Eco

Eco Dev Tracker




Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It's not intended and will be fixed as soon as possible.

20 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Eco doesn't have regional text chat, only voice chat. So you would need to use the normal general chat that opens with Enter or send a private message by hovering their username.
Post
Hey Citizens,
we have just released Maintenance Update 11.1.7 with the following changes:

Civics:
  • Fixed: When an election to fill multiple slots of the same office would end with a player having the most votes and some players with less votes being tied between each other, the player having the most votes did not receive the office.
  • Fixed: Executive orders trying to seize a vehicle were failing without showing a reason, seizing a vehicle is now possible when the owner is a citizen of the settlement.
  • Fixed: The jurisdiction for the law triggers "Create Work Order" and "Add Labour to Work Order" was not correctly limited to crafting tables located within settlement influence, but also affected all citizens of the settlement no matter where the crafting table was located.
  • Fixed: It was possible to transfer money to the treasury of a settlement that hasn't been founded yet, lea...
Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The rules feature is not part of Eco, but a mod. I assume you need to accept the rules via some chat command, but I don't know the specific mod used - you may want to ask the server admin in their discord about this.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It is not recommended to use the mentioned setting, as it is experimental and not easy to use - hence it is not listed. A value of 0.04 is way too much and will level you to maximum level in no time.

19 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You need to get a bit creative and place the aqueducts one below the highest level you want to have the water, then remove the parts below, the water will then fill down if it is a full block.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The checkbox is called "Has Meteor", the last one of three directly before the advanced settings.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can do so at world creation in the settings or via Difficulty.eco config file. Note that the meteor will not simply disappear on a world that was already created with it.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please provide your client logfiles after such a crash to [email protected]. You can find here how to get the logfiles: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Influence is only scaled by culture, additional citizens do expand the amount of claim stakes and papers available, though.

16 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes, both are some of the highest voted suggestions, were on the list of what we'd like to do and as such we intend to introduce those after Early Access.

You can also still vote on them here:
https://eco.canny.io/feature-suggestions/p/trains - For Trains
https://eco.canny.io/feature-suggestions/p/minecarts - For Minecarts
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Either you destroy the meteor with the lasers, or the meteor hits the planet and destroys large parts of it. You can continue playing in both cases.

15 Jan

Comment

There is the setting "TimeOfDayScale" in EcoSim.eco, but I don't think that is actually used in code, so I fear that is not possible currently - the daytime is solely cosmetic and can be different for different players until synced.


10 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can already do that with aqueducts as well.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Ah, I see. That is true, but that behaviour was a bug, not a feature and fixed to address the very problem you noted it caused. It didn't work that way always either, I remember the respective internal discussion where John (who wrote the original code for it) himself noted that behaviour was not intended and introduced as an error later down the development. Unfortunately that behaviour hence is also not coming back.

As far as i remember the original state could be used to emulate fountains with a pipe spilling from above onto a (stone) structure - but the intent was for the whole water to be gone the moment the pipe is removed or connected to machinery. Permanent water as a consequence of breaking pipes or leaving them spilling freely (which would be necessary for a permanent pond) was never intended, though.

My post should hence correctly state "aqueducts have always been the only intended way to create and move permanent water". Thanks for correcting.

09 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
I'm unfortunately not sure what you refer to, aqueducts have always been the only way to create and move water.

08 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
There has not been any relevant changes to the ore spawns, only sulfur is missing.

06 Jan

Comment

Originally posted by Dendryc

Thanks for the info. So if i destroy the meteor and create the disaster.eco file new and set the spawn meteor to true, it should take the new time i put in the file? or will it jump back to the 7 days?

right now i destroyed it with a command until we are ready. If i create the meteor again in Lets say 20 days from now, will it just instantly crash into the planet upon creation?

The configured time to hit is counting from the start of the map, not from the creation of the meteor.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please send your client and server logfiles that you can acquire as described in https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world to [email protected], so they can check.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Astral: I mean if you loan someone money they have a debt but it's on them when to repay you even if they have the money.

That is working as intended as well. It is up to players to loan to people they trust to repay or create enforcement mechanisms for loan defaults with the government system. We could probably add a checkbox to automatically repay loans when finances are sufficient that the user could optionally tick off, but the vast majority of loan defaults are for missing finances, not forgetting to repay the loan.