Eco

Eco Dev Tracker




20 Jun

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28,95; WFH; Two Guys - Double Main Income, No Kids - great for working flexible, reduced hours instead of more money for more time which obviously benefits possibility to game.

Though I work full time for SLG since a few months now. I honestly don't play a whole lot anymore since I work for SLG (and then only on private, locked off servers), but with White-Tiger I'm always busy and involved and I originally got the game for making concepts and societal experiments with players (e.g. the government and economy system more than the "actual gameplay") on my back then private servers, so basically I'm always playing the game.

(I'm sure I wasn't the intended recipient for this question, but it wasn't different back before I started working here either. I only had so much time for making a server and caring about it due to this constellation. In general I see a lot of rather adult population on WT, some with more time, some with less, from all social backgrounds and with ...

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Originally posted by Dizzy_Fish4176

So, this is why it is important to have more than one person who can supply/supplies the community… it’s called supply and demand. AND… if there is a monopoly, he who holds the golden egg (the guy/gal who has what you want) sets the price. Henceforth, why a balanced economy is highly important… you have to make it competitive. Or… completely restrict the ability to price gouge, in which case, the affected person will probably shut down production and move on, leaving you the choice to do without or make a “competitor“ which then becomes the new monopoly. And a vicious cycle… so, make competition. Don’t restrict…

Regulate instead of restriction. Governments have a whole lot of options, including carrots instead of sticks.

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Originally posted by throwaway-cuntboy

i cannot see what you are referring to i am afraid. when i click backpack it opens the pictures tab, which shows me to not be wearing a backpack.

The backpack on there is cosmetic and can have additional buffs, but your inventory is separate from it, you always have it, no matter if you wear a backpack or not. Indeed just move the whole UI window to the left, then you'll see it again.


30 May

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Originally posted by Brkomire

Exactly, it checks when you're starting the order. For example, you have a BU4 that needs to be upgraded to Carpentry Basic Upgrade. You put the BU4 into Carpentry table, start the Carpentry upgrade, put labor in it, and then you can take the upgrade out of the machine, and put it into the order to be upgraded. The order will still take the reduced time for it to craft the item, even though you took it out :D

This only applies as long as it was a single order. If you have queued orders, the module will be checked for every crafted item in the queue again, e.g. only the first crafted item will have the benefit, if you take the module out.


26 May

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Just reminding everyone about rule 5, posts mentioning a specific admin or server name will be removed without comment.

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The date in the server name is only the guaranteed uptime, not the time it resets.


18 May

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Originally posted by Thecrashninja

I completely understand that. Personally, I would have just banned his ass, but I am not the admin of the server. Also doesnt help that he threatened to switch IPs and just pop back in, and seriously plant tailings all over the map, and rivers.

I had asked the admin to kick / ban him a while back, when he threatened to bury tailings by other peoples crops, just so he could make more money, selling food.

Bans are not based on IP, but their Eco license. And maliciously circumventing such bans via other means is a ToS violation.

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Originally posted by Thecrashninja

It may be considered a lack-luster way to go about it, but it works. Not to mention, that other people will not be able to do that same action, in retaliation.

Too many people would be getting caught in the crossfire. Potentially ruining the experience for everyone.

It's certainly not the right way to deal with misbehaving players. In that case we'd need to remove half the game. But that's just my opinion.

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Originally posted by Thecrashninja

Update:

So given the fact that multiple people have started weaponizing tailings, the admin has decided, that it would just be easier to deal with, if there just wasn't anymore tailings. So now, there will be no more tailings produced as by-products on the sever. A little immersion breaking, but better than some twatgoblins killing the world, because they want to be the only person in their profession

Looks like the cheap-out solution with the griefers having won. Bad day for justice.


16 May

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Originally posted by Jack__Union

It just a glitch, one of many small annoying glitches. That exist and most likely never get fixed.

Pick up the machines and replace. Or knock a hole in the wall, big enough to stop the room being a room. Then rebuild.

The fix is actually being worked on, it just wasn't ready for 9.5.1.


10 May

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Originally posted by salbris

Any advice would be server specific because each has different rules about how groups of friends interaction. I've played on servers that didn't have any rules and I've played on some that forced friends to sign up as a company through a mod they included on the server.

Each server may have different needs if you choose to join late (after day 2 or so) but generally you can always play what you want just be prepared to compete with other players. Professions that complement mining would be smelting, basic engineering, mason, or mechanics. You don't necessarily need to complement each other though because on a server all roles will be filled by someone. If you want to optimize though, any profession that uses rocks or metal is a given.

I smell White-Tiger there, lol.

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Originally posted by iamtherik

When I eat something i get a flash message saying something but you can barely even notice it.

Because I was taking a screenshot i see it said "yum" https://i.imgur.com/qP8JPw8.png But between my backpack open and the background, it's really hard to see it.

I just wish the news feed was useful, can we combine the ecolog and newsfeed and make it stay 100% all the time?

Also why do you have to do a couple clicks to go to the ecolog, and instead of staying as a tab, it hides again and you have to do the couple clicks again. why ;_; If at least the ecolog could stay as a regular chat tab, i think that would offset some of my issues .

Also the chat, I wish we could hide it and make it only pop up when someone added a new message and then fade after a couple seconds.

The Hold Control to stick the panels was great, too bad it was removed, now when you hold for a sec it's great, but half the time doesnt ...

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What do you mean with "Eco Log"?

The main feedback was that the notifications were much too annoying and intrusive, which is why the Newsfeed is hidden after news were displayed. (In the way you suggest for chat)

The chat behaviour of that way you should be able to achieve with transparency mode?

Holding CTRL for Tooltips still works, it wasn't removed. I used it just half an hour ago?

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You can spawn one and hover over it to check where it is.


09 May

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When you eat a food item, a text pops up over it, telling you how it tasted. Is this something that didn't happen for you or just something you didn't notice? In playtesting this worked quite well, but we can make changes to it, if it's not as obvious as we thought.

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No, but a fix is scheduled for a minor update soon.


05 May

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Originally posted by 1Fox2Knots

Please do not waste your money on 64 GB of RAM, that's terrible advice!

I got 128 GB, lol.


02 May

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Originally posted by M0nzUn

Oh, so players can't even search by exhaustion time? :<

I've had it in the title before and I guess that helps in the meantime

No, they can't, it's pretty bad. I had created a task for that a while ago, but somehow it didn't make it to 9.5. :/


29 Apr

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Originally posted by M0nzUn

Interesting! We're really happy for it from an exhaustion view anyway :)

I think server hosts are likely to be in the demographic that doesn't want to use exhaustion themselves.

We get people on our server that come looking specifically for exhaustion servers.

I've considered turning it off myself though as it's just not mature enough to really use. So that may be another reason for the low adoption rate.

The biggest issue is that there is no filter and for some reason it didn't make it into 9.5 either ...

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Originally posted by SoopahCoopah

We want factorio online 😡😤🤑

Wrong game, sorry.

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Originally posted by M0nzUn

Pretty sure this was done so that exhausted players can't keep working.

No, it actually wasn't, it's goal is to support the economic balance in late game. It does have that side-effect, but the exhaustion feature is actually being scheduled for a makeover in upcoming updates to fix most of the problematic 'workarounds' and to probably try a bit into the direction some suggestions of players were, e.g. doing the limit in a different way, similar to what our stamina system might look like in the future.

The exhaustion feature is actually only used by very few servers as well, even though the interest of players in it was pretty high. It seems server admins do not agree.