Search - idle

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#idletokenquest #levelup #mytokens
5y ago
Here are some of the issues that I've noticed with reptilians while playing them. This is my first time playing them seriously and I've had to start over three times in the past two hours because I encounter major issues with the game. Let me know if I'm just not playing the game right. I use an Iphone xr and I always update to the latest version.

Is it just me, or is immigration supposed to stop on the reptilian's immigration/trading gate once housing is full? The gate will produce colonists as long as you leave it on, housing or not, and it starts when you gain access to water. On my last colony, I had just started out and I was being pummeled with 400+ colonists.

Also, I see no education in sight while playing reptilians. They get so mad and sensitive about education, but there's none there, so any colony that starts with this race is doomed to be forever unhappy.

I also noticed that there are no techs for this race, so I'll chalk it up to the fact that reptilians are still undergoing construction.

Finally, for the most important issue.this is an issue that affects all races, but when we press import or export and the list of resources to export/import is shown, can you make it so that the screen sticks on the last resource you sold or bought so you don't have to scroll down the entire list each time you buy or sell a measely 100 resources? why must it be so tedious? My colony isn't about being tedious, it's about micromanagement. Granted, sometimes it is tedious, and a little bit of tediousness never hurt anyone, but when it get's to the point where you're pressing the same area on the screen over and over again in rapid succession for multiple minutes, that's too much. Pressing two buttons over and over again until your fingers hurt isn't micromanagement, it's idle tapping, something that bast has always said he didn't want to have in the game. If you want to make it so that there are limits and micromanagement involved in exporting/importing on certain buildings, then do it by some other method, not by turning my colony into an idle tapper because you need 10k ore and you can only buy 100 at a time.

Here is a viable solution to the problem above with the exporting/importing:

What if you had the ability to assign each import/export building to an import resource and an export resource. Building multiple of these buildings would allow you to import/export multiple resources at once, but each building would only import/export 100 units(or higher for more advanced buildings) every worker round. After a certain amount of time, the contract will expire and you must renew it in order to start receiving resources again. However, you must pay the transaction costs up front, and if you for some reason need to stop the exports/imports from happening, doing so will cancel the contract, and you'll have to start another contract and repay the transaction fee again. This will allow you to create and micromanage several trade buildings at once, which would still be a challenge because you'd have to keep coming back and checking to see if a contract expired on each building, and you could have the more simpler buildings have shorter contracts, while more advanced buildings get longer contracts, and you could keep count via the worker rounds.

Now for the reptilians basic immigration/trade gate. I feel like it's hard enough to build one of these at the start of the game as is and so it should be able to be assigned to two exports and two imports at once. However, this is a special case only because reptilians need that import/export feature to survive. The humans stargate could also have more assignments as well being that it's pretty expensive. Bast can shape this idea to his liking, but the most important thing to keep in mind in my opinion is that repetition is not the same as micromanagement. Micromanagement requires thought and strategy, repetition only requires hand motion, and is no different than idle tapping.

Let me end by saying that I know that some people aren't going to like this ideas because it means that they can't just spam import/export millions of resource in the end of the game. However, to them I say this: If you can just spam export/import millions of resources in end-game via the stargate or some other means, is that really a challenge? No, it's still the same idle tapping that you have in early-game, except now it's overpowered when it used to be too weak. This feature lacks balance and therefore must be fixed to restore balance to the game. After all, my colony is all about micromanagement, so why not switch this idle tapping method out with a method that actually requires thought and strategy. That way, from early to end game, strategy and at least some measure of micromanagement will be required in exporting/importing.
5y ago
Hello,

The standard way of finding idle bots and workers is left clicking on the bot icon, between the bulldozer and changing the transparency of buildings, which cycles through all idle units randomly.

This idea would be to introduce a right click option on the icon so you can see the total number of idle bots of each type. The list which this brings up would allow you to left click a unit on the list and would select all of the idle units of that type.

Let me know what you think
5y ago
First, i really don't care what you can believe or not, isn't really a my problem.

You should read all bast post (at least the topic opened by him), because you miss several info, and you won't listen other player...

You use a bad setup for the city, from what i can see you don't have the correct % for the utility... You don't even try to distribute houses evenly, based on the number of workers required.

Every 20-30s the game will check the map and change, so.. if you don't have the correct %, some houses will use the utility first, and other won't have any utility slots free.. This is not a bug. Is a bad map setup.

Even before the 1.0.0, keeping idle the game for long time, in city with pop, was a very bad idea. But in general idle the game without a correct setup, it's always been a bad idea, because the game in self isn't structured to be a idle game.

And in particular the update after the 1.0.0, make region game style very OP, and normal map problematic, but i have already communique the problem from the Beta, long time ago. And now.. the situation is very different, less problematic from the beta.

So.. in region map is very to handle the pop problem, just idle in a map without pop, isn't very hard to understood.


You can play the game like you wish, i won't give any "order", you can do whatever you want, its a your choice.
But.. if you use an not optimal setup, don't blame the game.
4y ago
The problem solved itself but I wanted to report this anyway. Maybe it's useful information for @bastecklein.

