therealchromedino's Recent Posts

RekEm1999 said:This is an end game structure that will produce steel at a rate that will vastly exceed that of Ancient Alien Steel manufacturing. This structure should be able to produce at least a few hundred times more than the Ancient Alien Steel in order to make that 35T price tag unlocking the technology worth it.

Well, I like this idea, but a sprite needs to be made for it. I believe that I could make something... I will try to make a sprite for it...
I use this for worlds that I own lol. Keep up the good work spamdude!
So, have you ever thought that the economy in MC2 was a bit bland? Ever wished that there was more flavor? If yes, then look no further! This data file contains some economic events surrounding buildings in game that are economy-related. There is even a one time per planet event surrounding the Galactic Stock Exchange that is based on a real catastrophe! I was limited by the options for adding scripts, I would have liked for some of the inflation and miscalculation events to be random. For now, they surround the special Galactic Stock Exchange event.

If I can improve on this idea in any way, please let me know!
Hmm, I like where this is going...
spamdude said:no permission to view wall which means I'm blocked, very interesting
@bastecklein, this guy now has over 4 trillion GDP on the main universe. This simply should not be possible.

Huh, the guy blocked me too. I guess I did kinda call him out on his exploiting. I do not think that this is possible.
spamdude said:You nailed the color scheme, but personally I think the structures should be a bit more differentiation given that they're part of a very unique and important tech. So far, all of the alien stuff in game has an artifact motif; that along with more wires and machinery on the outside would improve the looks a lot. In My Colony, newer alien structures which have no previous derivatives also tend to be rather tall and follow simple geometric designs, and it would be awesome to see something like this in MC2. Finally, based on the existing Alien Microchip Factory, you might want to set your windows to ordinary blue, though the magenta would make for good detailing. Remember, don't just make it alien, make it ALIEN! :)

Thanks for the advice, I will get to work on that right now! I really appreciate the constructive criticism!
There was not a reporting forum in MC2, so I will post this in MC1. I do not think it is possible for a 3k pop colony to have 1T gdp.

Hello! I have yet even more ancient alien stuffs! I was able to make the glow radius of the street light more than 200 due to a glitch (it is 8000 lol). Anyways, enough of my talking, and time for the buildings. (Please note: These are reskins of existing models. I thought that it would fit the theme of Alien Upgrades.)

First off: The Alien Uranium Enrichment Facility.

Next: The Quantum Software Studio.

The Alien Recycling Center.

The Quantum Warehouse.

The Alien Plastic Factory.

The Alien Ore Refinery.

The Quantum Nuclear Reactor.

The Quantum Oil Tank.

The Alien Light Post.

And finally, the Alien Street Light.

I might add to this list later lol.
I like this idea! This would definitely add more incentive to build higher education buildings!
zaikO said:I ran into this very problem today. Don't suppose you figured something out?

Still figuring it out lol.
This upgrade to the gold synthesis lab exists in My Colony 1, so why does it not exist in My Colony 2? Well, lets change that. Seeing as new buildings need more and more gold, we will need a gold synthesis lab that can keep up with the demand. That is where the Ancient Alien Gold Synthesis Lab comes in. As the alien upgrade to the regular lab, this lab is more expensive to make and needs artifacts, but it produces way more gold. Since the ancient alien gold synthesis lab was a reskin of the gold synthesis lab, I thought that this one should follow suit. I have a reskinned gold synthesis lab to follow with the ancient alien theme.

I know that I have already posted about the sugar factory, but I wanted to add a data bundle with it. It also includes the dark pavement from MC1, and a new Hardened Solar Road (Looks similar to the Solar Tower).
So, I have always wanted to trade resources while using the "Alive Steel" Mod from the modshop. Well, I have made a universe for that. The universe key is "alivesteeluni". This is one step forward.
I have been noticing that the sugar extraction labs just do not cut it for the amount of rum I need for my industry. Sugar has no real industrial buildings. I have made a model for a factory that would fix that. Very simple model, made it myself. Will blend right in in an industrial setting.
Are you looking for a more challenging server? Perhaps one that is a spice world? If the answer to those questions is yes, then Terra Divitiae is for you! With the name translating to "Land of Wealth", what's not to like! It is a hard start, but riches do not come easily!
You know children? Yes, those gremlins that take up worker housing early game. Well, I got an extensive idea on how to solve that (The first tech for it being right after colonial finance, so that it comes into effect right when it is needed). I call it: Childcare! These techs and buildings were inspired by another suggestion for eldercare.


