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Hello guys!

Some old players like @Ansom would like to see very compact service facilities, saving places for factories while fitting into the gaps easier and helps better management, or something that can serve lots of colonists in a limited place.

You know, when lands are scarce, and you cannot expand your colony productions, while facing enormous service demands.

So this time, my big batch of idea will feature ultra compact service facilities.

Technologies!
  • Pure Quantum Matter Extraction
    Learn how to extract pure quantum matters, a mysterious matter tha has infinite possibility, from the long lost methods from lost civilizations.
  • Modular Engineering
    Using pure quantum and ancient alien knowledge to find out the most space-saving designs of facilities using micro-modules.
  • Quantum Dimensional Engineering
    Harness the power of quantum technology and knowledge of the dimensions, find out ways to ‘expand spaces’ inside limited space.

New Resource!
Quantum Battery (QB) is the new end-game resource for developing even compact buildings.
These quantum batteries contains pure quantum matters that requires extra care when dealing woth them, especially they are volatile under exposure to strong solar radiation.

Buildings!
  • Pure Quantum Extraction Lab
    Where the smartest scientists collects pure quantum matters, and seal them inside batteries.
  • Transcendent Modular Colonimulation Centre
    Harness the power of quantum technology and modular engineering, Colonimulation now introduces a even higher entertainment experience for colonists, and super-large service capacity.
  • Transcendent Modular Quantum Health Centre
    Not just it is runed using quantum matters, this facility also make use of the quantum matter for therapies, serving numerous sicks and ills quickly.
  • Transcendent Modular Education Pod Cluster
    With quantum modular education pods, more transcendent quality education can be carried out at the same time - Just hop into one of the pods, and the pods will bring you knowledge by quantum influence.
  • Transcendent Alien Power Tower
    Beyond what ancient aliens had done so far, now with the quantum modular technology, more reactors can be installed. Most importantly, easy replacement of modules makes easy maintenance.
  • Transcendent Arcology
    Imagine when we can pack even more people into a limited space using quantum-powered modular furniture, windows and walls. Everything are quantum powered.
  • Transcendent Quantum Forge
    Infinite possibilities with quantum technology. With this Transcendent Quantum Forge, Anything can be created with pure knowledge.
    An upgrade of research convertor.
  • Transcendent Modular Server
    Modular quantum processors are able to process quadzillions of terrabytes at 0.000000273 second. So why not use it for servers?
  • Gate of Utopia
    The recent advance of quantum-dimensional technology allowed us to create space. Imagine you can create a space large as a city just using the space of a room, enjoying endless entertainment and leisure, and living in ultimately relaxing homes you ever seen.
  • Gate of Heavens
    Don’t worry, you’re not dying. It’s just an artifical dimension, where the best medical technology integrates, and no disease are cureless.
  • Gate of the Endless Libraries
    Every trace of knowledge we have discovered can be found here. I’m very sure that everybody can find their clues here, and eventually become ultra-smart beings.
  • Gate of Hell
    The most realistic Hell world you have ever seen, the most terrible space for criminals.
H3110 guys! (•ω•)

Re-mustard Version

This is the last part of my ideas regarding the IT industries, this time I will concentrate on the late-game contents!
Credits to @Westy266, who have gave me the idea about QuBits.

Here we go!

New Resource - QuBits!
Here I am adding a late-stage resource, QuBits. Qubit is literally ‘quantum-bits’, this is the basic unit for quantum computing, which, one can make a super-complicated AI for controling quantum activities.

New Technologies!
Quantum Computing - The ancients had developed a prototype quantum computer technology, which is billion times more efficient than binery computers.
2nd Generation Alien Tech - The ancients had not utilize quantum computing technology into industrial productions. Learn how to combine them and bring a new industrial revolution of alien technology!
Mass data management - Learn how to manage a large amount of data efficiently, which will also unlock smart industrial production methods.
Automatons (Zolarg) - Time to ask yourself, can Insectnoids make robots?
Insectnoid Plastics (Zolarg) - Discover how to make insectnoid metallic plastic from mixing oil with metals.
Mind-driven Machines (Zolarg) - Use minds to control machines whatever you wish to ,which is anyway better than pushing the wrong buttons!

New Buildings
Human
E-Bank - A upgraded bank utilized with internet infranstructure, which provides convenient online banking services, as well as producing more civics and money than a ordinary bank do.
Smart Charcoal Compactor - Instead of building hundreds of crude compactors to turn charcoal into ore, why not do some improvements on it and make it churn out more ore from the same amount of charcoal.
Quantum Server - The ultimate server that will provide tons of bandwidth and storage for softwares! Also provides QuBit storage. Requires a steady stream of water to cool down.
Quantum Computer Lab - The lab for churning out the QuBits. Requires a steady stream of water to cool down, as well little research.
Quantum AI Brain - An upgraded AI program compiler, which it consumes Qubits to run and make lots of softwares.
2nd Generation Aluminium Generator - This is the perfect upgrade of its old model. Its production speed is increased by 25 times and it can run without workers, while converting one steel into more aluminium.
Neo Antanium Synth Lab - Make use of quantum computing technology and quantum physics, making a huge amount of antanium is possible, only using ore, gold, and sugar.
Neo Ant Paste Synth - Using quantum automations it can synthesize the purest however cheapest ant pastes from trash and sugar.
Insectnoids
Automaton Assembling Yard - Assemble the crude but smart insectnoid robots from wood, microchips and aluminium. Also consumes software.
Turbine Spire - A improved design of the power spire which sugar and wood are burnt to boil water that push the turbine. Requires water to run and takes up some bandwidth for turbine adjustments, but it is way more efficient than the old burners.
Smart Blast Furnance - This automaton-driven blast furnance is able to produce antanium in a more efficient way. Consumes robots.
Petro-refinery - Here is where insectnoids make insectnoid metaplastics from oil and aluminium. These plastics are more sturdy than other plastics known, however with less flexibility.
Smart Chip Foundry - Make more chips using plastic and crystalline, and boosted operation using robots.
Smart Paste Tank - Controled by automations, ant paste production can be faster and efficient.
Automatic Ore Scrubber - Make ore scrubbing all done by automatic machines instead of manpower!
Smart Wet Cone - This wet cone can automatically seek for the richest source of water and pump water from them.
Quantum Spire of Processing - A direct and untimate upgdade of pillar of processing, which quantum computers overkills your bandwidth demand in your colony!
The Quantum Cube - This mysterious cube built using ancient relics can churn out QuBits.
Quantum Totem of Automations - This unholy totem will make softwares under the automation worshippers! Consumes Qubits.
2nd Generation Sugar Cloner - Cloning mountains of sugar using quantum technology from one granule of sugar!
Mind-driven Blast Furnace - Ultimate furnance for producing antanium!
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!


The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.

I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!


There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.

There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.


You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.

So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.

In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.


Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.


Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.

Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.

Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.


Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!

Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
  • Advanced Robotics Factory
  • Ether Reactor (art by rahtdrgn)
  • Ancient Alien Gold Synthesis Lab (art by therealchromedino)
  • Star Gate
  • Advanced Microchip Factory (art by GeneralWadaling)
  • Advanced Plastic Factory
  • Underground Drop Room (art by spamdude)
  • Spice Drilling Operation (art by therealchromedino)
  • Advanced Spice Silo (art by therealchromedino)
  • Quantum Spice Silo (art by therealchromedino)
  • Quantum Oil Tank (art by therealchromedino)
  • Advanced Regolith Synthesis Lab (art by spamdude)
  • Quantum Offshore Drill
  • Advanced Vocational Training Center
  • Spice Den
  • Galactic Trade Authority Office
  • Ether Crystal Reactor
  • Plaza Mosaic Tile
  • Investment Bank
  • Advanced Helium 3 Extractor
  • Black and White Checkered Pavement
  • Street Sign
First I want to discuss the new Interdimensional Transportation tech which unlocks the new Star Gate, because this is going to tie in big with a Player Mode feature in the future.


Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.

The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.

Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!


You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!


The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.

Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.

Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?


The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.

Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.

So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!


This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).

A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.


In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.

There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.

Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!


You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.

At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!

Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!


Just kidding, poumm. You're ok!

#mycolony2
1y ago
H3110 GUYS!

Although I don’t have much concepts about phase stuff, but I do know that these stuff are something that can help teleporting stuff around and more advanced high techs!

So here comes my idea!

New Resources!
Phase Matters - These are the phase particles extracted from low-temperature quantum reactions between crystalline and uranium. Mostly used as particle carriers for phase printers and teleporters.
Phase Alloy - By high energy reaction between phase matters and aluminium, a weightless quantum alloy compound is formed. This alloy is used in quantum appliences and teleporters.
Coolants - A industrial super coolant with extreme heat capacity. Refined from oil and tundra crystalline.

New Technology!
Industrial Coolant - For some extremly high energy reactions, water is not a strong enough coolant for cooling the reactors. Find better coolant compounds.
Quantum Phase Physics - Learn about the deep secrets of quantum technology of teleporting - Phase physics.
Phase Printers - Learn how to make high tech 3D printers for complicated constructions!

New Buildings!
Coolant Factory - Make industrial coolants from refined oil and crystalline.
Phase Press - Make phase matters by reaction with uranium and crystaline while repeatively compressing the reaction chamber. As the reaction cannot be too strong, coolants are consumed to lower the temperature.
Dimensional Stargate - A improved stargate, which it allows access to not just the entire galaxy but also different dimensions. Send your research team to explore the dimensions and bring back rare stuff! Consumes phase matters slowly during operation.
Starship Printer - Print starships using phase printers! It’ll get the job done quickly and comfortably.
Phase Forge - Make the awesome phase alloys form aluminium and phase matters! Requires coolant for cooling down the forge.
Phase Vessel - A small phase material storage.
Phase Server - Alternative ultimate server.
Phase Drone - A even faster builder drone.
2nd Generation Alien Power Tower - A advanced alien power tower that make use of phase accelerators and coolants to generate massive amount of power from nuclear fusion of helium-3!
H3110 guys!

In the ultra-wide galaxy, there might be something you can collect from outer space explorations and brings your colony great advantages from normal gameplay to the Galactic Emperor’s Quests planned by @bastecklein.

Here we goes!

  • Imperial Relics
    The Galactic Empire had a very long history since long, long, long time ago. Find out their old story and their powers from the artifacts and relics of the Empire!
    100% Collection Bonus - For every Imperial Quest finished, they yields 50% more points.
    • The Scepter of the Holy Powers
      Before the Galactic Empire goes evil, these scepters are the signs of power of the Old Holy Empire, enchanted with the holy powers as the myths said.
    • Lost Pages of Imperial Codex of Justice
      For ages, nobody would disagree the legendary Imperial Codex of Justice is the most perfect codex in the history. However most of the pages are lost during the Imperial War of Holy and Evil.
    • Legendary Imperial Saber of Imperial Generals
      The Imperial Sabers are approvements of bravery by the Emperor. Only the legendary generals can own this kind of stuff, it’s a tradition.
    • The Unholy Crown of the Evil Empire
      These crowns are proved used by Emperors in early days of Evil Era of the Galactic Empire. Only the Insectnoids knows how to forge these crowns - these crowns can be only forged using Antaura. However after the Alpha Draconians had enslaved the entire Insectnoid population the recipe for forging the crown had become a forgotten history since then.
  • Remains of Titan Civilization
    Titan civilization are one of the Ancient civilizations of the Galaxy as historians defined. The Titans, known as the Megasapians, was the strongest civilization in the old days because of their terrible strength their colossal body size. However their civilization came to the end after the rise of Galactic Empire. There are still something powerful from their old relics.
    100% Collection Bonus - Reveals Ancient Titan technology branch.
    • Amber Pendent of Titan Saints
      The Saints were supposed something like Titan priests. Every of them wore one of those Amber Pendents, which magically have powers of healing any physical injuries, it's truly an mythical artifact.
    • Fine Triantanium Chestplate of a Titan Mercenary
      Don’t think the Titans were only able to make rough, unpolised stuff. They were the masters of metallurgy that their skills of refining metals was something even the present-day Alpha Draconians cannot be as good as them - They were actually the one who have discovered triantanium alloy. Its quality is even better than those made by the modern major triantanium producer - The humans.
    • Warship Scraps of Titan Fleet
      You should be able to imagine how large their starships, their average warship size could be as massive as a present day NovaMariner Space Dreadnaught. the Although these scraps were not complete pieces, there are some useful shipbuilding technology to be rediscovered from those parts.
    • Neutronium Drills of Titan Outposts
      Yes, they were the second civilization in the galaxy that succeeded extracting pure neutronium and make them into alloys. Those neutronium drills can even penetrate materials and rocks harder than triantanium without much wearing off, it was the strongest (and the most expensive) drill in the Galaxy before the rise of beam drills (which is cheaper). Was commonly used in their mining industry.
  • The Human Relics of Space Expendition
    For long years ago since the Soviet Union launched their first satillite, Humans on Earth had launched lots of experimental space projects and left lots remains of those forgotten, discontinued, and dead projects scattered across the galaxy.
    100% Collection bonus - All space mission time are shortened by 75%.
    • Shipwrecks of Pioneer Colonist Ship
      Pioneer Colonist Ship, known as Pioneer MKI, is the earliest yet largest long-range space colonization vessels of human history since year 2031 and later modified into some other space vessels such as Pioneer Tanker and Pioneer Cargo Ship. However they are discontinued since 2051, the Global Economy Apocalypse of Earth, the governments are not able to finance constructing and running any of them now, and the blueprint was even lost after a little accident before United Earth restored the order. All of those remains are still adrift now, or had crashed on another planet somewhere in the galaxy. Despite there is only the shipwrecks left, their brilliant internal designs are irreplaceable - Those large ships have all sorts of facilities you may imagine, from farm to commercial centers.
    • Blueprints of Prototype Quantum Engine
      Once around 2036 and 2038, known as the Age of Quantum-mania, many scientists from various space colonies and Earth begin their insane competition building quantum hyperjump engines, which would be capable to hyperjump any space vessel to any corners of the galaxy. However this project got banned and scrapd after the Quantum Explosion of New Paris (a French controlled colony in Solar System) , which have turned the entire colony and even the planet into something like the type Abandoned World planets - Radiation hazards everywhere, overgrown of plants, and carcinogenic Ether leaking everywhere.
    • Abandoned MegaRover LCR-07
      Literally they are the prototypes of Mega Builder rovers. These big complex machines, assembled using nanogears, are used for mines and quarries and dig those minerals needed without the need of any manual controls, and are able to construct most facilities when given commands. However eventually they faced the same fate as the Pioneer Colonist Ships - they were also shut down in 2051 and left rusting for ages as the Earth provided no financial assistance and supplies for the colonies and space projects.
    • Sector-Range Space Telescope
      These robust and highly sensitive space telescopes were developed during 2020-2035 for space research. And since 2032, their importance raised as they are important for positioning in the galaxy and keep the colony vessels and fleets well-guided, until 2048, they were shut down and replaced by the brand new Galaxy Positioning System.
  • The Artifacts of Ancientbots
    Ancientbots were the cyborg research and industry servants of the Old Holy Galactic Empire. After the Holy Empire’s total defeat, Ancientbots were banished by the present-day Evil Empire and then chased by Alpha Draconians that wished to steal technology from their artifacts, which now only few of those artifacts scattered over the galaxy. The Ancientbots are supposed alive, but probably somewhere secret in the Far Lands.
    100% Collection Bonus - Reveals Ancientbot technology branch.
    • Crates of Prototype Artifacts
      Believe or what, these Ancientbots are the inventors and creators of the first generation Alien Artifacts. They involved very complex quantum knowledge and structures that a human brain needs an entire life to study them all! Study those bulky stuffs might help learn how to create artifacts - beginning with the raws.
    • Ancient Cube of Crafters
      Don't think it's an useless scrap metal cube, it's the mighty multitool cube of the Ancientbots! This Cube of Crafters can be transformed into any tools and gadgets you need, if you know how to use this little high tech cube.
    • Blueprints of 2nd Generation Ancient Tech
      The Ancientbots originally developed the improved version for all alien tech stuff, before they have finalized designs, the takeover of the Evil Empire forced them to gave up their blueprints. Although the Imperial Department of Engineers continued those projects, however due to extreme complexity of the blueprints that nobody but the Ancientbots can read, the projects were wasted and their blueprints were distributed and sold like lumps of useless papers.
    • Molecular Forge
      The molecular forge can make anything from anything you've put into it. This industrial innovation once brought glory to the Old Holy Empire, however because building one of them costed very expensive at that time which requires lots of rare materials, there was no new molecular forges built after it had invented for ten years.

