This thread will discuss Biomes for the game. I'm hoping that we can start out with 1 or 2 basic biomes to add and then add the others in phases. It could be up to the community to discuss what biomes should be on this list and which one's should be added first, second, and so on.
For each biome, I will discuss the basic features of the biome as a theme to go off of, and that theme could be taken in many different directions. Of course, I always provide my ideas in terms of how a theme could be made to work, but feel free to share your ideas as well.
Phase 0: the greening update
Grasslands: A flat biome filled with tall grass and flowers, sparsely populated with trees.
real life features:
- sparse trees
- flat grassy terrain
- areas of tall grass
-flowers are common
-caves aren't common
-common fauna: cattle, sheep, horses, bison, etc.
My ideas: I think that bast can copy this biome off of the original one, just add some tall grass to get seeds from, reduce the tree density, and add some flowers that could be used for basic things like dyes and potions(see my post in the agriculture page). Caves should still occur in this biome, but not too often. mushrooms would have to go for this biome though, but would be implemented in forests.
Forest: This biomes is densely populated with trees. Forests tend to have the most variety of animals and planets. On the forest floor, there are usually wild bushes and other small plants that dot the landscape. This biome should be the easiest to make since trees are already a part of the game, and you can create the forest biome with dense trees, and then go back and add the other features later.
real life features:
-smaller ground plants
- high variety of animals
-caves are somewhat common
- common fauna: squirrel, deer, bear, fox, chicken, bobcat, etc.
My idea: The easiest way to make this biome is to take the original biome and crank up tree population. everything else is good for now. In a later phase, you might want to come back and add more variety of smaller plants, like maybe some berry bushes for food, briars which damage entities and could be broken and replaced for defensive purposes, and poison ivy, which could be used as a low level poison in limited ways.
Phase 1: The dessert update
dessert: everyone knows what a desert is, should be self explanatory.
real life features:
-caves somewhat common.
-common fauna: poisonous snakes, rabbits, camels, etc.
My idea: This biome needs to be built from scratch, which is why it's in it's own phase.
cacti can be another farm. It should produce fruit once before it has to be re-planted, but the fruit can turn into multiple seeds. the slow growing cacti must be planted in the dessert. The small shrubbery can be harvested for sticks, and the boulders provide stone for building.
Sandstone cave: Self explanatory, the walls can be mined for sandstone, which would be another building material. gravel and sand could be mixed into the sandstone to give sand for glass and gravel for paths.
real life features:
-lose sand and gravel debris
-eventually leads to stone caves further down.
My idea: I don't really have much to say about this one. Other than enemy mobs, nothing can survive in these caves, so they are just there for aesthetics and resources, as you can't obtain sand or gravel from the surface.
Phase 2: The water update
surface lakes: small randomly shaped bodies of water that the player can swim through. Slows movement, but should provide a supply of water, and the player should be able to fish in surface lakes. The bigger the lake, the less likely you are to wait a long time to catch fish. The player should have a way to build these as decoration, food supply, and as a defensive mechanism. surface lakes can also occur in caves.
swamp lakes: same function as surface lakes, but the water is stagnate. Has a more potent slow effect yet yeilds more fish than a regular surface lake. The player shouldn't be able to build swamp lakes.
Swamp: this one is self explanatory, swamp lakes surrounded by muddy ground, brownish-green land. large willow trees. Cotton-tails and reeds growing at the edge of the water. Crocodiles swimming in the water, waiting to kill unsuspecting prey.
Real life features:
-muddy ground surrounds swamp lakes
-dull green-brown ground
-cotton tails and reeds grow in the mud around swamp lakes.
-common fauna: mosquito, crocodile, frog, etc.
-caves are common, but come in the moist variety
my ideas: This one would require surface lakes to be implemented, which is why I've put it off a little. The reeds could be used for paper and the cotton-tails could be used to make cotton.
stagnate caves: caves that are periodically filled with water and silt. Muddy walls yeild mud when broken, which can be cooked to make mud bricks, but there should be some clay veins mixed in with the mud, yielding clay, which can be cooked into clay bricks. Both have the same texture but different colors, and clay bricks are much stronger than mud bricks. There should be a way later in the game to filter clay from mud to get additional clay.
I'll just summarize the phases from now on, since it's not really beneficial to plan that far ahead.
Phase 3: the winter phase
this will be the tiaga and tundra update. This update comes later because it's the least necessary compared to the other 3.
for 0, grasslands provide easy room to build while forests provide lots of building materials, allowing the player to have an easier time building. in 1, desserts provide sand for glass and a new structural material called sandstone, along with cacti that can be farmed. 2 introduces water bodies in the map for a rather important aesthetic and food source, mud and clay for new building materials, and a source of cotton for clothes and armor, and paper for things like maps and books.
3 will only provide a few minute resources, such a snow, ice, ...and not much else. This update is purely for aesthetics and to provide a harder biome to survive in. The cold should make players go hungry faster, and there should be more powerful enemies that come out at night. It's harder to farm or fish because water always freezes, so the player has to resort to hunting to survive.
phase 4: the ocean phase
this phase will feature a beech biome and an ocean biome. The ocean will have multiple underwater "floors" where the player can fight dangerous sea monsters, gather fish for food, and gather up exotic plants from the sea floor. The beech will have no caves, but it itself should be an interesting place to visit with it's own resources. More info to come on this if bast implements anything in the other phases.
phase 5: the elevation phase
The phase would focus on the ability to have upper levels and climbable objects like mountains. I think it would also be cool to enable multi-level building construction and the ability to place stairs that transport you between the upper levels. These updates would allow bast to create other more complicated biomes like the mesa and climbable jungle tree maps.
phase 6: the jungle update
this phase implements jungle biomes with climbable jungle trees. This would allow players to build tree-houses. It may or may not be possible to implement this, but I'm putting it in here just in case.
Anyway, that's what I think the order should be, assuming bast will be adding other biomes. Let me know what your ideas are and which biomes you think should go first or last
Amorphus's Recent Posts
RE:A new robotic civilization?2019-10-07 14:35:48
Nice drawings, I wish I had time to do stuff like that. All I can come up with is written ideas, and those take me hours to write as it is.
Just an idea, it may or may not help. you could scan that picture and open it via inkscape. Then you could change the color of the lines to a yellow color(or another bright color) and trace them with black lines using the line and pencil tools, and then use the fine eraser tool over the yellow tinted lines. Then you can fill the spaces in between with appropriate colors using the filler tool. Shouldn't be any real need to redraw all of them on the computer from scratch, just a few hours of image editing magic.
