Search - keeps loading

My Colony v0.97.0
Premium purchased.
Platform: iPhone 7 Plus - OS 12.4.1
Render Colonists: OFF
Low Res Mode: ON
Multithreaded Pathfinding: Have tried on and off. No difference.
There are a few other syncing and saving options I've toggled on and off, but with no change in the issue described below.

Since I've had limited internet access this summer, I've been building offline regional colonies. I'm doing this post with information from memory as trying to get into the two bigger regions I've developed has become a nightmare, as described below.

Colony: Regional, with 8 regional cities (the other regional colony I think has 9). Approximately 52,000 colonists. The last time I was in the colony I tried to find a listing of how many buildings were across all the cities, but I could not find the statistics for such things.

The issue is getting INTO the colony.

When I start the game and choose this particular regional colony, it takes a long time for the region to load. When I say a long time, I mean 2 1/2 hours or more. It will remain in the loading and syncing data screens spinning and spinning.

If I go outside the app to answer a phone call, text, or check another app, then the app will crash and I have to start all over again. So, to start my region I have resorted to setting it to start loading before I go to bed, and if I'm lucky, it will have loaded by the time I wake up.

But then comes another issue:
Region finally loads and I'm in the regional overview. The moment I go into one of the regional cities there will be another app crash. If I'm lucky, the regional city will try to load, error out, and I will be thrown back to the regional overview. If I'm unlucky then the app crashes and I have to start the entire process all over again.

Once I get into a regional city I do not experience any game lag. I can then hop between regional cities just fine once I get past the loading cycles described above.

I can then play, build and increase populations just fine, until...

...once I get into the game and play, if I'm outside the game for around an hour the game reloads and then I'm into the loading cycle above, trying to get back into the region. When I'm at work it's impossible to log into the iPhone and go into the game to make sure it stays active and doesn't shut down at least once an hour (yes, I know this is a function of the iPhone to save resources, but just describes what a time-suck it is just to keep the game GOING even once I'm finally into a region).

Trying to get into a region and STAY in the region is a huge issue that has made me not play now in a month. I just don't have the time. Not to mention I don't want, need, or like the frustration.

The one good thing is that you seem to have fixed the regional city corruption problem I had before. So, none of these crashes have corrupted any cities or regions.

This issue has persisted for about 4 months (at least, that's how long I've had big region colonies). If I remember correctly, the huge loading time issue starts becoming a big problem once over around 4-5 regional cities. I do not recall if it related to population size on the two regional colonies. I'll try to keep that mind as I work on new colonies to see where the loading slowdown occurs.

I'm about to start a new colony (I'm thinking a medium regular colony and not a region. Although I LOVE regions because I can organize classifications of resources and buildings) because I enjoy the game, but it would really be nice to continue development on the region I've spent so much time developing.
4y ago
version .0.53.0 chrome
main game page stuck on loading
Did hard reload stuck on loading ( deleted all browser stuff )
stuck on loading
when i first loaded the agme ( it did load as the new reptilians are in .
ps game has been loading very slow even in .52
same with antiquas loads but takes a wile ( 25 45 seconds
6y ago
So here are some ideas for new jobs buildings
New Stats:
Crimes stats. Sometimes when your people are desperate they will try to steal from you. (The police station prevents this!)
New Jobs:
Police Officer: A police officer for police HQ and police stations!

Civil Officer: Works in government buildings not. Different from politicians and diplomats tho

Medical Officer or Docter: Works in more advanced medical facilities.

Journalist: Works on publishing fake news to keep the people of your colony happy. Works in The Times building and the propaganda HQ. Can travel to colonies that have an embassy with you via embassy. They are virtually tourists when in another colony. If the journalist is killed when in another colony. The offender must pay 100k refusing is not an option. If refused (Maybe the PVP bast was suggesting!?)

