Eco

Eco Dev Tracker




23 Feb

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Please send the broken savegame (.eco and .db file) and the full log to support(at)strangeloopgames.com. While we investigate you may have success by restoring one of the automatic backups (in Storage/Backups) folder.

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Originally posted by Lexilogical

I found I had it double clicking on every server I played except the previous one (AWL gaming?) so I suspect it is on the Eco side, and some mod somewhere fixed it for AWL.

I don't get the double clicking issue on any other game or anywhere else on my computer. I'm not holding the button down for the entire animation swing, and I don't think I'm a particularly slow clicker (I did experiment for an afternoon with trying to click faster, couldn't stop the double click.)

I dunno, the fact that one modded server fixed it, and I've had the issue on 4 other servers, including a vanilla one, seems like it's not just me and this other user having broken mice.

Modifications shouldn't be able to change client behaviour, especially not how clicks work. What you may instead have experienced is simple server lag. How is it on a local server?

I never had any double clicking issues with a functioning mouse to begin with, but given Logitech was mentioned here and it later came out they're using unsupported drivers that wasn't a far stretch either. It seemingly neither is a common issue, which makes a bug rather unlikely. And if it was, we'd need working steps to reproduce, as I'm not able to get this behaviour myself by just playing. Neither locally nor on most laggy White Tiger - and also with a Logitech mouse. (And my local server has no mods while WT has at least no mods that could influence this)


22 Feb

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I've been using Logitech peripherals for more than ten years and that was a constant issue with their mice I got after typically about half a year, them starting to double click on a single click. There is nothing I could ever find to fix that, the switches just seem to break quickly with heavy usage. Internet has tons of posts on it (including on reddit). Their latest G502 X Plus so far didn't cause it for me, but that has the new optical switches for the main buttons.

I'm not sure this reddit will be the right place in case it is that issue. I got more than 6 replacement mice from them as they broke after half a year again until they released the one with optical switches and I got that.

From our side we're not aware of anything causing consistent double action problems, at least.

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Originally posted by PlayerOneThousand

In the official discord in the “info-and-rules” channel it will show you all of the restarts for the entire year for all official channels

Those are also displayed in your computers' timezone, but it's 21 CET.


18 Feb

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All current achievements can be received (though achieved is harder, as some are about tasks that realistically need multiple players) in singleplayer. We had thought about additional achievements (or levels thereof) that can only be gained on public servers and such only available via official servers. That is still a long while to go, though.

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Originally posted by steelcryo

Could you add it as a toggle? On by default ofc, but off for those that want it and no need to change the look of it. Personally I do find it gets in the way sometimes, so a toggle would be nice!

Yes, that would then be the plan. But given priorities, for that to be done anytime soon, that would require there to be notable interest which so far we haven't been seeing. It might be a good suggestion for https://feedback.play.eco

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Originally posted by Edward_Tank

"Funny side note: There absolutely is meteor denial"

Oh ok, so we're talking about roleplaying, which I mentioned and said has its own boons and issues as well. For instance I imagine more than one server will ban someone for pretending the meteor isn't coming and trying to jam up everyone's ability to accomplish anything because it's ruining the point of the server. (I know that's what I'd do. I have to deal with enough people trying to spoil attempts to save the real life world, thank you)

But I mean you can continue to pretend I didn't mention that at all. If that's what you want.

"In the next topic you go into I am getting horribly confused as to me it seems you are trying to make a point about people realistically should behave differently than they factually do but then talk about how realism in a game shouldn't play as much role."

In the attempt to explain this better:

What I'm saying is that respecting players time is paramount in ...

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You omitted the whole relevant part that wasn't a funny sidenote and was about how in reality barely anyone playing Eco does so with meteor danger in mind or adjusting to it in the way you suggested. People play the game mostly as an economical simulation, then at some point destroy the meteor. The whole suggested thought process of "We need to destroy the meteor and that means we all must do everything we can as one people and for this we need no money" does not exist outside of small co-op games and is a true utopian goal to reach on a server with dozens to hundreds of players. Interests of players are different and there is not few players that even just simply want to be the richest at the end of the cycle (as they, for example, play Eco due to the economical possibilities but not due to ecology or the meteor), not giving any deeper thought to the meteor at all (or even minding if it hits, as long as personal goals were reached). They do know it is coming, but they draw no spec...

