you have a new building for construction selected), the Chat Notification area will disappear. Before the chat log was in the way when you were trying to build things, so now it should no longer be a problem.
I have also added a new, faster way to reply to chat messages without having to open up the actual chat window, although you do need to be using a keyboard in order to use it. But now if you are connected to a chat server, you can simply press the Tab key (customizable in Engine Settings) to open up the new chat reply input box.
This makes it a lot faster and easier to reply to chats in-game.
There are also a couple of chat text color changes. When a Developer posts in chat (I'm the only one), they will have Gold text color. When a Moderator posts in chat ( @cry8wolf9 is the only one), their text will appear Blue. When somebody playing an offline colony posts, they will have a Teal text color. This is helpful because a lot of times new players ask for resources in chat, and they do not even know they are playing offline.
I believe that these interface changes make the in-game chat a whole lot better.
Next, the Desktop Build Confirm costs area now shows Power and Bandwidth requirements when queuing up multiple buildings.
Obviously this is good information to have, and probably should have been there to begin with!
Next, you will probably notice that the resource amount numbers in the Resources display are now colored.
The colors gradiate from red to orange to green, and allow you to see at a glance how full your storage is. Green means you have full storage, orange is half way, red is empty. This should be especially helpful on mobile, since you can't hover over the readout to see the little bar graphs.
In addition, the Resource view that only shows down-trending resources will now only show resources that are both down-trending and under 95% storage capacity.
Also, a new feature has been added for Federations. The Federation president can now kick member colonies out of the Federation for whatever reason.
Now on to the new content. In this update I have added one new resource (Salt Water) and 11 new structures. Mixing things up a bit, a lot of the new content in this update relates to the Water World map. Here is a list of the new stuff, and then I will discuss some of the structures afterwards.
New Structures
The Integrated Aluminum Generator brings a long awaited upgrade to the old Aluminum Generator, costing more and utilizing Software and Bandwidth.
I have also added the new upgraded double decker Advanced Ship Yard for faster Human Star Ship production, also requiring Software and Bandwidth.
Next, United Earth players get a new wasteful government building in the form of the Department of Advanced Fish Mating Studies. This building creates research but, more importantly, offers over 5000 useless jobs, for larger colonies with a lot of unemployment.
The remainder of the new content is for the Water World map.
The Mesh Platform is a new bridge structure with no particular orientation, so you can connect them together without issue. You can now also harvest ocean Salt Water with the new Salt Water Pump, which is built directly onto Salt Water tiles. The water is stored using the Salt Water Tank, and can be converted into massive amounts of fresh Water using the new Desalination Factility.
For island Food production, I have added the Fishery, which is built directly onto water and harvests large amounts of Fish, and the Fish Cannery, which turns said fish into large amounts of Food. Fish will soon be making it's way to the GBT and, like Ether on the Ether map, will only be harvestable on the Water World map, since I said that I would be adding more unique map-specific resources to the game.
There is still more I.T. stuff to add, but I was playing my Water World map the other day and wanted to add some content to it, and I saw a post about Water World in the suggestions forum, and decided to go for it. I also want to add additional structures that can be built over water tiles, like tourist stuff, some unique housing, and an offshore drilling platform. I want to add boats or a water based bot, but I don't know if I will, since I will have to create a whole additional collision map for water tiles, which will take up a lot of runtime memory. We will see.
So that about sums it up for today's update. Like I said, it will be making it's way to all platforms in the coming days, so be on the lookout for the update. And as always, keep those suggestions coming, and thanks for playing My Colony!
First let's start with the small stuff. In this release I have added 40 new flag logos that you can add to your colony flags, including all letters of the alphabet. I have also fixed issues on a couple of the logos that did not let you adjust their color properly.
Next up, I have made stat adjustments/tweaks to a few of the maps and buildings in the game. The Star Gate, Star Port, and Medium Range Star Gate can now all import and export Software. The Antaura production has been increased on the Interstellar Pad of Thought. Newly created Water World maps will no longer contain the Fresh Water deposits on the map, as they making getting Water way too easy. The Crudebot can now be constructed on Water World and Desert World maps, and the Diamond Miner can now be build on the Water World. Finally, the Center for Artificial Learning has been slightly nerfed, and the Research Converter now requires a little more research to operate.
A number of UI tweaks have been made in this update. Now when you are in building mode (as in, you have a new building for construction selected), the Chat Notification area will disappear. Before the chat log was in the way when you were trying to build things, so now it should no longer be a problem.