Retired Volunteer: Works in propaganda HQ

Buildings
Police Station: A building to monitor your people and catch illegal immigrants
Immigration Customs Allows star ports space elevators and so to allow more people in at a time! Only one can be built at a time
Police HeadQuarters: Upgraded Version of police station. Only one can be made at a time! Keeps track of you people and produces a heap of civics
Deportation Office: When illegal immigrants or caught. Or if you want to deport a citizen here's the place!
Immigrant Camp: When you have too many immigrants they go the immigrant camp until there is space for them to become a citizen of your glorious colony
The Times building: Can name the building/newspaper The [Insert Name] Times!: A new building to keep your people informed on matters that don't exist! Boosts morale and keeps people happy! Also provides entertainment
The Propaganda HQ: Keeps all you people informed on the happenings in the universe boosts moral provides entertainment and makes money. Employs people in retirement and takes their money. Taking them out of retirement and conscripting them (Only one can be built at a time)
Airport: Tourists will come from it as well as new immigrants. Not as fast as the Stargate. It also allows emigration and uses a really small amount of spaceships. Produces a ton of money due to people paying to use your planes. Maybe cheap imports...
Gas Station: For refueling cars/buses. Provides lots of oil storage and uses a small amount of oil. Cars and buses can be parked there
Car Dealership: You can buy cars and buses using this. Produces wheels.
Bus station: Small and can be placed anywhere. It shows the bus the route it should be taking. People get on buses at the bus station if it makes they transit more convenient. Also helps with tourism
Train station: Uses oil and provides transportation. This is the only part of the rail which is aboveground. Connects to the subway system! It is the main hub of your train network. Produces money. Only one can be built at a time.
Subway Station: Parts of your railway line that connect to the above ground. (Only the exits of the station can be seen!) It helps your colonists get to their jobs more efficiently thus reducing fatigue. Provides entertainment. Part of your railway network uses oil and helps tourism. Produces money
Parking Lot: Provides parking for your colonist's cars. Pretty big. Because rovers are big.
Huge Parking complex. A thin building which is mostly underground and provides huge amounts of parking for your colonist's cars. Produces atmosphere.
New Rovers:
Bus: Transports large amounts of people to work. Uses oil but keeps your colonies fatigue down!
Car: 4 man transport to work or school. Reduces fatigue but has carbon emissions!
Silly Ideas:
Illegal Immigrant torture booth: Torture you illegal immigrants to the happiness of all! (Except the recipient)

I hope you like my ideas I also hope they will be implemented in game! Please vote :D
Note: I will keep adding things that I think would be awesome to be implemented in game! If this gets enough attention the ideas might be implemented so guys comment and share your ideas :)
Disclaimer: I did not think of this all on my own. I borrowed some of this from other people on the website who I would like to thank! I compiled them to make a petition of awesome stuff that I think a lot of people would love to see in game
5y ago
Is this the very first loading screen, or the loading screen after you try to open your colony. Can you even get to the main menu?
6y ago
A detailed description of your issue.

Whenever i try to create a new texture mod it just keeps on loading, on the orange splash screen and has been doing so since version 0.56, it let's me do everything else in the mod section just not that, also once it's clicked and goes into loading mode it then has to be stopped by closing the game down otherwise it would continue indefinitely.

I can load up the texture mod i have been creating and it works fine and i have tried creating a new texture with the vanilla version of MYC and my own and both do not seem to affect the problem so i'm guessing its a loading of the texture editor only or that's what it looks like to me.

Steps to replicate the issue you are having.

Just try to create a new texture mod using a windows 10 laptop and click create new texture mod .

game>> more options>> modding>> texture mods>> create texture mod.