So my colony is pretty big, about 900k colonists on 460×460. I'm playing on the web version and haven't had any performance issues so far. Anyway, yesterday I left the game idle to finish building some 800 aluminum generators and 200 ultra deep dig sites, like I did many times before. After an hour or so I came back to check if everything was in order.

Except it wasn't. The game freezed every 2 seconds for about 1 second. Rovers had finished building the aluminum generators but had not yet started with the dig sites. They were stuck on "Moving" but did not move a tile. I selected all bots and instructed them to move to the dig sites. They lagged their way there and started building, slowly. I suspected the bug might have something to do with the construction sites or a path finding issue. So I just let the game idle for another 2+ hours to finish building.
When every building was finished and all bots were idle again, the lag and freezes stopped completely. Performance as good as ever, but I have no idea.
7y ago
I suppose my return to both of your replies is this.

The game doesn't run in the background. I only runs when you have it open. You would still have to be watching the game to have it even function. By that definition, I don't really call it an idle game. To me an idle game is one I can leave closed for a week and come back to do a few clicks and then close it again. You already have to leave the game open and run for a few hours at times as it is late game for your aluminum generators and the like to build up resources, so if you're saying doing that makes it an idle game, then it's already there.

As for the factories and buildings that automate resources, you can't always build those on every planet. Or you're not at the point where you can yet, and the automation becomes something useful early on and then less used later. There are already several structures that are essential early on and then get replaced by better or more convenient ones late game, so I feel it wouldn't be an issue.
7y ago
I am putting together a little game to go along with the My Tokens app, that let's you gain gold and loot by running your little Token characters through a basic RPG type game. Beta link:

https://www.apewebapps.com/idle-token-quest/

The basic concept is that your Tokens will run Idle through an RPG world fighting monsters at a cetrain speed, gaining you money. You can upgrade their weapon, boots, and amultet, all of which help you in different ways. Weapon makes them kill enemies faster, boots make them run through the levels faster, and amulet increases random money drops.

Anyway, It's just a quick little concept game I started putting together yesterday. I plan on building it out over the next couple of weeks and then releasing it to all platforms. So if you have some Token characters created on your account, go ahead and give it a try!
5y ago
H3110 guys!


Space is borderless. There can be infinite possibilities in the space - From aliens to supernatural discoveries. So here I will introduce the idea of mine.
BTW, apart from reading mine, you can read the post also regarding the same stuff by @Ansom - https://www.ape-apps.com/viewpage.php?p=33870 , we both share the same concept.

New Technologies!
  • Advanced Astronomy
    Learn about the outside world around your little planet, as well how to explore it.
    A technology that requires Low Gravity Oil Production, Nuclear Physics and Basic Education.
  • Outer Galaxy Astronomy
    Learn how to build long range starships that will bring you beyond the borders of the galaxy.
    This tech requires Faster Than Light Travel and Superfuels.
  • Superfuels
    Learn how to produce fuels that is sustainable and super strong that allows starships hyperjump to the borders of galaxy in just a few seconds!

UNLOCKING SPACE MISSIONS
Advanced Astronomy is necessary for accessing to the space exploration, which unlocks the Agency of Extraterrestrial Exploration (AEE) (human), Space Command (insectnoids), or Expandition Department (Alpha Dracos). They are highest command centres for all kinds of space missions, and only this kind of buildings can launch a space mission - and unlock the space mission interface.

HIRING ASTRONAUTS
This is the comnon sense - In outer space the surroundings can be dangerous. You might need very skillful and smart mission crews in order to accompaish the missions safely - so here I’ll introduce two buildings - Astronaut Barracks and Astronaut Academy.
The Astronaut Academy will train your colonists to qualify the requirements to be an astronaut.
Qualified colonists can be hired in this special building - Astronaut Barracks. When they are hired here, their status will show Astronaut (idle), which means they are available for space mission.
One Astronaut Barracks hires at most 20 astronauts.

SPACECRAFTS CONSTRUCTION
Because I planned it is available at the early mid stage, there is a need for a spacecraft construction facility other than the late-to-endgame stuff starships - Space Dock.
This is simply a shipyard that does not produce high tech starships, but it can build various early-to-mid-stage cheapy spacecrafts such as Shuttles and Space Probes.
Of course, I have some samples for the spacecrafts.
  • Small Classic Shuttle
    A small shuttle capable of performing small scale space missions near the planet.
    Durability : 10
    Crew : 5
    Storage Cap. : 100k
    Fuel : Oil, 500 per 100 km
    Fuel Tank Cap. : 2500
    Mining Power : 1
    Velocity : 3 mins/grid
  • Short range scout probe
    A small space probe specialized for scouting the surrounding regions.
    Durability : 6
    Crew : 0
    Fuel : Oil, 50 per 100 km
    Fuel Tank Cap. : 200
    Velocity : 0.5 min/grid
    Exploration time is shortened by 50%.
So what does the stats mean?
Durability means how long it can be used, counted by missions (i.e, single two way trips). Once the usage life has ended, those spacecrafts will require repairs that costs around 30~50% of their building price.
Crews means number of astronauts required to operate the spacecraft.
Storage Cap means how many booties, at most, can the spacecraft bring back.
Fuel shows the fuel type and consumption rate of it over distance.
Fuel tank cap determines how far the spacecraft can travel at most.
Velocity shows how fast the spacecraft can travel over a grid.
Mining power determines the type of resources that the spacecraft can extract.
Creating spacecrafts costs a-lot, so you are suggested to have high production rate of resources, especially microchips, steel and oil in order to launch more space missions.

