Search - lava

So just want to say that I'm enjoying the new lava world and it's a real challenge to keep a colony going long enough to reduce the atmosphere to below 15 mil in this planet type. I appreciate bast using some of my suggestions and incorporating them into his scheme of things, and I think that with a few tweaks, this planet could be even more awesome and attract more people to it. So here are a bunch of my ideas for how this world could be amped up.

1.) Since it would make sense that a flying object would not be affected by anything that happens on the ground, I would love to see that same rule be put in place by my colony. This way, you can have queens in the air at all times in case an eruption goes off and kills all of your mounds. Then you have a guarantee to start over and not lose the game. then, if someone loses their mounds with no queens in the air, it's on them for not taking precautions.

2.) eruptions stop when the atmosphere is under 50 million, but lava still spreads until the atmosphere gets under 1 million atmosphere. Once the atmosphere is at optimum range, the player should attempt to put the lava out of it's misery since they would have idea number 3.

3.) Obsidian extractors. The lava planet is just awash in lava, and has been like that since it was formed. Therefore, layers of obsidian deposited by lava flows over time are buried beneath the planets surface and can be harvested via an obsidian extractor once the atmosphere is under 15 mil. This is optional, because yes, the obsidian is supposed to be a hard-to-get resource. However, if a player survives long enough to reduce the atmosphere all the way down from 500 to below 15 million, I would think that they deserve a safe supply of obsidian.

4.) sugar furnaces. These would be made from obsidian and would burn sugar hotter and produces as much power as a power spire. Small amounts of obsidian are constantly consumed, since some obsidian is mixed with the sugar to maintain a high temperature burn. Use this idea if wood is not going to be a viable resource on the lava world, which I doubt it is.

5. Dark versions of all of the buildings that require wood if wood isn't going to be an acquirable resource on this world. obsidian can take the place of the wood requirement in many advanced buildings if you make dark versions that resemble obsidian.

6. Dynamic planetary response to atmosphere level. It would be nice to make the lava world turn into an earth-like world when it reaches optimum atmosphere level, and crystal deposits could turn purple or green or some other color that's not being implemented right now. And then it would be nice to see the planet change from an earth-like world to an ice world once the atmosphere is below 1 mil atmosphere, at which no more lava flows and the crystals turn blue. What do yall think, wouldn't that make it more interesting? In fact, you could make all planets turn into a lava world and cause lava to spread once the planet gains too much atmosphere in my opinion. And then you can make them turn to ice worlds or red planet-like worlds when the atmosphere gets too low. Those would be the ultimate penalties for not managing your atmosphere correctly. I would still only allow obsidian extractors on worlds that began as lava worlds though.

7.) obsidian made structures are resistant to lava, but not lava proof. Obsidian structures that are contacted by lava will sustain constant and mild to moderate damage. More advanced buildings will be more resistant to lava, and some may even be impervious depending on their function. This could be another function of obsidian, since, if bast were to follow my idea of replacing the wood requirement with obsidian, then lots of buildings would have dark versions that have obsidian in place of wood, and wouldn't ya think that obsidian would have a natural resistance to lava. Anything that is made even of a little bit of obsidian should have at least a small resistance to lava.

8.) Lava world for humans. Since one of my ideas was to make all planets turn into lava worlds when they become shrouded in dense atmosphere, it would be fitting to give humans a crack at the lava world as well. I mean, they have more advanced technology than zolarg, so if zolarg can do it, why can't humans do it?

Well, those are my ideas, hope yall like them. Again, I'm very grateful for how the lava world turned out and these are not complaints, I just want to give some ideas that would do the lava world some justice.

6y ago
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.

Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.

More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.

Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!

Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.

Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!

Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.

Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.

Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.

Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!

Purpose: Hovers, lets you harvest Aluminum after eruptions.

Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.

Purpose: Hovers, can Harvest gold in lava fields.

Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.

Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...

Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.

Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.

Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.

Water Pools resist Eruptions

I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.

Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.

Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!

Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.

Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.

Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.

Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.

Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.

Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.

However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.

Pits would spawn like massive rivers to begin with.

The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.

If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.

Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.

Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.

Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D

Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3

Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.

It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.

Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.

You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.

Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.

Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;

Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.

Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.

Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.

Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.

That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
6y ago
Here is some information on the new Lava World which will be available in the upcoming v0.52.0 update to My Colony!

The Lava World is by far the hardest map type in the game so far. When you are first starting out, it will not seem like this is the case. It plays similar to the Ice World, except there is also Ore available, in some ways making starting out even easier than the Ice World.

What makes the map harder are two main things:

Lava Rivers
The Lava Rivers are constantly shifting. Areas of the map you were once able to build on will eventually be consumed by Lava. You can slow the flow of the lava by building Paste Path 'walls' in order to contain the spread, but that will only help you to an extent, because of reason number two:

Volcanic Eruptions
The Lava World is the first map type to feature natural disasters. The Volcanic Eruptions can happen any time without warning, spewing fresh lava across the land and destroying any structure or unit that happens to be in their wake. You will have to plan ahead to make sure your colony can survive if 20% of it were suddenly wiped out by a volcano. It will be wise to build multiple Mounds.

Speaking of mounds, you can no longer build them the old way, and you no longer start with one. Now on all Insectoid colonies, you start with a Queen insectoid, who you can fly around until you find a food nesting place. The Queen then turns into the mound. You can build new Queens at the Mound for colony expansion, but if your Mound gets taken out by a volcano before you build a fresh Queen, you will be in trouble. So make sure you build a new Queen as soon as you can!