Once you've done this to all of the images, then you can crop each image into it's oown file and then stretch or compress each of them to fit into the tile based sizes that my colony requires buildings to be. I can't remember the dimensions, but there's a thread at the top of the idea forum called "artists, submit your drawings."(something like that) that has the dimension requirements.
There may even be a faster way of doing this, but if you are bad a drawing things on computer from scratch, then this could be a good way around it.
The Mythos Lands2019-10-03 18:16:41
The mythos lands are like a promised-land for Zolarg, as they flow with naturally occurring antaura. This is where they first discovered the mystical properties of antaura and how it could be created and used to generate enormous amounts of power and how it could be used as a catalyst to miraculously transmutate one resource into another.
I'm thinking about a challenging planet type that focuses on the insectoids mystical side as bast is soon going to be working on insectoid and looking at ideas regarding them. The planet should have some sort of influence on how zolarg accumulate or use antauara and should have it's own bottlenecks to get past. I've included an example of how this world could work, but there are many other things that you could come up with using this theme.
Appearance: My idea for the appearance of this planet type is dark green ground with glowing orange-red water. The water is that color because of the antaura. orange trees and water and oil deposits dot the terrain along with a new resource: glow shrooms. The glow shrooms could be used in insectoid food, lighting, healing structures, and as a good mood inducing "medicine". They also tend to be explosive when combined in certain ways. The shrooms can only be grown in the mythos lands, but could have uses in other races, which makes them relatively valuable. There should be multiple tiers of shroom farms.
Here is how my idea would progress: glow shrooms are harvested manually at first and turned into sugar, which is then turned into food via regular means. Wood can be gathered at the beginning of the game and insectoids should have a basic wood structure that collects water and antaura and one that uses the antaura to transmutate wood into charcoal at the beginning. Then we take charcoal, antaura, and glow shrooms and build a blast crater, which blasts a hole in the ground and exposes a small amount of fresh ore and gold. Ore bugs or gold bugs can build this. The craters only give a small amount of gold and ore before disappearing so it's important that you keep up your charcoal and shroom supply so you can keep building them. but once you have enough resources, you can eventually get the mining project which will eliminate the need for craters and start the normal insectoid tech tree.
A main advantage to this map is not only shroom growing, but also that you gather antaura whenever you gather water, no matter where it comes from. This gives you an almost limitless supply of it, which you can use to generate power or do other things.
Well that's my idea in a nutshell. Let me know what you think and feel free to post your ideas for this theme in this thread.
RE:Data Mining2019-09-24 13:59:50
sure, why not
Data Mining2019-09-23 15:34:08
This idea is simple, to develop a way to use bandwidth and software to make large amounts of money and civics.
The data mining mainframe consumes lots of software and takes up a large amount of bandwidth and produces money and civics. You could consider it an upgrade to the investment bank. Costs tons of resources to build, but would award you with absolutely tons of money and civics. This building is for humans.
Tower of endless thinking: A zolarg data miner, same functions, although you might want to tweak some of the rates and construction costs.
Collective Slave Maitrix: The reptilians have learned how to use organic insectoid minds to process raw binary data. The insectoids need food and water in order to continue operating, but this drastically reduces the bandwidth the building takes up and the consumption rate of software, and generates much more money and civics. Those reptilians always know how to achieve great feats, even if they are committing mass-genocide in the process.
RE:Planet hub: A list of all my planetary ideas.2019-09-13 18:08:47
check out my new ideas for a jungle planet. What do you think about the choffee trees how they can be used for so many things in mc? Any further ideas on how we can use choffee beans, chocolate, or coffee? If so, please post your ideas into the link below.
Jungle World2019-09-12 17:41:32
This planet should be for humans and insectoids.
The jungle is a dense, wet, hard to traverse landscape, with mega-trees, small mud deposits, oil deposits, sugar cane, choffee trees, and brierleaf bushes dominate the landscape. Water is more abundant, but not to the point of being like water world. The mega trees are abundant enough to spread faster than they are harvested, so the player will always have a supply of wood and the mud deposits will give clay when harvested, but in much greater supply than normal clay mines. These make the planet a lot easier to colonize, but this is balanced out by briarleaf bushes.
The bushes don't spread, but they pose as hard to destroy obstacles for the player as nothing can pass through them. These bushes can't be bulldozed and would yield 1 wood per harvest, but have a total of 25 wood, so you can imagine how long it would take to get rid of them with just forest or lumber bots. Eventually the player should be given a quicker way to get rid of briarleaf bushes. One way could be to implement a scorcher bot that gathers 5 charcoal per harvest from briarleaf bushes, trees, and mega trees. It would be a quick way to get a small supply of charcoal going, which would be essential for ore production in human colonies. A fire bug carries out the same function for insectoids and gathers charcoal from all trees.
However, this map has one major advantage, choffee beans. This new resource can be combined with sugar to make chocolate, or with sugar and water to make coffee, which could be used for all sorts of creative purposes. Some ideas are mentioned below for both humans and insectoids:
choffee bot: harvests cocoa trees for choffee beans.
chocolate mixing plant: consumes choffee beans and sugar to produce chocolate, this can be built on any planet.
coffee mixing plant: consumes choffee beans, sugar, and water to produce coffee, this can be built on any planet
choffee farm: consumes water and produces choffee beans, can only be built on jungle planets.
Candy store: consumes chocolate and sugar to produce a small amount of food and money.
Candy Store: consumes chocolate and sugar to produce small amounts of money and food.
Choco land: a tourist attraction that requires a massive regular supply of chocolate and smaller supplies of rum, food, and water, but provides tons of tourism and money. the attraction can only be built in jungle planets and is made entirely from chocolate, which is why it needs such a large supply.
coffee shop: where everyone with a sweet tooth goes to hang out. Consumes Coffee to produce entertainment and money and restores colonist energy. Can be built on any planet and could be a creative way to increase the tolerance of high commute distances. Perhaps if a colonists energy is low, no matter what they are doing, they will stop what they are doing and look for a coffee shop, so long as they have enough money and there is a coffee shop in range of them.
nutrient enrichment plant: since choffee beans naturally contain lots of healthy nutrients, this plant will pull the nutrients out of the beans and use them to enrich food. This structure consumes food and choffee beans to produce much more food and can be built on any planet.
skin treatment center: since choffee butter naturally improves skin quality, many women flock to the skin treatment center to be bathed in it. Consumes lots of choffee beans and rum and produces lots of money. Can be built on any planet.
choffee bug: same function as the chofffee bot
Choffee farm: the exact same building as the humans.
chocolate mixing vat: same function as chocolate mixing plant for humans.
coffee mixing vat: same function as coffee mixing plant for humans.
