Search - phantom
@bastecklein
At this time (0.97), Region map have some little problem:
Now, from what i can see, when we build a city, at some point (not sure if append when we build, or save, or we return to region), the game make a list, a table contain all the resources processed, consumed and produced, with population and storage, but not population statistics, approval rating, ecc
After all this bla bla bla, i have some suggestion, just to temporarily fix the problem, without totally rework the region filesystem (i hope.. :D ):
At this time (0.97), Region map have some little problem:
- Production update: same situation with production, atm i produce oil only in few converter map, not sure why (i miss around 800k for min).. same thing with Painting.
- Phantom building: sometime (to often), when we delete building (i got report to even phantom city), the region system will continue to pretend that it still exists.
- Harvest random: In my draconian colony for ether, the harvest is.. strange, the real production change randomly, pretty strange.
- And the last little problem: when we close a city before the worker have the time to settle (can be need it even some hours.. 2-3h should be ok).
Now, from what i can see, when we build a city, at some point (not sure if append when we build, or save, or we return to region), the game make a list, a table contain all the resources processed, consumed and produced, with population and storage, but not population statistics, approval rating, ecc
After all this bla bla bla, i have some suggestion, just to temporarily fix the problem, without totally rework the region filesystem (i hope.. :D ):
- Hard recheck city function:
When used, will delete the old table and make a new one, forcing the check to every city, one by one. Every city actually located in the region map, will be open (not graphic, just textually), everything inside listed.
Will need some time, but should fix most of the problem, like the phantom building/city. - Soft recheck city function:
Unlike the first hard rechek, this option just try to update the table, not make a new one, could be fix the storage update, and other "easy" problem. - Stabilize time
A building with worker need some time to settle, this time should be reduced a lot. Is a nice thing in normal map, but in region map, can be a problem, because people see all building full with worker, thinking everything is ok, but it is not...
Worth noting that it seems to not be caused by all buildings, but I did get it to happen 4x by building the Universal Commodity Exchanges as dracos.
I'll post a pic of a phantom building once I'm back home later today.
I'll post a pic of a phantom building once I'm back home later today.
Oh that's probably why my glitch is happening as well
I've attached a video showing some of the glitches with buildings to this reply, it's low quality and lags sorry about that but I didn't want the file to be to big (whenever the sell confirmation window pops up I'm clicking sell, I accidentally recorded it without the cursor)
Found something interesting, if I place new building of the type I have invisible ones on the map, select the build designations and go into statistics of it then choose "delete all" it actually deletes the invisible ones too.
And once all the bugged ones are gone your bots start moving again.
Seems like the normal delete/sell options aren't properly removing the building.
also this
the build option lets me choose all the building that the bot that usually builds the building can build
And once all the bugged ones are gone your bots start moving again.
Seems like the normal delete/sell options aren't properly removing the building.
also this

the build option lets me choose all the building that the bot that usually builds the building can build
H3110 guys!
This time I think I’ll go straight into the contents.
Airforce
Tier 1
Tier 2
Tier 3
(more ideas will come here soon! Stay tuned!)
This time I think I’ll go straight into the contents.
Zolarg Empire
The great Empire of the Insectnoids, who specializes swarm techics and deadly bioweapons! Beware of their Drone armies and Behemoths!
The great Empire of the Insectnoids, who specializes swarm techics and deadly bioweapons! Beware of their Drone armies and Behemoths!
Buildings
- High Hive
Headquarters for any Zolarg army division. - Soldier Mound
Where Zolarg swarms are trained. - Flight School
Zolarg unlocks their airforce without tech centres. Here trains their drones. - Sugar Burner
Power grid facility of Zolarg. - Spire of Knowledge
Tech Centre for Zolarg forces. Access to Tier 2 technology. - Watchtower
Basic defense of Zolarg force. launches acid grenades. - Floating Watchtower
Aquatic varient of Watchtower. - Boat Docks
Navy yard of Zolarg. - Beast Ranch
Trains Zolarg armoured units - Cavalrybugs. Unlocks by T2 tech. - Ballista Battery
T2 defense. Long range.
Infantries
Tier 1
Tier 2
Tier 3
Tier 1
- Swarm Phalanx
Basic melee units of Zolarg forces make up with crawing miners. Strong power, cheap training cost; yet weakly armoured cannon fodders.
Tier 2
- Pikerbugs
The ranged Zolarg infantries. They are lightly armoured and uses Piker-IV anti-tank rifles for combat. - Conquerbugs
These brave swarm of infantries are nimble enough to capture buildings. Also have ability to attack enemies like Swarm Phalanxes but weaker.
Tier 3
- Unholy Crusader
Ultimate infantries for Zolarg forces, each are enchanted with the unholy powers of Antaura! - Phantombugs
These unholy swarms of Phantombugs are invisable to bare eyes of any living thing! (but sensor arrays do detect them)
Airforce
Tier 1
- Swarmer Drone
Cheap, weak flying insectnoid drones of the Zolarg forces. Has extra sight.
Tier 2
- Bumblebee
These large flying drones fires penetrating needles to your enemies and let them know, what is PAIN! Also known as ‘The Living Gunship’ to humans! - Hornet Knights
They are extremly nimble and fast insectnoid drones with reasonable armour. Sutible for sudden raids.
Tier 3
- Phantom Drones
The unholy insectnoid drones specialized for stealth attacks! - Unholy Dragonfly
Dragonfly? Dragon Fly? It doesn’t matter! They fires acid bombs and they are definitely deadly with it!
(more ideas will come here soon! Stay tuned!)
I posted an issue with the PDF Scanner yesterday but have not had a response. I upgrade the Scanner but it still does not allow me to scan an item on my printer feeder. Is there anyone monitoring these messages or is this just a phantom app store?
Hello there, everyone. Today, I would like to share a bug that I discovered in My Colony. So, it all started when I saw unfinished hardened pavements built by my Advanced Builder Bot. I thought that this was going to subside; however, a while later, I encountered the same issue and finally knew what the glitch was. I saw that the glitch was that when my ABB was constructing a pavement (seen in bottom-center), I zoomed out, and I was shocked to see my ABB was building a microchip factory (top of image) I had ordered for construction. A mass driver (bottom of image) was recently completed; however, the game did not think its construction was completed. I will be sharing an image below this post to make sure everything I am describing is correct.

@bastecklein, I have noticed you have responded to other people's bug reports (including mine) less frequently over time. No criticism or pressure, but I believe that this issue needs to be addressed as quickly as possible because it may affect my gameplay more into the future. Thank you.

@bastecklein, I have noticed you have responded to other people's bug reports (including mine) less frequently over time. No criticism or pressure, but I believe that this issue needs to be addressed as quickly as possible because it may affect my gameplay more into the future. Thank you.
My device information:
Platform: Apple - Mobile App
Device: iPhone 14 Pro Max
My Colony Version: v1.37.0
Platform: Apple - Mobile App
Device: iPhone 14 Pro Max
My Colony Version: v1.37.0
With the considerable amount of unattended bug reports in the game, I am considering playing My Colony less often if these issue do not get fixed within a long period of time.
I would also like to point out a bizarre glitch in my mega world where most of the river tiles there were destroyed and my rovers could pass through virtually anything.