I have also added a new, faster way to reply to chat messages without having to open up the actual chat window, although you do need to be using a keyboard in order to use it. But now if you are connected to a chat server, you can simply press the Tab key (customizable in Engine Settings) to open up the new chat reply input box.
This makes it a lot faster and easier to reply to chats in-game.
There are also a couple of chat text color changes. When a Developer posts in chat (I'm the only one), they will have Gold text color. When a Moderator posts in chat ( @cry8wolf9 is the only one), their text will appear Blue. When somebody playing an offline colony posts, they will have a Teal text color. This is helpful because a lot of times new players ask for resources in chat, and they do not even know they are playing offline.
I believe that these interface changes make the in-game chat a whole lot better.
Next, the Desktop Build Confirm costs area now shows Power and Bandwidth requirements when queuing up multiple buildings.
Obviously this is good information to have, and probably should have been there to begin with!
Next, you will probably notice that the resource amount numbers in the Resources display are now colored.
The colors gradiate from red to orange to green, and allow you to see at a glance how full your storage is. Green means you have full storage, orange is half way, red is empty. This should be especially helpful on mobile, since you can't hover over the readout to see the little bar graphs.
In addition, the Resource view that only shows down-trending resources will now only show resources that are both down-trending and under 95% storage capacity.
Also, a new feature has been added for Federations. The Federation president can now kick member colonies out of the Federation for whatever reason.
Now on to the new content. In this update I have added one new resource (Salt Water) and 11 new structures. Mixing things up a bit, a lot of the new content in this update relates to the Water World map. Here is a list of the new stuff, and then I will discuss some of the structures afterwards.
New Structures
- Fine Arts Warehouse
- Counterfeit Market
- Integrated Aluminum Generator
- Advanced Ship Yard
- Department of Advanced Fish Mating Studies
- Mesh Platform
- Salt Water Pump
- Salt Water Tank
- Desalination Factility
- Fishery
- Fish Cannery
The Integrated Aluminum Generator brings a long awaited upgrade to the old Aluminum Generator, costing more and utilizing Software and Bandwidth.
I have also added the new upgraded double decker Advanced Ship Yard for faster Human Star Ship production, also requiring Software and Bandwidth.
Next, United Earth players get a new wasteful government building in the form of the Department of Advanced Fish Mating Studies. This building creates research but, more importantly, offers over 5000 useless jobs, for larger colonies with a lot of unemployment.
The remainder of the new content is for the Water World map.
The Mesh Platform is a new bridge structure with no particular orientation, so you can connect them together without issue. You can now also harvest ocean Salt Water with the new Salt Water Pump, which is built directly onto Salt Water tiles. The water is stored using the Salt Water Tank, and can be converted into massive amounts of fresh Water using the new Desalination Factility.
For island Food production, I have added the Fishery, which is built directly onto water and harvests large amounts of Fish, and the Fish Cannery, which turns said fish into large amounts of Food. Fish will soon be making it's way to the GBT and, like Ether on the Ether map, will only be harvestable on the Water World map, since I said that I would be adding more unique map-specific resources to the game.
There is still more I.T. stuff to add, but I was playing my Water World map the other day and wanted to add some content to it, and I saw a post about Water World in the suggestions forum, and decided to go for it. I also want to add additional structures that can be built over water tiles, like tourist stuff, some unique housing, and an offshore drilling platform. I want to add boats or a water based bot, but I don't know if I will, since I will have to create a whole additional collision map for water tiles, which will take up a lot of runtime memory. We will see.
So that about sums it up for today's update. Like I said, it will be making it's way to all platforms in the coming days, so be on the lookout for the update. And as always, keep those suggestions coming, and thanks for playing My Colony!
also, for forest maps, you have to build all charcoal compactors, that part of the point of that planet being hard to play. Make sure that you pick a big square, maybe 20x20, and fill it with compactors with no space left in between. That should give you 400 ore every few seconds.
I'm going to design an advanced ore producer for the forest world that would be available once the player has past 250k atmosphere and once they have a few aluminum and chips to spare. But that may take away from the difficulty of the game. I guess once the forest colony get's bigger, they should have something to replace those compactors in order to save space.
