Search - furnace

Ooh, this sounds promising @basteklein. How deep into crafting are you hoping to go? Will you be adding ways to automate some things? Will there be a leveling and class system? If this game becomes popular, do you think you would go as far as giving us the ability to travel to other planets/dimensions?

Speaking of infinite lower levels, you could also have infinite higher levels as well . Would be cool if the first floor of a building can be a part of the world map so you can pass right through the first floor of a building without having to go to another map, while upper and lower levels would have to be in separate maps. Instead of adding a map for every single staircase that a map has, just have each staircase or hole lead to the same level. for example, If you are building multiple two story houses on one map and you climb up to the second floor of one house, you should be able to see the second floor of the other houses, since they are all in the same level. This keeps all of the levels going up uniformely, creating a "column" of maps that exist one on top of the other and with the same amount of space.

I also like the fact that you can move into a new room when you get to the edge of a room, that could make different biome generation easy because you just need to designate the biome for each room and generate different things based on each biome. We could also do with a chunk map that shows all of the rooms/chunks that we've been in and the biome types of each. The map should focus the room that the player is in at the center so that you always know what's around you, but sooner or later we will want to be able to zoom out further and pan around the map, especially if we've done a lot of exploring. If you are planning to add at least a minimal amount of automation, I recommend being able to keep a number of rooms loaded(but not visible) in a radius around you so you have room to move while your automations do their thing, or what if only the column that you are in was loaded, so that automations above and below you can operate.

What are the texture specs so we can contribute to decorations? Would be neat to work on floor and wall types, resource images, plants, and other terrain types. I especially want to work on resources, I have many ideas for them.

I have an idea for a resource chain that you might like below. The chain leads you through the main crafting materials of the game, and some of the main buildings and furnature that could be added.

flooring: plank floor
flooring: cobble floor
wall: plank wall
wall: log wall
wall: cobble wall
furniture: wooden chair - should be able to sit in the chair, food grants bonus hunger points when eaten whilst sitting in a chair and health regeneration should slightly increase while sitting. Food should grant even more bonus hunger points if you sit in a chair that's facing a table while eating it.
furniture: wooden table
furniture: torch - crafted from sticks and coal. obviously spreads light in the darkness. that's if you are planning on adding light.

overworld structure - gravel pile - mined to obtain gravel, and sometimes flint
cave block: gravel - mined to obtain gravel, and drops flint more often.
item: gravel - used mainly for pathing
flooring: gravel path
item: - flint - used in many crafting recipes

furniture: furnace - basic cooking and smelting - requires stone and flint

cave block: coal ore - mined to obtain coal
item: coal: 1 coal can smelt 4(?) items. can be obtained by smelting wood in a furnace or mining coal ore in caves

cave block: copper ore - can be mined to obtain copper ore
item: copper ore - smelt in a furnace to obtain copper
item: copper - used in many crafting recipes.

cave block: iron ore - can be mined to obtain iron ore
item: iron ore - smelt in a furnace to obtain iron
item: iron- used in many crafting recipes.

cave block: gold ore - can be mined to obtain gold ore
item: gold ore - smelt in a furnace to obtain gold
item: gold- used in many crafting recipes .
item: gold coin - the main game currency, one gold ingot crafts into multiple coins.

furniture: forge - tier 2 smelting, only accepts coke for fuel - requires 1 furnace, lots of iron
item: coke - 1 coal refines into 1 coak in a furnace, used for forging steel from iron and iron ore, and 1 coke item smelts 1 item in the forge, this is to make steel a bit harder to obtain at first.
item: steel - used in many crafting recipes

furniture: alloy forge: a more efficient smelter with 2 inputs and 2 output slots. made with a forge and lots of steel. 1 coke smelts 2 items. If the right combination of 2 items are inserted and smelted, a new material is created, but if two items that won't mix are inserted, the alloy forge will act like a double furnace, smelting both items at once into their normal products.

item: antanium - a mixture of steel and gold, a very durable material. used in many crafting recipes

That's as far as I've gotten Obviously, each metal should have it's own set of tools and armor built from it, and each tier of tools are faster and more durable that the others. You can mix this up and complicate the process as much as you want, I was just trying to provide a skeleton plan for you to build off of in case you didn't have one yet.

Anyway, hope you like at least some of these ideas, let us know about the texture specs.
5y ago
Today I am happy to announce a big new update to Epic Adventure - v0.12.0! My son has started playing a lot of Epic Adventure, and as such his demands for updates have become impossible to ignore, which in turn has placed Epic Adventure on a higher update priority than it has previously been, so expect a lot more from this game in the coming months. Until then though, let's take a look at all the changes in this release!

To start things off, crop farming has now arrived in Epic Adventure! Before, you could collect seeds from tall grass, and you could plow dirt with the hoe, but you just couldn't combine the two efforts into one. Now, you can plant those seeds in the dirt to produce a brand new entity - Wheat!


Once the wheat is ripe, you can harvest it, and using the crafting menu, six wheats can be converted into another new entity - Dough. Of course, what good is plain dough? Not very tasty. But wait, there has been a non-working object in the game from the very beginning, the furnace. Non-working until now, because the furnace is now fully operational, with the new furnace interface. Loading your furnace with the dough and a fuel source such as coal with convert your dough into another new entity, the delicious and edible Bread!


The last update to Epic Adventure added the first mob, Chickens, to the game, but you couldn't do anything with them. Sadly for the chickens, this has changed, as they can now be slaughtered using your weapon of choice. A few hits with an axe or pickaxe ought to do the trick.


The Chickens currently are a little over powered for what they are, so you will need some sort of weapon to kill them, but they will eventually be nerfed a bit. Regardless, killing a chicken will provide the new entity Raw Chicken and also a random chance to get another new entity, the Feather. There is no practical use for the Feather yet, but the Raw Chicken can be thrown into the furnace to create Cooked Chicken, which provides a great boost to your health and energy.

Speaking of health and energy, Death and Respawning are now fully implemented into the game. Eventually you will be able to create a bed to set a new spawn point, but for now the spawn point is locked at chunk 0x0x0. When you die, your inventory will dump at the site of your death and you will have to return to your body to collect everything. Premium users have the option to respawn at their body if they want to.


Going forward,, I plan on increasing the Epic Adventure update cycle from "whenever I feel like it" to once per month. A big part of creating a game is implementing all of the engine features, and once that is done, adding new content can go quick and easy, rapidly expanding the game. I am getting closer to the rapid content expansion phase, but there are still engine enhancements and changes I wish to implement first.

In a prior post, @Amorphus suggested the concept of rooms, towns, and limited visibility. For the most part, I agree with these concepts completely. Right now in the game, you can easily scroll around the map and see everything. I plan on changing the mechanics to something more resembling my game Gone Rogue, in which a player has a certain line of sight which is also blocked by walls and other obstacles. Additionally, caves and enclosed rooms are going to be dark, requiring torches in order see inside of them. I also plan on adding a day/night cycle to the overworld.