Altar of choffee: the insectoids view choffee beans as holy and can't get enough of the stuff. They even built an altar to the choffee gods. Consumes choffee beans to produce a small amount of civics and antaura.
Candy market - has the same function as the candy store for humans
communal bowl of boiling coffee: works in the same way as the coffee shop for humans.
shell shining center: insectoids have discovered that choffee beans do a great job at polishing their exoskeletal shell. serves the same function as the human's skin treatment center.
advance food fortification center: upgrade to the food fortification plant, consuming choffee beans and food to produce much more food.
choco-land: same building as humans.
ore transmutation altar: consumes antauara and chocolate and produces ore, albeit slowly.
gold transmutation altar: consumes antaura and coffee and produces gold, albeit slowly
Human progression would be rather similar to forest world, getting ore from charcoal. Insectoids use the antaura from the altar of choffee to transmutate chocolate into ore and coffee into gold.
Anyway, that's all I have, let me know what you think.
For my agricultural idea I've put together some herbs and other plants that aid in the rpg/adventure aspect of the game. Some of these plants can create powerful elemental resistance potions or elemental catalysts needed to cast spells. Some are very picky in terms of the biome that they want to grow in, yet others can be grown anywhere.
grows wild in - deserts
grown in - hot biomes only
use - ice resistance potions, fire arrows, fire catalysts.
growing info - the plant can be harvested without breaking and regrows peppers over time. crops need to have one square of room all around to grow(prevents easy mass production).
grows wild in - tiaga, tundra
grown in - cold biomes only
use - fire resistance potions, ice arrows, ice catalysts
growing info - grows just like the flaming peppers and has the same spacial requirements.
grows wild in - jungle
grown in - hot and temperate biomes, but not cold biomes.
use - shock resistance potion, potential source of rubber, which could be a crafting material.
growing info - grows like any other tree, drops rubber bark and the normal drops when broken and should drop saplings so that becomes a renewable source of rubber bark.
Zing berry bush:
grows wild in - tiaga, forest, jungle
grown in - tiaga, forest, jungle only. It needs shade to grow
use - static arrows and shock catalysts.
growing info - can be harvested without breaking the plant and will regenerate over some time. They need to be planted adjecent to a tree in order to produce berries. growing next to rubber trees provides a bonus to growth and fruit growing speed.
grows wild in - grasslands
grown in - anywhere.
uses - health potions
growing info - grown on grass or farmland, grows faster on farmland. Spreads fledgling plants to adjacent squares to make it easy to mass produce.
grows wild in: swamp, jungle
grown in: anywhere
uses: potions and food.
growing info - must be grown next to water.
grows wild in - must be crafted with various fire related ingredients.
grown in - hot biomes only
use - provides nectar for inferno bees. Inferno bee hives in turn produce fire catalysts instead of honey.
growing info - char lillies are sterile, so they must be crafted in order to make more. they can be placed next to one another and must grow on farmland. The rate at which inferno hives produce fire catalysts is directly related to how many of these lillies are placed in range of the hive. This would make it easy to mass produce fire catalysts, which will be needed more and more as you progress through the game.
grows wild in: must be crafted from frost/ice related items.
grown in: cold biomes only
use - provides nectar for blizzard bees. Blizzard bee hives produce ice catalysts from the nectar.
growing info - also sterile and have to be crafted, same hive mechanics, just for a different element.
grows wild in - must be crafted from shock/static related items
grows in - all biomes
use - provides nectar to tempest bees. Tempest bee hives produce shoch catalysts from the nectar
growing infor - same as char lillies and frostbite orchides, but for the shock element.
grows in: at the lowest depths of caves.
grown in: caves only
use: this plant contains the essence of corruption, an element that causes poisoning and madness. Can be used to make corruption arrows that turn enemies against one another and is also used in black catalysts.
growing info, must be grown on farm land in caves. must have at least one tile of space on all sides.
grows wild in - the depths of the ocean
grown in - underwater only.
uses - this plant contains the essence of blinding light, this light is an element called holiness and can be used to craft holy arrows which cause massive damage to undead/corrupt enemies and set them ablaze, and is used in white catalysts.
growing info: must be placed on sea floor with one tile of room all around.
grows wild in - underground ether rivers and oceans.
gown in - underground ether sea floor
uses - all cure potions that restore full health and remove all negative status effects, used in ether breathing potions, and used to make ether catalysts for ultima spells
growing info - very rare plant. grown on ether sea floor, must have three tiles of space all around to make mass production difficult. Harvesting the plant doesn't destroy the plant and it'll regrow it's harvestables over time.
Castor Bean plant:
grows in: jungle
grown in: jungle
uses: highly potent ricin poison that can inbue weapons and projectiles with poison damage. Also, there could be a possible poison catalyst if poison is to be an element, but let's assume it's not. Poisons would also be needed to make antidotes to rid yourself from being poisoned. Could also be used to make poison vials that would imbue all arrows and mele weapons with poison for a short time.
growing info: this plant will replicate a phenomenal rates by spawning fledgling plants right next to it or up to 2 tiles away, so all you have to do is plant on dirt and you'll have a ton of these in no time, no water required. Harvesting destroys the plant, but yields a lot of castor beans. Mass production should be easy, but these plants will kill all plants and animals near them, and there is a risk of poisoning yourself as you harvest them unless a protection method is implemented, such as rubber gloves. This makes these plants a pain to control for farming, but it's worthwhile to farm them. These need to be mass-produceable so that you can make lots of antidotes, poison vials, and poison arrows to aid you in your adventures, and poison is a pretty easy to come by thing in most rpg games.
grows in: all levels of the ocean
grown in: all levels of the ocean
uses: water breathing potion and can be consumed as food for hunger and water breathing for a small amount of time.
fire - used as ammo for fire spells. Made from flaming peppers, wax, and charcoal.
ice - used as ammo for ice spells
shock - used as ammo for shock spells
black - used as ammo for dark/poison/necro spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds poison damage and boosts the elemental status effects that the particular spell imbues on the enemy.
white - used as ammo for healing/light/holy spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds holy damage to the spell and boosts it's overall damage.
ether: can be used for any kind of spell and is mainly used as ammo for ultima spells. Ether catalysts should be very difficult to obtain.
potions and consumable:
potion of fire resistance: reduces fire damage and the likeliness of being set on fire, which does damage over time.
potion of frst resistance: reduces ice damage and the likeliness of being slowed or frozen in place.
potion of lightning resistance: reduces shock damage and the likeliness of being stunned or knocked back.
tea: crafted from water, sugar, and chamomile. Basic health potion.
antidote: this common potion needs to be easy to make because the player could get poisoned quite often.
all cure: made from aetherial kelp and other highly rare ingredients, this potion brings you back to square one so you can keep up the fight without having to retreat.
potion of water breathing: allows the player to breath under water for a time, vital for venturing deep into the ocean to get things like glow coral.