I'm going to design an advanced ore producer for the forest world that would be available once the player has past 250k atmosphere and once they have a few aluminum and chips to spare. But that may take away from the difficulty of the game. I guess once the forest colony get's bigger, they should have something to replace those compactors in order to save space.
that will never add to the game(i think) sorry because the forest is at the hard level so mean it is difficult to have ore the basic ressource but if you add this that mean the forest level become easy/medium
These would All be excellent biomes for an earth like world. You forgot 3 important ones though:
Swamp- lots of water and clay. That’s the only reason people go there.
Taiga - an arctic forest. The trees provide more wood than forest trees but it’s harder to get water and food here. There’s also the fact that you can get natural sweetener from the tree sap.
Tundra - The coldest earthlike biome. Mostly Ice with sparse trees and rocks. Little to no resources but would serve as a good Hardcore survival area.
However, not all mc2 worlds will be earthlike, so let’s think of biomes for each planet. We also have to remember that the biomes will change into other biomes as terraforming happens.
I’ll go ahead and list some lunar biomes for a good example of how biomes can change with planet terraformation.
Lunar biomes:
Lunar plains - large areas of flattened lunar regolith. Great for building on a large scale. These will become grasslands When the planet reaches the habitable zone.
Lunar badlands - filled with craters and densely packed rock, this area wouldn’t be a worthwhile place to be if not for its large reserves of organic compounds used to synthesize oil. The densely packed rocky soil will prevent plant growth, while atmospheric winds will whether the crater formations into sand to create a desert once the planet becomes earthlike.
Lunar Frostlands- tiny pieces of ice are strewn all over this area. It will be a good place to start a colony as it contains lots of water And is relatively flat. Trees will start growing in this area once the planet becomes earthlike, turning this biome into a forest.
Lunar Iceland’s - filled with many large ice deposits, this Place would be a better place to start you colony with than frostlands, but will become a swamp after the planet becomes earthlike. The main benefit of this area is the absurd amount of clay than can be gather.med from it’s shallow ponds.
Lunar arctic - Sheer cold greets those who dare settle in this area, but the naturally growing crystalline is a valuable reward for doing so. The ground is completely covered in many kinds of ice, and it’s the composition of the ice that allows the gradual formation of crystalline over time. This area will loose its ability to spawn crystalline over time once the planet becomes earthlike, at which Point it will become a taiga biome. Imagine a taiga with naturally grown crystals, sounds almost like something out of a fantasy game.
Lunar glacier - the most extreme area on a lunar planet. No special resources, just ice, as far as the eye can see. It will still be all ice after the planet becomes earthlike, becoming a tundra biome.
Lunar crevice - a giant crack in the ground with many defined and sharp rock formations. This is oddly the best place to get regolith do to miners being able to build Down the sides of the crevice and strip mine outward from multiple elevations. However, it gets weathered away by want and flowing water when the planet becomes earthlike, becoming a canyon and attracting tourists.
Lunar lowlands - these are similar to lunar plains, but will fill with water to become rivers and seas once the planet becomes earthlike. You can build here at early game, but you’ll lose any buildings that get flooded at least halfway to their top by water
Lunar caves - a very rare Occitan ever. Often caused by exposed lava tubes and can contain small amounts of obsidian and uranium, but the lava has long since cooled. Will turn into a cave biome when the planet becomes earthlike, therefore losing any obsidian within.
Lunar mounds - natural mountains caused by tectonic plate movements don’t exist here, but the sides of giant craters will do. Will obviously turn into mountain biomes once terraformed.
Lunar wastes - an area containing garbage piles and deposites. Challenging to settle this area but will yeild lots of different resources, including aluminum And plastic most of all. It will become a waste dump once terraformed and will start spawning pools of mutagen, which can be used in genetic experiments.
Anyway, I hope I can get others to do biomes for their favorite non-earthlike planets and make them able to become other biomes at certain atmosphere levels.
Swamp- lots of water and clay. That’s the only reason people go there.
Taiga - an arctic forest. The trees provide more wood than forest trees but it’s harder to get water and food here. There’s also the fact that you can get natural sweetener from the tree sap.
Tundra - The coldest earthlike biome. Mostly Ice with sparse trees and rocks. Little to no resources but would serve as a good Hardcore survival area.
However, not all mc2 worlds will be earthlike, so let’s think of biomes for each planet. We also have to remember that the biomes will change into other biomes as terraforming happens.
I’ll go ahead and list some lunar biomes for a good example of how biomes can change with planet terraformation.