Farming needs to be expanded well beyond the current Wheat. There was a thread a while back with contributions from @Amorphus and @GeneralWadaling concerning Agriculture, and now that the basic engine mechanics of planting, harvesting, and cooking have been implemented, I plan on following many of the suggestions in that thread. Expect a lot more to come in the area of agriculture in the near future.

In this thread, @GeneralWadaling laid out a ton of suggestions regarding food and cooking, and many of these will be finding their way into the game shortly. Wadaling suggests a kitchen stove object, and I might implement that and change the furnace so that it just deals with smelting of metals (whenever I add metals to the game). I will also be adding the camp fire, which will allow cooking but will "burn out" after time.

v0.11.0 introduced engine capability for mobs (the chicken), and this update allows you to kill them. We also need mobs that fight back. Monsters, skeletons, bandits, etc. Look forward to all of these things. That's not all though, because Epic Adventure needs some dungeons to explore. My plan is to repurpose the dungeon generation routines I wrote for both Gone Rogue and Dungeon Infinity in order to have random dungeons to appear on the map that you can loot and explore. Dungeons will be filled with items, treasure, and monsters and will give the player the chance to kind more items, gear, and to gain experience and level up, which are two more concepts headed to the game.

There also needs to be a lot more biome types, including the introduction of Water. There is already a little bit of code in the engine to support water (including accelerated crop growth when near water), but there is no actual water in the game. This will be changing. You will also be able to build ditches/trenches to move water from one location to another.

One thing that really bothers me about Epic Adventure is how only one chunk of the world is rendered at a time and you cannot manipulate objects in nearby chunks. I plan to make the world more seamless (like how it works in My Colony 2) to where the entire world feels like one continuous thing instead of something broken up into chunks.

Anyway, I have a lot of plans for Epic Adventure and I think that things are going to start happening a lot faster in this game now going forward. If you have suggestions on things you would like to see, feel free to let me know here in the forum, and let me know what bugs you find too. Beyond that, thanks for playing Epic Adventure and stay tuned because a whole lot more is on the way!

And if you haven't tried Epic Adventure yet, you can play in on the Web, through the Ape Apps Launcher, or find it on various app stores.

#epicadventure #dungeoninfinity #gonerogue
3y ago
So, my idea is about a planet that start off at a high atmosphere and forces the player to survive in harsh environments until they lower the atmosphere to below 15 million. The pictures below are for the UE game style, I will include LIS later, but my pictures and description below should be good enough for bast to just plop everything into place in case he happens to like my idea enough to include it in the game.

Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.

This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.

Here are the playing styles for LIS and UE:

UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.

The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.

Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.


As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
7y ago
time said:I like the Idea of magnetite and the blast furnace planet, but it would be cool it magnetite could be tradable and used for other kinds of buildings on different planets. The rads and core technology seem a little much to be added to the game. I feel like additions of that nature would be ideal after education and crime are added.


Thanks @time, I figured that the core feature would be too much, but if we kept the rads and went with having the player use the magnetite to build magnets that reduce exposure rate, I think that it wouldn't be too much. I mean, what other use for magnetite would there be though, and what would be the point of creating a blast furnace/mercury type planet without solar radiation or some sort of danger from the sun? Do you have any ideas that you can add?
6y ago
This idea is based off of my other blast furnace idea, but with some tweaks.

Planet terrain: Dark, charcoal gray ground. No atmosphere. 1 day on this world is ten days on earth as the planet spins slowly. Lead deposits would come in as a new terrain type. They would be solid at night, yet would melt into puddles of liquid lead during the day, killing anything caught in it. Once the planet is terraformed, this puddles become water-filled instead of lead-filled. Atmosphere is 0. Solar panels don't work at night time.

As with the last blast furnace idea, solar radiation exposure during the daytime should be a danger here, affecting health of colonists. However, I propose a different way of dealing with it. Those pools of lead would be useful for this, and I feel like it would be possible to add a leaded version of all of the housing buildings and have the player only be able to build those opposed to regular housing structures.

Of course, this introduces a new resource called lead. I was thinking just make it untradeable, but if bast can find more uses for it in other colonies then more power to him. This resource would be required to build housing and could be used for other structures designed to prevent or reduce radiation exposure. I also recommend adding a mid-game path block that covers over rovers and colonists to shield them while they walk to certain places, but at first, colonists will need to walk in open sun. You're probably asking yourself "if lead melts into puddles on this planet, why build with it?" You would be right to ask such a question, but let's assume that those buildings are room temperature inside and the insulation in the walls contains lead. If that's not enough, then just roll with it I guess, it's just a game.

In late-game, when the player's colony begins to develop their plastic industry, another untradeable resource could come into play: RadSheild. This resource acts in a very special way. Colonists would consume any available Radshield as it is created, but would only consume one each for every 24 in-game hours, and only during daytime, which lasts for 120 in-game hours. Since the day cycle is ten times slower on this planet, colonists would consume about 5 of these per day cycle, so that's a lot of lead being flushed down the drain(pardon the pun) each day.

The principle behind this resource is to combine plastic and lead to make nano pellets of encapsulated lead that would travel the bloodstream and provide an internal barrier to radiation. Since plastic desn't digest or degrade quickly, it can move throughout the bloodstream over the course of a day and block radiation without releasing its contents into the bloodstream, which could be lethal. To make sure that a buildup of older pellets that might burst doesn't occur, the pellets are designed to leave the bloodstream within a day after entering it. This resource would allow colonists to free-roam the map without losing health. This is especially necessary once the planet is terraformed. This resource would be a pretty tough one to manage as your colonists are going to eat it up at first, and you'll need to adjust your production based on how many colonists you have. I would make simple radshield factories that only produce a little at a time, so the player would need to built lots of them, and then I would add a much more advanced factory, which would support many more people.


Now, as for the day and night cycle. I feel like this planet needs a thermal factor. I don't think this needs to apply to add planets, but especially for this one. During the day, your colony heat score will rise, while at night, it'll fall. If the score becomes too hot, colonists expend more energy and consume more water. Whereas when in extreme cold, colonists lose energy and consume more food. Of course as we know, if energy depletes, health starts to deplete, so don't let the extreme climate kill off your colonists, build heaters and coolers to manually manage the heat level. There should also be a Goldilocks zone where colonists regenerate energy faster. For each tile taken up by a building, the amount of space between the extremes and perfect zone should increase and the effect of climate on heat level will increase. This allows for a bigger margin of error, but also requires many more coolers and heaters, or more powerful coolers and heaters, to maintain a perfect heat level. This scaling feature should apply to regions as well, and the effects of heaters and coolers in one map should effect the heat level of the entire region, allowing for maps to specialize in managing heat for the entire region.