So why would anybody want to start a Lava map?

It is the only map type that has access to a new resource: Obsidian. Obsidian is left behind as the rivers of Lava shift across the landscape. Once a Lava River has moved to a new area, you will have to fly a Queen into the old one and get the Obsidian left behind before new Lava arrives!

Obsidian will by exportable on the GBT and Humans and other Insectoid colonies (as well as Reptilians) will be getting new Obsidian structures.

Also, when a Volcano erupts, it leaves behind other rare elements that are not originally found on the Volcano map, such as Gold, Uranium, and Diamonds.


That is the new Lava World in a nutshell. It makes heavier use of the particle and lighting effects than any other map, so if it degrades performance, both can be turned off completely in the Engine Settings menu.

If you like to have a big permanent settlement with a large Commonwealth attached, the Lava World will not be for you. It is a micromanage map best suited for Obsidian mining and exporting, and you can expect large portions of your Colony to be destroyed without warning. Players who have been wanting disasters in the game might enjoy the extra challenge.

As a side note, the Lava World will also be one of the playable maps for the upcoming Reptilians, which will be coming in v0.53.0.

Enjoy! The update should be done by the end of the week or early next week.
6y ago
This is good advice, thanks. Also, I haven't played the game, so I'm not sure, but it sounds like you could push the lava completely off the map if you spread your paths out when the lava dries, as the lava has to spread from other lava, so if you push the lava out to the edges, you could eventually eradicate it from the map. However, you wouldn't get any more obsidian.

So here's what I would do:

Build paste production asap

surround every corner and edge of each lake with paste, or just start by spreading out from your main.

You will want to have a xl/mega map for this, but reserve the bottom corner of the map for your main. Put the most important stuff further into the corner, which means you should reserve a lot of space near the point of the corner for important stuff and then build paste tanks outside of that area. This way, when you finally get to annex land, you will be extending the space that your main is next to, allowing you to build more toward the corner of the new land instead of outward toward the lava.

push the lava to the top corner, which is the furthest point away from your main. Do this by claiming land with paths when the lava recedes, and then do it again when the lava recedes even further back. Do this until you have a 25x25 square to reserve for lava. If you have a pretty large map your main should be out of danger at all times as long as you isolate the eruption lobs until the cool, as they can cause lava to spread back over the barriers and toward the main.

Make sure that you make as much paste as possible for this. We will want to make a paste path grid after a while so that there isn't any wide open area left for the lava to spread in. That should slow any spread and allow you time to surround little areas of lava until they cool. It should also provide channels for easy access to obsidian since there would be so much paste path in the game and your rovers would have access to more surface area to mine. Make sure to keep that 25x25 area of lava and let it erupt and spread just a little so you can get so obsidian into the grid squares, but like cobya said, we want to keep the lava at least 40 tiles away, so don't let it spread too far out of the top corner.
6y ago
Oh my goodness, some really tasty features coming that should really increase the quality of my colony, I can't wait. Lava world looks gorgeous by the way, and I noticed the 500 mil atmosphere you have there at the start, haha, thanks for incorporating that idea into the mix, it was exactly what I was hoping for.

Will lava be a new resource since there would be an abundance of it? Perhaps you can make a geothermal plant that uses lots of lava and a little water to make power, or you could add obsidian resource that's made by combining water and lava(that idea might already be trademarked/copy-righted by minecraft so I would be careful with that one if that's where you are heading with it.) Will the playing style for zolarg lava map be the same for zolarg ice map?

Not that I'm expecting this soon or even at all, but will you implement some sort of sea level measurement that makes the water/lava spread/recede when the sea level goes up and down? It would be fun to make water recede completely at a high atmosphere and then cause lava to spread across the map the more atmosphere the planet gets, or to have the water freeze over at a low atmosphere. what do you think?
6y ago
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.

earthlike Planet specific ideas:

earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.

Waterworld specific ideas:

Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.

red planet specific ideas:

Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.

red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.

generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.

Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.

Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.

Lunar specific ideas:

Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.

Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.

craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.

meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.

Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.

Forest Planet ideas:

Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:

Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.

mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.

Asteroid planet ideas:

Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.

craters: the same concept as the lunar planet.

meteor showers: the same concept as lunar planet

Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.

Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.

Abandoned World Ideas:

Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.

Rivers: aside form the twilight idea I would love to see rivers on this map.

Ice planet ideas:

Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:

glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.

unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.

Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.

desert world:

desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:

Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.

Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.

raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.

dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.

Lava planet ideas:

lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.

Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.

ideas for all existing planets:

Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.

Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.

Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.

Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.

Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.

But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
5y ago
Hello! You have seen a lot from me recently, but alas I have yet another world type. Lava World! I have made the planet model, and a few essential models for it!

Naturally there will be Cobalt and Obsidian, but did you know that Lava itself has uses!

Here are some pumps for it!



"Where am I gonna store all of this Lava?"
Glad you asked, its in the Lava Tank!

"...what am I supposed to do with this Lava?"
Good question, maybe Lava Moat, but for now turn it into Ore at this LavaCooler!