Potion of dark vision: allows you to see invisible enemies and objects and allows you to see night and underground as if it were day. Not completely required as enemies that use invisibility should uncloak for a time to let the player strike them. Would be made from black catalysts and other rare ingredients.
cleansing pack: a semi-common consumable that would cure most common status ailments other than poison, corruption, and blindness. Its made from soap, cotton, and water. Soap is made from animal fat and charcoal. It would need to be easy to mass produce as the player will often find themselves under a negative status effect.
eye drops: made from salt and water, salt comes from salt deposits under the ocean(and possibly in deserts), cures blindness.
wax: harvested from hives and apiaries. Can be used to make candles, fire arrows, and fire catalysts.
Honey: restores health when consumed, can be used in better tiers of potions and consumables.
smoker: pacifies bees for a short time, allowing you to destroy their hive or apiary or harvest wax and honey. made with iron, charcoal, and zing berries, breaks after 64 uses.
Honey collector: made with wood and iron, used to harvest honey and wax from hives and apiaries. The amount of time it takes for a hive or apiary to fill with honey is directly related to how many plants you place in the range of the hives/apiaries. Chamomile flowers have the best affect, but all other plants can be used. Hives and apiaries increase plant growth speed and fruit generation speed of all plants around them by 20%, and if the ranges of hives/apiaries overlap then this effect can stack up to 5 times.
wild honey bee hives: occur naturally all over the world. The hive will attack if the player or other mobs get's too close, regardless of whether they intend to do harm, but the smoker tool can pacify them for a time. the hive will drop wax and 1-2 queens when broken.
apiary: crafted from wood, wax, and 1 wild or domestic queen bee. Bees will attack the player even though they are cultivated, but the damage is much less and apiaries that have been smoked are pacified for much longer than normal. Apiary bees will not attack a player for standing near the apiary, unlike the hive. However, hostile mobs that enter the range of an apiary are automatically attacked, making them good defensive turrets. However, this consumes honey, and they can't attack if out of honey, so it's important to not harvest defensive apiaries, and to put harvesting apiaries in a spot where they won't encounter hostility. The player can manually insert honey or catalysts(depending on the type of apiary) into the apiary to refuel it for battle. It will even drop itself when broken, allowing easy relocation. However, the apiary has a substantially reduced range compared to the hive.
elemental siphon: used to siphon elemental catalysts from elemental apiaries. Elemental apiaries will attack the player with the elemental damage of their type when attempting to destroy or harvest from the apiary. The same apiary rules apply here regarding attack parameters, range, defensive action against hostile mobs, and smoke effect duration.
Inferno apiary: made from an apiary, a number of fire catalysts, a char lilly, and lots of charcoal. Drops itself when broken, allowing easy transportation. Only operates in hot biomes, produces fire catalysts at a speed directly related to how many char lilies in it's range. The lilies will die after a long time of use, dropping a depleted char lily that can be recharged by cooking in a furnace or with one fire catalyst. The inferno hive will always produce more catalysts than you'll end up using recharging the lilies, but you can get even more catalysts out of it just by cooking the lilies.
Blizzard apiary: made from an apiary, a number of ice catalysts, a frostbite orchid, and lots of ce. All of the rules for the inferno apiary apply here, just for the ice element. frostbite orchids can be recharged using ice catalysts or by crafting them with ice.
tempest Apiary: same rules apply as blizzard apiary but with the lightning element. Made from an apiary, a number of shock catalysts, a static azalea, and lots of rubber. static azaleas can be recharged with lightning catalysts or by crafting them with zing berries.
well, that's all I have for now, it's a big list of ideas, but I think it would make for some interesting gameplay mechanics. Let me know what you think.
I was theinking of plants that can be brewed into elemental resistance potions and elemental catalysts, which would serve as ammo for spells instead of mana. The elements could be fire, ice, lightning, corruption/darkness, and holy/light. The first three are obvious. Corruption doesn’t directly damage the target, but it can cause poison damage and blindness and cause healing potions and spells to damage the target, and holy is more for healing spells and clearing bad status effects, but can also be used to easily kill corrupted beings
I feel like all of these plants should be spread through the world in many biomes and should only be able to grow in particular biomes to make mass production harder.
I like the idea, but it needs to be thought out further. Since we don't want every planet to provide every natural resource, some planets would need to be limited on how many Biomes that they have.
To do this, we would need to group the biomes into certain categories based on temperature and atmosphere level. Here is a rough categorization:
mountains(if bast ever adds multilevel terrain)
red desert(default red planet terrrain, can become any flat biome when terraformed. Will explain further below)
red mesa(becomes mesa once terraformed)
red mountains(can become sandy, cold, or regular mountains once terraformed)
red riverbed(becomes either sandy, cold, or regular river once terraformed)
red seafloor(becomes any type of ocean once terraformed)
icy plains(default ice planet terrain)^
lunar plains(default lunar terrain)^
lunar crack(becomes any kind of river once terraformed)
lunar mega crater(the water in the crater is ocean water and can become any type of ocean when terraformed)
asteroid plains(default asteroid terrain)^
asteroid mega crater^
Too Much Atmosphere:
lava plains(default lava terrain)^
lava sea floor^
dark dessert(a desert on the abandoned world, but containing dark purple sands)
dark mesa(a mesa with cliffs that contain layers of sediment. The layers are all different shades of purple)
Something like that would work. At the creation of a region, the region generates hot, cold, and temperate zones. These zones won't change even when the planet is terraformed. Lava world will always have only hot zones, and ice world will always have only cold zones.