At early game, building simple coolers and heaters would do the trick, and you would need to manually deactivate and activate coolers and heaters to adjust the heat level. mid game, you can build a thermostat, which would switch any coolers and heaters within it's radius on or off to manage a target temperature. you would probably need multiple clusters of these. At end game, a region-wide temperature control center should be added that would act as a region-wide thermostat that takes account of how many of each type of heater/cooler are in each map and switches them off and on to manage heat throughout the region. This should be fairly expensive.
5y ago
I have just published v0.6.0 of Epic Adventure which should be hitting all platforms shortly. With this update comes several new items and features, some of which were suggested by @Amorphus and which also lay the groundwork for more to come. Here is a look at what is new.

Three new base materials were added in this update, which are Coal, Gravel, and Flint.

On top of these base materials, there are several new crafted items available in this update. New in this update are the Cobblestone Floor, Gravel Floor, Wooden Pickaxe, Wooden Shovel, the Round Table, and the Furnace.

On top of these additions, there are a host of bug fixes and interface improvements in this release.

Now, things that aren't done yet. Firstly, the Furnace does not work yet, it is only a decoration. At some point (next update hopefully), the Furnace will be able to smelt one item into another with the aid of a third item used as fuel.

On my last update I said I would be adding dungeons, which I did not get to. The issue is that I need a stone wall texture first, which I still have to draw. Perhaps I will get to that for the next update.

On a final note, I have also submitted this build to the Apple App Store for iPhone and iPad, so hopefully it gets approved! The more users and feedback I get for this game, the more I will know how to develop it and what direction to move in.

That's all for today's update. If you haven't played yet, find download links at the page below, and stay tuned for much more!

https://apps.ape-apps.com/epic-adventure/
5y ago
Well, Zolarg kind of look like roaches to me, and roaches can live through an atomic bomb, so they would be the most resilient to radiation.

I was thinking along the same lines when I was thinking about a new world type, the blast furnace. The blast furnace is basically mercury. It's surface is pummeled with radioactive solar wind as it turns at 2 mph like a slow cooked rotisserie chicken. Any living thing found on it's surface will be cooked inside out by the immense heat and radiation that they would be exposed to. However, with the use of powerful magnets that use large amounts of energy, the player can reduce or eventually deflect the radiation from a certain radius around the magnet. As the player builds up their colony and gains better resources, they can build better magnets that further reduce the radiation in bigger radiuses. And then eventually they will get buildings that consume iron and uranium to fill the core with molten iron and create a planetary magnetic field that would be permanent. On top of that, the player has to get the atmosphere up to 5 million in order for it to support life.
6y ago
I like the Idea of magnetite and the blast furnace planet, but it would be cool it magnetite could be tradable and used for other kinds of buildings on different planets. The rads and core technology seem a little much to be added to the game. I feel like additions of that nature would be ideal after education and crime are added.
6y ago
This are the current planetary and racial ideas that I have. The purpose of this list is to make it easy to find my ideas without having to go to each topic.

Toxic/trash Planet: https://www.ape-apps.com/viewpage.php?p=29285
The Bog: https://www.ape-apps.com/viewpage.php?p=28960
Space Platform/Dyson sphere: https://www.ape-apps.com/viewpage.php?p=28843
Desert/arid : https://www.ape-apps.com/viewpage.php?p=14302
Twilight planet/ twilight idea for abandoned planet: https://www.ape-apps.com/viewpage.php?p=25865
Blast furnace/mercury planet: https://www.ape-apps.com/viewpage.php?p=15239
Blast furnace revamped: https://www.ape-apps.com/viewpage.php?p=30528
Planet Terraformation ideas and venus planet: https://www.ape-apps.com/viewpage.php?p=3932
lava world ideas: https://www.ape-apps.com/viewpage.php?p=12913
Ice World Ideas: https://www.ape-apps.com/viewpage.php?p=14299
Race ideas: https://www.ape-apps.com/viewpage.php?p=5389
water body and sea level ideas: https://www.ape-apps.com/viewpage.php?p=14672
Living Planet: https://www.ape-apps.com/viewpage.php?p=30021
Jungle Planet: https://www.ape-apps.com/viewpage.php?p=33448

Ideas regarding all of the existing planets, and some ideas that apply to all planets, both in existence and those in idea form: https://www.ape-apps.com/viewpage.php?p=29587

I'll continue to add more as I find my older topics or when I create new ones.
5y ago
3. I am not sure how you are getting such a low production number (i.e. 20-40 regolith / min from a Regolith Extraction Inc.). Are you sure it isn't maybe staffed on-duty by 1-2 person only at the time of observation?

In any case, I monitored all my production buildings from time to time and compared them with the values in the Reference Table, and so far my various production buildings are always higher by the same constant (about 30-40%) when compared to the values in the Table which assumes 20 ticks/second. This is as expected, meaning that my ticks/second on the computer I play on is also faster by the same ratio. In any case, sorry I am not sure what is causing the resource yield in your game to be much lower than theoretical 20 ticks/second if fully staffed.

Discussing specific buildings you mentioned :

- Vertical Warehouse Farm is not bugged. Mine shows 8000 Food/min when staffed by 24 people on-duty out of total 35 slots, so that is as expected (again, my computer tick is higher than the assumed 20 ticks/second used in the table).

- Ore Zapper vs Regolith Extraction Inc gives the correct number. Remember Ore Zapper is only 1x1 in size and doesn't require workers, wile REI takes 9x the space while only having a bit higher yield, so Ore Zapper has much higher yield/tile. In endgame when all resources are produced in humongous quantity per second, yield/tile is the most important parameter for a production building as space is of paramount commodity. So what is the use for REI? It provides a midgame way to automate regolith production for colonies in asteroid/abandoned/lunar base instead of having to build Regolith mines over and over manually. In those worlds, you can't get Ore directly unlike in Red planets. You have to convert it from Regolith instead.

- As I mentioned before, there are at least 3 mid- and end-game buildings which has discrepancy between Reference data and in-game actual production, them being : Alien Plastic which you noticed as well, Tech Office, and Obsidian Furnace. The actual in-game production of these 3 buildings are multiplied by the worker quantity just like any other buildings requiring workers. This makes Alien Plastic being much better than Advanced Plastic Factory as it should be, Tech Office being second best money production building after endgame Star Port, and Obsidian Furnace being higher than listed. This has been discussed by the awesome owner of the Coloniae Reference (and Coloniae itself) Sobe and the developer Bast, and so far there is no clear solution why the database the Table pulls from is different from the actual in-game stat. In the grand scheme of things, this is very minor and there are much much more pressing bugs and issues to fix by the developer though. Unfortunately I have barely any knowledge about database and coding to try to analyze the issue, and Sobe has done a lot to make a new Reference which can automatically updates itself, after the old Reference had been abandoned by the previous contributor.


