Search - sandbox

The most popular MC2 mod gets a fresh rework!


My Colony 2 Sandbox V2.0
➳ Game Version: v0.22.0
Download:

Hello everyone, I finally got around to remaking MC2 Sandbox on the newest version. A lot has changed since V1, in the mod and the game itself, but the mod's core purpose is the exact same.
Main features:
- Sandbox mode! All structures and units cost 0 of their resource. This means that you need to unlock the resource first, but you still won't need to shell it out to build a structure or a unit.
- Free research! All research goals require no research resource.
- Build things you normally can't build! Added Admin Rover which builds unbuildable buildings, and Admin Spawning Tower, which builds unbuildable units.

Hope you enjoy!
DEV note: This version has the same GameID as V1.
2y ago
Nope I acutely had a charter ask me to gift it once lol .
But again Nop ( ps buy the game use the new sandbox mode )
Every thing unlocked and no cost to build .
May be just the thing the game needs to draw in the lazy kids .
Lol I have alest 4 colony's with every thing unlocked and having trillions resources are no problem so after a point the game becomes a sandbox anyway .
7y ago
Hello everyone!
Do you miss Sandbox from My Colony 1? Well then miss no further! This mod is just for you.
NEW VERSION- UPDATED FOR 0.7.0!
DOWNLOAD (1.1.1/newest):

Features:
- All buildings cost 0 resources (free)
- Storage buildings now store 9,999,999 of their resource
- Really cool logo
- Rovers move insanely fast
Known Issues:
- No resources are being given to the player at game start (Engine bug/not necessary/will fix later)
Usage terms:
Use how you want. It's up to you. Credit me if you'd like, it's appreciated.



CHANGELOG

V1.0 (Release) - 23 Mar 2021


V1.0.1 (Hotfix) - 23 Mar 2021
+ Added the Ore Fracking Operation (Removed by accident)
* All production buildings now produce 9,999,999 resources per 1 tick
* All conversion buildings now convert 1 input resource into 9,999,999 output resources per 1 tick
* 9,999,999 of every resource is given to the player when game starts


V1.0.2 (Hotfix) - 23 Mar 2021
- All conversion and production buildings now produce or convert resources at the vanilla rate
+ Fixed bug where rovers would be stuck extracting 9,999,999 resources from a deposit


V1.0.3 (Hotfix) - 23 Mar 2021
+ Raw Materials Depot now costs 0 ore as opposed to 25 (Thanks @Vanguard )


V1.1.0 (My Colony 2 0.5.0) - 26 Mar 2021
* With the addition of new Utilities, buildings now require 0 Utilities. This means that you could need at least 1 Utility generated to make sure that the buildings work.
* All new buildings now cost 0 materials

V1.1.1 (My Colony 2 0.7.0) - 20 May 2021
* Updated all buildings to 0 cost and 9,999,999 storage.
3y ago
Vanguard said:Thank you. Here's few thing I noticed in V1.0.2:
- Raw Materials Depot is not free (needs 25 ore);
- Structures are not producing/converting at high rates as you described.



Thanks for the info. I must've missed the deposit, will fix in 1.0.3.
Resources will be produced normally as I wrote in the changelog. The reason for that change is that they really lagged the game for some reason, probably because they were making a lot of calculations every 1 tick. Everything costs 0 resources anyway so I think it won't be as much of a change. It's sandbox, not creative overall. Thanks again!
3y ago
Hello there, everyone! Today, I will be presenting an idea that I have thought of recently: Creative (aka Sandbox) Mode!

I would like for Creative Mode to be added to this game (My Colony 2) because it would add room for player creativity and would allow for use of no resources. This creative gamemode will match the original My Colony variant; all structures, vehicles, and research are free, all structures and vehicles are unlocked instantly with no cost, and you are given infinite resources. I know for a fact that some players had also wanted or requested a creative mode in the past.

That is it for today! If you have any questions, comments, or additions, please feel free to leave a reply below this post. I will see you all later!
11mo ago
Today I have released the 0.44.0 update to My Colony to all platforms. This update is another mixture of bug fixes and content updates, including the all new concept of waste management. Here are the details, with commentary to follow.

My Colony v0.44.0 Changelog

New Stuff
  • New Resource: Trash
  • New Structures: Microincinerator, Incinerator, Small Trash Pit, Landfill, Small Recycling Center, Medium Recycling Center, Conference Hall, Advanced Medical Research Center, Unholy Brew Pit
  • New Premium Content: Blue Residential Tower
Changes
  • Warehouses (of all sizes) now store Crystalline.
  • Canceling building construction mid-way now returns all resources back to the player.
  • New Galactic Emperor one-time windfall profits tax for online colonies.
Notes
I will discuss some of the additions and changes in a bit, but first I wanted to briefly mention some of the bug fixes that have been introduced. So I think that everybody knows the rover path-finding has been an issue for the last few updates, and it may well still be an issue now, but I think I have finally gotten it reduced to a manageable level. Please still issue bug reports on it though, because this one is a real pain.