MISSIONS
Once you have idle team, idle spacecrafts, here you can start the missions!
Missions takes time. During missions using manned spacecrafts, you have to pre-supply the food and water just enough for the entire mission. Astronauts' status also shows Astronaut (on mission), at this status, they will not appear in the colony and consumes nothing. Their happiness and energy remains unchanged until they come back.
After a successful mission or combat retreat, they requires some rest and are not available for missions until they are 100%-prepared (100% energy, >80% health, >40% happiness).
Also, here are types of missions you can perform:
  • Exploration
    Always the first mission you perform. This reveals new regions in starmap.
  • Harvesting
    Some spacemap grids have asteroid belts, space scrap, planets, e.t.c, that allows you to harvest resources from them. May yield different resources.
  • Outpost construction
    If you wish to establish external supply lines for your colony, building outposts on resourceful locations can be a choice. Once a outpost is established the outpost will begin supply your colony with resources, with very minor resource consumption (depends on how far away the outpost is) than sending spacecrafts for one-time harvest, however the astronaut team that establishes the outpost will be gone forever and station at the outpost permanently.
    Outpost don't require any management, but you can upgrade them through the mission just below this.
  • Outpost Expansion
    This mission upgrades your outpost to output more resources, but will not have your team gone.
  • Combat
    Sometimes you may encounter pirate camps or spacebeast hives on the starmap and your spacecraft may get robbed or even taken down by these hostile things if your route is close to them, giving disturbance on exploration; and outpost supply and trade routes is also debuffed when these routes are too close too. In this case you may send astronauts or combat probes or even a fleet to clean them up. May cause death, death reports will be reported when the team/fleet returned.
  • Diplomatic
    Sometimes there are city state planets or space stations in the starmap. You can make friends with them, or bring them under your rule, or destroy it for tons of booties. Improve relations with them can help, because they can offer cheaper trades and they may even supply resources to your colony when they are asked to, everything depends on your prestige and reputation. Diplomatic missions helps you to increase your regional reputation.

ROUTES
Though they aren't part of the missions but missions helps build them up. Supply lines are established by outposts and runs all the time. Trade routes are established by city state planets and space stations (if they accepts your trade, they can cancel your trade route if you are hostile towards them). Spacecrafts also travels faster on these routes by 50%.
If you have a GBT built you'll have a International Trade Route on the starmap. Outposts near it will be benefited and they will generate more money to your colony.
All routes except the international trade lines has to be maintained transport vessels such as unmanned cargo conveys (very cheap and basic one) and galactic freight carriers.
Thanks @GeneralWadaling , actually it might be too much for a standard idle game, but I think MBE2 can be more than just your typical idle game. I do plan to continue updating this one because I think the engine has serious potential. I kind of wanted to do for the mobile idle game what My Colony did for the mobile builder game, make one that is a bit more advanced without the constant IAPs.
3y ago
@bastecklein can you add just a little logic? if i have 10 factories, and i want to build 10 bots, then it does not need to queue at all.

i have 20 factories, and i just want to build 10 but it's making a queue on some factories instead.

so the logic for the engine is to look for any idle factory first. if there is any idle factory, then that factory should build the bot right away, otherwise we can start the queue.

thanks
7y ago
Amorphus said:I agree with Ottoich, the alu, uranium, artifact and microchip bottleneck is an important part of the game because it's where most of the difficulty in the game lies. Once you pass that stage, you'll have plenty of everything and you will be able to build much bigger things. It just takes ALOT of time to build up the resources to build the structures you need to produce tons of each resource. No matter what way you look at it, if you can't get a huge supply of each resource from gbt or your cw leader, your colony will have to be running for as much as an entire day to build up enough of each resource to pass the bottleneck.

There are many style of play and this seems to force players to group with others to survive. What if someone prefers to play solo? The current situation do not allow solo play. You need feeder colonies to generate enough money or resources to transfer if you happen to play on a map with not much valuable resource. The trade imbalance skews the global commodity prices when you need to transfer money about.
The gameplay should at least allow people to play solo if that is their choice

Currently the game progression is disjointed with sudden steep hurdles here and there. There should be a gradual progression in terms of resources or technology. Being in beta I expected the imbalance here and there as I know there are many changes.