4. Just a tip, I personally don't think Arcology is a useful building to have, as 7000 of the colonists are tied in useless job slot which doesn't yield anything much. Fantasy Land Arcology is a different story though. If you have an abundance of resources to be used for testing and such, please feel free to proceed however, but not if you are still strapped on midgame resources.


5. In short yes, a colonist will have fixed workplace and residential place once it arrives and gets assigned a job. In reality, there are more complex dynamics involved which I don't fully understand especially when residential buildings are sold or destroyed, or the current workplace is sold or destroyed.



We are all thankful for Relic Studies, especially it is chilling to know that for the first year and more of the game, there was no Relic Studies and every endgame player was stuck on spamming UDDs and Alum generators till the end of the map.

About your balance concerns :
- Yes, Food Processing Sweatshop pretty much produces that much and will blow all other Food production buildings out of the water, because planets other than Sugar World have ways to produce Sugar as well.
- Maybe you have not seen the Research Converter, but it pretty much is the endgame production building you need to spam for 20 or so different resources.
- As for the Alien Enrichment Facility, it was a pretty decent upgrade when considering what players had for Alien Artifacts and Aluminum back then before the introduction of Relic Studies. It made Uranium much easier to get than the other 2. We wish all Alien Tech is such a big upgrade like it is for Steel, Gold, and Microchip, but alas it is not so. Now with powercreep, you have Research Converter which blows Alien Enrichment out of the water for Uranium and many other resources.




5y ago
Currently (v0.98.0) there are only two buildings that can store Charcoal for the Zolarg civilization: The Mound (stores 2500 Charcoal) and the Smoldering Pit (stores 100 Charcoal).
While Charcoal isn't needed until very late into the game of a Zolarg colony, the building that actually stores the most/tile is a building you will most likely get rid of in your late mid-game to get enough colonists (and Antaura) for various other buildings. That being said, one Antanium Blast Furnace (the only building that needs Charcoal to build it) needs a whopping 25.000 Charcoal. This being said, you can try to fit 10 Mounds that only get you very few colonists on your map or fit the 250 Smoldering Pits that are needed to be able to build one Antanium Blast Furnace.
TL;DR Can we get some Charcoal Piles for Zolarg? Or storage in the Supply Piles/Quantum Supply Piles, Unholy Pit of Stuff/Unholy Tower of Stuff?
5y ago
The time has come for yet another My Colony update, the v0.99.0 patch, aka the Reptilian Content patch! This is a very special release, as it is the very last beta version of My Colony! It's going to be sad to see beta go, but there is a lot in store for you guys with this update. Because of some of the core changes, this update is going to take several days to push out to all platforms, with Web coming today. I actually can't even push it out to the Ape Apps Launcher yet, as the Launcher will require an update itself before this patch should go live, so please stick with me as the v0.99.0 roll-out will be a bit slower than most releases. So what's new in this patch? Let's go over it right now!

This is at it's core a Reptilian update, but there is a ton of other stuff thrown in as well. First off, and the reason for the delayed rollout, is I have taken the game-streaming option out of the core My Colony code, and transferred it to the "Web App Core" wrapper, which is the in-house wrapper I created to be able to port my games to all platforms easily. This changes the behavior by streaming your gameplay straight to your profile on the Ape Apps website, instead of to my-colony.com. I will be updating my-colony.com shortly though that will embed the stream in the same place it used to be, so for the most part it should still look the same.


I made this change for long-term planning, so that I can add streaming capabilities to my other games. The stream viewer on ape-apps.com is improved from what was available on the My Colony website. It now shows how many people are watching and lets you record the stream. It has other capabilities as well that aren't worth mentioning here, but will be implemented in other games in the future. To access your livestream page, go to your profile here on Ape Apps and click on the little video camera button on the left sidebar.

To go along with this change, the in-game streaming interface has been updated, with a new livestream control bar now appearing when you have streaming turned on.


This bar shows you how many people are watching the stream, and lets you turn either microphone or webcam on or off (previously, webcam wasn't even supported). Streaming is currently supported on Chrome, the new version of Edge, on the Desktop version, the Ape Apps Launcher, and on Android. I can't get it working right yet on iOS or Windows Store.

Moving on. Last update was the big Zolarg release, but I had accidentally forgot to make the dazzling hot-pink Etherbug buildable. This is now fixed, and you can now create the Etherbug on your Zolarg maps. Sorry about that!

A lot of people had complained about the massive gold cost on the Zolarg Unholy Pit and Unholy Tower of Stuff. I have reduced theses costs in this update to make them more reasonable. In addition, these two structures have gained storage capabilities for Charcoal, Oil, and Software.

In addition, the Zolarg Customs Processing building can now import and export Diamonds and Software.

I have made a small change to the in-game encyclopedia. Before, under each category (buildings, vehicles, etc) it said Everything you need to know... Now, it shows the number of items that are in each category (number of buildings, vehicles, etc).

I have loosened the building requirements for the Reptilian Brewmasters Den, as it was too difficult to build at the beginning, and is an essential building. I removed Helium-3 and Crystalline from the build requirements. In addition, the building now uses Ant Paste during production, instead of Helium 3.

The Powered Materials Silo has gained Software Storage, and also now acts as a drop-off point for Diamond harvesting.

I don't know if anybody had noticed, but I had inadvertently allowed Ether importing from the Reptilian Medium Range Star Gate. This has been removed. In exchange, this structure can now export Fish and Salt Water.

Speaking of Fish and Salt Water, they have both been added to the Galactic Board of Trade, and will eventually be used in other non-Water World processes. They are the two map-specific resources for the Water World.

While we are on the subject of resources, a brand new one was added to the game this update, Cobalt. Cobalt is a super-rare, because 1) it's only available on the dreaded Lava World, and 2) it only appears after a volcanic eruption.


Why Cobalt? Well, originally Obsidian was going to be the map-exclusive resource for Lava World, but I forgot and ended up adding it to everything, so that wasn't going to work. So now we have Cobalt. It's all good. Anyway, right now only the Reptilians can harvest it, but other civs will be able to after v1.0. It will be coming to the GBT on the next update as well, and will be used for new super-high-end structures on all civs. Being tied to the Lava World, I suspect it will command a pretty good price on the GBT once trading opens up.

Moving on. Since probably v0.1.0 of My Colony way back in 2016, people have been requesting to be able to move buildings once built. I haven't counted, but it's probably the top request in the game, or a close second to Mass Transit. I understand why it's been wanted. Most My Colony players are on Android, and most mobile builder games allow you to move structures. Of course, most mobile builder games are also IAP filled "diamond" (or gems or special coins) festivals that nickel and dime players by making buildings take 5 days to build unless you pay real money. My Colony isn't like that, and I never thought a move building option was realistic enough for the game, but nonetheless people still request it all the time, so for this update, I have now added an option to move buildings, with caveats.