Remarks - For every artifact you've collected, you will begin with some points at the beginning of every event.


More ideas are coming soon!
ohhh i agree we need more storage (and it good if it don't use power)and all in the same place
quantum quantum warehouse ( it is a quantum warehouse in a quantum room
After several weeks of work and dealing with a suspension from Google Play, My Colony is back with patch v0.98.0, the Zolarg Update! The Zolarg have long lagged behind the Human races in terms of content, and they are still behind with this patch, but the gap is closing, and will continue to close in the months ahead. But this is a good step in the right direction, as this update adds 20 new structures to the Zolarg lineup, as well as a couple of new techs and units, and access to the Abandoned World map. There are a couple of other goodies thrown into the mix as well, so let's take a look at what is new!

Firstly, My Colony is now available to players on the Kongregate platform, which you can find by clicking here. So if you get a new commonwealth member who plays on Kongregate, be sure to welcome them to the My Colony family!


Next up, there has been a long-standing bug related to Entertainment, Medical, and Education stats on certain buildings. This was only reported by certain players, but after finally isolating the bug, I believe more people were probably experiencing the issue, even if they did not realize it. Essentially, a certain condition would lead to a routine in the code that was supposed to check if a building had more guests/students/patients than the building allows, and instead of a greater than symbol in the code, I had accidentally typed an equals sign, which was altering the in-memory game definition for the building class in question, changing the number of guests/students/patients that the game thought the building allowed. This would actually have far reaching effects throughout the entire colony, making entertainment buildings think they did not accept guests, and so on. The game would be fine again once the game definitions were reloaded from memory, but would get messed up again during gameplay.

So anyway, that bug is now fixed. Things like that are easy to miss when there are tens of thousands of lines of code to deal with! Really though, the impact should have been pretty deep on most colonies, so do not be surprised if there are changes to the way the simulation runs now going forward.

I have made a tweak to the existing Zolarg Customs Processing structure, increasing the rate that it receives tourists by about 2.5x. It was just taking forever for new Tourists to arrive on Zolarg maps, and there was no real reason why the building needed to be so slow to begin with.

So now we move on to the new Zolarg content. Since there is so much, I am just going to list everything out and then offer an overview in the following commentary.

New Techs
  • Mega Construction
  • Insectoid Dominion

New Units
  • Regobug
  • Etherbug

New Structures
  • Polished Water Vats
  • House of Running Rum
  • Labor Camp
  • Megamound
  • Potterbug's Mound
  • Deluxe Command
  • Unholy Tower of Stuff
  • Glazed Mound
  • Smart Power Spire
  • Quantum Slab of Processing
  • Quantum Wet Cone
  • Quantum Circuit Foundry
  • Unholy Gold Grower
  • Crystalline Growth Chamber
  • Tower of Truth
  • Antanium Blast Furnace
  • Ether Powertube
  • Designated Swim Area
  • Regolith Incinerator
  • Pot of Ether
To start with, I wanted to address some of the long-standing complaints with Zolarg maps. One of the big ones was the super low giftcap as compared to other civs. With that in mind, Zolargs have gained another upgrade to their Capitol structure, the Deluxe Command.


This brings the Zolarg gift capacity up to 500,000,000, which I believe is reasonably sufficient for any colony. Likewise with storage, Zolarg get another large boost with the upgraded Unholy Tower of Stuff, which has a capacity of 3,500,000 for most goods.

For power generation, Zolarg gain two new power plants, the upgraded Smart Power Spire and the new Ether Powertube. The Ether Powertube is the most powerful, offering 12,000 power generation, but it requires Ether to operate. This is no problem on the Abandoned World map which the Zolarg can now populate, but the structure will otherwise require receiving a gift of Ether or purchasing it from the GBT. There will be more Ether specific structures coming to the other civs as well, and I plan on adding other map-specific resources to other planets too, as I have previously outlined a few months ago.