My advice to you is to run the game for an hour or two by itself with autosave turned off in case you come back to a dead colony. While waiting, you could do things around the house, eat, watch TV, or play another game. If your colony is still alive when you come back, you will have a good amount of alu, chips, gold, arts, and ura built up that you can use to build a bunch of things. If it is dead, you can just start from your last save, which would be when you left it alone.

Even if you only have 1 or 2 alum gens or dig sites, what they make will store up over that hour or two and you'll have a good amount. Then take those resources and build more alu gens, dig sites, alien chip factories, and ura enrichment plants. Keep doing this until you get past the bottleneck. You want to build at least enough to get 1,000 alu every 15 seconds, which would take slightly more than 800 gens. It seems like a lot now, but if you follow my advice and leave the game idle for a time(make sure your colony is stabilized food, entertainment, and water wise), you won't be wasting time adding a building or two every 5-10 minutes as you sit there and stare at the resource indicators bored out of your mind. Use that time for something productive while you wait. By the way, some people have an upwards of 5-10k alu gens, you just have to be patient and stick it out until you get a really good production going.


Thanks for the advice but this kinda makes it an idle game to get around the limitation and I don't suppose that was the original intention. On the PC you can run multiple games if your rig is powerful enough. I've played my share of AAA titles and player interaction is crucial to hold players engaged. The bottleneck I think is a temporary fix to hold players back from being at the end game stage with nothing to do. Maybe it is just me but having 1600 gens is kinda ridiculous as it becomes a spam fest in the end. There should be at least some tech advance that increases yield at the end to keep the game balance. I remembered playing SC2k I was glued to it hours on end and this game should be something similar in a diff setting.

I would have preferred the game locks the hard and brutal game option until a new player has at least played the easy map with tutorial built in and familiarized with the game mechanic. My first game I chose LIS and the options available were hard, hard and brutal I think. Unless the target audience is very niche, most casual gamers would be floundering and giving up.
7y ago
A system where you can select certain resources to be rebuilt when they run dry.

Example, Ice world LIS: Regolith mines. Same cost, just set it so when they run out and poof, your now idle rovers rebuild them and start mining again.

Maybe an extra option to tell rovers to automatically harvest if they can, or to remain idle.

It would go the same for gold and ore mines on other planets and races.

Thoughts?
7y ago
well this will be the third time i let this colony all die .
Because i spent 200 million tring to fix it the first two times .
all that did was make them all stop working as they got rich .
But I never had it this bad you can idle for as long as you want it does not change from 100 % untill after you do something in the game .In this case somehow over 500 colonists just up and disapired when I gifted a sub .
That was all just sending a gift started t this time . Last wto tiems i had a stable amount of colonists for hours at 100 % and when I added more jobs and colonists from 500 to 1100 at once with the tall house taht started the downward spirial .

It is no longer possible to keep a colony stable unless all you do is idle it .
I am now letting all new colonists in and rating will be at 100 % bet it stays if all i do is run the game and add nothing .
6y ago
Just an idea i just had. What if instead of having rovers have parking spots, you could build a garage building for them where they would return if they were idle, and then you click on the building and you can see all the rovers on the right hand side menu (type, quantity, etc), that way we could easily see all our stuff and can assign them to harvest or build or whatever easier instead of trying to find an idle bot with the button in the top right or having to constantly move parking spots.

(I'm only about halfway through the game, so if there is anything like this already, sorry, ignore me. Also, I usually use human bases, so a rover garage is an example, I guess you could also do it for the other things too)
6y ago
These are some ideas that I have for the regions feature. I have not played the game and experimented with regions, i just now saw the comments for updates 70-72 and I'm excited that this feature was added. I can't wait to get these ideas out so that maybe I could possibly help improve the feature. I'm assuming that all of the resources produced by every map pool together and can be used to improve any map, but I could be wrong and each map has it's own resources and you have to trade between maps to transer resources.

1.) Regional contribution to atmosphere level - This idea is obvious and would probably be implemented without me saying anything. Each region should be able to produce atmosphere that contributes to the atmosphere of the planet as a whole, just like how bast mentioned that each region would contribute to the same research and civics pool. However, if this feature is to be implemented, I recommend a nerf of all terraforming structures... or a raising of the total atmosphere needed for the planet to be earthlike. The point to terraforming is that it is supposed to be a lengthy process, and it would encourage the player to frequently switch between many maps in order to build them all up to contribute to the atmosphere level.

2.)biomes - This may be hard to implement, but wold give the map a varying texture to it, and would give some regions different strengths and weaknesses over other regions. You could base the biomes on each region, but that may look too rigid and blocky for you. Instead, you could use procedural generation to make more natural looking biomes on the global map that look much more appealing to the eyes and would transform in their own ways as the planet is terraformed. The different biomes would cross between regions using this method as well.

An example of multiple biomes would be like having different bodies of water criss-crossing the map, having snowy, dessert, and jungle areas in different parts. Crystalline could come naturally with snowy areas, trees with forest areas, and sugarcane and mutant trees with jungle areas. This also opens up the way for more resources to be added, like sand, glass, glassware, cacti, potted plants (cacti+pottery), snow, and snow globes(snow + glass). For planets with no atmosphere, ice bodies or dry lake-bed could be used to represent where water will form after a certain atmosphere level. The player could build structures on the ice/lake bed, but these buildings would be destroyed if they happen to be there when the atmosphere allows water to form in those areas.

