wodanaz's Recent Posts

however in single cities moving an old housing with colonists close to new building with other buildings (entertainment, security etc.) doesn't make them go working into new building. which increases unemployment...
3y ago
this seems to happen in single cities. in regions there isn't such problem
3y ago
cry8wolf9 said:Multi-player is known to have bugs unfortunately right now. Its the main reason its labeled as experimental.

is there any fix for this issue?
4y ago
also you need to have required building bots and at least 1 of every resource needed for the building. also some techs don't unlock building, they are "needed" to build that building after some other tech
4y ago
this is no problem. Just build a lot of storage and accept gifts.
4y ago
i'm now on 1.1.

testing immigration rush. my theory is that very quick immigration (200+ pads) at small/young colonies should support decreasing health and absence of workers. they just come and come, independently of enormous deaths etc.

i tested this theory at my Freyja colony, despte this is huge colony, i successfully passed death wave and working jumps. however, i really increased immigration with the help of 1k+ stargates. but the mean health was 20-40%. also temporary increase of medical and teacher wages up to 100$ (other jobs 10-20$) helps a little.

at little/young colonies i also build really a lot of medical buildings. up to 50-60% of population.
4y ago
bastecklein said:You know it just dawned on me guys, I don't think it's the payroll that is killing your colonists, it is probably the lack of medical facilities, since the birth/death calculations also happen on the same time interval as payroll. Make sure you have enough medical facilities in your colony.

Hi, Bast. Made new colony of LIS at abbandoned world. For ~400 colonists i had 49 first aid stations. Food, water and money are in excess. Prior to every payday - colonists went off all work places (stats i.e. 0/0/10), and after "time to pay your workers" the counter of colonists in resources string became 0. all vanished. this happens independently of paying. just when the window appear. autopay didn't solve the problem

i also noted, that at the time when colonists go out of their work running header at the bottom says that "there is an ongoing health crysis in %cityname%. will %username% do something..."

now for 912 colonists, i have 46 medical clinics. however the situation hasn't changes. in statistics the numbers are 14 births, 163 deaths, and 24225 immigration. autopay didn't solve the problem. stats of concerns show NaN% and diagramm ~30% respectively for uneducated, depressed and health. Despite education, entertainment and medical buildings are built within 3-5 tiles of houses. health stat show 0%...

i didn't notice this at my bigger colonies, despite lesser amount of medical buildings and their distance from buildings.

MC version 1.0 for win 10 x64 downloaded from ape-market
4y ago
bastecklein said:The upcoming v1.0.0 makes a big change to one of the central concepts of the game, Utility consumption (power/bandwidth).

Going forward, Power and Bandwidth consumption is now done one building at a time, in the order in which they were constructed. So if you end up with Low Power because you just built a bunch of stuff, only the newest buildings will be impacted, and not the entire colony. This actually ended up being a more performant calculation, plus it was annoying to have the whole colony go offline when you were in the middle of building.

waiting for that:)
4y ago
cry8wolf9 said:ah finally! someone hit it(sorry had some work related things that kept me away for a bit).

ah yeap. that was long time ago :) can i now declare independence? :)) it was nice experience! waiting for new challenges
4y ago
Wubman said:Applications for the events have been open for a week now, so I'm going to start the events here. Those who have not yet joined may still join, however the end of the end of the event will not be extended on account of someone not joining in time.

The charter code for the event host is Tyt0CUZo

So far we have @wodanaz, @Conco2 and @2007wouldpost entered.

Let the games begin!

Hi. It's Friday, 22nd, November. 50.046.916 civics and 12.59 o'clock
4y ago
hi ppl! a few days left till end. what are the results for now? I had several mistakes, one of which was mass extinction... forgot about ending of fuel... and then water... and then food... and then colonists... half of day lost.
4y ago
hi. I'm in. want to challenge myself.... and, this is great idea
4y ago
what exactly do wehicles do? may be you do not have resources for building or building area is locked?
4y ago
do they have enough money, food and drink? what is with your happiness stats? they are rioting :) not rain money.. just give in some little amounts. or have your problem solved?
4y ago
cry8wolf9 said:Sometimes it just happens when your map gets to big. The game can't process everything you have on the map.
Ive lost quite a few of them that way

Thank you. I understand that. However, when the colony was much bigger (before I've lost save), it was playing slowly, but not laggy... I've lost progress, as it was written, for ~5 months, and the development was enormous. I didn't expand the colony during that time... That's the issue.
5y ago
Hi everyone.
I've been playing since early beginning of game, and developed several large colonies.

One of them was even at the top of largest active colonies. However, once, the save file "corrupted", and I could only load it's previous manual backup of 6-months-earlier version. And it lags terribly. I can do something in only short period (~1-1,5 seconds) after 5-7 seconds laaaggg. I've been playing on PC version. Can please someone help me.

What I've done:
1. removed all vehilcles;
2. stopped almost every construction;
3. diabled everything in "engine settings" ("on" low resolution, "off" rendering colonists, res. poppers, etc.);
5. and nothing helps.

I loaded it on web - the same issue.
I't really sad, that I can't manage it.
Would be glad for any help or tips.

Thanks in advance.

P.s. checked on PC - i5, Nvidia 4Gb graphic card, 8 gb RAM
5y ago


Member Since
April 17th, 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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