I did say it before, but I guess it didn't get attention, which is ok, u were busy. :)

I'm not able to log in to My Colony 1 ( the .online one ). It says it can't find it in its records. I'm guessing because it is a .online and is not connected to .com or something, idk. I know my username and password, tested for the old My Colony One - flawless, but with new My Colony One .online, it's not working.

Also, I did notice with both new MC1 and MC2 log in gui, usually if u want to close the gui, u can just hit anywhere outside of the gui and it will collapse. Worked on old MC1 and MC2. This isn't all too important but it's convenient.

Apart from this, your new update, massive difference! Pretty cool and keep it peek. I like how u expanded the whole traditional My Colony/My Starship feel and fused it into something really cool.
10mo ago
Ok, I think the whole 'sign-in' ui seemed to be a crumb size problem compared to this one.
I can't even sign in, its says I can't login in. I tried on the previous MC1 website, works perfect. This one stutters to get me in to my account. I think this problem to consider before the UI part. It's also critical.
10mo ago
Small bug fix,
the part where it says "sign in" in the menu screen, top right corner, when u click on it, it shows that whole sign in thing, but usually, like the older MC1, you can just click anywhere to cancel and hide that part, but in this case it doesn't.
As a simple UI fix, u can make it so you can click anywhere to hide that sign in menu.
10mo ago
Awesome update, cool features and quality of life improvements. I though really hope there can be performance improvements on certain parts of the game/engine, things of that nature. Now I know I have a mid-low end laptop (core i3 10th gen integrated CPU) laptop, but I've played a few games that are 3D with many objects/buildings that don't generally cause u to start lagging (15-25 fps) mid-game (with lowest settings), so it's important to know the efficiency of how the game runs so it's a performance convenience. I know I stressed this before, but I want to make sure this is done soon so that when there will be more content added, it wouldn't be made impossible to improve performance because of the architecture of the code.

Also, can u add a setting feature (just like in MC1) to turn off "big numbers to letters abrevs"? I like to see the full number with commas :)
Also, the encyclopedia things are a big help, would be appreciated by everyone for more stats!

Anyways, good update, good day.
For the next few updates, try working on the core parts and performance parts of the game. I know I heard some players, like @spamdude, that the game isn't using full performance or other, preventing the game to run like butter. I think these things will be important and is part of the foundation of the game so that it is optimized for full potential.

I like how the game is going with new content and cool features, but quality of life is always appreciated.

Btw, that also can involve visuals too, like set a max cap on how bright those buildings reflect light from the environment. Like Spice Planet's sun brightness makes buildings go white, or it can be caused from multiple light sources. Visuals very important. :)
It would be cool if u had a library of all the building's .svg files so we can edit a bit and have our own custom images for texture modding. I thought it would be nice and it would expand the modding part of MC1.
Even though Bast could potentially use nanite tech and potentially simulation tech for next-tier shipyards, keep in mind that starships are supposed to be that one resource in the game that's rare and expensive, making them a luxury owning even 100 will look good to a colony. It's not supposed to be as abundant as other resources like steel or food.
I have a new map mode suggestion, apart from regular single city and region. In this mode, the map is infinite.
Core Functions:

There will be obviously render distance, similar to MC2. You can adjust this in the engine settings and variable can be 50x50, 100x100, 200x200, and 500x500 for those high end pcs. This settings is for ingame, buildable, interactable setting.

For when you do move (pan up, down, left, right), the game will decompile/compile to load those size-controlled chunks. This process will happen in the background, similar to when the game autosaves in the background, so that you can still move around and stuff, not be stuck waiting for chunks to load.
The way the resources will come in from other compiled chunks is that the game will calculate the buildings' resource production and add upon the resource stat. The time interval for each time the game adds the resource can be how it is collected when you are in region view, but I figured that it could be 8 times faster intervals ((theUsualRegionResourceStatTimer) / 8), or it can be 4 times fast intervals, or engine settings (2x, 4x, 8x, up to 16x). This though depends on performance reasoning, so if you decide just to stick with 4x faster than region collection timer, it's fine.

When you load the game save, have it so it's like region view so that you can easily go to that chunk instead of loading into the game right away and move to that spot while it decompiles/compiles. These chunks from region view can be a simple 100x100 chunk distance between each other, so not necessary engine settings. It's good for you to have region view so that you can practically 'teleport' to that part of this infinite map conveniently better.
My Reasoning For This:

The reason why I want this cool mode because I always thought and wished of having it and I thought it won't be a whole another long project, as it only requires a few extra functions. I always wanted to just build those ore refineries forever and ever in those lines lol, and ofcourse watching my steel go up, making the game really fun for the user. Also, it could be a potential premium feature or not, this is obviously up to you.
Questions From U Guys And Developer Bast:

If there are any questions or problems as you think it might be hard to develop this feature, let me know so I can help and hopefully find a solution.
I hope this might be popular. :)

Last thing, I did see RekEm1999's post ( https://www.ape-apps.com/viewpage.php?p=44761 ), much later after this thought of this feature. I hope this could be a better solution, because it would be buggy if region maps' grid overlaps or something when switching cities, so that I want to point out, but overall idea, I'm with RekEm1999.
[[2]] QOL Improvements:

Add upgrade for Potato Patch (Potato patch to Advanced Hydroponics),
Add upgrade for Charcoal compactor (Charcoal compactor to Charcoal converter),
Add upgrade for Charcoal pile (Charcoal pile to Subterranean Charcoal Cavern).