That's my content dump for this week @bastecklein . I will try to have content dumps like this every week!
Mostly the world is normal play and if you played bug ice world its like that BUT much easer as the crystal is 5 k per deposit .
what is important is the lava and gold .
This is how to get the gold which is usually stuck were you cant mine it .
so start making paste asp then place the paste path in any open squares that are near a gold deposit ( it does not matter if they get built or not .
BUT if you place them then MOVE out of view the bugs will teleport INTO most ares and build and once there are enough open spots as the lava cools build your gold mound next to it and mine it out .
Again it does not matter if the gold bugs get stuck after they are done as again most times they will teleport OUT .
If any bug refuses to teleport out just destroy it after your done mining or building .
Finly surround the lave in places with path and as it cools you can reclame the land and get the new stuff .
finly in Large open ares inside the lava FLY the queen OVER the lave place the mound build a few bugs to mine the new stuff mine and repack queen and move her back out .

To avoid destruction KEEP your Main area alest 40 tiles away from lava ( when The wavey looking lava explodes it does not go more then that far .
6y ago
You'll also notice that the starting atmosphere is really high, 500 million to be exact.

So, are you going to make the lava shifting and eruption mechanisms disappear once atmosphere is lowered under a certain amount? I mean, with less atmosphere, the planet cools off, and then maybe the player can settle their colony permanently and even build obsidian extractors that generate obsidian. It would be cool to at least make the lava turn into obsidian and have water spread when atmosphere is under a certain amount.

Also, obsidian needs to have a specific purpose for lava worlds and for other worlds. What if one purpose of obsidian is to build structures/roads/walls/rovers/workers that do no die right away when exposed to lava? That way, the player can eventually get enough obsidian to build buildings that are only moderately damaged by erruptions and lava? Not sure what other races will be able to build with obsidian, since UE Already has some very advanced stuff built from triantanium. I mean, unless you want to aim for providing for billions of people, I wouldn't make another tier of buildings.

Will any humans be getting this world type?
6y ago
On update 84 Bast mentioned that he was going to be adding more resources that would be unique to only one type of planet. This is because he wants people to have a reason to use gbt. He may already have his mind made up regarding which resources he wants to do, but it's always good to have backup ideas. If you can think of any more resources that could be added that I haven't included here, please feel free to post your ideas in this thread.

Asteroid planet:
Iridium: it's a known fact that a large portion of asteroids have large amounts of iridium in their composition. Iridium in real life has an ability to withstand intense heat, which is why people make crucibles with iridium that can melt other metals like iron(which acts like lava when it melts). This resource would be perfect for the lava world, as you could add dark versions of later-game structures that require iridium and obsidian and would be impervious to dangers of the lava world. Shouldn't be a royally expensive or hard to obtain, but it's the fact that millions of units would be required to make a lava colony safe from the lava and eruptions, and even more as the colony grows. Another use for iridium would be to make more efficient trash incinerators, and you could make the alien steel refinery, alien ura enrichment pants and advanced alu gens, and human triantanium plants require iridium. This means that each colony will either have to do some importing or trading to progress to the current end of the game.

Ice Planet:
Liquid nitrogen: I've talked about this before, but an ice planet would be so cold that liquid nitrogen rivers could form on it's surface. This resource could be the best resource for reducing the atmosphere. Since mc has no thermal element to terraforming, removing atmosphere would simulate removing heat, and you can add a very efficient atmosphere reduction plant that consumes this resource, and I guarantee that almost every late-gamer will buy into this resource. Once the ice planet is terraformed, however, those rivers of nitrogen should be replaced with water, so it's bast to leave this planet cold and barren. I would replace the water with nitrogen again if atmosphere is reduced back to under 250k again though, just to prevent the player from permanently loosing their reason for playing on a hardcore map. I imagine this resource being expensive as it's being gathered on a hardcore planet and it would mainly be used by late-gamers who should have that kind of money.

Lunar planet:
Titanium: Scientists in real life have found that the moon has 10x more titanium than earth does. This titanium is very strong and very flexible, even more than iron, meaning that it can be used in the construction of very tall buildings. The tall structures and tech and even the drone and turbo drone could require titanium to be built. This makes it so that titanium is needed in order to progress through the game, so I wouldn't make it too expensive, but still, it should cost a pretty penny. Deep mines would have to be dug in the ground to obtain titanium, so the deep digging tech would need to be researched before a player can produce titanium, and I would make it so that the planet needs to be terraformed as well before titanium can be obtained. But once you start getting titanium, you can start making lots of money.

Forest Planet:
Animals: I've thought long and hard about this one, I think it makes sense. a forest planet would have it's own ecosystem of animals ripe for the picking. Lots of different types of buildings that already exist could use animals, and this resource also opens up the possibility for more structures. for example, wool farms and fish hatcheries could require these to initially stock themselves. A slaughter house could be a mid to late game food producer that primarily relies on constant consumption of animals. You could build an aquarium on water with animals that brings in tourism and money. For production, I would start out with a hunterbot's shack, and then progress toward a ranch, and then a full-blown breeding factory where animals are crammed into closet-sized cubicles(you could make that building consume money due to constant lawsuits from PETA, joking of course, I too hate the abuse of animals in real life).

I imagine this resource to be a relatively inexpensive commodity that most mid-level colonies could afford in decent amounts. While I wouldn't make them vital to progress through the game, I would make them a way to make your progression easier, and with it's wide array of uses, this resource would definitely see some profit.

Desert Planet:
Glass: In real lafe, a desert is a glass-blower's paradise because of the unlimited amounts of sand you have available to you. Glass could be harvested directly from the ground without needing sand to be added as a resource though. You could implement melteries that take glass from the ground directly. Reptilians could also have the technology to turn crystalline into glass at astounding rates, but only on the dessert planet. Glass would melt too easily on a lava planet and crystalline doesn't exist on abandoned worlds.