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Originally posted by _aids

Removing stockpile linking will kill the almost dead game

Stockpile linking is not going away. This is about moving items via UI around at no cost whatsoever, up to chaining up stockpiles to not need to use vehicles and infrastructure.


17 Feb

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Originally posted by Dewar654

How do i use another claim stake?
I can only craft the homestead one and it says that you can only have one.
Do i need a different kind of claim stake?

Claim stakes and papers are produced in the town foundation and can be distributed by its mayor.

Comment

Originally posted by SLG-Dennis

The claim isn't false - you are assuming that most other players would think like you. But that isn't the case. It ultimately is a game - which means players can join and leave whenever they please. There is no way we could give people a real sense of urgency that would make their thoughts adjust to it as if the same happened in real life (and then we'd honestly only have looting and crime, at least in my opinion), if they aren't already willing to do so. And it's simply a matter of fact that the absolute vast majority of players do not adjust to roleplay that setting and behave in a way that you would expect people to do when faced with this knowledge. They build up a very normal society, without the meteor controlling their thoughts in the meanwhile and focus on it once they are ready. Panic at most comes up when the timer is nearing the end and they're having difficulty to get together the last needed materials.

Funny side note: There absolutely is meteor denial, it's ac...

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By the way: You may want to start a new world to reapply configs to the world you are currently playing or setting up configuration correctly, happy to help you with that. You will already see in the config screen there is settings for claim papers on settlement on worlds - but given you are capable to dig into the server to disable settlements, I would have assumed you found those settings automatically set for No Collaboration as well.

You find them in Difficulty.eco:

"ClaimStakesGrantedUponSkillscrollConsumedAndSettlementsDisabled": 1.0,

"ClaimPapersGrantedUponSkillscrollConsumedAndSettlementsDisabled": 5.0,

"ClaimStakesGrantedUponSkillscrollConsumedAndSettlementsEnabled": 0.0,

"ClaimPapersGrantedUponSkillscrollConsumedAndSettlementsEnabled": 0.0,

They should be self-explaining, otherwise just hit me up via DM and we'll get it sorted.

Comment

Originally posted by SLG-Dennis

The claim isn't false - you are assuming that most other players would think like you. But that isn't the case. It ultimately is a game - which means players can join and leave whenever they please. There is no way we could give people a real sense of urgency that would make their thoughts adjust to it as if the same happened in real life (and then we'd honestly only have looting and crime, at least in my opinion), if they aren't already willing to do so. And it's simply a matter of fact that the absolute vast majority of players do not adjust to roleplay that setting and behave in a way that you would expect people to do when faced with this knowledge. They build up a very normal society, without the meteor controlling their thoughts in the meanwhile and focus on it once they are ready. Panic at most comes up when the timer is nearing the end and they're having difficulty to get together the last needed materials.

Funny side note: There absolutely is meteor denial, it's ac...

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And again over the limit:
The point I really want to make is that there is no such thing as generalized players. I have real life friends that only touch Eco out of support for me as they only play games with triple A graphical spectacle - what they do being rather irrelevant, fully fine if playtime is only 8 hours for $99 and a slog during that, then they are finished. Yet, we have players already not happy about the animations we do have so far, as they value efficiency over atmosphere.

I don't care about graphics, I mostly play sandbox and roleplay games. I would never buy most AAA titles and have the rule of a game must provide 1 hour of playtime per buck or I don't buy it. I don't have any more time as my friends (and neither have family responsibilities yet and all work full time). And it's been a problem to find games to play together for a while, because despite us mostly playing at the same time, we tend to play different games, just sitting in TeamSpeak toget...