The platform for your game

The windows 10 desktop version played on a Toshiba satellite, Win 10, 64bit, 4gb ram, intel core i3

Version of My Colony

0.58.0

If on mobile, list your mobile device (Google Pixel, HTC 10, etc)
6y ago
Version 0.57 on Android 6.0.1 on Samsung A5 2017.
So, many people probably know about the "Doing cleanup" bug which essentially makes the loading of a colony impossible. Here is my case:

I realised it has something to do with the fact that I just set my save to online mode because I wanted to see how the board of trade works. That did not work because of some other issue (it said that no contracts are available until the interface bugged completely) and after a restart of the app, I got the infinite loading. I could still use the left menu, which I used to snag a photo with the built-in photo tool:

You can already see how the issue is that the loading screen simply will not disappear, not letting the player see what is he doing. I used the left side menu to try to get into the statistics menu where I could disable online mode. The statistics menu was behind the loading screen as well, but I knew the exact location of the online mode button and I switched it. I restarted the game and it instantly worked properly.
6y ago
My Colony 2 v0.21.0 is now available on the Web, Windows and the Ape Apps Launcher and should be hitting Android and iOS over the coming days. This update fixes a couple of bugs introduced in the last release and makes some pretty big changes that could alter the course of how you play MC2 over the coming months, so let's jump in and take a look!

The first big change in this update is a new feature called Universe, which will allow you to "join" your game to other players' games to create a sort of peer-to-peer network of global My Colony 2 servers.


To join or create a Universe, you simply open the Statistics window on your colony, and enter a public and (optionally) a private key. Every online game using the same Public/Private key combination (and the same game version/mods) will be automatically joined into the same Universe network.

At this time, there is no default or "official" MC2 Universe, and the feature is 100% opt-in. If the community ends up creating/pushing/rallying behind a common Universe, that's great. It can also be used to set up a private Universe between you and your friends/family.

So what does a Universe get you? As of this release, it simply unlocks a global Chat similar to what is available on My Colony 1, but this is going to expand pretty quick once this update is released and I can see if the underlying connection is actually working right. Universe is going to enable interplanetary trade/governments/war, etc., so eventually having a large Universe community with a lot of players will be beneficial. So stay tuned and keep an eye on this feature, because it's going to get exciting over the next few updates!

Beyond the Universe feature, a big change is being made to game saving. Right now (prior to this update), all MC2 game data was saved to a single large library file that synced to the Ape Apps Cloud (for signed-in players). This was causing issues with both slow loading times, and data corruption when multiple instances of MC2 were open at once. This is being completely changed in this release. Starting now, game data is no longer saved to the overall player library file, and Cloud Sync is disabled by default for all colonies. It can be turned back on (if wanted) in the World section of the Statistics window.

The next big feature in v0.21.0 is the new Stat Reporting functionality. If you've used Coloniae with My Colony 1, then you know what the general idea is here. With My Colony 2 though, Stat Reporting is a bit more decentralized, and open to any developer who wishes to take advantage of it.

Stat Reporting can be accessed/enabled in the World tab of the Statistics window.


In order to use it, you simply input one or more (separated by commas) stat reporting endpoint URL's, and the game will take care of the rest. If you are a developer and would like to build your own Stat Reporting endpoint, you can see this thread which should contain all of the information you need to get started.

The final big change in v0.21.0 is engine support for separating .vpp model data out of the individual game data objects in order to (hopefully) allow for faster initial game loading times. Right now My Colony 2 is starting to take an awful long time to load on mobile devices, and if this new functionality works as I hope it should, then My Colony v0.22.0 (the next release) should see a drastic improvement in mobile load times. The new model loading scheme is currently being tested out on the Tree Farm, Galactic Stock Exchange, and the Uranium Enrichment Facility, so please keep an eye on those three structures, and let me know if you notice any issues/problems with how they are loaded and rendered. If everything is fine, then I will be moving all larger game data objects over to the new loading scheme in the next release.

So other than a few bug fixes that are not worth mentioning in the release notes, that is about it for v0.21.0. Please test out the new features and let me know what works, doesn't work, what needs improved, etc.! There's going to be a lot of exciting new features coming over the next few updates, so stay tuned for more, thanks for playing, and I hope you enjoy the update!