Lunar biomes:
Lunar plains - large areas of flattened lunar regolith. Great for building on a large scale. These will become grasslands When the planet reaches the habitable zone.
Lunar badlands - filled with craters and densely packed rock, this area wouldn’t be a worthwhile place to be if not for its large reserves of organic compounds used to synthesize oil. The densely packed rocky soil will prevent plant growth, while atmospheric winds will whether the crater formations into sand to create a desert once the planet becomes earthlike.
Lunar Frostlands- tiny pieces of ice are strewn all over this area. It will be a good place to start a colony as it contains lots of water And is relatively flat. Trees will start growing in this area once the planet becomes earthlike, turning this biome into a forest.
Lunar Iceland’s - filled with many large ice deposits, this Place would be a better place to start you colony with than frostlands, but will become a swamp after the planet becomes earthlike. The main benefit of this area is the absurd amount of clay than can be gather.med from it’s shallow ponds.
Lunar arctic - Sheer cold greets those who dare settle in this area, but the naturally growing crystalline is a valuable reward for doing so. The ground is completely covered in many kinds of ice, and it’s the composition of the ice that allows the gradual formation of crystalline over time. This area will loose its ability to spawn crystalline over time once the planet becomes earthlike, at which Point it will become a taiga biome. Imagine a taiga with naturally grown crystals, sounds almost like something out of a fantasy game.
Lunar glacier - the most extreme area on a lunar planet. No special resources, just ice, as far as the eye can see. It will still be all ice after the planet becomes earthlike, becoming a tundra biome.
Lunar crevice - a giant crack in the ground with many defined and sharp rock formations. This is oddly the best place to get regolith do to miners being able to build Down the sides of the crevice and strip mine outward from multiple elevations. However, it gets weathered away by want and flowing water when the planet becomes earthlike, becoming a canyon and attracting tourists.
Lunar lowlands - these are similar to lunar plains, but will fill with water to become rivers and seas once the planet becomes earthlike. You can build here at early game, but you’ll lose any buildings that get flooded at least halfway to their top by water
Lunar caves - a very rare Occitan ever. Often caused by exposed lava tubes and can contain small amounts of obsidian and uranium, but the lava has long since cooled. Will turn into a cave biome when the planet becomes earthlike, therefore losing any obsidian within.
Lunar mounds - natural mountains caused by tectonic plate movements don’t exist here, but the sides of giant craters will do. Will obviously turn into mountain biomes once terraformed.
Lunar wastes - an area containing garbage piles and deposites. Challenging to settle this area but will yeild lots of different resources, including aluminum And plastic most of all. It will become a waste dump once terraformed and will start spawning pools of mutagen, which can be used in genetic experiments.
Anyway, I hope I can get others to do biomes for their favorite non-earthlike planets and make them able to become other biomes at certain atmosphere levels.
Amorphus said:These would All be excellent biomes for an earth like world. You forgot 3 important ones though:
Swamp- lots of water and clay. That’s the only reason people go there.
Taiga - an arctic forest. The trees provide more wood than forest trees but it’s harder to get water and food here. There’s also the fact that you can get natural sweetener from the tree sap.
Tundra - The coldest earthlike biome. Mostly Ice with sparse trees and rocks. Little to no resources but would serve as a good Hardcore survival area.
However, not all mc2 worlds will be earthlike, so let’s think of biomes for each planet. We also have to remember that the biomes will change into other biomes as terraforming happens.
I’ll go ahead and list some lunar biomes for a good example of how biomes can change with planet terraformation.
Lunar biomes:
Lunar plains - large areas of flattened lunar regolith. Great for building on a large scale. These will become grasslands When the planet reaches the habitable zone.
Lunar badlands - filled with craters and densely packed rock, this area wouldn’t be a worthwhile place to be if not for its large reserves of organic compounds used to synthesize oil. The densely packed rocky soil will prevent plant growth, while atmospheric winds will whether the crater formations into sand to create a desert once the planet becomes earthlike.
Lunar Frostlands- tiny pieces of ice are strewn all over this area. It will be a good place to start a colony as it contains lots of water And is relatively flat. Trees will start growing in this area once the planet becomes earthlike, turning this biome into a forest.
Lunar Iceland’s - filled with many large ice deposits, this Place would be a better place to start you colony with than frostlands, but will become a swamp after the planet becomes earthlike. The main benefit of this area is the absurd amount of clay than can be gather.med from it’s shallow ponds.
