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My Colony v0.51.0 Released
After the release of v0.50.0 early last week (also known as 'the most hated my colony update ever'), GBT prices have been essentially stabilized and many of the most draconian measures on the GBT have been lifted. And while it is never possible to please everybody, I think that today's update will be received a little better than the last one. But who knows? Let's find out!
My Colony v0.51.0 Changelog
New Stuff
So the most immediately visible change in this update is the visual redesign of the little object-options popup dialog that you see when you click on a structure or unit.
Most of the text buttons have been replaced with graphical icons, and new bar graphs have been added to show the various capacities of the selected structure, such as workers, residents, patients, guests, etc. It is particularly helpful on job sites, as you can now see quickly at a glance not only how many jobs are filled, but how many workers are currently on duty.
There is also a new Statistics button available for all buildings which gives access to some new information that people have been requesting for a long time now.
Here you can see how many buildings of this type you have constructed, as well as the resource production and consumption per minute of that particular building. The production values will differ from what you see in the online reference, because they are based on both how many workers are currently in the building and your actual CPU speed.
The building stats screen also now has a 'Show All Workers' button, which is similar to the old employees popup box except now you also have the ability to fire individual workers from a structure.
Eventually you will also be able to load a similar new statistics screen for each colonist right from the workers stats screen, but I haven't gotten that far yet.
Future updates will see the stats screen further expanded, with details for residents, patients, tourists, guests, and some other cool things that aren't out yet.
In addition, Zolarg got a few new structures again. They have received upgraded Capitol and Consulate type buildings (further upping their trade and gift limits), as well as the first structures related to bringing Tourism to Zolarg colonies. The next few weeks will see even more come to the Zolarg race, so stay tuned for more.
Additionally, in preparation for the upcoming storage caps on Ore and Regolith, a new Raw Materials Depot has been added to the game which adds storage for both, along with some other metals like Gold and Aluminum. Ore and Regolith storage has also been added to a ton of different buildings, so most colonies should have plenty of storage already. The Raw Materials Depot is also dirt cheap and acts as a drop off point for the above mentioned resources, so you can place them near mines and deposits for fast harvesting.
Finally, a small UI update has been made. You can now order a harvester unit to move to a specific mineral deposit and they will start harvesting it.
Anyway, unless I forgot something, that is the jist of today's update. There are a lot more Zolarg buildings coming soon, and we are now only a few weeks out from the unveiling of the Reptilian race, along with a few brand new map types that you will find interesting. Hope you enjoy the update, lots more to come!
My Colony v0.51.0 Changelog
New Stuff
- New Structures: Raw Materials Depot, Advanced Command Post, Unholy Command, Customs Processing, Paste Treatment Spa
- New Tech: Open Doors
- New Building Stats: You can now view the current production and consumption per minute rates for each building
- Added some pop-up hints at specific points in the game
- Decay rate has been lowered significantly and removed altogether for offline games.
- Resources under 10k are no longer subject to decay
- Improved the production output of the Investment Bank
- Object Options popup has been slightly redesigned
So the most immediately visible change in this update is the visual redesign of the little object-options popup dialog that you see when you click on a structure or unit.
Most of the text buttons have been replaced with graphical icons, and new bar graphs have been added to show the various capacities of the selected structure, such as workers, residents, patients, guests, etc. It is particularly helpful on job sites, as you can now see quickly at a glance not only how many jobs are filled, but how many workers are currently on duty.
There is also a new Statistics button available for all buildings which gives access to some new information that people have been requesting for a long time now.
Here you can see how many buildings of this type you have constructed, as well as the resource production and consumption per minute of that particular building. The production values will differ from what you see in the online reference, because they are based on both how many workers are currently in the building and your actual CPU speed.
The building stats screen also now has a 'Show All Workers' button, which is similar to the old employees popup box except now you also have the ability to fire individual workers from a structure.
Eventually you will also be able to load a similar new statistics screen for each colonist right from the workers stats screen, but I haven't gotten that far yet.
Future updates will see the stats screen further expanded, with details for residents, patients, tourists, guests, and some other cool things that aren't out yet.
In addition, Zolarg got a few new structures again. They have received upgraded Capitol and Consulate type buildings (further upping their trade and gift limits), as well as the first structures related to bringing Tourism to Zolarg colonies. The next few weeks will see even more come to the Zolarg race, so stay tuned for more.