#mycolony2
1y ago
The list of complete changes coming to My Colony v1.0.0 just keeps growing. So far Regional map generation and Power/Bandwidth utility grids have been completely rewritten, and now I am adding another major change to the list. Currently in testing, the way the engine handles colonists is now also being completely rewritten, as it applies to their jobs, entertainment, housing, education, and medical. Basically, the entire colonist simulation engine is being rewritten, which, along with the other changes already mentioned, is making v1.0.0, at least under the hood, almost a completely different game....

Before discussing the new changes in detail, I should explain how/why the existing system came to be. Colonists were first introduced to the game in v0.3.0 (July 30, 2016) at a time when the biggest housing unit was the actual Lander that you started out in. The game was designed as the Colonist being one of the central features of the simulation. Each colonist had a name, a job, his own stats, and went about his life in the colony. He had an energy level, a happiness level, a day/night sleep cycle, and so on. The intention was for each colonist to be a unique entity with it's own relationships, feelings, etc, sort of like in the Sims.

As time went on and the game grew though, it started morphing into more of a city-builder type game VS an individual colonist simulator. So as more (and bigger) buildings and features got added to the game, the original system based on the individual colonist was simply expanded and adapted in order to keep pace. Eventually the game got to where colonies with populations in the hundreds of thousands and even millions were possible, but the core colonist simulation engine remained as it always had been.

Simulating that many individual colonists brought along major performance and memory issues, especially on mobile. I tried to work around it by implementing a "virtual avatar" system, whereby after a certain population, the game just extrapolated out statistics based on a virtual avatar, where by one "real" colonist would represent 5,000 or more "virtual" colonists. This worked OK for performance, but it always caused strange statistical problems for things like Entertainment, Schooling, Medical, and Work. For example, if one colonist would get sick or unhappy for some reason, all 5,000 of the "virtual" colonists he represented would also take on his sickness/anger, which would lead to situations where 500 virtual colonists are not working.

For the last few years, each update is a constant battle against the old colonist system, with performance issues and complaints about certain stats not lining up as expected. Game functions like Entertainment/Medical,Education barely work in a consistent manner. Moreover, the colonist day/night cycle, which I thought was somewhat neat/unique/realistic to the game, was often confusing for new players who couldn't understand why nobody was at work in their buildings.

Anyway, I think it's long been time for a change, so with v1.0.0 I am stripping out pretty much all colonist-level individuality and data, and moving to a pure statistical model, more in line with a traditional city-simulator type game. After this update, the colonists you see walking around are pretty much for show only, and will no longer have their own individual stats. You will not be able to click on a colonist to see his name, where he lives, what is job is, etc. You will not be able to assign a colonist to a specific job. The individual colonist no longer matters.

So that's the sad part. It's sort of sad because I liked all that stuff about the game, but the reality is that those kinds of things are for a different type of game that My Colony no longer represents, and keeping them in the game has only caused performance issues and forced strange workarounds in the code.

So let's discuss the new system that is currently being tested. Starting with My Colony v1.0.0, all colony stats, including productivity, health, happiness, IQ, etc, are based on (roughly) on the overall land value/approval rating of the specific areas of your colony. It sounds more confusing, but I will explain more.

Housing structures are now the basic unit responsible for generating statistics in the game, taking place of the individual colonist. Housing structures now have internal statistics based on the availability of Schools, Entertainment, and Medical facilities in their proximity. While not yet implemented, there are also internal stats for Crime, which I plan on adding (along with Police Stations/Prisons) in v1.0.1 or v1.0.2.

While these numbers might be tweaked before the final release, you basically need enough Medical to accommodate 5% of your population, enough Schools for 20% of the population, and enough Entertainment for 15% of the population. These facilities must also be within range of the housing units. Medical facilities need to be within a 50 tile radius, schools 35 tile, and entertainment 25 tile. So basically, on a small sized map, an entertainment facility in the center of the map can theoretically service the entire map.

For work, job sites have to be within a 50 tile range of available housing. Jobs are prioritized by distance to house, IQ requirements, and pay. IQ level is impacted by the School rating of the housing unit. Each housing unit keeps track of the average travel distance it's residents must take to get to work, which impacts it's land value/approval rating.