I saw in the logs that most of the path finding errors were related to the path finding worker thread running out of memory. Several changes were made to address this. First, the engine's collision map is now only updated when new structures are either added or removed, whereas before it was being updated on a regular interval.

In addition, now when a rover (or colonist) decides to move from tile A to tile B, instead of going through the normal path finding routine, it will first check if both the starting and ending points are currently visible to the player. If the answer is no, then instead of going through full path finding, the game will just quickly check if there are any obstacles blocking the units path. If the path seems clear, the unit will become invisible for a simulated amount of time based on the distance between the two points, and then reappear at the destination. If its not obvious that the path is clear, the regular path finding will be used. Commonly used paths are now also saved and reused by rovers instead of going back to the path finder. For instance, if you are harvesting Clay, the game remembers the path from the clay mine to the warehouse and will keep reusing it until an obstacle appears in the way.

These changes greatly reduce the number of times the engine has to call up the path finder thread, providing both performance improvements and memory usage reductions.

I have also added a cap on how much immigration and colony statistics data that your game file will retain. Before it was unlimited, which could lead to large save files with colonies that have been operating for a long time. This change should reduce file sizes a bit, along with compression and save times.

There were also bug fixes added that related to lottery, taxation, and the amount of money the game assigned to new colonists. A glitch had arisen where there would be colonists walking around with trillions of dollars in their wallets. A change has been made to where this will no longer happen for new colonists, but if you have existing ultra-rich colonists, they will still be ultra rich.

Now on to the addition of Trash. Human residential structures now generate Trash, and it is up to the user to manage it. Right now there are no negative side effects, so colonies have a change to get on top of the situation. This will be changing soon though. Trash buildup will soon impact the health of the colonists, based on a ratio of trash per colonist. The threshold will be fairly low on trash too, although don't ask me what it is yet, as I will figure out the balancing at the time of implementation.

In a similar way, excess atmosphere will start causing colonist health issues. Once atmosphere surpasses the 15 million mark, colonists will begin getting sick. Unlike trash, the effect is much more subtle, so if you are worried about balancing trash vs atmosphere, I would advise that trash is the larger concern by far. Again, the exact numbers are unknown still, but I will figure out the balancing during implementation.

There were other changes and fixes in there which I don't remember off of the top of my head.

Moving on, I want to talk about what is coming next for My Colony. I already mentioned the changes related to Trash and Atmosphere. I planned on adding a lot more Zolarg this time, but I didn't get around to it. Next time I plan to implement most of the suggestions for Zolarg as found in this thread by @IIIStrife: https://www.ape-apps.com/viewpage.php?p=800

Also, for Premium players, I will be adding a new Creative Mode (offline only). It will basically just be a sandbox mode where everything is free and unlocked, and you can just build whatever you want.

So anyway, that's all I've got for now. Enjoy the update, report the bugs, and have fun!
7y ago
oh I love the sandbox mode!!
7y ago
NOZ GAME 2 SEASON EVENT

Discord Only!!

Using any type of ground tile (ex: Grass, Roads, Sand, Water), try and create a christmas/new year themed picture/symbol/portrait in My Colony. Buildings are NOT allowed. You ARE allowed to use creative mode(sandbox mode) and premium items but the evaluation conditions will be harsher depending on what you use so be careful :)! Tile size Must be at least 10x10.

You will stand to win:

up to 8 million Aluminum & Uranium

Grand Wizards and Sorcerers can not participate in the NOZ Games.
6y ago
What got me into playing My Colony was a smartphone app, which my smartphone wasn't able to take. I'm currently playing it on my laptop, letting my colonists harvest stuff while I do other work (an idle game, heh).

I just built my colony, and after looking at the other colonies here that have been built, I realized that mine looks like a total, disorganized mess - in total an urban planning nightmare. The first time I played this game, there were no lights, no day-night cycles, but a recent update just added them.

I need help with a building layout that allows me to have a landing memorial in the center, while maximizing the work-to-population ratio (should ideally be somewhere near 1:1) and taking into the account the necessary light posts.