3.) estimated production in non-active maps - this one might help with performance. Instead of having all maps producing and keeping track of all of the colonists and jobs and needs when you are in any map or on the display screen, I would use the following method:

Upon exiting a map, have the game take the most recent production and consumption rates. Then after the player creates cities in multiple maps, have the game add the production and consumption rates of all of the inactive maps together the make a total production and consumption rate for each resource. Add these rates onto the active colonies rates and you will have a grand total for the entire planet. Of course, this rate will change whenever you switch maps, but you are only dealing with one or two formulas per resource in order to keep production going instead of thousands of worker rounds in each map going on at the same time, and you are only dealing with one map producing and changing in real time instead of all of them being in realtime.

This method cuts out all of the updates regarding unemployment, individual colonist actions and stats, population changes, and possibly other functions that happen in an active map. The active map would be the only map keeping track of these stats among it's colonists. Yes, while the production and consumption rates of each inactive map will stay the same as long as they remain inactive, I think that the trade-off is worth it, even if it does represent a small compromise in keeping the game a non-idle game. This would also allow for more resources to be implemented into the game and individual maps could get more developed and densely populated without negatively impacting performance.

In fact, it doesn't have to be a compromise at all if you reduce the production of the inactive maps by a certain percentage. I would also pause the game altogether when viewing the global map, or players could just let it idle at the global map and collect resources without the risk of any of their maps starving to death. On that note, if you run out of food or water, you could have it take 1% off of the overall health of each inactive map's population(which should take off 1% of each individual colonist's health open opening that map) and cause individual health loss in real time in the active colony.

This method would also allow you to increase the size of global map grids exponentially, allowing for more regions/maps to be available to the player to build in. And overall it may even improve the android problem that you are having.

4. individual region naming - this will further help you to keep track of which region is which, even though you can tell which is which by looking at the map. I just think that each region should be able to have it's own name.

5. Being able to transfer rovers/workers from one region to another - you mentioned this one in update 70, so I know that you aim to implement this one. I'm just adding my twist to it. I don't think that rovers should have to smoothly pass from region to region. I think you should be able to select a region and have a listing of what rovers it has and how many of each type. Then, you should be able to specify an amount for each rover type to transfer and specify a destination region. I think it would be too overpowered for rovers/workers to be able to smoothly pass to another region to collect resources and then come back, and I think it would be detrimental to game performance. The player should have to deal with the resources that they have in the map during real time. If they run out of an important resource, such as regolith, they can just start on another region/map, harvest the regolith from there, and then return to the map they were working on, assuming that all of the resources from every map are pooled.

I don't think that colonists should be able to leave the map at will either. i think that at most, if at all, the player should be able to transfer unemployed or homeless colonists to another region to supply workers where needed, but I don't think that colonists should smoothly be able to walk between regions. I think if a colonist wants to leave the map, they could maybe be transerred automatically to the mother colony or to another region, but not by just walking across the border. I think that the player should have to provide adequate housing, entertainment, healthcare, and education in each map for the buildings in that map. I do like the idea of having a map solely for food production that provides all of the food needs for the entire planet, and a water map that does the same, so those resources could be poured into a global resource pool that any region can pull from.

But those are my ideas. let me know if you agree with me or not. Hopefully bast can use these to make a beter system for regions that uses even less performance than it does now. Sorry for the longest post in history.
6y ago
In that case have you tried the button at the bottom of the screen in the middle? You dont have to select anything since its always in the screen
I can only explain (for now) why the rover stay idle, if the ore stock are full(and it is full for you rn) the rover will stop harvesting and you will get the warning to build more stock, until now when you tap on the rover they worked right, have you tried to build anything before they stay idle? It will also help me to understand your problem better
5y ago
Never mind, I messed with the engine settings, moving them back and forth, and the problem seems to have corrected itself. Guess it was maybe a memory issue.

However, a new issue has come up for Zolarg. It stems from building/harvesting at the same time. For all other civs, when you are harvesting a resource, and then you build something that only that vehicle can build (the ore, reg, or gold mines for example), they will stop harvesting and go build it/them--unless you have some idle units. Then, the ones harvesting keep harvesting. Not so with the buggies. If I build more than a single building, regardless if other bugs can build it or not, *every* bug that can build it will. Then sit idle until you tell it to go harvest again. Not so big a deal mid/late game with new auto generating structures (labor camp, unholy mine), just before that, when you are planting/building for mining/harvesting is it an issue. I don't know if it is meant to be this way, since they are organic living beings verses mechanical rovers, or not. If they are doing this to reflect they are living, okay then never mind. If they are however supposed to be more like the rovers/bots.... I don't recall this happening before the grouping of units update. It may just be down to the age of my devices (1 x Android 5--2 yrs old, & 1 x Android 7--9 months old), and the way they handle memory.