The approval/land value rating of a structure is based on how fully it's needs are met in those categories, with Crime soon to be added as well. When colonists look for new places to live, they will place priority on high value dwellings first, and only reluctantly fill in the slums if necessary. When crime is implemented, criminals will originate from slum areas of town, so the more low-value areas your colony has, the more crime will be generated. Crime in turn will further lower the value of the area.

With this new system, the colonist day/night cycle is gone. As long as approval/land value conditions are good, buildings will be operating at full capacity at all times, so there is no more sitting there waiting for workers to come back on duty.

Some people will not like this new system as the change is large and will probably render many existing city layouts ineffective. You now have to think about the macro-conditions of each area of your city, making sure that there is sufficient medical, education, and entertainment for all residential areas. Since these stats were largely underutilized before, most existing cities will probably have shortages right off the bat. I plan on introducing new education and medical facilities as I get further along on the v1.0.0 update, as they will probably be needed.

There are some positives that come along with this change. Firstly, save file size and memory usage is greatly reduced, as the game no longer keeps a reference table of all workers/buildings. The game no longer conducts the expensive job/medical/school/entertainment search routines for individual colonists, which involved expensive operations of sorting all in-game structures by distance from each colonist, and then weeding through destination candidates one by one.

I estimate that most colonies will see improved performance with this change, particularly on the high end. In addition, this new system will allow me to implement probably the most requested feature of the last 3 years - mass transit, which I tentatively plan on introducing in v1.0.3 with either a new subway or monorail system (depending on what I want to draw). Since the engine no longer has to figure out paths for each individual worker, it now only needs to make sure that a mass-transit system is fully connected to itself, and then figure out a building's distance to the overall transit network, making it's implementation much, much simpler and less performance intensive than trying to resolve mass transit paths for each individual colonist.

So I've written a book here, but the reason for the long write up is because this is probably absolutely the single largest engine change to the game since it first came out, and it represents a complete rewrite of one of the core mechanics of the game. I am trying to design it in a way that will not feel overly different to long-time players and will not be overly disruptive to existing games, but with a change on this scale, you know some people will be impacted.

If you have issues/observations with the new system, you can post them in this thread. I will be working on this particular part of the game for a few more days here. Be advised, that if you open a colony on v1.0.0 from this point on, the engine changes are sufficiently large that re-opening your game in a pre-v1.0.0 client may cause issues, as v1.0.0 deletes a lot of depreciated properties from in-game objects.
4y ago
Having a similar issue. Colony just stuck at the "Doing Cleanup..." part of the loading.
6y ago
I can not long into my account once in the game it just keeps loading and loading and never loads. Also I had to reinstall the game after I restored my phone and I paid for premium and now I don't have it. Is that because I'm not loges in?
5y ago
Hi,

I have problem with loading save from file using web browser (Chrome v63.0.3239.84 64-bit).

Game(v0.52.0) was saved using Chrome browser client( More options-> Game Data -> Backup Game File ).

When I'm trying to load save from attachment (More options-> Game Data -> Restore Game File), loading screen hangs on Restoring Data...
- Chrome dev console shows:
Uncaught TypeError: Cannot read property 'length' of null
at onFileOpened (script.js:3753)
at Worker.<anonymous> (script.js:3416)
(I've attached screenshot),

-Microsoft Edge shows similar error: SCRIPT5007: Unable to get property 'length' of undefined or null reference
script.js (3752,23)

The same save file is loaded properly using:
- standalone windows app (my-colony-win-x64-0.51.0.zip),
- windows 10 store app (v0.51.0),
- latest android google play store v0.51.0

