Search - tritanium

Maybe there could be a special skin for some buildings if players are on ur friends list, bast. it would be amazing.
I have some ideas for new resources to be added. Maybe like rubies, sapphires, and maybe even tourmaline and beryl crystal deposists, which the resources obtained from these deposits, would have their own unique building applications. and maybe a dark matter starport would be epic, but maybe dark matter tritanium generator, which can maybe generate millions of tritanium per minute, since it would help us players in late game end up getting a lot of tritanium. And i had the idea as well with the gem deposits, to implement maybe synthetic labs for the gems.
1y ago
Right now I can produce antarium and titanium but it's only stored in the production facilities, and each of em only holds 100.
Is there any other storage for it. If I need a few thousand of tritanium it's gets a bit crazy when the building is 2x2
5y ago
Big thx to @GeneralWadling for discussion in this topic at discord. But the main idea of this is 1 new rover type, a couple of hazards, and excessive atmosphere amounts.

This all begins when you have about 100 Million atmosphere, and you get loads of smog.

Colonist health Decreases at a rate of 5% every 30 minutes unless an Alpha Draconian, as they have Advanced Atmosphere Helmets

Fire hazard areas within a radius of 2 tiles of any of these resourse containing buildings can be ignited at any time:
Oil
Tritanium
Wood
Charcoal

Fire Rovers Puts out fires as long as they are in the direct 1 tile area of a fire when they patrol, can be dispatched by the Fire Station

Fire Station Builds the Fire Rover and contains about 10k water for storage.

Here is the Earthquake Area: I'm going to put it in either sunday or Saturday depending If I get tired. Also: This can or cannot be turned on in a random chance (thing). Keeping it vague because I havent the slightest for this right now. I'm just spitting things out and typing away.

Disaster: Earthquake When this happens, it's over for most buildings. Unless they are built out of tritanium, they are gone. Thankfully, there is a rover for that.

Rover:Rebuilder This little fella can tell all the rovers around him to rebuild the entire map at 40%-60% percent of the cost, depending on the type of quake.

Measuring Quakes There will be 5 types of earthquakes:
Whimp: Causes 5-10% damage, and generally steel buildings are fine.
Medicore This is when your bot will come in handy. This quake causes 10-20% damage, but bug steel builds wont be impacted.
Strong A little serious, does 20-30% damage.
Really Strong "This is getting serious. Someone call 991, please." Does about 50% damage.
Game Ending This is what you DONT want. Never in a million years. Demolishes most types of buildings, and causes 80% damage to all buildings. Scary
4y ago
If somebody would like to make a CO2 + Oxygen resource symbol I would appreciate it. It would still work with atmosphere but these two would be separate, this would make atmosphere gens the only way to get atmosphere and would pave the way for more types of atmosphere gens like Atmosphere Plant (similar to the nuclear reactor in terms of design) then an alien atmosphere pump because it's strange that they didn't master atmosphere but they did pretty much everything else, next would be a tritanium terraformer ( it would be 9 by 9 and be a big simple design Walker that would have a giant pump on its back and would pump tons of oxygen.) I don't know what it would cost or if thats a good idea but I want to see what would work and I thought it would be an interesting idea.
6y ago
i made labs to create them but they dont seem to be produceing anything, when i look at the top of my screen, i have no storeage for either. help me plz
Steel yards are what you need for storage.
6y ago
Heya, check this link: https://www.my-colony.com/reference/general.html?search=tri#Triantanium
It shows all the buildings that stores it and how much.

Good luck!
5y ago
Thanks a lot! Hadn't seen this list yet
5y ago
No, pretty much all resource are from this colony (Final Space, region map), some resource are from my old Main colony (50-60 milion each, and nothing for brick, Pottery, Tritanium, Ancient Instructions.. under the milion), in the early stage of the colony i have created an other support colony, and insect type, for farm aluminium, clay, wood and Allien Relic, but i don't use anymore.

I don't have other player under my roof :D And i don't even keep my pc on 24/24..
5y ago
(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
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
I think it’s not fair that humans can’t collect ether, a super advanced building song tritanium and ant paste should be able to slowly collect ether.
4y ago
I saw the chat in Discord and had to post my ideas. Here we go!

Nano Mining Operation:
Uses Nanomites to break down the soil and collect ore and gold to bring to the surface.

Nano-Swarmer:
Small Nanomites swarm a piece of steel to make Aluminum. Sometimes they do it to fast, then it become tritanium.

Nano-Bot:
Used for making all things nano! Normal rovers are to big to make any of the nano stuff, so we need a smaller version!

Nano-Incinerator
Uses small Nanomites ot break down and decompose the trash that your colony produces.

Nano-Splitt:
Uses Nanomites to split water into Oxygen and Hydrogen. (<Part of the Oxygen supply idea set>)

Nano-Lumbercamp:
This small lumber camp can churn out loads of wood while also producing oxygen and atmosphere.

Nano-Shirt Company Ink.:
This small startup company makes shirts at an amazing pace while being contained in a 2×2 space!

Nano-TV Center:
This small yet fun learning center is for your colonists! Ps. Its just a bunch of Nanomites doing random stuff in sand.

Nano-Fusion:
Makes gold and electricity by smashing together two Nanomites at near the speed of light!

Nano-Paste Factory:
This small Ant-paste factory uses a synthetic version created by the Nanomites. Very slow, as only about 2 nanomites are able to make Ant-paste out of 10,000,000.

And I think that is going to wrap up my ideas for Nano tech for now. I will be splitting these ideas up in a 4 part series. So stay tuned for more to come!
4y ago
This is the overview of all of the code name "operations" I'll be doing. I've decided to focus on some certain resourses and make entire paragraphs based on those resourses alone. This will be split up into multiple operations, making it my longest series aside Idea Spitfire. But here are the "Operations"

Operation Gold: Working
Operation Steel: Pending
Operation Cloth: Pending
Operation Uranium: Pending
Operation Tritanium: Pending
And a bonus operation: Operation Law!: Pending


Stay tuned for more to come! And as always, Stay Toasty!
4y ago
This post goes into more detail about what I would love to see for bandwidth coming to the game.

4G tower: Provides a larger amount of bandwidth, while consuming a lot of power and microchips to keep the servers online(R:15k+)(Output: 5k bandwidth).

Advanced High Frequency Module: This is a very large, very spendy building that houses a lot of servers to keep up with a growing colonies bandwidth needs.(R:150k+)(Output:15k Bandwidth)

5G Omega Tower: This is the MOTHER of all bandwidth buildings. It's a 5×5 tower that's made up of nanites, tritanium, and obsidian. This thing is crazy expensive.(R:1.5m+)(Output: 150k Bandwidth)

//EDITED AS OF NOV.8, 2020 at 17:16//

|Balancing, tweaks, and overall life improvment|
This section will be filled with tweaks and balancing issues, ideas, and other stuff that would be cool to be added/changed.


Copy a city![Idea originally from mattwadbb, so thx matt] This would be just a clone mechanic, kind of like the layout mechanic, but automatic. The original idea was for the entire city to be copied, tile for tile, and without any delay. This seems to be a bit to OP, so I have an idea that might counter the OP'ness of it. Instead of the city building instantly, you should instead have to make the correct bots to build all the buildings you would want in the city. And after you want to copy the city, your robots start making the buildings. This would take a LONG time for some cities, but it would be worth it to not have to manually place the new buildings.

That's all for now, expect more in the future.


3y ago
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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