It will be cool to see when you are building, you can click on one corner and click on some other side (kind of Voxel Paint's fill option) and you can build mass amounts of buildings quickly and conveniently. I think it would be a great addition to the building category, as for some people in region cities would like to just easily build building blueprints using less time.
[[3]] Additive Content (Not majorly suggesting):

Add tiers for:

- Ore Refinery,
- Microchip Factory,
- Textile Mill,
- Ant Paste Synthesizer,
- Charcoal Converter,
- Gold Synthesis Lab,
- Cloning Facility,
- Shipyard,
- Helium Nanomine (if you not planing with Gold Synthesis Lab or other buildings, but recommended not
to do this buildings (Helium Nanomine) to find reason for other buildings individual uniqueness in
resource production),
- Any other building I missed that is tiered from a previous building, obviously not all buildings,
- Obviously not all buildings will get upgrades.
- Tech for these buildings will be in Simulated Fabrication (The 35B Research one).

Overall point is that this 'simulated colony' is fabricated virtual resources and is sending it to the real colony.
Building themes (colors, etc) can relate to Simulated buildings like Nanite Factory and Software Studio.
Some existing buildings might be adjusted (example: Brick Factory, being very vigorous in it's fast production) to balance out the game and have that feel of My Colony - ness.

Again, not wanting this 'upgrade tier' feature, but a potential.
Have a good day!

Notes: Important Targets for this suggestion: Only [[1]] and [[2]].
I suggest that there should be a mass removal option of vegetation like trees and sugarcane, though, this can also imply for non-vegetation like crystalline and diamond growth, pretty much anything that has a spread rate. The reason for this is when you have a large map, but it's already starting to spread its own vegetation quickly, making it hard to contain. It wouldn't be a problem if it weren't a performance issue. I think it would be great and alters minimal changes to the vanilla style of the game.
Can you see if you can some how speed up the rendering so that it matches offline colony rendering? I noticed that if you create an online colony when panning, you can see it just renders slower than offline. Is there a way to kind of fix that or speed it up? I used nearly bare minimum engine settings when testing this.
I noticed that for Deluxe Bussing Authority, Tall Construction is the tech requirement, but Megabots are used to build it. A mistake? I here point it out for you.

Also, in Encyclopedia, the Terrain tab doesn't have the terrain objects in alphabetical order, jtlyk.
Add sell ability to bulldozer for very quick selling. Also have, in building gui, the 'delete all' option to not just make all buildings disappear but also their resources to be sold. Very helpful.


Can you have the part where it says 'File', 'Edit', 'Insert', etc GUI be expandable? So that when you want to export the png, it would take the full 1920x1080 instead of the 1920x1008 when you hit F11 to full-screen Chrome. I see that it "screenshots" the model, but not the part where the gui is in the way. It's important for making icon sprites so they will ratioly align and not cause blurry details. This would be helpful, thx.
For MC2, I know I mentioned it before, but are you going to add the progress bar on buildings? Also, another thing, for modding of buildings, can you have the option for customizing the amount of resources you get from selling the building? Like maybe you want to sell the building for 100% the amount you bought it for. I think it will be interesting for some modded bundles.
I think Bast, the next update you should include a GUI for building stats like in MC1 where you click on a building and go into stats. Also, another thing everyone wants is a progress bar of production buildings, it is the only reason why people feel happy about a building producing resources. A few, probably known bugs you should fix is when a player tries to click on an ore (or other) deposit, it doesn't show how much you have. Everything else is good. Like the modding integration. Happy New Year.
Thankyou Bastecklein for adding such features as the opacity and other cool ones like metallicity and particle effects; also along with the performance integration. Great work! Getting exciting myself. XD
The next project you should work on is having opacity for voxel paint and MC2 so that colors can have characteristics of 'glass'. I think it would be important, especially in the development of MC2.
One more thing, when will this bug be fixed?

Ex: 0.15 or 0.16.
For MC2, is the pavement road mod speed working properly? Because before they used to not affect the vehicles at all and I tried to do something with that, only ending up unsuccessful. Could it be still in development? Or fixed? LMK.
I would imagine how MC2 would be like when the game gets released. Gets exciting every each update!


Member Since
September 15th, 2018
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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