Eco

Eco Dev Tracker




30 Apr

Comment

Originally posted by DNedry

I don't think that is possible unless you have some kind of wild bug. Go the map, there are different areas for settlements and personal property. A town foundation has it's usual property (they start with 9 claims) but it also projects a range that shows the town borders (the range of it's laws etc).

To form a town, you put down the town foundation in a valid Room, then make sure you have the constitution how you want it. Then once you have 3 members joined, you can vote to ratify the constitution. Once succeeded in the vote, you can go back to the foundation to form the town.

All that being said, ECO is still a pretty buggy/glitchy game. If you can't see the foundation, just restart ECO and it usually fixes visual stuffs like that. Restarting the game fixes most bugs like that.

FURTHER if you are interested in playing in a pretty relaxed server with lots of helpful people who answer questions, check out my server Ecophoria. We are 7 days into a 40 day seas...

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They did have a wild bug :)

Also, could you please stop the unsolicited ads for your server - I've noticed them quite a few times. Server ads only belong into the megathread and otherwise may only be posted if a user has explicitly asked for recommendations, which as far as I can see was not the case here. Thank you!

Comment

Originally posted by SLG-Dennis

I have let my colleagues know that the website seemingly didn't update - I couldn't find a error in backend myself, it should have updated correctly. You can use this link to download the server in the meanwhile if you are not using SteamCMD (as we generally recommend): https://eco-releases-staging-eu.s3.eu-central-1.amazonaws.com/EcoServerPC_v0.10.2.2-beta-release-660.zip

If you need the linux server, replace the "PC" with "Linux" in the link.

And should be available on website now as well :)

Comment

I have let my colleagues know that the website seemingly didn't update - I couldn't find a error in backend myself, it should have updated correctly. You can use this link to download the server in the meanwhile if you are not using SteamCMD (as we generally recommend): https://eco-releases-staging-eu.s3.eu-central-1.amazonaws.com/EcoServerPC_v0.10.2.2-beta-release-660.zip

If you need the linux server, replace the "PC" with "Linux" in the link.

Comment

Not working as intended and on our list.


29 Apr

Comment

This is an issue that appears only when the server has unrestricted claim papers, it'll be fixed with next Update this week.


23 Apr

Comment

Should be fixed in next Update, a workaround can be found in the related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/24772


22 Apr

Comment

If you have developer tier, you can export them right from SVN. Other than that they are also on the wiki. Please note that our common use license applies to any game assets, e.g. they can only be used for fan content.


19 Apr

Comment

Errors are related to outdated mods.


16 Apr

Comment

Originally posted by RapaciousVisage

Ohh 100% it's not what we intend, but unfortunately many of those servers utilizing global government are setting up a global currency also, and since there's so many buildings involved in getting a global government + global currency set up, the QA command worked best for us because it gave us the space we needed. Either way it's a giant pain in the ass.

I actually find it pretty easy, to get a global currency running you just need two more objects force enabled and that's it. The manual setup for the federation to just that degree on WT takes 5 minutes with the prerequisites set. That seems a very reasonable setup time for turning the whole game design intention upside down.

Comment

Originally posted by RapaciousVisage

Just did this on my new server over the weekend. To add to the comment above, for paragraph two, another option is utilizing thr /sets command. Flattens an area, creates the three tiers of government, and gives a Treasury for each.

That is specifically a QA command and will likely not be what administrators intend to have when trying to create a simple global government as seen on other servers.


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...

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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.