Glass can be used to make many things, from antique glassware shops that produce money while consuming glass, to ship windows(make ship factories consume glass as well), to fishtanks and aquariums. I think glass could be used in several ways. Glass could be consumed by the alien microchip factories, as silicon is the main material used to hold the circuits in microchips together in real life. Glass is just a less pure form of silicon. Plus, it also makes things interesting if humans need glass for many of their structures and products, they have to get it from the reptilians. Although some things should be the other way around as well, humans having what the reptilians need. I see glass as being a very cheap commodity, albeit a human colony would need to constantly supply millions to their colony for expansion purposes.

water world:
Pearls: This commodity is mainly a tourist resource, but you could still implement uses for it on other planets. For instance, you could implement a large jewelry story that consumes diamonds, gold, and pearls and makes tons of money.

Leather: The abundance of salt in the water of this planet allows for the process of tanning animal hides on this planet. Once the colony gets large enough to trade, they'll be able to produce leather from those animals. A leather factory would consume water and animals to produce leather and food.

leather can be consumed by the advanced clothing factory(since you can make leather jackets, belts and boots), and you could add an IKEA warehouse inc. factory that would make money by consuming leather, wood, wool, plastic, and steel to make furniture.

Well, those are my ideas for now, I'll add more when I come up with them. Let me know what you think.
5y ago
I like the idea, but it needs to be thought out further. Since we don't want every planet to provide every natural resource, some planets would need to be limited on how many Biomes that they have.

To do this, we would need to group the biomes into certain categories based on temperature and atmosphere level. Here is a rough categorization:

mountains(if bast ever adds multilevel terrain)

sandy river
sandy mountains
jungle river
tropical beach
tropical ocean

cold bog
snowy river
snowy mountains
cold beach
cold ocean

no atmosphere:
red desert(default red planet terrrain, can become any flat biome when terraformed. Will explain further below)
red mesa(becomes mesa once terraformed)
red mountains(can become sandy, cold, or regular mountains once terraformed)
red riverbed(becomes either sandy, cold, or regular river once terraformed)
red seafloor(becomes any type of ocean once terraformed)

icy plains(default ice planet terrain)^
icy mountains^
icy riverbed^
icy seafloor^

lunar plains(default lunar terrain)^
lunar mountains^
lunar crack(becomes any kind of river once terraformed)
lunar mega crater(the water in the crater is ocean water and can become any type of ocean when terraformed)

asteroid plains(default asteroid terrain)^
asteroid mountains^
asteroid crack^
asteroid mega crater^

Too Much Atmosphere:

lava plains(default lava terrain)^
lava mountains^
lava riverbed^
lava sea floor^

abandoned world:
ether river
ether ocean
dark dessert(a desert on the abandoned world, but containing dark purple sands)
dark mesa(a mesa with cliffs that contain layers of sediment. The layers are all different shades of purple)

Something like that would work. At the creation of a region, the region generates hot, cold, and temperate zones. These zones won't change even when the planet is terraformed. Lava world will always have only hot zones, and ice world will always have only cold zones.

Planets that start out with no atmosphere start off with their own set of biomes, but once the planet is terraformed, the map regenerates the biome map with earthlike biomes based on the heat zones and former biome types. Certain planets will require exceptions, but most planets would generate all of the earth like biomes once created or terraformed. Forest world, for example, would only generate biomes that contain lots of trees, like forest, tiaga, and jungle(along with rivers and oceans), and abandoned world would use the biomes in the abandoned world section in place of some of the earthlike biomes. Desert planets would of course only have hot zones and only use desert biomes like desert and mesa(pretty boring of you ask me).

I think that covers my idea. Let me know what you think.
4y ago
H3110 guys! (^ω^)

Insectnoids are now leaving without any source of water in Water World. Some sea water extract & purification buildings are required.

Firstly I am presenting a big thanks 😉 to @bastecklein for featuring the ideas about offshore buildings (and some fish stuff) in the recent update.

I have the second branch of my ideas about the offshore buildings.
And I am pushing the limits of construction - I’ll also feature buildings that can be built on LAVA for insectnoids (later when I have time to update the post)

Here it comes!
Buildings on WATER
  • Salt Water Filter
    Serve as startup-stage way for obtaining pure water. But it’s a bit slow.
  • Algae Farm
    Cultivating algae for food.
  • Offshore Oil Drill
    Start extracting precious oil out from deep seas.
  • Offshore Resort
    The idea is simple here. You build an tropical resort and it will be able to attract tourism.
  • Submarine Docks
    What’s sinking under the seas? Take a ride on the submarine and find out! Produces less alien artifects than a dig site.
  • Driller Submarine Depot
    Driller submarines are capable to extract minerals from sea beds.
  • Water Sports Centre
    Why not having some fun playing water sports that will also make a great entertainment and tourist attraction!
  • Seastead
    Offshore homes would be interesting and great for your colonists to live. You can see wonderful fishes evryday you wake up.
  • Sea Safari Depot
    Wanna have a tour in the beautiful ocean?
  • Insectnoid Fishery
    So instead of fetching wild fish, why not make fish come to you?
  • Aquamound
    Insectnoid offshore homes.
  • Seabeet Farm
    Seabeet is a sugar-rich aquatic vegetable from Zolarg Prime. Although produces less sugar than a sugarcane farm does, it can be built offshore.
  • Aqua Ring
    A water extraction structure, but it is built offshore to extract sea water.
  • Aqua Scrubber
    Purifies sea water into drinkable water.
  • Aqua Purifier
    It’s just literally a distiller...
  • Floating Bazaar
    An offshore Bugzaar (Insectnoid bazaar).
  • Mangrove Farm
    Insectnoid style tree farm... for Water World, which you’ll need lotta of wood to build offshore stuff.
  • Geothermo Stablizer Node
    Stablizes lava tiles of a small range of 5×5.
  • Obsidian Solidifier
    Make obsidian by pumping water into the lava sea which quickly cools the lava into lumps of obsidian.
  • Lava Centrifuge
    So when you are short in minerals, why not try seperate them from the natural slags around you.
  • Lava Furnance
    Smelt antanium using geothermal energy directly without the need of using your own power!
  • Inferno Spire
    Generate a epic amount of energy without consuming anything with this geothermal Inferno Spire!
right now I'm concerned for my colony it's currently surrounded by lava and I'm wondering if either there should be a wall where lava can't go up or under and it's lava-proof. and also maybe all the buildings should be movable and maybe lava-resistant but buildings with obsidian should be lava-proof. please add this soon my colony is going to melt soon
1y ago
Welcome everyone! Today I am releasing My Colony v0.52.0, the Christmas 2017 update! What makes it a Christmas update? Why, all of the goodies inside of it (of course). Here are the changes:

My Colony v0.52.0 Changelog

New Stuff
  • New Structure: Crystal Vaporizer
  • New Maps: Earthlike (human), Lava World (Zolarg
  • New Units: Extremeobug, Obsidiobug, Rover Transport, Queen and Airborne Lander (sort of new)
  • New Resource: Obsidian
  • New Modding Option: Map Editor
  • Water (and the new Lava) tiles now have a slight 'shore' texture around them instead of hard-ending at the edge of a tile. The shore pieces connect when multiple waters are placed next to each other.
  • The U.E. Lander can now launch and turn into the Airborne Lander, which can be moved to a new location.
  • Likewise, the Zolarg Mound can now transform into the Queen and move to a new location.
  • Slight gameplay change, Zolarg Mounds can no longer be built, you must build the new Queen unit first and then turn the Queen into a Mound.
  • Removed Power and resource consumption requirements from Creative Mode
  • Increased storage of the Charcoal Pile
The biggest change here is the addition of the new Lava World, which has a few new features not seen before in the game, including moving terrain elements and natural disasters. I won't go too much into it, you can read more about the Lava World in the Lava World thread I made the other day:

The other big change is the addition of an engine feature allowing buildings to "pack-up" into units (and vice versa) so that they can be moved to a new location. I will probably expand this for other structures in the future.

The other big change for Premium users is the new Map Editor, found in the Mod Tools section. This lets you start with a blank map and add in any terrain feature found in the game. If the feature proves popular, I will expand on it, adding more terrain elements and features. Once Accounts are integrated into the game, I am also going to add the ability to upload both custom maps and texture mods to the My Colony server right from within the game, and add a section where users can download mods without having to leave the game.

Now then, this will be the last My Colony update for a few weeks. Besides for holiday travels I have coming up, there are a lot of other things I want to get caught up on over the next few weeks, including getting my servers ready for finally ditching Facebook and adding Ape Apps accounts into the game. There are also big improvements and changes to the Forum, the Chat, and the general Ape Apps Account experience coming very soon. Also, the My Colony website is going to get basically a complete overhaul.

I will return to My Colony development in mid-January with the long awaited introduction of the evil Reptilians. Just for a background, the Reptilians are the alien race that had previously enslaved the Insectoids. The Insectoids were under brutal Reptilian rule until one brave insectoid named Zolarg overthrew the Reptilians and founded the Zolarg Empire. Many Insectoid worlds are now under the protection of the Zolarg Empire, but there are also many insectoid worlds that are still enslaved by the Reptilians. This will come into play with the new Reptilian worlds, which (on the galactic map) are going to be pretty close to the Zolarg worlds. You will see when the Reptilians come out that they employ poor insectoids as slave labor throughout their colonies. Reptilians are also playing a hand in United Earth/LIS politics, but this will not be a factor in My Colony (only in the upcoming Colony Wars). The Reptilians are also more technologically advanced than both the Insectoid and the Humans, and the are going to have cool new features not found in the other colonies. So stay tuned, much more to come!
6y ago
Red planet:
Cobalt: Cobalt is a really pretty blue gem that can be made into jewelry, commonly found on mars. Some cobalt is radioactive and can be used to treat cancer, and it is used as a blue color in glass and ceramics. It's also used in batteries because of it's corrosive resistant nature, and it's used in alloys that make up aircrafts. Most of those uses aren't interesting in relation to my colony, but using our fictional imagination, we could find many uses for it.

Cobalt could be required in later game buildings on lava world to prevent corrosion damage from the high atmosphere levels of CO2. In early game on lava world, buildings would wear out very quickly and explode due to the corrosive atmosphere. Thus it would take an abundant amount of cobalt to build up your colony to the point where it is impervious to the atmosphere. Cobalt could also be used to make better solar towers than diamond towers, and it could also be consumed in certain commercial buildings to produce money, as it is a jewel. The more advanced hospitals could also consume cobalt in small amounts periodically. I'm sure that yall could think of some more uses for such a resource. I couldn't think of what resource to give the red planet type and this one seemed the most interesting.

