Eco

Eco Dev Tracker




14 Apr

Comment

In Civics.eco set EnableAdminUI = True. In Settlements.eco set the last value of SettlementFoundationBaseInfluence high enough to fill the whole planet. (Depends on world size, 1200 is enough for maximum supported size of 2.56 km²)

Then, place a federation foundation in the world. Target it and execute /fe to force enable it. Open it, remove the check at "Needs Child Settlements". Then you're good to go to just set it up as any other settlement and have a global federation.


26 Mar

Comment

That would usually be caused by the VC++ Redistributables not being installed, if this is on Windows OS.


25 Mar

Comment

Originally posted by Transparent_Turtle

Clarifying question you mean the Settlements Enabled False - setting is a legacy setting that may go away at any time?

It was educated to use this exact setting as most recently 3 months ago here on reddit by you - so I'm confused at this point.

It would be helpful if the wiki had specific step by step instructions on how to make it so that server creators who didn't want to use the settlements/culture system could set things up to make a global settlement and the configuration and admin actions required - we fumbled our way through it last time we were forced to before the information was out about the settlements false but I still don't see anything on the wiki that describes how to do it without issue. If settlements false is going away people are going to need to understand how to do that successfully. I understand that the wiki is being overhauled atm but this is pretty important information for server set up, if SLG has done it and I've just missed it on the w...

Yes. The post you refered to was before the mentioned settings were introduced (I noted that was a few weeks after release) and as such at that time the only way to achieve what you wanted to achieve. Additionally the post didn't hint at singleplayer / local world usage either, as it specifically talks about "setting up a server", hence I assumed your group is hosting a public server for a cycle - there was no need for a warning given that assumption, there was no plan to remove the setting within the forseeable lifetime of a server. Communication only included incentivization of everyone (including servers, like here) to not use that setting after introduction of the claim settings, because as of then all things players were used to were possible with settlements on. Before we only warned singleplayers specifically that this makes the world unsupported. Sorry for that. I obviously cannot guarantee that every single response was the same in that regard either, in the end I'm not us...

Read more
Comment

Originally posted by Transparent_Turtle

The settings are in the difficultly file. However, the one change that doesn't go away is the stakes you can't just claim anywhere like you could before so the stakes still exist - settlement or no settlement.

Stakes should also be present with settlements off, that was a general intended change to the claiming system.

Comment

Originally posted by godgeneral16

This is some valuable information, thanks for sharing. Am i correct that if i leave the settlement setting turned on and i configure the 2 settings that you just shared will basically give me the same results when it comes to getting the claim papers like before while also keeping the settlement system going?

Do i add this to "Balance.eco"? Or is there another file where to add these.

Yes, you will get claim papers and stakes when reading skill scrolls and those papers and stakes can be used anywhere, with no requirement to be in a settlement. (They can also be used in a settlement, so you can combine both systems)

Comment

Originally posted by Transparent_Turtle

This is the first I'm seeing it's being considered they are taking away the option for players to remove the settlement systems. All previous education was to turn the settlements system to false in the config files. When did this change?

We help run a eco community server and almost all the patrons hate the settlement system so we have it set to false - as that's what it was instructed by multiple SLG staff. However, it sounds like this may no longer be an option for any of our future runs based on how your post is written?

Nothing has changed, the setting was a legacy setting from the beginning and as such may go away at any time. For dedicated servers that is barely a problem, as aside of few long-term servers there is no expectation of a save still working a year later, as such turning off settlements to save a bit of setup time isn't a big problem. We've been giving this information to players using local servers from the beginning and the settlement system can also purposefully not be turned off at game creation ingame, only via file modification.

There is no need to use settlements off in any case, servers can use the mentioned settings to enable unrestricted claims as before since a few weeks after release and a global government can be created quickly by two configuration changes and a few admin actions as well.

The legacy option is based on outdated code and no longer maintained, it is possible new civic features won't work with it.

Comment

Do not turn the settlement system off for local and coop games that intend to run longer than a public server - that option is a legacy option that can go away at any time. Just setting the collaboration settings to "No Collaboration" will enable you to get claim papers like in Update 9 and also use those specific claim papers and stakes like in Update 9 (not bound to any settlement), additionally to the ability to make settlements if you ever wish. You can also enable the gain of claim papers in the custom settings for any other collaboration setting. Once the settlement system is turned off, that cannot be reverted and such saves will break unrecoverably if the legacy option is ever removed.

The respective settings are:

"ClaimStakesGrantedUponSkillscrollConsumedAndSettlementsEnabled": 0.0, "ClaimPapersGrantedUponSkillscrollConsumedAndSettlementsEnabled": 0.0,


20 Mar

Comment

Yes, though starting with Update 10.2 foundations can only be moved in a very limited radius around where it was originally placed and the influence does not move with it anymore.