Once again, thank you for a great game.
colbya said:Nice as i see 3 hours running all that is colonists influx and building time all of it .


No, build a city take some minutes, is pretty fast to build 144 adv shipyard with 10-15k turbo drone. Most of the time i don't touch anything.

colbya said:and yep I can do that my self so what is your point ?


you have ask to do a similar test, you don't remember?

colbya said:as for 5 million in one city lord you must have a NASA super computer lol .


No, this is the 1.0.0 big change, colonists/worker don't take much computer power anymore.

colbya said:Now let THAT city fill STOP building and let it just RUN in city 3 hours .


Like i have already said, this is my modus operandi. Build everything, and wait until the GDP stop growing. I don't touch the game meanwhile, i don't build house all the time...

colbya said:FACT stats go up During BUILDING so it is quite easy to get a tempery 95 % rating and it WILL stay stable as LONG as you Build and add more housing .


Nop, only if you use a bad setup.

colbya said:The effects dont cause a problem until you idle the game in city . and fact is you want FULL income from resources Idling IN city or a single city you MUST do .
You sure are not getting 6 billion ore in 3 hours lol .


Again, all aging part, approval rating.. regard colonists, if the city don't have colonists, you won't have any change, don't matter if you idle for 5min or 5 weeks.

colbya said:you dont show how many colonist the city has .


Around 19-20k, now i'm making new adv shipyards map.

colbya said:But lets say there are 300 k you will have 30 k babies a hour lol .
really come on FACT babies FACT 30 k homes that DONT excist Fact now you have 30 k homeless .


Nop, few weeks ago i have create a new inv bank map, total pop around 600k, 5k total birth (and 5k death) in 4h game play. pls use real number and not number from your imagination.

colbya said:PS FACT once stats drop its darn near impossible to get them backup .


You have done it? Or is just a hypotheses?
Because i have done an hard test in my beta map, for test the aging population. After few day all building have stop functioning ( pop was to young or to old, 90% was to old for work, very few baby). Solution? i have deported all, and start again. the map was full operation in few hours. And was before the aging final tuning.

colbya said:Besides FACT for some reason Homes will randomly show zero stats THIS IS A KNOWN BUG i posted .


You have only posted 2 random screenshot. You don't have posted any real info regard the houses stats, you don't even have posted a screenshot about the houses stats. I only see 2 maps with a bad setup.

Can appen if you place 2 or more houses and you don't place the utility at the right distance. An house can use the utility placed for an other houses, and the other houses won't have anymore utility with free slots. Isn't a bug, can be easy solved with a correct city setup.

colbya said:still enjoy the game and think bast is a cool guy and think the game is fairly priced and bast is honest .


For a 4-5$? yes, the price seems honest. And for a one-man-army, is a tremendous guy... :P
You should try a game, when the devs offend players and delete any post/topic with some critics.

colbya said:this is not ment to be a rant its ment to a point of how the effects mess up game play Bast knows all of this already its been posted already before i made this post .


No, is a post from someone still don't understood the 1.0.0 changes, and how the game work now.

The game Is perfect? Of course no. Have some bug? yes, but on pc side nothing to ugly (i don't play on mobile).

colbya said:I am just a old school programmer and wont link my stuff here and Bugs well bug me lol


You know what a bug is? when something should do A, and sometime will do B, or C, or LKHJOLJDLKFJD and crash. If something should do A, and do A, isn't a bug, but i you don't like A, is a bad implementation.

In this day, on the last version (1.3.0), most "problem" aren't bug, but bad/primitive implementation. For example, now for having a map with all building 100% worker, we need to have at least 15-20% more pop, for cover the hole all the time. Is a bug? of course no.

If you wanna try some bug, try to do a draconian lava world...

4y ago
accutly NOW the MY colony window MUST BE the Main window You can over lap another window OVER it But the new window MUST be smaller Or my colony will not idle .
Umm so no matter what you can still see a small amount of teh my colony window if both the my colony window and new window are FULL windows the new window will be main window and my colony will not idle .
LIKE SO
4y ago
OK, but I have a couple questions. how do I get my token onto idle token quest? and how do I save in idle token quest?
My Colony 2 has just been updated to v0.32.0 and the patch should be hitting all platforms over the next few days. New content and engine improvements are in store, so let's take a look at what is new!


The primary focus on this update has been performance optimizations. As many MC2 worlds are starting to get quite large, this has taken it's toll on game server performance. Since My Colony 2 is broken up into separate game client and server threads, it is sometimes hard to tell that your game server is lagging out, but the easiest way to tell if your game server is lagging behind is to watch your rovers. If they are suddenly moving very slow, it means your game server is falling behind.

A lot of time and work was done on engine optimization in this release, and I hope that some of the players with larger worlds are able to notice a difference. There was so much technical work done to the engine in this update that I will not bore you with the details, but there are two changes that are worth noting because they may become noticeable to players.