Lava world:
Acid: With lava world having 500 million atmosphere, it's atmosphere becomes very corrosive towards anything that can be eaten by acid. Insectoids get around this with their hard, acid-proof shells, and reptilians have shields that block the air from crushing and eating them up, but without cobalt, humans could never survive under such conditions.

Thus, Xolarg and reptilians gain a new valuable resource called acid, being able to take it directly from the atmosphere of lava planets, rapidly reducing the atmosphere in the process. It's main usage is it's ability to drastically increase a planet's atmosphere, yet only late-game players should be able to use it, or else early game players could be gifted some acid so that they could raise their atmosphere without having to play the game correctly. Acid can also be used to break down more solid organic resources, like plastic and wood, into lots of more abundant and less valueable resources, like sugar, food, and oil.

You could also implement a new policy with this resource: Purge. Purge will eradicate a fraction of you colonists. How big of a portion of you populate is killed off depends upon your choice, but you would need 1 unit of acid per 10 colonists killed off. The real-life principal behind this is simple; randomly select some of your populate and have them poison themselves. The only reason you would need to do this is if you colony has grown too large for your food supply and a mass starvation event would occur that would wipe out your colony, and there may be too many for you to just kill them one by one. A purge would drastically lower happiness, but may save your colony in the long run. For region planets especially, this may be necessary.

5y ago

Lava worlds- when these first came out obsidian was rare and expensive, especially when races started being able to use it. Now every race can produce it extremely well, and the price is nothing compared to its old price, combine this with lava worlds high difficulty and lava worlds are almost never used aside from something to shake it up a bit. Id like to see the challenge of a lava world be more rewarding to make up for losing 20% of your colony every so often.

A good way to do this would possibly be able to stop the eruptions on the lava world with a very high research tech, possibly utilizing many starships in order to achieve it
3y ago
One big issue with lava world Usless you use the teleport trick most of the time resource deposits will not be able to mine .
after a eruption the gold and stuff appires then the lava starts filling in empty squares fast so unless you see it right away and use paste paths to keep the gold open the lava will quickly fill in all empty squares .
Now it does degrade ( aka Cool ) but refills the empty squares much faster then it open squares from cooling .
Ps as of now the only way to progress is gifting wood as al mines and power spires use it but ovesly cant plant trees .
( I know new map and all just FYI i am sure you plan adding ways to progess .
6y ago
How about bots that can fly over the water and lava, create structures abive them, thus having new features for the game.
Ex. Amphibious Bot for Water to create Oil Derrick and Lighthouse

Or Lava Walker Bot that can build Lava power Plant that can only be build over the Lava tiles
6y ago
All planets should be choose-able by all nation types. Each type would present, certain bonuses or challenges to a race of course. For example, humans would enjoy the earth like planets and the sugarland planets. Populations there would be more happy and relaxed. While lava worlds would make no one happy, affecting each civilization negatively at its own rate.

Technologies specific to a world type would be auto unlocked within a grouped thing based on the planet a civilization is on. E.G. Humans would be able to adapt to all planets, especially the league. Using geothermal generators on lava worlds while having sugar factories on sugar worlds, using wood on earth like planets.

Exporting planet specific resources to another world that doesn't have those resources should allow certain structures as well. Such as taking wood from an Earth Like, and sending it to an Ice World, would allow wood structures once the atmosphere reaches a specific point.

Earth Like: Beginner
10% improved approval ratings across all species.
100% solar panel efficiency.
Default Ore: Ore

Red Planet: Easy
15% improved approval ratings for Draconians.
80% solar panel efficiency.
Default Ore: Ore

Lunar: Medium
5% improved approval ratings for: Humans
75% solar panel efficiency.
Default Ore: Regolith
Max of low atmosphere. (no ability to go helmetless)

Forest World: Hard
15% improved approval ratings for: Humans
100% solar panel efficiency
Default Ore: Ore

Asteroid: Hard
No improvement on approval ratings.
50% solar panel efficiency.
Default Ore: Regolith
No night time.
No atmosphere.

Abandoned World: Hard
10% improved approval ratings for: Zolarg
5% imprved approval ratings for: Humans, Draconians
75% solar panel efficiency
Default Ore: Ore
Repairs costs doubled.

Ice World: Brutal
5% reduced approval ratings for: Humans.
15% reduced approval ratings for: Zolarg
5% solar panel efficiency
Default Ore: Regolith/Crystal/Ice
Repair costs doubled.
Immigration speed 75% reduced.
Rare Resource: Crystal
Always Night

Sugarland: Medium
15% improved approval ratings for: Zolarg
5% reduced approval ratings for: Humans (too many ants!)
80% solar panel efficiency
Default Ore: Ore

Lava World: Death
20% reduced approval ratings for all species
125% solar panel efficiency (closer to star)
Default Ore: Regolith
Repair costs tripled.
Immigration speed 90% reduced.
Rare Resource: Obsidian
Special Tech: Geothermal Power
Tech Removal: No water obtaining (trade only)

Desert World: Medium
15% improved approval ratings for: Draconian
10% reduced approval ratings for: Humans, Zolarg
105% solar panel efficiency (clearer atmo and closer to star)
Default Ore: Regolith
Tech Hindered: Water obtaining is reduced in efficiency by 80%

Now when I say modify approval ratings, these ratings start out higher or lower by that much, and every action that changes approval ratings is amplified by that amount.

Solar power will be different based on distance to the star, if you're on one planet with bad solar efficiency, obviously it would be better to build something else instead.