I have tried saving game using standalone Windows app but still can't load it using any Web browser.
Save file:
Error Screenshot:
6y ago
I've been having this problem with loading two of my worlds (I go into more detail in a post above this one which is now locked but you can still acces it) ,but it's on my android (version 6.0.1) galaxy A5 phone, not on a computer.
Update: (idk if this is what solved it but...) after I deleted the backup file fore the insectoid world and then tried to log in the world it didn't get stuck in the loading screen.
As for the reptilians, I just entered the world and it worked (I didn't have to do anything to it's game files). So it might have been that I tried to enter enough times that it eventualy worked.
6y ago
no offense, but the loading screen with the giant loading text is kinda freaky. i suggest making the loading bar smaller and centered on the screen and it says 'MyColony' not 'My Colony" which is weird. the text is also justified and you shold make it aligned to center, left, or right (criticism from me.) you do not have to do these things; its just that i would enjoy it more if you had these things done. even though i already like it!
6y ago
i suggest a optimise ressource loading systeme
all the building of a same type have the same loading for ressource i think it can optimise the game to have less crash ,bug and lag
Hi, just posted that my colony stopped loading - it's named Lunacy, chater code is: m5mWj4AH. Tried upgrading to premium membership but it still is not loading.. says Restore Data... and just sits on that message

I'm hoping someone know what to do or can run a database repair ont it or something.. I'df really like not to lose that colony I spent hours on it..

thanks in advance for any support
5y ago
never loads just loading and loading dont appear any message like an error or idk only loading and loding
5y ago
Hello,

To begin, here are some technical informations :
-I am playing at mycolony on my computer with WIN8 (v0.71);
-I have purchased premium version till some times ;
-I am playing on a BIGGAAA region map (about 7 regions are really inhabited, but I must have maybe something like 30 regions in all).

Now that is my problem : I was playing on the game and at a moment I decided to change of region. So I returned to the region map (below) and I clicked on the region I choosed. But instead of loading my map, it displayed me nothing at all, and if I well remembered i had an infinite loading text at the bottomright corner indicating "saving game.." infinitely but did nothing. The other regions function. But when I tried to load this one now, I have a "Sync data" screen who closes itself after a few seconds, without loading my map. I tried also to load a recovery file but it didn't function.



Does it mean that I seem to have lost this part of my map for ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever ?

My computer appeared to be overload at the moment of the problem. And I guess it is the cause of the corruption of the file...

EDIT : here are the files of the game, I 'm not sure it can help but I put them here nevertheless.


EDIT 2 : I have also lot's of .mcx files but I don't know if they can be of some use.
5y ago
Played the game normally for few weeks and all of a sudden I am stuck on loading screen.

I reinstalled the game, deleted all local folders multiple times and I can't get it past the loading screen. Any fix whatsoever ?
5y ago
Hello! I have been having an issue with my colony, it is stuck in the loading screen.
I downloaded it on the ape apps launcher and I am on windows 10. My computer is pretty good so I dont think its an issue for my pc hardware to not being able to load it.

Heres the image of the loading screen where my game gets stuck on, its the one that shows upo while launching the game

For The Standalone My Colony zip file, I would have the infinite loading screen glitch, after finding the error file it for some reason wanted to put data into my XCOM2 file, why is that?

See Error Log Below:

v1.6.0 1590002661090 utils.js: 220 Uncaught Error: ENOENT: no such file or directory, stat 'C:\Users\(My Name)/XCOM2'

I could fix the infinite loading by creating the xcom folder, just curious why it would need the folder of a game i uninstalled
3y ago
It's no secret that My Colony 2 takes a while to start up on some Android and iOS devices. What is the deal?

The primary reason for the long load times is that My Colony 2 has to load all of the game data objects into memory, and as of v0.20.0 there are now over 200 of them. What makes it slow and take a long time is that each game data object has it's own *.vpp (voxel paint) file embedded in it.

This was not a big deal at first, but once I introduced precompiled .vpp files in order to speed up load times, the size of the data objects really exploded, and so did the loading times. It's now getting to a point where it is becoming difficult to add new content to the game, because the load times are already beyond what I would consider to be acceptable.

With the forthcoming v0.21.0 update, I am making an attempt to address this issue.