Firstly, the synthetic crystalline deposit now has a maximum life of 2 hours (real life hours, roughly not exact). After a deposit has been around for two hours, it will be removed from the game. This should finally put an end to the massive out of control crystalline fields that have cropped up in several game worlds.

Finally, harvesters that have been idle for a very long time and whose owners have not been online in a very long time will be removed from the game. Sometimes a player will join your world and create a lot of harvesting bases and then not log in again for a very long time. Eventually those bases clean out all nearby resources, but the game still has to process and account for all of the idle harvesters that are littering the world. These harvesters will now die eventually.

Again, a ton of other engine changes were made, but these are the ones that players may notice and think "what happened to my crystalline field" so I wanted to point them out.

I also fixed an issue where the game was generating way too many colonist units, especially if the player had a large residential building. In some instances there would be several thousand colonists walking around the screen at a time, all doing expensive collision detection. This should now be resolved.

Finally, I added a few new structures that were submitted by the community. From @SPARKY0303 we have the new Large Charcoal Factory, and Plastic Tree and the Dead Plastic Tree, and from @spamdude we have the Ether Well and the Medium Ether Tank.

The next MC2 update will probably be another big content dump like the one prior to this, unless I determine that more engine improvements are warranted. Let me know if this update solves some of your performance issues, and as always thank you for playing MC2, thank you to all who submit structure models to the game, and stay tuned for more!

https://www.apewebapps.com/my-colony-2/

#mycolony2
1y ago
the easiest way is to set the first rover that appears when you click on "find idle" to park next to the GBT, the second one next to the Capitol....
7y ago
When i upgrade with my resarch, i dont get all the buildings i should. When i set the buildingbots to task, they just stand there, idle. Same goes for people. People standing like statues in the streets, not moving. I have no idea what is going on, but as of now, the game is unplayable. Please help.
7y ago
Crystalline can only be found on Ice Worlds which only LIS and Zolarg factions can be on. The world is also really tough aswell, resulting in micro-managing, or aka: Treating the game as an Idle game, only building one mound, enough water and food production ot cover it, and then one of every resource producer. Then you wait until you get to reneable ore/gold.

Crystalline can only be mined through natural deposits, or placing synthetic crystalline, but I think it should be more like a Synthetic Crystalline farm.

Or the patches you can place can regenerate as well as grow. Think Tiberium. If you could place a patch and the synthetic variety could regen, and do so up to a higher maximum than you can ever get by merely building it initially, say... it could regen slowly up to 2000 units of crystalline per patch, that would actually be really good, since as Zolarg, it's your ONLY source of sugar materials. Because nobody sells any on the market, and nothing lets you artificially buy it as Zolarg as well. Even if you could, it likely would be under quantities of 5K, which is more or less insignificant to be under it for artificial purchases of highly needed resources.

Zolarg has the Ore Enrichment facility, they could have the Crystalline Pit, which is about 3x3 but produces crystalline at the cost of rum, since based on material costs, it seems Crystalline uses alcohol as a growth catalyst.
Here's some ballpark cost numbers.

2000 Rum
500 Crystalline
1000 civics
400 antanium
10-20 Worker (dunno a good number, probly even 30?)
3x3, or 4x4.

Then the LIS have the Regolith Compactor to produce Ore, and then the next level of it (dunno, haven't played LIS since two patches ago) so let's have a Crystalline Synthesis lab. That could work as the United Earth's version, maybe just a Crystalline Farm? Unsure. Not too aware of the LIS naming and structure design scheme. Could just be a Crystalline factory.

It would probly cost some of every resource up to that point, I'm unsure where Crystalline is used in the LIS tech tree. IF anything though, it would probly be a large building as IMO, the Zolarg are alot better at turning things into metals that realistically make no sense, but are alot more simple as a result as well. Since the Zolarg are able to digest Crystalline into Sugar, and turn ore into a compound that jsut makes food way more beneficial.

Maybe there'll be an Antuara-using unholy structure that'd create artiifical Crystalline from atmosphere or some other really unused resource? Then again, such a building could probly just turn copious amounts of energy into Crystalline, after all, Unholy Power Spires make so much energy, that if you do it right for energy management (Aka using Money Pits intsead of Elder Mounds, which Money pits do more, and WAY better too), you barely need any. Like... a Huge-sized colony probly only need about 50 of the things at absolute maximum. A small Colony can easily get by with 10 if every square is used up.
7y ago
Apparently ICE WORLD START BE VERY VERY SLOW ON FACEBOOK VERSION 0.44 FROM TODAY 17 sept MORNING (GMT+1).

I tried to restart browser, pc, clear cache and remove some bots, crystal spread things from game, but nothing change...

I leave the pc in idle this night and found game stuck.

I tried to open other save games with other world types and they works fine...

If you need save file to check,tell me

Regards, Antonio
7y ago
I have a few ideas about builder bots (of any type).

1. A toggle (in engine settings maybe) to choose from one of two behaviors for builders: one where all bots of that type focus on the building that's closest to being done and one where they spread out so that each bot is building it's own thing. In some cases I've found I prefer one way or the other so it would be nice to be able to command the bots.