You can now move any structure in the game, unless it is a harvest drop-off location or has it's own move function, like the Lander, Queen/Mound, or the deployed Construction Mech.

I do want to give people the option to configure and organize their base as they see fit, and I understand that as a colony grows from a small settlement to a major city, you might want to rethink the way you placed buildings at the beginning, so that is why I am allowing the move option. The reason I do not allow it on harvest drop-off spots though, should be obvious. I'm not going to let players just, for example, keep moving their Ore Refinery right next to the Ore every time a deposit is dried up. That would be lame.

Next, I have made an interface change to the mobile version of the game. Now when you are building a structure on mobile, you get the same (well, a minified) "new construction" bar that desktop players have.


This makes it easy to see what you are building will cost, and to flip structures before placing them.

So now let's talk about the meat of the update, the new Reptilian content. There are two new vehicles, the Diamond Extractor and the Cobalt Extractor (I think you can figure out what each does), and 19 new buildings, which I will list below and then talk about some of them in detail afterwards.
  • Galactic Star Gate
  • Radiated Crystal Farm
  • Advanced Materials Silo
  • Subterranean Slum
  • Raw Fish Diner
  • Deep Sea Drilling Platform
  • Coral Radiator
  • Offshore Slum
  • Dracarus Mint
  • Turbo Microreactor
  • Diamond Cobalt Microreactor
  • Basic Crystal Furnace
  • Suppertime Arena
  • Primitive Robotics Lab
  • Advanced Chip Transporter
  • Automated Software Node
  • Antanium Radiator
  • Ultra High Frequency Node
  • Near-Infinite Materials Silo
My core of thinking with this update was to make the Reptilians more playable, or rather enjoyable to play, and reduce the sheer idling time required to play a Reptilian colony. Starting with Reptilians was so slow before, that a new colony would have to idle for hours just to get anywhere, which isn't really feasible on mobile. So a lot of this content is geared towards early to early-mid game, but there are a few later-stage items as well. Structures like the Basic Crystal Furnace, the Coral Radiator, and the Dracarus Mint should help speed along early-game a bit.

Reptilians also get a couple of new housing units, both slums (of course). The Subterranean Slum is a high-density building for all maps, and the Offshore Slum is a way to gain more space on the traditionally space-limited Water World islands.


I added a couple of new Tourism related structures for Reptilians, in the form of the new Raw Fish Diner and the Audrey II inspired Suppertime Arena, where Reptilians and tourists alike can watch an evil plant eat Insectoids.


There are new much-needed upgrades to Reptilian Storage, Power generation, increased import/export capacity, Microchip production, Software production, and Bandwidth generation. Reptilians also gain the ability to build robots with the new Primitive Robotics Lab, and the ability to build Triantanium with the Antanium Radiator.

All in all, this is a fairly large update that adds some nice QOL improvements to the game, and adds much needed content and improvements to the Reptilian race (a bit for Zolarg too).

Now, to talk a bit about the future. If you missed it, I published a new episode of the My Colony Podcast last night about the coming end of beta for My Colony. v0.99.0 is in fact the 99th feature release of My Colony (which was originally published on May 16, 2016), which will make the next update the 100th feature update of My Colony, in which it will finally be bumped up to v1.0.0.

Now to me it's just a number, but since 100 of anything is generally seen as special, I think something special should happen for the next update to the game. To help kick off the v1.0.0 release, I would like to do another classic episode of the My Colony Podcast with a community group voice chat, the way the old episodes were done a couple of years ago. I would like to host the episode on one of the federation Discord channels, possibly the NOZ channel if they will allow it, and have anybody and everybody from the community be able to participate if they want to. We will just be talking about the growth and changes of the game over the last few years and bumping suggestions and ideas off of each other for the coming updates. You can also ask me anything you want about My Colony or otherwise. I think it will be a fun episode for everybody, and I hope a lot of people participate. I just need to nail down a location, time, date, and re-figure out how to record the thing. So be looking out for more information about that.

As for the update itself, I plan on adding something of an online leader-board to the game, featuring multiple in-game challenges and awards that people can participate in if they choose to. It will be optional, so you can still play as normal without doing the leader-boards, but the purpose is to have something to do in the game after you have a million people in your colony and all buildings unlocked, but it's also going to be set up in a tiered way so that new players can also participate. I still have some things to work out with it, and so you have some time to make suggestions in the forum if you want your ideas implemented!

As for a timeframe, the next release is going to take longer than normal. I go over the reasons in the latest podcast, but basically we have Thanksgiving in the U.S. coming up soon with holiday travels, and I also need to take some time away from My Colony to get work done on my other projects before the holiday season, since December is the biggest month of the year for the app business, and with my schedule I am going to be pressed for time to get much work done later in this month. So I would shoot for early-mid December for the v1.0.0 release, although there might be a couple of platform-specific bug patches between now and then, should the need arise.

Further out, v1.1.0 and v1.2.0 will probably be performance tweak related updates, since I am getting a lot of requests for those, particularly on the Android side of things, so I will have to try to see if I can squeeze more juice out of the engine. So they will still have new content, but not like 10-20+ new items like the last few updates have had. After that, I want to add crime and law enforcement to the game, and even further out, I want to add the ability to have a map with an AI controlled faction, as I want to add a new map type that is inhabited with primitive ewok-type creatures that you have to either coexist with or... something else. So stay tuned for that...

Anyway, that's all for v0.99.0. I hope you guys enjoyed it, let me know if you did (or didn't)! Like I said at the beginning, the roll-out will take several days here, but it's live and final on the Web now. Launcher will probably be next, then Steam, then Android, then Windows, and lastly iOS. I expect to have it published to all stores by Wednesday, so stay tuned!
5y ago
This is a small idea:

I think that for solar panels, if each planet had another variable called solar rating, that variable could dictate how well solar panels work on that planet, excluding the day and night cycle(as batteries aren't a thing) .

For example, if a planet has a rating of 5, it has the same solar rating as earth. Any lower and solar panels would produce less power, any more and solar panels would produce more. So if you put solar panels on ice planet, you'll get next to nothing, as the score would probably be a 1 or 2, and the same goes for lava planet which is also dark. However, if bast were to implement my blast furnace or dyson sphere maps, the rating would be 10 and solar panels would produce max power, since the blast furnace map is basically mercury, which is blasted by light, and dyson spheres have no atmosphere to obstruct their access to light.
4y ago


1: Waste management - would be cool if we could burn wooden tools and furniture in the furnace as fuel.they can tend to build up after a while. Also, implementing a trash can into the inventory(like stardew valley) would also allow the player to declutter. Items put in the trash can could dump out into the world or be deleted. If you want multiplayer though, you’ll need a way to drop items to trade with others anyway.