Additionally, in preparation for the upcoming storage caps on Ore and Regolith, a new Raw Materials Depot has been added to the game which adds storage for both, along with some other metals like Gold and Aluminum. Ore and Regolith storage has also been added to a ton of different buildings, so most colonies should have plenty of storage already. The Raw Materials Depot is also dirt cheap and acts as a drop off point for the above mentioned resources, so you can place them near mines and deposits for fast harvesting.
Finally, a small UI update has been made. You can now order a harvester unit to move to a specific mineral deposit and they will start harvesting it.
Anyway, unless I forgot something, that is the jist of today's update. There are a lot more Zolarg buildings coming soon, and we are now only a few weeks out from the unveiling of the Reptilian race, along with a few brand new map types that you will find interesting. Hope you enjoy the update, lots more to come!
Hopefully the reptilians won't get released before the end of the year since I'm forced to write a fanfiction between a zolarg and a reptilian if they do
I am loving this update. Multiple bugs fixed and I am pleased with the new interface... Just don't try it on an Arcology if your device is slow since it will reaaaaaaly sloooooow doooooown. :D
Commonwealth of Groddle
Groddle | Bell's Pyramid | Glitch
Groddle | Bell's Pyramid | Glitch
I for one thought .50 was long over do and frankly it worked just fine .
the new interfaces took a hour or two to learn major look change .
It is ok .
BAST BE aware one HUGE problem now .
Colonists take jobs randomly more or less which means THE FOOD type plants DO NOT fill first .
now in teh past I just used change jobs to move enough in to the food plants to get food comming in .
BUT this is no longer a option and the only way now to be sure colonists fill food related jobs first is by Disabling all other buildings so they are the only jobs they can take .
thing is this is not a opption ether as resources decay now . PLZ PLZ add food and water buildings so THEY get jobs FILLEd first ..
Wile it is still possible to do work arounds to be sure to have both in production it should not be nessery .
the new interfaces took a hour or two to learn major look change .
It is ok .
BAST BE aware one HUGE problem now .
Colonists take jobs randomly more or less which means THE FOOD type plants DO NOT fill first .
now in teh past I just used change jobs to move enough in to the food plants to get food comming in .
BUT this is no longer a option and the only way now to be sure colonists fill food related jobs first is by Disabling all other buildings so they are the only jobs they can take .
thing is this is not a opption ether as resources decay now . PLZ PLZ add food and water buildings so THEY get jobs FILLEd first ..
Wile it is still possible to do work arounds to be sure to have both in production it should not be nessery .
When should the update be available in the microsoft store?
This sounds good! I will start my map again and test it out.what I read makes me thinking on restarting
Its me Lego.
JackPS9 said:When should the update be available in the microsoft store?
It will appear when the approval process for the MS Store is complete. Each app store has it's own process so the time will vary depending on that process. When you see the release notice here, that means it's been released to all platforms and you have to wait for it to be approved (in your case by Microsoft) for addition to their app store.
sorry but that new UI for buildings is bad i wish there was a way to get the old written one back now it just locks clustered
colbya said:I for one thought .50 was long over do and frankly it worked just fine .
the new interfaces took a hour or two to learn major look change .
It is ok .
BAST BE aware one HUGE problem now .
Colonists take jobs randomly more or less which means THE FOOD type plants DO NOT fill first .
now in teh past I just used change jobs to move enough in to the food plants to get food comming in .
BUT this is no longer a option and the only way now to be sure colonists fill food related jobs first is by Disabling all other buildings so they are the only jobs they can take .
thing is this is not a opption ether as resources decay now . PLZ PLZ add food and water buildings so THEY get jobs FILLEd first ..
Wile it is still possible to do work arounds to be sure to have both in production it should not be nessery .
If you raise the salary for food jobs significantly compared to the others they will fill those jobs first.
The math done for the resources/min thing feels a bit off.
I'm clocking Water Wells at around 13 seconds per action, they give 3 water at a time.
So it should be around 12-15 water/min, yet I've opened the window to see as high as 45 water/min, and as low as 4 water/min.
I'm clocking Water Wells at around 13 seconds per action, they give 3 water at a time.
So it should be around 12-15 water/min, yet I've opened the window to see as high as 45 water/min, and as low as 4 water/min.