Please note, I am not a premium user, which means I cannot just sandbox anytime I want.
6y ago
Ver 1.6.0
Windows 10

After i got one of the 250 free premium upgrades i noticed this when i tried to create a new city:

As you can see, i have the premium but i can't use the sandbox world. (due to the lack of ads)
My believes are that this is due to the fact that the game is new and a creative mode isn't supported yet.
Anyone else?
6y ago
I think this is a step in the right direction, I hope everything goes well with these next few updates and look forward to it. The new regions idea sounds very interesting, I had a bit of a play around with it and I noticed that on the creative mode only the first city was a sandbox where everything is free and all other cities apart from the first requires standard play to get anything. Just a minor thing bug, but I like where this is going.
6y ago
Wubman said:I think this is a step in the right direction, I hope everything goes well with these next few updates and look forward to it. The new regions idea sounds very interesting, I had a bit of a play around with it and I noticed that on the creative mode only the first city was a sandbox where everything is free and all other cities apart from the first requires standard play to get anything. Just a minor thing bug, but I like where this is going.


oops, I didn't even check creative mode 😕
6y ago
So basically things started out like Rimworld or Oxygen not included, where the player has to worry about the individual colonists' needs and traits and keep them alive. In those games, getting new survivors takes a long time, always come one at a time, or often come as a reward for some quest or challenge. The player has to fight through every step in progression to keep their colonists alive(especially in oxygen not included, that game is a Masochist's dream.).

But honestly, I like MC as a city game. There are just certain games that naturally do well as a group survival type game and others that have more potential to be a city builder, and MC is one of the later. That doesn't mean I don't enjoy the former, those games are still very fun(and sometimes mentally abusive). I like the idea of "simcity" on the moon, or on mars, with different races. and MC honestly gives the best experience of that out of all other city builders I've played, and I've played surviving mars and Anno(The problem with those is that they are too restrictive on where you should build things, whereas Simcity and MC are more sandbox type.). I still think MC could do with some more environmental decorations as the flat terrain can get a little plain after a while, but the new regional generation is a big step up in my opinion.
4y ago
Ah, yes. I always think about the desktop version and never account for the others :p

Well, an in-game mods loader would be great for singleplayer (integrated server). If possible, a mod could take the form of a zip file and ppl just "import mod/extension", choose a file from filesystem and it imports it into the sandbox envi and then we can check/uncheck what mods we want to load! Might not work well for browser though, but...people should just download the desktop version ;)

That was for singleplayer. In any case, as the client fetches (missing) game content from the server, the standalone server app (for multiplayer) will be able to have that fairly easily, right?
HOW TO INSTALL:
- Go to main menu
- Click on "More Options"
- Click "Activate Mod"
- Choose the mod file
- You're done! Thanks for using MC2:S
3y ago
Thanks ! This will very much help the MC2 translators to test their translations in game !

Small tweak to the thread but you should maybe put the latest version on the top I nearly got confused by downloading v1.0.0
Btw the rovers are so fast we can barely select them once they start harvesting haha
Thank you. Here's few thing I noticed in V1.0.2:
- Raw Materials Depot is not free (needs 25 ore);
- Structures are not producing/converting at high rates as you described.
3y ago
Awesome @itsLiseczeq , thank you for posting the first mod to the game!
3y ago
bastecklein said:Awesome @itsLiseczeq , thank you for posting the first mod to the game!


Thank you for creating this awesome game! I will continue updating the mod (at least until you release creative mode) And congrats on 500 likes.. hehehe... :)
3y ago
Updated for 0.7.0!
3y ago
McPhisto2051 said:...

- The dropdown menu workers doesn't show anything as human, perhaps remove it (only for humans)



In custom games (sandbox mode), you can use it, since you can have all the races together. I've tried it with himans and Zolarg. It is also the reason why (I thnk) that the stats has human and non-human workers listed, even though most of the time it would be only one or the other.
The Sandboxed projects are stored internally to the app and cannot be accessed outside of it. This is why the latest update made it clear that is where they are stored by calling it the "sandbox" and now defaults to suggesting that you store project files externally on your own device somewhere.
1y ago
This is an important My Colony 2 update that all players of the game will need to be aware of, so please read up and share with others you know who enjoy playing My Colony 2.

Over ten years ago now, I created my own cross-platform app host called Web App Core, sort of my own in-house version of something like Phone Gap, which allowed me to easily distribute javascript based games across web, android, iOS, Windows and Steam, all using the same shared code base. Over time, Web App Core had become bloated and largely unnecessary, and so over the past year and a half, I have been slowly moving a lot of my apps and games off of the platform, and the time has come to do the same for My Colony 2.

This code migration will be taking place with the next release of My Colony 2 (v0.37.0). This will require extensive refactoring of the base game code in order to remove/replace all of the existing Web App Core related hooks. Luckily I have already largely begun to do this over the past few updates, so it should make the migration a bit easier. Once it is done though, there will be a few implications that players need to be aware of.

New URL

My Colony 2 will be moving off of the Ape Web Apps website and to it's own URL at https://mycolony2.com/. Anybody using the Web version of the game (which is most players right now) will need to update their bookmarks. If you have MC2 installed on your system as a PWA (which is the preferred way to go), the app will not automatically update. You will need to uninstall the old version and reinstall the new.

