spamdude's Recent Posts

This conversation was from 5 years ago, so it wouldn't surprise me if that colony wasn't up anymore
The NOZ discord is still active though
5d ago
think of it as an extremely inefficient CAL
6d ago
in fact IRB actually does exist in MC1 and produces research on top of that, but it's an extremely inefficient method relative to its cost. Better to go with small research labs ASAP.
7d ago

Department of Advanced Fish Mating Studies
Superficially, it's a typical bloated government sinkhole, but inside, thousands of this generation's brightest minds conduct research day and night with the power of the most advanced neural network the galaxy has ever seen in order to find answers to one of the most enigmatic mysteries in the universe: the true nature of fish. For some reason, the research process seems to involve a lot of rum.
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7d ago
prob want to make the world size infinite to match the other types, but everything else looks fine
interested in how an oil deposit would be utilized
9d ago
uh... it's a museum
entertainment, education, deco, etc.
10d ago

A monument to honor the creative minds of your settlement and their media of expression. For some reason, many artists' preferred medium is bricks.
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11d ago
wait, if it's MC1, aren't you just able to build gold mines as a human civ? (assuming it's human if it's called a gold fracking operation)
11d ago
Right now, excavation is pretty much limited to a single tile of depth and the good ol’ excavator. I get the feeling that this is likely in part due to technical limitations, but if overcome, excavation could become a much fuller and more engaging part of MC2, possibly even introducing room for lore. In my visions for a new system of excavation, settlements could eventually dig holes a hundred tiles deep with the help of a new branch of excavation-related techs, structures, and vehicles. Scarce or “delicate” resources such as clay would be found in abundance at specific depths and many new structures would be specialized to tap into underground phenomena, for example, magma-powered electrical plants or supercharged water pumps. Terrain editing would also become available with vehicles called Landmovers, allowing you to form artificial mountains or reclaim islands on ocean worlds.

The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.

The Alien layer would contain hundreds of unique Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of any Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automated defense systems, capable of vaporizing a Main Battle Tank from miles off. “True” Alien infrastructure would prove to be immensely valuable to any settlement sufficiently powerful to locate and subdue its defenses, possibly becoming a major objective for rivaling settlements to consider taking for themselves.

Possible research branches and unlocked capabilities:
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  • Deep Excavation (existing tech, unlocks Excavators with 5-tile excavation range)
  • Advanced Geochemistry (requires Deep Excavation, unlocks entry-level elevation-specific structures and Survey Probes, gateway tech to other excavation-related techs)
  • Earthmoving Techniques (requires Advanced Geochemistry with a level 3 settlement, unlocks Landformers for filling in holes/creating mountains and Borers with 10-tile excavation range)
  • Underground Infrastructure (requires Advanced Geochemistry and Ancient Alien Manufacturing with a level 4 settlement, unlocks more permanent elevation-specific structures and large Mobile Excavation Platforms with 20-tile excavation range)
  • Ultra Deep Exploration (requires Underground Infrastructure and Artificial Intelligence with a level 4 settlement, unlocks expensive Quantum Boring Platforms with 50-tile excavation range)

Possible significant excavation depths:
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  • 3 tiles: Alien structures begin to appear occasionally
  • 6-10 tiles: Planet-specific underground phenomena begin to appear
  • 15-17 tiles: “Intrinsic” underground phenomena such as saturated rock begin to appear
  • 20-23 tiles: Isolated alien structures begin to appear very rarely
  • 37-40 tiles: Alien layer begins

Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
16d ago
well, maybe not necessarily alien, but a better excavator would be a pretty neat idea
16d ago
deeper excavation with larger amounts of artifacts / intact unique alien structures that can be captured which produce artifact
16d ago
maybe try gradient painting the gray and filling in the windows of the top section- looks a little short to me
19d ago
just some poor bloke with MC2 premium but no account, usually through the paid versions of MC2
20d ago
stuff has been fixed now
20d ago
wait a second the bottom doors are one block too low (but not anymore)
man I hate it when that happens
23d ago

Vehicle Foundry

In fact, its main purpose is to produce more Spare Parts than anybody would ever need.
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23d ago


Premium Member
Member Since
February 6th, 2019
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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