Planets that start out with no atmosphere start off with their own set of biomes, but once the planet is terraformed, the map regenerates the biome map with earthlike biomes based on the heat zones and former biome types. Certain planets will require exceptions, but most planets would generate all of the earth like biomes once created or terraformed. Forest world, for example, would only generate biomes that contain lots of trees, like forest, tiaga, and jungle(along with rivers and oceans), and abandoned world would use the biomes in the abandoned world section in place of some of the earthlike biomes. Desert planets would of course only have hot zones and only use desert biomes like desert and mesa(pretty boring of you ask me).
I think that covers my idea. Let me know what you think.
RE:A possible environmental Utilities2019-08-12 14:45:02
sounds good @GeneralWadaling
A possible environmental Utilities2019-08-07 21:25:34
It's easy to sit and think of all of the obvious utilities that could be added to my colony, but there are some utilities that we should be careful not to overlook. For example, planets are not all the same. Some are hot, some are cold, some have breathable air, and some don't, and some even have too much. Some are exposed to solar radiation more than others, some are completely dark and shrouded, and yet others have no ground to land on at all.
What I'm getting at is that based on the planetary environment, humans need certain conditional utilities to survive, utilities such as indoor heating or cooling, oxygen and radiation protection. On some planets, lighting my be needed to prevent colonists from becoming unhappy due to the continuous darkness, like on ice and lava planets, and maybe even on abandoned, where it's always a maddening but awesome purple dim instead of full day or night. Some planets may even need poison protection.
I would say that the best way to implement these is to just create the structures and requirements to facilitate each environmental utility and have them in the code, but only activate those utilities on specific planets, thus only certain planets would require specific environmental utilities to be provided and allow the construction of the buildings that relate to that utility. For instance, heating could be required on red and ice planets, but not on lava planet, and heating infrastructure would not appear in the list of available buildings on lava planet, even if you have the resources to build them, instead cooling infrastructure would be available and would definitely be required.
People who suddenly move from a cushy earth-like world to a dead planet where everything is about survival could become traumatized and depressed and undergo serious psychological strain, which could call for a mental therapy utility. Colonists could commit suicide if they become too depressed. Suicides could throttle immigration rates for a duration and cause unhappiness. Some races could be more resistant or susceptible to mental breakdown and suicide than others, and different races could have different ways of accomplishing this. For instance, reptilians could have a brainwashing array that reprograms the minds of it's colonists to prevent them from feeling certain emotions like rage or sadness. It would be unethical, but that's just what reptilians are.
But these are just a few of the possibilities. I wanted to get this out there since I just now saw the new update.
RE:Epic Adventure v0.5.0 Released2019-06-25 20:59:31
Wow, thanks for this info. Those wall layouts look intimidating since I don't have much drawing experience. I have done some 3D drawings before though, mainly for building ideas for mc. And I've also done a lot of 2D sprites regarding resources to one of my games several years ago.
I'll put my ideas for each biome in another post, but as for the halfway biomes, I like it. would be neat if you could make it so that large clusters of rooms are the same biome and that a transition biome occurs on all maps at the edges of those clusters. Instead of having transition biomes that connect two different biomes though , what if you made each transition biome it's own unique biome. Here's what I mean:
- dry grasslands/savannah: connects grasslands and desert, this map could have some grassy parts, and some clusters of sandy tiles with cacti and other arid plants. Acacia trees could dot the landscape.
- mesa: doesn't really connect anything, but where clusters of deserts are generated, there could be a random chance that each room that would become a dessert would actually become a mesa. You most likely know what a mesa looks like so I won't describe it. I have some ideas of how you can pull this off, but I'll include it in that post I was going to make about biomes, and it'll be under the mountainous biome.
- taiga: connects tundra and forest, spruce or pine trees abound here, and some of the trees that you have shown above could be dotted around the map, and some splotches of snow can be seen all around the map. Would be a good place to get spruce wood. If you plan to add some complex food recipes, one of the ingregients could be maple syrup, which could be gathered from spruce trees using a treee tap.
- shrublands: connects grasslands and forest and grassland and jungle. Berry bushes are dotted across the map along with trees.
wet forest: connects either forest and jungle or forest and swamp, or grasslands and swamp. more water than normal would occur on the map, but shouldn't be more abundant than in swamp biome, still, trees should abound here. It's here where you can find larger amounts of mud and clay and yet still have room to build a house. A swamp should have little room to build anything, which means you would have to leave at night and come back.
but those are just examples of sub-biomes that could exist between your main, garden variety biomes like desert, grassland, forest, tundra, ocean, swamp, etc. I personally think that each of these sub-biomes should give players reasons to visit them just like the main biomes would. I don't think it should be hard to get the items that you need to craft things, other than the items that only drop from bosses and stuff, but I do think that finding the items to progress should take time and lot's of exploration.
Everything you said regarding rpg is good. especially if the enemies get harder the further down you go. I wonder though, most games make you farm enemies until you find armor and weapons that work for your class/combat stats. If we can just mine for materials and make our armor, where's the challenge? I think that maybe we should be able to easily craft each armor set as long as you have the materials, but I think that each tool, armor piece and weapon should have a random number of slots for gems or essences that add stats to it, and enemies can drop these instead of weapons and armor. then the higher your crafting level, the more chances of you crafting an armor or weapon that has more sockets. And maybe you could have a way to craft these gems/essences yourself later in the game, albeit with some challenge and resource hunting.
I think it would be cool to take a page out of starbound's book and build your own settlements. Then as inhabitants start to come in, they'll randomly start to give you random quests that direct you to other rooms to fight mini-bosses, precure items, and rescue npc's. You could probably assign them to specific jobs based on what their personality is like, and based on what profession you give them, they may generate certain types of quests and be open to buy and sell specific items. Rimworld also uses good settlement features, especially being a top-down kind of game just like this one, but I wouldn't get nearly as in-depth into colony building in this game as rimworld is. This is an rpg adventure game, not a city builder.
But anyway, that's what I think. I'll be sure to post my biome ideas soon.
RE:Epic Adventure v0.5.0 Released2019-06-19 18:58:19
Ooh, this sounds promising @basteklein. How deep into crafting are you hoping to go? Will you be adding ways to automate some things? Will there be a leveling and class system? If this game becomes popular, do you think you would go as far as giving us the ability to travel to other planets/dimensions?
