hinghenry's Recent Posts

Thanks for the detailed reply!

1. Tick/s: I estimated the tick/s based on buildings that don't need workers and have a constant production rate. The game was slow at that point. I am on abandoned world and there was a huge expanding forest of sugarcane. I tried to contain them with roads. I did a Fire Drill as well. Whichever the reason, the game was improved. Based on my new Triantanium refinery, it's about 22tick/s (based on 0.65ta/min). It still goes down to below 0.4ta/min from time to time, but it's okay. I should do a smaller map on mobile next time. Anyway, I should have mentioned that I know it is slim chance I can find out the tick/s easily, as it is of no interest for normal gaming purpose.

2. So I presume the overview is the production rate *per minute* at the moment I open the menu?

3. For Regolith Extraction Inc., 0.8667 Re/tick equate to 1040re/min. Based on my observation it was closer to 20-40re/min. My vertical warehouse farming also gave a figure way lower than 7f/tick.

For vertical warehouse farming, I hope it's a bug, as the cost of it should justify 7f/tick. As for Regolith Extraction Inc., the current rate (20-40) seems right. Ore Zapper, being more advanced, gives 720re/min, so no way should the REI gives 1040re/min.

Also, for Alien Plastic Factory, while the code/reference say it does not require worker, the actual production rate is definitely boosted by the number of workers based on observation. Otherwise the plastic production rate is even lower than Plastic Factory!

(I'm confused though - since the game is run based on the code, how could it behave differently from the code? for clarity, I know very little about coding and I read js more as a database than code)

4. Cool. I could have fire people from hydrogen reactors if I need people working elsewhere, but as you predicted, they are obsoleted in my current game now (by alien power tower and diamond crystal reactor). I'll try it when I have arcology soon.

**
new question:
5. Are colonists' home and work place fixed once they got a job, or are they changing dynamically as new house/work are built? Should I be worried that creating houses and jobs at different ends of the colony at the same time would lead new colonists having a very long commute distance?
***

I got Center for Relics Studies! Now grind triantanium, looking forward to Star Gate. I was quite disappointed in UDD tbh, the boost from dig site is so small. The upgrade is more like for the automatic clay production.

I really like the game so far. I have been playing Kittens Game, and there is slightly (very slight) similarity in progression, in terms of solving one bottleneck lead to another bottleneck, and most building has its varying importance at different stages of game. Of course, Kittens Game is an incremental games with reset/prestige and this is a city building game, so the gameplay is very different.

I feel that the game need work on game balance on at least 2 buildings: (1) food processing sweatshop is crazy (385k food/min?!) (at least on Abandoned World where sugar is abundant) (2) Alien Enrichment Facility is disappointing (huge fuel increase but with only x5 production increase and space-saving). but these are minor to the overall gameplay and maybe it's just specific to the type of colony I'm playing in.

5y ago
Hi all, first post in this forum. I like this game! I used to like playing city building games, and started playing incremental games these days (due to lack of long gaming sessions and mostly play on mobile). I saw My Colony mentioned in an old thread on reddit , and I tried it on Android. It's not really an incremental game by definition, but I like it nonetheless.

One thing I love about incremental game is working out the maths behind all the resource production and find the most efficient way to progress.

So, on my quest to work on the maths in this game, I have several questions:

1. Is it possible to find out the actual tick/second? In the my-colony.com/reference it mentions that the game should be approx 20-25ticks/second, but I found my game (large map, 20k colonists, Pixel2XL) is closer to 13ticks/second. I'm not complaining about the slowness - I just wonder if there is a quick way to find out the tick/second as it heavily affect all the calculations involved.

2. In Statistics, there is a handy summary of the resources generation/consumption. What is the time frame for that? It's definitely longer than a minute. Also, the figures on the overview (i.e. the page with all the resources listed) is different from the detail page of each resources.

3. I see that there is difference between "generate", "fuel" and "smelt". For building that "generate" and "require workers", does the workers increase the generation rate? Or does it differ by buildings? I ask this because I notice some discrepancy in the maths. For medium recycling plant, the aluminum generation speed is definitely increased by the amount of workers (1 al per 50000 ticks / workers). For Regolith Extraction Inc., it seems to be closer to 50 reg per 1500 ticks (i.e. not increased by workers), and similarly for Vertical Warehouse Farm as well.

4. What is the benefit of having multiple workers in a building that doesn't required workers? e.g. ore refinery, tree farm and hydrogen reactor.

5. This is no stats on the colonist generation rate for landing pad and cloning facilities, but I found that in game.js "colGenRate". Is it correct to assume that a colGenRate of 3000 for landing pad means one colonist arrive per 3000 ticks? Also, is generation speed increased by the number of on duty workers, say for cloning facility with colGenRate of 15000 and max 40 on duty workers, the max speed is one colonist per 375 ticks?

6. Should I actually ask here or should I ask in discord? I'd prefer here as the questions seem too length for discord discussion in general.

btw I'm just up to building ultra deep dig site. Slowly grinding alien artifacts...
5y ago

hinghenry

Member
Member Since
September 3rd, 2019
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
App of the Day