spamdude's Recent Posts

lessgo dracs are back
5d ago
we may need better water generation, but this is not the way to do it
in fact, this is exactly what alien tech shouldn't have been, just a reskin of human tech
21d ago
Update: Gave the SkyBus a basic interior and updated all derivative models accordingly. Let me know if you want to switch back to the blacked-out doorway version.
23d ago
Yeah, in the interest of player mode I suppose you could build stations anywhere; the inter-settlement is just to emphasize that the stations should also allow your population to work/live(?) across settlements.
29d ago
Regional Bus Station with SkyBus 4.0

No-frills platforms servicing the proprietary SkyBus aerial transport, Regional Bus Stations are all that's needed to connect settlements across the planet!

Now with 27% less fatalities!


Wait, this actually has a really low seating capacity. Either that or the scaling's off.
models

Empty station
Station with SkyBus
Flying SkyBus
Landed SkyBus (for landings outside of bus stations)

(P.S. @bastecklein do you think you could implement something like "garrisoning" units into buildings where the building shows an alternate model when it's holding a unit? It'd work really well for landing pads in general.)
30d ago
SkyBus v2
SkyBus: The future of planetary travel has flown in on this hybrid passenger transport @bastecklein!
(station's coming along)

UPDATE: latest SkyBus model is bundled in the station
1mo ago
Do you think it'd be possible to import some of the forums content like voxel submissions into Discussions so we can still have references?
1mo ago
conclusion: fish are human
1mo ago

Investment Bank
model

After staring at like a thousand of these, I figured I could spice them up a little. Let me know what you think could make my version better!

(note: the plants are fake so you can still build these on airless worlds)
1mo ago
Great to hear, now #mc2-voxeling is actually useful!
1mo ago
I've noticed building things in MC2 can get quite slow compared to MC1 when using decor or any sort of pattern, so I think we would all greatly benefit from being able to place entire groups of buildings in one click (as opposed to just straight lines of the same building). You would be able to manage custom groups of buildings from a separate section of the construction menu. Creating a new group would open a window with a bare plane, like the gridlines separated from the rest of the world. You'd be able to place any building and road you unlocked on a particular world/settlement anywhere on the grid, with any orientation. After creating a group, it would display the sum of its buildings' costs, employment, utility usage, etc. in the build menu. The boundaries of a group would be limited to the boundaries of its buildings rather than a giant rectangle for flexibility in building. With groups, you wouldn't have to sacrifice design in order to scale up your settlement in a reasonable amount of time.
1mo ago
It is estimated that eons ago, industrialized Alien worlds were enveloped by trillions of these linked tiles. Their unique surface profile makes wheeled travel alarmingly fast!


(4x4 unit for demo)

1mo ago
Crawler Loader

A hardy and compact bot which can cut through soil and soft rock with ease. Unlocked at Deep Excavation with the Excavator proper pushed back to Ultra Deep Excavation.
Model
2mo ago
cmon the ADP model isn't meant to be cloned for every common resource
for instance, ore fracking doesn't look the same as regolith extraction since they're different resources
2mo ago
Great improvements and greatly needed for MC2!
2mo ago
model updated to what I think is a superior version (lmk whether or not you agree)
2mo ago

spamdude

Premium Member
Member Since
February 6th, 2019
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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