Comment

That's a known bug that will be addressed in Update 10.2.


19 Mar

Comment

Originally posted by kaosnherb

Any change after 3 years now that your less than a year away from 1.0? Would be cool to get this on PS5. (Already own it on steam)

No, we have never considered to start looking into this before EA is over.


14 Mar

Comment

Originally posted by Tompa974

My server hasn't updated. Could you help me by pointing out what manifest last build was so I can downgrade? Thanks!

You can just use the Steam Beta feature and set it to 10.1.4.

Comment

The server list already had been working again when this post was made?


12 Mar

Comment

Originally posted by pokeyy

If you know of a server with 14h or unlimited exhaustion during the weekend and 3h during the week, let me know!

That will be possible only with Update 10.2 when limits for exhaustion per specific day are possible. (Aside of a few modded servers that already have that, of course) I'm not sure how many servers will take a limited time during the week and unlimited on the weekend approach, though. Our official server with exhaustion will aim for 3 hours per week day and about 6 hours on weekends, time not used during the week days being able to be played on weekends.

Comment

Originally posted by Gnawlydog

Dadspeed is the most popular server on Eco. Its a long term server that lasts for months. What sets it apart of the super skill system. You can't have more than 2 skills and they can't work together. Like you can be miner and hunter but not miner and smelter. Dadspeed is named because you can play as much or as little as you want and still be relevant. You can join months into the season and find a place.

Dadspeed is a great server and offers a truly unique experience, but I wouldn't call it the most popular server - the severe restrictions on the skill system is something the vast majority of our audience actually doesn't like. It certainly is one of my immediate candidates for the upcoming recommended server list, though, and I have been recommending them personally on several occasions.

We do hope that our improvements to the exhaustion system will allow servers that offer a similar experience without being as limited in the future, which can cater more towards players that have limited time available to play, but don't want to be limited to a very small selection of skills. We'll see soon enough, Update 10.2 is going into playtest soon.

Comment

Originally posted by Squigs44

You had me interested until the mods. I've found those "quality of life" mods are actually a big catalyst of what makes servers rush through tech. Or maybe the same people who are attracted to mods that make the game easier and more efficient also like to rush to in game tech that makes things easier and more efficient.

In general feedback we tend to hear that players select such servers, but at the same time aren't happy about how fast the game experience ends, specifically due to those mods. It's a bit of a paradoxon.

The game is made with collaboration being necessary in mind, progress being achieved through the whole community coming together for that. Making all tasks easy to achieve for individual people just makes the game end quicker. That doesn't affect all of those modifications, but many of them.


11 Mar

Comment

Originally posted by thebruteman

Thanks, mail was received. We just need this for diagnosis, so I can't yet tell you what is going on to your latest post asking for that. It is clear that the client setting is not the only factor, as we don't get it. We try to see if we can get it if we pretend we are exactly your player on exactly your server with exactly your registry. (And if not, we'll call Merlin to help, as that'll be magic)


10 Mar

Comment

Originally posted by thebruteman

so what exactly do you want just the server game.db and game.eco or all of the server configs as well .... not sure how that helps as it seems to be a client issue and what's put in the windows registry.

So are there client files in appdata/strangeloopgames you want to see from my clients maybe?

I guess one thing of note is I'm able to join my server direct over Lan as well as via NAT loopback but I did test disabling the lan connection to the server and just connecting didn't make a difference fresh install and joining puts that in my registry.

Now knowing little of how this is working I suspect/guessing it has to do with the avatar system I did join a server that was late game with my avatar and did equip a pile of clothing backpacks etc. and I never changed the avatar when I setup my own server (I like how I look and didn't want to change it) is it possible something is stored local from that first server on my avatar that...

Read more

No, just the savegame, game.eco and game.db.


09 Mar

Comment

Originally posted by thebruteman

you have a doubled avatar via TPV, if so, your logfiles added to that issue would be helpful and also checking if the steps a user on steam provided and which I copi

I have this exact issue on my dedicate server my players all are fine on the server but me as admin its doubling my avatar.

Can you send me the savegame where you had that issue and your exact ingame name? Send to [[email protected]](mailto:[email protected]) or add to that issue. (We need .eco and .db file)


07 Mar

Comment

Originally posted by Lucky-Leg-9118

I am at 9 star and got no extra claim t😥... I want a bigger house. I am litterally solo building a village... my hubby is building himself a skyscraper to fit everything in... but I dont like that... I went foodie by the sea style... so how do I find those papers then?

Read my answer above. You get the extra claims through reading skill scrolls when the setting is active.