Speaking of infinite lower levels, you could also have infinite higher levels as well . Would be cool if the first floor of a building can be a part of the world map so you can pass right through the first floor of a building without having to go to another map, while upper and lower levels would have to be in separate maps. Instead of adding a map for every single staircase that a map has, just have each staircase or hole lead to the same level. for example, If you are building multiple two story houses on one map and you climb up to the second floor of one house, you should be able to see the second floor of the other houses, since they are all in the same level. This keeps all of the levels going up uniformely, creating a "column" of maps that exist one on top of the other and with the same amount of space.
I also like the fact that you can move into a new room when you get to the edge of a room, that could make different biome generation easy because you just need to designate the biome for each room and generate different things based on each biome. We could also do with a chunk map that shows all of the rooms/chunks that we've been in and the biome types of each. The map should focus the room that the player is in at the center so that you always know what's around you, but sooner or later we will want to be able to zoom out further and pan around the map, especially if we've done a lot of exploring. If you are planning to add at least a minimal amount of automation, I recommend being able to keep a number of rooms loaded(but not visible) in a radius around you so you have room to move while your automations do their thing, or what if only the column that you are in was loaded, so that automations above and below you can operate.
What are the texture specs so we can contribute to decorations? Would be neat to work on floor and wall types, resource images, plants, and other terrain types. I especially want to work on resources, I have many ideas for them.
I have an idea for a resource chain that you might like below. The chain leads you through the main crafting materials of the game, and some of the main buildings and furnature that could be added.
flooring: plank floor
flooring: cobble floor
wall: plank wall
wall: log wall
wall: cobble wall
furniture: wooden chair - should be able to sit in the chair, food grants bonus hunger points when eaten whilst sitting in a chair and health regeneration should slightly increase while sitting. Food should grant even more bonus hunger points if you sit in a chair that's facing a table while eating it.
furniture: wooden table
furniture: torch - crafted from sticks and coal. obviously spreads light in the darkness. that's if you are planning on adding light.
overworld structure - gravel pile - mined to obtain gravel, and sometimes flint
cave block: gravel - mined to obtain gravel, and drops flint more often.
item: gravel - used mainly for pathing
flooring: gravel path
item: - flint - used in many crafting recipes
furniture: furnace - basic cooking and smelting - requires stone and flint
cave block: coal ore - mined to obtain coal
item: coal: 1 coal can smelt 4(?) items. can be obtained by smelting wood in a furnace or mining coal ore in caves
cave block: copper ore - can be mined to obtain copper ore
item: copper ore - smelt in a furnace to obtain copper
item: copper - used in many crafting recipes.
cave block: iron ore - can be mined to obtain iron ore
item: iron ore - smelt in a furnace to obtain iron
item: iron- used in many crafting recipes.
cave block: gold ore - can be mined to obtain gold ore
item: gold ore - smelt in a furnace to obtain gold
item: gold- used in many crafting recipes .
item: gold coin - the main game currency, one gold ingot crafts into multiple coins.
furniture: forge - tier 2 smelting, only accepts coke for fuel - requires 1 furnace, lots of iron
item: coke - 1 coal refines into 1 coak in a furnace, used for forging steel from iron and iron ore, and 1 coke item smelts 1 item in the forge, this is to make steel a bit harder to obtain at first.
item: steel - used in many crafting recipes
furniture: alloy forge: a more efficient smelter with 2 inputs and 2 output slots. made with a forge and lots of steel. 1 coke smelts 2 items. If the right combination of 2 items are inserted and smelted, a new material is created, but if two items that won't mix are inserted, the alloy forge will act like a double furnace, smelting both items at once into their normal products.
item: antanium - a mixture of steel and gold, a very durable material. used in many crafting recipes
That's as far as I've gotten Obviously, each metal should have it's own set of tools and armor built from it, and each tier of tools are faster and more durable that the others. You can mix this up and complicate the process as much as you want, I was just trying to provide a skeleton plan for you to build off of in case you didn't have one yet.
Anyway, hope you like at least some of these ideas, let us know about the texture specs.
RE:Planet hub: A list of all my planetary ideas.2019-06-18 14:52:40
Check out my new updated terraforming ideas for mc:
RE:Updated Dynamic terraforming Ideas.2019-06-17 20:59:31
Just a quick note regarding any performance worries about these ideas. Most of these ideas just call for more structures and resources for each terraformation factor. There would be changes to how the game reacts to those new resources, sure, but those changes don't occur frequently enough to pose a problem to performance, it's not like any of these dynamic factors are going to need to run constantly(every tick) since everything happens in stages that would be much further apart than before even. Especially with regions, you shouldn't have any problems with a few more building types. The only worrisome factor that I can see is the biospheres factor, as it will constantly monitor and fill the map with plants and animals, but I'm sure bast can find a way to make this work, maybe it'll just have to show plants and not animals, or calculate the health percentages once every 5 seconds instead of once per tick.
Anyway, if performance is your main reason for voting no, please put that comment in chat instead of voting no. Thanks.
Updated Dynamic terraforming Ideas.2019-06-17 20:47:16
This post is basically like my old post(link below) but some of the ideas below were outdated and had to be refined, so here we are.
Firstly, before I present any new ideas, I want to say that I am supportive of bast's focusing on game quality over content. I also don't expect any of these ideas to just be copied and pasted into the game as is, although it would be nice. The main reason for why I create these posts full of ideas is so that bast has a lot of ideas to think about and gain inspiration from when developing his own ideas for mc. I'm going to try my best to generalize my ideas without trying to name specific buildings and units to be added, as it's bast's job to think of the specifics. Now with that out of the way, let's begin.
The rigidity of MC's atmospherics:
My colony is one of my favorite games to play, so I mean no offense in saying this, but I have to say it. My colony is very rigid when it comes to how the planets respond to terraforming. For most planets, you get from 0 to 5 mil atmosphere and then the planet is fully terraformed, and stays that way even if you run out of atmosphere or accumulate 500 mil atmosphere. There's no consequence for failing to manage the atmosphere, and the terraformation process is very short, in fact, it's so short that you can terraform the planet relatively quickly just with industry alone. You should not be able to do that, and the journey of terraforming a planet should be much much longer than it is now, especially for regions. In real life, it takes hundreds of years, an unimaginable amount of money, and countless workers to terraform a planet. While I'm not saying it should take hundreds of years to terraform a planet in mc, I do think a significantly larger amount of effort, resources, and time should be required than what is now. Also, another way that mc is rigid is that it only takes into account atmosphere when there are other factors to consider, like heat, moisture/sea level, gravity, radiation exposure, Planetary core condition, ozone level, etc. This thread will discuss all of these factors as well. Now, with all of that out of the way, let's talk about some general atmospheric dynamics.