2: Mining Speed - It takes a while to mine rocks, harvest wheat, or break floors or walls. Is this on purpose? I feel like things like that should be an instant thing. Maybe you could implement a sickle for instant crop harvesting and a hammer for instant wall/floor removal? Then the player won’t accidentally break stuff as long as those tools aren’t selected. As for rocks, reducing time to break by half would raise qol while still taking some time to mine.

3: Boulders - Since caves are few/far between in my play-through, maybe surface boulders could be added for convenient sources of stone. Might add to the atmosphere of the game too. Maybe you could have a rocky biome in the future where gravel patches and boulders are more prevalent.

4: Magnetism - the player having to walk into each tile to collect resources gets tedious at times. I recommend allowing the player to pick up items in the 8 tiles around their current tile.

5: Tree renewal - trees might be a bountiful resource now, but when you start adding more biomes that don’t have trees, they’ll start to get harder to find once you’ve demolished all the forests around your home. We need a way to renew trees, and saplings are just the thing. A sapling should need all 8 tiles around it to be empty in order to grow so that mass-production is not overpowered.

6: Charcoal - same fuel value as coal, made from wood in a furnace. Would be more available fuel source than coal. To preserve the value of coal however, you can implement recipes that only take coal along with others that let you choose between coal and charcoal.

3y ago
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!
3y ago
Today My Colony v0.43.0 has been submitted to all platforms and should be arriving on your respective device shortly. I am still working on getting the bugs from the big engine overhaul worked out, and they are getting better for the most part, but the primary focus in this release was on new content. It had been quite a while since a new content release was made, and this is one of the largest ones ever. So without further delay, here are the release notes!

My Colony v0.43.0 Changelog

New Stuff
  • New Map Type: Ice World (LIS and Zolarg)
  • New Resource: Crystalline
  • New Structures: Fantasy Land Arcology, Ore Synthesis Lab, Big Playhouse, Micromine, Regolith Furnace, Compacted Snow Path, Diamond Crystal Reactor, Alien Enrichment Facility, Crystalmound, Ore Tunnel, Synthetic Crystalline, Independence Hall Level 2
  • New Vehicles: Tundra Rover, Tundrabug
  • New Techs: Next Gen Power Production, Crystalline Synthesis
  • New Premium Content: Monument of Heroes, Blue Residential Complex
Changes
  • A new Center Map option has been added for buildings, allowing you to select the new "center" location of the map.
  • There is a new build options screen on road tiles, with a slightly revamped upgrade flow. A similar experience might be coming for Structures too, if people like how the new one looks.
Notes
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.

The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.

In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.

Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.

One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.

So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
7y ago
I have a LIS ice map and I am now able to store over 1,000 Crystaline. I'm not sure what is storing it, but I can build the regolith mines so I can make ore now.

Just checked, the Regolith Furnace increases storage by 150 per building. If you can build those, that will help :)
7y ago
Regolith Furnaces also increase Crystalline storage. By 150 per furnace.

But I do agree Zolarg is still far easier, atleast there you've get unholy power spires before crystalline shortages are a real thing beyond replanting crystalline patches.
7y ago
You can make nice self-replenishing crystalline "farms"...
Layout like this.
R R R R R R R R R
R F C C W C C F R
R C C W C W C C R
R C W C C C W C R
R W C C C C C W R
R C W C C C W C R
R C C W C W C C R
R F C C W C C F R
R R R R R R R R R
where:
F = Regolith Furnace
C = Crystalinne
W = Wall
R = Road

The harvesters can freely get to the outside ones by the furnaces and some of the inside ones diagonally, but not all, your "seed" in the center will be safe.
They might sometimes glitch to inside the wall but if you go off screen a bit they'll come out again(without cleaning out your "seed"). Layout a few of theses for the harvesters to move between and crystalline won't be an issue anymore.
7y ago
Either that or add another power plant and other things that don't use wood. Instead of a power spire, we could make a sugar furnace, which would be an upgrade to the sugar burner, and it would be made out of obsidian and would burn sugar at a faster rate. In buildings that require wood, we can make a dark version of that building that replaces the wood requirement with obsidian.
6y ago
This planet type is basically a Mercury-type planet. A rocky planet with a rocky core instead of an iron one, and a very close proximity to the sun. The sun beats down on Mercury's surface, cooking the day side to extremely high temperatures. Mercury turns at 2 mph so you can imagine the days and nights to be extremely long and to have drastic differences. The nights are very cold, while the days are hot and radioactive enough to cook a man/insect/reptile in his skin. For the sake of simplicity though, I wouldn't worry about planetary rotation or temperature change from night to day times. Instead we will focus on the radiation exposure that the colonists will get, and challenge the player to find ways to reduce and eventually deflect radiation from areas that are highly populated or traversed.

New colonist stat: Rads: This stat affects the max health and energy of the colonist. As this stat climbs, their max health and energy falls. Eventually, if the exposure get's too much, their max health will become 0 and they will die instantly. I don't think that this is going to violate any fallout/bethesda copywrite/trademarks because this is on a different planet and doesn't involve nuclear warfare. Radiation exposure would only happen during daytime and would subside at night.

New building type: electromagnets: these buildings will reduce the rate at which colonists gain rads in a certain radius. As the player progresses, he can get better magnets with better reduction power and better radius's. In fact, the alien magnet would completely deflect all radiation in a very wide area. These buildings require tons of power and possibly artifacts for the alien one.

New building type: radiation treatment centers: these would use the latest technology to reduce colonists rad count. The first center should be added very early in the game since outside of the rover, new colonists arrivals would have no way to heal since the first magnet type would not be very powerful and they would still gain rads at a fast rate.

Lander: The lander provides impervious resistance toward radiation for colonists while they are inside of it, and it heals these colonists once they come back in at a very fast rate, faster than the most advanced radiation treatment facility actually. This would be to ensure that at least two people would survive if everyone else died of radiation poisoning. Just be sure not to give them big commute distances. This is also to give the lander another fundamental purpose so people don't destroy it.

New resource: Magnetite: An untradable resource that will be used to build magnets that reduce/deflect solar radiation from certain areas. Magnetite is not found on the surface in the form of nodes, the player must create temporary mines that allow them to collect it. This requires a new tech called "Solar Wind deflection theory." Eventually the player will get the core driller, which would provide a steady stream of magnetite as a side effect.

New vehicle: mag rovers: These guys are used to build magnetite mines and gather magnetite from them.

New Tech: Solar Wind deflection theory: unlocks the collection and use of magnetite to build electromagnets to reduce colonists exposure to solar radiation.

New Tech: Core conditioning: unlocks structures that are used to dig down to and change the makeup of the planet's core, specifically to molten iron so that it can generate a powerful and permanent magnetic field.