For those who can't get Ether though, the also-new Smart Power Spire still offers 3,500 power generation, making it no slouch either. Realistically, it would only take a handful of Smart Power Spires to run a full medium sized map.

Zolarg can now be played on the Abandoned World map, which required the addition of the new Regobug and Etherbug, as well as the ability to convert Regolith into Ore using the new Regolith Incinerator.


Now I would rate a Zolarg Abandoned World as "not for beginners," as without proper management, you will quickly run into shortages of Food, Water, and Sugar right off the bat. Ore production is also expensive in terms of Sugar and Regolith, at least until you unlock other Ore generation methods. It is the only map though where Ether can be obtained (for any civ), and it should be fully playable once you get past the initial stages.

Zolarg Alien Tech gets a boost in this update, with much needed "quantum" upgrades for several existing structures. Zolarg also gain Pottery production, automated Wood harvesting (through the new Labor Camp), and automated Crystalline generation (through the Crystalline Growth Chamber). All of these changes make running a Zolarg resource farm a lot less of a chore than it was before.

Obviously there is still a lot more to do with Zolarg, but this update does make it a lot better. Once Zolarg are up to speed on most of the resource generating buildings, they will also need to be filled out with regular diversity type buildings. Things Humans have that make a colony not look so uniform and bland, multiple ways to create and use resources in different combinations. This will all come, it just takes a bit of time!

So there is still a lot more coming for Zolarg in the future, but not in the next update. v0.99.0 will be focusing on the Reptilians, and they will be getting a similar "shot in the arm" that the Zolarg just got in this release. Following that, My Colony will finally be hitting v1.0.0, and I am going to finally stop calling it Beta. I figure after 100 feature updates and countless platform-specific bug updates (152 on Android alone), the game can finally be referred to as 1.0, lol.

To celebrate the 100th feature release of My Colony, I plan on doing a special public edition of the My Colony podcast, where anybody in the community will be free to join me for the recording session, as we discuss the past 3 1/2 years of My Colony and talk about the future! I am either going to use Discord for the recording, or embed recording and group voice capabilities into the My Colony streaming mechanism and record the Podcast while I stream gameplay. I haven't decided yet, but after research, I think adding the capabilities to the site would be trivial. It's just a matter of whether or not I want to take the time to implement them :-/

So anyway, that is all for today's update. It should be rolling out to all platforms over the coming days, so be on the lookout! As always, leave your feedback and suggestions, and stay tuned, because there is a whole lot more My Colony to come!
4y ago
Hello! I have yet even more ancient alien stuffs! I was able to make the glow radius of the street light more than 200 due to a glitch (it is 8000 lol). Anyways, enough of my talking, and time for the buildings. (Please note: These are reskins of existing models. I thought that it would fit the theme of Alien Upgrades.)


First off: The Alien Uranium Enrichment Facility.


Next: The Quantum Software Studio.


The Alien Recycling Center.


The Quantum Warehouse.


The Alien Plastic Factory.


The Alien Ore Refinery.


The Quantum Nuclear Reactor.


The Quantum Oil Tank.


The Alien Light Post.


And finally, the Alien Street Light.


I might add to this list later lol.
(Might as well, because I am on a roll.)
(These will all be built by Quantum Builders)
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.
Advanced Charcol generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere
Advanced Ore Mine Uses extreme tech to create an ultra deep 4×2 hole that 100s of miners work at all day(for people that dont have charcoal converters).
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.

4y ago
H3110 guys! (•ω•)

Have you ever imagined about, where you can find something special and great that will help the development of your colony, and something that you can show to the entire galaxy!

What are the Great Artifacts?
The Great Artifacts are the special artifacts you may dig out from a special dig site - The Epic Excavation Site, which requires technology Archaeology.
Each Great Artifact have their special buff and some of them may unlock special exclusive technologies. Such as Quantum Computing, from the Quantum Computer Prototype Blueprints of the Ancients.

How to Obtain the Great Artifacts?
You can launch an excavation project anytime once you have enough resources to perform one. An excavation may not yield one Great Artifact , but it will always brings back great treasures - from the great warlord’s treasury to the old starships.

The Artifact Collection
Some Great Artifacts can makes up a Collection, which will further gives your colony a greater buff. It may not be easy, but the outcome of having a collection would worth a great achievement.


Here comes the ideas for what Great Artifacts you will have a chance to find!

Artifacts of the Nature
These are the artifacts that comes directly from nature itself. 100% nautral!
  • The Bender Crystal
    Some super-rare crystallines exist in a wierd way, they can twist the surrounding 3-dimensional space, allowing teleporting matters from place to place, it’s the major cause of many abounded mineshaft myths of disappearence of diggers. However, even for now, it’s extremly valuable for its special use for building advanced stargates in a cheaper mean, and its contribution to the recent quantum research.
    Stargate building cost -30%,
    Reveal a researchable option Advanced Teleport Theory.
  • Permanent Ice
    The ice that never melts. Even when thrown into lava, the lava would cool into obsidian in no time while the ice is still complete. In the ancient times most aliens believed it is some fragments of the power of the winter god; but thanks to technological development, we found out it is an spacial ether compound that only has 0.0000000003014% occuarence in the galaxy.
    Nuclear power plants and alien technology operates with halfed water/coolant consumption.
    Atmosphere condensers operates 20% faster.
  • Pure Neutronium
    Composed of neutronium only, also known as Element No.0, is the most inert and super-rare material in the galaxy, used for making superresistant materials.
    Buildings will require 20% less maintainence costs.
    Reveals a new researchable option neutronmaterials.

Grand Relics of Galactic Emperors
The Galactic Empire, the superior state of the Galaxy, has a very long history. What the Emperors had left are something powerful.
  • Lost Pages of the Imperial Codex
    The legendary 10 million page long Imperial Codex, formulated by Emperor Pestoberg, had brought the best and the most fair standard of law, and it also brought order and peace to the Galaxy for centuries. However it is lost, and it is scattered into different sectors of the galaxy.
    Unhappiness factor effects is halfed.
    Unlocks a building, Highest Court of Justice.
  • Documents of I.C.U.
    The most famous spying agency in history, Intelligence Collection Union, was used to supervise the enemies, rebels, and even allies and subjects of the Empire, and known for doing evil censorship activities for the Emperors. It is dissolved and reformed into the present day Imperial Department of Public Security (due to the exposure of the agents triggered a galactic crisis)by the Emperors, their documents are said to be ‘destroyed’. Although these documents are the things you shouldn’t find, but they are valuable for developing spy agency and all-seeing security organizations.
    Reveals a public security technology, Spy Agency.
  • The Scepter of the Emperors
    In the early times of the Empire, the sign of power is represented by the the Scepter. But somehow they discontinued using them. Instead, they are replaced by Unholy Crowns that used by the present-day Empire. Despite they were not used by the Empire anymore, they were important evidences of early galatic monarchy.
    Civics production increase by 15%.
    Unlocks a researchable option Galactic Monarchy.