Step one: In order to get a good start on smoothing out the rigidity of mc's atmospherics, we need to start by raising the atmosphere requirements for each atmosphere stage.This elongates the journey of terraformation. For instance, stage -2(microbial stage) could be at 1.25 mil atmosphere, stage -1(plant stage) could be at 5 mil, and stage 0(earthlike) could be at 25, so we would be making the process 5 time longer. Now some would say "but that's boring, if it lasts longer, we'd just be doing the same thing for much longer," and I would agree with you. That's why I've come up with some ideas of different features to add to each stage to make each stage feel like a giant leap for your colony, but we will talk about those later.
Step two: We need to add upper limits to each stage that must be met in order to be in that stage. The upper limit for each stage is equal to the lower limit of the stag above it. This ensures that if you drain your atmosphere, you will also digress through the stages until you eventually end up with a barren planet, no matter what planet you start on. if you have any buildings that require a certain stage greater than -3, those should deactivate once their requirements are no longer met. This is what I was talking about regarding consequences for not managing your atmosphere, but since industry always aids in increasing atmosphere, and since the stages are much further apart, it would also be 5 times easier to maintain that it currently is, and currently it's very difficult to keep atmosphere between 5-15 mil in end-game, however, keeping atmosphere between 25-75 mil is a different story.
Step three: add the upper stages. These stages determine what happens when atmosphere get's too high. Stage 1 could start at 75 mil and would cause any buildings with stage 0 requirements to shut down. Stage 2 would be at 150 mil mil and would cause any buildings that require stage -1 requirements to shut down. Stage 3 is the highest atmospheric stage and could start at 500 mil and would shut down any buildings with stage -2 requirements. So think of the stages as a bullseye, with nested rings. the closer you get to the center, the more buildings you can build and the more earthlike a planet is, but the farther away you are to each side, the more barren a planet is. So all buildings will have 1 out of the following four requirements: -3 or 3(barren stages), -2 or 2(microbial stages), -1 or 1(plant/fish stages), and 0(animal stage/earthlike). Additionally, the upper stages could add haziness in increasing density to simulate a dense atmosphere. So you could tell the difference between a barren planet with no atmosphere and a barren planet with too much atmosphere.
Step four: add in special effects. Each stage should look different that all of the others. In a way, mc already does this by changing the ground texture, but I believe that more differences should be added. For instance, the dry lake-bed terrain that I've spoke of several times could come in handy here. in stages -3 and 3, these tiles will resemble dry lakebeds, but in any other stage, these tiles turn into water. it's the same for water that is already added to some planet types, if you were to drain waterworld of its atmosphere or overload it with atmosphere, the entire map should dry up and leave you free to walk about and build where the water used to be. In stages -2 and 2, plants cannot exist, so trees would disappear and most farms would become inoperable. upon entering stage -1 or 1, trees could be generated around the map and would be left to spread around the map. That's really all that I have for this step for now, but I have an even bigger idea coming up soon.
This section discusses ways that we could implement a heat aspect to the terraformation process to make reaching an earthlike state more challenging. I'd like you to remember the bullseye example that i talked about earlier, but now instead of a 1D line, going from left to right(atmosphere), add a second line going up and down(heat). This system creates an imaginary grid that your planet's status is on. Not only can your planet be hot and high and low pressure, but it can be high heat with low pressure, or low heat with high pressure, or vice versa. This greatly increases the factor of choice when it comes to terraforming your planet. This illustration is just to show you how these two factors of terraforming can be tied together.
The combination of heat and atmosphere exponentially increase the possibilities for new planet types. There would be consequences for not maintaining heat as well, along with rewards for keeping heat and atmosphere at an optimal medium. New structures would be needed in order to manage heat levels, as well as buildings that take advantage of colder or warmer climates. In fact, heat could also be a biproduct that's released by all buildings that release atmosphere as a biproduct. This would simulate a more accurate global warming effect. As for special effects, I wouldn't go too far out, but maybe give the lighting a dark red hue that grows denser as heat increases, and a light-blue hue as heat decreases. Obviously these should have limits, or else the entire screen could turn opaque red if too much heat is gained. Maybe some black particles for ash can be seen falling on hot planets at a certain heat level, while snow, which already has its own particle effect, could fall on cold planets at a certain heat level.
If atmosphere is low, heat will slowly decrease, if atmosphere is high, heat will slowly increase.
This section talks about a sea level feature. This third element adds a 3rd dimension to the bullseye diagram, creating yet exponentially more options and outcomes. Bast can choose how to display or organize these three factors. It really doesn't matter how they are displayed, even if it's just in the form of three separate status bars, the bullseye illustration is just to show you how all three of these elements tie together
The basis for the effect that sea level has on a planet revolves around 3 additional terrain types, high ground which is mountainous territory, middle ground for hilly territory, the main mc ground that we build on now would be known as low ground, which is optimal sea level. And finally, when sea level depletes, a new lower level is revealed, called the dry lakebed level, and the water eventually disappears, leaving a ground of dried lake bed in it's place. However, if sea level grows too much, it'll become level with middle ground, then high ground, and then eventually the entire map/region will be covered in water. When water covers a level, everything on that level is utterly destroyed except for any buildings that are supposed to be in the water, and vice versa, if a water building is built on water, but then the sea level recedes, and the tile that it was built on becomes land, it will also be destroyed.
Obviously we would need buildings that can manage sea level and buildings that can take advantage of high or low sea level. If heat is low, water will become ice, if heat is high, sea level will slowly boil off and recede.