On hot planets, its either harder to get water, or impossible. Requiring trade to get it. If lava world, colony would start out with additional water supplies to get them through the research that would get them the ability to trade and import water. Or rather, a colony would only start on this planet, if they have another colony that promised to send them aid.

Planets that default to Regolith, will need to process Regolith into Ore based on that species regolith to ore conversion ratio (mentioned in another topic of mine).

Planets with rare resources are hard, but have a valuable resource that can be exported or used for special features.

Certain choices, are just too small, with gravity making it impossible to sustain an atmosphere. One possible fix, is to add end game research on these planets that allows an expensive dome to be built around the planet through a single structure called a Dome Controller that takes far longer than anything else in the game to build and would allow an atmosphere within these environments.
6y ago
This post is a collection of a lot of ideas and features I think need to be added. Some of these have been requested by other people but I am putting it all in a big collection and explaining how it would work together. I will be working on this post for a few days so expect to see edits adding new ideas. I will make the textures, with help from a friend, if this post becomes popular enough. Considering the amount of ideas here, this will take a while. I understand all this could be an unrealistic amount of additions but I am doing my best to make it reuse all of the existing code to the fullest. Thank you for still reading, a lot of people would have left by now!.

Please tell me what you think of all my ideas!

The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
Starting Rovers(UE)
-Lunar Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)

New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.

New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.

-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.

New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor

-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor

Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser

New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.

New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser

-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator

-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold

-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot

-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot

-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot

-Tiny Mineral Extractor:
Power Used:5
Resource Production:Turns mineral water into a very small amount of gold.

-Small Mineral Extractor:
Power Used:5
Resource Production:Turns mineral water into a very small amount of gold.

The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-forest rover
Starting Rovers(UE)
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)

New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton

New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere

New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere

-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere

-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere

-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere

-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere

The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)

New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.

-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base

-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction

-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.

New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon

New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.

-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.

-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.

-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith

-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25

-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100

-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.

The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.

Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.

New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.

New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.

-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well

-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can

-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can

Avian Lander Airborne: Airborne version of Avian Lander.

New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.

-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere

-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology

-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base

-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base

Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:

Gas Giant with United Earth:

I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:

Cliff Face:


Gas Deposit:

4y ago
That’s a good list you have there. Here are my thoughts:

Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.

For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.

Here are some examples of planet based resources:

Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.

Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.

Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.

Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.

Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.

Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.

Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.

Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,

These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
3y ago
Hello! I really like the idea of Lava World. There is one issue with it that really prevents people from being able to enjoy it. That is that Humans cannot settle it without the use of janky Multiplayer Regions. I have an idea to fix that. It's as simple as just adding Lava World to the list of UE's worlds. There is already infrastructure there, and as is it's theoretically possible for a UE settlement to reach DM there. All you need to do is just add Lava World to UE's world type list. Please, @bastecklein , it would be perfect for My Colony's 10th anniversary, and it would mean a lot more to us than just an ape coin building alone. I know that you have stopped development of My Colony, but please just this one thing?
I always wanted an igneous Lava World. Here are a few models for it!

Lava World:

Diablo Crystalline:

Obsidian Deposit:


Obsidian Drilling Operation:

Please @bastecklein , I really want this lol.
These maps are home to a new new aquatic species called the fish men(yes they can live in lava). The maps they live on are completely covered in liquid lava or water.
6y ago
she flies over lava so if lava spawns under her it doesnt matter. Ive been playing the map whole die and its pretty challenging. so far i got only hit once by eruption in the middle of my base. the hardest part is getting gold.
6y ago
I believe the Queen dies if lava lands directly on her if I am not mistaken. The idea is that it is an eruption so she should be caught in the wake. I have not had lava incidentally land on a queen yet, but I also try to have at least 3 mounds one I am established so that it's not an issue.
6y ago
Obsidian is available when lava cools down, the lava itself is not a resource now. its there to make buulding base more difficult as it moves and increases. You can stop the flow by building paste paths, but when an eruption happens you have to move fast to catch the resources. The lava spreads fast and makes acces to the resources impossible if you're not on time.
6y ago
yeah but then you know what areas to avoid if the eruptions come from the volcanoes. The craters might be good, but doesn't the lava that falls from the sky on eruptions leave obsidian? I haven't played lava world yet because I play on desktop.
6y ago
nope wile i did cover a map in paste paths and even had every lava pool going a eruption came and destroyed the town lol
But i am enjoying fighting teh volcano and lava
6y ago
so, if even every pool of lava is off of the map and no lava remains, an eruption can still come?
6y ago
but My colony is a game where you didn't have to be here every time or add something can destroy all of your colnony
but if you want to add volcano eruption add a dig hole where lava can 'climb' and put ore/gold/... and a hole /dirt wall
to block the cooling of lava
Yes, make sure it's a mega. Any smaller and you are doomed unless you can push the lava completely out of the map. But then you don't have an unlimited supply of obsidian. It's a big tradeoff, but if you think that you have enough obsid for now and you want to settle and built a permanent colony, then I would exterminate the lava.
6y ago
Really dig your elaborated ideas!
First question, why aren't your more active on the FFF????