The Remains of the Titan Civilization
Credits to @luker124.
The Titans are the colossal warlike humanoids (actually it’s like human, except they are huge) who had dominated the Galaxy before the birth of the Galactic Empire. The majority of the Titans were killed (mostly were slaughtered by the Alpha Draconians) in the Titan Wars, and the Empire evicted rest them from most parts of the galaxy afterwards. An average Titan were about 500m tall, according to the documents of the Imperial Library. The fate of extinction of them is still unknown.
  • The Gigantic Skeletons of Titan Warriors
    These are the remaind of dead Titans, probably killed in the War. They contain traces of special DNA that are has unestimatable scientific and military values, yet, these bones are difficult to find now because it’s very long time ago the Titan Wars ended, most of the bones might have become huge lumps of limestones. Their DNA also require special techniques to extract, it might be another great chance to research better genetic technology.
    Reveals a researchable option Neo-Genetic Modification Technology.
  • Bracelets of the Titan Crusaders
    Usually what people can see is something like gigantic arc structures, but it’s not. They are actually accessories of the Titan Crusaders, with a complete Warrior’s Codex of Titans craved on it.
    Reveals a researchable option Militarism.
  • Combat Suits of the Titan Warriors
    Because Titans had terrifying stregth that they can crumple a 5-meter-thick slab of titanium, and their huge size, their clothing must not be made of ordinary materials, and must be easy to produce. Titans are actually the first civilization that developed the superresistant fabric in the galaxy.
    Cloth production is 20% faster.
    Reveals a researchable option Advanced Fabrics.

More ideas are coming!
Dear Bast,

Firstly, I would like to thank you for preparing many good stuff for Zolarg players in this upcoming update, including the ability to not depend on workers for endgame wood and crystal mining. I know that you are not finished adding Zolarg contents to the patch yet, but allow me to deliver a few inputs on the ones already added :

1. Resource storage
Zolarg is going to be using more of the following resources in their gameplay : Charcoal, Oil, and Software. Yet the general storage buildings (the new Unholy Tower, Unholy Pit, and Quantum Pile) can not store those 3 resources, and players are stuck with the abysmal storage capacity of their production buildings.

Would you please add the 3 resources to storage capacity of Unholy Tower, Unholy Pit, and maybe Quantum Pile as well? Especially seeing that those buildings can already store other resources that Zolargs can't even use or produce.


2. Storage cost
Would you confirm whether the 2.5mil gold cost of building each Unholy Pit is intended? It seems too focused on one resource only, and it is really challenging for early-mid Zolarg players to afford this intermediate storage because of its costing focus on significant amount of gold only. If not intended, would you consider redistributing the cost over a few other rare resources?


3. Labor Camp
This new multi-resource production building produces a variety of resources, but with its biggest ratio being Sugar. Zolarg already has better sugar production in the form of Quantum Sugar Cloner, but can use more production in the other resources this building produces in smaller ratio than the Sugar (especially the Ore, Gold, and the finally automatic Wood). If I may suggest, would you lower or even remove the Sugar production ratio of this Labor Camp (and players can focus on Sugar Cloner for that), and increase the production ratios of the other resources?


4. Unholy Uranium Generator
This is not one of the new buildings, but seeing that Uranium will be needed more in post-0.9.8 Zolarg gameplay, would you consider reducing the power requirement from the current 1200? The new power plants will help a lot in Zolarg power requirement, but it might be better to make Zolargs be able to produce Uranium more efficiently, while it is now hindered by the high power requirement of the Unholy Ura Gen.


5. Ether Powertube
Thank you for adding a building that finally should solve Zolarg power shortage. However, the difficulty of obtaining Ether would be a great hindrance for most Zolarg players, especially offline but also online players. If we look at Human buildings, the buildings requiring ether mostly fall under "nice but ultimately not necessary" category of buildings. Same for Draco players who don't play in Abandoned planets.

This Ether Powertube however, is crucial for Zolargs especially with some of the new buildings as well as old (Unholy Ura Gen) requiring substantial power, with the next best power plant being the new Smart Power Spire. If I can suggest, would you consider making it as difficult to build and run, requiring other rare resources at signficant quantity, but at least not needing Ether to run it. Personally I think Ether is perfect for those buildings which are "nice but ultimately not necessary" type mentioned above.

Sorry for the long writeup, hope this can be of any use. Thank you beforehand.
4y ago
@bastecklein

I have some ideas about more things in the space.

<Starbases>
Major civilizations might deploy starbases in the open space for defense.
Attacking these starbases with your ship might be foolish, they are heavily armed, and able to defend against fleet attacks.
Starbases, unlike planets, yields no resources and does not sell starships. But they can offer quests.
Captains with military passes of specific civilization can use the starbases of corresponding civilization for ship repair and refuel, at a higher cost.
Starbase model names of different civilizations:
  • United Earth : Star-fort
  • LIS : Relay Station
  • Zolarg Empire : Hive Citadel
  • Alpha Draconians : Defense Node


<Other objects in the space>
There might be other objects in the galaxy.
Such as, dangerous space minefields.
Interesting space abnormalities.
Nebula.
Wild aliens in space, like space squids?

<Eras>
Technological developments pushes civilization to another era.
And new era might unlocks more items.
My ideas for eras are like:
  1. New Colonization Era - The earliest era possible, when the 4 civilizations begins colonizing undeveloped planets of distant systems or conquer minor civilizations.
  2. Quantum Era - The rise of quantum technologies brings in the quantum engines, which long range travels becomes possible without a supply chain.
  3. Dreadnaught Era - Major civilizations begin building large starships, for logistics and military.
  4. Nanotech Era - This is an era of modular innovations - compacted components brings massive possibilities for the starships.
Contrary to popular belief, the Quantum Nuclear Water Synthesis Plant is not made with quantum tech at all, but is rather made with transcendent tech.


In order to keep up with storage demands for Uranium, we need to use the Quantum Tech that we have learned and apply it to our Uranium Storage methods. Plus, it will help apply those Artifacts to another good use.
1mo ago
so recently ive unlocked quantum buildings and alien tech, so ive built a few aluminum generators and quantum distillery buildings but they arent producing. Ive tried deactivating and reactivating but nothing has worked.
I'm on windows 10 V0.43.0
I'd love to know how to fix this.
6y ago
The moment everyone has been waiting for has finally arrived, the release of My Colony v0.50.0 - the fighting 50!