Game Saves

This is the big one. If you are currently using Cloud Sync or if you have migrated to the new method of exporting your save out of the game and onto your device, no changes will be necessary on your end. However, if your game data is saved into the internal app storage (storage sandbox), your saved data will not transfer over to the new update. Therefore, it is vital that before the next update, you either turn on Cloud Sync, or export your game file to your system by using the Move to Filesystem feature.


I can't stress the importance of this, even if you are using one of the mobile apps. Do not get caught with a game file loss in the next update.

This change will be big "under the hood" but if you take care of the points mentioned above, it should be fairly seamless from a player standpoint. Removing the legacy Web App Core code and decoupling MC2 from the Ape Web Apps domain will help the engine improve and grow, so this is an important move. It is also pretty much necessary if I ever want to spin the MC2 engine off into other games, for instance, an Antiquitas 2 perhaps. I have been wanting to make the change for a while now, and the time has finally arrived.

Please help spread the word to other players!! I will wait a few weeks before I start migrating things so that people have time to get their game saves in order. But don't put it off or delay! If you have any questions regarding this, please reply here to this thread. Thank you!
1y ago
Today I am releasing the 0.40.0 update to My Colony 2. Let's get right into it!


I had a lot of technical issues with this update that I will not bore you with, but I will just say that I think going forward, my update ambitions need to be broken into smaller chunks so that I don't end up destroying the entire engine each release.

I have a goal for MC2 of merging the new (as of the previous update) title screen with the actual game play, sort of connecting everything together as one universe that you can sandbox your way through in Player mode. In order for this to work, I needed to merge the title screen rendering with the gameplay rendering into the same Scroll 3D graphics context. In my head this was going to be a small change, but it ended up being a nightmare, although I do believe I have woken up from it now.

The main reason this change was necessary is because I plan to have all modes of MC2 fully playable in VR mode, and you cannot switch from one graphics context to another in VR without leaving immersion mode, which sort of ruins the whole thing. As the engine worked before, walking your player through a star gate would have pushed the player out of VR mode and forced them to go back into it once the next planet loaded. Not acceptable.

So anyway, I got that fixed. It's one of those changes that takes a week to work on and that most people will not even notice that anything is different. Oh well!

Moving on, you may have noticed a different map type in the main post screenshot. I have added Forest World to the game. @therealchromedino had posted a model for a forest world planet, and I was thinking that, it's going to be fall here soon (at least in northern hemisphere), maybe it would be neat to have the forest world be sort of fall colors as well, so a lot of the trees are red/orange/yellow colors. I thought it would look better than it turned out, I am not 100% satisified with it, but you guys can let me know. Maybe we need a larger variety of tree species? If anyone wants to make some tree models, feel free!

I also thought it would be cool to have some sort of hostile AI "ewok" type species on the forest world, so I might add something of that nature as well.

The Forest World right now brings back the old Potato Patch as a unique world structure. I have not come up with a unique world resource yet, but I will in time.

Moving on, @GeneralWadaling posted a batch with a bunch of reskinned structures, and I have implemented 22 of them so far in this release. There are more that I will probably add soon as well, I was just getting tired of swapping out all of the models so I took a break from it for the time being. Look around though, as a lot of buildings got a graphical makeover in this release!


I have also added two new buildings, the City Hall and the Sports Stadium from @spamdude and @seabass13 respectively. The Sports Stadium now becomes the top entertainment structure, but you can only build it on worlds with an atmosphere. The City Hall is going to unlock city (settlement) management options in the stats window, just as soon as I figure out what those options should be. You can leave suggestions if you have ideas.

I have also added a 6th settlement level tier, since we are getting a lot of level 5 settlements already. I will add the 7th if people start unlocking tier 6. I am thinking that once your settlement level is high enough, you will be able to build some sort of Congress building (model suggestions welcome), and that building will allow you to start the independence process that will lead to the Nations feature. At least that is the rough outline of what I have in mind.

The engine should now support an option for structures that are only allowed one per settlement, or one per world. The City Hall is a one per settlement building. I also thought it would be cool to have "Wonders" or super buildings that can only be built one per world, so the first person to build it gets to have that landmark for the world. So again, if you have any ideas for Wonder/Landmark/Superstructures, let me know!

Finally, I spent a fair bit of time on performance optimizations in this update, both for rendering and for saving/loading. It should be better, but then again I always think it's better when I'm testing, so let me know how it runs "in the real world." In addition, local saves (games that are on the filesystem, not cloud sync or internal app storage) are no longer compressed, which should vastly speed up their saving and loading times.

That is it for this update, you should be able to try it basically now, or at least real soon. Let me know what issues you have, and stay tuned for more!

#mycolony2
1y ago
I like this Architecture!
11mo ago
I'm adding this in my Dusk World Sandbox!
2mo ago
Welcome
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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