Lunar arctic - Sheer cold greets those who dare settle in this area, but the naturally growing crystalline is a valuable reward for doing so. The ground is completely covered in many kinds of ice, and it’s the composition of the ice that allows the gradual formation of crystalline over time. This area will loose its ability to spawn crystalline over time once the planet becomes earthlike, at which Point it will become a taiga biome. Imagine a taiga with naturally grown crystals, sounds almost like something out of a fantasy game.
Lunar glacier - the most extreme area on a lunar planet. No special resources, just ice, as far as the eye can see. It will still be all ice after the planet becomes earthlike, becoming a tundra biome.
Lunar crevice - a giant crack in the ground with many defined and sharp rock formations. This is oddly the best place to get regolith do to miners being able to build Down the sides of the crevice and strip mine outward from multiple elevations. However, it gets weathered away by want and flowing water when the planet becomes earthlike, becoming a canyon and attracting tourists.
Lunar lowlands - these are similar to lunar plains, but will fill with water to become rivers and seas once the planet becomes earthlike. You can build here at early game, but you’ll lose any buildings that get flooded at least halfway to their top by water
Lunar caves - a very rare Occitan ever. Often caused by exposed lava tubes and can contain small amounts of obsidian and uranium, but the lava has long since cooled. Will turn into a cave biome when the planet becomes earthlike, therefore losing any obsidian within.
Lunar mounds - natural mountains caused by tectonic plate movements don’t exist here, but the sides of giant craters will do. Will obviously turn into mountain biomes once terraformed.
Lunar wastes - an area containing garbage piles and deposites. Challenging to settle this area but will yeild lots of different resources, including aluminum And plastic most of all. It will become a waste dump once terraformed and will start spawning pools of mutagen, which can be used in genetic experiments.
Anyway, I hope I can get others to do biomes for their favorite non-earthlike planets and make them able to become other biomes at certain atmosphere levels.
There should also be similar types of biomes for non-lunar planets, for example “Martian Badlands” for badlands of a Mars-like planet. An alternative would be to drop the prefix completely so that the terrain would correspond to the name, e.g Badlands, and the type of surface would depend on the planet.
Her are my ideas for other planet types:
1.) lunar word: Meteors bombard the surface at a slow rate as long as the atmosphere is under 2.5 mil. small shelters, green houses, solar panels(not towers), ore compactors, and h3/water extractors are obliterated on impact, while all other buildings sustain varied damage but are not destroyed on impact unless integrity of structure = 0% after impact.
2.) Forest and sugarland map: I'm still thinking about this one, but it might work with a few minor tweaks. Monsoons could rain down on the colony, creating water pools on certain areas and drowning any colonists caught in the pool and doing the same for workers/rovers. the pools wouldn't form over buildings, walls, or paths, so putting paths allthroughout your colony and putting walls around to ensure the safety of your colonists would ensure a measure of stability. But there would be a second factor to the monsoons, lightning. If lightning were to strike one of your buildings, it would cause devastating damage and may even destroy smaller buildings on impact. The only way to prevent this is to build lightning rods that attract the lightning, but even those will degrade pretty fast over time, so you would have to be careful of how long it's been since you checked each rod, and each rod would only shield a limited area/radius. You could implement more advanced rods to cover more of an area and last longer The plus side is that when water pools are created, water can be gathered from them, and lightning rods would generate a certain amount of power for a certain amount of time after being struck. To make it more interesting, you could make forst and sugarland planet types have maybe 20-30 mil atmosphere and make the monsoons stop when you reduce the atmosphere to below 15 mil.
Ice world: The ice world should have a freezing affect on colonists/ both human and xolarg, since its supposed to be super cold I would imagine. Adding a thermal energy resource, not as a terraforming factor, but as a requirement for colonist survival, would be a great addition to the ice would and wouldn't be a tradable resource. You could also implement snow storms that damage structures and make colonists require more t-eng for the duration.
Abondoned world: This planet could also be a monsoon world, but having monsoons on all three earth-like worlds would be too much monsoonage. I'm still thinking about this one, but I'll get back with yall when I come up with something. In the mean time, please share your ideas for environmental effects for each planet in this thread. Remember, we want at least one world that has nothing environmentally wrong with it except the fact that there's no atmosphere, so no ideas on red planet.