50 is a nice round number, but is the update nice and round as well? Let's take a look at what is new and what has changed:

My Colony v0.50.0 Changelog

New Stuff
  • New Structures: Bloodletting Station, Spire of Knowledge, Quantum Sugar Cloner, Uranium Silo
  • New Unit: Ancientbug
  • New premium content: Orb of Radiance
Changes
  • GBT: Added cooldown time between GBT trades, increased transaction civics costs, GBT contracts with lot sizes above your trading capacity no longer appear, You can no longer trade in lot sizes above your gifting capacity, The server can now limit the size and price of your trades.
  • Storage Limits added: Aluminum, Uranium, Gold, and Clay now have storage requirements.
  • Resource Decay: Resources left sitting outside of storage will now decay.
  • Collect All: You can now collect all gifts at once with a single click.
  • Message Reporting: There is a new in-game mechanism to report abusive PM's.
  • Rebalancing: Antanium Synthesis Lab and Triantanium Refinery now offer a small amount of storage. Money generation from the Investment Bank and Clothing Sweatshop has been reduced.
  • Tech Window: Each available tech now shows what new structures is contributes to.
  • Online Colonies: Colonies played in online mode now require an internet connection to play.
  • Right Click: Mouse users can now quickly move vehicles using the right click button.
  • UI Changes: A bunch of small UI improvements carried over from Antiquitas v1.0.0 were added.
  • Galactic Emperor Tax: Possibly the last tax the emperor will ever collect!
Additional Notes

I had intended this update to be a big Zolarg content update, but instead was required to spend most of my time making changes to the GBT and it's associated API. As some will know, I've never really been thrilled about having the GBT in the game, and am even less thrilled in having to micromanage it. Ideally people would be able to conduct themselves as adults and treat the GBT system with respect, but I'm afraid that is not what has transpired. The actions of a few bad apples have thus forced my hand to really crack down on the Galactic Board of Trade, and several changes have now been implemented to that effect.

The first issue was involving the actual server API which the game contacts in order to do trade deals on the GBT. I threw the script together quickly to facilitate an in-game trading feature and didn't put any effort into security. This made it easy to exploit. Since the vast majority of players play in offline mode, I never gave it much thought, but over the last week, one of our players with a lot of free time on his hands really took it upon himself to hit the API hard and did a significant amount of damage to the online in-game economy. New security measures have been added, but they are not present in older versions of the game, and the server API cannot be fully patched without cutting off access for older versions of the game. For this reason, in one weeks time, access to online play from any version of My Colony older than v0.50.0 will be disabled. So if you play online, please update as soon as the release is available on your platform.

Here is also a first and only warning on this matter. Every call to the API is now logged and any user taking advantage of any exploit will be permanently banned from the service altogether. All of your colonies will be banned as will any device that you have been logged as having connecting to the service with. I do not care if you paid for premium or not, you can still play the game offline.

Other issues with the GBT involve using it for storage or using it as a means of transporting large amounts of goods from one colony or another. I don't consider this an exploit, but new measures have been put in place to block it from being used in this manner. The purpose of the GBT is to facilitate trades between colonies and nothing more. Using it for other purposes interferes with the pricing structure of the market and has an impact on the in-game economy for any player who plays the game online.

There is a new Galactic Trade Authority bot that monitors all trades on the GBT and logs trades which are considered grossly out of step with the current market realities. There is no auto-banning or "three strikes your out" feature associated with this. Everything is logged and will be reviewed by a human moderator (me). If it is decided that you are taking advantage of the system, your access to the GBT may be blocked.

There was also a new Galactic Emperor tax levied. This is the Emperor's highest tax ever, coming in at 95% of everything over $750m, and 100% of everything over $10b. This was imposed because of the API hacker who auto-purchased every contract on the market, leaving some players with an ungodly amount of money. If you got your money legitimately, then I am sorry, but this is the way it is. You can thank the abusers for the tax.

The good news is that as of this update, the resources of an individual colony can now be edited directly by the server if need be. For that reason, there probably will not have to be anymore global galactic emperor taxes levied. Because of this change though, all colonies in online mode are now required to have a constant internet connection. Really, this should have been a requirement from the start. If you cannot be constantly online, then consider playing the game in offline mode.

There have also been issues with users sending abusive messages through the in-game messaging system, including threats and other forms of harassment. To combat this I have added a new reporting feature which you can see in all new mail messages that arrive. Message reports will be reviewed by a human, and if you are conducting yourself in a manner which I do not feel is right for the game, then you will be banned from the service.

Anyway, like I said before, I really hate having to be a nanny here for the game. I'd much rather spend my time adding new content and features. If you don't like the new changes and don't want to see any more controls added in the future, then please encourage your fellow players to use their heads when playing the game. The API isn't there for my own benefit, I'd just as soon get rid of online play altogether, as it caused more headache than it is worth. The feature exists entirely for the benefit of those who want to play online, but if it can't be handled properly I have no problem taking it away. The vast majority of users play offline and wouldn't even notice if it was removed.

On to better things, you will notice some UI improvements that have been carried over from Antiquitas (which is now available and you should download (and 5 star) from here: http://apps.ape-apps.com/antiquitas/ ). Zolarg also received a few new things, with more coming in the next release. There is a new Ancientbug which is their version of the E.T. Builder, and their first alien structure is the Quantum Sugar Cloner which is a vast improvement over the Sugar Farm and takes up far less room. Insectoids will be getting a lot more alien content in the next few updates.

Also, there are only a couple of resources left now that do not require storage, and that will be soon changing. Keep that in mind and plan your colonies accordingly.

Between now and the end of the year, the updates are going to focus on Zolarg content. Once 2018 hits, the Reptilians will be making their way into My Colony, and the way they operate is going to be a bit different than the other races. They will make the difference between Humans and Zolarg seem insignificant. But until then, enjoy the update as there is still a lot more to come!
6y ago
bricks :
Stored by
Brick Factory +500
Durable Goods Warehouse +3000
Quantum Warehouse +150000
Supply Pile +800
Tall Brick Warehouse +10000
Unholy Pit of Stuff +15000

pottery:
Stored by
Durable Goods Warehouse +3000
Megamart +10000
Pottery Works +500
Quantum Warehouse +150000
Supply Pile +800
Tall Brick Warehouse +10000
Unholy Pit of Stuff +15000
6y ago
Concept:
This is basically just better hydroponics but unlocks a Quantum Hydroponics that produces Wood 5-10x faster than a normal wood farm and also produces food 5-10x faster than a fishery.
6y ago
How about this, since we have food processing units, we shouldn't have any more food needs to fill unless your colony has 10 mil + population. Even then I don't think the need would be that substantial to have so many processors that it takes up lot's of space. I mean, fully staffed these things produce tens of thousands of food in seconds. It takes a good few seconds for each colonist to need food. And if we were to make a better food maker, it would probably be a quantum food processor and would require tons of sugar to operate. So yeah, no more food fore a while please.

As for wood, we are stuck using the same wood farms for wood throughout the game, so why shouldn't we make an upgrade to the wood farm? Using my imagination, I am imagining an alien mega tree farm that consumes water, aluminum, and sugar and makes 10-15x more than the regular tree farm. i also think it should have tons more wood storage as well.

