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New Game Map Mode Type and a few QOL Improvements

I have a new map mode suggestion, apart from regular single city and region. In this mode, the map is infinite.
Core Functions:

There will be obviously render distance, similar to MC2. You can adjust this in the engine settings and variable can be 50x50, 100x100, 200x200, and 500x500 for those high end pcs. This settings is for ingame, buildable, interactable setting.

For when you do move (pan up, down, left, right), the game will decompile/compile to load those size-controlled chunks. This process will happen in the background, similar to when the game autosaves in the background, so that you can still move around and stuff, not be stuck waiting for chunks to load.
The way the resources will come in from other compiled chunks is that the game will calculate the buildings' resource production and add upon the resource stat. The time interval for each time the game adds the resource can be how it is collected when you are in region view, but I figured that it could be 8 times faster intervals ((theUsualRegionResourceStatTimer) / 8), or it can be 4 times fast intervals, or engine settings (2x, 4x, 8x, up to 16x). This though depends on performance reasoning, so if you decide just to stick with 4x faster than region collection timer, it's fine.

When you load the game save, have it so it's like region view so that you can easily go to that chunk instead of loading into the game right away and move to that spot while it decompiles/compiles. These chunks from region view can be a simple 100x100 chunk distance between each other, so not necessary engine settings. It's good for you to have region view so that you can practically 'teleport' to that part of this infinite map conveniently better.
My Reasoning For This:

The reason why I want this cool mode because I always thought and wished of having it and I thought it won't be a whole another long project, as it only requires a few extra functions. I always wanted to just build those ore refineries forever and ever in those lines lol, and ofcourse watching my steel go up, making the game really fun for the user. Also, it could be a potential premium feature or not, this is obviously up to you.
Questions From U Guys And Developer Bast:

If there are any questions or problems as you think it might be hard to develop this feature, let me know so I can help and hopefully find a solution.
I hope this might be popular. :)

Last thing, I did see RekEm1999's post ( ), much later after this thought of this feature. I hope this could be a better solution, because it would be buggy if region maps' grid overlaps or something when switching cities, so that I want to point out, but overall idea, I'm with RekEm1999.
[[2]] QOL Improvements:

Add upgrade for Potato Patch (Potato patch to Advanced Hydroponics),
Add upgrade for Charcoal compactor (Charcoal compactor to Charcoal converter),
Add upgrade for Charcoal pile (Charcoal pile to Subterranean Charcoal Cavern).

It will be cool to see when you are building, you can click on one corner and click on some other side (kind of Voxel Paint's fill option) and you can build mass amounts of buildings quickly and conveniently. I think it would be a great addition to the building category, as for some people in region cities would like to just easily build building blueprints using less time.
[[3]] Additive Content (Not majorly suggesting):

Add tiers for:

- Ore Refinery,
- Microchip Factory,
- Textile Mill,
- Ant Paste Synthesizer,
- Charcoal Converter,
- Gold Synthesis Lab,
- Cloning Facility,
- Shipyard,
- Helium Nanomine (if you not planing with Gold Synthesis Lab or other buildings, but recommended not
to do this buildings (Helium Nanomine) to find reason for other buildings individual uniqueness in
resource production),
- Any other building I missed that is tiered from a previous building, obviously not all buildings,
- Obviously not all buildings will get upgrades.
- Tech for these buildings will be in Simulated Fabrication (The 35B Research one).

Overall point is that this 'simulated colony' is fabricated virtual resources and is sending it to the real colony.
Building themes (colors, etc) can relate to Simulated buildings like Nanite Factory and Software Studio.
Some existing buildings might be adjusted (example: Brick Factory, being very vigorous in it's fast production) to balance out the game and have that feel of My Colony - ness.

Again, not wanting this 'upgrade tier' feature, but a potential.
Have a good day!

Notes: Important Targets for this suggestion: Only [[1]] and [[2]].
This would be a total life saver for my projects!
Also, thank you so much for mentioning my post!
My Colony

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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