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Thanks, I appreciate it a lot!
So I got bored and decided to research the advanced simulation theory for the insectoid race and whatever tech comes after that. I know they don't benefit from researching it, but I figured why not kill some of my coins and research something the race cannot reasonably gain the currency to unlock? I accidentally hit the back button on the mouse before I could save my progress, and when I reloaded the game, my coins were removed but the research being unlocked didn't save, making me re-purchase the unlock. I think implementing an autosave after purchasing the research would fix this issue, but I'm down about $34 in research progress that is completely unnecessary, so a patch and having the save file unlock the research once more would be highly appreciated.
I've been re-running an entire insectoid colony and just got nanites. Because I'm running an offline economy while at work, I'm unable to sell alien relics, artifacts, and instructions to other players and must do so offline. However the best building for selling offline is the Customs Processing. It only sells at a rate of 1,000 units per sale, so even though I have loads of instructions, artifacts, and relics, I have to spam-sell them until their price per unit drops below other resources, like food. I propose either a building to store and sell starships, since the insectoids will only ever really use 2 in their entire run for their Deluxe Command building, or some other structure that can increase the amount of resources that can be sold. A good compromise is a building that uses starships to transport goods similar to what humans have, so that building the Scheepswerf actually serves a purpose outside of one building's requirements. This building can generate a lot of income or transport resources from other planets (like steel or wool, in case anyone wants to submit buildings to allow insectoids to make use of the Advanced Simulation Theory research, which insectoids can apparently learn for some reason). However its main purpose would be to export/import resources with a cap of...say 1m or 10m. I can imagine the name would be something like...the Unholy Center of Universal Trade. Feel free to reply with other ideas to build onto this concept.
Issue's resolved, thanks for letting me know!
It seems The Octagon already does this, so I'll build one of those right away.
I play My Colony on a spare monitor while at work. It sorta just runs idle while I focus on other things, and I give it attention when a resource is maxed out and I can continue building. I also load it up when updates are released so I can keep progressing. However, the firewall at work makes it impossible to go online, so I have no way of buying and selling resources on the online market. Therefore, my human colony (under United Earth, not LIS) has no methods of getting ether. This normally wouldn't be an issue, except the Advanced Simulations Unlimited requires ether to build. I can deal with not having upgraded cloning facilities, but I'm kind of...stuck.
I remember something from the Alpha Draconis buildings that use ether, something about ether being a depleted form of uranium. So I propose a new building for humans as well as a concept for early/mid-game production:
Nuclear Reactors and Quantum Nuclear Reactors produce not just power, but ether as well. I sort of see ether as being "radioactive waste", and seeing as how games like Satisfactory and Factorio utilize nuclear waste in some form, why not My Colony? We can either have nuclear waste as a health hazard, similar to trash, which can then turn into ether, or just have the reactors produce ether directly. For late game, I propose the following building:
Name: "Ether Production Plant"
Description: "Just a building that takes Uranium, depletes it, then mixes it with some ant paste, rum, and oil to produce ether. Functions similar to a nuclear power plant."
Size: 3x3
Cost-
12,000 water
9,500 ant paste
2,000 rum
1,000 charcoal
65,000 ore
10,000 regolith
4,000 clay
12,500 obsidian
50,000 steel
10,000 oil
35,000 gold
20,000 aluminum
8,500 diamond
50,000 uranium
3,000 crystalline
10,000 plastic
25,000 microchips
5,000 robots
Uses (approximates):
10 water
5 uranium
4 rum
4 ant paste
4 oil
Produces:
50 ether
3,500 power
I'm not an artist, so I can't do any buildings, and this is a rough idea for how humans can create ether, but having at least something in the next update is crucial for offline colonies like mine. Any input from everyone?
I remember something from the Alpha Draconis buildings that use ether, something about ether being a depleted form of uranium. So I propose a new building for humans as well as a concept for early/mid-game production:
Nuclear Reactors and Quantum Nuclear Reactors produce not just power, but ether as well. I sort of see ether as being "radioactive waste", and seeing as how games like Satisfactory and Factorio utilize nuclear waste in some form, why not My Colony? We can either have nuclear waste as a health hazard, similar to trash, which can then turn into ether, or just have the reactors produce ether directly. For late game, I propose the following building:
Name: "Ether Production Plant"
Description: "Just a building that takes Uranium, depletes it, then mixes it with some ant paste, rum, and oil to produce ether. Functions similar to a nuclear power plant."
Size: 3x3
Cost-
12,000 water
9,500 ant paste
2,000 rum
1,000 charcoal
65,000 ore
10,000 regolith
4,000 clay
12,500 obsidian
50,000 steel
10,000 oil
35,000 gold
20,000 aluminum
8,500 diamond
50,000 uranium
3,000 crystalline
10,000 plastic
25,000 microchips
5,000 robots
Uses (approximates):
10 water
5 uranium
4 rum
4 ant paste
4 oil
Produces:
50 ether
3,500 power
I'm not an artist, so I can't do any buildings, and this is a rough idea for how humans can create ether, but having at least something in the next update is crucial for offline colonies like mine. Any input from everyone?
Personally, I'd throw a few bucks your way if you made a donate button somewhere on the start menu. I don't think anyone would be annoyed at a voluntary payment option to keep the game running on top of doing limited edition skins.
Luker124 said:What's your colony name? I can send you billions of obsidian for your troubles lol.
I appreciate it but my colony is an offline one because our company firewall prevents me from using online features successfully. I'm surprised I can even access the forums. Regardless, it's "SR-388", a reference to Metroid Fusion.
Luker124 said:Yea this happens quite a bit. The simple fix is to clear the path of the bugs to the ore, or to tell them to move to an area and then telling them to harvest. This will reset where they want to go, but nevertheless, this is indeed a bug that needs to be fixed.
Yeah, I keep moving them to the area in question then hitting "harvest" but the obsidian deposits (which should be harvested quickly at 8/8) stay there no matter what. It's really annoying and I'd rather not destroy all my obsidian deposits.
I'm playing Alpha Draconis on an offline game (because the firewalls at work block online use) and found an interesting issue where obsidian bugs try to harvest obsidian in areas where they cannot physically access yet, while completely ignoring the obsidian around a powered materials silo. For the record, the silo is powered on, and my current obsidian is only 5.4k/185k, so I'm not storage capped.
Attached screenshot of the navigation issue. The diamond extractor in the image is working just fine, currently has a deposit mined out 2380/3500 and going, despite a second deposit being close and inaccessible. I tried closing the game and relaunching my world, but the issue persisted. Any tips?
Attached screenshot of the navigation issue. The diamond extractor in the image is working just fine, currently has a deposit mined out 2380/3500 and going, despite a second deposit being close and inaccessible. I tried closing the game and relaunching my world, but the issue persisted. Any tips?
Same here. My colony's health is at 9%, despite health being a 0% issue and hospitals being built literally everywhere (and a lot of them are empty). I have over 106K colonists, and I'd rather not deport all of them to try to fix the bug, since rebuilding the population from that point would take forever.
So not really an issue for my resource building (though it probably could be), but I set the work day to "light", gave my colonists a fairly reasonable living wage and salary, so all is good. They're mostly happy with things. However, the top concern is fatigue (just over 50%, no surprise since I have two Fantasy Arcologies on opposite sides of the colony) and my colonists are circling the capitol like it's a parade or something. Is this normal? 95% of the citizens circling the building are not protesting. They get off work, then at 15% energy they circle the building for a long time, then they probably sleep or go back to work. Not sure. I just think this is odd.
Valstorm
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Member Since
June 12th, 2018