What do yall think? Food isn't really in high demand right now because building a food processor doesn't take much, but wood is always in at least medium demand because it is needed for most of the bigger, more advanced buildings.
6y ago
The Gravitational Compression Warehouse does not provide storage for sugar ...the best building to store sugar is the Quantum Food storage wich only stores 300k... and when you get the Gravitational Compression Warehouse you no longer need the Quantum Food storage because it can store 4M.
It would make more sense if the Gravitational Compression Warehouse would store sugar.
Sobeirannovaocc said:The Gravitational Compression Warehouse does not provide storage for sugar ...the best building to store sugar is the Quantum Food storage wich only stores 300k... and when you get the Gravitational Compression Warehouse you no longer need the Quantum Food storage because it can store 4M.
It would make more sense if the Gravitational Compression Warehouse would store sugar.


oops, just an accidental oversight. i will correct it
6y ago
First of all, very nice update. I love the idea of having star ships as a resource, especially since everyone got to their new colony through space travel so it makes sense to have star ships also.

However, after some experimentation I've noticed a couple things. First is that sometimes the game will have a huge lag spike and stop for a few seconds if you try to click resources on the stats page. Second is that Gravitational Compression warehouses don't store wheels, when their predecessor, quantum warehouse, did - which just seems wrong and inconvenient for those who have already replaced their quantum warehouses.

Overall though, this is a really nice update, gives plenty of new content and preparations for the coming star ship productions. Also increasing import/export and gifting capacities are nice little additions. Happy 2 year anniversary update :)
5y ago
i looked at the reference of MC and My moon colony and i found only 3 building that could stock regolith the fisrt regolith lab the one that stock 5k of regolith gold ore ... and the quantum warehouse why does the regolith extraction inc Make no regolith stock ? it might not be a bug but i still qualifie it as a bug since i have no rationnal answer ( im one step before the quantum warehouse but it appear that without regolith i cant play moon colony (since i have no other way exept charcoal wich produce less regolith) can someone explain me?
5y ago
For the triantanium there could be an Alien/Quantum triantanium refinery and for the antanium an Alien/Quantum antanium synthesis lab.
5y ago
You know how there are the Ancient Alien/Quantum buildings? What if you made a Transcendent Genre of buildings that are upgrades to other buildings without Alien/Quantum upgrade options. For example, transcendent tree farms, sheep farms, triantanium refineries, antanium synthesis labs, and some transcendent Atmosphere, Clay, Diamond, Uranium, Sugar, Helium, and Ancient Instructions creators.

Maybe even a Transcendent Capitol/Independence Hall building.

Also, there could be a Hyperspace Reactor generating heaps of power. (1x1 building)

Oh, and by the way, thank you for every hour you spent on My Colony. It's a wonderful game. The nations of Eowyn, Starlight, Assyria, and Aurora Dawn thank you.

Edit: Never mind the triantanium stuff. Also, maybe a transcendent happiness generator?
5y ago
Advanced Interstellar Builder. Utilizes (qubits?) to create extremely complex structures.-UE and LIS

Unholy Quantum (Worker?) Uses (qubits?) To create extremely complex insectiod structures.-Insectoids

High Tech Worker Drone Uses (qubits?) and titanium to create High tech structures.-Alpha Draconians
4y ago
Luker124 said:
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4×2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.
4y ago
Ansom said:
Luker124 said:
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4×2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.


Alrighty fun police, maybe I'll dial some of it back BUT THIS IS ALPHA THINKING
I am litterly just saying the stuff that comes from my mouth. By brain has no say in this yet. So give me maybe 3-6 days, and I'll get back to you with a "reasonable" idea.
4y ago
H3110 guys!

I’m finding more possibilities using nuclear technology for performing wierd and crazy means of production.
And yup, I’m pretty crazy now.

Before talking my main ideas:
Credits!
Nuclear waste idea redeveloped from @Luker124’s post: https://www.ape-apps.com/viewpage.php?p=32487
Starship fuel idea takes reference from @Totillity1’s idea from his post: https://www.ape-apps.com/viewpage.php?p=32592#p32651 ; and also the game developed by Bast - My Starship.


Okay here it begins!

NEW RESOURCES
Nuclear waste (nw) -These radioactive and harmful waste are produced from nuclear reactors and alien class productions using uranium (except enrichments). Toxic level is 500, so you have better keep an eye on its quantity.
Starship fuel (sf) - Ordinary fuels like oil are not strong enough to achieve faster than light travel. Something stronger has to be used. Its life can be lengthened with uranium.


NEW BUILDINGS!
Notes: green building names indicates the building produces nuclear waste.
Ether Refinery - Refining oil with some uranium and crystalline will give one of the most expensive resource (as ether market is dominated by the evil Alpha Draconians) in the galaxy - Ether.
Crystalline Plant - Here’s the way you can obtain crystalline without bothering your rovers - You can actually grow crystals in a lab emviornment, which radiation used for catalysing the growth. Consumes rum and crystalline with some uranium.
Nuclear Waste Radioactive Decay Chamber - A lead-sealed chamber, which gives the standard (and the slowest) way to dispose nuclear waste safely.
Nuclear Fuel Regeneration Facility - Bring uranium back by fusion reactions using helium-3 and nuclear wastes.
Starship Fuel Refinery - A large refinery, which are specialized for synthesizing starship fuels using ether, uranium and helium-3.
Radioactive Food Enrichment Facility - It sounds evil and mad, but the food produced are safe as strict de-radiation process is performed and ensure there’s no harmful radiation left. Produces more food using nuclear waste and sugar.
Nuclear Decay Reactor - Decay of nuclear wastes also releases some energy. Make use of it to kill two birds with one stone by disposing nuclear waste and generate electricity.
Radiotherapy Centre
2nd Generation Alien Uranium Enrichment Facility - Make use of quantum technology and complicated quantum computing, to obtain much more uranium, while also converts nuclear wastes. (to know what’s 2nd Generation Alien Tech, please have a look in this post: https://www.ape-apps.com/viewpage.php?p=32444 )
MegaFood Lab - Make use of radiation to mutate crops into gigantic plants, which increases food productivity by at least 50 times! (P.S. food safety may not be secured) Consumes water and uranium.
Mutation Lab (Alpha Draconians) - (warning: evilness included) A secret facility, it looks like a spa centre, but actually it is a lab for performing mutation experiements. Consumes uranium to generate research.

More ideas are coming!



Promotion here, @Totillity1 has some awesome ideas about blackhole technology and more. Read his post here: https://www.ape-apps.com/viewpage.php?p=32652
I totally agree we probably need a bigger elementary school. Serving 40 only is too few to meet the need.

Before speaking about producing more helium-3, thinking about more uses of helium-3 may be better, otherwise there’s no use for making tons of helium-3.

I do really like the idea of NXE. Alloys with high flexibility but also with high duribility is perfect for some amazing constructions which the traditional alloys cannot. Such as you can have it in certain shape that it can accumulate quantum energy.