Gravity should be a less-important feature to mc, but I still think it would enhance the terraforming system. Each planet starts off with the same atmosphere, heat, and sea level depending on planet type, but regardless of planet type, gravity should be randomized upon planet generation, creating a different result for each new game. This simulates how planets can be of the same type but vary greatly in size and mass. Too much gravity reduces colonist tolerable commute distance and increases heat due to more volcanic activity, not enough gravity will lower colonist maximum health and slowly drain the atmosphere. Certain buildings cannot be built when exposed to certain gravity levels, and some end-game solutions to undesired gravity level should be available.
radiation, core condition, and ozone levels:
Radiation should be fixed in it's amount depending on the planet type. This could allow for more planet type varieties. Radiation isn't like all of the other factors; instead of there being a happy medium for radiation, no radiation is good, so in perfect conditions, a planet has no radiation. Radiation at any level will damage colonists over time. Now, there are two ways to solve the radiation proble, and both methods are naturally used on earth:
Raise ozone level: In real life, the ozone layer of our atmosphere protects us from some radiation, but not all types of radiation. Perhaps you could add buildings that consume atmosphere and other resources to produce ozone, and then the higher the ozone layer, the less radiation exposure you have.
Secondly, in real life, our molten iron core creates a magnetic field that gaurds from most kinds of radiation. You can accomplish this in mc simply by adding more buildings that benefit from the deep digging tech and consume heat and steel to increase core health. The high the core health, the lower the radiation level.
Whichever way is simplest to you. Just know that certain buildings shouldn't be available when radiation goes over certain points. higher radiation should leech away atmosphere and increase planetary heat.
This section will be more complicated than the former sections. Biospheres adds a very dynamic feature to terraforming, and this feature makes each stage of terraforming feel like it's an accomplishment. First off, let's do a quick description. Biospheres is all about living organisms and how they interact and support each other and the environment. This system would allow you to create and customize(to an extent) the appearance and abilities of the organisms and have them spread over the map. The system would have two main categories, land and sea, and would have four sub-categories under that for microbes, plants, herbivores, and carnivores. Each organism produces support for the next tier of organism based on the abilities you give it, and can also be given abilities to affect the environment in certain ways. Each creature has a maximum amount to the abilities that you can give it, and the more abilities you give to an organism, the more support it requires from organisms from the tier below. Some organisms will be hardier than others, and some will need more support than others. The support system goes like this:
Microbes don't need to rely on support and provide support for plants.
Plants need support from Microbes and provide support for herbivores.
Herbivores needs support from plants and provide support to carnivores. Carnivores need support from both herbivores and other carnivores., as their support adds to the same type as herbivores.
The way that we will apply this system to each stage will be by requiring different atmosphere, heat, and sea levels for each catagory of organism. Seeing unique looking trees and grass spreading across the map and seeing creatures roam about the land would be amazing, especially if it happened in stages.
In stage -3 and 3, the planet is barren, but in stage -2 and 2, you can start utilizing microbes to produce many different resources and terraform, and in stages -1 and 1 you can start using plants, which opens up many different possibilities for resource production, since you should be able to farm your own custom plants for different resources. Then in stage 0, you gain access to animals, which you should be able to farm your own unique animals for different resources.
each organism, whether on land or in the sea, needs to be maintained. You must have enough land slots in order to create a new land organism, and the same applies to sea organisms and slots. Slots are given by structures that maintain the organisms, and more advanced structures have more slots. This prevents a player from easily amassing creatures that can quickly produce a certain resource or terraform the planet quickly. Each organism also has a health percentage that determines how well it's species is doing. If the percentage reaches 0, the species goes extinct and it's slot is freed up for another organism, but the higher the health percentage, the more support a species produces, the more effective you can be at exploiting it for resources, and the more effect it has on the planet. The health percentage has no upper limit, but it depends on how much support it has and how suitable the environment is for it.
Hopefully I've described this system well, but i believe that this system can bring life to mc and make it a more dynamic game and should increase it's value as a game.
To wrap this up, I think we all have witnessed how rigid mc's terraforming system is and I think that these ideas would expand the possibilities for more planet types and would make the game more of a journey to terraform than just a waiting game. I hope everyone else feels the same, but once again, I don't put these ideas out there just for people to agree with me or for every detail to be copied and pasted into the game, I do it to provide ideas for bast to think about when he runs out of them.
RE:New Ideas for the terraformation aspect of my colony - Page 32019-06-14 18:11:13
Thanks, yes this topic is definately outdated as well. I'm currently working on an updated version of these ideas. Some of these ideas have been added to the game, others haven't, and there are also some that no longer apply to the game.
ideas for multiplayer regions2019-06-14 16:34:28
Do yall think we should have a thread for users to advertise their multiplayer regions and post ideas for the feature? I feel like we should.
Also, I noticed that you can't choose a blank map in multiplayer regions. I understand why this would be disabled, but I feel like we should be able to see what the terrain is for the map that are about to choose so we can strategize on which map to start building on. What if maps in a multiplayer region are procedurally generated so that their terrain fits together naturally just like pieces of a puzzel. Then you can see which maps in the region have the terrain features that you want. Would also be awesome to see the region map come to life with continents, oceans, and rivers. This means that not every map can have a river of it's own, but that's the fun part. There would be inland maps that have no water, ocean maps that have no land, and beach and river maps that have both. This makes it more of a challenge to build, but that's the point.
I think the easiest way to do this is to have it generate each map's terrain upon it's creation. It would take a while but the player would only need to wait once. The terrain is set and unchangeable for each map and will remain tied to a map upon deletion. This way, when a player goes to start a new map, the terrain features are already there, so it makes for less time spent creating new maps, and even if the player's map is deleted, someone else can take advantage of the same terrain features.
Overall, I think that the biggest advantage is that it would make each multiplayer regions map unique, dispite it's planet type. Even if you have only 100 earth-like planet regions to choose from, they would all take different shapes.
If you are going to go this route, I recommend including a picture of each region so that if a region is chosen from the list of advertised regions, the image will pop up along with the content warning, allowing you to look at the region and confirm your choice. Would also be nice if before creating a multiplayer region, we could choose the seed or upload a terrain file that has a custom-designed terrain map(for instance, what if you want your region to look like the map of earth?) We could also use a way to export a region's terrain to a file and share it.
This one may be far off, but I like the highlands and midlands that you made for colony wars. It would be quite the challenge if those were to be added to mc's terrain generation. And coupled with the regional terrain generation idea above, you could have mountain ranges and plateaus that span multiple colonies. This would make some maps super hard to build in, but not impossible.
Also, the option to sell your colony to another member of your region and offer to buy other people's maps would be a nice feature in my opinion
That's all I have for now, let me know what you think.
RE:The IOS MC app is taking forever to start2019-06-14 15:52:53
From what I'm seeing, it seems to be fixed, but I'll continue to monitor. My new colony isn't that big yet and I'm playing multiplayer regions.
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