New Terraforming stats: Distance to core and core viscosity:Distance to core determines how far down the core driller has gone and how much distance it has before it can be upgraded to a core filler. The core viscosity stat determines the base rad exposure rate that a colonist would be subjected to if they were to be outside the range of all magnets on the map. As this stat lowers, the base rad exposure lowers, until eventually both equal 0 and the planet now has a working and permanent magnetic field.

New buildings: Core driller and core filler: These two core buildings will be responsible for drilling down to the core and filling it with molten iron so that the planet develops a powerfull magnetic field of it's own.

Core driller: Has a change to produce massive spurts of either ore, gold, alu, or ura at the end of each worker round and would provide a constant supply of magnetite. The deeper the driller digs(based on the distance to core stat), the better chance for better resources and better amounts of resources. Subtracts from the "distance to core" terraforming stat. There can be only one core driller on the field at a time.

Core filler: once the core driller has reduced the distance to core to zero feet, it can be upgraded to a core filler. This building consumes massive amounts of iron and uranium to both fill and heat the core. The core filler decreases the core viscosity stat. Once the stat reaches 0, radiation comes a thing of the past and the player can now work on planetary atmosphere if they haven't done so already. The core filler can only be obtained via upgrading the core driller, it cannot be built on it's own, thus it should not be added to the build menu.

Resources: This planet contains all of the resource nodes that are found on Red planet. The only new resource that would be added here, and untradable(since it wouldn't be needed elsewhere) is magnetite. There should be no added difficulty regarding resources or any more bottlenecks than usual besides maybe a bottleneck concerning magnetite. This will be a planet that either UE or LIS can colonize. Since there is no atmosphere, zolarg are out of the picture, and so are reptilians since their slaves don't have space suits yet.

----------------

Right now this is just a concept that I am sharing with everyone. I have no images to help my cause on this one as of yet, and I don't have much time for now to draw anything since drawing takes me hours to do that I don't have. If you like this idea, please vote on it or send us some pictures that could be put in the game if this idea is even partially used.


.
6y ago
i like this idea and what have said Time/aaAaa in this same idea
it can have solar erution all the week (if you play 50 hours you have a solar eruption who can break some path
but for the rad it can be in % or like this
power of electromagnets / population
it is (i think) more easy to programe
you can add road like this where people can walk less rad and bot drive at the top

can use only 1 magnet and some ore
Magnetic roads would be tricky though. The game doesn't have any tunnel or bridge tiles yet and I'm wondering how difficult it will be for bast to add them. I'm going to guess that it will be hard before you can only enter and exit tunnels and bridges from certain directions, while colonists can get on and off of a road in any direction. It would be interesting to see how bast accomplishes this feat. Maybe he might have them act like buildings that can be placed on a specific texture type, with entry squares only being on the ends instead of all the way around. like all other buildings. But at the same time, colonists can't walk through buildings, so he may have to figure something else out.
6y ago
Thanks Time and mars for voting on this. Just moving this back to the top where everyone can see it.
6y ago
sorry but i understand only the half of your last post
you want to i creat a new topic or delet my old or a other thing ?
I really like the gas giant idea. You should see my "blast furnace" idea of a planet like mercury that's constantly scorched by the sun, just like the pulsar idea that you have.

My idea of a gas giant would be building platforms and then placing buildings on them. I like your idea of sifting resources out of the atmosphere, pretty realistic if you ask me since gas giants pull in countless asteroids and chunks of stuff over millions of years that get's vaporized when it falls through the atmosphere. I would actually make the platforms consume h3 instead of power, which would be gathered from the atmosphere as well.

See, just like when you fill a balloon with lighter air and it floats, platforms can float with lighter air. If you were to build a giant sky city on top of countless giant balloons filled with regular earth atmosphere and drop it into a gas giant, it would only fall so far before it would float. Then by expanding or compressing that air in those balloons you can make the city rise or fall. So they would probably need h3 more than they would need power.

I like your other ideas about the base and the new resource. We just need to make sure that we keep new resources to a minimum. When Bast add a new planet, he usually only adds maybe one new resource, if that. Maybe once in a while he may add more than one, but usually it's just one new resource per new planet. If you can stick to that guideline, then your ideas will be more in line with what bast is planning for this game.
6y ago
Yep. And Ice world doesnt use solar. it uses regolith furnace for power.
6y ago
It seems once I finally switched to nuclear power, that after I removed all Regolith furnaces that my miners stopped working, even though crystals are required to get Regolith through building mines constantly (which I hate doing).

I believe the bug is that you require a Regolith Furnace in order to harvest crystal, even though you have a Raw Materials Depot placed and have plenty of storage.

I'm on the web app, in Firefox. I can't find the version number in game anywhere, but its whatever the current active version is.

I suspect the bug is an oversight, in forgetting to enable miners to drop crystal off at other locations other than Regolith Furnaces.
6y ago
Greeting again to everybody. Just in time for the weekend is yet another glorious update to My Colony, v0.61.0! There have been a handful of changes made in this release, so let's take a look at what I've done to your precious sweet space simulation game!

My Colony v0.61.0 Changelog

New Stuff
  • New Structures: Independence Hall Level 3, Obsidian Furnace, Larger Residential Complex, Gravitational Compression Warehouse, Galactic Fine Arts Exposition, Patricians Den, Obelisk of Plenty, Unholy Obsidian Burner
  • New Resource: Painting
  • New Premium Content: Statue of Admiral Tots, Caution Sign
  • Preliminary My Tokens Integration: Players who have created avatars using the My Tokens app will now see them appear in their game as tourists.
Changes
  • Queen and Obsidiobug can now be built at the Unholy Mound of Worship
  • Star Gate can now import/export Obsidian
  • Customs Processing can now import/export Alien Artifacts and Obsidian
  • Space Elevator can now import/export Plastic
  • Black Market Bazaar now has a chance to produce Paintings
  • Medium Range Star Gate can now import/export Obsidian, Pottery, Paintings, and Ant Paste
  • Added a new keyboard hotkey shortcut for flipping structures (f).
  • Added 'Build Another' button to the object options screen to 'clone' an existing building
  • Added a building count to each build option on the construction sidebar
  • The Cloning Facility and Luxury Tower can now be flipped
  • Added engine support for blinking lighting effects, blinking has been added to the Landing Pad lights
  • Storage Limits have been implemented for Ore and Regolith
  • Obsidiobug can now be built on all Insectoid worlds
  • The Unholy Core Mine now has a chance to produce Obsidian
  • Ancient Instructions trading added to the GBT
  • Switching an offline colony into online mode now comes with a steep resource penalty.
Notes

There were quite a few small changes in this release, a lot of them relating to Obsidian now becoming a resource used in construction. All civilizations now have a way to produce Obsidian to varying degrees.