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Originally posted by Edward_Tank

First of all I want to thank you for the detailed response regarding the intentions of the creative team, I can respect the wish to make the game you want to see made, and I wish you all luck for it. I truly hope that I end up being wrong about my concerns, and regardless I hope you all find success and enjoyment in this, and truly if I didn't care about the game's success, I would not offer any critique or compliments on things in said game.

However I do have some issues with some statements you've made.

The claim that no this is just like IRL wrt the doomed state of the planet is. . .False. Like, from the entire *point* of the game, everyone knows that the world is doomed. Literally everyone when they log onto a server can look up and see a timer saying when the meteor is going to impact. There is no 'meteor denial', there is only the cold hard fact of 'Meteor coming in X amount of days'.

You *all* know the world is doomed if nothing is done about it. This...

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The claim isn't false - you are assuming that most other players would think like you. But that isn't the case. It ultimately is a game - which means players can join and leave whenever they please. There is no way we could give people a real sense of urgency that would make their thoughts adjust to it as if the same happened in real life (and then we'd honestly only have looting and crime, at least in my opinion), if they aren't already willing to do so. And it's simply a matter of fact that the absolute vast majority of players do not adjust to roleplay that setting and behave in a way that you would expect people to do when faced with this knowledge. They build up a very normal society, without the meteor controlling their thoughts in the meanwhile and focus on it once they are ready. Panic at most comes up when the timer is nearing the end and they're having difficulty to get together the last needed materials.

Funny side note: There absolutely is meteor denial, it's ac...

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Comment

Originally posted by curious__gal__279

ugh so in other ways there no solution and this game has been out for so many years......and they haven thought about fixing it

We haven't thought about fixing it, because it is not a bug and working as intended. If it is very distracting for you personally, not picking up rocks until while mining is a easy solution. I added your request to the internal suggestion we already had about this by three other users, but given the number of requests is very low I can't make you any hopes that we'd change anything about that soon.

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You cannot and it doesn't work like that - to get the exact same world again you need the exact same WorldGenerator .eco file, just saving the map seed will not give you the same world. If you haven't generated a new world since you created this map the file will still be the same. You find it in /Steam/steamapps/common/Eco/Eco_Data/Server/Configs. Note that you can only generate a world via this file by starting the dedicated server manually, as trying to start a new game with random seed from within the game will overwrite whatever it currently contains.

If you just didn't get your settings right, you can just create a new world (and backup the file above if you want for the future) and reconfigure the settings - these will also apply when loading your old world, as settings in Eco are not per world.


16 Feb

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Originally posted by SLG-Dennis

Well, because we are in Early Access and not all features we want are yet implemented.

We are actually going to change logistics to require manual intervention in a way similar to what you talked about. Inventory transfers will be limited to very short range transfers and require calories that only allow sorting compact facilities, mass transfers and big sized goods are supposed to require vehicles to transport. We had a post on that a good while back with shelves, containers, forklifts and container ships - and if we did trains, they would be used for exactly that as well. Stockpile elevators as you are probably known to currently are actually an exploit resulting from the fact that we couldn't make this possible yet. We never intended for players to creatively chain link a mechanic that is intended for short range inventory access and sorting to be used as an efficient transport mechanic. But we also see no reason to do something against that until we have our logistics o...

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Given my text space went out, there is one more thing I wanted to note:
Eco, contrary to potentially popular belief, was never made to depict a specific way of how things should be done. While many of our team would probably classify as people that would appreciate getting to a Star Trek society, Eco was developed with the idea that players figure out themselves what works and what does not and we don't judge at all when a dictatorship works best for some people or if they use the most weird economic systems. The point is offering many different options on how to found a society. And depending on who plays on any specific server opinions can vary massively and so do majorities. Settlements were also introduced to allow like-minded players to get together more locally, making governance easier, as multiple systems can co-exist and only need to compromise on more global matters. We're not here to judge how players approach the goal, on if that is a utopian approach, a fully capi...

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Comment

Originally posted by Edward_Tank

Then why abstract the ability to transfer resources from stockpiles at all? If you want to build something you should have to carry each and every resource there by hand until you've built a crane.