2. I notice many times where I am attempting to manually force bots into one or the other of the two modes described above that they don't listen. I click the bot and tell it to move to X building but it goes there and builds Y building instead (a neighbor). This happens with large buildings while zoomed in so I know for sure I'm clicking the right one. Example: I may have told all my dig sites to upgrade but they all need artifacts to do so (and I don't have enough). I want all bots to finish one site first before moving to the next one. So I click each one and click the site I want to start with so that the artifacts I do have all go to that one building and get it done instead of having ten that are almost done and having to wait.

3. The ability to summon all bots of a certain type to a tile. Or all idle bots. Example: I've got a bunch of buildings in process but suddenly want them to all stop and build something else right away.
7y ago
I am running Win 10 build v0.45.0

I have a problem where I recently built some alumibugs, but cannot get them to Harvest. I have created several and they all have the same problem. They will go to a deposit, but do nothing and report idle.


7y ago
My colony isn't meant to be used as an idle game. Hence, you shouldn't have it open in the background anyway. If something goes horribly wrong to your colony (they all starve to death) while you have it in the background and then it auto saved while in the background, then your colony would be screwed and you would regret asking bast to make my colony autosave while in the background. It's best just to always remember to save and close the app when you aren't using it to avoid any unneeded complications.

Or, if you need to put the phone down to go do something for a few seconds, you could just leave the app open and it will continue to simulate the colony and make autosaves. But enabling it to autosave in the background is dangerous stuff.
7y ago
1. the biggest colony has 6m population
2.spare your aluminium till you have the generator
3. build a mass driver
4,5. banks are faster.
6 ->3
7. this isn't a idle gane
7y ago
can't play this bugbox anymore(
i gave this game too many chances, but everytime i get protesting, dying and stucked between buildings people, idle factories (unknown reason) with !crazy! employees list (that is x/x workers and nobody at work)
i'm out, sorry
7y ago
colonycolony said:can't play this bugbox anymore(
i gave this game too many chances, but everytime i get protesting, dying and stucked between buildings people, idle factories (unknown reason) with !crazy! employees list (that is x/x workers and nobody at work)
i'm out, sorry


Its a game in beta and if it's so bad why not tell somebody about the bugs and get them fixed, MyColony may have bugs but so do every game ever. You can't just complain now and leave you should have tried helping Backlstien who does a wonderful job on his own developing the game, this is bug report so report'em earlier and don't when you're about to leave. That's just stupid, If you give up on the game, fine just try and report the problems first instead of at the last minute.
7y ago
I agree with Ottoich, the alu, uranium, artifact and microchip bottleneck is an important part of the game because it's where most of the difficulty in the game lies. Once you pass that stage, you'll have plenty of everything and you will be able to build much bigger things. It just takes ALOT of time to build up the resources to build the structures you need to produce tons of each resource. No matter what way you look at it, if you can't get a huge supply of each resource from gbt or your cw leader, your colony will have to be running for as much as an entire day to build up enough of each resource to pass the bottleneck.

My advice to you is to run the game for an hour or two by itself with autosave turned off in case you come back to a dead colony. While waiting, you could do things around the house, eat, watch TV, or play another game. If your colony is still alive when you come back, you will have a good amount of alu, chips, gold, arts, and ura built up that you can use to build a bunch of things. If it is dead, you can just start from your last save, which would be when you left it alone.

Even if you only have 1 or 2 alum gens or dig sites, what they make will store up over that hour or two and you'll have a good amount. Then take those resources and build more alu gens, dig sites, alien chip factories, and ura enrichment plants. Keep doing this until you get past the bottleneck. You want to build at least enough to get 1,000 alu every 15 seconds, which would take slightly more than 800 gens. It seems like a lot now, but if you follow my advice and leave the game idle for a time(make sure your colony is stabilized food, entertainment, and water wise), you won't be wasting time adding a building or two every 5-10 minutes as you sit there and stare at the resource indicators bored out of your mind. Use that time for something productive while you wait. By the way, some people have an upwards of 5-10k alu gens, you just have to be patient and stick it out until you get a really good production going.
7y ago
Jclark6544 said:I turn off colonists rendering so I don't see them. And I ignore the colonists concerns pie chart unless my approval drops below 90%.

True. I don't turn the rendering off though since I like seeing them walk and them go idle all of a sudden. I make it a point to have 95% approval rating in the concerns pie chart.
7y ago
I usually leave my colony alone and do other stuff as soon as I am able to build the capitol thingy (still can't quite remember the name but I know what it looks like). I set it on auto-budget just to make sure that the colonists get paid. When I come back, I add more resources then leave it alone again. I do this repeatedly until such time that I have enough resources to exploit. Somehow, I have turned mine into an idle game but this is how I have kept my maps going without getting frustrated on how slow I can get my resources.
7y ago
sorry about that.
Windows 10 OS, 0.48.0 version, after the game has run for awhile (hour or more) after the Commonwealth tax I notice all the harvesters are Idle.
7y 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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