I have added support for removing the .vpp data from pre-packaged MC2 data files, and then lazy loading the .vpp models once they are actually needed during gameplay. This in theory should dramatically speed up the time it takes for My Colony 2 to initially start (if I go through and do it to all of the objects in the game), but there are some drawbacks.

Firstly, if I do this change to the entire game, the size of the Android .apk download will probably increase by 8x or more. This is because MC2 data files are compressed, whereas Voxel Paint files are not. You could just say "why not compress all of the voxel paint files," but that would defeat the entire purpose of this change, because now you will have the extra loading time of decompressing all of these individual files.

Now maybe this isn't a big deal? Do people care how big an .apk is when they are getting a new app? I don't know the answer to that, but it's an issue.

Secondly, it will probably introduce a slight delay in the time it takes for a structure to appear once built, since the model will not be already loaded into memory as it is now. Testing will need to be done on real-world devices to see how much of an issue this is.

Lastly, mods will not be able to take advantage of the separated system, as a modder obviously can't inject .vpp models into the core MC2 package.

So anyway, in the v0.21.0 update, I will be testing this change on the three largest data objects in the game, the Galactic Stock Exchange, the Tree Farm and the Uranium Enrichment Facility, and we will evaluate how it goes from there!
1y ago
I just redownload my colony for the first time in months and had to get a software update just to do so. The first time I opened the app it opened fine then I closed it and opened it a few hours later and it was stuck on loading screen. I reset my phone twice but nothing worked so I deleted and redownloaded it. I lost all my worlds but it opened right away but as soon as I closed it and tried to reopen it a few hours later still stuck on loading screen. I am on ios iPhone 13 software update 16.5 and the newest update for my colony.
10mo ago
Howdy,

I'm curious about the other side of terraforming, as in when you terraform to earth-like levels and your atmosphere keeps producing. Is there a global warning aspect to this? What I mean to ask is simply if you can have too much atmosphere? When my colony got above 1k population the atmosphere kind of ran away to 5 million. I've heard 15 million is when problems arise but that was in a post about trash piling up. As a precaution I've cut my incinerators in half and quadrupled the condesors but the atmosphere keeps rising. What are the ways to slow it/stop it yet still keep production up? Is there even an upper limit to atmosphere before colonists health becomes a worry? Thank you.
6y ago
eejit said:Whenever I get to about 30,000 pop I have all the money, Aluminium and Alien Artefact I'll ever need I don't know what to do after that - the world more or less just takes care of itself. I end up starting a new game for the challenges of that, and yet I see maps with over 1m population so I must be doing something wrong.

What keeps you going after you have all the resources you need?


I'm playing because I want to be in the top 10. I have a challenge there. and I'm part of a community that keeps me playing. I like it to be one of the colonies that has the biggest production. (Only one has bigger I guess, @Blarg)
6y ago
Win 10 Native App 0.46.0
Since last update I'm struggling with food production that inexplicably fell down despite a lot of cuntermeasures I put on for about 10 play hours, such as increasing food production buildings, fire drills, changes of salary policies, donations, lottery and so on. I also noticed that workers in the list is different with the number shown by clicking on the building, sometimes just 1 or 2 are listed instead of 30 or 100. This happens to every kind of building though: production of almost every resource is no more effective.
Moreover, many days ago I started a process of reducing atmosphere production, first by using Alien Condensers, then by introducing the new Atmosphere Scrubber. Starting from 190M level I've reached the 15M goal today, therefore I deactivated all those buildings to see what would happen in order to balance the level under 15M but Atmosphere level keeps decreasing and water production keeps going on, like the buildings were still active.
Unemployment level doesn't go under 34% despite there are a lot of free workplaces.
6y ago
Antiquitas is coming along nicly and at this time game issues are minim .
Thing is all the games that just keep getting more players all do updates alot sometimes twice a month .

Problem is that will not work for this game .
BUT there is another way ONE of the biggest most poplar clickers does .
What they do 2 times a month is add JUST one new clicker world- the world runs for 4 days During that time you can get extra gold and mega bucks added to general funds .

