Aven Colony

Aven Colony

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Aven Colony > General Discussions > Topic Details
City Builder Nov 26, 2017 @ 6:07am
Can't I shut down buildings?
So I tend to build before it's needed. Kind of like I'd like to place down ghost blueprints but then only activate them when I need them, seeing as I don't seem to be able to do that, I'd like to be able to lay down buildings and then turn them off so that they are un-manned until I need them.

Is this somehow possible?
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Not sure, but perhaps not leaving tunnels connected to the buildings would stop them being used.
City Builder Nov 26, 2017 @ 6:38am 
Unfortunately that would (I'm guessing) work if each building wasn't connected by building or tunnel to another building.

So if I have B=Building T=Tunnel

TBTBTBTBTBTBTB

Removing the first tunnel would eliminate all buildings behind it,. It would require quite the elaborate form of tunnelse to be able to turn on and off individual buildings unfortunality.

So, not a good solution but thanks for the reply.
Haerken Nov 26, 2017 @ 8:34pm 
This is the most frustrating thing in the game. Click the building to shut it down is needed. desperatly.
Paul T  [developer] Nov 27, 2017 @ 9:33am 
Hang tight. We're making big changes to this feature soon!
Haerken Nov 27, 2017 @ 11:17am 
Good to hear.
City Builder Nov 27, 2017 @ 11:30am 
Awesome Paul, thanks for the reply.
StyxAnnihilator Nov 30, 2017 @ 3:56am 
+10 I have soon 50 hours played, this issue is probably the worst. Now on Sandy Gulch with almost 2000 immigrants, 97% votes and all almost good. Just run out of ores to produce nanites. Have a lot of Kelkoo though (50.000), but need many more processing plants. Just that the overall production is too good. Can start remove buildings, but then loose half of the nanites, because would need them later on again if to grow the colony even more. A second way is to make people unhappy, also a crappy solution.
The right way to control it would have been to reduce production by properly controlling buildings. Sadly this is not possible. Instead you have a lousy control of how many works there. As is even on low (1) all spots are filled. Not sure what those that decide things for this game had in mind, but for me it seems lack of understanding playing such a game, because this is not the only issue. See that a dev tells they are working on it, so hopefully they can get the game to be good.
One way to fix it might be to change how the worker amount of a structure works. Last (4) as is (full employment). Low (1) become "none", The two next (2 & 3) becomes low and medium, so even with people to fill the spots, it should have vacancy accordingly. Also let the power usage be according to amount of workers. Quick fix is to add a "power off, no workers needed".
Last edited by StyxAnnihilator; Nov 30, 2017 @ 4:03am
City Builder Nov 30, 2017 @ 11:26am 
Or do like in Tropico, and click on a worker slot to block that slot and any after it from hiring employees. So click spot 1 and no workers will work there etc.
Paul T  [developer] Nov 30, 2017 @ 2:09pm 
Thanks for the feedback.

Big changes in the works. Stay tuned!
StyxAnnihilator Dec 4, 2017 @ 1:25am 
YW, good! There are a couple of metods to reduce production, but not a wanted way to control it.

One is to switch production of Farms and Greenhouses from something you have a lot of and at a good rate, to crops that give little. But if you have a lot of food production structures, it is micro managing. Then later on you probably need to switch back again. Since no way (else someone please tell me) to select some and do the same setting.
Suggest use ALT+Select (leftclick) to select ALL of that kind of structures, the CTRL+Select to mark some (like selectively marking files in windows explorer and similar).
Can make this even better to then have the possibility to "save" such a group. Like in StarCraft where you do CTRL+digit (0-9) and select the group with the number assigned. Also add the same way to add or remove to a group. Then you also have a way to much easier manage seasons or "crisis".
Fortunately Mills and Chemical Plants have a "same as others" setting, but that creates only 2 groups. Rest you have to micro manage, but fortunately you do not need very many of those structures.

Another production reducing "trick" is to build structures you do not need and set to fill. Preferable the cheapest ones with best ratio towards the max count of workers. Hopefully buildings that can be used later tho, so avoid recycling if short on space or nanites.

Might be some other ways too, but I have to play some more first, or someone else post some tips. OK, shortly onto my first attempt on Tenari Glacier, almost only Campain badges left.
StyxAnnihilator Dec 7, 2017 @ 5:06am 
Content Drop 2 confirmed (and followed by hotfixes), with "disable" options for some structures, thanks! BTW: Seems to miss a pinned tread "Content Drop 2 has arrived!" (as CD1 have) .
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Aven Colony > General Discussions > Topic Details