Search - Crystalbot

Currently UE humans, zolarg, and draco can harvest crystal in any planet available to each of them. LIS humans however, do not have any means to grow and mine Synthetic Crystal Deposit outside of the Ice World, as LIS Tundra Rover is only buildable in Ice World.

LIS can even do the Crystalline Synthesis research in any planet, but it does nothing as Crystalbot is only available for UE, while LIS Tundra Rover has "Ice World" tag as its requirement to build.

As such, I suggest either to allow LIS Tundra Rover to be buildable in all LIS planets other than Ice World, or allow Crystalbot to be built by LIS as well.
4y ago
Good afternoon everybody! Today is a short and quick release for My Colony, introducing a few small balancing changes and bringing the version up to v0.62.0. Here is the recap:

My Colony v0.62.0 Changelog

New Stuff
  • New Unit: Crystalbot
  • New ad-free Content: Dark Pavement Lit, Solar Road
Changes
  • Reduced the spread rate of Sugarcane
  • Added or increased Sugar storage to: Gravitational Compression Warehouse, Artificial Sweetner Factory, Large Silo, Small Sugar Processor, Supply Pile, Sugar Farm, Crystalmound, Feasting Area, Silo, Mound, and Unholy Mound of Worship
  • For U.E. colonies, the Crystalline Synthesis tech now requires the Xenomaterials Research as a prerequisite.
  • Dark Pavement can now be upgraded to the Aluminum Road
  • The Powered Materials Silo (Reptilians) is now a collection point for Obsidian harvesting
  • Brought back the "Trending Down Only" resource display mode on the HUD UI.
Notes
So today's update was a quick job, primarily aimed at some re-balancing related to Sugar. It also includes several bug fixes that were packaged with Antiquitas v1.9.0, allows Obsidian harvesting for Reptilians, Crystalline synthesis for United Earth, and fixes a couple of outstanding bugs that had been reported previously.

The next update will feature new content for all four civilizations. I would have had more in this update, but there was a bug on mobile where pressing 'cancel' to cancel a pending build was not working, which I wanted to get a fix out for right away.

I have also started working on a new concept game called My Starship that takes place in the My Colony universe and involves trading resources between planets. It is in the extreme early stages, but feel free to try out the concept and see what you think:
https://www.ape-apps.com/viewpage.php?p=20114

That's all for today, much more to come. Thanks for playing!
5y ago
As of now, U.E players can build synthetic crystalline through a crystalbot. However, building crystalline now requires research into both the crystalline tech and xenomaterials research, which requires alien artifacts (i think)
I am not sure if this is a bug or not, but i am able to build the crystalbot, and make a synthetic crystalline deposit, I also have a tall brick warehouse which says it can hold my crystalline, yet when i click on the bot to harvest, it goes nowhere. Is there something as a bug? or is this something I am doing wrong?

Thank you in advance.
5y ago
Dear Bast,

There are 2 game suggestions I hope would be considered either for this patch or for the next few patches (if this patch is too feature-loaded already) :

1. Would you consider making Oil to be store-able in Grav Warehouse? Practically all other "major" resources are able to be stored in Grav Warehouse, and Oil is the only one left out.

Painting, Salt Water, Fish are niche resources which do not need Grav's capacity. Aside from that, the rest of the resources except for Oil can already be stored in Grav Warehouse.


2. Would you provide a way for LIS to grow Synthetic Crystals in Abandoned World, Asteroid World, and Water World? The rest of the races can grow them in all of their worlds :
- Alpha Draco : can build Enslaved Extremeobug in all 4 of their planets.
- Zolarg : can build Tundrabug in Ice World, and can build Extremeobug in the other 3 planets.
- UE : can build Crystalbot in all 5 of their planets.
- LIS : can build Tundra Rover in Ice World, but no way to build Synthetic Crystal in Abandoned, Asteroid, and Water Worlds. They have to depend on imports/gifts until Research Converters.

Thank you beforehand.




4y ago
You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.

LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
4y ago
MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.

LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.


Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D
GeneralWadaling said:
MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.

LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.


Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D


Yes, but the only problem is if you want to play offline, honestly i feel like needing crystalline to be able to make crystalline is a bit ridiculous (playing as offline UE), make it something with maybe 500 Alien artifacts or maybe even what is produced via center of aritificial learning, acient alien instructions, but just something other than crystalline please
4y ago
In time for the weekend, My Colony 2 has just been updated to v0.27.0 and should be hitting all platforms shortly! This update has a critical fix that might actually end up killing some existing colonies, so you are going to want to read on to find out what's new!


First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!

How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.

Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!

It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.

Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!


As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.


Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.

Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.

Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.

Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.

Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!


Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.

The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.

Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.

Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.

Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.

A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?

Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.


You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.

Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...


My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.

I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.

Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.

So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.

Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!

https://www.apewebapps.com/my-colony-2/

#mycolony2
1y ago
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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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