spamdude's Recent Posts
We LOVE seas of sludge!!!
clay is not (currently) a harvestable resource on any world so you'll have to build ADPs if human or drills if reptilian
Rare Earth Metals
This was an idea that I had a while back for a different type of resource progression. "Rare Earth Metals" would be one resource lumping together elements like lithium, cobalt, etc., obtained exclusively through excavation— which should ideally be fixed for double-digging before then— or random meteorite events which would spawn metal deposits on the surface. To compensate for the exclusively manual means of obtaining this resource, Rare Earth Metals would mostly be used for building structures and vehicles instead of being passively consumed or converted into other resources (very realistic ik). Rare Earth Metals would be required in exceedingly large amounts for certain late-game structures, incentivizing trading and manual gameplay beyond selecting build points in the late-game as we know it. uh hopefully this doesn't end up like obsidian in mc1 did
I haven't made an icon for the resource itself, but I've made a couple of concept models for Rare Earth Metal deposits and a harvester. Let me know what you think of them and the overall idea!
Rare Earth Extractor

An advanced harvester designed to filter every last bit of rare metal out of the surrounding rock.
Rare Earth Metal Meteoric Deposits

These deposits are quite small in both size and resource yield; maybe like 250 units of rare earth metal for the smallest one and 750 at most for the largest.
files
This was an idea that I had a while back for a different type of resource progression. "Rare Earth Metals" would be one resource lumping together elements like lithium, cobalt, etc., obtained exclusively through excavation— which should ideally be fixed for double-digging before then— or random meteorite events which would spawn metal deposits on the surface. To compensate for the exclusively manual means of obtaining this resource, Rare Earth Metals would mostly be used for building structures and vehicles instead of being passively consumed or converted into other resources (very realistic ik). Rare Earth Metals would be required in exceedingly large amounts for certain late-game structures, incentivizing trading and manual gameplay beyond selecting build points in the late-game as we know it. uh hopefully this doesn't end up like obsidian in mc1 did
I haven't made an icon for the resource itself, but I've made a couple of concept models for Rare Earth Metal deposits and a harvester. Let me know what you think of them and the overall idea!
Rare Earth Extractor

An advanced harvester designed to filter every last bit of rare metal out of the surrounding rock.
Rare Earth Metal Meteoric Deposits

These deposits are quite small in both size and resource yield; maybe like 250 units of rare earth metal for the smallest one and 750 at most for the largest.
files
Large Software Studio

Using advanced automation techniques, create huge amounts of software with this state-of-the-art facility!
(uses robots and a lot of every utility, but consumes proportionately less microchips per software and also creates some research and money.)
After 2 years, I finally figured out how to extend the design of the medium one.
model
First, the more practical idea: military population. Rather than just consuming a single colonist to create a no-maintenance unit, I think that creating infantry and other military units should convert a number of regular colonists into military colonists, who would have a separate population bar with a separate capacity (increased with specialty housing like barracks) and still consume food and other resources. To compensate for existing military units, having more military units than your military capacity wouldn't kill those units, only prevent more from being made until more housing was created.
Military units could be "tied" to a particular location, by default the settlement they were created into, and units could be garrisoned into certain buildings like MBTs in War Factories. You could potentially transfer your military units to another settlement if they had housing available and the appropriate tech/settlement levels. Perhaps a similar population/transfer system could be implemented for regular vehicles and there could be garages.
Second, probably impractical, idea: implement a crowding limit for units so that you can't just stack 2000 infantry in a 6x6 square. How much do you think this would slow down pathfinding @bastecklein?
Small idea: scale all units down to size 6 (for reference, colonists are 4 and current units and buildings are 9.)

Tried this with colonist scale, but it's a bit too small. Some units and buildings would have to be revised to work at this size, but I think it's a pretty good complement to building and colonist scales.
Military units could be "tied" to a particular location, by default the settlement they were created into, and units could be garrisoned into certain buildings like MBTs in War Factories. You could potentially transfer your military units to another settlement if they had housing available and the appropriate tech/settlement levels. Perhaps a similar population/transfer system could be implemented for regular vehicles and there could be garages.
Second, probably impractical, idea: implement a crowding limit for units so that you can't just stack 2000 infantry in a 6x6 square. How much do you think this would slow down pathfinding @bastecklein?
Small idea: scale all units down to size 6 (for reference, colonists are 4 and current units and buildings are 9.)

Tried this with colonist scale, but it's a bit too small. Some units and buildings would have to be revised to work at this size, but I think it's a pretty good complement to building and colonist scales.
Thx but there's no need; the only change (if any) to the structure would be the model.
This is a really minor thing, but would you mind updating the model on this in the next update? Thank you!
le model
edit: maybe it could be renamed column of dominion to clear up confusion
Also, I personally prefer the square-topped IB model over the current one; switch it if you'd like!

edit: maybe it could be renamed column of dominion to clear up confusion
Also, I personally prefer the square-topped IB model over the current one; switch it if you'd like!
how many dislikes am I going to get on this lol
edit: messed up poll options but it still works???
edit: messed up poll options but it still works???
skibidi dop dop dop yes yes, skibidi dobidi deep deep
skibidi dop dop dop yes yes, skibidi double u reeh reeh
skibidi dop dop dop yes yes, skibidi double u reeh reeh
hail fish
fascinating
wait a second the old and new in the poll should be reversed oops
use artifact extractors, the green drones built from a robotics factory
they drop off to warehouses or giorgio institutes
they drop off to warehouses or giorgio institutes
As you may be aware of, STV was a custom MC2 news server that I set up about a year ago. Since replit stopped hosting sites for free, I began another rewrite of STV to make it more concise and lightweight so that I could host it through another service. Most all the frontend content is still the same, but I rebranded from STV to SBS since there's no actual video feed included. Now, SBS is up and running at https://sbs-5kya.onrender.com/. Please try it out and let me know what you think!
lessgo dracs are back
known issue, fixed on the beta channel
https://dev.mycolony2.com/?beta=1
https://dev.mycolony2.com/?beta=1
we may need better water generation, but this is not the way to do it
in fact, this is exactly what alien tech shouldn't have been, just a reskin of human tech
in fact, this is exactly what alien tech shouldn't have been, just a reskin of human tech
hell yeah
spamdude
Premium Member
Member Since
February 6th, 2019