If I guessed correctly, the particle compiler should be an upgrade of the quantum AI brain of my post.
For humans, Oil is the only major resources that can not be stored in Grav Warehouse, and is stuck with Quantum Oil Tank with its 45k capacity even well into endgame.

The only other resources which have less storage are Painting (which are minor, and will even get a bigger storage than Oil in 0.9.5) and Starship (which is understandable given its nature).

As such, would it be possible to allow Oil to be stored in Grav Warehouse like all other major resources, or at least give it a bigger endgame storage option than the Quantum Oil Tank?
4y ago
I am now putting the finishing touches on My Colony v0.97.0, and it should be hitting all platforms over the coming days! Originally I had planned on making this a big Water World update, and there is some new Water World stuff in here, but as usual, plans tend to change once I start getting into the update. But asides from the new content (there are 10 new structures in this release), there are some nice interface tweaks in this update that I think (hope) you will enjoy. So let's take a look at what is new!

Firstly, there were a couple of bugs in the game that in some cases prevented players from starting a colony under another charter code. This should be fixed now, but if you have any issues creating colonies under a charter, let me know.

Next, I have added a new feature that has been long requested by some players, which I think a lot of people are going to like - bot stacking! So now if you select a bunch of units of the same type, there is a new stack bot button that you can click that will combine all of the units into a single "stacked" or grouped unit.


This stacked unit will move and act as a single bot, but will have the build and harvest power of all of the combined bots.


You can unstack the units in the same manner. There are several benefits of stacking vs having a bunch of individual bots, one of the biggest being performance. Particularly on larger maps and on mobile, one of the biggest performance issues of the game is the path finding engine, which takes more and more memory the larger and more complicated the map. With bot stacking, the engine only needs to solve routes for a single unit instead of an entire group, reducing memory consumption and processing time significantly.

Another somewhat related feature is custom build amounts for units. With this update, if you right-click (or long press on mobile) on a bot in the sidebar build menu (it does not work on the popup build menu), a dialog will come up and let you type in the number of bots you wish to build. Be careful though - if you put in more than you can afford, you cannot undo the building order.

I have made a handful of balance tweaks to existing content. I reduced the wood cost of the Paste Pontoon and lowered the research cost of the insectoid Wood Harvesting tech, since both of these things are needed earlier on for the Water World. The Gravitational Compression Warehouse has gained Oil storage. Storage levels on the Unholy Pit of Stuff have increased to 100k, and the building is now slightly more expensive. Power output of the Unholy Power Spire is now 800.

Now on to new content. The primary goal on this update was to fix Zolarg and Reptilians for the Water World, since the removal of Fresh Water in the previous update had made playing as those civilizations problematic.

To fix this for Zolarg, they now have the Aqua Ring and the Aqua Scrubber, structures for harvesting and distilling Salt Water into fresh Water.

Zolarg also gained the new Seabeet Farm for producing Sugar on the ocean, and the Aquamound, a small single family home that you can build on the water.

There is also new Zolarg content that is unrelated to the Water World. Insectoids gain Clay and Charcoal production through the early(ish) stage structures Clay Pit and Smoldering Pit. There are also new Alien Tech upgrades for the Supply Pile and the Food Fortification facility, in the form of the Quantum Supply Pile and the Quantum Food Fortification buildings. Finally, Zolarg get a new more powerful power generation plant, the Petroplant, which is their version of the human's Oil Plant, except it produces more power, while using more Oil and generating a lot more Atmosphere.

I didn't add a bunch for the Reptilians as I was mostly focusing on Zolarg for this release, but they do have the new Microdistiller, which is built on Sea Water and creates fresh drinking Water.

With these changes, all civilizations should be playable on Water World again.

Probably the next update will be another Zolarg content update, since they are in need of some love. They are going to gain the ability to produce more resources and start getting more later game content to utilize those new resources. Probably another upgraded capitol too, with higher trading caps.

So that is all for this update! I hope you guys like it, and stay tuned for more because there is a lot more My Colony to come!
4y ago
Dear Bast,

Really excited about this update, especially with the enormous gameplay improvement provided by bot stacking and build queue features. Also for the smaller features such as Oil grav storage, and the start of a big improvement for Zolarg gameplay, thank you.

I have a couple inputs with regards to the Zolarg additions, and if it is too late to be considered for this update, would you please consider this as an input for one of the future updates?

1. Storage
The Quantum Supply Pile and Unholy Pit of Stuff can already store many of the resources that Zolargs can't use and can't produce (for now at least) such as Plastics, Robot, Steel, Triantanium, Bricks, Pottery, Wool, Toy, Regolith, Ether, etc.

On the other hand, there are 3 resources that Zolargs actually use, that can not be stored in both Pits and have to depend on buildings with very limited storage :
- Oil. Biggest storage is the Petropit with 3000 capacity.
- Software. Biggest storage is the 2 IT buildings with just 500 capacity.
- Charcoal, new resource usable by the Zolarg. Biggest storage is the Mound with 2500 capacity, which will even lose its charcoal capacity when upgraded.

Would you consider adding the storage capacity for them to the Unholy Pit of Stuff? As for adding them to Quantum Supply Pile as well, I defer to your consideration.


2. Power
Based on the build costs of Unholy Power Spire vs. Petroplant, I assume that you intended for Petroplant to be the next progression after Unholy Power Spire. However, Unholy Power Spire takes 1x1 square and produces 800 power each, while Petroplant takes 2x2 square and produces 1750 power each. As such, 4x Unholy Power Spire is slightly cheaper to build than 1x Petroplant, produces quite more power, while taking the same amount of space.

As such, unless you have further plans for Petroplant down the road (maybe upgrades, etc), I reckon that most Zolarg players will still depend on Unholy Power Spire for their power generation, and uses a few Petroplant temporarily just for the atmosphere generation until desired atmosphere level is reached. If you do have a plan for Petroplant later on, please ignore this section of my post.

As closing, I want to thank you again for the awesome bot stacking feature.
4y ago
So, after loading in my Zolarg colony after update 0.97.0 I have found out that there is missing a description for the quantum food fortification.
See picture below:

4y ago
I confirm that Labor Camp is unlocked earlier than Quantum Sugar Cloner, but it is also much more expensive to build, so it takes quite a lot more materials to build multiples of. By the time the colony can start spam building a few of them, Quantum Sugar Cloner should already be unlocked, and the sugar production of Labor Camp will be made insignificant by only a few Cloners. Therefore I would like to have its Ore production (as Zolarg has lacking ore production outside from Labor Camp) and maybe Wood increased in ratio, and Sugar reduced in ratio. Gold we have enough endgame from the new Gold producer. It is really a reasonable tweak for such a labor-intensive and endgame building.

Power production I agree it is easier now, but multiple region maps of Unholy Uranium will be mostly confined to Zolarg players in abandoned world for access to Ether Powertube. It is too risky to maintain enough Ether for other worlds as an unforeseen shortage of Ether will decimate the whole colony due to power shutting down.
4y ago
Welcome
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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