I introduced a couple of small UI changes based on suggestions in the feedback forum that I think people are going to like, one adds a small counter to the build menu showing how many structures of each type are built (currently up to 99, I might expand that), and the other adds a "++" icon to the object options for structures allowing you to quickly queue up a certain building type for construction. They will be pretty self explanatory in game, but if you want more information, refer to the relevant threads here and here.

I started adding basic support for My Tokens in My Colony with this release. You can get detailed information in this thread, but as of right now, Tokens you create have a small random chance to show up in your game as tourists. The Tokens stuff will be optional, but will also be expanded quite a bit over the next couple of months for those who wish to use this additional social feature for the game. To create Token avatars for both My Colony and the forum, you can check out the in-development web app right now at this location: https://www.apewebapps.com/my-tokens/

This LIS finally received a long awaited upgrade to their capitol building, the Independence Hall Level 3. Because of the way the LIS government tree works, it is actually the equivalent of the United Earth's Capitol Level 5 in terms of trade capacity and policy unlocks. I plan on getting LIS up to par with United Earth in government structures probably next update.

Reptilians got a couple of new structures this time, along with the ability to build the already existing Water Pool, which just goes great with their lovely River Pebbles. The new Reptilian Galactic Fine Arts Exposition unlocks a new resource the luxury Painting. This will be used by all civilizations for luxury structures, once there are enough of them out there for trading. The paintings are also available to the LIS through the Black Market Bazaar. In addition to Paintings, the Galactic Fine Arts Exposition also brings tourism to the Reptilian worlds.

The humble Zolarg got a couple of new structures this time, one for producing Obsidian, and a long needed upgrade to the Money Pit, the Obelisk of Plenty, which is sort of their scaled back equivalent to the Humans' Investment Bank. I still have a lot of Zolarg content to add, but their graphics take longer to do so my motivation has been lower to work on them :-/

Next, you will notice that the storage caps for Ore and Regolith have finally been implemented. I announced this back in December, so there has really been plenty of time to prepare. These were the last two resources without storage caps, so it only made sense to turn on. To aid with this, there is a new storage building called the Gravitational Compression Warehouse, which stores up to 4 million of everything. Basically, one of these buildings (or two maybe) gives you enough storage to build anything in the game and then some, so I think there is plenty of storage available for those who need it.

On the more technical side, the Windows 10 version had quite a few fixes and upgrades this time, and now gains the ability for cross-platform offline LAN multiplayer that all of the other versions already had. Due to the changes though, the Windows Store version now requires at least the Anniversary Update to Windows 10. Now, this update came out like two years ago now, so pretty much everyone should have the Anniversary Update. If you don't though, be sure to get it so you can upgrade to the latest version of My Colony. Or just use the Ape Apps Launcher, which works on any Desktop platform.

Finally, the price of My Colony Premium has now been raised by $1. I announced this change back in January, and have finally implemented it. The game has a ton of content at this point with free online play, and honestly I think its a bigger game than many offerings on Steam which go for $10 minimum. It would be nice if the game could have no free version and just cost $4 straight up for everything, no ads. The ads are actually the source of many of the game crashes on mobile, but honestly I can't feed my family without them, so it is what it is :-/ But I do appreciate everybody who has paid for premium and helped make this game what it is today!

So that's it for this update. Hope you enjoyed, and there is a lot more to come, so stay tuned!
6y ago
whamburger is good, but I would have it decrease health by 1% for each visit as a downside. This would make more use of the hospitals and would also be realistic. $10 a visit is realistic and reasonable for the materials that it costs, I would say it could be a good mid-game money maker because you have the potential to make a lot of money from just one whamburgers, but not so much that it is op. I would make it available after 1 mil atmosphere.

For the artists loft, sounds like a good idea, but since the more resources added to the game, the lesser the quality and performance, I would just make the loft consume cloth, oil(for paint), and produce tons of money and entertainment. While paintings would be cool, they wouldn't have many uses in the game just yet, maybe later on. You could also add a gallery to your list of structures, which would consume paintings and produce money and entertain guests, or it could just cost a crap ton of paintings and then just provide entertainment and money. It would have an entertainment iq requirement though because only the intelligent would be able to appreciate the art.

Like some1 said above, there is already a diamond generator for humans, which was long awaited. However, magnets could have potential to be a useful resource. I was thinking about a mercury/blast furnace type planet where buildings need to be protected by magnetic field generators that repel solar radiation. Buildings would need to be placed under these shields in order to prevent them from rapidly deteriorating. These field generators would require magnets.

I don't want to push too hard on new planetary maps though, because bast has been focusing on straightening out all of the content that he already has in the game and filling gaps that made the game somewhat unplayable before. This is more important.
6y ago
You're playing on earth right? you need a place to deposit them. I used regolith furnace..
6y ago
SeducedKnight said:You can make nice self-replenishing crystalline "farms"...
Layout like this.
R R R R R R R R R
R F C C W C C F R
R C C W C W C C R
R C W C C C W C R
R W C C C C C W R
R C W C C C W C R
R C C W C W C C R
R F C C W C C F R
R R R R R R R R R
where:
F = Regolith Furnace
C = Crystalinne
W = Wall
R = Road

The harvesters can freely get to the outside ones by the furnaces and some of the inside ones diagonally, but not all, your "seed" in the center will be safe.
They might sometimes glitch to inside the wall but if you go off screen a bit they'll come out again(without cleaning out your "seed"). Layout a few of theses for the harvesters to move between and crystalline won't be an issue anymore.


I tried this and for some reason it did not work. The rovers would be stuck on trying to get the crystalline inside the walls...
6y ago
you need a regolith furnace, or a crystal-diamond reactor as a drop off point for crystals
look here for more info: https://www.my-colony.com/reference/general.html#Crystalline
5y ago
Thanks for the continued work on a fun game! One comment on the Research Converter...it needs some major balancing.

For Humans, the Research Converter is now the most efficient way to produce: Alien Relics, Ancient Instructions, Antanium, Bricks, Clay, Diamonds, Helium 3, Obsidian, Paintings, Plastic, Pottery, Sugar, Uranium, Wheels, Wood, and Wool.

This makes these buildings obsolete late game: Auntie Belle's Cupcake Factory, Antanium Synthesis Lab, Brick Factory, Ultra Deep Dig Site, Synthetic Diamond Laboratory, Small Helium Extractor, Obsidian Furnace, Hipster Lofts, Alien Plastic Factory, Pottery Works, Artificial Sweetener Factory, Alien Enrichment Facility, Wheel Factory, Tree Farm, and Sheep Farm.

I don't know if that was the intention. If it was intended to replace all those things, it needs to consume a much higher amount of research than it does now.
5y ago
Thank you! I solved it at least. Even if I have 70k storage for Crystalline I hadn't a single regolith furnace or something and the rover couldn't collect the Crystalline. Thank you, again!
5y ago
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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