That keeps people coming back wile keeping the game size and play the same .
With this game use something simple that takes minim programming to put in as a temp thing .
Sunday is easter so something easter themed then once easter is over remove it .Or what every Holiday or theme you like . A special building or special trees that get removed .
As long as the buildngs or trees just add resources already in game it could work .
You see how every one gets when updates come out that will stay just the same without increasing the code every update .

Maybe like a alien crashed ship shows up and you can take it apart ( aka Mine it untill going )
then take that code back out after a time .

ONE of the other big builder games does exactly THIS . every holiday they add a theme and then take it out .
That keeps the game fresh without the need to keep adding more code .
It could give teh agme new life think out side the box ( heck your good at that anyway .)
6y ago
I originally posted something on this forum not too long ago about a red planet world infinite cleaning data whenever I tried saving, and no help has been brought towards that for a long enough while for me to have given up on it for long enough to start a new world in the meantime. I made a lunar world and it literally just corrupted and disappeared entirely when the game crashed from me trying to set the world as a cloud save so I can access it on my PC too to make backups, so this is very ironic. I'm about ready to give up on this game, because even though I love it I keep putting so many straight days of work into each world and they just get corrupted like nothing even happened and I can't even back up the data because it keeps saying there was an error and it won't ever let me accomplish backing it up. I also have enough screenshots to recreate everything I have in the world from scratch even though that's probably not for the best I don't know what is. My last successful backup of the lunar save was way too long ago for me to even want to redo it because it was like weeks ago. My red planet save has a backup that happened right after the corruption. My game tried restoring an emergency version of the lunar save but it took too long with my ipad being on low battery so it wasn't feasible. If I could just make proper backups of the game files myself as I should be able to this wouldn't be a problem, but it works not on PC nor mobile for me.

TL;DR: I'm losing patience with this game, I just want to be able to play but everything keeps corrupting from the smallest things happening that are no-where close to my fault and I have hundreds of screenshots. I also am not really receiving help from anybody on this matter which is why I'm losing patience with this.
5y ago
Whenever I save an online game and then reload the save, the resources I've gained gets reset to 0, why is that? I've tried reloading several times on different saves, but it keeps on occurring.
5y ago
I don't know exactly, but never 2,8 mio. And it keeps going up, without building or doing anything. How can i watch taxes?

It says "Regional Keulen_2". If i enter the city, it also says "Regional Keulen_2"

Even though i deleted this city (in region), the outflow of money still keeps going.



2. the money and atmo bug is in an online game "_DasKeulenLand_" with 150k pop
the other ones are offline because i though there were less bugs.

2.b No no auto trader because i havent build the GBT in this region and its an offline region

3. they reduce for example 60k. i turned them off because i was at 15mio atmo.
After 5mins i saw my atmo is still sinking, so goto statistics and it had an outflow of 84k. next time i was in, it had about 107k.

4.a yea i still have 600 uranium, so they are working well

4b sorry yea that 20 outflow is ok.
but i have income 12uranium (Regional Keulen_1.0) but there is no enrichment or anything what produces there.

I have 2 enrichment in "Keulen_2.0", but it dont shows the income in statistics and i'm not getting them.

Thanks for answering that fast :)
4y ago
Anyone know why it's doing this? I'm losing out on millions of in game dollars over and over again. It keeps happening after I accept money from trade contracts.
2y ago
My game keeps crashing even on low graphics and a beefy iPad. Maybe you should release an update reducing lag
After declaring independence in the game, the civics resource just keeps randomly depleted. Like it will build up all the way to 6000 and just suddenly goes to 0. It doesn't keep show why its getting depleted in the statistics. I hope i can find solace soon.
9mo ago
Yeah. Webview is disabled on mine as well. I'm also using a Pixel with Android 8 and the game runs with no problems on it. One thing you can try is downloading the apk from here and loading it that way.

https://market.ape-apps.com/my-colony.html

6y ago
Stuck at the loafing screen I love this game and I don't want to delete it please help me out
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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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