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My Colony v0.72.0 Released

I have just completed work on My Colony v0.72.0, which should be going out to all platforms over the next few days. This release contains a whole slew of general bug fixes, both region and non-region related, as well as a few new structures and a new change to unemployment.

Firstly, I think that I may have finally solved the long-standing "my rovers wont move" bug, which people have been complaining about for a year or so. Now that I have written this, there may well be 10 comments below proving that I have not solved it, but I am pretty sure that at least it is a lot better now than it was before. The issue is that some time ago, I added code so that the engine would save commonly used paths and re-use them again instead of going through the pathfinder every time, which saved a lot of cpu usage. Somehow though, I forgot to clear out those saved paths whenever new structures or terrain features were added to the map. So if a path was ever created, and then later on, a building got placed somewhere along the path, the game would go back and try to find a new path, but the engine kept giving out the old retained path over and over again. The retained path would eventually be killed if it failed enough times, but this was creating a constant loop where sometimes rovers would just sit there trying the same path over and over again, or if a ton of rovers were moving at once, they would completely lag out the game while they each tried to resolve the same broken path over and over.

So anyway, there is a better than zero chance that this issue is fixed now, but please (and I am sure you will) let me know if I am mistaken.

Next on the list, I have implemented a change in employment reporting. Before, if a colonist did not have a high enough IQ to take a job, they would become a student. If there were no schools available, they would just keep looking for an education until they could find one. This had a couple of effects. One, it could create lag on large colonies where colonists kept looking for schools over and over. Additionally, it created higher rates of unemployment while there will still jobs available. Players would wonder why colonists are not filling jobs when there are so many workers available, when the actual reason is that many of the colonists were too dumb to work in the jobs that were unfilled.

To address these issues, several changes were made. Now if a colonist cannot find a job, they will look for school once. If they can't find it they will either a) go to the bar and drink their woes away (find entertainment instead), or b) lose faith in your government and become a protester. Later on when they have become sufficiently happy again, or tired of protesting, they will retry their search for a job or school.

Next, the way unemployment is calculated has been changed. Before, unemployment was simply the number of colonists minus the number of filled jobs. Pretty simple. The issue was that since the simulated colonists (new colonists created after your population passes 2000) found jobs and lived their lives based on statistics from the non-simulated colonists, the unemployment rate in some cases would be artificially high as it was counting students and retired colonists as workers, and so simulated colonists were not finding jobs since their employment rate was coded to match the rate of the non-simulated population. Now, students and retired workers are no longer counted among the unemployed. These stats are now reflected on the statistics screen.

In addition, the unhappiness stats now account for colonists who cannot find an education. These stats were previously not accounted for, skewing the other statistics higher than they normally would have been.

In the coming updates, I want to add new colonist births, and also accelerate the rate of aging among the population. I then plan to include nonage and dotage into the population, where colonists will not work under the age of 16 or over the age of 70, or some other arbitrary numbers. Perhaps these numbers can be set in a new social policy.

For players of the desktop Native Client, all script errors should now be written to a .log file saved in the ~/Documents/My Colony folder on the device. Key word should.

Finally, the Reptilians got three new structures in this release. They finally have an embassy to establish diplomatic missions, the Foreign Outpost. In terms of regular structures, they get the Potters Den, which is a small housing unit which also creates pottery. Also they get a public housing structure, the Homeless Shelter, which also provides a mediocre education to those who live there.

One last word about the Android crashes before I wrap up here. From the stats I have gathered, it appears that over 90% of the crashes happen in offline games vs online games. I am wondering if this is related to the game scanning WiFi for nearby players to trade resources with. I have added some potential fixes related to the TCP/IP networking, but whether or not that have an impact remains to be seen.

That's all for today's update. Thanks for playing, and stay tuned for more!
Owner of Ape Apps
Posted by
2018-09-19 15:06:31
#2 2018-09-19 18:17:01
Forgot to mention, that the TV/Gamepad interface has been reworked for this update too.
Owner of Ape Apps
#3 2018-09-19 22:50:55
Thank you, that issue was annoying and made the game frustrating! please fix the bug that I get when constructing multiple buildings all of my vehicles will be selected and if I don't hit cancel in building queue then all of my vehicles will go in one spot. Another small but, fixable bug is with your solar panels. I've noticed when you use the bulldoze tool, it doesn't destroy the sprite right away and it takes changing the game view to destroy those sprites after clicking on them with bulldoze. I've only seen this happen with the regular solar panels.
Edited by TheRangus on 2018-09-19 22:52:53
#4 2018-09-20 16:16:03
Thanks for you continued support on maximum greatness on this game haha. I'm always amazed how bugs get crushed. Simple ones are sometimes the worst : glad to hear of all the improvements and the upcoming features! The workforce one in particular is very exciting :D
#5 2018-09-20 20:30:44
Thank you for continuing the great updates to this game! I'm having so much fun with the new region feature. My organizational OCD self is just LOVING it. :D
Playing on: Mac and iPhone
#6 2018-09-23 07:18:08
please fix the education system! It is great, but I can't keep my people's IQ up even with hundreds of internet relay and school buildings.
#7 2018-09-26 12:22:30
Cool, doing very good. :)

it seems harder to get mad rich now with a human colony when you do export.
i remember the days you'd export 100-200 uranium or aluminium and be set for a long time being able to pay ppl alot of dosh to keep em happy.

theres been a few great depressions in my colony had to switch to vast amounts of t1 water pumps to keep fresh water going but i got there in the end.
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Ape Apps 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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