1.) lunar word: Meteors bombard the surface at a slow rate as long as the atmosphere is under 2.5 mil. small shelters, green houses, solar panels(not towers), ore compactors, and h3/water extractors are obliterated on impact, while all other buildings sustain varied damage but are not destroyed on impact unless integrity of structure = 0% after impact.
2.) Forest and sugarland map: I'm still thinking about this one, but it might work with a few minor tweaks. Monsoons could rain down on the colony, creating water pools on certain areas and drowning any colonists caught in the pool and doing the same for workers/rovers. the pools wouldn't form over buildings, walls, or paths, so putting paths allthroughout your colony and putting walls around to ensure the safety of your colonists would ensure a measure of stability. But there would be a second factor to the monsoons, lightning. If lightning were to strike one of your buildings, it would cause devastating damage and may even destroy smaller buildings on impact. The only way to prevent this is to build lightning rods that attract the lightning, but even those will degrade pretty fast over time, so you would have to be careful of how long it's been since you checked each rod, and each rod would only shield a limited area/radius. You could implement more advanced rods to cover more of an area and last longer The plus side is that when water pools are created, water can be gathered from them, and lightning rods would generate a certain amount of power for a certain amount of time after being struck. To make it more interesting, you could make forst and sugarland planet types have maybe 20-30 mil atmosphere and make the monsoons stop when you reduce the atmosphere to below 15 mil.
Ice world: The ice world should have a freezing affect on colonists/ both human and xolarg, since its supposed to be super cold I would imagine. Adding a thermal energy resource, not as a terraforming factor, but as a requirement for colonist survival, would be a great addition to the ice would and wouldn't be a tradable resource. You could also implement snow storms that damage structures and make colonists require more t-eng for the duration.
Abondoned world: This planet could also be a monsoon world, but having monsoons on all three earth-like worlds would be too much monsoonage. I'm still thinking about this one, but I'll get back with yall when I come up with something. In the mean time, please share your ideas for environmental effects for each planet in this thread. Remember, we want at least one world that has nothing environmentally wrong with it except the fact that there's no atmosphere, so no ideas on red planet.
The planet terraforming atm don't have much sense. Few hundred of heavy industries (like adv robot) should don't have the power to increase the atmosphere like a open faucet in a bathtub.
Is to easy to increase atmosphere, is far to ease to decrease atmosphere (but.. in region map balance the atm is a mess).
All concept below born for the necessity to decrease the atmosphere production, in order to require weeks if not months for increase the atmosphere in the hardest map, and be very very hard to decrease it artificial way, in order to require work "before" the situation become unmanageable.
Suggestion:
Gravity-dependent atmosphere
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Update for terraforming building:
All building with the ability to increase / decrease atmosphere should be decreased by at least 20/30 time (es: the Ancient Alien Condenser shouldn't be able to remove large quantitative of atmosphere , since should be able to remove just the water from the air..)
Insane. Atmosphere Gen
The easy way to increase a planet atmosphere, in theory, is to detonate nuclear weapons in the poles. I just suggest to change or adding a new building, with the ability to increase the atmosphere by nuclear detonation. Easy graphics, just a silos, consume uranium / steel / microchips and some rum for the propulsion.
Should be able to operate only until the atmosphere reaches 10/15 millions, not over
Large Atmosphere scrubber
For clean the air, we will need insane large / tall structure, not fans able to change the air in a pub.
Building like the Space Elevator, maybe 4 elevator group together, black or golden varnish, able to produce large quantitative of helium (the only gas in game), of course will consume insane power, like 500k.
Should be able to operate only until the atmosphere reaches 5 millions. not below
Atmosphere effect
For now.. something simple:
If the atmosphere is below 500k, colonists will not have enough air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
If the atmosphere is over 15M, colonists will not have enough clean air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
Is to easy to increase atmosphere, is far to ease to decrease atmosphere (but.. in region map balance the atm is a mess).
All concept below born for the necessity to decrease the atmosphere production, in order to require weeks if not months for increase the atmosphere in the hardest map, and be very very hard to decrease it artificial way, in order to require work "before" the situation become unmanageable.
Suggestion:
Gravity-dependent atmosphere
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Update for terraforming building:
All building with the ability to increase / decrease atmosphere should be decreased by at least 20/30 time (es: the Ancient Alien Condenser shouldn't be able to remove large quantitative of atmosphere , since should be able to remove just the water from the air..)