Is it because it would make the game tedious? Unfun?

How is having to pick up a grand total of 3 clods for the majority of my play time not tedious and unfun? I'm still having to *dig* them up, I'm still having to shove them in a wheelbarrow or cart, I'm still having to haul them around. It's literally just removing the excess busywork.

I respectfully disagree.

Edit: In a world where we either all work together or we all die horribly, I don't really see the point of money or labor contracts. If it's for the potential survival of the planet, Why should I seek pay? Why should anyone seek money when you can work together to ensure everyone gets what they need in order to save the planet? This isn't like RL where there's idiots who *Swear* the planet will be t...

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Well, because we are in Early Access and not all features we want are yet implemented.

We are actually going to change logistics to require manual intervention in a way similar to what you talked about. Inventory transfers will be limited to very short range transfers and require calories that only allow sorting compact facilities, mass transfers and big sized goods are supposed to require vehicles to transport. We had a post on that a good while back with shelves, containers, forklifts and container ships - and if we did trains, they would be used for exactly that as well. Stockpile elevators as you are probably known to currently are actually an exploit resulting from the fact that we couldn't make this possible yet. We never intended for players to creatively chain link a mechanic that is intended for short range inventory access and sorting to be used as an efficient transport mechanic. But we also see no reason to do something against that until we have our logistics o...

Read more
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Originally posted by VexingRaven

I have literally never seen somebody create a labor contract for digging. Is this a White Tiger thing?

I just don't see how you can reconcile the disparity between being able to pick up 5 whole blocks worth of rock with your bare hands while dirt is not only 1 at a time but also totally totally removes your ability to do anything else while you carry it.

Well, all personal experiences, including mine, will be solely anecdotical. I see that regularly on the servers I play or visit, which is mostly bigger and economy focused servers. Digging contracts even were a nice early game way to earn money quickly for newer players and I tend to have my basement be digged out that way as well. White Tiger itself actually doesn't do that anymore, as we have UBI and just spawn the government basements.

With the second part of your post the problem is the assumption that this would need to be reconciled, which it doesn't as the difference is fully intended. Digging and Mining are different activities, with the latter being in much higher demand throughout the whole cycle and being a much more lasting task compared to Digging (when not terraforming, which is not intended at early stages), so it also can work differently. It also doesn't use a tool to pickup or hold materials. Shovels have always allowed to transfer the maximum amount quick...

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15 Feb

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Originally posted by Edward_Tank

Honestly I think they should just change it up.

Upgrading your tools increases the amount of X resource you can carry, otherwise there's really not much of a reason for upgrading things like the hoe/sickle. Abstract it by saying since it's sharper/more efficient you can get less of the stuff you have to get rid of by hand so you're just able to carry that much more of X resource, be it 'carried' or in the pack.

Please for the love of god let me actually use a shovel to pick up ten clods instead of 3-5 until late game, without needing a mod.

The change to give them more carry capacity lately already was a compromise we made requiring at least progression, given many in the team (me included) don't think that should be possible at all - we ultimately agreed on that players at least shouldn't be able to pick up that amount of stuff from the start without machinery. Terraforming, often used as a absolutely valid argument for it, is just specifically not supposed to happen that early as of the design intention of the vanilla game. It is one prime example of what should feel really hard to do until you get into later game.

Chances for us to do that are hence currently near-zero. (And then we'd need a mod to revert it, as multiple of the bigger and more economical collaboration focused servers consider this easy-mode and detrimental for the economy that also works off manual labour contracts, including official server White Tiger.)

I think with the progression based compromise and the ability to use a mod for...

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Originally posted by sex_on_wheels

The private groups who don't participate with anyone else on the server?

But they would win ... SCNR.

But, no really, what would this change? You can already coordinate with other players to fight them economically or with annexation. Any tactical warfare system would just require resources as well and hence require the same coordination with which you can already fight them within the existing system.


14 Feb

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Originally posted by coolfarmer

The next big version will be 1.0, not 11.0.

While possible, that is not yet planned.