1. Have you experienced this doesn't work already?
2. Do you know they stop, or are you suggesting they stop at 50mil? And why would they stop, are you suggesting these eruptions occur because of some type of global warming? There are planets out there with no atmosphere and lot of eruptions ;-)
3. The idea is good, but by the time you get to that point you already have so much obsidian that it makes we wonder if there really is a need to extract more obsidian from the ground.
4. Wood is available on Lava, its a combination of the normal Zolarg and Zolarg ice world. So it has both tech trees. No natural sugar available, you get it from crystals. No water pools, you use crystal for water. Besides that it's normal Zolarg. Except for the part you get uranium and diamond deposits. But, the idea of not having wood is good! I would really like it if we have more use for the lava and or obsidian.
5. I would really like dark buildings! Imagine darkpavement with obsidian instead of regolith!
6. This would be very cool, but also extremely difficult! We would need buildings that eat up massive amounts of atmosphere. I'm up to 5k pop and my atmosphere has hardly dropped. I doubt, if you're able and patient enough to get that far, having a million pop with the current options would do anything about that problem. Remember that the water thingies eat atmosphere but the production buildings produce atmos at the same time.
7.Yes, makes sense.
8.Makes sense.
6y ago
I'm still trying to develope uses for this idea, but here's what I have so far:

Formation: when the player creates an ice world map, rivers of either methane or liquid nitrogen spawn randomly on the surface of the ground. Rovers and queens can fly over the rivers just like lava and water, and the rivers are permanently fixed, just like the water rivers on the earth like planet are fixed.

Resource and uses: The rivers would yield liquid nitrogen, which as we know is good for electronics. It would also come in handy if bast decides to add a thermal feature to terraforming, so it could be used to reduce planetary heat while lava could be used to increase it. liquid nitrogen, when combined with microchips, could be made into superconductors. Such superconductors could be used to replace the need for chips in bigger buildings to come for humans, and maybe some buildings that already exist, like the AI training facility, fantasy land arcology, and hall of congress. Liquid nitrogen generators could be built on non-ice worlds and would consume the largest amount of atmosphere to produce liquid nitrogen.

Main reason for idea: I mainly wanted to share this idea because the ice world was looking rather blank and featureless aside from the nearly invisible ice deposits scattered around. Bast was talking about wanting to add multiple types of terrain to the game to make it look better, which was why he made the water and lava textures, so I figured that a liquid nitrogen river would make a beautiful feature on the ice world and would be a unique advantage to ice world colonies since the supply would be unlimited as long as the atmosphere is under 1 million.
6y ago
I am back again with a new human charter: The Panspermia Corporation.
Background: Founded in 2067, the Panspermia Corp. is a multi-trillion dollar company devoted to advancing human technology and spreading the human race all across the universe. They require much more materials, but they get the job done faster. Their logo is a strand of DNA inside a blue, basic style rocket.
Desert World- Medium
Pulsar World- Difficult
Ice World- Brutal
Lava World- Death
Gas Giant- Impossible/Death
The desert, ice, and lava worlds are the same. There are two new ones: Pulsar and Gas Giant.
Basic Layout: You will not have a lander, instead you have a 3 by 3 base. Houses 15 people. Produces food (1 worker), water, atmosphere, power (100; 75 is used), research (2 workers), civics (2 workers), steel (2 workers), microchips (3 workers), silver and copper (mines; 2 workers), and galactic bronze smelter (2 worker; super alloy made from silver and copper). It also has a sick bay (1 worker). Most of these resources will be produced very slowly. Instead of small shelters, advanced shelters are used. Houses 2 colonists, with minimal trash output, and makes its own power (3 and consumes 3). Made from gb, silver, gold, microchips, and ore. The Mines (the building name), is a 3 by 3 mine that extracts silver and copper from the planet's surface. 3 workers. Later on, I will add other buildings. The base can fold up and move on 6 wheels. It will have the lander in the center, with tall solar paneled buildings on the side. Sketches will be added soon. The starting rover for all of the planets is the all-purpose rover. Very advanced and can harvest many different resources (ore, gold, and regolith) Can build mines for all of those resources. Once you click harvest, a small pop up menu will appear with the choices of ore, gold, regolith, and all. All allows the rover to collect all three materials at a time, but must collect 5 of each before returning to base. More will be added.
Pulsar World: Used to be a habitable super-Earth orbiting a stable binary system of a blue giant and a yellow dwarf. The blue giant went nova, consuming the yellow dwarf, and scorching the super-Earth's surface. All life got diamonzied and created a rock hard surface. All that remains is a few bacteria and a light atmosphere. The planet orbits far enough away from the pulsar that it won't be too uninhabitable, but it's not safe.
Resources: Bacteria (2 by 2 blocks of 500), Diamond (normal), Aluminum (normal), Uranium (normal), Gold (normal), Regolith (Normal), Obisidan (Normal)
Technicalities: Your colonists will get extremely sick. Lava may erupt every once in a while. Your water and food will "decay" fast.
Details: 250,000 Atmosphere; Start with super rover and bacterium rover; Later on you can build diamond rover and obsidian rover;
Gas Giant: Large Jupiter-like planet, with no solid surface. All resources will be vapor/liquid.
Resources: Liquid Diamond (2 by 2; 1000), Ore Vapor (2 by 2; 2500), Gold Vapor (2 by 2; 1000), Aluminum Vapor (2 by 2; 1000), Uranium (2 by 2; 1000);
Technicalities: Radiation is high. Colonists will die or get sick easily; All buildings will require large amounts of power as they are floating. under each structure, there will be a classic sci-fi yellow sprial, that somehow designates floating;
Details: 5,000,000,000 atmosphere; all rovers will fly, so therefore require more materials; Every resource will need its own solidification station, which turns the resource back into a usable solid;
Any questions, comments, or suggestions will be helpful, so just put them below. Thanks!
6y ago
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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