Insane. Atmosphere Gen
The easy way to increase a planet atmosphere, in theory, is to detonate nuclear weapons in the poles. I just suggest to change or adding a new building, with the ability to increase the atmosphere by nuclear detonation. Easy graphics, just a silos, consume uranium / steel / microchips and some rum for the propulsion.
Should be able to operate only until the atmosphere reaches 10/15 millions, not over
Large Atmosphere scrubber
For clean the air, we will need insane large / tall structure, not fans able to change the air in a pub.
Building like the Space Elevator, maybe 4 elevator group together, black or golden varnish, able to produce large quantitative of helium (the only gas in game), of course will consume insane power, like 500k.
Should be able to operate only until the atmosphere reaches 5 millions. not below
Atmosphere effect
For now.. something simple:
If the atmosphere is below 500k, colonists will not have enough air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
If the atmosphere is over 15M, colonists will not have enough clean air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
Ansom said:
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Hi @Ansom!
Really like your idea about it!
BUT very sure you’ll need something to resist the atmosphere penality in order to protect your colony...
So here I would suggest something here:
Electromagnetic AtmoDome Generator
Decreases the atmosphere loss penality by 20%.
Eliminates the self-atmosphere generation effect of the planet on the colony.
For Alpha Dracos and Insectnoids...
Atmo-Magnet
Atmosphere Trap Projector Node
They also do similar things.
Also, with something like a planetary gravity adjuster to 100% eliminate all sorts of atmosphere penality.
HELLO GUYS!
Just some voxel models that are probably useful for future things. These are 16vx planets.
Hopefully someone would enjoy them.
Just some voxel models that are probably useful for future things. These are 16vx planets.
Hopefully someone would enjoy them.
Hello there! Here I am for the community! Today, I will be presenting a new suggestion: Earthlike Worlds! I hope you like it, and please enjoy reading this!
That wraps it up for now! If you have other idea related to this suggestion, questions or comments, please leave a comment down below and I will guarantee you an reply! I will see you all again later!
Architecture1134 said:
Earthlike Worlds
Earth-like Worlds are just the same type of world found in My Colony 1, which have the same resources. There are trees and deposits spread out across the world. Here, there is an ancient tribe called the Nearearthall (what a weird name) that is still thriving since 12,000 years ago, although they are modernized just like us, and human-like. As you land, you will attempt to make contact with these tribes scattered across this map and to survive, of course. Approximately 1/5th of the planet is filled with resources, mostly fir trees. You will gain access to these resources once you have already landed and have founded your first settlement.
World Features:
- World Size: 8x8 sectors
- Natural Resources:
- Ore Deposit: 150
- Gold Deposit: 75
- Aluminum Deposit: 75
- Uranium Deposit: 38
- Fir Trees: 750
- Oil Deposit: 45
- Terrain Features: Rivers, Tribes (both randomly generated)
- Planet Has Atmosphere: True
- Starting Units: Rover, Forest Rover
- Starting Buildings: Lander (starts un-deployed)
- Starting Civilizations: Native Civilization (Nearearthall), United Earth
- Blocked on World: Basic Drill, Spice Silo, Wind Trap, Spicebot
- Required on World: Earthbot (harvests any raw material), Tribal Monument, Terranean Statue
That wraps it up for now! If you have other idea related to this suggestion, questions or comments, please leave a comment down below and I will guarantee you an reply! I will see you all again later!
making your own map ignores all the planet factors like no atmosphere .
so place every thing you want Like lava and trees and oil and what ever ( any thing can be placed )
But bug stuff can not be mined unless you you pick bug world base for your modded map .
( except the forest rover will harvest mega trees which is really a time saver with wood .
and LIS wolrds would be able to harvest crystal and diamond .
so once you start the map add tons of atmosphere plants and wala tropical jungle human world .
As the only thing missing would be atmosphere .
ps no way to make and ice world as of yet and map size is limited to medium size only ( a very limiting factor .
so place every thing you want Like lava and trees and oil and what ever ( any thing can be placed )
But bug stuff can not be mined unless you you pick bug world base for your modded map .
( except the forest rover will harvest mega trees which is really a time saver with wood .
and LIS wolrds would be able to harvest crystal and diamond .
so once you start the map add tons of atmosphere plants and wala tropical jungle human world .
As the only thing missing would be atmosphere .
ps no way to make and ice world as of yet and map size is limited to medium size only ( a very limiting factor .