Basic Daycares

Prequisite Techs: Basic Education, Colonial Finance

Tech Cost: 150 research

Desc: Colonial Analysis has predicted a massive baby boom! Prepare for it by building Daycares for children!

Needed by: Small Daycare, Children's Home, Large Daycare, Children's Arcology, Child Insurance

Child Insurance

Prequisite Techs: Basic Daycares, Colonial Civics, Advanced Nuclear Physics

Tech Cost: 2k research, 100 civics

Desc: Now that you got Childcare, it is time to make a profit off of it!

Needed by: Small Child Insurance Agency, Large Child Insurance Agency, Child Repossesion Agency

Child Protection

Prequisite Techs: Galactic Governance, Basic Daycares

Tech Cost: 16k research, 500 civics

Desc: Let's face it: there are terrible people around. We need an agency to keep these terrible people away from children!

Needed by: GBCS Colonial Office, GBCS National Office, GBCS Imperial Office

Child Labor

Prequisite Techs: Child Protection, Child Insurance, Self-Governance, Ancient Alien Manufacturing

Tech Cost: 100k research, 5k civics

Desc: With the recent boom in industry, we need all hands on deck! Luckily, with a few law changes, we can raise or lower the minimum working age at our whim!

Needed by: Department of Child Labor, Child Workplace Insurance Agency, Department of Bribing GBCS to Turn a Blind Eye Towards Our Use of Child Labor


Small Daycare


Built by: Builder Bot

Cost: 1k ore, 50 steel

3 Power

Jobs: 1 [Teacher]

Child Capacity: 20

Desc: This Daycare will hold children inside, leaving housing room for workers!

Tax Value: $1

Large Daycare


Built by: Megabot, Megabot Deluxe

Cost: 5.5k ore, 3k steel, 1.6k gold, 50 microchip

30 Power

Jobs: 15 [Teacher]

Child Capacity: 120

Desc: Cram large amounts of children in one area, leaving the other cramped housing free for workers!

Tax Value: $15

Small Child Insurance Agency


Built by: Adv. Builder Bot

Cost: 10k ore, 1.5k steel, 10 microchip, 15 software

15 Power, 10 Bandwidth

Jobs: 20 [White Collar]

Desc: Children are the darndest little things, getting into all sorts of trouble. They surely need insurance to make sure that nothing happens to them... Right?


Money × 50 (4000 ticks [1000 ticks fully employed])

Tax Value: $30

Child Repossesion Agency


Built by: Megabot, Megabot Deluxe

Cost: 15k ore, 5k steel, 3k gold, 200 aluminum, 50 microchip, 50 software

45 Power, 20 Bandwidth

Jobs: 30 [White Collar]

Child Capacity: 360

Desc: When parents do not pay their child insurance, they surely do not care about their children. Those poor tots must be repossesed and put into more caring hands...

Tax Value: $40

The rest of the buildings are up to you, Bast.
CodyStormz said:I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.

*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.

Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)

Humans Eldercare Essentials:[/u]

(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)

- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)

- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)

- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)

- Humans (Retirement Plan):

- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)

- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)

- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)

Advanced Eldercare:

- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.

- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)

- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)

- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.

- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).


Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*

I could really use this for Terra Nova ngl. I am starting to ramp up my old people population. Even some of my reptillian and insectoid immigrants are getting old lol. I hope that bast notices this.
I was just drinking some coke a few hours ago, and once the cola hit, I got this idea: Hey, since MC2 has fish and boats to harvest the fish now, I think the game needs pirates! (Just for the lols). I have designed a pirate ship, a pirate dock, and a new resource: Plunder. I will hook up a mod link and some models that I made.
SPARKY0303 said:Gold upgrades or anything gold I don’t think is needed but maybe with your building inspirations probably make something for alien tech like a huge amount of a resource and a small amount of alien for a bit more alien

Hmm... An Artifact Fabricator... Good idea, I will work on that.
SPARKY0303 said:May I ask where is the problem for gold is we have a very efficient gold lab why would we need this

Water worlds and non premium users do have a problem with gold. Even with gold labs, it takes a very long time for water world players (Lack of space lol).

I do acknowledge that there is a gold lab, but non premium users and water worlds still have a problem with gold. This could be a water world exclusive, as Oats said, but be more productive than the labs (And require premium at that.)

Alternatively, it could be the poor man's gold lab, be less efficient than the gold lab, but not need premium. Those two problems are things that I hope that I could address.


Member Since
February 24th, 2022
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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